- Welcome to the Fatal Evidence: Art of Murder Walkthrough
- A serial killer has resurfaced, and he's calling you out!
- Whether you use this document as a reference when things get difficult or as a road map to get you from beginning to end, we're pretty sure you'll find what you're looking for here.
- This document contains a complete Fatal Evidence: Art of Murder game walkthrough featuring annotated screenshots from actual gameplay!
- We hope you find this information useful as you play your way through the game. Use the walkthrough menu below to quickly jump to whatever stage of the game you need help with.
- This walkthrough was created by Nina de Boo, and is protected under US Copyright laws. Any unauthorized use, including re-publication in whole or in part, without permission, is strictly prohibited.
Walkthrough Menu
- General Tips
- Chapter 1: The Master
- Chapter 2: Goldman's Store
- Chapter 3: The Witness
- Chapter 4: The Gallery
- Chapter 5: Simmons Garment Factory
General Tips
- This is the official guide for Fatal Evidence: Art of Murder.
- This guide won't tell you when to zoom into a location; the screenshots show each zoom scene.
- Hidden-object puzzles are referred to as HOPs. Only the locations of the HOPs will be shown.
- Use the map for fast travel to a location.
Chapter 1: The Master
- Take hint device, task book, SCISSORS and DUSTER (A).
- Use SCISSORS (B).
- Play HOP (C); receive METAL TAG.
- Answer phone (D).
- Take BROKEN STUDY KEY, note and ENCRYPTED LETTER (E).
- Take HAIRDRYER and note; use METAL TAG (F). Take BROKEN STUDY KEY and GLASS CUTTER (G).
- Remove part from BROKEN STUDY KEY and place BROKEN STUDY KEY; receive STUDY KEY.
- Use STUDY KEY (H).
- Go (I).
- Use GLASS CUTTER; take REMOTE CONTROL and TROWEL (J).
- Use DUSTER; take map and BATTERY (K).
- BATTERY on REMOTE CONTROL.
- Place REMOTE CONTROL (L).
- Easy solution (M).
- Hard solution (N).
- Go (O).
- Use TROWEL; take FILE and CODE-BREAKER KEYS 1/2 (P).
- Use HAIRDRYER; take LOCKPICK and CODE-BREAKER KEYS 2/2 (Q).
- Take note and CHAMPAGNE (R).
- Use CHAMPAGNE (S); take LAPTOP CABLE (T).
- Walk down.
- Remove box (U).
- Place CODE-BREAKER KEYS and ENCRYPTED LETTER (V).
- Solution: find pairs 1-5.
- Take UNLOADED GUN, canvas piece and POWER ADAPTER (W).
- Go (X).
- Place LAPTOP CABLE and POWER ADAPTER for HOP (Y); receive LIBRARY ADDRESS.
- Place LIBRARY ADDRESS (Z).
- Take RUBBER GLOVE and INHALER (A).
- Talk; take canvas piece. Offer INHALER (B).
- Receive BULLET.
- Use FILE; take SCREWDRIVER, CLIP and BROKEN CLASP (C).
- BULLET and CLIP on UNLOADED GUN; receive GUN.
- Use GUN (D).
- Go (E).
- Take VIOLET PETAL (F).
- Place wheel and bolt; use SCREWDRIVER (G).
- Take FIRECRACKER and RED PETAL (H).
- Use RUBBER GLOVE; take GREEN PETAL and MATCHES (I).
- Use LOCKPICK (J).
- Easy solution (K): L-Mx2-Nx3-Ox2-P-Qx3-Rx2.
- Hard solution (K): L-Mx2-Nx3-Ox3-R.
- Take ACCESS CARD (S).
- Use ACCESS CARD; take HEAVY BLOTTER and HOOK (T).
- Walk down.
- VIOLET PETAL, RED PETAL and GREEN PETAL on BROKEN CLASP; receive BAG CLASP.
- Place BAG CLASP (U).
- Play HOP (V); receive MOBILE PHONE.
- Offer MOBILE PHONE (W).
- Receive MIRROR.
- Use MIRROR and HOOK (X).
- Go (Y).
Chapter 2: Goldman's Store
- Use HEAVY BLOTTER; take SOLVENT and SCOOP (Z).
- Use FIRECRACKER and MATCHES (A); take FAN and CUTTERS (B).
