Walkthrough Menu
- General Tips
- Chapter 1: The Hotel
- Chapter 2: Reedley Estate
- Chapter 3: The Archive
- Chapter 4: Old Goose Pub
- Chapter 5: The Farmhouse
- Chapter 6: The Office
General Tips
- This is the official guide for Off the Record: The Final Interview.
- This guide will not mention when you have to zoom into a location; screenshots will show each zoom scene.
- The screenshots will show where to play a Hidden-Object Puzzle (HOP) and what inventory item will be received.
- Some inventory items require further actions.
- This guide will give step-by-step solutions for all puzzles which are not random. Read the instructions in the game for each puzzle.
Chapter 1: The Hotel
- Remove the tire (A). Take the METAL PIECE.
- Take the BAG (B).
- Open the BAG (inventory); read the folder. Move the photographs; take the HORSE FIGURINE. You receive the EMPTY BAG.
- Take the HOTEL PAMPHLET (C). Use the METAL PIECE. Place the EMPTY BAG; add the rocks; take the BAG WITH ROCKS.
- Place the BAG WITH ROCKS (D). Move the rocks; take the GRAPPLING HOOK.
- Add the GRAPPLING HOOK (E). Play the mini-game.
- Solution: Find the matches (F-G), then use the arrows (H).
- Go with the Inspector (I).
- Talk to the Chief (J).
- Give your fingerprints (K).
- Read the file (L), examine the picture.
- Examine (M). Examine anywhere to move through the memory.
- Talk to the Chief (N).
- Offer the HORSE FIGURINE (O).
- Take the HORSE FIGURINE (P), then offer the HOTEL PAMPHLET.
- Take the ADHESIVE TAPE (Q).
- Exit (R).
- Take the CUP (S).
- Use the ADHESIVE TAPE (T).
- Play the HOP (U); receive the TRAFFIC ITEM (1/3).
- Talk to the Inspector (V).
- Take the MAGNET (W). Use the CUP; take the TRAFFIC ITEMS (2/3).
- Move forward.
- Take the TRAFFIC ITEMS (3/3) (X).
- Return to the Chief's Office.
- Add the three TRAFFIC ITEMS (Y). Take the POLICEMAN EMBLEM and PEN.
- Move forward twice.
- Use the PEN (Z). Remove the cap, bend the clip, insert the cap, receive the POLICEMAN-EMBLEM PIECE. Take the SNAP HOOK.
- Move down.
- Insert the POLICEMAN-EMBLEM PIECE into the POLICEMAN EMBLEM (inventory); use the ADHESIVE TAPE. Receive the POLICEMAN EMBLEM.
- Read the note (A); take the BATTERIES. Insert the POLICEMAN EMBLEM; take the CASSETTE.
- Move down.
- Insert the BATTERIES (B) and the CASSETTE. Press Play, then take the GATE CODE.
- Move forward twice.
- Place the GATE CODE (C). Press 4-5-3-2. Play the mini-game.
- Solution: (D-G).
- Move forward.
- Read the note (H). Use the MAGNET; take the KING INSIGNIA.
- Lift the seat (I). Take the WIRE CUTTERS and FLORAL ORNAMENTS (1/3).
- Enter the Hotel Reception (J).
- Take the HOTEL-ROOM KEY (K).
- Insert the HOTEL-ROOM KEY (L); turn the key.
- Enter the Hotel Room.
- Play the HOP (M); receive the RACING HELMET.
- Read the note (N); take the HORSE MASK.
- Take the LOLLIPOP (O). Insert the KING INSIGNIA. Read the note; take the VALVE.
- Move down.
- Take the GOLDEN HORSESHOE (P). Insert the RACING HELMET and the HORSE MASK. Read the article; take the FLORAL ORNAMENTS (2/3).
- Move down.
- Remove the plaque (Q). Insert the VALVE; take the QUEEN INSIGNIA.
- Return to the Hotel Room.
- Insert the QUEEN INSIGNIA (R); take the FLORAL ORNAMENTS (3/3).
- Insert the three FLORAL ORNAMENTS (S); play the mini-game.
- Solution: 3-2-2-3-3-2-2-4-4-1-2-3-4-3-3-1-4-3-2-2-3-3-1-2-1-4-1-4-1-4-1-4-4-2-3-4-1 (T). Read the note; take the SCOOTER KEYS.
- Move down twice.
- Attach the SNAP HOOK (U). Insert the SCOOTER KEYS. Play the mini-game.
- Solution: Press the arrows to drive (V).
Chapter 2: Reedley Estate
- Talk to Walter (W).
