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Agent A: A Puzzle in Disguise - Platinum Walkthrough Guide (Text/Image/Video)


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~Spoiler Alert~

 

The following guide contains a LOT of story spoilers for this game, so if you have not played this yet, please be mindful of that.

 

Welcome to the full platinum walkthrough guide for Agent A: A Puzzle in Disguise! This is meant to provide assistance to those who run into trouble with the puzzles and to those who wish to complete the game as quickly as possible. It is recommended you do two separate runs: one with all the miscellaneous trophies and one speedrun.

 

This guide can be used for both runs. Anything that involves a miscellaneous trophy can be skipped. When you doing the speedrun, feel free to skip any cutscenes you can (hit Posted Image while the cutscene is playing and Posted Image again when the arrows on the bottom right appear).

 

Outside of the miscellaneous sections, anything you need to pick up will be marked in BLUE.

 

There will be points throughout the game where you will need to note a number sequence on YOUR game. A handful of puzzles have randomly generated numbers so if you're using the videos for assistance, please keep that in mind as your numbers will not match the videos. These locations will be marked in GREEN.



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EQLlB4L.png

 

  • After the initial cutscene, you'll find yourself standing outside of Ruby's lair. Interact with the front doors to zoom in on them.
  • Interact with the plant to the right of the door to knock it over.
  • Pick up the Gold Key that was underneath it.
  • Exit away from the plant and interact with the panel to left of the door.
  • You need to put in a 4-button code to unlock the front door. That code is Top Right - Middle Left - Bottom Right - Bottom Left.
    w73kkIE.png
  • Once the door has been unlocked, interact with the front doors to open them and go inside. trophy_bronze.png Infiltrator

 

  • The room you start in will be forever referenced as the lobby (also note that this is the room with the large fish tank).
  • Once inside, go into the room directly ahead of you, right of fish tank.
  • There will be a short cutscene with Ruby. trophy_bronze.png Target Acquired
  • Once the cutscene is complete, interact with the stairs on the right (just to the left of the fireplace) to go upstairs.

 

  • This room will be reference as the Piano Room/Library.
  • Once you're inside, interact with the vase on the right to knock it over.
  • Interact with the bookshelf on the right wall.
  • Interact with the red book leaning against the blue book (marked with the cursor in the image below).
    VoAbPeb.png
  • Pick up the Magnet that appears on the shelf.
  • Exit out of this room and back downstairs.
  • Go back one more room to the lobby with the fishtank.

 

  • Interact with the fishtank to zoom in on it.
  • Use the Magnet on the Key inside the tank.
    fafyPGB.png
  • While holding Cross18x18.png on the magnet, drag the key around the small maze all the way to the other side. There will be a pipe at the end that will suck it up.
  • Once it does, the camera will pan to a panel.
  • Interact with the panel to open it up.
  • Interact with the small beige box inside.
  • Click on the top of the box to open it.
  • Pick up the Metal Key that's inside.
    aOnONp5.png
  • Exit away from the fishtank so you can see the full lobby again.
  • Interact with the vase on the table in the center of the room.
  • Keep interacting with it until the top opens up, revealing a red button.
    IKD3tqb.png
  • Press the red button and a console will appear just to the right of the stairs.
  • Interact with the console to zoom in on it.
    BpRmB9G.png
  • Pick up the Crank Handle on the top shelf.
  • Interact with the light puzzle on the bottom right of the console.
  • Press all the blue buttons on the bottom row.
  • Press all the newly lit red buttons on the top row.
  • Press the 2 remaining blue buttons on the bottom row.
  • Press the 2 remaining red buttons on the top row.
  • Press the last blue button on the bottom row.
  • Press the last red button on the top row.
  • This will reveal a yellow square-shaped hole on the console that we'll be coming back to later.

 

  • Exit out of the console.
  • Before going forward, make a note of the layout of the vases on the wall.
    NOaVih4.png
  • Acting as if the lines are horizontal and not at an angle, note the position of each vase. The 1st and 3rd are on the bottom row and the 2nd and 4th are on the middle row. You'll need to remember this for later.
  • Interact with the stairs to go up to the second floor.
    When you reach the top of the stairs, you'll run into some doors. The left door has a keyhole on it. Use the Metal Key on the keyhole to unlock the doors and go inside.

 

  • KauWwON.png
  • Interact with the table that is to the right of the door leading to the Study (below the black bull's head on the wall).
  • Interact with the drawer.
  • Pick up the Wedge Piece(1/12)
  • Exit out of the table.
  • Go through the door on the left and into the study.

 

  • Interact with the desk.
  • Zoom in on the pictures in the top left corner. Make a note of the double-diamond symbol on the paper behind the pictures. You will need this for later.
    dhfBpR4.png
  • Interact with the phone on the right side of the desk.
  • Hit the speakerphone button to turn the phone on.
  • Dial *69. Wait for the dialogue to finish. trophy_silver.png STAR 69
  • Exit out/away from the desk.
  • Interact with the gramophone (record player) on the left side of the room.
  • Pick up the Record just to the right of it.
  • Place the Record on the top.
  • Place the Crank Handle in the hole on the bottom section.
  • Hold onto the record with Cross18x18.png and move the cursor back and forth to scratch the record. Continue to do this for 10 seconds. trophy_bronze.png Wuka Wuka
  • Press and hold Cross18x18.png on the wooden handle of the Crank Handle to spin it (you don't need to move with the handle, just keep the curse still and Cross18x18.png held down).
  • When the dial reaches the red area, the Screwdriver that is in the bell will shoot out across the room. When it does, exit out/away from the gramophone.
  • Pick up the Screwdriver off the floor on the right.
  • Interact with the clock in the top right corner.
  • Press and hold Cross18x18.png anywhere on the clock so the arms start to spin. Release Cross18x18.png when the time reads 3:00.
  • Pick up the Diamond that appears below the clock.
    o3ap2ck.png

 

  • Exit out of the Study.
  • Go into the room on the right (the Bathroom).
  • Interact with the sink to zoom in on it (may need to do this twice).
  • Interact with the faucet to turn it on. The sink will fill up.
  • Exit out of the sink and interact with the mirror just above it.
  • Zoom in on the newly opened mirror.
    oa2F317.png
  • Pick up the Wedge Piece on the bottom shelf. (2/12)
  • Make a note of the symbol on the light blue bottle on the top shelf (the 3 diagonal lines). You'll need this later.
  • Interact with the far left purple bottle to knock it over and reveal a switch.
  • Flip the switch.
  • Pick up the Telescope on the bottom console.
  • Interact with any of the monitors for a quick little cutscene with Ruby.
  • Flip the switch again to change the bathroom back to normal.
  • Exit out of the bathroom.
  • Go back downstairs to the lobby.
  • Go into the room straight ahead (to the right of the fishtank).
  • Interact with the alarm panel on the right side of the back door.
    aHYSp8f.png
  • Interact with it again to zoom all the way in on it.
  • Use the Screwdriver on the screw.
  • Place the Diamond in the middle of the lasers. trophy_silver.png Cat Burglar
    mbfEBs6.png
  • The backdoor will unlock. Once it does, interact with the doors to open them.
  • Interact with the newly opened doorway to go outside.
A0J3MS0.png

 

  • w9dYoxv.png
  • When you regain control after the initial cutscene, pick up the Glass that's on the table just in front of the purple chair.
  • Interact with the table the glass was on to knock it over.
  • Pick up the newly visible Wedge Piece that's under the purple chair. (3/12)
  • Interact with the drain cover twice to zoom in on it.
  • Interact with it again to open it up.
  • Use the glass with the water inside the drain to fill it up (receive Filled Glass).
  • Exit out of the drain.
  • Interact with the stairs on the other side of the pool to go down them.
  • The area you arrive in will be referenced as the "Pond Area".

