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07-15-14 03:50 AM
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Art of murder: FBI confidential

 

07-15-14 03:50 AM
Kradix is Offline
| ID: 1050319 | 11664 Words

Kradix
Level: 13


POSTS: 27/28
POST EXP: 38779
LVL EXP: 9570
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Okay so this game isn't actually on the site, but perhaps it will be in the future, either way since I've taken the time to type it up, I hope some of you will take a look.




The Art of Murder: FBI confidential walkthrough

In this game you play the part of F.B.I. rookie Nicole Bonnet, and in the opening sequence you meet up with another agent James Scott in some seedy looking apartment, you step out for a moment to get coffee and get back just a fraction too late to witness his murder, his dying words been “Take the message to Nick.”

Day 1 F.B.I. New York Branch, Downtown
The game begins in the office of Leon Chaser, the director of the F.B.I. branch in New York., Walk over to Chaser’s desk and speak to him, apparently Nick isn’t around at the moment and Chaser needs Nicole to bring a hardcopy of the report about yesterday’s events.
Leave Chaser’s office and speak to Ruth the secretary, the two women will speak briefly about recent events, Ruth hints at asking to be reassigned, but Nicole is determined to catch the killer herself. Move to the next screen in the FBI office to see the desks of various agents, the nearest desk on the right is Nicole’s desk, go over to it then click on the keyboard to begin typing up the report, Nicole comments that she will need to contact Nick about the remaining details. The office phones aren’t connected, so Nicole will need to use her PDA. Click on the PDA icon in the lower right corner to access it, Nicole doesn’t have any phone numbers entered yet, so she’ll need to get hold of Nick’s number.
Back out from the desk view, then examine the cork board at the back of the room. Nicole will automatically enter Nick’s number, as well as that for Ruth and Chaser once she sees them. Open the PDA interface again, then click the bottom icon to see the stored numbers, then click on Nick’s number to call him; there’s no answer and Nicole worries that something might have happened.
Go back to the front office and ask Ruth about Nick. Apparently that was Nick’s old number you called, Ruth will email you his new one. Go back to your desk and check your computer. Nick’s current number will be on the screen, Nicole will automatically update it in her PDA. Try calling Nick again, you will only get a recording asking you to leave a message, and after doing so Nick will send an SMS, saying that he’ll explain the matter later, but needs to time to pull himself together.
Close the PDA interface, then click on the keyboard to finish typing up the report, then click on the computer screen to print it out.
The printer is on Ruth’s desk, but it’s out of paper at the moment, when asked about it, Ruth says you’ll need to check the supply closet.
Go back to the FBI office area, then leave by the door on the left, to the mezzanine area.
You should see same stacked boxes on the left with some printing paper sitting on them, go over and retrieve the paper, then take it back to the FBI office and load it into the paper feeder in the bottom of the printer. Your report should print now, so take it and then give it to Chaser in his office.
Chaser intends to start Nicole on a new assignment, continue asking him about it until all details are given. Apparently 3 murders have occurred in the past month, all middle aged men, and all killed by a blade of some kind, two of the victims had had their hearts removed and Spanish coins were found on the bodies in each case. Chaser will give Nicole a file on what the murder weapon is believed to look like, Nicole thinks it may be some sort of sacrificial dagger and suggests searching the Pre-Columbian art museum. On her way out, Nicole speaks to Ruth about what has just come to pass, and how she’s been assigned to work with Nick.
Leave the office area by the door on the left into the mezzanine area, click on the lower floor area to go downstairs then leave the complex by the large door on the right to go out into the street. Nicole’s car is the black one parked round the corner on the right, go to the car then select the museum on your map to go there.

Museum of Pre Columbian art
Enter the museum then talk to the porter on the left. When Nicole explains that she’s from the F.B.I. he insists that he’s “clean,” until Nicole asks to speak to the director of the museum, the porter will tell you director Warren can be found in the main hall. Take the open double doors into the exhibition room; director Warren will appear from behind one of the exhibits and comes over to talk to you. Nicole asks about sacrificial knifes, and when asked why the F.B.I. is so interested in Pre-Columbian art, Nicole explains that one such knife may be a murder weapon. Apparently such knifes are on display in the main hall.
There is a display case behind Warren that has knifes in it, but upon close examination, Nicole states that none of them match the knife of interest. In the display case next to it you will see two Pre-Columbian figurines, except one is missing its head. If you move towards the back right corner of the hall you will find a fire extinguisher on the floor, when you click on it Nicole decides it may be of some use and takes it with her.
Apart from the door you came through, there are two other exits from here. The door on the left will take you to the archive, Nicole will comment about the maps on the wall, but other than that, there is nothing of interest here just now.
The other door from the exhibition room will take you to the orangery. Not surprisingly you will find plants growing in here, there are three vases at the far end of the room, and a bag of potting soil across from them on the left; Nicole can take some soil, but has no need for it just yet.
After looking around, leave the exhibition room going back to the main entrance, Nicole will comment that she can’t find anything that will help in the investigation. Go and speak to the porter again, he’ll explain that not all items are on display, and that some are exchanged with other museums, when asked further about this he will explain he has recently been packing items to go to Bogota, he can’t give you the okay to check the boxes, but gives you Warren’s number in order to call him about it, unfortunately, when you attempt to do so there is no answer, apparently he has turned his mobile phone off.
Speak to the porter again; Nicole will use her feminine charms to sweet talk the porter into letting her look downstairs, on condition that she doesn’t touch anything.
The doors down tho the storage area are to the left of the doorway to the exhibition room. When you go downstairs it will be dark, although you can make out the light switch casing. Nicole says she’s going to ask the porter to turn on the lights. Go back and ask him to do so, but he explains that as a porter he doesn’t understand how it all works, but hints that some switches need to be up and others need to be down.
Go back down to storage and examine the switch box. It can be tricky trying to keep track of what each switch does, and since they change each time you play the game, there is no set pattern to use; you will have to experiment until you find a favourable pattern. You may need to return here and change the lighting to allow you to investigate a different area, although it is possible to get all lights on at once.
When lighting permits, check the shelf to the left, Nicole will find a flight case of some kind, left click on it to open it, and you will find an X-ray scanner. Further back you will find an inflatable dinghy. Once you have these items, go back to the switch box if necessary and change the settings so that at least the entire right side of storage is lit up, this will allow Nicole to see down to the furthest part of storage. When you examine this area you will notice some crates stacked against the wall, but some of the crates are inaccessible at the moment, they’re too heavy to move manually, so you need to think of another way. Wedge the dinghy in the gap between the crates, then use the fire extinguisher to inflate the dinghy, this will move the crate allowing you to examine the ones behind it. Use the X-ray scanner to examine the contents of the crates you should find a knife shaped like the suspected murder weapon, plus a gap of the same shape in one of them, suggesting an item has been removed.
Put the X-ray scanner back in its case and return it to its shelf, adjusting the light if necessary. Fortunately, you don’t have to worry about leaving the lights on, so go back upstairs and speak to the porter again. When asked about the inventory of items in storage, he will show you the paperwork, Nicole comments on how one knife is missing and considers calling Warren about this, the porter doesn’t seem to be overly concerned about it.
As you leave the museum Nick will send you another SMS, apparently there’s been another murder, and that you should check it out, go to the car, then use the map to go to the Stockbroker’s villa.

Stockbroker’s villa
When you arrive you will find a policeman waiting at the front gate, go over and speak to him about the murder. The policeman will introduce himself as Jeff McGregor, and explains how the body has already been removed from the premises and an investigation has been carried out. Apparently the victim was found on his pool table, like two of the previous victim’s his heart had been cut out, and the murder left it in the corner of the pockets of the pool table, Jeff also mentions something about a blow to the head, but can’t offer much else. Jeff will step aside allowing Nicole to conduct her own investigation.
When you first enter the house there will be a coffee table in front of Nicole, go over and examine it. The CSI have already been here, as evident by the number 8 evidence card left behind there is a newspaper here, but Nicole can’t pick it up with her bare hands at the risk of marring evidence. The chair on the right appears to have been moved, click on it to bring it closer to the table, when you leave this close up view of the table you should see a business card on the ground where the chair had been, the card is from one Allan Branford, who apparently is a collector, Nicole suggests calling him tomorrow.
Go to the Annexe on the left, Nicole will comment on the pictures hanging here, but has no use for them at the moment, on the coat rack is an umbrella which can be taken for future use.
Go back to the lounge room area, then check the pool table over to the right. There will be the classic chalk outline of a murder victim’s body drawn on the pool table. Upon closer examination, Nicole comments on the smell of blood. Take the pool ball you can see in ball repository and then use it to check the pockets of the pool table, if the ball doesn’t return it means an object is in the pocket, click the umbrella to get a wire then poke the wire down the appropriate pocket to dislodge the item. Turns out the item lodged in the pocket is the head of a Pre-Columbian figurine, probably the one missing from the museum.
Nicole has finished looking around for now, so leave the villa, as she’s leaving she’ll comment on putting the figurine head in the evidence deposit tomorrow, and speaks briefly with Jeff. Click on Nicole’s car to leave. There will be a brief cut scene which shows Nicole having a nightmare about the murderer.


Day 2 F.B.I. New York Branch Downtown

Enter F.B.I. Headquarters, Nicole will state how she needs to get the figurine to the evidence deposit a.s.a.p. except that when you go over to the door Nicole will comment on how it’s locked with a magnetic key card lock, and the fact that she hasn’t got a card to open it with.
Go upstairs to talk to Ruth about this, as you get up to the FBI office Nicole will notice muddy footprints on the floor, apparently they belong to Nick. Speak to Ruth about getting a magnetic key card, she will place one on the desk for you to pick up; if you speak further with Ruth, she will comment on how Nick must have been in earlier this morning, but has gone out again.
As you go to leave Nicole will notice how Nick’s footprints lead to her desk, when you examine your desk you will see he has left some origami, take the item, then click on it again to unfold it; it’s a map of the city, and shows the location where James was killed, apparently Nick wants to meet you there.
Go back down to the evidence deposit, you will need to have the key card selected from your inventory in order to get in. You only need to place the figurine head on a shelf once inside the evidence deposit.
Go upstairs and speak to Chaser in his office, he wants Nicole to go back to the museum to learn more about the missing knife, and also check Warren’s alibi for the night in question. I f you speak to Chaser again, Nicole will bring up Allan Branford’s business card, Chaser will suggest doing a psyche profile to find out more about Branford.
Call Warren to arrange a meeting at the museum, he will also arrange for Branford to meet you there. Leave the complex, and use the map in your car to go back to the museum.

Museum of Pre-Columbian art
Warren will be waiting for you in the exhibition room when you arrive, but there’s no sign of Branford. Speak to Warren, he will tell you Branford is waiting in the next room. Nicole when then move on to the topic about the sacrificial knifes, and how one was missing, unfortunately this can’t be confirmed, as the crates have already left for Bogota; not surprisingly Warren isn’t too happy about Nicole searching been in storage without permission, but promises to look into the matter. If you pursue the matter further, Nicole will bring up the fact that the missing knife may well have been used again as a murder weapon, apparently Warren had close ties with the victim John Rudolph, but Nicole declines to elaborate on the details, when asked why his phone was switched off Warren claims to have been at the philharmonic concert last night, if Nicole asks for confirmation, Warren tells her that Branford can confirm his story.
You will find Branford in the orangery on the right. Nicole will use guile to see if Warren was telling the truth about the orchestras, turns out his story was true, as both men were at the concert last night.
Branford seems shaken up when he hears that John Rudolph was murdered, much as Warren was, somehow these men had connections somewhere. Branford claims that it was six months since he last saw Rudolph, this sounds suspicious since his business card was found at the murder scene. The other murder victims were also known to Branford and in his anguish he cries out the word “Hauquero,” Nicole doesn’t know what Hauquero means, according to Branford it means “grave robber.”
Go back to the exhibition room and examine the figurines in the display case. Nicole confirms that the figurine head she found matches the headless body here, but this time she intends to get Warren’s permission before removing the figurine from its display case.
Unfortunately Warren can’t just give the o.k. to remove the figurine and needs to see some paper work first. Go back to the F.B.I. office to get it.