- Read the note (X); take the GOLF CLUB. Remove the lid; use the WIRE CUTTERS.
- Play the HOP (Y); receive the DOOR KNOCKER.
- Insert the DOOR KNOCKER (Z).
- Enter the Foyer.
- Take the TAVERN MODEL (A).
- Enter the Sitting Room (B).
- Use the GOLF CLUB (C); take the JUMPER HORSESHOE.
- Use the LOLLIPOP (D). Move the bottles; open the envelope; read the will; take the JOCKEY FIGURINE (1/2). Move the shaker; take the TURKEY PIECES (1/3).
- Return to the Driveway.
- Take the TURKEY PIECES (2/3) (E). Insert the GOLDEN HORSESHOE; take the SWITCH and CHARIOT HORSE. Insert the JUMPER HORSESHOE; take the JOCKEY FIGURINE (2/2).
- Enter the Foyer.
- Look at the photograph (F); insert the CHARIOT HORSE. Take the TURKEY PIECES (3/3).
- Insert the three TURKEY PIECES (G); take the GOLDEN CUP.
- Enter the Sitting Room.
- Open the cupboards (H). Insert the SWITCH, then press Play. Take the SAFE CODE.
- Add the two JOCKEY FIGURINES (I). Play the mini-game.
- Solution: Place the obstacles (J), then press Play (K). Take the TROPHY BASE.
- Move down.
- Place the GOLDEN CUP on the TROPHY BASE (inventory); receive the CHAMPIONSHIP TROPHY.
- Insert the CHAMPIONSHIP TROPHY (L). Add the SAFE CODE. Press 2-5-4-7.
- Play the HOP (M); receive the BOX.
- Examine the BOX (inventory); play the mini-game.
- Solution: (N). Take the PICTURE PIECE.
- Insert the PICTURE PIECE (O). Take the BOOK TOKEN and HORSE FIGURINE.
- Examine (P).
Chapter 3: The Archive
- Insert the BOOK TOKEN (Q).
- Enter the Archive Interior.
- Read the NOTEBOOK (R).
- Move forward.
- Take the SPONGE (S).
- Move down.
- Place the SPONGE (T); turn the valve handle; take the DAMP SPONGE.
- Move forward.
- Use the DAMP SPONGE (U).
- Take the WOODEN RULER (V).
- Take the LADDER WHEEL (W).
- Move down.
- Use the WOODEN RULER (X); play the HOP; receive the SCREWS.
- Attach the LADDER WHEEL (Y) and SCREWS.
- Move the ladder (Z).
- Move the pamphlet (A) and the book; take the PUNCHED PAPER.
- Move forward.
- Add the PUNCHED PAPER to the NOTEBOOK (inventory); receive the FOLDER TAGS.
- Add the FOLDER TAGS (B); play the mini-game.
- Solution: (C-I). Take the MICROFILM (J).
- Add the MICROFILM (K). Press each button, read the article.
- Take the PENCIL (L).
- Move down.
- Insert the PENCIL (M); receive the SHARPENED PENCIL.
- Move forward.
- Use the SHARPENED PENCIL (N). Open the drawer; enter 2-1-4-3. Take the HOT-DOG EMBLEM and METAL RING.
- Move the newspapers (O). Attach the METAL RING; lift the hatch. Take the OLD TOWN PASS.
- Return to the Town Center.
- Insert the HOT-DOG EMBLEM (P); take the KEG PHOTO.
- Place the OLD TOWN PASS (Q).
- Go to the Old Town (R).
- Place the TAVERN MODEL (S); play the mini-game.
- Solution: (T). Take the GARDENING TOOL KIT.
- Move forward.
Chapter 4: Old Goose Pub
- Play the HOP (U); receive the IRON BRUSH.
- Add the KEG PHOTO (V).
- Examine the kegs in the order shown (W). Take the PICTURE (1/3) and RIDER.
- Enter the Old Goose Pub.
- Talk to Stephen (X).
- Add the HORSE FIGURINE (Y); take the THREATENING NOTE and ALLEN KEY. Add the HORSE FIGURINE; read the note; take the PIANO KEY (1/3).
- Go out to the Pub Backyard.
- Take the PICTURE (2/3) (Z).
- Return to the Old Town.
- Take the PLASTIC FUNNEL (A). Use the ALLEN KEY. Take the DRESSING STICK. Use the IRON BRUSH; take the BLADES.
- Move forward.
- Use the DRESSING STICK (B); receive the LOCK.
- Enter the Old Goose Pub.
- Use the LOCK (C).
- Play the HOP (D); receive the MAILBOX FLAG.
