Murdered: Soul Suspect
Murdered: Soul Suspect is Airtight Games’ supernatural detective adventure. Salem detective Ronan O’Connor is thrown from a window and shot, and as a ghost he has to solve his own murder and stop the Bell Killer, with help from Joy, a teenage medium who can see him. This walkthrough follows the main case and the side cases the author took on along the way.
How the game plays
- WASD to move, mouse for the camera. E acts, talks and reads thoughts. R possesses the living, and hides you from demons; right button leaves a body. Q influences thoughts and gives conclusions in investigations. F reveals demons. Tab: clues, tasks, side cases. Shift to run. Hold R with the prompted keys to execute a demon. Hold the left button to teleport. Right button also skips films. Space changes view.
- Autosave after each completed task; only the latest can be loaded.
The murder
Ronan staggers, climbs the steps, gets hit. Seeing his body, he tries to return to it: lie on it and press WASD to align the limbs, then drag the mouse down. The killer finishes him. In a strange place, follow the light to Julia, Ronan’s dead wife, then back to the street.
The street
Police question witnesses. Between the houses, a wooden fence and the ghost of a little girl: follow her, straight, left to the fence, through it (your first power), on and right past the ghostly cart to the playground. Ask the girl everything. Back to town.
The crime scene
Eight clues. Your body and the numbered markers: the gun, spent cases, broken glass, a cigar, five. The officer with the notebook: R to possess, read, pick the third note, clue six; right button out. The witness talking to an officer: possess, read, influence fails, she forgot. Two officers on the road: possess one, the talk of the Bell Killer, clue seven. Back to the witness, possess, Q, choose the Bell Killer thought: clue eight. Ronan concludes he must reach the fourth-floor flat; follow an officer in through the door.
The building
A ghost from the wall on the right: bonuses and side cases are everywhere; they only add achievements. Down the corridor, a man talks to a woman.
Side case. Through the wall behind the man to the laundry: a murdered girl’s ghost asks you to find her body; an old couple are suspects. Left by the wall, Reveal and Collect a bonus. Back in the corridor, straight through the wall into the couple’s flat: garden tools and a spade in the storeroom on the right; a note on the plant table left of the door; a newspaper on the kitchen table; possess the man at the television, read and influence; the same with his wife at the window. Conclude: the old woman’s secret, the old man’s secret. Tell the girl.
Up to the second floor; a film. Forward, into the neighbouring flats if you like; at the wall, Reveal for a drawing. Right towards the stairs: a demon. Hide in the smoky ghost figures with R, hopping between them until it loses you. Hold F to see demons as red silhouettes. Creep up behind one, and when the cursor lights, hold R and hit the key combination shown. Third floor: two demons; through the wall on the left and across the flat (a suicide’s ghost in the bathroom; Reveal on the bedroom wall for another drawing), F, and when the monster turns and moves right, through the wall and run for the stairs; it will not follow up them.
Fourth floor, flat 4A
Straight, right, in. Fourteen clues and what the killer did here. The pistol, a gift from Mother. Right of the door, Reveal: Ronan can now raise mental images of people; analyse: determined, searching. Kitchen, behind the officer, the missing-person request on the table; a bonus by the dish rack. The broken living-room window; behind the cupboard, marks of a struggle (marker 9), and on the floor (marker 8); the shelf’s book on the supernatural. Next room, right, the girl’s image: frightened, hiding, watching. The room by the killer’s image: a bag of belongings in the far corner, children’s psychological profiles by the left wall. Ten clues; Conclude: killer searching, witness fleeing. The officer’s documents: possess him and influence him to move his hand; the photograph says church. Out through the bedroom window.
To the church
Back in the alley, optional: right to the police car, raise Rex’s image, Ronan’s friend; bonuses in the yard; possess the cat for practice, you will need it. Side case: along the road, a girl’s ghost jealous of her ex and his living girlfriend; possess both; conclude: grief-stricken, the ex’s death, a shoulder to cry on; tell her. From the alley, straight, out of the gap on the right, raise a memory, possess one of two officers, on to the turn, the house, left round the boat, to the beach. Side case: the weeping woman, a shipwreck victim; clues around her: newspaper right, candles left, photograph right of the table, the memorial by the crosses behind the boat, flowers by the hull; conclude: photo, obituary, bouquet: a heroine, not a victim. Along the water, left, round the gazebo, along the shore to the pier and the church sign on the left, up the steps.
The church
At the altar, a memory: Ronan’s wedding. Left along the pews, the witness and priest images. Task: the attic. Through the church to the left door: a burning hole in the floor, demons live there; possess the priest with the vacuum as he circles and leave him across the hole. Through the door: a cat. Across the yard, in, left, the girl’s image by the lift; the cat on the kitchen threshold, possess it. Kitchen, left, two men have removed the vent grille: in, straight, a window into another room; jump only while running, W and Shift and aim with the mouse. A monster prowls, but not for a cat. Right side, past the hole, to the far corner’s ladder and table: onto the table, up, into the vent under the ceiling, straight to the first right, into the room you passed, outside. To the yard’s middle, before the stone pedestal turn right onto the scaffolding by the man, left along the planks to the wall, left along the parapet, up, climb the wall plant, round the objects, along the branch touching the parapet, left onto the near branch before the middle, forward, jump, along the iron grille, jump, climb the plant, in the window. Leave the cat.