F.B.I. office
Go back upstairs to the office and speak to Ruth, she’ll ask you to get a request form from the storage room. Storage is at the back of the office next to the cork board where you got the phone numbers from. When you enter the storage room you will find the required forms on the shelf in front of you. Take a blank form and give it to Ruth, she’ll tell you that you need the chief to approve it for you, go see Chaser in his office to do so; he will then call for Ruth to mark it for approval. Go back to Ruth and take the completed form from her desk.
Now back to the museum.

Museum of Pre-Columbian art
Show the form to Warren to get his permission to remove the figurine, the only problem is the display case is locked, so you will need to ask the porter to unlock it for you. Once unlocked open the cabinet and take the figurine. A new problem arises in that the figurine was sitting on a pressure plate, and by removing it you set off the sensor. The porter isn’t happy about this because the alarm can’t be armed, and maintenance won’t be coming until the next day. The exhibits need to be secured manually, so finding an object of similar weight to place on the pressure plate seems to be the way to go.
Go back to the orangery and take some dirt, then put it in one of the vases on the right to create a counter weight. Take the counterweight to the display case and place it in the empty space; this puzzle also varies each time you play the game, if the first counterweight doesn’t stop the beeping take it back to the orangery and try a different combination.
Remember that there are 3 vases, and each one can be partially, or completely filled with dirt, by using a trial-and-error approach you should eventually find a vase of the right weight to silence the sensor; when you have done so you tell the porter that the problem is solved, and you can then leave the museum.

Abandoned house
Nick wanted to meet you so go to the abandoned house. As usual, Nick won’t be around when you need him so you might as well look around for clues.
Enter the abandoned house; there is a view to the left and some stairs leading up, but the place is too poorly lit for checking upstairs just now, so go to the left.
From here you can either go to the apartment on the left or the communal kitchen on the right. From the apartment you can either enter the bedroom on the left, where you can find a hairbrush on the counter or the bathroom where James was shot on the right, where you can take the rubber plug on the floor.
In the kitchen you will find a bottle of whiskey in the fridge. You can also examine the kitchen table and the sink, but Nicole has no use for them right now.
As you leave this area Nicole will comment on how she hasn’t seen the apartment at the other end of the complex yet. On your way over there you may notice a fuse box on the wall, clearly there are fuses missing, but you haven’t got any more at the moment, so continue on to apartment 9 at the end of the hall.
Upon entering Nicole will comment on the squalor of the place, in the next room you will find Joel Tatum, he’s quite drunk but won’t cause you any trouble. In his inebriated state Joel thinks the police tape outside means he can’t leave the building, so he’s sitting around until further notice. Fortunately Joel does remember Nick been her earlier and can be of some use if Nicole is persistent enough. Apparently Nick asked Joel to wait for his partner to show up, but now that Nicole is present Joel can’t remember what it was Nick needed him to give to Nicole, and mutters something about synapses not connecting and not enough body fluids. Offering Joel the bottle of whisky won’t help either, he doesn’t like bourbon.
There is an empty bottle under the table behind Nicole, pick it up and take it to the kitchen where you got the whisky from earlier. Put the rubber plug in the plug hole, place the empty bottle in the sink, then turn the water on; the label will come off, take it then place it over the label on the whisky bottle, this cheap trick should get Joel to co-operate now, take the bottle back to him and he will give you an origami bird, given the origami map from before, this is probably a message from Nick, so unfold the origami to read the message. Nick indicates James’s mobile phone, but leaves no clue on where to find it. Tell Joel that he can leave the premises now; on his way out he’ll mention the 181st street subway station. When Joel leaves you will find a burnt out fuse half hidden by the cushions on the couch.
Click on the hairbrush in your inventory, its bristles will fall out, and Nicole can use them to repair the fuse. When Nicole tries the repaired fuse in the fuse box she saw earlier it will instantly burnt out again as evident by the blue flash, use the bristles to repair it again, then go back to the kitchen and examine the wall near the kitchen table. Some appliance appears to be plugged in here, but the plug is in a bad state, use the paper from the origami bird to remove the plug safely.
Go back to the fuse box and try the fuse again, now that the offending item has been disconnected, the fuse will remain intact and by plugging it in, the lights to the upstairs area will come on.
Go up the first flight of stairs, floor boards near the windows are of interest; when you look more closely you will be able to see James’s mobile under the floorboards, use the handle from the hair brush to pry up the boards to retrieve the phone. The phone has been damaged and no longer functions, but perhaps something on its memory card can be retrieved. Time to go back to headquarters.

F.B.I. office
When you enter the building Nicole will comment on how she needs to take the figurine to the evidence deposit. Using your card to get in Nicole will notice that the head of the figurine is missing and will need to find out where it’s gone, but first of all place the body of the figurine on the shelf, after which Nicole will ponder why Nick wanted you to find James’s phone. Checking the box of James’s stuff while you’re here wouldn’t be a bad idea either, in it you will find his ID card.
Go upstairs and ask Ruth about where the figurine’s head had gone, she’ll tell you that it has been sent for a dactyloscopy and that Nicole’s fingerprints were found on it. Nicole realises she should have been wearing latex gloves and will do so for now on. Go to storage to get some as well as a new battery for James’s phone, while here Nicole should also take some plastic sleeves, some luminol and a lamp.
Nicole will need a cable to attach James’s phone to the new battery, some can seen hanging down from ceiling near the stairs in the mezzanine are, but Nicole will need something to cut them with first. Go back to the evidence deposit and check the box of tailor’s supplies, take the pair of scissors, then go back upstairs to the hanging cables. They are too high to reach at the moment so move the ladder on the left over so you can reach them, use the scissors to cut the cables, remembering to shift the ladder aside so you can get past go back to Nicole’s computer and place James’s phone on the desk, place the battery next to it, then connect them using the cable.
James’s phone will be working now, but you’ll need his PIN to access data. Ruth might know, she’ll mention how people usually use simple to remember things such as their birthday and give you James’s birthday: May 24 1956, however no combinations using these numbers seem to work. Nicole suggests looking for a number that is easily accessible.
James’s ID card may hold a clue, go to the evidence deposit and take it from the box containing his stuff if you haven’t done so already. The ID card is too dirty to read, you’ll have to clean it first.
Next to the Agents’ office is the laboratory, you haven’t been there yet so now would be a good time to look. Inside you will find some swabs on a mobile chest of drawers near the door, take these, then select one from your inventory and use it to clean the card, Nicole can now read the number on James’s ID, the last 4 are 8673, go back to your desk and try entering this number and pressing ok, if done correctly you should gain access to the data on James’s phone. Click the image that appears to send it to Nicole’s computer, as soon as you do the phone will short out completely.
Click the photo that now appears on Nicole’s computer to clear the image. The picture turns out to be the Hauquero that Branford mentioned earlier; with this new lead to go on now would be a good time to search the thugs’ hideout.

Thugs’ hideout
Enter the alley, at the far end is a parked car go over to it and remove the crowbar under its back wheel, then get in the car and release the hand brake; the car will roll forwards until it is under a ladder, use the crow bar to pull the ladder down, then climb up to the next level. Go over to the air conditioner, then jam the crowbar in it, this will result in one of the thugs opening the window to cool the place.
Before entering, Nicole will eavesdrop on what’s happening in the hideout, overhearing something about a knife in a drawer. Once the thugs leave, climb in through the window, then carefully move to the area between the cardboard boxes on the floor. Open the PDA and select the camera icon, Nicole will take a picture of the bag on the couch across from her. There is a piece of paper sticking out with a number written on it, except that it’s upside so the number really is 555252911, click the phone icon then call this number, the henchman in the next room will leave to answer the phone, allowing Nicole to enter without been spotted.
That wardrobe looks promising, take a look there; click the back of the wardrobe to remove the panel to the secret area. Once you enter the secret area you will see a chest of drawers on the right, one of the drawers contains the missing knife, but before she can take it Nicole is knocked out. When she comes to, Nicole has been tied to a chair, she manages to convince Hauquero to leave, but needs to escape before he comes back.
The game will change to a bird’s eye view of the floor, Nicole can only move one square at a time, she can go either forward and backwards or left and right but not diagonally, furthermore some of the squares have holes in them which will cause Nicole to topple over, and some squares creak when Nicole moves onto them, if Nicole falls over or if three squares creak, the thug will come in and punch Nicole, and set her at the back of the room again, if he has to come in three times he will shoot her and the game ends, fortunately the game will have quick saved just prior to this so you can start over. There are several possible ways to reach the desk so Nicole can free herself, but they nearly all involve at least one creaking sound.
Once free go back to the secret area behind the wardrobe, this time Nicole will take the precaution of locking the door. Go over and check the drawers again, the knife is still there, and Nicole can take it provided she remembers to wear latex gloves this time, but first she should check it for blood stains by spraying it with luminol, then shining the lamp on it, once this is conformed take the knife and put it in a plastic bag. Now to find a way out of here.
Lift the corner of the mat closest to the door, underneath Nicole will find a trapdoor, it doesn’t open, but a sound indicates some mechanism has been triggered. Check behind the painting second from the left on the wall to find a hidden lever, pull the lever to unlock the trapdoor, open the trapdoor and climb down the ladder.
The door leading out of here is locked, plus there’s a roller door behind it, but it won’t stay open long enough to get through. On the shelves to the left is a key box, unfortunately the glass door can’t be opened. Over to the right you will find a can, open it to find money, click the tin again to take one coin from it, use the coin on the key box to open the door, Nicole will take all the keys to be sure she has the right one. Test the keys on the door until you find the one that unlocks it; next click on the roller blind mechanism, and use the coin to take out the screws, test the keys until one of them fits the ratchet pivot; turn the crank handle to open the door, the thug will be on the other side waiting, but Nicole lets the door crash down on him, don’t forget to take the gun.
Nicole will return to the abandoned house to find that Hauquero has been apprehended by Nick. Nicole doesn’t hear much at the interrogation other than Hauquero denying anything to do with the death of John Rudolph.


Day 3 F.B.I. New York Branch, Downtown
Ruth compliments Nicole on last night’s events, before the latter steps into Chaser’s office. Nick strongly believes that Hauquero is responsible for the death of James Scott, but as Chaser points out there is a lack of any strong evidence to show for it. Nicole will suggest running a comparison of the blood on the knife to that from the crime scenes.
Use one of the swabs to get a blood sample from the knife, then take the swab to the laboratory then click on the analyser on the bench (be careful not to confuse it with the sample analyser next to it, they don’t serve the same purpose) take one of the test vials and put the swab in it then load the sample onto the analyser then click on the screen at the bottom to send the results to Nicole’s computer. On the way out take the blood tests result sheet near where you got the swabs.
Go back to Nicole’s computer and compare the results from the sheet with the sample you just tested, one of the victim’s blood was on the knife, pointing the finger at Hauquero.
Chaser will be waiting at Ruth’s desk when you go to report your findings, turns out that
Hauquero was killed in a shootout when trying to escape custody.
Go down to the evidence deposit to find that the head of the figurine is back now, take it and the body and put the two together, the head will open revealing a secret compartment containing a bag of white powder. Remove the bag, and use a swab to get a sample of the powder.
Go back to the lab and put the swab in another glass vial, this time run the test using the sample analyser. The powder turns out to be uncut heroin.
Go back to Nicole’s computer to see if the photo from James’s phone offers any other clues, click on the keyboard to filter the photo, after the second filter Nicole will comment on a dimly lit area and also a poster which she recognises from the museum, go back there to investigate.

Museum of Pre-Columbian art

The porter isn’t too happy about seeing Nicole again after what happened last time, and isn’t going to fall for the sweet talk trick again, she’ll need to create a diversion of some kind so he’ll leave his post and she can sneak into storage.
Go to the exhibition room then enter the archive. Take the laboratory magnifying glass on the desk then take the roll of aluminium foil on the floor near the back wall. Go back to the exhibition room and go to the back where you got the fire extinguisher from before, take the bowl hanging on the wall, then proceed to the orangery. Place the bowl near the feet of the statue at the far end of the room, cover the bowl with foil and set up the magnifying glass so that the sunlight reflects onto the temperature sensor. Back in the exhibition room, the porter has come to see what the problem is now, while he secures the area, Nicole takes the time take sneak into the storage area.
You may need to adjust the lights again, when the whole area is lit up, go down towards the furthest part of storage; as she goes down Nicole will notice the poster from the painting. The pieces begin to fall into place now as Nicole realises this is where the heroin is been packed, and why Nick suspected the porter of transferring a white substance from the museum.
Go over and examine the poster, there is a cabinet here; apparently James had been investigating this apparent drug ring too. The cabinet is locked, you’ll need a key, and since the porter isn’t likely to cooperate you’ll need to get hold of one elsewhere.

