Agent A: A Puzzle in Disguise Wiki
A puzzle adventure video game called Agent A: A Puzzle In Disguise was created and released by the Australian firm Yak & Co. The player's objective is to break into enemy spy Ruby La Rouge's covert lair and foil her diabolical schemes. The entire story of espionage is currently accessible on Steam, Nintendo Switch, PlayStation 4, Xbox One, macOS, iOS, and Android.
Chapters 1–5 are currently available for iOS and Android. The player assumes the character of Agent A, a covert agent tasked with apprehending a nefarious enemy spy who has been stalking other agents. The game's original working title was "Snowy Village," and it included the same gameplay as the finished version but with art that was more reminiscent of Fire Maple's "The Lost City."
Agent A: A Puzzle in Disguise Guide
The action of the game takes place in Ruby La Rouge's covert hideaway. The player is directed to La Rouge's secret hideout on the seashore not far from the crime scene after viewing his infiltration plan in the prologue film, which supposedly results in the death of Agent A's boss. The basic mechanic of the game relies on the player's keen eye, deductive reasoning, and memory as they collect the necessary things and use them in the environment to complete the puzzles.
The works of Kevin Dart and Shag, which blended a cartoonish style world with a retro 1960s look and piled on with textures, furniture, and buildings from the same era, served as inspiration for the game's visual aesthetic. The imagery was subsequently modified to a more appealing theme that was both based on creator Mark White's own choice for the secret agent concept and his love of the Bond films and matched well with the mechanic of uncovering concealed objects and clues.
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Agent A: A Puzzle in Disguise Walkthrough
This is a thorough, step-by-step walkthrough that includes assistance, hints, tips, solutions, and help for Yak & Co.'s Agent A for iOS, Android, PC, and consoles. As we begin,
- Examine the entranceway. Find a key by tipping the flowerpot over. Take hold of it and use it to unlock the panel on the door's left side.
- There are six buttons there. You'll have to try the combo repeatedly. The buttons should be pressed in the order that is indicated above.
- You're admitted! Open the top of the vase in the room's center to reveal a hidden button. To reveal a control panel, click it.
- From the top shelf, take the crank handle. Once the red and blue lights are all off, hit the buttons in the bottom right. Later, we'll return to this panel. Enter the back room for the time being.
- Directly ascend to the library. Investigate the stack of books behind the lamp to the right by knocking it over. Return to the chamber with the fish tank after taking the magnet.
- A key can be found submerged in the fish tank. To draw the key, place the magnet on the glass. In order to get the key through the maze and to the filtration system on the right, shift the magnet now. Now take the metal key and open the filter.
- To use that key to unlock the door, ascend the stairs in this room.
- To obtain Wedge 1, open the drawer.
- Enter the loo. Run the shower until the glass displays a clock face. Note the symbol on the shampoo bottle after opening the cupboard. Observe Wedge 2.
- Turn the switch while shifting the pots to the left. You will be in a secure area. The telescope can be taken off the shelf. Refresh the switch, then exit the loo.
- Look at the timepiece in Ruby's office and turn the hands to 12:15. Take the diamond out of the storage space.
- Take a look at the gramophone. Place the record on the player after removing it from the shelf. Utilize the slot for the crank handle. Then spin it till the red meter appears. Take the screwdriver that will spit out.
- Make a note of the sign on this piece of paper before you depart.
- Enter Ruby's bedroom, then ascend to her loft. Push the cushion aside and take a look at the egg chair to locate Wedge 3. Move the plant on the table as well to make a Cube visible. Grab it.
- Place the planters in the locations indicated above so they match those in the lobby. This will cause Wedge 4 and a tripod to appear, which you should grab. Put the tripod in front of your telescope. To properly use it, we'll need a lens, so return to the lobby for the time being.
- Examine the control panel once again. Use the yellow cube in the right-hand hole. There will be more colorful cubes. Rearrange them to match the bedroom painting's colors of Red, White, Orange, Blue, and Yellow (as shown above).
- Take Wedge 5 from the brand-new storage space.
- Enter the back chamber once more. Use your screwdriver to access the panel and examine the alarm system on the door. The front and back doors of the house can be unlocked by reflecting the beam with the diamond.
- Step outside. Grab the glass from the table, then tip it over. Grab Wedge 6 from the pool chair's base. Open the pool filter, then pour some water into your glass.
- Look at the plant on the right in the next section of the pool area. Remove the keycard from the area hidden by its leaves.
- Turn the handle clockwise until it falls off while keeping an eye on the pipe to your left. Go back inside the home after grabbing it.
- Investigate the area on the right after leaving via the entrance door. To turn off the water, place the handle on the pipe and turn it in a clockwise direction.
- When you return to the pool area, you'll notice that the water has drained and a button is now visible. Toggle it. From the key panel, take Wedge 7.