The attic and the search
The room on the right: the witness. Possess her, influence “witness on the run”; after a kick, talk about everything; she sees Ronan. When she leaves, possess the cat again, back to the room, out of the window, leave it, in through the door, left, left door, out: the girl across the demon hole. Poltergeist the vacuum on the left; when the priest comes, possess him and cross. Two demons in the church: hide; a raven on a pew distracts one; when it flies to the bird, kill it from behind; the same at the entrance, or just slip past. Outside, the cat: answer, Mother’s note.
To the police station
Back across the beach and alley, left, along the road to the car, right into the square, right into the gap by the tree and bushes, on. Side case: the overturned car and Brad’s ghost: the plate on the tarmac, the broken whisky bottle by the lamp post, the petrol receipt ahead; to the station: straight to the cannon, right, the crossing, over, right; behind the man fixing the door, Brad’s phone memory; behind the car, a man being sick; left at the pumps, the girl with the nozzle; opposite her, the dented bin and headlight glass; possess the man at the wall, influence “fatal slam”; conclude: Brad on the phone, Laura pumping petrol, Rick being sick. Tell Brad.
The incident room
Switch on the fan on the left desk; read the autopsy report when the sheets blow. The killer’s sketch on the wall, the poster, the photo board, the crime map, the Bell Killer’s marks and their study. Possess Rex and listen; the officer with the notebook, third note, no prints; the officer at the computer, influence a records request: the runaway is Joy; read the file, last entry, search cancelled, detention. Out; right of the stairs, Baxter and another officer. Forward into the big office, left by the cells. Side case: right through the cells and the morgue, clear of the burning hole. Back and left, first cell on the right: Joy. Get her to the stairs: poltergeist off the corner camera, then distract officers with phones, copiers and anything else, keeping right; last the printer by the stair door. Follow; a trap on the stairs, possess her to pass. Second floor, a copier for one officer, another copier deep right for the second. Baxter’s office at the corridor’s end, right wing; Joy is there.
Baxter’s office
Touch the police file; the ticket out of town on the left shelves, the award on the cabinet, the book by the sofa, the clue on the carpet, the framed photo and promotion recommendation, the answerphone message Joy plays; the stain by the window, a stand mark; the shelving on the left: tell Joy, she opens the cache with the file. Read. Get her back past the officers with copiers, then down a flight and send her to the incident room on your word; Rex and an officer talk; she flees by the window; outside, influence her with Mother’s note; meet at the cemetery.
The cemetery
The road to the station, past the alley, the jealous girl’s road, to the iron gates. A little girl’s ghost runs off. Over the bridge, the ghost on the parapet, right to Joy: a girl, Sophia, was murdered at the lake. The woman’s ghost in the graves says something was on the shore: the body; analyse, dead, ragged, washed up. Across the road to a man’s ghost: the shifted stone; something stuck in the bushes, too dark; the tree with police tape and the mail under it; a spade by a grave; Joy’s torch shows a rope on the stone: the murders’ pattern. Sophia appears and flees. Demons swarm: kill or hide and distract with ravens. Straight to the wall, the gap, left of the two men, the woman’s ghost by a grave, up the road, left of the tour group, up the steps into the barn, an old military hospital; upstairs, right, Sophia’s mouth is sewn shut; she runs and Ronan learns to teleport: hold the left button to the blue silhouette (red circles mean no). Up to the window in the left corner, right, on, the barrel opening, forward, left, down; the doorway with the spades, out, Sophia, onto the roof, down, round the film crew, up the steps. The hole in the wall by the graves, teleport in; demons; straight past the couple at the crypt, through the dividing railings, along the road to the lake.
The lake
Sophia at the water; touch the tree trunk on the left: the crack’s sound. Take her hand, twice. Break the railing in the wall, teleport bank to bank towards the bridge, meet Joy: a survivor, Iris, is in the asylum.
The asylum
Towards the car park, between the houses, right, round the container, along the houses, left to the building; Joy fails at reception. Nurses’ station: a bonus by the window, the get-well gift by the door, the visiting schedule by the computer, the boy’s photo left of the woman, the painting; possess her, influence with the photo; the file: room 216, and electroshock is scheduled. Right upstairs; poltergeist the cameras over the white doors, open doors for Joy, kill the camera over the sofa, distract the orderly with the television on the right, kill the left camera; a hole, pass with Joy; at locked doors, send her one way and go round through the sealed doors and the abandoned floor. Demon traps: right to the doors, the cat in the gap, possess it, into the vent, straight, right, straight, left, straight, right, out, forward, jump down, leave it. Three demons: hide at once, right, at the corner F, when it moves cross through the wall with the door opposite, right through a wall into another room, F, when the nearest goes, through the wall, straight, right to the hole, hug the window, the operating theatre, straight, left up two stairs, right, teleport over obstacles, left through the open doors to Joy; doors and cameras again, she runs to the right door; open room 216.