F.B.I. office
Return to headquarters, then go to the evidence deposit and get the key from the box of James’s things.

Museum of Pre-Columbian art
Go back down to storage and use the key in the lock on the cabinet, inside you will find electronic scales, Nicole mentions they’re covered in “white pollen” in other words: heroin, use a swab to get a sample. As you go to leave Nick will send you another SMS, another victim has been found at the subway station, better go see.

Subway station
The station in question is the one on 181st street which Joel Tatum mentioned earlier. Head towards the station; there is a bottle of cola near the entrance, take it as it could prove useful.
Go down to the subway platform, here you will find Jeff, plus the body of the victim which Nicole recognises as Joel Tatum, the only problem is Hauquero is supposedly dead, so who could have killed Joel? Speak to Jeff about the murder, apparently some renovators found the body, but apart from that Jeff hasn’t got much more to offer so Nicole decides to look around for clues.
Under the old benches to the right you will find a lighter, take it then have a look further down the tunnel. Under the scaffolding you will find a gas can, use it to refill the lighter and then pick up the newspapers on the ground nearby; after that go take a look at the grid on the wall. Inside the vent you can see a bottle, but the screws are rusted and won’t turn, use the cola to loosen them, and unscrew them to open the vent. There are too many creepy crawlies to pick up the bottle just now, so put the newspapers in the vent then use the lighter to start a fire; this will get rid of the bugs. Take the bottle, there appears to be a message inside, but you can’t retrieve it without breaking the bottle. Go back up into the street then go over to the tenement area, no one appears to be home, so they won’t mind if you borrow the wire to the doorbell; use the wire to get the message out of the bottle. The message is in fact a diploma for fine art with the name Joel Tatum on it; apparently he wasn’t always the old drunk Nicole met before. This requires further investigation at the F.B.I. headquarters.

Day 4 F.B.I. New York Branch, Downtown
Once inside Nicole realises that she should have analysed the swab she took at the museum, go to the laboratory and do so now, using the same method as you did for the heroin in the figurine’s head. Nicole wishes to explore the museum more thoroughly, and decides to ask Chaser about getting a search warrant
Go upstairs and ask Ruth if Chaser is in: he’s not and Ruth isn’t sure when he’ll be back. Speak to Ruth again to see if there’s anything on file about Joel Tatum, an interesting development in the case occurs when it becomes apparent that all the victims were educated men, furthermore they apparently all studied art at the New York University, checking the records at the library would be the next logical step.

Library
You will have to go to the back of the library to get to the reading room, once there speak to the librarian about getting the records you need. After some discussion she will guide you to the yearbooks on the shelves to the left of the doors you came in by. The yearbook of interest can be found on the fourth shelf down of the third compartment. Take the book to the librarian so she can use it to find records on the students files, unfortunately, the page required has been torn out. Ask the librarian if there’s other ways to get hold of the missing information, microfilm will come up, it will take some coaxing but in time she’ll agree to help you. The librarian will tell you where to find the microfilm room, though you probably saw it on the way in anyway.
Leave the reading room; the door to the microfilm room will be on the right, once in there you will see a file cabinet containing the microfilms, Nicole realises that there’s far too many to simple search through, so perhaps she should ask the librarian if she can narrow it down. It seems that in the few minutes that Nicole was away, the librarian found the catalogue number: 01-044-086, with this in mind go back to the microfilm room and try again. Nicole will comment on how the numbers on the drawers are of a different numerical system, and wonders where the librarian got this information from. You can check the drawers if you like, but Nicole won’t know where to find the film she wants, so go back to the librarian and ask her about the discrepancy. It turns out that a new system is in place, apparently the new system requires the year to be expressed as 4 digits (Maybe Y2K had something to do with it) and the subject code and item number have also been extended. Nicole comes to the conclusion that the new number must be 001-0044-1986; armed with this new information, try the microfilm room again.
It is now apparent that the drawers are arranged vertically by year and the first six drawers contain microfilms from the year of interest; i.e. 1986. Check the fourth drawer down, a single microfilm will stand out from the others, if only because it’s lying on its side rather than stacked neatly with others, take this film then head back to the reading room.
On the desk nearer to the door on the far right of your screen is a microfilm reader, remove the reel on the left and then wind the microfilm onto it, now the film can be read, load it onto the machine, and flick the switch to turn it on. The image is out of focus because the lens is missing, go and ask the librarian about this. Apparently she has been using the lens to read fine print because she can’t find her glasses. Nicole needs the lens, so it would help if she could find the librarian’s glasses for her; they’re on the table in the bottom right corner of your screen, go and get them, then give them back to the librarian and she will give you the lens you need, pick it up off the desk the and take it back to the microfilm reader and fit it in place between the two reels, you should now be able to read what’s on the microfilm, click on the screen to read the text; apparently the victims were part of an expedition in Peru, continue reading about the aftermaths of the expedition; of all the members, only Warren and Branford are still alive, and Nicole suspects that one of them could be the murderer. Check the details of the microfilm a third time and Nicole will ponder why the two surviving members of the expedition never mentioned anything about knowing the other victims. Anyway now it’s time to go. Go and speak to the librarian, in gratitude for her help, Nicole will call a police car to escort the librarian home in safety; then you can leave.

Museum of Pre-Columbian art
With Hauquero out of the way, Nicole now suspects that Warren may be the one who’s responsible for the murders, once you arrive at the museum, go inside to question him about this, he can be found in the archive. Nicole needs to show him the list of expedition members before he answers any questions about it, he doesn’t seem to be overly concerned that he or Branford could be next. As Nicole continues to discuss the matter she learns of another person: Juan Alvarado, whose name wasn’t on the list because he didn’t join the expedition until the group had reached Peru. Hauquero was also there apparently, he lived up to his name as a grave robber but supposedly offered his help when the expedition was struggling on hard times. There isn’t much more you can learn from Warren now, but finding this Juan Alvarado may offer vital information.
As Nicole leaves the Museum she will find Branford waiting outside, she should speak to him about Alvarado too. Branford knows of Alvarado, but hasn’t been in contact with him for some time; Branford’s reasoning is that if neither he nor Warren is the murder than it must be Alvarado, but apart from the fact that he was part of the expedition, Nicole doesn’t have any reason to suspect Alvarado just yet, and the only other suspicious person is Hauquero who is dead now. Branford believes that Alvarado had been in New York at the time of the murders, and has only recently gone back to Peru; he’ll also mention something about a photo from Alvarado, but apparently lost it somewhere in the museum.
Go back inside to search for the photo, on her way in Nicole will call Ruth and ask her to check the names of passengers of any South American flights to Peru in the last 5 days in the hope of tracking down Juan Alvarado.
Go back to the archives and tell Warren that Branford is waiting outside, Nicole will also bring up the expedition again, and in particular the character of Hauquero and the reputed drug smuggling; another interesting point is that Warren claims to have reported certain events to Chaser, but if so why has Chaser not bought this up?
After you’ve finished speaking to Warren go to the orangery to look for the photo; you should see it on the ground next to the bag of potting soil. So apparently Juan lives in an antique house in Cusco.
As you go to leave Ruth will call back to tell you that Juan Alvarado has already left the country, Chaser isn’t in at the moment to confirm or deny Warren’s story about reporting Hauquero and the drug smuggling so Nicole will ask Ruth to book her and Nick a flight to Cusco, after which Nicole will call Nick about this, once again Nick isn’t around, and Nicole must leave a message. Time to go back to the office.

F.B.I. office
Go back to the secretarial desk and ask Ruth about the flight, Nick isn’t around, but at least Chaser’s back now. Go into his office to speak to him about what has transpired, when Nicole brings up Warren having reported Hauquero, Chaser claims that Nick was on the case, and should have passed the information along. Chaser seems reluctant to let Nicole go to Peru and tells her to take a day off work, Nicole is determined to go there and learn what she can. Next stop: Peru.


Day 5 Cusco, Peru
The next leg of the game starts with Nicole standing in the courtyard of a hotel, she suggests taking a camera with her, there’s one on the closet behind her she can use, but she should talk to Don Diego: the owner of the hotel first. Nicole asks Diego to call a taxi for her so she can go downtown, as the conversation continues, he will also offer her some coca leaves for her headache. Diego knows Juan Alvarado, but apparently the latter has been keeping to himself, and refuses to open his door to anyone, perhaps it has something to do with the events in New York? When you’ve finished talking to Diego, go to the closet and get the camera, then go over to the table next to it and take the coca leaves and buckthorn.
Leave the courtyard via the archway over to the left. You will see the door to the kitchen over to the left, but it’s locked at the moment, there is also a cash machine, and Nicole has her card with her, but isn’t in need of any money right now.
Take the path to the right over to San Martin plaza, here you will find Juan Alvarado’s place. Go over and knock on the door; there doesn’t appear to be anyone home right now. Nicole can now either go back to the hotel or through the alleyway to the workshop.
Go back to the hotel courtyard and speak to Diego about seeing Alvarado, he promises to make an appointment for you. Continue talking to Diego and he will ask a favour of Nicole, apparently a previous guest rented a car from José but neglected to return it, so in retaliation José stole Diego’s Jeep; Diego wants Nicole to rent the Jeep and then park it back at the hotel. Nicole will need money to rent a car so now is the time to use the cash machine. This is pretty straight forward, once Nicole is at the cash machine, she only needs to insert her card and press the enter key, the rest will take care of itself.
Go to the workshop and ask José if you can rent a car, Nicole is happy to take a Jeep but apparently there aren’t any available at the moment. You can look around, but there is no sign of Diego’s Jeep and there’s nothing else you can do here for now.
Go back to the hotel and speak to Diego, it would seem that José has been keeping the Jeep in his garage, go back to the workshop and confront him about this. Naturally he’s a bit suspicious about this and claims that his sister keeps photography items in there. Nicole offers to take a photo with José but needs a tripod to hold the camera, a bit of negotiating will get the ok to look in the garage where there is indeed a Jeep inside. Take the tripod in front of the Jeep, there is also a conspicuous object on the ground near the door, turns out it’s a metal bearing, take it as Nicole can use it later.
When you leave the garage José will be sitting on the front of the Chevy over to the left. Put the camera on the tripod then place the two items on the pavement near the right hand side of the entrance. Once the picture has been taken, tell José about the Jeep in the garage, he’ll claim that he hasn’t been in there for a while but will let Nicole rent the car for 100 dollars, he won’t accept a direct payment though because of his dirty hands. Nicole offers to leave the money “under this thing here” meaning the metal bearing, combine the bearing with the money and then leave them on the wooden bench José was sitting on before. According to José the Jeep still needs some repairs, so it won’t be available until tomorrow.
Go back to the hotel and tell Diego that you have rented the car, he warns you not to take it too far as it may break down again. A meeting has been arranged with Juan Alvarado, apparently Nicole will need to use a photo pass in order to be let in, Diego also warns her not to take the camera with her as it could be stolen.
The scene now changes to later at night when it’s time for the appointment. Go back to Alvarado’s house in the San Martin plaza. Push the photo through the gap in the door to get Alvarado’s attention, he’ll speak to you briefly through the door, but won’t open it without confirmation that Nicole really is an FBI agent, after been dismissed once, try talking to Alvarado a second time, he will ask Nicole to show her ID, she’ll show him through the gap, but he says he can’t see it properly, and since she can’t risk giving him her ID the same way as the photo, so she’ll have to find another way, when she notices a window to the left.
There is an Incan man sitting on the bench to the left under the window, apparently he’s mute because he doesn’t respond in any way if Nicole tries to talk to him. Combine the coca leaves and buckthorn together, then give them to him to get him to leave, Nicole can then climb onto the bench to show her card through the window. Go over to the door and ask to be let in, once inside Nicole raises her suspicions that she could be walking into trap.
Go through the door leading to Juan’s room to speak with him. Alvarado will tell a similar story to Warren, and in particular how an uproar arose when the professor told the students that couldn’t take the treasures with them, and the rebellion led by Warren. Another interesting detail is that Raches’s body was later found with the heart missing much like the current victims.
Apparently someone has been stealing from Alvarado, which may also be why he’s reluctant to open his door to people; the items of interest are some precious stones which are used to unlock a vault the exhibition found in the jungle some 20 years ago.
Alvarado also reveals that he had made map of the area surrounding the city of Akakor, and had gone to New York in the hope of encouraging the others to return there, but when he heard about the murders decided to leave.
Nicole convinces Alvarado to take here to Akakor, in the hope that she may learn more in the jungle where this whole matter began. All is due to take place the next day, leave for now to get some rest.


