Walkthrough Menu
- General Tips
- Chapter 1: Finding Lisa
- Chapter 2: The Tavern
- Chapter 3: The Town
- Chapter 4: The College
General Tips
- This is the official guide for Off the Record: The Art of Deception!
- This guide does not mention each time you have to zoom into a location; the screenshots show each zoom scene.
- Hidden-object puzzles are referred to as HOPs. This guide does not show screenshots of the HOPs, however, it is mentioned when a HOP is available and the inventory item collected.
- This guide will give step-by-step solutions for all puzzles that are not random. Please read the instructions in the game for each puzzle.
- Use the map to travel quickly to a location.
Chapter 1: Finding Lisa
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- Uncover and take the BAG (A).
- Select the BAG (Inventory); open and select the file (B).
- Close and select the file (C) to receive the DOSSIER.
- Select parts 1-4.
- Open (D); take the MONEY.
- Give the MONEY (E).
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- Read the notice; take the CUPCAKE EMBLEM (F).
- Ring the bell (G); speak to the man.
- Give the DOSSIER (H) for a puzzle.
- Solution (I-K).
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- Play the HOP (L).
- Select each apartment; Lisa's apartment number is random (M). Speak with Lisa.
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- Take the THIN BRUSH (N).
- Take the GLUE, PUZZLE BOX (O) and PUZZLE-BOX PIECE (P).
- Select the PUZZLE BOX (Inventory); add the PUZZLE-BOX PIECE for a puzzle.
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- Solution, part one (Q1). H-E, G-H, D-G, E-D, H-E, I-H, F-I, E-F, I-F, F-E, C-F, F-I, E-F, F-I.
- Solution, part two (Q2). I-H, D-E, H-E, G-H, E-D, D-G, G-H, H-E, E-B, A-D, D-E, B-E.
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- Solution (Q3) triggers a puzzle (R1).
- Solution (R2).
- Take the BROOCH (S) and tape (T).
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- Select (U); press (V); read the note (W).
- Speak to Felix (X).
- Use the THIN BRUSH (Y).
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- Take the PAINT THINNER (Z).
- Use the PAINT THINNER; take a PALETTE KNIFE (A).
- Play the HOP (B). Receive a HANDKERCHIEF.
- Use the HANDKERCHIEF (C).
- Walk forward; speak to the man.
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- Take the CHARCOAL STICK (D).
- Take the map; use the PALETTE KNIFE (E).
- Take the BIKE PUMP; open and read the letter; grab the PICTURE FRAME (F).
- Walk down.
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- Place the PICTURE FRAME for a puzzle (G).
- Solution, part one (G1).
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- Solution, part two (G2).
- Take the NEW PAINTING (H).
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- Place the NEW PAINTING; select again; use the CHARCOAL STICK. Take the ADDRESS (I) and PICTURE HANGER (J).
- Return to the Alley.
- Take the CLOTHESLINE (K).
- Select the CLOTHESLINE (Inventory); select again; attach the PICTURE HANGER; receive a ROPE HOOK.
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- Use the ROPE HOOK; take the WALLET (L).
- Select the WALLET (Inventory). Select again; take the LISA'S KEYCHAIN (M).
- Select the LISA'S KEYCHAIN (Inventory). Separate and take the BOX ORNAMENT and KEYCHAIN CLIP.
- Place the BOX ORNAMENT (N); open and take the NOTE.
- Place the NOTE (O) for a puzzle.
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- Select dots 1-4 (P).
- Solution (Q).
- Walk right. Speak to the taxi driver and shepherd.
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- Select sheep (R) and (S).
- Speak with the shepherd.
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- Take the OCARINA and BOWL (T).
- Select the poster twice (U).
- Place the CUPCAKE EMBLEM (V).
- Play the HOP; receive a CANDY CANE.
- Walk down.
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- Select the BOWL (Inventory); apply the GLUE; take the FIXED BOWL (W).
- Place the FIXED BOWL; turn the tap; take BOWL OF WATER (X).
- Walk right.
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- Place the CANDY CANE (Y) and BOWL OF WATER (Z).
