Off the Record: The Art of Deception Walkthrough, Guide, & Tips
Off the Record: The Art of Deception Walkthrough
Welcome to the Off the Record: The Art of Deception Walkthrough
A famous painter finds herself in over her head!
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 Off the Record: The Art of Deception 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.
Remember to visit the Big Fish Games Forums if you find you need more help. Have fun!
This walkthrough was created by Laurie Murphy, and is protected under US Copyright laws. Any unauthorized use, including re-publication in whole or in part, without permission, is strictly prohibited.
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
- 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).
- 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).
- Play the HOP (L).
- Select each apartment; Lisa’s apartment number is random (M). Speak with Lisa.
- 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.
- 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.
- Solution (Q3) triggers a puzzle (R1).
- Solution (R2).
- Take the BROOCH (S) and tape (T).
- Select (U); press (V); read the note (W).
- Speak to Felix (X).
- Use the THIN BRUSH (Y).
- 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.
- 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.
- Place the PICTURE FRAME for a puzzle (G).
- Solution, part one (G1).
- Solution, part two (G2).
- Take the NEW PAINTING (H).
- 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.
- 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.
- Select dots 1-4 (P).
- Solution (Q).
- Walk right. Speak to the taxi driver and shepherd.
- Select sheep (R) and (S).
- Speak with the shepherd.
- 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.
- 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.
- 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).
- 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.
- Move the grass; take the CUP; use the NAIL (I).
- Take the FUSE (J).
- Walk forward.
- Place the FUSE (K) for a puzzle.
- Solution, part one (L1).
- Solution, part two (L2).
- Walk upstairs.
- 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.
- Use the BIKE PUMP; take the LEVEL (P).
- Place the HANDLE; open the drawer; take the SCRUB BRUSH (Q).
- Walk right.
- 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).
- Select the Diary (Inventory); match the code (W).
- Take BIRD DRAWING (X).
- Take BIRD FIGURINE 3/4 (Y).
- Return to the Parlor.
- 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.
- Solution (C).
- Take the DRAWINGS (D).
- Select the DRAWINGS (Inventory) for a puzzle.
- Solution (E).
- Receive ORDERED DRAWINGS.
- Walk down.
- 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.
- 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
- Take WOODEN BOARDS 1/3 (L).
- Walk forward.
- Take WOODEN BOARDS 2/3 (M).
- Take the FIREPLACE POKER (N).
- 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.
- 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.
- 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.
- 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.
- Place DOLL 3/3 for a puzzle (A).
- Solution (B).
- Select the photo album multiple times; take the RUBBER MALLET (C).
- Walk forward.
- 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.
- 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).
- 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.
- 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.
- 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.
- Place the HARNESS WITH STRAPS (R) and AREA MAP (S).
- Walk forward for a puzzle.
- The solution is random.
Chapter 3: The Town
- 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.
- 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.
- Select the METAL PENDANT (Inventory), open, take DRAWING 2/2.
- Place the PENDANT (C) for a puzzle (D).
- Solution (D1).
- Take the POCKET WATCH (E).
- Place DRAWING 2/2 for a puzzle (F).
- Solution. 1-4, 3-4.
- Walk forward (G).
- 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).
- 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.
- 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.
- 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).
- 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.
- Select the chair (F).
- Use the NEEDLE (G); place CUSHIONS (H).
- Walk left.
- Read the notice; take the REINS (I).
- 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.
- 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).
- Solution (Q).
- Take the WATER DRAGON (R).
- Return to Stream Street.
- 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.
- 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.
- 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).
- 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.
- Give the PINECONE; use the METAL TUBE (H). Take ACORNS 1/2 (I).
- Place the SOUVENIR TOKEN (J) for a puzzle.
- 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.
- 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.
- 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.
- 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.
- 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).
- 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.
- 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.
- 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.
- Take the BELL CLAPPER; open both cupboard doors (H).
- Take the ICEPICK and ALCOHOL (I).
- Take DRAGON SCALES 2/3 (J).
- 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.
- 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.
- Solution (S1).
- Solution (S2).
Chapter 4: The College
- 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.
- 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.
- 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).
- 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.
- Select the identification card (J).
- Use the GARDEN CLAW; take the PENNANT (K).
- Move the pillow; take the LETTER FROM HANS (L).
- Walk left.
- 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.
- 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).
- Take the NAIL FILE (U).
- Place the VALERIAN PLANT and BELL CLAPPER (V); receive SLEEPING POWDER.
- Place the MISSING CYLINDER (W) for a puzzle.
- Solution (X).
- Take the UV BULB (X1).
- Walk down.
- 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.
- 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.
- 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.
- Solution (1-9).
- Take PIECE OF PAPER 1/3.
- Walk up; speak to the woman.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- Solution (1-6).
- Receive NOTE WITH SYMBOLS.
- Return to the Installation Exhibition.
- Place the NOTE WITH SYMBOLS (E) for a puzzle.
- Solution (F).
- Take a DRAGON CREST.
- 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.