Day 6 Cusco, Peru
Nicole has gone back to Alvarado’s house to begin the journey to the jungle, only when she knocks on his door there’s no answer.
Go back to the hotel where you will find Diego waiting for you at the front entrance. After confirming the car deal is still on and that Nicole intends on going to the jungle with Alvarado, Diego will give Nicole a sandwich to take with her.
Go back to Juan’s place to see if he’s awake now. The doors are open, which means someone has been here. In Juan’s room you will find that he has been killed, apparently he wasn’t the murder after all. Go over to the fire place and take the dagger and insert the blade into the slot. Inside the secret compartment you will find the map and the precious stones used to unlock the vault. As you collect these items the Incan you met last night will arrive with a policeman. Nicole is in a really tight spot, if she’s found here now she’ll be accused of the murder, and since she can’t use weapons she’ll have to find another way to escape.
Leave Juan’s room, and then go out the back door into the courtyard. Nicole will find herself on a balcony, with some vases on the ground nearby. Part of the railing will be missing here, go over to this area then use the board leaning against the wall to bridge the gap that leads to the roof of the shed. Nicole will need a way to climb over the wall, and the only thing available to her is vases. Nicole can only carry one vase at a time, and sometimes she may need to pick on up and put in down in another spot to get to another one. Ideally Nicole should start with the largest vase, then use progressively smaller ones, if a vase is unsuitable Nicole will make some comment indicating the selected vase isn’t the right one, this means to go back and try a different vase. Nicole only needs to stack 5 vases to be able to climb over the wall, once you have the correct combination, click on the wall to escape.
Nicole now finds herself at the workshop, ask José if the Jeep is ready, it only needs some fuel, he will offer you some gas but charges 20 dollars for it; go back to the cash machine to withdraw some more money. The machine will eat Nicole’s card, and she will not have the money she needs. Go back to José to tell him about this, he will let Nicole have the Jeep in exchange for her camera, go back to the hotel to get it.
Nicole can’t enter the courtyard just now because the policeman from Alvarado’s house is there talking to Don Diego. The kitchen will be unlocked now; maybe you can sneak around through there.
Once in the kitchen get the box of matches on the table in the bottom right hand corner then move towards the fireplace at the back. Take the strawberries and jar of honey that are on the shelves to the left and take the earthenware jug on the stove, use the jug to scoop some dough at of the jug next to the fireplace, add the strawberries and honey to the mixture, put the jug on the stovetop and use the matches to light the fire. The bread with start cooking, go over to the window and turn the fan on so the aroma blows outside into the courtyard, this will get Diego and the policeman to leave so Nicole can enter the courtyard to get her camera back, it will be sitting on the closet as before.
Take the camera back to José at the workshop to get the gas for the Jeep. Put the gas in the gas tank, (make sure you specifically select the gas tank, Nicole won’t respond if you just click on the Jeep) then you’re ready to leave for the jungle.
The following cut scene shows Nicole driving to Akakor, until some shoddy wheelwork on the part of José results in her losing control of the vehicle and veering of the road. The car tumbles of a cliff an crashes in a heap at the bottom, Nicole narrowly misses a violent death.

Day 8 Somewhere in the Andes
Ahead of you is a rickety looking bridge, luckily it will hold as you cross it. Take the tube on the ground. You will now be at the entrance to a tunnel, except that it’s blocked off, and there’s no way to open it.
Go back across the bridge and then move over to the left. There will be the wreck of another Jeep here, take the arm chair, and then use the tube to pry open the crate, take the pulley and jack inside then go back to the bridge.
The bridge will collapse when Nicole tries to cross it this time. Take the cable on the ground, combine the cable with the chair and attach the pulley; then attach the whole thing to the cable from what remains of the bridge, use this new contraption to get across the chasm.
Use the dagger to cut the lianas, and pry the entrance to the tunnel open using the jack.
Once through the tunnel be sure to examine the symbols on the rock above the entrance, this is an important clue, so make note of it. Continue forwards where you will be confronted by 2 pyramids, there is also a 3rd pyramid off screen if you click at the bottom of the screen. Although it is tempting to go to the pyramid directly in front of you, the path will be blocked once inside, so go to small pyramid in the background instead.
Check the symbol above the door here, it’s similar to the first one you saw, but there are notable differences. Go inside where you will find a tomb, upon closer examination Nicole states that it’s supposed to be Raches’s grave, there is also a white cap on the ground here which you need to take with you.
Leave the pyramid then go down to the sun pyramid that was previously off screen. There are symbols above the door here too. The interior of the sun pyramid is blocked off, the only thing of interest here is some water caught in a leave, but you have no convenient way of carrying it.
Now that you have seen the 3 symbols you can return to the middle pyramid.
This pyramid contains the entrance to the vault, and in the hole in the wall on the left you will find the unlocking mechanism, this is why you need the 3 symbols. Careful, don’t simply put the crystals over the corresponding coloured shape, that won’t open the vault. Each colour represents the shape of the crystal you must use that goes with the corresponding symbol seen on the panel above. To simplify this: place the cubic, tetrahedral and spherical crystals from left to right in each corresponding column, note that the coloured symbols should still be visible. When 3 of the crystals are in place, a wheel on the gate is revealed, place the 4th crystal in the appropriate slot to get in the vault.
There is a sword on the ground here, take it as you will need it later. If you click on the frescoes to next to the door on the left you will hear ghosts of the past, offering some clue as to what happened here 20 years ago. Take the old passage on the left. You are outside again now, and there is a plane here, this could be you ticket out of here.
Go and check the propeller of the plane, looks like the plane could do with some fixing up before it will fly. Check under the hood of the plane, remove the air filter, then click on it to clean it, and put it back in place. Have a look at the metal cover near the behind the wings too, here you will find the battery except there’s a snake lying on top of it. The snake isn’t going to let you pick it up, another lateral thinking puzzle.
There is a glass jar a short distance away in front of the plane, go and get it then go back to the vault.
There are some flies swarming over on the right, use the sandwich to attract them then put the fly-blown sandwich in the glass jar. Go over to the hole in the wall on the left and show the jar of flies to the spider in the hole in the wall, once you have captured the spider take the funnel from the niche, inside the final you will find some notes which apparently are diary entries by Professor Johnson, note that he borrowed a watch from Raches, but according to Alvarado Raches’s body was identified by his watch.
Go back to the plane and use the spider in the jar to scare the snake away; you can then examine the battery. The problem is that it’s out of water.
Go back to the small pyramid containing the tomb, move close to the tomb where you can see the lid coming off the sarcophagus and use the sword to pry it open. Take the watch and jawbone, a close examination of the jawbone shows that it must have come from an older man, and since the professor borrowed Raches’s watch, perhaps these are actually the professor’s remains; but if so, then what really happened to Raches?
Go back to the sun pyramid and collect the water in the jar.
Go back to the plane and pour the water into the battery. Click the propeller to start the plane. Nicole will now fly home to New York.


Day 10 F.B.I. New York Branch, Downtown
Enter the F.B.I. building, go upstairs and talk to Ruth; it appears that Nick called for Nicole earlier, seeing as he didn’t turn up in Peru, perhaps you should follow this up; later though, right now you have a job to do.
Go to Chaser’s office and speak to him, he’s not too happy that Nick isn’t around, but then Nick never seems to be around when you need him. Nicole mentions how she found what was supposed to be Raches’s grave, although she has her suspicions about whether the remains actually belong to Reaches, and suggests an analysis on the jawbone she found.
Chaser seems concerned about the fact Nicole was present around the time of Alvarado’s murder, and also believes that her been there may have been a catalyst in the event; Chaser will suspend Nicole from duty and hereby take charge of the case himself.
For now Nicole needs to return to the library to find out more about professor Dickenson

Library
Go to the reading room at the back of the library, and speak to the librarian. Apparently Professor Dickenson’s widow has handed the research notes form the expedition over to the professor’s assistant, one William Warren, the director of teh museum of Pre-Columbian art.
As Nicole leaves the library she will get another SMS from Nick, he hints at checking out the pictures at the stockbroker’s house to see if you learn more about Raches. Better head there then.

Stockbroker’s villa
Once back at the villa go inside, then move to the annexe on the left, there are several photos on the wall, upon closer inspection one of the photos shows 3 people, the professor, his daughter and the third is presumably Raches, however, if you look behind the picture, you will find another one of a younger man who appears to be part of a rock band, so this is Raches.
Now is the time to speak to learn more about the jawbone, so go back to the museum.

Museum of Pre-Columbian art
The porter will be at his post when you enter the museum, he’s not in a good modd,and who can blame him after the trouble Nicole has caused? Anyway, head to the archives to and look for Professor Dickenson’s documents.
Check the bookcase on the left, on the bottom shelf you will find a box full of Professo Dickenson’s notes and journals, which conveniently have some dental records for you to make a comparison of the jaw with. Okay, so now we know the jawbone does indeed come from the professor, and we also have a photo of Raches so we know what he looked like back then, but that still doesn’t explain what happened to Raches, did he survive the expedition or not?
Out the front of the museum you will find Warren, he doesn’t seem overly concerned about his decision to abandon the expedition and steal the treasures from the jungle, when Nicole brings up the grave and the fact that it’s actually the Professor’s remains buried there, Warren brings up the possibility that it could be Raches who is responsible for the murders: a very real possibility, but where can Raches be found?
After exhausting all conversation with Warren go back to the car for your next location, Nicole will track Warren the subway station on 181st street, only to have Chaser call and demand that she returns to the office.

F.B.I. office
Nicole will find a note from Chaser on her desk when she gets back to the office. Take another look at the photo of Raches, Nicole will comment on the similarity in handwriting. Place the photo next to the ruling on Nicole’s desk, Nicole will comment on how E, N, and S are similar on both signatures. (The player has probably noticed that Leon Chaser is an anagram for Noel Raches, but let’s humour Nicole and play along for now.)
Speak to Ruth about been suspended from duty, she’s not too happy about the workload either and comments on how Chaser has been away for a few days and returned in a sordid state of mind. Ruth refuses to work late, and asks Nicole to lock up as she leaves.
Nicole is now the only agent in the complex, go to Chaser’s office and look at his desk, open the cabinet on the left where you will find a safe, the tumblers are set to CHASER, and Nicole will ask “What’s the password?” If you’ve been paying attention, you will know that the password is RACHES and need to adjust the tumblers accordingly, to do that first set the dial to any of the numbers 1-6 to select the letter in the correspond tumbler’s position, then click to arrows above to scroll through the letters alphabetically until the appropriate letter is reached. Once the tumblers are set correctly pull the lever to open the safe. Inside are several items of interest including newspapers from 20 years ago, the missing page from the 1986 year book and plane tickets to Cusco Peru. Call Nick about this new revelation then go back to the subway station on 181st street.

Subway station
Go down to the platform where you saw found Joel Tatum’s body before; there’s no one here, so look around. Over near the scaffolding you will find a pair of pliers that you can take with you. There is nothing else of interest here, so go back up to the street and check out the tenement area.
Go to the tenement area over to the left. Once inside you will find an old fashioned cage elevator, which doesn’t appear to be in working order. Go up 1 floor and read the electrician’s notes attached to the elevator, apparently switchbox 20/07 WB needs to be bypass, take the uninsulated wire over on the right and go up another floor. Here is the motor that operates the elevator, check the green box on the left, combine the pliers with the wire and use it to bypass box 20/07 WB in the bottom left corner. The elevator should be working now, go back down to the first floor and click on the elevator doors and then go down to the basement.
Take the skewer off the bench in the bottom left corner before going down into the boiler room. Use the pliers to remove the knob of the gas tank on the left, then use skewer to puncture the barrel so Nicole can move it over to the ladder with the vent leading to the abandoned platform.
On the other side of the wall you will find an abandoned railway carriage. Enter the carriage then use the knob on the brake pivot, and release the brake.