- Place the OCARINA (A) for a puzzle.
- Solution (B). 1-6.
- Speak to the shepherd; take the BOTTLE OPENER (C).
- Give the ADDRESS (D).
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- Play the HOP (E). Receive a CHAIN.
- Select the CHAIN (Inventory) and KEYCHAIN CLIP. Receive a CHAIN LASSO.
- Place the CHAIN LASSO (F) for a mini-game.
- Solution (G).
- Walk forward.
- Speak to the man. Remove the sheet.
- Use the BOTTLE OPENER; receive a NAIL (H).
- Walk down.
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- Move the grass; take the CUP; use the NAIL (I).
- Take the FUSE (J).
- Walk forward.
- Place the FUSE (K) for a puzzle.
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- Solution, part one (L1).
- Solution, part two (L2).
- Walk upstairs.
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- Remove and take the HANDLE (M).
- Move the papers; take the DIARY (N).
- Use the BROOCH (O); play the HOP. Receive BIRD FIGURINE 1/4.
- Walk down.
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- Use the BIKE PUMP; take the LEVEL (P).
- Place the HANDLE; open the drawer; take the SCRUB BRUSH (Q).
- Walk right.
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- Select; receive a BIRD POLE (R).
- Select rocks (S) 1-4. Use the LEVEL on the figurine.
- Take BIRD FIGURINE 2/4 (T).
- Take the HARD RESIN (U). Use the SCRUB BRUSH (V).
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- Select the Diary (Inventory); match the code (W).
- Take BIRD DRAWING (X).
- Take BIRD FIGURINE 3/4 (Y).
- Return to the Parlor.
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- Use the BIRD POLE; take the CRAFT KNIFE (Z).
- Return to the Garden.
- Use the CRAFT KNIFE; take BIRD FIGURINE 4/4 (A).
- Place BIRD FIGURINE 4/4 (B) and BIRD DRAWING for a puzzle.
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- Solution (C).
- Take the DRAWINGS (D).
- Select the DRAWINGS (Inventory) for a puzzle.
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- Solution (E).
- Receive ORDERED DRAWINGS.
- Walk down.
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- Take the LEATHER STRAPS (F).
- Place the ORDERED DRAWINGS for a puzzle.
- Solution (G).
- Open the case; open and read the note (H).
- Take the RULER and MATCHES (I).
- Walk down.
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- Select HARD RESIN (Inventory) and MATCHES; receive SOFT RESIN.
- Select RULER (Inventory). Open; place the SOFT RESIN. Receive a STICKY RULER.
- Place the STICKY RULER (J) for a puzzle.
- Solution (K1, K2, K3).
- Select the collected photos.
Chapter 2: The Tavern
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- Take WOODEN BOARDS 1/3 (L).
- Walk forward.
- Take WOODEN BOARDS 2/3 (M).
- Take the FIREPLACE POKER (N).
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- Select the knocker (O). Walk forward; speak to the woman.
- Go right.
- Take WOODEN BOARDS 3/3 (P).
- Place the CUP; select the napkin; take a CUP OF SUGAR (Q).
- Walk down.
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- Place the WOODEN BOARDS 3/3 (R).
- Walk forward.
- Play the HOP (S); receive DOLL 1/3.
- Read the note; take the PUSH BUTTON and BALL OF YARN (T).
- Walk down.
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- Place the BALL OF YARN; take the CLIMBING HOOK (U).
- Take the PRUNERS (V).
- Use the FIREPLACE POKER; take OWL EYES 1/2 (V1).
- Remove the photo; take the ROPE (W).
- Walk down twice.
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- Select the ROPE (Inventory) and CLIMBING HOOK; receive a GRAPPLING HOOK.
- Use the GRAPPLING HOOK; select the rope; move the nest; take the HOT DOG SHAPE; move the nest; use PRUNERS; take the HARNESS (X).
- Place the CUP OF SUGAR; take DOLL 2/3 (Y).
- Use the PRUNERS; take DOLL 3/3 (Z).
- Walk forward twice.
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- Place DOLL 3/3 for a puzzle (A).
- Solution (B).