 

  • After the initial cutscene, make sure you're zoomed out so you can see the entire area.
    Jv2SCaC.png
  • Interact with the plant on the right to zoom in on it.
  • Pick up the Letterbox Keycard.
  • Exit out of the plant.
  • Interact with the red pipe on the left side to zoom in on it.
  • Interact with the valve to zoom in even future.
  • Press and hold Cross18x18.png on the valve to turn it until it falls off.
  • Pick up the Valve handle.
  • Exit out of this area all the way back to the front lobby (with the fishtank).
  • Exit back again to go outside.
  • Exit back once more so you are fully outside of the Ruby's lair.

 

  • To the right of the lair, behind the third gray rock, will be a Letterbox.
  • xloR8n8.png
  • Interact with the Letterbox to zoom in on it.
  • Interact with the red pipe on the right.
  • Place the Valve Handle on the pipe sticking up on it.
  • Press and hold Cross18x18.png on the valve handle to turn the water off.
  • Exit out of the pipe.
  • Interact with the red electrical box on the right side of the Letterbox.
  • Make a note of the little symbol on the bottom left of the box. You'll need this later.
  • mrRZNwH.png
  • Exit out of this area and head back inside Ruby's lair.

 

  • Head into the room straight ahead and go out the back door.
  • Go down the stairs and back to the little pond area.
  • Interact with the back wall where the 6 holes are.
    EZNVtna.png
  • Make a note of the fish bones that are inside the bottom right hole. You'll pick those up shortly. For now though, press the red button on the left. A security camera will appear as well as a keypad.
  • Pick up the Wedge Piece on the keypad. (4/12)
  • Exit all the way back to the front lobby (with the fishtank).
  • Interact with the stairs to go up to the second floor.
  • Interact with the right doorway to go into the bathroom.
  • Interact with the sink to move to that side of the room.
  • Interact with the mirror to open it up.
  • Flip the switch on the far left to reveal the 4 monitors we saw earlier.
  • The security camera we just turned on with the red button is pointing towards the keypad. When it's showing on the monitor, you'll see that Ruby's fingerprints are visible. 
    8Gbis8p.png
  • From here you can see that the code is 3 digits long and contains at least two 2s and one 5. After a little trial and error, you'll discover that the correct combination is 2-2-5.
  • Exit out of the bathroom, back downstairs, through the room straight across, out the backdoor, and down the stairs back to the pond area.
  • Interact with the keypad to zoom in on it and put in the 2-2-5 code to unlock the stone door just to the right. trophy_silver.png Open Sesame
  • Go inside the newly opened doorway.

 

  • This new area will be referenced as the Garage.
    O3jbhZo.png
  • When you get inside, interact with the middle cupboard drawer (may need to do this twice - once to zoom in on it and once to open it up).
  • Pick up the Cork inside.
  • Open up the far right cupboard.
  • Pick up the Oil Can inside.
  • Interact with the left vase on the top right shelf to pick up another Cork.
  • Pick up the Plunger on the right side of the cabinet (by the pitchfork).
  • Interact with the box on the top left to open it. This is a fuse puzzle which we'll be doing a little later on this chapter.
  • Zoom out of the cupboard area.
  • On the ground in the center of the garage is a grate.
  • Interact with the grate to zoom in on it.
  • Use the Oil Can on the grate to loosen it.
  • Interact with the grate to open it up.
  • Pick up the Wedge Piece inside. (5/12)
  • Exit out of the garage back to the pond area.

 

  • Interact with the 6 holes on the wall again to zoom in on the place.
  • Place a cork in the bottom left hole.
  • Place a cork in the bottom middle hole.
  • tMgs1fK.png
  • Exit out of the pond area and back to the front lobby (with the fishtank).
  • Interact with the stairs to go up to the second floor.
  • Go through the right doorway and into the bathroom.
  • Interact with the sink until you are fully zoomed in on it. It should still be full of water from before.
  • Use the plunger on the sink to drain it.
  • Pick up the Triangular Key that appears.
  • Exit out of the bathroom and back down the stairs.
  • Back out of Ruby's lair all the way until you can see the Letterbox.
  • Interact with the Letterbox to zoom in on that area.
  • Interact with the red pipe to zoom in on it.
  • Interact with the valve to zoom in on that.
  • Press and hold Cross18x18.png on the left side of the valve to turn the water back on.
  • Once the water is back on, exit out of this area and head back into Ruby's lair.
  • Go straight into the next room and out the back door.
  • Go down the stairs, back to the pond area.
  • Interact with the single remaining fountain on the far right side.
  • Zoom in to where the fountain water meets the pond water.
  • Pick up the Fish Bones.
  • Exit back to the front lobby (with the fishtank).

 

  • Interact with the stairs to go up to the second floor.
  • Go through the door on the right and into the bathroom.
  • Interact with the sink until you are fully zoomed in on it.
  • If the water is not already running, interact with the faucet to turn it on.
  • Press and hold Cross18x18.png over the drain to plug it with your finger. Wait for the sink to fill. trophy_bronze.png Finger Plunge
  • Once that trophy pops, exit out of the bathroom.
  • Go into the room straight ahead (the bedroom). 
    srtFAx6.png
  • Interact with the cat sitting in the left chair to zoom in on it.
  • Give the cat the fish bones.
  • When the cat leaves the chair, pick up the Lens on the chair.
  • Exit out of the chair and before you go any further, just make a quick note of the painting above the bed and the order the colors are in.
    hrjjCLN.png
  • You will need this for later.
  • Once you have the picture noted, interact with the stairs just past the bed to go up one more floor.