You have now finished the game, what remains is a cut scene where Nicole confronts Chaser/Raches who is about to take down Warren, and Nick finally makes an appearance. Enjoy the show.
Okay so this game isn't actually on the site, but perhaps it will be in the future, either way since I've taken the time to type it up, I hope some of you will take a look.




The Art of Murder: FBI confidential walkthrough

In this game you play the part of F.B.I. rookie Nicole Bonnet, and in the opening sequence you meet up with another agent James Scott in some seedy looking apartment, you step out for a moment to get coffee and get back just a fraction too late to witness his murder, his dying words been “Take the message to Nick.”

Day 1 F.B.I. New York Branch, Downtown
The game begins in the office of Leon Chaser, the director of the F.B.I. branch in New York., Walk over to Chaser’s desk and speak to him, apparently Nick isn’t around at the moment and Chaser needs Nicole to bring a hardcopy of the report about yesterday’s events.
Leave Chaser’s office and speak to Ruth the secretary, the two women will speak briefly about recent events, Ruth hints at asking to be reassigned, but Nicole is determined to catch the killer herself. Move to the next screen in the FBI office to see the desks of various agents, the nearest desk on the right is Nicole’s desk, go over to it then click on the keyboard to begin typing up the report, Nicole comments that she will need to contact Nick about the remaining details. The office phones aren’t connected, so Nicole will need to use her PDA. Click on the PDA icon in the lower right corner to access it, Nicole doesn’t have any phone numbers entered yet, so she’ll need to get hold of Nick’s number.
Back out from the desk view, then examine the cork board at the back of the room. Nicole will automatically enter Nick’s number, as well as that for Ruth and Chaser once she sees them. Open the PDA interface again, then click the bottom icon to see the stored numbers, then click on Nick’s number to call him; there’s no answer and Nicole worries that something might have happened.
Go back to the front office and ask Ruth about Nick. Apparently that was Nick’s old number you called, Ruth will email you his new one. Go back to your desk and check your computer. Nick’s current number will be on the screen, Nicole will automatically update it in her PDA. Try calling Nick again, you will only get a recording asking you to leave a message, and after doing so Nick will send an SMS, saying that he’ll explain the matter later, but needs to time to pull himself together.
Close the PDA interface, then click on the keyboard to finish typing up the report, then click on the computer screen to print it out.
The printer is on Ruth’s desk, but it’s out of paper at the moment, when asked about it, Ruth says you’ll need to check the supply closet.
Go back to the FBI office area, then leave by the door on the left, to the mezzanine area.
You should see same stacked boxes on the left with some printing paper sitting on them, go over and retrieve the paper, then take it back to the FBI office and load it into the paper feeder in the bottom of the printer. Your report should print now, so take it and then give it to Chaser in his office.
Chaser intends to start Nicole on a new assignment, continue asking him about it until all details are given. Apparently 3 murders have occurred in the past month, all middle aged men, and all killed by a blade of some kind, two of the victims had had their hearts removed and Spanish coins were found on the bodies in each case. Chaser will give Nicole a file on what the murder weapon is believed to look like, Nicole thinks it may be some sort of sacrificial dagger and suggests searching the Pre-Columbian art museum. On her way out, Nicole speaks to Ruth about what has just come to pass, and how she’s been assigned to work with Nick.
Leave the office area by the door on the left into the mezzanine area, click on the lower floor area to go downstairs then leave the complex by the large door on the right to go out into the street. Nicole’s car is the black one parked round the corner on the right, go to the car then select the museum on your map to go there.

Museum of Pre Columbian art
Enter the museum then talk to the porter on the left. When Nicole explains that she’s from the F.B.I. he insists that he’s “clean,” until Nicole asks to speak to the director of the museum, the porter will tell you director Warren can be found in the main hall. Take the open double doors into the exhibition room; director Warren will appear from behind one of the exhibits and comes over to talk to you. Nicole asks about sacrificial knifes, and when asked why the F.B.I. is so interested in Pre-Columbian art, Nicole explains that one such knife may be a murder weapon. Apparently such knifes are on display in the main hall.
There is a display case behind Warren that has knifes in it, but upon close examination, Nicole states that none of them match the knife of interest. In the display case next to it you will see two Pre-Columbian figurines, except one is missing its head. If you move towards the back right corner of the hall you will find a fire extinguisher on the floor, when you click on it Nicole decides it may be of some use and takes it with her.
Apart from the door you came through, there are two other exits from here. The door on the left will take you to the archive, Nicole will comment about the maps on the wall, but other than that, there is nothing of interest here just now.
The other door from the exhibition room will take you to the orangery. Not surprisingly you will find plants growing in here, there are three vases at the far end of the room, and a bag of potting soil across from them on the left; Nicole can take some soil, but has no need for it just yet.
After looking around, leave the exhibition room going back to the main entrance, Nicole will comment that she can’t find anything that will help in the investigation. Go and speak to the porter again, he’ll explain that not all items are on display, and that some are exchanged with other museums, when asked further about this he will explain he has recently been packing items to go to Bogota, he can’t give you the okay to check the boxes, but gives you Warren’s number in order to call him about it, unfortunately, when you attempt to do so there is no answer, apparently he has turned his mobile phone off.
Speak to the porter again; Nicole will use her feminine charms to sweet talk the porter into letting her look downstairs, on condition that she doesn’t touch anything.
The doors down tho the storage area are to the left of the doorway to the exhibition room. When you go downstairs it will be dark, although you can make out the light switch casing. Nicole says she’s going to ask the porter to turn on the lights. Go back and ask him to do so, but he explains that as a porter he doesn’t understand how it all works, but hints that some switches need to be up and others need to be down.
Go back down to storage and examine the switch box. It can be tricky trying to keep track of what each switch does, and since they change each time you play the game, there is no set pattern to use; you will have to experiment until you find a favourable pattern. You may need to return here and change the lighting to allow you to investigate a different area, although it is possible to get all lights on at once.
When lighting permits, check the shelf to the left, Nicole will find a flight case of some kind, left click on it to open it, and you will find an X-ray scanner. Further back you will find an inflatable dinghy. Once you have these items, go back to the switch box if necessary and change the settings so that at least the entire right side of storage is lit up, this will allow Nicole to see down to the furthest part of storage. When you examine this area you will notice some crates stacked against the wall, but some of the crates are inaccessible at the moment, they’re too heavy to move manually, so you need to think of another way. Wedge the dinghy in the gap between the crates, then use the fire extinguisher to inflate the dinghy, this will move the crate allowing you to examine the ones behind it. Use the X-ray scanner to examine the contents of the crates you should find a knife shaped like the suspected murder weapon, plus a gap of the same shape in one of them, suggesting an item has been removed.
Put the X-ray scanner back in its case and return it to its shelf, adjusting the light if necessary. Fortunately, you don’t have to worry about leaving the lights on, so go back upstairs and speak to the porter again. When asked about the inventory of items in storage, he will show you the paperwork, Nicole comments on how one knife is missing and considers calling Warren about this, the porter doesn’t seem to be overly concerned about it.
As you leave the museum Nick will send you another SMS, apparently there’s been another murder, and that you should check it out, go to the car, then use the map to go to the Stockbroker’s villa.

Stockbroker’s villa
When you arrive you will find a policeman waiting at the front gate, go over and speak to him about the murder. The policeman will introduce himself as Jeff McGregor, and explains how the body has already been removed from the premises and an investigation has been carried out. Apparently the victim was found on his pool table, like two of the previous victim’s his heart had been cut out, and the murder left it in the corner of the pockets of the pool table, Jeff also mentions something about a blow to the head, but can’t offer much else. Jeff will step aside allowing Nicole to conduct her own investigation.
When you first enter the house there will be a coffee table in front of Nicole, go over and examine it. The CSI have already been here, as evident by the number 8 evidence card left behind there is a newspaper here, but Nicole can’t pick it up with her bare hands at the risk of marring evidence. The chair on the right appears to have been moved, click on it to bring it closer to the table, when you leave this close up view of the table you should see a business card on the ground where the chair had been, the card is from one Allan Branford, who apparently is a collector, Nicole suggests calling him tomorrow.
Go to the Annexe on the left, Nicole will comment on the pictures hanging here, but has no use for them at the moment, on the coat rack is an umbrella which can be taken for future use.
Go back to the lounge room area, then check the pool table over to the right. There will be the classic chalk outline of a murder victim’s body drawn on the pool table. Upon closer examination, Nicole comments on the smell of blood. Take the pool ball you can see in ball repository and then use it to check the pockets of the pool table, if the ball doesn’t return it means an object is in the pocket, click the umbrella to get a wire then poke the wire down the appropriate pocket to dislodge the item. Turns out the item lodged in the pocket is the head of a Pre-Columbian figurine, probably the one missing from the museum.
Nicole has finished looking around for now, so leave the villa, as she’s leaving she’ll comment on putting the figurine head in the evidence deposit tomorrow, and speaks briefly with Jeff. Click on Nicole’s car to leave. There will be a brief cut scene which shows Nicole having a nightmare about the murderer.


Day 2 F.B.I. New York Branch Downtown

Enter F.B.I. Headquarters, Nicole will state how she needs to get the figurine to the evidence deposit a.s.a.p. except that when you go over to the door Nicole will comment on how it’s locked with a magnetic key card lock, and the fact that she hasn’t got a card to open it with.
Go upstairs to talk to Ruth about this, as you get up to the FBI office Nicole will notice muddy footprints on the floor, apparently they belong to Nick. Speak to Ruth about getting a magnetic key card, she will place one on the desk for you to pick up; if you speak further with Ruth, she will comment on how Nick must have been in earlier this morning, but has gone out again.
As you go to leave Nicole will notice how Nick’s footprints lead to her desk, when you examine your desk you will see he has left some origami, take the item, then click on it again to unfold it; it’s a map of the city, and shows the location where James was killed, apparently Nick wants to meet you there.
Go back down to the evidence deposit, you will need to have the key card selected from your inventory in order to get in. You only need to place the figurine head on a shelf once inside the evidence deposit.
Go upstairs and speak to Chaser in his office, he wants Nicole to go back to the museum to learn more about the missing knife, and also check Warren’s alibi for the night in question. I f you speak to Chaser again, Nicole will bring up Allan Branford’s business card, Chaser will suggest doing a psyche profile to find out more about Branford.
Call Warren to arrange a meeting at the museum, he will also arrange for Branford to meet you there. Leave the complex, and use the map in your car to go back to the museum.

Museum of Pre-Columbian art
Warren will be waiting for you in the exhibition room when you arrive, but there’s no sign of Branford. Speak to Warren, he will tell you Branford is waiting in the next room. Nicole when then move on to the topic about the sacrificial knifes, and how one was missing, unfortunately this can’t be confirmed, as the crates have already left for Bogota; not surprisingly Warren isn’t too happy about Nicole searching been in storage without permission, but promises to look into the matter. If you pursue the matter further, Nicole will bring up the fact that the missing knife may well have been used again as a murder weapon, apparently Warren had close ties with the victim John Rudolph, but Nicole declines to elaborate on the details, when asked why his phone was switched off Warren claims to have been at the philharmonic concert last night, if Nicole asks for confirmation, Warren tells her that Branford can confirm his story.
You will find Branford in the orangery on the right. Nicole will use guile to see if Warren was telling the truth about the orchestras, turns out his story was true, as both men were at the concert last night.
Branford seems shaken up when he hears that John Rudolph was murdered, much as Warren was, somehow these men had connections somewhere. Branford claims that it was six months since he last saw Rudolph, this sounds suspicious since his business card was found at the murder scene. The other murder victims were also known to Branford and in his anguish he cries out the word “Hauquero,” Nicole doesn’t know what Hauquero means, according to Branford it means “grave robber.”
Go back to the exhibition room and examine the figurines in the display case. Nicole confirms that the figurine head she found matches the headless body here, but this time she intends to get Warren’s permission before removing the figurine from its display case.
Unfortunately Warren can’t just give the o.k. to remove the figurine and needs to see some paper work first. Go back to the F.B.I. office to get it.

F.B.I. office
Go back upstairs to the office and speak to Ruth, she’ll ask you to get a request form from the storage room. Storage is at the back of the office next to the cork board where you got the phone numbers from. When you enter the storage room you will find the required forms on the shelf in front of you. Take a blank form and give it to Ruth, she’ll tell you that you need the chief to approve it for you, go see Chaser in his office to do so; he will then call for Ruth to mark it for approval. Go back to Ruth and take the completed form from her desk.
Now back to the museum.