- Select the photo album multiple times; take the RUBBER MALLET (C).
- Walk forward.
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- Take the FILE and HORN (D).
- Take the DUCT TAPE (E); place the RUBBER MALLET for a puzzle.
- The solution is random.
- Take OWL EYES 2/2 and MOLE BADGE (F).
- Walk down, then right.
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- Use the FILE; take the WOLF (G).
- Return to Tavern Loft.
- Place the WOLF (H).
- Take TWEEZERS and CARABINERS (I).
- Walk down twice.
- Use the TWEEZERS to receive NUTS (J).
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- Use the DUCT TAPE; open the lamp; take the PIGEON FIGURE (K).
- Place the PIGEON FIGURE (L).
- Place the NUTS (M). Take the PAPER PART and DIRECTIONS PART (N).
- Return to the Hang Gliding Ramp.
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- Select the PAPER PART (Inventory) and place the DIRECTIONS PART. Select the DIRECTIONS PART twice. Read and select the paper (O); take the DIRECTIONS (P).
- Place OWL EYES 2/2 and DIRECTIONS (Q) for a puzzle.
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- Solution, part one. Dx4-Rx7-(Q1)-Lx3-(Q2)-Lx3-(Q3)-Lx2-(Q4).
- Solution, part two. Ux3-L-(Q5)-(Q6)-U-Rx3-(Q7)-Rx2-(Q8)-Rx3-(Q9)-(Q10).
- Receive AREA MAP.
- Select the HARNESS (Inventory), LEATHER STRAPS and CARABINERS. Receive HARNESS WITH STRAPS.
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- Place the HARNESS WITH STRAPS (R) and AREA MAP (S).
- Walk forward for a puzzle.
- The solution is random.
Chapter 3: The Town
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- Place the HORN (T); read the note; take DRAWING 1/2.
- Use the MOLE BADGE (U).
- Walk forward.
- Read the note; take the PAPERCLIP (V).
- Walk down.
- Select the PAPERCLIP (Inventory). Select twice; take the LOCKPICK.
- Use the LOCKPICK (W).
- Play the HOP (X); receive a MANHOLE OPENER.
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- Use the MANHOLE OPENER (Y).
- Take the METAL PENDANT (Z).
- Use the HOT DOG SHAPE (A).
- Move the can; take the WOODEN HOURGLASS (B).
- Walk forward.
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- Select the METAL PENDANT (Inventory), open, take DRAWING 2/2.
- Place the PENDANT (C) for a puzzle (D).
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- Solution (D1).
- Take the POCKET WATCH (E).
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- Place DRAWING 2/2 for a puzzle (F).
- Solution. 1-4, 3-4.
- Walk forward (G).
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- Read the note; take the VINEGAR (H).
- Remove the gag; place the VINEGAR (I); speak with Lisa.
- Take the BELT; place the POCKET WATCH (J).
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- Play the HOP (K); receive a FIXED POCKET WATCH.
- Walk down.
- Take the tape; place the WOODEN HOURGLASS (L).
- Place the FIXED POCKET WATCH; take the HANDCUFF KEY (M).
- Walk forward. Use the HANDCUFF KEY (N); speak with Lisa and the policeman.
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- Use the BELT to take KEYS (O).
- Place the KEYS (P).
- Take the CREST DRAGON 1/3 (Q).
- Place the PUSH BUTTON and take the tape (R).
- Take the PAPER NOTE (S).
- Select the PAPER NOTE (Inventory), open, remove the rock, take the CONSTABLE'S QUARTERS KEY (T). Read the note.
- Use the CONSTABLE'S QUARTERS KEY (U).
- Open the door and walk forward.
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- Read the note; take the DRAWER KNOB (V). Open the lid; take the NEEDLE.
- Take CUSHIONS (W).
- Move the coats; take the WOODEN BOX (X).
- Take CREST DRAGONS 2/3 (Y).
- Walk down.
- Place the DRAWER KNOB; remove the photograph; take CREST DRAGONS 3/3 (Z).
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- Place CREST DRAGONS 3/3 for a puzzle (A).
- Solution (B).
- Read the notice; take the FIRE DRAGON (C).