- Return to the safe room and check the camera stream to discover the panel's combination. The buttons are visible, complete with clingy fingerprints.
- You can now experiment with different panel configurations. The answer is displayed above.
- Open all of the cabinet doors once you are inside the garage. Grab the plunger, the two corks, and the oil container. To access the trapdoor in this room and grab Wedge 8, use the oil can on the hinges.
- Place the corks in the left and center pumps outside. To turn the water back on, return to the front of the home and turn the handle in the opposite direction. You can pick up a fish bone from the water when you get back to the pool.
- Give the cat the bone in Ruby's bedroom. Head upstairs after removing the lens from the chair.
- Look inside the telescope with the lens in place. The lighthouse's side has the number "1771" printed on it.
- Open the tap once you're inside the lavatory. After that, use the sink's plunger to release a key. Grab it.
- Return to the fireplace room and examine the coffee table there. To disclose a keyhole, press the buttons in the manner described above. To open the panel, use the triangular key.
- Draw three distinct patterns on this checkerboard as your next task. They will appear briefly, and you will then need to repeat the process. All three are displayed above for your convenience. Let's carry on with the Agent A tour.
- From inside, take Wedge 9. Also, pay attention to the emblem on the drawer's base.
- Revisit the front garden and examine the electrical box there. Take note of the emblem on the cover.
- You have now written down four symbols. Okay, let's employ them.
- Use the keycard to unlock the glass panel and take a look at the machine here. Match the symbols on the four dials to those in the accompanying image. Take the key and Wedge 10 from inside.
- Use the key on the garage toolbox. Take the Wedge 11, lightbulb, hammer, and key. Unlock the electrical box outside using the key. Place the yellow fuse in the fusebox after removing it and returning it to the garage.
- Okay, the yellow block needs to be moved to the connector over there on the right. The final result appears as shown above. The two tall fuses at the center of the puzzle are your major focus. once you're finished.
- Wedge 12 can be obtained from the filtering system by returning to the pool.
- Investigate the box at the foot of Ruby's bed in her bedroom up on the second floor. Fill the slots with all 12 wedges. Remove the ruby from within.
- Use the gemstone located in the yak's eye socket in the corridor. Take the pianola roll after you have waited a short while.
- Visit the library once more. Put the pianola roll inside the instrument. You must now sing three short songs three times. These are the songs you must play based on the image above:
BCE
BCEEGH
BCEEGHHGFCB
There will be a hidden opening. Take the inside hacking tool.
- Return downstairs and put the water in the glass on the fireplace to put out the flames. take the tile next. Examine the picture on the wall after that, then slide it back to expose a safe.
- The inner wheel should be spun till the dot is by the arrow and to the left. Later, repeat the process with the outer wheel. The center wheel comes last. The final product will appear as shown above.
- Place the tile in the open area. The tiles should then be spun till the pattern resembles the one seen above.
- There is a glass pane inside. It will eventually break from repetitive strikes, exposing a damaged key panel. To unlock the panel, you must enter the lighthouse's 1771 unlock code. However, since the buttons are damaged, you should put 7667 in their place.
- Within are four dials. Turn them so that the arrows are all pointing in the same direction. Moving the leftmost dial, the bottom dial, the middle dial, and then the rightmost dial actually makes it pretty simple.
- Utilize the panel's hacking tool. The screen will scroll down with numbers. When the white number reaches the center, tap your device starting from the left. Continue until the center is filled with just white numbers.
- A button and some C4 are found there. Press the button while holding the explosion.
- Go to the front entrance and use your hammer to destroy the lightbulb. Take the moving object that pops out. If you'd like, you can swap out the bulb for a new one.
- Visit a library. Take out the seat pad. Place the pulsating object in the opening. Pick up the phone that pops up.
- The bomb should be placed on the door. Phone in C4 position. Keep in mind the number: 921981.
Look at the phone while entering the study. After pressing the speaker button, dial the number above. To finish Agent A, go through the door. Congrats! We sincerely hope that you found our Agent A walkthrough to be useful. If you have any questions, just leave a comment below, and someone from the community will respond without a doubt!
Agent A: A Puzzle in Disguise Gameplay
The player assumes the character of Agent A, a covert agent tasked with apprehending a nefarious enemy spy who has been stalking other agents. The action of the game takes place in Ruby La Rouge's covert hideaway. The player is directed to La Rouge's secret hideout on the seashore not far from the crime scene after viewing his infiltration plan in the prologue film, which supposedly results in the death of Agent A's boss.
Then, in an effort to ultimately catch up with and vanquish La Rouge, the player collects crucial artifacts that are buried in various locations around specific portions of the lair and that will unlock new ones. The basic mechanic of the game relies on the player's keen eye, deductive reasoning, and memory as they collect the necessary things and use them in the environment to complete the puzzles.
Agent A: A Puzzle in Disguise Trailer
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