Museum of Pre-Columbian art
Show the form to Warren to get his permission to remove the figurine, the only problem is the display case is locked, so you will need to ask the porter to unlock it for you. Once unlocked open the cabinet and take the figurine. A new problem arises in that the figurine was sitting on a pressure plate, and by removing it you set off the sensor. The porter isn’t happy about this because the alarm can’t be armed, and maintenance won’t be coming until the next day. The exhibits need to be secured manually, so finding an object of similar weight to place on the pressure plate seems to be the way to go.
Go back to the orangery and take some dirt, then put it in one of the vases on the right to create a counter weight. Take the counterweight to the display case and place it in the empty space; this puzzle also varies each time you play the game, if the first counterweight doesn’t stop the beeping take it back to the orangery and try a different combination.
Remember that there are 3 vases, and each one can be partially, or completely filled with dirt, by using a trial-and-error approach you should eventually find a vase of the right weight to silence the sensor; when you have done so you tell the porter that the problem is solved, and you can then leave the museum.

Abandoned house
Nick wanted to meet you so go to the abandoned house. As usual, Nick won’t be around when you need him so you might as well look around for clues.
Enter the abandoned house; there is a view to the left and some stairs leading up, but the place is too poorly lit for checking upstairs just now, so go to the left.
From here you can either go to the apartment on the left or the communal kitchen on the right. From the apartment you can either enter the bedroom on the left, where you can find a hairbrush on the counter or the bathroom where James was shot on the right, where you can take the rubber plug on the floor.
In the kitchen you will find a bottle of whiskey in the fridge. You can also examine the kitchen table and the sink, but Nicole has no use for them right now.
As you leave this area Nicole will comment on how she hasn’t seen the apartment at the other end of the complex yet. On your way over there you may notice a fuse box on the wall, clearly there are fuses missing, but you haven’t got any more at the moment, so continue on to apartment 9 at the end of the hall.
Upon entering Nicole will comment on the squalor of the place, in the next room you will find Joel Tatum, he’s quite drunk but won’t cause you any trouble. In his inebriated state Joel thinks the police tape outside means he can’t leave the building, so he’s sitting around until further notice. Fortunately Joel does remember Nick been her earlier and can be of some use if Nicole is persistent enough. Apparently Nick asked Joel to wait for his partner to show up, but now that Nicole is present Joel can’t remember what it was Nick needed him to give to Nicole, and mutters something about synapses not connecting and not enough body fluids. Offering Joel the bottle of whisky won’t help either, he doesn’t like bourbon.
There is an empty bottle under the table behind Nicole, pick it up and take it to the kitchen where you got the whisky from earlier. Put the rubber plug in the plug hole, place the empty bottle in the sink, then turn the water on; the label will come off, take it then place it over the label on the whisky bottle, this cheap trick should get Joel to co-operate now, take the bottle back to him and he will give you an origami bird, given the origami map from before, this is probably a message from Nick, so unfold the origami to read the message. Nick indicates James’s mobile phone, but leaves no clue on where to find it. Tell Joel that he can leave the premises now; on his way out he’ll mention the 181st street subway station. When Joel leaves you will find a burnt out fuse half hidden by the cushions on the couch.
Click on the hairbrush in your inventory, its bristles will fall out, and Nicole can use them to repair the fuse. When Nicole tries the repaired fuse in the fuse box she saw earlier it will instantly burnt out again as evident by the blue flash, use the bristles to repair it again, then go back to the kitchen and examine the wall near the kitchen table. Some appliance appears to be plugged in here, but the plug is in a bad state, use the paper from the origami bird to remove the plug safely.
Go back to the fuse box and try the fuse again, now that the offending item has been disconnected, the fuse will remain intact and by plugging it in, the lights to the upstairs area will come on.
Go up the first flight of stairs, floor boards near the windows are of interest; when you look more closely you will be able to see James’s mobile under the floorboards, use the handle from the hair brush to pry up the boards to retrieve the phone. The phone has been damaged and no longer functions, but perhaps something on its memory card can be retrieved. Time to go back to headquarters.

F.B.I. office
When you enter the building Nicole will comment on how she needs to take the figurine to the evidence deposit. Using your card to get in Nicole will notice that the head of the figurine is missing and will need to find out where it’s gone, but first of all place the body of the figurine on the shelf, after which Nicole will ponder why Nick wanted you to find James’s phone. Checking the box of James’s stuff while you’re here wouldn’t be a bad idea either, in it you will find his ID card.
Go upstairs and ask Ruth about where the figurine’s head had gone, she’ll tell you that it has been sent for a dactyloscopy and that Nicole’s fingerprints were found on it. Nicole realises she should have been wearing latex gloves and will do so for now on. Go to storage to get some as well as a new battery for James’s phone, while here Nicole should also take some plastic sleeves, some luminol and a lamp.
Nicole will need a cable to attach James’s phone to the new battery, some can seen hanging down from ceiling near the stairs in the mezzanine are, but Nicole will need something to cut them with first. Go back to the evidence deposit and check the box of tailor’s supplies, take the pair of scissors, then go back upstairs to the hanging cables. They are too high to reach at the moment so move the ladder on the left over so you can reach them, use the scissors to cut the cables, remembering to shift the ladder aside so you can get past go back to Nicole’s computer and place James’s phone on the desk, place the battery next to it, then connect them using the cable.
James’s phone will be working now, but you’ll need his PIN to access data. Ruth might know, she’ll mention how people usually use simple to remember things such as their birthday and give you James’s birthday: May 24 1956, however no combinations using these numbers seem to work. Nicole suggests looking for a number that is easily accessible.
James’s ID card may hold a clue, go to the evidence deposit and take it from the box containing his stuff if you haven’t done so already. The ID card is too dirty to read, you’ll have to clean it first.
Next to the Agents’ office is the laboratory, you haven’t been there yet so now would be a good time to look. Inside you will find some swabs on a mobile chest of drawers near the door, take these, then select one from your inventory and use it to clean the card, Nicole can now read the number on James’s ID, the last 4 are 8673, go back to your desk and try entering this number and pressing ok, if done correctly you should gain access to the data on James’s phone. Click the image that appears to send it to Nicole’s computer, as soon as you do the phone will short out completely.
Click the photo that now appears on Nicole’s computer to clear the image. The picture turns out to be the Hauquero that Branford mentioned earlier; with this new lead to go on now would be a good time to search the thugs’ hideout.

Thugs’ hideout
Enter the alley, at the far end is a parked car go over to it and remove the crowbar under its back wheel, then get in the car and release the hand brake; the car will roll forwards until it is under a ladder, use the crow bar to pull the ladder down, then climb up to the next level. Go over to the air conditioner, then jam the crowbar in it, this will result in one of the thugs opening the window to cool the place.
Before entering, Nicole will eavesdrop on what’s happening in the hideout, overhearing something about a knife in a drawer. Once the thugs leave, climb in through the window, then carefully move to the area between the cardboard boxes on the floor. Open the PDA and select the camera icon, Nicole will take a picture of the bag on the couch across from her. There is a piece of paper sticking out with a number written on it, except that it’s upside so the number really is 555252911, click the phone icon then call this number, the henchman in the next room will leave to answer the phone, allowing Nicole to enter without been spotted.
That wardrobe looks promising, take a look there; click the back of the wardrobe to remove the panel to the secret area. Once you enter the secret area you will see a chest of drawers on the right, one of the drawers contains the missing knife, but before she can take it Nicole is knocked out. When she comes to, Nicole has been tied to a chair, she manages to convince Hauquero to leave, but needs to escape before he comes back.
The game will change to a bird’s eye view of the floor, Nicole can only move one square at a time, she can go either forward and backwards or left and right but not diagonally, furthermore some of the squares have holes in them which will cause Nicole to topple over, and some squares creak when Nicole moves onto them, if Nicole falls over or if three squares creak, the thug will come in and punch Nicole, and set her at the back of the room again, if he has to come in three times he will shoot her and the game ends, fortunately the game will have quick saved just prior to this so you can start over. There are several possible ways to reach the desk so Nicole can free herself, but they nearly all involve at least one creaking sound.
Once free go back to the secret area behind the wardrobe, this time Nicole will take the precaution of locking the door. Go over and check the drawers again, the knife is still there, and Nicole can take it provided she remembers to wear latex gloves this time, but first she should check it for blood stains by spraying it with luminol, then shining the lamp on it, once this is conformed take the knife and put it in a plastic bag. Now to find a way out of here.
Lift the corner of the mat closest to the door, underneath Nicole will find a trapdoor, it doesn’t open, but a sound indicates some mechanism has been triggered. Check behind the painting second from the left on the wall to find a hidden lever, pull the lever to unlock the trapdoor, open the trapdoor and climb down the ladder.
The door leading out of here is locked, plus there’s a roller door behind it, but it won’t stay open long enough to get through. On the shelves to the left is a key box, unfortunately the glass door can’t be opened. Over to the right you will find a can, open it to find money, click the tin again to take one coin from it, use the coin on the key box to open the door, Nicole will take all the keys to be sure she has the right one. Test the keys on the door until you find the one that unlocks it; next click on the roller blind mechanism, and use the coin to take out the screws, test the keys until one of them fits the ratchet pivot; turn the crank handle to open the door, the thug will be on the other side waiting, but Nicole lets the door crash down on him, don’t forget to take the gun.
Nicole will return to the abandoned house to find that Hauquero has been apprehended by Nick. Nicole doesn’t hear much at the interrogation other than Hauquero denying anything to do with the death of John Rudolph.


Day 3 F.B.I. New York Branch, Downtown
Ruth compliments Nicole on last night’s events, before the latter steps into Chaser’s office. Nick strongly believes that Hauquero is responsible for the death of James Scott, but as Chaser points out there is a lack of any strong evidence to show for it. Nicole will suggest running a comparison of the blood on the knife to that from the crime scenes.
Use one of the swabs to get a blood sample from the knife, then take the swab to the laboratory then click on the analyser on the bench (be careful not to confuse it with the sample analyser next to it, they don’t serve the same purpose) take one of the test vials and put the swab in it then load the sample onto the analyser then click on the screen at the bottom to send the results to Nicole’s computer. On the way out take the blood tests result sheet near where you got the swabs.
Go back to Nicole’s computer and compare the results from the sheet with the sample you just tested, one of the victim’s blood was on the knife, pointing the finger at Hauquero.
Chaser will be waiting at Ruth’s desk when you go to report your findings, turns out that
Hauquero was killed in a shootout when trying to escape custody.
Go down to the evidence deposit to find that the head of the figurine is back now, take it and the body and put the two together, the head will open revealing a secret compartment containing a bag of white powder. Remove the bag, and use a swab to get a sample of the powder.
Go back to the lab and put the swab in another glass vial, this time run the test using the sample analyser. The powder turns out to be uncut heroin.
Go back to Nicole’s computer to see if the photo from James’s phone offers any other clues, click on the keyboard to filter the photo, after the second filter Nicole will comment on a dimly lit area and also a poster which she recognises from the museum, go back there to investigate.

Museum of Pre-Columbian art

The porter isn’t too happy about seeing Nicole again after what happened last time, and isn’t going to fall for the sweet talk trick again, she’ll need to create a diversion of some kind so he’ll leave his post and she can sneak into storage.
Go to the exhibition room then enter the archive. Take the laboratory magnifying glass on the desk then take the roll of aluminium foil on the floor near the back wall. Go back to the exhibition room and go to the back where you got the fire extinguisher from before, take the bowl hanging on the wall, then proceed to the orangery. Place the bowl near the feet of the statue at the far end of the room, cover the bowl with foil and set up the magnifying glass so that the sunlight reflects onto the temperature sensor. Back in the exhibition room, the porter has come to see what the problem is now, while he secures the area, Nicole takes the time take sneak into the storage area.
You may need to adjust the lights again, when the whole area is lit up, go down towards the furthest part of storage; as she goes down Nicole will notice the poster from the painting. The pieces begin to fall into place now as Nicole realises this is where the heroin is been packed, and why Nick suspected the porter of transferring a white substance from the museum.
Go over and examine the poster, there is a cabinet here; apparently James had been investigating this apparent drug ring too. The cabinet is locked, you’ll need a key, and since the porter isn’t likely to cooperate you’ll need to get hold of one elsewhere.