 

  • The first thing you want to do while you're up here is take notice of the 4 hanging plants. If you remember from earlier, we looked at the floor potted plants against the wall. We need to rearrange these to match that pattern.
    vWPzaY2.png
  • Move the 1st and the 3rd plants to the lowest level.
  • Move the 2nd and 4th plants to the middle level.
  • When done correctly, a tripod will appear just to the right.
  • Before we interact with that, we're going to go to the left first.
    3XxjdBH.png
  • Interact with the egg shaped chair to zoom in on it.
  • Interact with the cushion on the chair to reveal a Wedge Piece.
  • Pick up the Wedge Piece(6/12)
  • Interact with the plant on the table just to the right to move it.
  • Pick up the Yellow Cube that appears.
  • Exit out of the chair area and interact with the tripod on the right.
  • Pick up the Wedge Piece on the floor. (7/12)
  • Place the Telescope on the tripod.
  • Place the Lens on the Telescope.
  • Interact with the Telescope to look through it.
  • Zoom in until you can see a 4-digit number on the lighthouse.
    BU6X2Ei.png
  • Your number will be different from the one shown in the picture. This number is randomly generated across each save file so make sure you make a note of the one shown in YOUR game.
  • Once you have that number, back out of the Telescope and make your way back downstairs, all the way to the lobby (with the fishtank).
  • Interact with the console on the right wall (the one that you did the little light puzzle on earlier.
  • Interact with it again until you are zoomed on where the yellow-squared hole is (to the right for the 4 gray squares).
  • Put the Yellow Cube in the hole.
  • Rearrange the blocks so the color order matches that of the painting above the bed in the bedroom.
    qQnuhHz.png
  • RED - WHITE - ORANGE - BLUE - YELLOW
  • When it's complete, a section will open on the bottom right of the console revealing a Wedge Piece.
  • Pick up the Wedge Piece(8/12)
  • Exit out of the console.
  • Go into the room straight ahead (to the right of the fishtank).
  • Interact with the coffee table in the middle of the room.
  • Zoom in on the side with the 4 dark squares on it.
  • You need to hit these in the correct order to reveal a key hold.
    LHN1ryP.png
  • The order it top right - top left - bottom right - bottom left.
  • Once the keyhole is revealed, use the Triangular Key on it. This will reveal a chess board and a light puzzle.
  • To complete this puzzle, you need to light the squares in the same order they appear when shown to you.
  • Part 1:
    3jpCx5t.png
  • Part 2:
    HYBfJ5I.png
  • Part 3:
    yhODlol.png
  • Once complete, a drawer will open up on on the side of the table.
  • Pick up the Wedge Piece inside. (9/12)
  • Make a note of the symbol on the bottom of the drawer. 
    t51SH2Q.png
  • You will be needing this here in a minute.
  • Once you have that noted, exit all the back to the lobby (with the Fishtank).
  • Back out of the lair all the way until you can see the Letterbox.
  • Interact with the Letterbox to zoom in on it.

 

  • Zoom in on the front of the Letterbox so you can see a keycard slot, 4 symbols, and then a closed parcel box on the bottom.
  • Use the Letterbox Keycard in the keycard slot to remove the glass panel over the 4 symbols.
  • You need to arrange the symbols to match the 4 that you have kept noted throughout Chapters 1 and 2.
    yg3Gtur.png
  • Double Triangle: Found on the bottom of the drawer from the chess puzzle.
  • Double Diamond: Found on the paper behind the pictures in the Study.
  • 3 Slash Marks: Found on the bottle in the bathroom.
  • 2 Half-Circles: Found on the electric box on the side of the Letterbox.
  • Once you have changed the puzzle to show the correct symbol, the parcel box below will open.
  • Pick up the Small Key.
  • Pick up the Wedge Piece(10/12)
  • Exit out of this area and back into Ruby's lair.

 

  • Go through the room straight ahead, out the backdoor, down the stairs (to the pond area), and in the Garage.
  • Interact with the Toolbox on the counter twice to zoom in on it.
  • Use the Small Key on the keyhole to unlock it.
  • Interact with the top to open it up.
  • Pick up the Key with Red Tag.
  • Pick up the Light Bulb.
  • Pick up the Hammer.
  • Pick up the Wedge Piece(11/12)
  • Exit out of the garage and all the way back to the lobby (with the fishtank).
  • Back out just once so you are looking at the front doors of Ruby's lair.
  • Interact with the flashing light to zoom in on it.
  • Use the Hammer on the light to break it (the front door will lock).
  • Pick up the Strange Pulsing Item that fell from the light.
    xPjrpfI.png
  • Use the Lightbulb in your inventory on the lamp to light it back up and unlock the front door, but don't go back inside just yet.
  • Instead, back out once more so you are fully outside.
  • Interact with the Letterbox.
  • Interact with the red electrical box on the right side.
  • Use the Key with Red Tag on the lock just below the box to unlock it.
  • Open up the door.
  • Interact with the lower left, loose panel door.
  • Pick up the Fuse.
    5Obm1JX.png
  • Exit out of this area and head back inside Ruby's lair.

 

  • Go through the room straight ahead, out the back door, down the stairs (to the pond area), and back into the Garage.
  • Interact with the box in the top left corner.
  • Place the fuse in the empty slot on the left to light up the puzzle.
    fwBSNmz.png
  • To complete this puzzle, you need to clear the way so the yellow fuse box on the left can make its way all the way to the right. Do the following to complete the puzzle (note for the directions, move the pieces as far as they can do in the direction specified).
  • Move #7 Down.
  • Move #6 Right.
  • Move #7 Up.
  • Move #1 Up.
  • Move #3 Up.
  • Move #4 Up.
  • Move #5 Left.
  • Move #4 Down.
  • Move #10 Down.
  • Move #9 Down.
  • Move #6 Right.
  • Move #8 Right.
  • Move #3 Up.
  • Move #4 Up.
  • Move #2 Right.
  • Move #7 Down.
  • Move the yellow fuse box right.
  • Move #1 Up.
  • Move the yellow fuse box left.
  • Move #7 Up.
  • Move #2 Left.
  • Move #7 Down.
  • Move #3 Down.
  • Move #6 Left.
  • Move #8 Left.
  • Move #4 Up.
  • Move #9 Up.
  • Move the yellow fuse box all the way to the right.
  • Once the puzzle is complete, exit out of the fuse box.
  • Exit out of the garage.
  • Go back once so you are at the pool.
  • Interact with the drain.
  • Pick up the Wedge Piece inside. (12/12)

 

  • Go back to the front lobby (with the fishtank).
  • Interact with the stairs to go up to the second floor.
  • Interact with the room straight ahead to go into the bedroom.
  • Interact with the box at the foot of the bed to open it.
  • Interact with it again to zoom in on the wedge puzzle.
  • Place all 12 Wedge Pieces down on the puzzle to complete it.
    naKDdr5.png
  • Once done, a ruby will appear.
  • Pick up the Ruby.
  • Exit out of the bedroom but don't go downstairs.
  • Instead, interact with the bull's head on the left wall (above the small table).
  • Place the Ruby in the hole where the right eye should be.
  • The eyes will start to glow and its mouth will open.
  • Pick up the Pianola Roll in its mouth.
  • Exit back downstairs to the lobby.
  • Go into the room straight ahead (with the fireplace).
  • Interact with the stairs to go up to the Piano room/Library.
  • Interact with the center cushion of the couch to reveal a panel.
    NnlqUZx.png
  • Interact with the panel to zoom in on it.
  • Place the Strange Pulsing Item in the empty hole, just below the other pulsing light.
  • A phone will appear.
  • Pick up the Phone.
    zuU1pdX.png
  • Exit out of the couch and interact with the piano in the back.
  • Interact with it again to fully zoom in on the keys.