- Select the WOODEN BOX (Inventory); open and take the FLAG TOKEN.
- Place the FLAG TOKEN (D) for a HOP (E); receive WINERY SYMBOL 1/3.
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- Select the chair (F).
- Use the NEEDLE (G); place CUSHIONS (H).
- Walk left.
- Read the notice; take the REINS (I).
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- Remove the notice; take WINERY SYMBOL 2/3 (J).
- Take the BUCKET (K).
- Walk forward.
- Take the DATE PLAQUE (L).
- Uncover and take the SKIER FIGURINE (M).
- Return to the Constable's Quarters.
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- Place the DATE PLAQUE; enter 1-8-8-4 (N).
- Take the NAIL CLIPPERS and WINERY SYMBOL 3/3 (O).
- Place the SKIER FIGURINE for a puzzle (P).
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- Solution (Q).
- Take the WATER DRAGON (R).
- Return to Stream Street.
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- Select the REINS (Inventory) and BUCKET; receive a BARREL WITH STRAPS.
- Use the BARREL WITH STRAPS; take the FILLED BARREL (S).
- Select the FILLED BARREL (Inventory); remove the lily; take COINS 1/4 (T).
- Place WINERY SYMBOL 3/3; take COINS 2/4 (U).
- Use the NAIL CLIPPERS (V); take the SMALL ENGINE and OIL CAN.
- Walk forward.
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- Take the THEATER TOKEN (W); play the HOP; receive BATTERIES.
- Select (1); place the SMALL ENGINE (2); select (3).
- Take the WIRE (X).
- Walk down twice.
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- Place the THEATER TOKEN (Y); play the HOP; receive a PINECONE.
- Use the OIL CAN (Z).
- Place the WIRE (A).
- Walk to the Festival (B).
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- Move the curtain; take the COINS 3/4 (C).
- Take the SOUVENIR TOKEN (D).
- Read the notice; take the HEX KEY (E); loosen and receive a METAL TUBE (F).
- Return to the Viewpoint.
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- Give the PINECONE; use the METAL TUBE (H). Take ACORNS 1/2 (I).
- Place the SOUVENIR TOKEN (J) for a puzzle.
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- Solution (K). D.
- Solution, part one (L1). Lx2-Ux3-Rx3-Lx3-Dx5-Rx3-Ux3-D-Lx3-Ux3-Rx2-Dx2-Ux2-Lx2-Dx3-Rx2.
- Solution, part two (L2). U-R-Dx2-Ux2-L-Ux2-R-D-Rx2-U-Lx3.
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- Solution, part one (M1). D-Rx3-U-L-Rx3-Dx3-Lx3-U-Rx2-L-Ux2-Rx2-Dx3.
- Solution, part two (M2). Lx2-Ux3-L-D-Lx2-Ux2-R-D-L-D-Rx2-U-Rx3-Dx3-Lx3-Ux2-D-Rx3-Ux2-Lx3-R-Dx2-L-D-R-U-R-D
- Solution, part three (M3). Lx2-Ux2-Lx2-Ux2-R-D-L-D-Rx2-U-R-Dx2-L-D-R-U-R-D.
- Take the FRIDGE MAGNET (N).
- Walk down twice.
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- Use the METAL TUBE; receive FIRECRACKER (O).
- Walk to the Festival.
- Place the FIRECRACKER (P).
- Play the HOP (Q); receive an ALPINE HORN.
- Place the ALPINE HORN; take the EARTH DRAGON (R).
- Walk left.
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- Take ACORNS 2/2 (S).
- Walk down twice.
- Place ACORNS 2/2 (T); take GLOVES.
- Return to the Pier.
- Uncover and take the FISH WRENCH (U).
- Walk down.
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- Use the FISH WRENCH; take the FLASHLIGHT (V).
- Walk left.
- Select the FLASHLIGHT (Inventory) and BATTERIES. Receive a WORKING FLASHLIGHT.
- Place the WORKING FLASHLIGHT (W); uncover and take the STEEL WOOL.
- Select the rope (X).
- Use the GLOVES; receive a DIRTY ANCHOR (Y).