- Go to Library.
- Use CUTTERS; take AXE BLADE and BOX INLAY 1/2 (C).
- Use SCOOP; take SCRAPER and BOX INLAY 2/2 (D).
- Walk down.
- Use SCRAPER; take LIGHTER and WIRES 1/2 (E).
- Go (F).
- Place BOX INLAY (G); take REVEALING SPRAY (H).
- Use REVEALING SPRAY (I).
- Easy solution (J): 1-4.
- Hard solution (K): 1-7.
- Go (L).
- Use SOLVENT; take MAGNET and BROKEN MORSE DEVICE (M).
- Use FAN; take AXE HANDLE and BOTTLE OF WATER (N).
- Go to Library.
- Use MAGNET (O); take WEDGE (P).
- Go to Goldman's Store.
- AXE HANDLE and WEDGE on AXE BLADE; receive AXE.
- Use AXE (Q).
- Play HOP (R); receive CRANK.
- Place CRANK; take MONEY (S).
- Walk down.
- Offer MONEY; take HOT DOG (T).
- Offer HOT DOG; take note, BOTTLE OPENER, GAS CUTTER and WIRES 2/2 (U).
- Go (V).
- Place GAS CUTTER and LIGHTER (W); take ICE SCOOP and MORSE TELEGRAPH (X).
- WIRES and MORSE TELEGRAPH on BROKEN MORSE DEVICE; receive MORSE DEVICE.
- Take canvas piece (Y); place MORSE DEVICE (Z).
- Solution (A): select 1-5.
- Take DOOR CODE (B).
- Place DOOR CODE; enter 3495 (C).
- Take SIEVE and CLOTH (D).
- BOTTLE OF WATER on CLOTH; receive WET CLOTH.
- Take canvas piece and untie Krazinksy; offer WET CLOTH (E).
- Receive WIRE.
- Take FIRE HOSE CABINET KEY with WIRE (F).
- Use FIRE HOSE CABINET KEY (G); turn valve (H).
- Receive SCARF.
- Go (I).
- Take BUCKET; use BOTTLE OPENER (J). Take SCRAPER (K).
- Use SCRAPER for HOP (L); receive HANDLE.
- Place HANDLE (M).
- Go (N).
- Use SIEVE; take MAPLE LEAF INLAY 1/3 and GRIP BOLTS (O).
- Use BUCKET and ICE SCOOP (P); receive BUCKET OF SAND.
- Take GRIPS 1/4; place BUCKET OF SAND (Q). Take MAPLE LEAF INLAY 2/3 and WALLET (R).
- Take PLIERS (S).
- Walk down.
- Take WALLET INSERT with PLIERS (T).
- WALLET INSERT on WALLET; take SUBWAY TICKET.
- Use SUBWAY TICKET (U).
- Go (V).
- Take JACK and GRIPS 2/4 (W).
- Use SCARF; take JACK HANDLE (X).
- Take TORN SUBWAY MAP; place JACK and JACK HANDLE (Y). Take MAPLE LEAF INLAY 3/3 and GRIPS 3/4 (Z).
- Go to Playground.
- Place MAPLE LEAF INLAY; take GRIPS 4/4 and STICKY TAPE (A).
- Place GRIP BOLTS and GRIPS (B).
- Solution (C).
- Take ANCHOR AMULET and COINS 1/3 (D).
- Go to Subway.
- Take CORKSCREW with ANCHOR AMULET (E).
- Take CORK with CORKSCREW (F); take COINS 2/3 (G).
- Walk down.
- Place CORK (H); take COINS 3/3, HIGHLIGHTER and COMBINATION CLUE (I).
- Use COINS; take TOY MONKEY (J).
- Go (K).
- Place TOY MONKEY; take FORTUNE COOKIE and SUBWAY MAP PIECES 1/2 (L).
- Go to Subway.
- Place COMBINATION CLUE (M).
- Easy solution (N): 1-2-3-4-2-3-4-5-4-3-2-3.
- Hard solution (N): 1-1-4-3-4-4.
- Take HEX WRENCH, AWL and SUBWAY MAP PIECES 2/2 (O).
- STICKY TAPE, HIGHLIGHTER and SUBWAY MAP PIECES on TORN SUBWAY MAP; receive SUBWAY MAP.