 

  • If you notice, one of the keys (the "A" key) has a little marking on the very bottom of it.
    izOQR5n.png
  • Press and hold Cross18x18.png down on this key and quickly swipe right across all the keys on the Piano to do a glissando glide. trophy_bronze.png Glissando Glide
  • Once that's done, place the Pianola Roll in the empty slot just above the keys.
  • This will activate a 3-part puzzle where you'll be playing a basic little game of memory.
  • Part 1 (3 Notes): A-B-D
    vuB9X9V.png
  • Part 2 (6 Notes): A-B-D-D-F-G
    VHsZ4Jr.png
  • Part 3 (11 Notes): A-B-D-D-F-G-G-F-E-B-A
    LqG6RBO.png
  • Once you have completed the puzzle, a lever will appear on the right. Pull it.
  • The bookshelf on the right side of the room with raise up.
  • Interact with the file to zoom in on it.
  • Pick up the Hacker Device.
  • Read the file if you want, it's not required.
  • Exit out of this room and you'll end up in the room with the fireplace which is exactly where you need to be.
  • Interact with the fireplace to zoom in on it.
  • Use the Filled Glass (with water) on the fireplace to put the fire out.
  • Pick up the Tile that is behind the logs.
  • Exit out of the fireplace.
  • Interact with the painting above the fireplace to reveal a puzzle.
  • Interact with the puzzle to zoom in on it.
  • You need to turn the dials so the circles line up on the left side, parallel with the arrow.
    2phCY86.png
  • Move the inner circle first.
  • Move the outer circle second.
  • Move the middle circle last.
  • Once that puzzle is complete, a wall of tiles will appear with the top left one missing.
  • Place the tile you just picked up in the empty square.
  • The tiles will turn around and you'll have to do another puzzle.
  • For this one, you want to turn the pieces so that all the lines are connected without out any breaks.
    P2t0wo7.png
  • Once that puzzle is complete, a keypad behind a glass panel will appear.
  • Spam Cross18x18.png on the glass to break it and you'll also, unfortunately, break the keypad.
  • You'll need a 4 digit code to continue and it'll be the one that you found on the lighthouse while looking through the telescope (again, this number will be different for everyone).
  • The numbers on the keypad are no longer the ones they appear to be and have changed to the following:
  • 1 is 8
  • 2 is 4
  • 3 is 9
  • 4 is 5
  • 5 is 3
  • 6 is 7
  • 7 is 1
  • 8 is 2
  • 9 is 6
  • Following that, put in your 4 digit code from the lighthouse.
  • Once you put in the correct code, the next puzzle will appear.
  • For this one, you need to turn the wheels so the triangles all line up with each other.
    u16W0zW.png
  • Turn the wheels in order going left to right.
  • Once that puzzle is complete, you'll be met with a screen with a fingerprint on it. We don't exactly have Ruby's finger with us, but we do have a handy dandy Hacker Device!
  • Use the Hacker Device on the lower left slot.
  • A screen will appear with 5 columns of numbers spinning around like a slot machine. Going from left to right, need to hit Cross18x18.png when the white numbers reach the middle. 
    RJ2d339.png
  • Once you're done, the safe will fully open.
  • Pick up the C4 Explosives.
  • Press the red button to drain the pool. trophy_silver.png The Electrician
  • Interact with the glass panel on the bottom of the pool.
  • Place the C4 Explosives on the glass panel.
  • Place the Phone on top of the C4.
    CLN5Wyc.png
  • Make a note of the 6 digit number that appears on the Phone (this will be the same for everyone - 921981).
  • Exit out of the pool and back to the front lobby (with the fishtank).
  • Interact with the stairs to go up to the second floor.
  • Go through the doorway on the left (into the Study).
  • Interact with the phone.
  • If it's not already on, hit the speakerphone button to turn it on.
  • Dial the 6 digit number that was on the Phone on the pool.
    HFhJ9gs.png
  • Glass panel go boom. trophy_gold.png Secrets Await
  • When you're back down in the pool, interact with the newly opened staircase to go inside.

 

VtOPHU8.png
 
 
 
  • When you have control, interact with the briefcase on the pedestal in front of you.
  • Interact with it a second time to zoom in on the handle.
  • Behind the handle is a button.
  • Press the button.
  • A puzzle will appear with a Square, a Triangle, 2 Diamonds, and a Circle. You need to rearrange the shapes to the Square moves from the left side, all the way to the right. Take the following steps to do it:
    76ykqoD.png
  • Move the Triangle one spot to the left and two spots down. 
    RaHt64r.png
  • Move each of the diamonds left one spot.
    Uex9ffw.png
  • Move the circle right once, up once, and right once.
    FineLoO.png
  • Move the rightmost diamond right once, down once, right once.
  • Move the leftmost diamond down once, right once, down once.
    5DG4gz8.png
  • Move the circle all the way to the left and place it in the circle hole.
  • Move the triangle all the way to the right and place it in the triangle hole.
    5DG4gz8.png
  • Move the square all the way to the right and place it in the square hole.

  • Once the puzzle is complete, it will unlock.
  • Click on the two yellows on the front of the briefcase to open the latches.
  • Interact with the top of the briefcase to open it up.
  • Once the cutscene is complete, interact with the paper with the lipstick stain to zoom in on it.
  • Pick up the Pencil.
  • Interact with the lower right corner of the paper to reveal a "7". Remember this for later as you'll need it.
  • Zoom out of the paper.
  • Interact with the panel on the bottom right to open it up.
  • Interact with the newly opened area to zoom in.
  • Interact with the right wall and make a note of the pattern shown (this will be the same for everyone).
    JgPat9N.png
  • Back out of this image.
  • Press the button on the left side.
  • The camera will pan and you'll see the lower left panel of the briefcase open.
    0PbnyYh.png
  • Zoom into this newly revealed area.
  • Pick up the Glowing Object(1/6)
  • Pick up the Electronic Chip.
  • Back out of the left panel area.
  • Interact with the right panel area to zoom in on it.
  • Place the Electronic Chip in the empty square to the right of the button you pressed earlier.
  • The container holding the Power Cell will open.
  • Pick up the Power Cell.
  • Back out of the lower right panel area.
  • Place the Power Cell in any of the 4 empty slots on top of the briefcase. One latch on the button will unlock. A circular puzzle will also appear on the front of the pedestal, but before we get to that, interact with the briefcase again to zoom back into it.
  • Interact with the monitor until it statics out and shows 4 colors.
    RbDZ5h7.png
  • Remember the order of these colors (Red - Light Blue - Green - Dark Blue) as you'll need it later.
  • Once you have the colors, back out of the briefcase and interact with the puzzle on the front of the pedestal.
  • For this, you want to hit the buttons on the inner circle so the arms on it extend to make the gear shape just behind it.
    Tl13cPN.png
  • So for this puzzle it will go Long Arm - Short Arm - Long Arm - Long Arm - Short Arm - Long Arm - Short Arm.
  • Once the puzzle is complete, it will automatically fit itself into the gear shape and a new panel will be revealed.
  • This panel has 6 locks on it. 
    4qsMm0L.png
  • You need to hit the locks in the correct order to unlock the panel.
  • The correct order is:
  • Top Left
  • Bottom Right
  • Middle Left
  • Middle Right
  • Top Right
  • Bottom Left
  • Once the panel is unlocked, yet another one will appear behind it.