- Move down.
- Attach the MAILBOX FLAG (E). Read the note; open the box, then take the TOOL HANDLES.
- Enter the pub.
- Go into the Pub Bathroom (F).
- Add the BLADES and TOOL HANDLES to the GARDENING TOOL KIT (inventory). Place the items; receive the GARDENING SHEARS.
- Use the GARDENING SHEARS (G); take the WINGED STAR EMBLEM.
- Take the TONGS (H).
- Move down.
- Examine the photograph (I). Take the HEARTS BASE. Insert the WINGED STAR EMBLEM. Open the doors; take the PICTURE (3/3).
- Insert the three PICTURES (J); play the mini-game.
- Solution: (K).
- Enter the Secret Room.
- Play the HOP (L); receive the TOY SPEAR.
- Take the PIANO KEY (2/3) (M); press Play. Examine the screen. Use the TONGS; take the STICKY PLASTIC WRAP.
- Return to the Pub Bathroom.
- Insert the TOY SPEAR (N); take the KNIGHT FIGURINE.
- Return to the Secret Room.
- Insert the KNIGHT FIGURINE (O); take the BATHROOM TOKEN.
- Return to the Pub Bathroom.
- Open the cupboards (P). Take the WINGS (1/2). Move the towels; insert the BATHROOM TOKEN; take the CARDBOARD TUBE.
- Return to the Secret Room.
- Add the PLASTIC FUNNEL and STICKY PLASTIC WRAP to the CARDBOARD TUBE (inventory); receive the STETHOSCOPE.
- Read the note (Q). Place the STETHOSCOPE; play the mini-game.
- Solution: 2-3-2-3-1-3-1-3-2-3-2-3-1-3-1-3-2-3-2-3-1-3-1-3-2-3-2-2-3-1-3-2-3-2-3-1-3-2-3-3-2-3-2-2-3-1-3-2-3-2-3-1-3-2-3-2-3-2-3-1-3-1-3-2-3-2-3-1-3-2-2-3-2-3-1-3-1-3-2-3-2-3-2-3-3-1-3-2-3 (R). Take the BACKYARD-GATE SIGIL.
- Return to the Old Town.
- Use the GARDENING SHEARS (S); take the FIRE-AXE TOKEN.
- Return to the Pub Backyard.
- Insert the BACKYARD-GATE SIGIL (T).
- Go out to the Garden.
- Take the TABLE ORNAMENT (U), then use the FIRE-AXE TOKEN. Take the SHIELD and OILCAN.
- Move down.
- Use the OILCAN (V); take the PUNCH CARD.
- Return to the Pub Bathroom.
- Insert the SHIELD (W); take the WINGS (2/2).
- Insert the PUNCH CARD (X); play the mini-game.
- Solution: 1-9-17x2-3-11-17x2-13-17-10-17x2-8-16-12-17-9-17x2-7-15-17x7-6-14-17x4-10 (Y). Take the RIDER HEAD.
- Return to the Pub Backyard.
- Attach the two WINGS (Z); take the RIDER TORSO.
- Go to the Garden.
- Add the RIDER TORSO and RIDER HEAD to the RIDER (inventory); receive the RIDER STATUE.
- Place the RIDER STATUE (A). Take the WINDMILL BLADE.
- Move down.
- Attach the WINDMILL BLADE (B); take the SEESAW SEAT.
- Move forward.
- Add the SEESAW SEAT (C).
- Take the PIANO KEY (3/3) (D).
- Add the three PIANO KEYS (E).
- Play the HOP (F); receive the CABIN KEY.
- Move down.
- Insert the CABIN KEY (G).
- Enter the Private Cabin.
- Talk to Richard Burkins (H).
- Offer the THREATENING NOTE (I).
- Take the HORSE FIGURINE (J).
- Take the BAYONET (K). Add the TABLE ORNAMENT; take the BIRD HEAD.
- Move down.
- Attach the BIRD HEAD (L); take the RADIO KNOB (1/2).
- Move down.
- Insert the HORSE FIGURINE (M). Read the note; take the GUN SIGN.
- Move through the memory (N).
- Return to the Private Cabin.
- Insert the GUN SIGN (O). Take the JEWEL BOX and RADIO KNOB (2/2).
- Open the panel (P). Take the BATTERY. Add the two RADIO KNOBS. Take the BUTTON HOOK.
- Move down.
- Use the BUTTON HOOK (Q); take the MINIATURE WINDOW.
- Enter the Private Cabin.
- Insert the MINIATURE WINDOW (R); play the mini-game.
- Solution: (S-A). Take the CLOVER EMBLEM.