Iris
Too late for the shock. Possess her: she pushes you out. The drawing by the door: the Bell Killer, burned at the stake; the other wall, anxiety; the black drawing, two girls, a bond; the drawing by Iris, pursuit, torture; the overturned bed, the art set. Talk; Ronan concludes about the sisters. Out, the orderly: left, poltergeist a phone, open the doors for the girls, outside: the exhibition invitation. To the museum: forward, right, the container, past the petrol station, left, the café square, left past the fountain between the houses with the flag, the iron gates.
The museum
Collect bonuses now; there is no second chance. Right door, the witch trial re-enactment: seven torture-instrument clues. The pillory left; the painting Witch Trial, House of Justice; the wooden platform, a trapdoor; the pile of stones at the hall’s left end, a stain; behind the painted wall, the pyre with the post, torture, burned, Rose; the other exhibit, water, drowning, Sophia; the documents on the stage table. Conclude: he executes, not murders. Possess the woman from the doors. Task: the restorer’s office upstairs. Through her doors, the rails; a ghost train charges: dodge or teleport between passes; forward, right into the niche with two windows, left for a bonus, right for more, forward up the stairs, wait, forward, up, wait, teleport forward, past two men, through doors, either way round the pavilions and holes, out the other doors. Joy on the stairs.
The restorer’s office
From the left: the ship’s telegraph, the wheel opposite, the cannon, the judge’s portrait, the wine, the medium clippings, the summons on a window table, Examine on the floor by the other table, the two centre tables: the painting and Touch on the exhibit, necklace; the accused list and the gavel; the anchor at the pavilion’s end; behind the portrait wall, the painting by the shelves of boxes. Joy lifts a box. Conclude: the sign from the painting, mediums as witches, mediums as targets; then: Baxter at the museum, the hidden file, the missing girl. Joy goes to the church; Ronan means to see Baxter’s flat. Bonuses behind the walls of pictures. Downstairs, demons: right into the near-wall hiding place, F, when the nearest moves, through the wall, hide, hop closer, kill it; back through, watching the other, hop to the corner hide, kill it as it leaves the wall; the last by the exit: right along the free corridor, into the pavilion, hide, watch, through the side wall, hide, the raven in the corner or attack from behind. Down, two women, then a man and woman talking of the church. The church, then.
The church again
Joy runs in and is caught. Demons: kill the right one with the raven; run to the right door, poltergeist the lamp, possess the officer, cross. In the yard, Iris is dead. Glass at marker 3; the stones: statue stones, crushed, weapons; drag marks at 2, impact at 4; the broken statue’s base and the whole one. Conclude; teleport up.
The priest’s house
Bodies. Centre image: falling, needs help, frightened. The man’s and woman’s corpses, glass by her at 7, the broken window 6, marks on the sill 8, the body on the table. Possess the witness, influence: Iris fleeing. Conclude; Joy’s attic. Left past the officer, upstairs: the priest’s body, the frame; blood. Joy’s room, the killer’s image by the desk: watching, discovered; the photo behind him; Reveal at the window: a frightened cat. Conclude: photograph, the killer interrupted, the priest’s death. Follow the cat, possess, into the vent, run until it falls: a key, the House of Justice. Down: a demon on the stairs, kill or jump the rail; possess the officer via the lamp, cross the hole, deal with the hall demons, out: Joy in a police car; Rex intervenes and she is taken.
The House of Justice
Out of the alley, left, straight, slightly left, the gap by three parked cars, past the container, the iron gates. Upstairs, raise the stairs on the right for a bonus, left, the lit door.
The lair: left, behind the wall, a hidden room. Poems to Joy on the wall, the newspaper on the round table, the murder map, victims’ belongings under it, their photos, another newspaper. Conclude. Demons block the way: right through the walls, stop at the last, F, when one moves off, out, tease the raven, back behind the wall, kill it as it reaches the bird; the same for the second, circling through rooms. From the raven room through the door, left, to the light and sign 2G, downstairs, through the rooms with bonuses, the room of hiding places: four demons; two with ravens in the courtroom-like room and the next, two from behind walls and furniture. The door next to the courtroom, down to the basement, sign 1G.
The basement
Baxter’s body and ghost; talk. Right and down. The judge’s image: judging, accusing, stern. Right cell: Abigail’s image, pleading, imprisoned; the sign on the floor, the shackles, the candles on barrels. The other cell: the cot, the iron cage. Conclude: the accuser, Abigail imprisoned, the sign. Baxter’s radio: police chatter. Conclude: the old gallows, Abigail the Bell Killer, the killer’s death weapon. To the museum.
The museum: finale
Finish any side business first; there is no way back out. Past or over the traps to the main hall: Joy and Rex. After the film, seconds to act: run to Joy, R, Q, choose the loud scream. When Abigail leaves Rex’s body, run to her and take her hand with E; press 1 to question her. The ending.