  • Exit out of this panel and interact with the open door on the left of the pedestal.
  • Pick up the Metal Handle stuck inside the fan.
  • When the fan starts up, a small door just to the right of it will open up and a handful of plugs will blow all over the place.
    deh5VGT.png
  • Interact with the newly opened door.
  • Pick up the Glowing Object(2/6)
  • Pick up the Plugs.
  • Zoom in on the box blue and black box pattern.
    m37saRL.png
  • Make a note of this and you'll need it here shortly.
  • Zoom out of this area.
  • Zoom into the bottom right
  • Pick up the remaining 8 Plugs that were blown out of the little box area.
  • Exit it all the way out from the pedestal until you can see the security camera in the top left corner. 
    o8z2jfM.png
  • Interact with the security camera to zoom in on it.
  • Zoom in all the way until you can clearly see the side panel of the camera.
    n9tZSLT.png
  • Make a note of the blue and black square picture (it'll be the same for everyone).
  • Just left of this picture are 4 symbols. These are different for everyone and are randomly generated across save files. Write down the symbols that show for you as they will not match the picture.
  • Exit out of the camera all the way back until you can see the two mouse holes on the right wall.
  • Interact with the right wall once.
  • Interact with the right-most mouse hole.
  • Trevor will pop out. You need to exhaust all the dialogue with him which will require you to bounce back and forth between the two holes.
  • When he pops his head out, interact with him - "I shall call you Trevor" (Talk Time with Trevor 1/12)
  • When he scurries away, back out of the right hole and interact with the left hole - "Oh there you are Trevor..." (Talk Time with Trevor 2/12)
  • He will scurry away again and when he does, go back to the right hole.
  • Interact with him - "So she's trapped you too hey Trevor?" (Talk Time with Trevor 3/12)
  • He will scurry away again to the left hole - "Oh.. he's in the other hole" (Talk Time with Trevor 4/12)
  • Head back to the left hole and he'll scurry away again.
  • Head back to the right hole - "You haven't seen a way out of here by any chance...?" (Talk Time with Trevor 5/12)
  • Head back to the left hole and he'll scurry away again.
  • Head back to the right hole - "I thought I might find you here" (Talk Time with Trevor 6/12)
  • Head back to the left hole and he'll scurry away again.
  • Head back to the right hole - "I guess I should get back to business..." (Talk Time with Trevor 7/12)
  • That will finish up the interactions with Trevor for now (we'll come back to him later).

 

  • Just above the left mouse hole is a 5x5 grid.
  • Interact with the grid to zoom in on it.
  • This is where you'll recreate the "7" on the paper from the briefcase using the Plugs you picked up from the pedestal. Instead of a normal 7, though, you want to place the plugs to create a backwards "7".
    OPdx08s.png
  • Place the Plugs so they match the image above.
  • Exit out of the grid.
  • Interact with the front of the pedestal (the panel with the big red rectangle).
  • Interact with the 5x5 grid just to the left of the red rectangle.
  • You need to recreate the blue and black square puzzles in this grid.
    QiINLQ5.png
  • Once you have matched the lit buttons with the image above, a lever will appear.
  • Pull the lever.
  • The room will change, but just ignore it for now. Instead, zoom back in on that front panel.
  • Pick up the Tiny Key on the top right of the panel.
    vLz3NF4.png
  • Pull the lever again to change the room back to its previous state.
  • Interact with the front panel again to zoom back in on it.
  • Use the Tiny Key on the keyhole on the bottom right of the panel.
  • When the door opens, pick up the Glowing Object(3/6)
  • Pull the lever again to change the room once again.

 

  • Interact with the panel on the right wall where the three circular locks are with the shapes on them.
    2U8HiwD.png
  • Make note of the shapes on these locks and the positioning of the line and dots on them.
  • Back out of that panel and interact with the bottom right to zoom in on a key decoder.
    9l4fH0t.png
  • You'll need this to decipher 3 4-symbol codes that are scattered throughout the room (you've already seen one of these codes).
  • The bottom middle and bottom right numbers are missing, but they're easy to figure out. Working from top to bottom, the first column increase by 1 each time. The second column increases by 2, so the missing middle number is "9". The third column increases by 3, so the missing right number is "14". This key decoder is the same for everyone so just make you to either write it down or reference it as much as needed.
  • For now, hit the button that is just below the decoder.
  • A little panel will open just to the right.
  • Pick up the Glowing Object(4/6)
  • Back all the way out of this area and interact with the wall on the left.
  • Interact with the grate to zoom in on it.
  • Use the pencil on the right side of the grate to stick it in the lock.
    a5duV0J.png
  • Interact with the pencil to pull it down.
  • Interact with the grate to up it up.
  • Pick up the Chisel.
  • The 4 Pistons in this area each have a color block on them. You need to change their colors so they match the static screen you saw on the briefcase monitor earlier.
    kdKJrj4.png
  • RED - LIGHT BLUE - GREEN - BLUE
  • When done correctly, the pistons will start up and the puzzle above you will activate.
  • The object of this puzzle is to get all of the arrows facing the same direction and then eventually, all facing to the right.
  • To do so, use the buttons on the bottom and the right of the panel to freeze the spinning dials so you can line them up.
  • Start with the far left column. Press the top right button to freeze the top dial. Release it once it is in sync with the middle dial.
  • Freeze the bottom left dial with the bottom right button the freeze it, then release it once it is in sync with the top and middle left dials.
  • Now all the columns are lined up with the their individual selves so you need to line those up now.
  • Press the bottom left button to freeze the left column. Release the button when the first and second columns are in sync.
  • Press the third button from the left to freeze the third column. Release the button when the first 3 columns are in sync.
  • Press the rightmost bottom button to freeze the fourth column. Release the button when all 4 columns are in sync.
  • Once they are, wait for them to all face to the right. When they do, a piece of paper will print out of the slot on the right.
    zoRteSO.png
  • Make a note of the 4 symbols on this paper as it will be different for everybody. The symbols are randomly generated for each save file so what is shown in the picture will not match what is showing in your game.