- Return to the Old Town.
- Insert the CLOVER EMBLEM (B).
- Enter the Front Yard.
Chapter 5: The Farmhouse
- Take the PLANK (1/3) (C).
- Play the HOP (D); receive the STAIRS TOKEN.
- Use the BAYONET (E). Read the note; take the GRAIN SYMBOL and BLEACH.
- Enter the Windmill Ground Floor (F).
- Take the PLANK (2/3) (G).
- Insert the STAIRS TOKEN (H); take the HAMMER TOKEN and HONEY JAR.
- Insert the GRAIN SYMBOL (I). Lift the lid; take the GOLDEN LION.
- Move down.
- Take the TOOLBOX (J). Place the HONEY JAR; take the PLANK (3/3) and BRICK.
- Enter the Windmill Ground Floor.
- Insert the HAMMER TOKEN onto the TOOLBOX (inventory); take the NAILS.
- Place the three PLANKS (K), then the NAILS; use the BRICK.
- Go up to the Windmill Tower.
- Take the DUSTER (L).
- Move down.
- Take the ALCOHOL (M). Use the DUSTER; take the TRAIN RAIL.
- Go up to the Windmill Tower.
- Read the note (N); take the HELMET TOKEN. Insert the BATTERY and TRAIN RAIL. Press the red switch. Take the RED HEART.
- Return to the Front Yard.
- Insert the HELMET TOKEN onto the TOOLBOX (inventory); take the WHITE HEART.
- Add the RED HEART and WHITE HEART to the HEARTS BASE (inventory); receive the DOOR ORNAMENT.
- Insert the DOOR ORNAMENT (O).
- Enter the Farmhouse.
- Take the LOCOMOTIVE TOKEN (P).
- Take the RAKE (Q).
- Return to the Windmill Ground Floor.
- Use the RAKE (R).
- Play the HOP (S); receive the SMALL NET.
- Go up to the Windmill Tower.
- Use the SMALL NET (T); take the BOX TILES (1/2).
- Insert the LOCOMOTIVE TOKEN (U); take the LIGHTER and CABINET TOKEN (1/2).
- Insert the GOLDEN LION on the JEWEL BOX (inventory); take the RIBBON SLOT and BOX TILES (2/2).
- Insert the two BOX TILES (V); play the mini-game.
- Solution: 15-14-19-18-17-16-21-22-17-12-11-6-7-2-3-8-9-14-19-24-25-20-19-18-23-24-25 (W). Take the MURAL SEGMENTS (1/2) and TOOLBOX KEY.
- Return to the Farmhouse.
- Insert the TOOLBOX KEY into the TOOLBOX (inventory); take the DIAMOND PENDANT and HAND DRILL.
- Open the panel (X). Use the DIAMOND PENDANT. Read the note; take the ANCHOR EMBLEM.
- Use the HAND DRILL (Y).
- Enter the Kitchen.
- Take the CABINET TOKEN (2/2) (Z).
- Move down.
- Add the two CABINET TOKENS (A); play the mini-game.
- Solution: 2-5-2-5-1-1-5-1-1-5-3-5-2-5-1-5-1-2-2 (B). Take the ACID.
- Enter the Kitchen.
- Pour the ACID (C).
- Go down into the Cellar.
- Take the GAS-BOMB RECIPE (D).
- Move down.
- Open the panel (E). Use the LIGHTER.
- Add the GAS BOMB RECIPE (F); take the safety goggles. Lift the kettle lid, then add the ALCOHOL, then BLEACH. Take the GAS BOMB.
- Return to the Cellar.
- Throw the GAS BOMB (G).
- Lift the switch (H).
- Lift the mask (I). Take SARAH'S PHOTO.
- Open the portal (J); insert the ANCHOR EMBLEM. Read the note; take the SEA PICTURE.
- Move the bottles (K); take the KITCHEN-GRATE HANDLE.
- Move down.
- Add the SEA PICTURE (L). Move the waves to match the picture; take the SEAM RIPPER.
- Add the KITCHEN-GRATE HANDLE (M); lift the panel; play the HOP. Receive the PRESSURE VALVE.
- Return to the Cellar.
- Use the SEAM RIPPER (N); take the SUN CARVING.
- Move down twice.
- Add the SUN CARVING (O); take the PRESSURE GAUGE.
- Return to the Cellar.
- Insert the PRESSURE GAUGE (P) and PRESSURE VALVE; play the mini-game.
- Solution: (Q).
- Talk to Stephen (R).
Chapter 6: The Office
- Go to the Backyard (S).
- Take the KITCHEN MALLET (T).