F.B.I. office
Return to headquarters, then go to the evidence deposit and get the key from the box of James’s things.

Museum of Pre-Columbian art
Go back down to storage and use the key in the lock on the cabinet, inside you will find electronic scales, Nicole mentions they’re covered in “white pollen” in other words: heroin, use a swab to get a sample. As you go to leave Nick will send you another SMS, another victim has been found at the subway station, better go see.

Subway station
The station in question is the one on 181st street which Joel Tatum mentioned earlier. Head towards the station; there is a bottle of cola near the entrance, take it as it could prove useful.
Go down to the subway platform, here you will find Jeff, plus the body of the victim which Nicole recognises as Joel Tatum, the only problem is Hauquero is supposedly dead, so who could have killed Joel? Speak to Jeff about the murder, apparently some renovators found the body, but apart from that Jeff hasn’t got much more to offer so Nicole decides to look around for clues.
Under the old benches to the right you will find a lighter, take it then have a look further down the tunnel. Under the scaffolding you will find a gas can, use it to refill the lighter and then pick up the newspapers on the ground nearby; after that go take a look at the grid on the wall. Inside the vent you can see a bottle, but the screws are rusted and won’t turn, use the cola to loosen them, and unscrew them to open the vent. There are too many creepy crawlies to pick up the bottle just now, so put the newspapers in the vent then use the lighter to start a fire; this will get rid of the bugs. Take the bottle, there appears to be a message inside, but you can’t retrieve it without breaking the bottle. Go back up into the street then go over to the tenement area, no one appears to be home, so they won’t mind if you borrow the wire to the doorbell; use the wire to get the message out of the bottle. The message is in fact a diploma for fine art with the name Joel Tatum on it; apparently he wasn’t always the old drunk Nicole met before. This requires further investigation at the F.B.I. headquarters.

Day 4 F.B.I. New York Branch, Downtown
Once inside Nicole realises that she should have analysed the swab she took at the museum, go to the laboratory and do so now, using the same method as you did for the heroin in the figurine’s head. Nicole wishes to explore the museum more thoroughly, and decides to ask Chaser about getting a search warrant
Go upstairs and ask Ruth if Chaser is in: he’s not and Ruth isn’t sure when he’ll be back. Speak to Ruth again to see if there’s anything on file about Joel Tatum, an interesting development in the case occurs when it becomes apparent that all the victims were educated men, furthermore they apparently all studied art at the New York University, checking the records at the library would be the next logical step.

Library
You will have to go to the back of the library to get to the reading room, once there speak to the librarian about getting the records you need. After some discussion she will guide you to the yearbooks on the shelves to the left of the doors you came in by. The yearbook of interest can be found on the fourth shelf down of the third compartment. Take the book to the librarian so she can use it to find records on the students files, unfortunately, the page required has been torn out. Ask the librarian if there’s other ways to get hold of the missing information, microfilm will come up, it will take some coaxing but in time she’ll agree to help you. The librarian will tell you where to find the microfilm room, though you probably saw it on the way in anyway.
Leave the reading room; the door to the microfilm room will be on the right, once in there you will see a file cabinet containing the microfilms, Nicole realises that there’s far too many to simple search through, so perhaps she should ask the librarian if she can narrow it down. It seems that in the few minutes that Nicole was away, the librarian found the catalogue number: 01-044-086, with this in mind go back to the microfilm room and try again. Nicole will comment on how the numbers on the drawers are of a different numerical system, and wonders where the librarian got this information from. You can check the drawers if you like, but Nicole won’t know where to find the film she wants, so go back to the librarian and ask her about the discrepancy. It turns out that a new system is in place, apparently the new system requires the year to be expressed as 4 digits (Maybe Y2K had something to do with it) and the subject code and item number have also been extended. Nicole comes to the conclusion that the new number must be 001-0044-1986; armed with this new information, try the microfilm room again.
It is now apparent that the drawers are arranged vertically by year and the first six drawers contain microfilms from the year of interest; i.e. 1986. Check the fourth drawer down, a single microfilm will stand out from the others, if only because it’s lying on its side rather than stacked neatly with others, take this film then head back to the reading room.
On the desk nearer to the door on the far right of your screen is a microfilm reader, remove the reel on the left and then wind the microfilm onto it, now the film can be read, load it onto the machine, and flick the switch to turn it on. The image is out of focus because the lens is missing, go and ask the librarian about this. Apparently she has been using the lens to read fine print because she can’t find her glasses. Nicole needs the lens, so it would help if she could find the librarian’s glasses for her; they’re on the table in the bottom right corner of your screen, go and get them, then give them back to the librarian and she will give you the lens you need, pick it up off the desk the and take it back to the microfilm reader and fit it in place between the two reels, you should now be able to read what’s on the microfilm, click on the screen to read the text; apparently the victims were part of an expedition in Peru, continue reading about the aftermaths of the expedition; of all the members, only Warren and Branford are still alive, and Nicole suspects that one of them could be the murderer. Check the details of the microfilm a third time and Nicole will ponder why the two surviving members of the expedition never mentioned anything about knowing the other victims. Anyway now it’s time to go. Go and speak to the librarian, in gratitude for her help, Nicole will call a police car to escort the librarian home in safety; then you can leave.

Museum of Pre-Columbian art
With Hauquero out of the way, Nicole now suspects that Warren may be the one who’s responsible for the murders, once you arrive at the museum, go inside to question him about this, he can be found in the archive. Nicole needs to show him the list of expedition members before he answers any questions about it, he doesn’t seem to be overly concerned that he or Branford could be next. As Nicole continues to discuss the matter she learns of another person: Juan Alvarado, whose name wasn’t on the list because he didn’t join the expedition until the group had reached Peru. Hauquero was also there apparently, he lived up to his name as a grave robber but supposedly offered his help when the expedition was struggling on hard times. There isn’t much more you can learn from Warren now, but finding this Juan Alvarado may offer vital information.
As Nicole leaves the Museum she will find Branford waiting outside, she should speak to him about Alvarado too. Branford knows of Alvarado, but hasn’t been in contact with him for some time; Branford’s reasoning is that if neither he nor Warren is the murder than it must be Alvarado, but apart from the fact that he was part of the expedition, Nicole doesn’t have any reason to suspect Alvarado just yet, and the only other suspicious person is Hauquero who is dead now. Branford believes that Alvarado had been in New York at the time of the murders, and has only recently gone back to Peru; he’ll also mention something about a photo from Alvarado, but apparently lost it somewhere in the museum.
Go back inside to search for the photo, on her way in Nicole will call Ruth and ask her to check the names of passengers of any South American flights to Peru in the last 5 days in the hope of tracking down Juan Alvarado.
Go back to the archives and tell Warren that Branford is waiting outside, Nicole will also bring up the expedition again, and in particular the character of Hauquero and the reputed drug smuggling; another interesting point is that Warren claims to have reported certain events to Chaser, but if so why has Chaser not bought this up?
After you’ve finished speaking to Warren go to the orangery to look for the photo; you should see it on the ground next to the bag of potting soil. So apparently Juan lives in an antique house in Cusco.
As you go to leave Ruth will call back to tell you that Juan Alvarado has already left the country, Chaser isn’t in at the moment to confirm or deny Warren’s story about reporting Hauquero and the drug smuggling so Nicole will ask Ruth to book her and Nick a flight to Cusco, after which Nicole will call Nick about this, once again Nick isn’t around, and Nicole must leave a message. Time to go back to the office.

F.B.I. office
Go back to the secretarial desk and ask Ruth about the flight, Nick isn’t around, but at least Chaser’s back now. Go into his office to speak to him about what has transpired, when Nicole brings up Warren having reported Hauquero, Chaser claims that Nick was on the case, and should have passed the information along. Chaser seems reluctant to let Nicole go to Peru and tells her to take a day off work, Nicole is determined to go there and learn what she can. Next stop: Peru.


Day 5 Cusco, Peru
The next leg of the game starts with Nicole standing in the courtyard of a hotel, she suggests taking a camera with her, there’s one on the closet behind her she can use, but she should talk to Don Diego: the owner of the hotel first. Nicole asks Diego to call a taxi for her so she can go downtown, as the conversation continues, he will also offer her some coca leaves for her headache. Diego knows Juan Alvarado, but apparently the latter has been keeping to himself, and refuses to open his door to anyone, perhaps it has something to do with the events in New York? When you’ve finished talking to Diego, go to the closet and get the camera, then go over to the table next to it and take the coca leaves and buckthorn.
Leave the courtyard via the archway over to the left. You will see the door to the kitchen over to the left, but it’s locked at the moment, there is also a cash machine, and Nicole has her card with her, but isn’t in need of any money right now.
Take the path to the right over to San Martin plaza, here you will find Juan Alvarado’s place. Go over and knock on the door; there doesn’t appear to be anyone home right now. Nicole can now either go back to the hotel or through the alleyway to the workshop.
Go back to the hotel courtyard and speak to Diego about seeing Alvarado, he promises to make an appointment for you. Continue talking to Diego and he will ask a favour of Nicole, apparently a previous guest rented a car from José but neglected to return it, so in retaliation José stole Diego’s Jeep; Diego wants Nicole to rent the Jeep and then park it back at the hotel. Nicole will need money to rent a car so now is the time to use the cash machine. This is pretty straight forward, once Nicole is at the cash machine, she only needs to insert her card and press the enter key, the rest will take care of itself.
Go to the workshop and ask José if you can rent a car, Nicole is happy to take a Jeep but apparently there aren’t any available at the moment. You can look around, but there is no sign of Diego’s Jeep and there’s nothing else you can do here for now.
Go back to the hotel and speak to Diego, it would seem that José has been keeping the Jeep in his garage, go back to the workshop and confront him about this. Naturally he’s a bit suspicious about this and claims that his sister keeps photography items in there. Nicole offers to take a photo with José but needs a tripod to hold the camera, a bit of negotiating will get the ok to look in the garage where there is indeed a Jeep inside. Take the tripod in front of the Jeep, there is also a conspicuous object on the ground near the door, turns out it’s a metal bearing, take it as Nicole can use it later.
When you leave the garage José will be sitting on the front of the Chevy over to the left. Put the camera on the tripod then place the two items on the pavement near the right hand side of the entrance. Once the picture has been taken, tell José about the Jeep in the garage, he’ll claim that he hasn’t been in there for a while but will let Nicole rent the car for 100 dollars, he won’t accept a direct payment though because of his dirty hands. Nicole offers to leave the money “under this thing here” meaning the metal bearing, combine the bearing with the money and then leave them on the wooden bench José was sitting on before. According to José the Jeep still needs some repairs, so it won’t be available until tomorrow.
Go back to the hotel and tell Diego that you have rented the car, he warns you not to take it too far as it may break down again. A meeting has been arranged with Juan Alvarado, apparently Nicole will need to use a photo pass in order to be let in, Diego also warns her not to take the camera with her as it could be stolen.
The scene now changes to later at night when it’s time for the appointment. Go back to Alvarado’s house in the San Martin plaza. Push the photo through the gap in the door to get Alvarado’s attention, he’ll speak to you briefly through the door, but won’t open it without confirmation that Nicole really is an FBI agent, after been dismissed once, try talking to Alvarado a second time, he will ask Nicole to show her ID, she’ll show him through the gap, but he says he can’t see it properly, and since she can’t risk giving him her ID the same way as the photo, so she’ll have to find another way, when she notices a window to the left.
There is an Incan man sitting on the bench to the left under the window, apparently he’s mute because he doesn’t respond in any way if Nicole tries to talk to him. Combine the coca leaves and buckthorn together, then give them to him to get him to leave, Nicole can then climb onto the bench to show her card through the window. Go over to the door and ask to be let in, once inside Nicole raises her suspicions that she could be walking into trap.
Go through the door leading to Juan’s room to speak with him. Alvarado will tell a similar story to Warren, and in particular how an uproar arose when the professor told the students that couldn’t take the treasures with them, and the rebellion led by Warren. Another interesting detail is that Raches’s body was later found with the heart missing much like the current victims.
Apparently someone has been stealing from Alvarado, which may also be why he’s reluctant to open his door to people; the items of interest are some precious stones which are used to unlock a vault the exhibition found in the jungle some 20 years ago.
Alvarado also reveals that he had made map of the area surrounding the city of Akakor, and had gone to New York in the hope of encouraging the others to return there, but when he heard about the murders decided to leave.
Nicole convinces Alvarado to take here to Akakor, in the hope that she may learn more in the jungle where this whole matter began. All is due to take place the next day, leave for now to get some rest.