- Place SUBWAY MAP for HOP (P).
Chapter 3: The Witness
- Receive HANDCUFFS.
- Place HANDCUFFS (Q).
- Solution (R).
- Take BOOK BUTTONS 1/3, BROKEN UMBRELLA, EVIDENCE PORTRAIT and UMBRELLA HANDLE (S).
- Take canvas piece, LOCKED BOOK and PENCIL (T).
- UMBRELLA HANDLE on BROKEN UMBRELLA; receive UMBRELLA.
- Use UMBRELLA (U).
- Go (V).
- NOTE from FORTUNE COOKIE.
- Take TEA STRAINER; take RAIL with HEX WRENCH (W). Place NOTE and PENCIL (X); receive BOOK CODE.
- Take BOOK BUTTONS 2/3 (Y).
- Use RAIL (Z).
- Go (A).
- Receive EVIDENCE FOLDER.
- Take TORN POUCH; place EVIDENCE FOLDER and AWL (B).
- Easy solution (C): 1-4.
- Hard solution (D): 1-4.
- Take EVIDENCE (E).
- Take HOT COAL with TEA STRAINER (F).
- Take BOOK BUTTONS 3/3 and PUMP (G).
- BOOK BUTTONS and BOOK CODE on LOCKED BOOK.
- Easy and hard solution (H): 4-9-7-8-3.
- Take QUILL (I).
- Take NEEDLE AND THREAD 1/2 and BROKEN PULLEY MECHANISM (J).
- Place EVIDENCE and EVIDENCE PORTRAIT (K); take note (L).
- Walk down.
- Use HOT COAL and QUILL (M); take BELT, BRUSH and MEASURING TAPE (N).
- Walk down.
- Use MEASURING TAPE (O).
- Play HOP (P); receive SHOVEL.
- Use SHOVEL; take note, NEEDLE AND THREAD 2/2 and SPOON (Q).
- Go to Witness's Apartment.
- NEEDLE AND THREAD on TORN POUCH; receive POUCH.
- Open. Use POUCH and SPOON; take GLUE POWDER, GLASS and CRANK (R).
- Place GLASS; take WATER (S).
- Place GLUE POWDER and WATER (T); receive GLUE.
- Walk down.
- BELT and CRANK on BROKEN PULLEY MECHANISM; receive PULLEY MECHANISM.
- Place PULLEY MECHANISM (U).
- Solution (V): select clothes in location 5-1-2-4-2-2-3-4-5.
- Take PIN and RUBBER PATCH (W).
- Walk down.
- Place PUMP, BRUSH, GLUE and RUBBER PATCH (X).
- Take NAILS, TWO-PRONGED FORK and MOUNTED LADDER (Y).
- Go (Z).
Chapter 4: The Gallery
- Unfold MOUNTED LADDER; receive LADDER.
- Place LADDER (A).
- Take ROPE (B).
- Take BROKEN PLIERS; open (C). Place ROPE (D).
- Play HOP (E); receive GALLERY KEY.
- Take HEX WRENCH; use GALLERY KEY (F).
- Go (G).
- Receive UNCHARGED SMARTPHONE.
- Take WOODEN BOARDS 1/3 (H).
- Take WOODEN BOARDS 2/3 (I).
- Take WOODEN STATUETTE (J).
- Take note; take WOODEN BOARDS 3/3 with TWO-PRONGED FORK (K). Take FLAG EMBLEMS 1/3 (L).
- Place WOODEN BOARDS, NAILS and WOODEN STATUETTE (M).
- Go (N).
- Take FLAG EMBLEMS 2/3 and DECORATIVE OARS (O).
- Place DECORATIVE OARS (P).
- Easy solution (Q): Rx3-Sx5-Tx4-Ux5-Wx2-V.
- Hard solution (X): F-Bx3-E-Z-Yx4.
- Take PLUME (P).
- Use PIN (G). Use HEX WRENCH (H); take SCREW AND NUT and NAIL CUTTER (I).
- Walk down twice.
- Use PLUME; take PLIERS PART and AMULET INSTRUCTIONS (J).
- PLIERS PART and SCREW AND NUT on BROKEN PLIERS; receive PLIERS.
- Use PLIERS (K); take FLAG EMBLEMS 3/3 and USB CABLE (L).
- Go (M).
- Place FLAG EMBLEMS (N).