- Move forward to the Office Entrance.
- Take the APPLE BADGE (U).
- Move down, then go left to Reedley's Stables.
- Take the BARBEQUE EMBLEM (W).
- Move the rope (X) and harness; add the APPLE BADGE. Take the TRAILER HANDLE.
- Move forward.
- Remove the sheet (Y); play the HOP. Receive the METAL PIPE.
- Use the TRAILER HANDLE (Z), then the KITCHEN MALLET. Take the PEACOCK TOKEN and SCHEMATIC.
- Return to the Office Entrance.
- Take the BUGGY TOKEN (1/2) (A). Insert the BARBEQUE EMBLEM; take the LEAF TILE (1/3) and HOSE CONNECTOR.
- Move down.
- Attach the HOSE CONNECTOR (B).
- Place the PEACOCK TOKEN (C); take the DEGREASER.
- Go to Reedley's Stables.
- Open the toolbox (D). Use the DEGREASER; take the HOOF PICK.
- Move down.
- Move the pillows (E). Use the HOOF PICK; take the MURAL SEGMENTS (2/2).
- Return to Reedley's Stables.
- Place the two MURAL SEGMENTS (F); play the mini-game.
- Solution: 1-2-3-5 (G-H).
- Enter the Stables Interior.
- Talk to Sarah (I).
- Play the HOP (J); receive the HAIRPIN.
- Return to the Training Grounds.
- Pick up the STONES (K). Use the HAIRPIN; take the MEDICAL KIT and NUMBER 5.
- Return to the Stables Interior.
- Offer the MEDICAL KIT (L). Talk to Walter.
- Open the box (M). Take the FORKED ANTLER.
- Move the jacket (N). Insert the NUMBER 5. Take the THICK RUBBER and LEAF TILE (2/3).
- Add the THICK RUBBER and STONES to the FORKED ANTLER (inventory); receive the SLINGSHOT.
- Use the SLINGSHOT (O).
- Take the SUGAR CUBES (P).
- Offer the SUGAR CUBES (Q). Take the LEAF TILE (3/3).
- Return to the Office Entrance.
- Add the three LEAF TILES (R); play the mini-game.
- Solution: (S). Take the CABLE.
- Return to the Training Grounds.
- Put the SCHEMATIC and CABLE in the METAL PIPE (inventory). Receive the CATCHER TOOL.
- Use the CATCHER TOOL (T); take the RUSTY KEY.
- Return to the Backyard.
- Use the RUSTY KEY (U); take the GRILL FORK.
- Return to the Office Entrance.
- Lift the lid (V); use the GRILL FORK; receive the MEAT.
- Offer the MEAT (W).
- Enter the Office.
- Talk to everyone (X).
- Add SARAH'S PHOTO (Y); play the mini-game.
- Solution: (Z).
- Talk to everyone (A-B).
- Take the WIRE (C). Add the RIBBON SLOT. Take the PINCERS.
- Return to Reedley's Stables.
- Use the PINCERS (D); take the ROSE CARVING.
- Return to the Office Entrance.
- Take the GAZEBO KEY (E). Insert the ROSE CARVING; take the RING.
- Enter the Office.
- Exit to the River Crossing (F).
- Insert the GAZEBO KEY (G).
- Play the HOP (H); receive the RIDING CROP.
- Insert the RING (I); take the METAL PLAQUE.
- Use the RIDING CROP (J); take the BRIEFCASE KEY.
- Move down.
- Insert the METAL PLAQUE (K); take the BUGGY TOKEN (2/2).
- Insert the BRIEFCASE KEY (L); take the FOLDING SAW.
- Return to the Backyard.
- Lift the seat (M). Insert the two BUGGY TOKENS; take the CONNECTORS.
- Return to the River Crossing.
- Insert the CONNECTORS (N) and the WIRE; play the mini-game.
- Solution: 1-2-4x2-5-1-4-5-3-2-5-3-2-5-2-1-4x3-3-5 (O).
- Move forward to the Shooting Range.
- Take the INCOMPLETE WALKIE-TALKIE (P).
- Use the FOLDING SAW (Q); take the LOCK JEWEL.
- Move down.
- Use the LOCK JEWEL (R); take the ANTENNA.
- Move forward.
- Attach the ANTENNA to the INCOMPLETE WALKIE-TALKIE (inventory); receive the WALKIE-TALKIE.
- Add the WALKIE-TALKIE (S).
- Move the walkie-talkie (T); play the mini-game.
- Solution: (U).
- Congratulations! You've completed Off the Record: The Final Interview.
Created at: 2015-11-08