Day 6 Cusco, Peru
Nicole has gone back to Alvarado’s house to begin the journey to the jungle, only when she knocks on his door there’s no answer.
Go back to the hotel where you will find Diego waiting for you at the front entrance. After confirming the car deal is still on and that Nicole intends on going to the jungle with Alvarado, Diego will give Nicole a sandwich to take with her.
Go back to Juan’s place to see if he’s awake now. The doors are open, which means someone has been here. In Juan’s room you will find that he has been killed, apparently he wasn’t the murder after all. Go over to the fire place and take the dagger and insert the blade into the slot. Inside the secret compartment you will find the map and the precious stones used to unlock the vault. As you collect these items the Incan you met last night will arrive with a policeman. Nicole is in a really tight spot, if she’s found here now she’ll be accused of the murder, and since she can’t use weapons she’ll have to find another way to escape.
Leave Juan’s room, and then go out the back door into the courtyard. Nicole will find herself on a balcony, with some vases on the ground nearby. Part of the railing will be missing here, go over to this area then use the board leaning against the wall to bridge the gap that leads to the roof of the shed. Nicole will need a way to climb over the wall, and the only thing available to her is vases. Nicole can only carry one vase at a time, and sometimes she may need to pick on up and put in down in another spot to get to another one. Ideally Nicole should start with the largest vase, then use progressively smaller ones, if a vase is unsuitable Nicole will make some comment indicating the selected vase isn’t the right one, this means to go back and try a different vase. Nicole only needs to stack 5 vases to be able to climb over the wall, once you have the correct combination, click on the wall to escape.
Nicole now finds herself at the workshop, ask José if the Jeep is ready, it only needs some fuel, he will offer you some gas but charges 20 dollars for it; go back to the cash machine to withdraw some more money. The machine will eat Nicole’s card, and she will not have the money she needs. Go back to José to tell him about this, he will let Nicole have the Jeep in exchange for her camera, go back to the hotel to get it.
Nicole can’t enter the courtyard just now because the policeman from Alvarado’s house is there talking to Don Diego. The kitchen will be unlocked now; maybe you can sneak around through there.
Once in the kitchen get the box of matches on the table in the bottom right hand corner then move towards the fireplace at the back. Take the strawberries and jar of honey that are on the shelves to the left and take the earthenware jug on the stove, use the jug to scoop some dough at of the jug next to the fireplace, add the strawberries and honey to the mixture, put the jug on the stovetop and use the matches to light the fire. The bread with start cooking, go over to the window and turn the fan on so the aroma blows outside into the courtyard, this will get Diego and the policeman to leave so Nicole can enter the courtyard to get her camera back, it will be sitting on the closet as before.
Take the camera back to José at the workshop to get the gas for the Jeep. Put the gas in the gas tank, (make sure you specifically select the gas tank, Nicole won’t respond if you just click on the Jeep) then you’re ready to leave for the jungle.
The following cut scene shows Nicole driving to Akakor, until some shoddy wheelwork on the part of José results in her losing control of the vehicle and veering of the road. The car tumbles of a cliff an crashes in a heap at the bottom, Nicole narrowly misses a violent death.

Day 8 Somewhere in the Andes
Ahead of you is a rickety looking bridge, luckily it will hold as you cross it. Take the tube on the ground. You will now be at the entrance to a tunnel, except that it’s blocked off, and there’s no way to open it.
Go back across the bridge and then move over to the left. There will be the wreck of another Jeep here, take the arm chair, and then use the tube to pry open the crate, take the pulley and jack inside then go back to the bridge.
The bridge will collapse when Nicole tries to cross it this time. Take the cable on the ground, combine the cable with the chair and attach the pulley; then attach the whole thing to the cable from what remains of the bridge, use this new contraption to get across the chasm.
Use the dagger to cut the lianas, and pry the entrance to the tunnel open using the jack.
Once through the tunnel be sure to examine the symbols on the rock above the entrance, this is an important clue, so make note of it. Continue forwards where you will be confronted by 2 pyramids, there is also a 3rd pyramid off screen if you click at the bottom of the screen. Although it is tempting to go to the pyramid directly in front of you, the path will be blocked once inside, so go to small pyramid in the background instead.
Check the symbol above the door here, it’s similar to the first one you saw, but there are notable differences. Go inside where you will find a tomb, upon closer examination Nicole states that it’s supposed to be Raches’s grave, there is also a white cap on the ground here which you need to take with you.
Leave the pyramid then go down to the sun pyramid that was previously off screen. There are symbols above the door here too. The interior of the sun pyramid is blocked off, the only thing of interest here is some water caught in a leave, but you have no convenient way of carrying it.
Now that you have seen the 3 symbols you can return to the middle pyramid.
This pyramid contains the entrance to the vault, and in the hole in the wall on the left you will find the unlocking mechanism, this is why you need the 3 symbols. Careful, don’t simply put the crystals over the corresponding coloured shape, that won’t open the vault. Each colour represents the shape of the crystal you must use that goes with the corresponding symbol seen on the panel above. To simplify this: place the cubic, tetrahedral and spherical crystals from left to right in each corresponding column, note that the coloured symbols should still be visible. When 3 of the crystals are in place, a wheel on the gate is revealed, place the 4th crystal in the appropriate slot to get in the vault.
There is a sword on the ground here, take it as you will need it later. If you click on the frescoes to next to the door on the left you will hear ghosts of the past, offering some clue as to what happened here 20 years ago. Take the old passage on the left. You are outside again now, and there is a plane here, this could be you ticket out of here.
Go and check the propeller of the plane, looks like the plane could do with some fixing up before it will fly. Check under the hood of the plane, remove the air filter, then click on it to clean it, and put it back in place. Have a look at the metal cover near the behind the wings too, here you will find the battery except there’s a snake lying on top of it. The snake isn’t going to let you pick it up, another lateral thinking puzzle.
There is a glass jar a short distance away in front of the plane, go and get it then go back to the vault.
There are some flies swarming over on the right, use the sandwich to attract them then put the fly-blown sandwich in the glass jar. Go over to the hole in the wall on the left and show the jar of flies to the spider in the hole in the wall, once you have captured the spider take the funnel from the niche, inside the final you will find some notes which apparently are diary entries by Professor Johnson, note that he borrowed a watch from Raches, but according to Alvarado Raches’s body was identified by his watch.
Go back to the plane and use the spider in the jar to scare the snake away; you can then examine the battery. The problem is that it’s out of water.
Go back to the small pyramid containing the tomb, move close to the tomb where you can see the lid coming off the sarcophagus and use the sword to pry it open. Take the watch and jawbone, a close examination of the jawbone shows that it must have come from an older man, and since the professor borrowed Raches’s watch, perhaps these are actually the professor’s remains; but if so, then what really happened to Raches?
Go back to the sun pyramid and collect the water in the jar.
Go back to the plane and pour the water into the battery. Click the propeller to start the plane. Nicole will now fly home to New York.


Day 10 F.B.I. New York Branch, Downtown
Enter the F.B.I. building, go upstairs and talk to Ruth; it appears that Nick called for Nicole earlier, seeing as he didn’t turn up in Peru, perhaps you should follow this up; later though, right now you have a job to do.
Go to Chaser’s office and speak to him, he’s not too happy that Nick isn’t around, but then Nick never seems to be around when you need him. Nicole mentions how she found what was supposed to be Raches’s grave, although she has her suspicions about whether the remains actually belong to Reaches, and suggests an analysis on the jawbone she found.
Chaser seems concerned about the fact Nicole was present around the time of Alvarado’s murder, and also believes that her been there may have been a catalyst in the event; Chaser will suspend Nicole from duty and hereby take charge of the case himself.
For now Nicole needs to return to the library to find out more about professor Dickenson

Library
Go to the reading room at the back of the library, and speak to the librarian. Apparently Professor Dickenson’s widow has handed the research notes form the expedition over to the professor’s assistant, one William Warren, the director of teh museum of Pre-Columbian art.
As Nicole leaves the library she will get another SMS from Nick, he hints at checking out the pictures at the stockbroker’s house to see if you learn more about Raches. Better head there then.

Stockbroker’s villa
Once back at the villa go inside, then move to the annexe on the left, there are several photos on the wall, upon closer inspection one of the photos shows 3 people, the professor, his daughter and the third is presumably Raches, however, if you look behind the picture, you will find another one of a younger man who appears to be part of a rock band, so this is Raches.
Now is the time to speak to learn more about the jawbone, so go back to the museum.

Museum of Pre-Columbian art
The porter will be at his post when you enter the museum, he’s not in a good modd,and who can blame him after the trouble Nicole has caused? Anyway, head to the archives to and look for Professor Dickenson’s documents.
Check the bookcase on the left, on the bottom shelf you will find a box full of Professo Dickenson’s notes and journals, which conveniently have some dental records for you to make a comparison of the jaw with. Okay, so now we know the jawbone does indeed come from the professor, and we also have a photo of Raches so we know what he looked like back then, but that still doesn’t explain what happened to Raches, did he survive the expedition or not?
Out the front of the museum you will find Warren, he doesn’t seem overly concerned about his decision to abandon the expedition and steal the treasures from the jungle, when Nicole brings up the grave and the fact that it’s actually the Professor’s remains buried there, Warren brings up the possibility that it could be Raches who is responsible for the murders: a very real possibility, but where can Raches be found?
After exhausting all conversation with Warren go back to the car for your next location, Nicole will track Warren the subway station on 181st street, only to have Chaser call and demand that she returns to the office.

F.B.I. office
Nicole will find a note from Chaser on her desk when she gets back to the office. Take another look at the photo of Raches, Nicole will comment on the similarity in handwriting. Place the photo next to the ruling on Nicole’s desk, Nicole will comment on how E, N, and S are similar on both signatures. (The player has probably noticed that Leon Chaser is an anagram for Noel Raches, but let’s humour Nicole and play along for now.)
Speak to Ruth about been suspended from duty, she’s not too happy about the workload either and comments on how Chaser has been away for a few days and returned in a sordid state of mind. Ruth refuses to work late, and asks Nicole to lock up as she leaves.
Nicole is now the only agent in the complex, go to Chaser’s office and look at his desk, open the cabinet on the left where you will find a safe, the tumblers are set to CHASER, and Nicole will ask “What’s the password?” If you’ve been paying attention, you will know that the password is RACHES and need to adjust the tumblers accordingly, to do that first set the dial to any of the numbers 1-6 to select the letter in the correspond tumbler’s position, then click to arrows above to scroll through the letters alphabetically until the appropriate letter is reached. Once the tumblers are set correctly pull the lever to open the safe. Inside are several items of interest including newspapers from 20 years ago, the missing page from the 1986 year book and plane tickets to Cusco Peru. Call Nick about this new revelation then go back to the subway station on 181st street.

Subway station
Go down to the platform where you saw found Joel Tatum’s body before; there’s no one here, so look around. Over near the scaffolding you will find a pair of pliers that you can take with you. There is nothing else of interest here, so go back up to the street and check out the tenement area.
Go to the tenement area over to the left. Once inside you will find an old fashioned cage elevator, which doesn’t appear to be in working order. Go up 1 floor and read the electrician’s notes attached to the elevator, apparently switchbox 20/07 WB needs to be bypass, take the uninsulated wire over on the right and go up another floor. Here is the motor that operates the elevator, check the green box on the left, combine the pliers with the wire and use it to bypass box 20/07 WB in the bottom left corner. The elevator should be working now, go back down to the first floor and click on the elevator doors and then go down to the basement.
Take the skewer off the bench in the bottom left corner before going down into the boiler room. Use the pliers to remove the knob of the gas tank on the left, then use skewer to puncture the barrel so Nicole can move it over to the ladder with the vent leading to the abandoned platform.
On the other side of the wall you will find an abandoned railway carriage. Enter the carriage then use the knob on the brake pivot, and release the brake.

You have now finished the game, what remains is a cut scene where Nicole confronts Chaser/Raches who is about to take down Warren, and Nick finally makes an appearance. Enjoy the show.
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Affected by 'Laziness Syndrome'

Registered: 11-25-12
Location: Australia
Last Post: 3380 days
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