 

  • Exit out of this area and interact with the front panel on the pedestal to zoom in on it.
  • Pull the lever to change the layout of the room.
  • Interact with the left wall to zoom in on it and you'll notice there is a brick that looks out of place on it.
    bQwfGbt.png
  • Use the Chisel on this brick to remove it.
  • Pick up the Glowing Object inside the newly revealed hole in the wall. (5/6)
  • Back out of the wall and pick up the Brick on the ground.
  • Head back to the panel on the front of the pedestal and pull the lever again to switch the room back.
  • Interact with the right side of the pedestal.
  • Place the brick on the right button, just below the petal-like puzzle on the right.
    vp3ernd.png
  • Back out of this area.
  • Interact with the left side of the pedestal to zoom in on that side.
  • The door on the bottom right is now open.
    sITQPBf.png
  • Pick up the Glowing Object inside. (6/6)
  • Back out of this area and interact with the right side of the pedestal again to go back to where you placed the brick down.
  • Interact with the panel with the 6 holes on it to zoom in on it.
  • Place the 6 Glowing Objects you've picked up throughout this chapter inside each of the holes.
    JTRuQVT.png
  • This will reveal an area behind the panel door.
  • Look on the right wall of this new area for the 3rd and final 4-symbol code.
    qzeSGVY.png
  • Make sure you make a note of what is showing for you as this will be different for everyone. What is showing in the image will not match your game as the symbols are randomly generated for each save file.
  • Interact with the white button in the middle to reveal a red sensor.
  • Back out of this area.
  • Interact with the right wall and zoom back in on the decoder on the bottom right.
  • Now that you have collected 3 4-symbol codes, you need to decode them so you get 3 5-digit numbers. Again, these will be different for everyone as the symbols are randomly generated for each save file, so be sure to just write down what your numbers are. They will be different from what is shown in the video and/or any images.
  • Once you have your 5-digit codes, back out of the decoder and interact with the keypad above the 3-circular locks.
    j5igegG.png
  • One by one, put in each of your 5-digit codes to unlock the 3 circular locks. Once all 3 are done, the Power Cell inside the lower compartment will become available.
  • Pick up the Power Cell.
  • Exit out of this area and interact with the briefcase.
  • Place the Power Cell in any of the empty slots to unlock another latch on the big red button.
  • Now we're going to get the laser puzzle done. You'll need to reference the shapes on the 3 circular locks and the dot/line positions that were on them (image shown earlier).
  • Exit out of the briefcase.
  • Interact with the left side of the pedestal (the side with the fan).
  • Interact with the yellow and black square on the bottom right to open it up.
  • Press the Arrowhead button.
  • Turn the laser 45 degrees to the right.
    UM8Z6sg.png
  • Exit out of this area.
  • Interact with the right side of the pedestal (the side with the brick).
  • Interact with the yellow and black square to the left of the red sensor.
  • Press the Diamond button.
  • Rotate the laser so the dot is 45 degrees away from the line.
    SCkjOpf.png
  • Exit out of this area.
  • Interact with the right wall, where the symbol decoder is.
  • Zoom in on the hole just to the right of the decoder.
  • Interact with the yellow and black square.
  • Press the Triangle button.
  • Turn the laser so the dot and line are on opposite sides of each other.
    84GgZAw.png
  • A large laser will appear and shoot into the red sensor in the pedestal.
  • Go back to the right side of the pedestal (the side with the red sensor).
  • The Power Cell container is now open.
  • Pick up the Power Cell.
  • Back out of this area.
  • Interact with the briefcase to zoom in on it.
  • Place the Power Cell in any of the two remaining empty slots to unlock another latch on the red button.
  • Exit away from the briefcase.

 

  • On the right wall, just to the left of the panel that had the 3 circular locks on it, is a mouse hole.
    xBFkzCc.png
  • Interact with this mouse hole until you are fully zoomed in on it.
  • Trevor will peek out. Interact with him when he does.
  • Exit all the way back.
  • On the left wall, to the right of the Pistons, is another mouse hole. 
    Hty1Yuf.png
  • Interact with this mouse hole until you are fully zoomed in on it.
  • Pick up Trevor's Key when he tosses it out.
  • Interact with Trevor to get some more dialogue - "I think Trevor's happy in his new home" (Talk Time with Trevor 8/12)
  • Interact with Trevor again to get the final dialogue in this chapter - "We make a good team Trevor.." (Talk Time with Trevor 9/12)
  • Exit away from the mouse hole.
  • Interact with the circular panel just next to the mouse hole on the right side of the room.
  • There is a key hole on top of this. Place Trevor's Key inside the key hole.
    cbQbSb9.png
  • Another gear puzzle will appear. Just as before, you need to raise/lower the arms to match the gear shape behind the device.
    xOY8pRJ.png
  • This one will be Long Arm - Long Arm - Short Arm - No Arm - Long Arm - Short Arm - Long Arm
  • Once the device matches the gear, it will set itself in.
  • A circle with the star shaped hole in the center will appear.
  • Put the Metal Handle in the hole.
  • Press and hold Cross18x18.png on the knob of the Metal Handle to spin it. Keep holding down Cross18x18.png until the camera pans to the "7" puzzle on the wall just to the right.
  • Since the puzzle is already done, the "7" will appear and the little compartment on the bottom will open up.
    DRF37hC.png
  • Pick up the Power Cell inside.
  • Back out of this area and interact with the briefcase to zoom in on it.
  • Place the Power Cell in the final empty slot.
  • Press the big red button.

 

  • After the cutscene ends (you can skip it if you want), the briefcase will flip over to reveal a bomb. trophy_gold.png Save the day...!?
  • Spam Cross18x18.png on each section (the top right motherboard, lower right pink tube, far left glass box) until each of them are broken and smoking.
    K8sGeqT.png
  • This will "defuse" the bomb and end the chapter.

 

PfSHi3n.png
 
 
 
  • The room you start in will be referenced as the "Starting Room" for this guide.
  • When you regain control, interact with the right-most box on the ground.
  • Open it up and move the top newspaper clipping.
    FNb52yf.png
  • Pick up the Blueprint Piece.
  • Exit out of the box and interact with the middle box.
  • Open it up.
  • Click on the shoes to toss them out.
  • Under the last red shoe is a key.
    kqDCfWw.png
  • Pick up the Cabinet Key.
  • Exit out of the box.
  • Interact with the cabinet above the boxes.
  • Use the Cabinet Key on the lock.
    jT1Avtp.png
  • Open up the right door.
  • Pick up the Screwdriver.
  • Open up the left door.
  • Interact with the Spiderweb. (Spy-der Web 1/6)
  • Exit out of the cabinet.
  • Interact with the lower left corner of the room (near the vent). 
    HukXSqv.png
  • Interact with the mouse hole to the left of the vent.
  • Interact with Trevor to zoom in on him - "So Ruby thinks we're dead huh..." (Talk Time with Trevor 10/12)
  • Interact with Trevor - "We have to stop her Trevor.." (Talk Time with Trevor 11/12)
  • Exit away from the mouse hole.
  • Use the Screwdriver on the vent to unlock/open it.
  • Interact with the vent to go inside.
  • Go forward once and go through the cutscene (you can skip it if you want).
  • Once you regain control, look straight ahead in the vent and you'll see a Spiderweb in the upper left corner.
    A7iiv45.png
  • Interact with the Spiderweb. (Spy-der Web 2/6)
  • Follow the vent path to the right.
  • Click on the the vent a couple of times until it breaks.
  • Continue forward into the next room.