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- Use the FRIDGE MAGNET; take COINS 4/4 (Z).
- Place COINS 4/4 (A); take the MAP (B).
- Place EARTH DRAGON, FIRE DRAGON and WATER DRAGON (C) for a puzzle.
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- All solution directions are based on the red dragon.
- Solution, part one (D1). R-U-D-L-R-Ux2.
- Solution, part two (D2). DL (blue circle)-Dx2-Rx3.
- Solution, part three (D3). U-D-Lx2-U-D-R.
- Solved (D4).
- Speak to Lisa; walk forward.
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- Play the HOP (E); receive a FISHING HOOK.
- Take the ACETONE CONTAINER; read the notice (F).
- Use the FISHING HOOK; take DRAGON SCALES 1/3 (G).
- Walk forward.
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- Take the BELL CLAPPER; open both cupboard doors (H).
- Take the ICEPICK and ALCOHOL (I).
- Take DRAGON SCALES 2/3 (J).
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- Select the DIRTY ANCHOR (Inventory); use STEEL WOOL; receive an ANCHOR.
- Place the ANCHOR (K); remove the clothes; remove the panel.
- Take DRAGON SCALES 3/3 (L).
- Walk down.
- Place DRAGON SCALES 3/3; take BROKEN SHIP'S WHEEL (M).
- Take the RAG; use the ICEPICK (N).
- Take SHIP'S WHEEL DECORATION (O).
- Walk forward.
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- Select the RAG (Inventory); add the ALCOHOL; receive a WET RAG.
- Use the WET RAG (P).
- Select the BROKEN SHIP'S WHEEL (Inventory); add the SHIP'S WHEEL DECORATION; receive FIXED SHIP'S WHEEL.
- Place the MAP and FIXED SHIP'S WHEEL (Q).
- Select the green button (R) for puzzles.
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- Solution (S1).
- Solution (S2).
Chapter 4: The College
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- Speak to the man.
- Take the KNOTTED BRACELET (T).
- Walk left.
- Play the HOP (U); receive a CHISEL.
- Take the SHEPHERD'S STAFF (V).
- Read the note; use the HEX KEY (W); remove the board.
- Select the KNOTTED BRACELET (Inventory). Select twice; receive UNKNOTTED BRACELET.
- Place the UNKNOTTED BRACELET (X); receive an AXLE.
- Walk down.
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- Take the PIECE OF WOOD (Y); use the SHEPHERD'S STAFF.
- Uncover and take the CAN OPENER (Z).
- Place the AXLE (A) for a puzzle.
- Solution (B); take MUSE SCULPTURE.
- Walk left.
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- Place the MUSE SCULPTURE; take the WAX (C).
- Select the ACETONE CONTAINER (Inventory) and the CAN OPENER; receive ACETONE.
- Take the PLASTIC BOTTLE; use the ACETONE (D); take the BURNT WIRE.
- Walk down.
- Place the BURNT WIRE; take the GARDEN CLAW (E).
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- Select the WAX (Inventory); open; receive OPENED GREASE.
- Use the CHISEL (F); pour the OPENED GREASE.
- Select the axle; take the PASS CARD (G).
- Use the PASS CARD (H).
- Walk right.
- Play the HOP (I); receive a PUSHPIN.
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- Select the identification card (J).
- Use the GARDEN CLAW; take the PENNANT (K).
- Move the pillow; take the LETTER FROM HANS (L).
- Walk left.
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- Take the NAUTICAL VASE (M).
- Lift the cover; take the MISSING CYLINDER (N).
- Inspect the display (O); give the LETTER FROM HANS (O1).
- Read the note; use the PENNANT; receive the VALERIAN PLANT (P).
- Use the PUSHPIN; receive PLASTIC PIPE (Q).
- Walk down.
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- Use the NAUTICAL VASE; take the HACKSAW HANDLE, PROJECTOR SLIDE 1/3 and KNOB (R).
- Speak to the man; take the SECURITY CODE and tape (S).
- Walk right; enter the Canteen (T).
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- Take the NAIL FILE (U).