- Solution (O): (5-12)-(6-11)-(7-10)-(8-1)-(10-2)-(11-3)-(12-4).
- Take LIQUID NITROGEN and BURNER (P).
- Use LIQUID NITROGEN; take POWER BANK (Q).
- Go to Second Floor.
- POWER BANK and USB CABLE on UNCHARGED SMARTPHONE; receive SMARTPHONE.
- Take STATUE PHOTO with SMARTPHONE (R).
- Walk down twice.
- Place STATUE PHOTO (S).
- Easy solution (T): Xx5-Yx2-Zx2-Ax4-B-Cx5.
- Hard solution (T): Xx3-Y-A-B-Cx2.
- Take LANTERN KNOB (S).
- Place LANTERN KNOB (U); take METAL BRACELET and LIGHTER (V).
- Go to Second Floor.
- Use LIGHTER; take picture (D).
- Play HOP; receive CANDLE.
- Use CANDLE (E); take CANE, WATER and GRINDSTONE (F).
- Walk down.
- Use CANE (G). Take TONGS; take CHANDELIER DETAIL with NAIL CUTTER (H).
- BURNER, WATER and METAL BRACELET on AMULET INSTRUCTIONS; receive DOOR LOCK INLAY.
- Place DOOR LOCK INLAY (I).
- Go (J).
- Use CHANDELIER DETAIL; take HACKSAW (K).
- Take TRACING PAPER AND COAL and SHAVING BRUSH (L). Open window; use HACKSAW (M).
- Go (N).
- Take SICKLE HANDLE (O).
- Take RUSTED SICKLE (P).
- SICKLE HANDLE and GRINDSTONE on RUSTED SICKLE; receive SICKLE.
- Use SICKLE; take NET and GROUND-PENETRATING RADAR (Q).
- Place GROUND-PENETRATING RADAR (R).
- Play random minesweeper game (S).
- Receive TIMER.
- BATTERY from TIMER.
- Use SHAVING BRUSH; place BATTERY (T).
- Go (U).
- Take SELFIE STICK; take TREE CLIMBER PARTS 1/2 with TONGS (V).
- Take TREE CLIMBER BELT (W).
- Use NET (X); take FRAME DECORATION and SPONGE (Y).
- Walk down twice.
- Place FRAME DECORATION (Z); take SOLVENT and VALVES 1/2 (A).
- Use SOLVENT and SPONGE; take TREE CLIMBER PARTS 2/2 (B). Use TRACING PAPER AND COAL (C); receive COMBINATION.
- Go (D).
- TREE CLIMBER PARTS on TREE CLIMBER BELT; receive TREE SPIKES.
- Use TREE SPIKES (E); take VALVES 2/2 and BRANCH (F).
- Go (G).
- Place VALVES for HOP (H); receive STATUE BOOT.
- Place STATUE BOOT; take SCISSORS and ROPE (I).
- Take CLOTH with SCISSORS; take BACKPACK with SELFIE STICK (J).
- Walk down.
- COMBINATION on BACKPACK; solution (K).
- Take MATCHES and NUT (L).
- Offer NUT; take CLOCK HAND (M).
- Walk down.
- Place CLOCK HAND (N).
- Solution (O): P-Q-Rx2-Sx4-Tx4-Ux2.
- Take HAIRPIN and ARROW (V).
- Use HAIRPIN (W); take UTILITY KNIFE and ELASTIC ROPE (X).
- Go to Park.
- ARROW, ROPE and ELASTIC ROPE on BRANCH; receive BOW AND ARROW.
- Use BOW AND ARROW (Y). Open basket; take BURNER (Z).
- Use BURNER (A).
- Go (B).
Chapter 5: Simmons Garment Factory
- Take KENNEL EMBLEM BASE (C).
- Take note; use UTILITY KNIFE. Take DOOR LOCK and PAPER CLIP (D).
- Use MATCHES and DOOR LOCK (E).
- Go (F).
- Take INVOICE; use PAPER CLIP (G). Take CLAMP (H).
- Take BROKEN BOWL (I).
- Place CLOTH and CLAMP (J).
- Go (K).
- Place INVOICE for HOP (L); receive RULER.
- Take KENNEL EMBLEM PARTS 1/2 (M).