  • jOqqU7y.png
  • Interact with the table just below the TV.
  • Pick up the Cheese Baguette.
  • Back out of the table.
  • Interact with the door across the room (marked with the red panel with the "1" on it).
  • Interact with the plant on the left side of the door to reveal a red button.
    GGhDWqk.png
  • Press the red button.
  • A lever will appear on the wall to the left.
  • Before you pull the lever, make note of the picture on the wall next to it.
    CPBvKuK.png
  • You'll need needing this for a puzzle in Chapter 5.
  • Pull the lever to change the layout of the room.
  • Interact with the yellow monitor (with the "1") on it to zoom in to the back right area.
    CJGI6ZX.png
  • Pick up the Blueprint Piece on the console.
  • Exit out of this room, back through vent, and into the starting room.
  • Interact with the blueprint on the right wall.
  • Place both Blueprint Pieces on the wall.
    EVmoty3.png
  • This will complete the code to give you Security Clearance Level 1. This number will be different for everyone and is randomly generated for each save file. Make sure you note down what the number in your game shows as it will be different from the image above.
  • Back away from the blueprint wall.
  • Interact with the lower left corner.
  • Interact with the mouse hole.
  • Give Trevor the Cheese Baguette.
  • Trevor will throw out a key.
  • Pick up the Small Key.
  • Interact with Trevor to get the last dialogue with him - "We have to stop her Trevor.." - (12/12) trophy_silver.png Talk time with Trevor
  • Back away from the mouse hole so you can see the full room.
  • On the left wall is a small hole.
    oize0OL.png
  • Interact with the hole to zoom in on it.
  • Click around the hole to break the wall and a box will be revealed.
  • Use the Small Key on the box to open it up.
  • Pick up the Hacking Software.
  • Back out of the hole and go into the vent.
  • Go right and back into the room where you picked up the Cheese Baguette.
  • Interact with the yellow monitor in the back (with the "1" on the screen) until you are fully zoomed in on it.
  • Place the Hacking Software in the CD slot on the bottom right.
  • Put in the Security Clearance Level 1 code that you got off of your blueprint wall.
  • You now have Level 1 Security Access.
  • Pick up the Hacking Software when it pops out of the CD slot.
  • Back out from the monitor.
  • Interact with the door across the room (the panel will now be blinking green).
    ey1tMfl.png
  • Press the button on the green panel to open the door.
  • Go inside the newly opened doorway.
  • On the left wall, you should see 5 discolored bricks. 
    e01v4iY.png
  • Interact with the wall to zoom in on them.
  • You need to hit the bricks in the correct order to reveal a secret door.
    iIzRAoP.png
  • Top Right
  • Middle Right
  • Top Left
  • Bottom Left
  • Bottom Right
  • Once done, a door will open, revealing a stairway.
  • Interact with the stairs to go outside.
  • The path in front of you splits forward and right. Take the right path.
  • When you reach the end, interact with the small electrical box to zoom in on it.
    wRyiGiz.png
  • Open the door to reveal a yellow monitor with a "4" on it. We can't use this yet, but just remember the location for the end of this Chapter.
  • On top of the box is a squiggly antenna.
  • Spam Cross18x18.png on the antenna so it goes "boing" 10 times in quick succession. trophy_bronze.png Boing, Boing, Boing
  • Interact with the tree to the right of the box.
  • Pick up the Blueprint Piece in the branches.
  • Exit out of this area and back to where the path splits.
  • Just ahead on the left is an air shaft.
  • Interact with this to look inside. 
    hzwUmvK.png
  • There is a Blueprint Piece that we can't pick up just yet, but you now at least know there is one here waiting for you.
  • Exit out of the air shaft and follow the path all the way forward until you can see a Communications Tower.
  • Interact with the wooden hut on the left side of the tower.
  • Keep interacting with it until you can zoom in on the left door. 
    lNZIj18.png
  • Interact with the left door to slide it open. A yellow monitor with a "2" will be revealed. This is just for reference as you'll be coming back to this shortly.
  • Back out of the small hut.
  • Interact with the right side of the fence surrounding the Tower (the side with the red box).
  • If you touch the fence, you'll notice that it's an electric fence that will zap you.
  • Press and hold Cross18x18.png on the fence for 10 seconds to give Agent A a new hairstyle. trophy_bronze.png Bad Hair Day
  • Once you're done cheating death, interact with the red box to zoom in on it.
    hrYTa44.png
  • Pick up the Blueprint Piece sitting on top of it.
  • Exit all the way back to where the path splits.
  • Go back inside the building, back through the vent, and back to the starting room.

 

  • Interact with the right wall to zoom in on the blueprint.
  • Place the two Blueprint Pieces in your inventory on the wall. 
    eOl1pbN.png
  • This will complete the Security Clearance Level 2 code. Make a note of the number that shows on your game as it will be different from what is shown in the image. This number is randomly generated across each save file.
  • Once you have your code, back out away from the wall.
  • Head back into the vent and right to go into the room room with the yellow "1" monitor.
  • Go through the room straight ahead and then interact with the stairs on the left wall (to go back outside).
  • Take the path all the way forward to the Communications Tower.
  • Interact with the hut on the left side of the Tower until you are fully zoomed in on the yellow monitor with the "2" on it.
  • Put the Hacking Software in the CD slot on the bottom right.
  • Put in the Level 2 code you found on your blueprint wall.
  • You now have Level 2 Security Clearance.
  • Pick up the Hacking Software when it pops back out of the CD slot.
  • Exit all the way back to the split path and back inside the building.

 

  • In the room with the hidden staircase, you will now see a door on the right with a green blinking panel. 
    s7fYNJS.png
  • Interact with the panel to zoom in on it.
  • Hit the button to open up the door.
  • Go inside the newly opened doorway. 
    ZFNZYQg.png
  • Pick up the Wrench.
  • Interact with the desk to zoom in on it.
  • Pick up the TV Remote.
  • Zoom in on the drawing on the desk.
    0Q0xwUc.png
  • Just make a note of the pattern of white circles and dark circles on here as you'll need it for a later puzzle.
  • Back out away from the desk.
  • Interact with the jet pack on the right side of the room.
  • Zoom in on the handle.
  • Press the red button.
  • When the jetpack flies out of the room, interact with the newly opened cupboard on the left (to the left of the gun).
    uRJfORi.png
  • Pick up the Bucket on the bottom shelf.
  • Back out of the cupboard.
  • Interact with the very back of the room, where the cabinet is.
    0xaxTaE.png
  • Interact with the latch on the cabinet.
  • When it opens, the key will fall into the beaker. We can't get it just yet, so back all the way out of this room.

 

  • Interact with the elevator doors to zoom in on them.
  • Press the button to the left to open the doors.
  • Go inside the elevator.
  • The "-1" button is blinking green, letting you know that you can now access that floor. Press the "-1" button.
  • Go inside the room and as you'll quickly notice, you won't be able to do too much in here. You don't have Level 3 or 4 Security Clearance so you can't go through the doors just yet.
  • On the left wall is a painting. Interact with the painting to zoom in on it. 
    nWDPIrr.png
  • Just make a note of the location of the circle and dots on the painting. This goes with the painting of the color splotches you saw in the room you picked up the Cheese Baguette in. You'll be needing both of these in Chapter 5.
  • Just below the painting is a kitty door.
  • Interact with the kitty door and it'll swing open, revealing a Blueprint Piece.
    hnqpDDa.png
  • Pick up the Blueprint Piece.
  • Exit out of this room and back into the elevator.
  • Go to Floor 0.
  • Exit out of this room and back into the room with the yellow "1" monitor.
  • On the left side is a tube/chute with a panel that is blinking green, letting you know you can now use this.
    MbD0VnW.png
  • Press the button on the blinking panel to open up the door.
  • Interact with the newly opened door to go through the chute. You'll end up back at Ruby's Lair (where we were in Chapters 1 and 2).