- Place the VALERIAN PLANT and BELL CLAPPER (V); receive SLEEPING POWDER.
- Place the MISSING CYLINDER (W) for a puzzle.
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- Solution (X).
- Take the UV BULB (X1).
- Walk down.
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- Use the NAIL FILE; take the TUNING WRENCH (Y).
- Return to the Canteen.
- Take the note; use the TUNING WRENCH; take NYLON STRING (Z).
- Select the HACKSAW HANDLE (Inventory) and NYLON STRING. Receive a HACKSAW.
- Select PIECE OF WOOD (Inventory) and HACKSAW; receive POINTY WOOD.
- Walk down.
- Use the POINTY WOOD; take the FLOWER EMBLEM (A).
- Return to the Canteen.
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- Place the FLOWER EMBLEM (B) for a HOP; receive a DOOR KNOB.
- Walk down and left.
- Place the KNOB; take the RUBBER GRASS and PROJECTOR SLIDES 2/3 (C).
- Place and select the DOOR KNOB (D).
- Walk forward.
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- Use the POINTY WOOD (F); speak to Felix.
- Take PROJECTOR SLIDE 2/3 (G).
- Take the UV LAMP (H).
- Select the UV LAMP (Inventory) and UV BULB. Receive a FIXED UV LAMP.
- Place the SECURITY CODE (I); enter the number; place the FIXED UV LAMP for a puzzle.
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- Solution (1-9).
- Take PIECE OF PAPER 1/3.
- Walk up; speak to the woman.
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- Select the PLASTIC BOTTLE (Inventory) and PLASTIC PIPE. Receive PIPE IN BOTTLE.
- Select PIPE IN BOTTLE (Inventory) and SLEEPING POWDER. Receive SLEEPING SOLUTION.
- Use the SLEEPING SOLUTION (J).
- Take the PALM OIL and SCREWDRIVER BIT (K).
- Play the HOP (L); receive the AUDITORIUM KEY.
- Walk down.
- Take the SCREWDRIVER HANDLE (M).
- Place the AUDITORIUM KEY (N); select the lever.
- Walk right.
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- Take the notice; place PROJECTOR SLIDE 3/3 (O) for a puzzle.
- Solution (O1).
- Take the TELESCOPIC POINTER (P).
- Select TELESCOPIC POINTER (Inventory) and PALM OIL. Receive an EXTENDED POINTER.
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- Use the EXTENDED POINTER to receive a ROUND STEEL PLATE (Q).
- Walk down.
- Use the ROUND STEEL PLATE (R); take the STEEL BAR.
- Walk up.
- Place the STEEL BAR (S); take the PLASTIC SCOOP and MAILBOX KEY (T).
- Walk down and right.
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- Select the SCREWDRIVER HANDLE (Inventory) and SCREWDRIVER BIT; receive a SCREWDRIVER.
- Place the RUBBER GRASS and SCREWDRIVER (U).
- Take the RIFLE SCOPE (V).
- Select the paper twice; take PIECE OF PAPER 2/3 (W).
- Use the PLASTIC SCOOP; take the HORSE TAIL (X).
- Return to the Paintings.
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- Place the HORSE TAIL; take PIECE OF PAPER 3/3 (Y).
- Place the PIECE OF PAPER 3/3 for a puzzle (Z).
- Solution is random. Select assembled paper.
- Take the CODE (A).
- Return to the College Courtyard.
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- Use the MAILBOX KEY (B).
- Take the MAILING TUBE (C).
- Select the MAILING TUBE (Inventory) and CODE for a puzzle.
- Solution (D).
- Unwrap to receive the PAINTING.
- Select the PAINTING (Inventory) and RIFLE SCOPE for a puzzle.
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- Solution (1-6).
- Receive NOTE WITH SYMBOLS.
- Return to the Installation Exhibition.
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- Place the NOTE WITH SYMBOLS (E) for a puzzle.
- Solution (F).
- Take a DRAGON CREST.
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- Speak to the man; place the DRAGON CREST (G).
- Select the cord(H).
- Congratulations! You have completed playing Off the Record: The Art of Deception.
Created at: 2015-03-08