- Use RULER (N); take COLOURFUL THREADS, STICKING PLASTER, STRONG GLUE and note (O).
- Walk down twice.
- STRONG GLUE on BROKEN BOWL; receive BOWL.
- Use BOWL; take KENNEL EMBLEM PARTS 2/2 and WIRES 1/2 (P).
- KENNEL EMBLEM PARTS on KENNEL EMBLEM BASE; receive KENNEL EMBLEM.
- Place KENNEL EMBLEM (Q); take WIRES 2/2, HIGHLIGHTER and SCREWDRIVER (R).
- Go (S).
- Place STICKING PLASTER and WIRES (T).
- Solution (U).
- Take TWISTED KEY and BRUSH (V).
- Place TWISTED KEY; use hammer. Take DRAWER KEY (W).
- Go (X).
- Use DRAWER KEY; take RUBBER BOOTS 1/2, MAGNET and PINS (Y).
- Place HIGHLIGHTER, PINS and COLORFUL THREADS; solution (Z).
- Take DIRTY MEDALLION (A).
- Walk down twice.
- SCREWDRIVER and BRUSH on DIRTY MEDALLION; take note, TREE AMULET and HANDKERCHIEF.
- Place TREE AMULET for HOP (B); receive FLUTE.
- Place FLUTE; take STRONG ROPE, EXTENSION CORD and DRILL (C).
- Go (D).
- Use DRILL (E); receive DRILL WITH BIT.
- Place EXTENSION CORD; move beam (F). Receive RUNGS.
- Go (G).
- RUNGS and DRILL WITH BIT on STRONG ROPE; receive ROPE LADDER.
- Place ROPE LADDER (H).
- Go (I).
- Receive COMPACT MIRROR.
- Move picture; take GLASS SHARD with HANDKERCHIEF and PAINTBRUSH with MAGNET (J).
- Use GLASS SHARD; take BOLT, RUBBER BOOTS 2/2 and NUT (K).
- Use RUBBER BOOTS (L).
- Go (M).
- Take note and BLUE PAINT (N).
- Take TOY TRAIN. Place BLUE PAINT and PAINTBRUSH; take STAINED GLASS ELEMENT and note (O).
- Walk down.
- Place STAINED GLASS ELEMENT (P).
- Easy solution (Q): 1-2-3-1-3-1-2-3-2-1-2-1-3.
- Hard solution (R): 2-3-2-1-3-2-3-1-3-2-1-2-1-3-2-3-2-1.
- Go (S).
- Take BROKEN RAZOR and TOY TRACKS 1/2 (T).
- NUT and BOLT on BROKEN RAZOR; receive RAZOR.
- Use COMPACT MIRROR and RAZOR (U); take ACID and SHELF BUTTON (V).
- Use ACID (W); take WOODEN BOARDS, HOBBYHORSE 1/2 and SEEDS (X).
- Place SEEDS; take HOBBYHORSE 2/2 and LONG NAILS (Y).
- Use HOBBYHORSE (Z); take INCOMPLETE WIRE SAW and CHEST INSERT (A).
- Walk down.
- Place CHEST INSERT (B); take WIRE SAW HANDLES 1/2 and TOY TRACKS 2/2 (C).
- Go (D).
- Place TOY TRACKS and TOY TRAIN; move train. Take BIRD FIGURINE (E).
- Place BIRD FIGURINE and SHELF BUTTON (F); take PILE OF BOOKS and WOODEN RABBIT (G).
- Place PILE OF BOOKS for HOP (H); receive REMOTE CONTROL.
- Use REMOTE CONTROL; take WIRE SAW HANDLES 2/2 (I).
- Go to Roof.
- WIRE SAW HANDLES on INCOMPLETE WIRE SAW; receive WIRE SAW.
- Take BOARD with WIRE SAW (J).
- WOODEN RABBIT, LONG NAILS and BOARD on WOODEN BOARDS; receive BRIDGE.
- Place BRIDGE (K).
- Solution: Go forward x4, right, forward, right, forward; take stick (L).
- Walk down x2, forward x3; use stick (M).
- Go left, forward; take hook (N).
- Walk down x4; use hook (O).
- Go left; take ladder (P).
- Walk down and forward; place ladder (Q).
- Select bucket, helmet and bottle (R).
- Congratulations, you have completed Fatal Evidence: Art of Murder.