 

  • 8k74Sf2.png
  • Once back at the lair, interact with the kitty on the left to scare it off.
  • Pick up the Blueprint Piece on the ground (where the kitty was).
  • Interact with the stairs to go up.
    eilrwMG.png
  • Pick up the Blueprint Piece on the ground to the left.
  • Go through the door on the left (into the Study).
  • On the wall across the room are two little paw prints. Interact with these to zoom in on that area.
    D5UDlHr.png
  • Pick up the Blueprint Piece.
  • Pick up the Clubs Key.
  • Flip the red switch on the wall.
  • A monitor will appear on the desk with a "3" on it. You'll be using this to gain Level 3 Security Clearance (can't do this just yet) so just remember this location for a little later.
  • Exit out of the Study.
  • Go into the room on the right (the Bathroom).
  • Interact with the shower to turn the water on.
  • Use the Bucket on the water to fill it up. Receive Filled Bucket.
  • Exit out of the Bathroom.
  • Follow the cat prints into the room straight ahead (the Bedroom).
  • The kitty is now sitting on the bed. Interact with it to zoom in on it.
    ed75U1t.png
  • Pick up the Blueprint Piece.
    6U0ikVQ.png
  • Make a note of the kitty's name tag (Onyx). You'll be needing this for a later part in this chapter.
  • Exit out of the Bedroom and back downstairs.
  • Interact with the fishtank to go back to the previous building.

 

  • Once you arrive back in the room with the yellow "1" monitor, keep going back until you end up back in the starting room.
  • Interact with the right wall to zoom in on the Blueprint.
  • Place all 5 Blueprint Pieces in your inventory on the wall.
    FFpSkRd.png
  • The code for Level 3 Security Clearance is now available. Make a note of what is showing on your game screen as it will be different than the one shown in the picture. This number is randomly generated across each save file and will differ for everyone.
  • Once you have the code, we now need to go back to Ruby's Lair to activate it.
  • Head back through the vent and go right to reach the room with the yellow "1" monitor.
  • Go through the chute on the left.
  • Once you arrive back at the lair, interact with the stairs to go up.
  • Go through the door on the left to enter the Lobby.
  • Interact with the yellow monitor.
  • Put the Hacking Software in the CD slot.
  • Enter the Level 3 code you found on your blueprint wall and hit Enter.
  • You now have Level 3 Security Clearance.
  • Pick up the Hacking Software when it ejects from the CD slot.
  • Exit out of the Study, back downstairs, and back through the fishtank to go back to the previous building.
  • Once you arrive back in the room with the yellow "1" monitor, head through the door across the room.
  • Go inside the elevator.
  • Select Floor "-1".
  • When you enter the room, you'll notice the door on the right now has a blinking green panel next to it to let you know you can now access it.
  • Interact with the panel to zoom in on it.
  • Press the button to open the door. The panel will break, but the door will still open just enough so you can see a Blueprint Piece.
    UNmmVD5.png
  • Pick up the Blueprint Piece.
  • Exit out of this room and back to Floor 0.
  • Exit all the way back to the vents, but stop once you can see the Spiderweb in the top left corner.
  • Go forward (towards the Spiderweb) and you'll be bet with a large fan.
  • To the left is a blinking panel.
    QmGKEd9.png
  • Press the button on the panel and a bridge will extend from the valve across the way.
  • Cross the bridge.
  • Press and hold Cross18x18.png on the Valve to turn it until the arrow on the dial is facing upwards. Once it is, the fan will spin in the opposite direction and instead of sucking air it, it'll blow air out. If you remember we saw that Blueprint Piece in the air shaft outside earlier, we need to go pick that up now.
  • Exit out of this area and when you can see the Spiderweb on the left again, turn right to go into the room with the yellow monitor with the "1".
  • Go through the door across the room.
  • Interact with the stairs on the left.
    lVjvqxJ.png
  • Pick up the Blueprint Piece on the ground to the right of the air shaft.
  • Go back inside, all the way through the vent, and back to the starting room.
  • Interact with the wall on the right.
  • Place both Blueprint Pieces on the wall.
    Nyybz6b.png
  • You now have the Level 4 access code showing. Make sure you note the number that is on your game screen as it will be different from the image showing. This number is randomly generated across each save file and will be different for everyone.
  • Once you have your number noted, we need to go back to the yellow monitor with the "4" on it.
  • Head back through the vent and turn right to go into the room with the yellow monitor with the "1".
  • Go through the door on the opposite side of the room.
  • Interact with the stairs on the left.
  • Take the path leading right.
  • There will be a short cutscene here (you can skip it if you want).
  • Interact with the box with the yellow monitor until you are fully zoomed in on it.
  • Put the Hacking Software in the CD slot.
  • Put in your Level 4 code that you go off your blueprints.
  • You now have Level 4 Security Clearance.
  • Pick up the Hacking Software when it ejects from the CD slot.
  • Exit back until you're back at the split path.

  • Take the path all the way forward to the Communications Tower.
  • Interact with the right side (where the red box is).
  • You'll notice the Jetpack has landed here so interact with it and zoom in on the handle.
    ozv9NbG.png
  • Press the red button again to send it flying once more.
  • Interact with the red box.
  • Use the Wrench on the bolt on the red box to open it up.
    xGCim1y.png
  • Use the Filled Bucket on the electrical panel inside to turn off the electric fence surrounding the Tower.
  • Open the gate to the Tower.
  • Interact with the ladder to climb up.
  • Go up one section and there will be another red box on the right.
  • Interact with the red box to zoom in on it.
    Wb2cH4p.png
  • Interact with it again to open it up.
  • Pick up the Gas Hose.
  • Pick up the Swipe Card.
  • Climb back down the ladder and make your way all the way back to the room with the elevator.
  • Interact with the elevator and go to Floor -1.
  • The vaulted door straight ahead now has a blinking green panel next to it, letting you know you now have access to it. 
    8crbBEA.png
  • Interact with the panel.
  • Press the button to unlock the door.
  • Go inside the newly opened doorway. trophy_silver.png Very Very Shh-neaky

  • Interact with the right-most rock straight ahead to open up the top.
    vuFPwRg.png
  • Press the red button that appears.
  • A set of stairs will appear, but don't go up them just yet. Instead, go around the left side of the platform area in front of you.
  • Interact with the fireplace to zoom in on it.
    7ZFJUgh.png
  • Interact with the fire poker on the left.
  • A box will appear in the fireplace. Interact with it to open it up.
  • Pick up the Lighter.
  • Pick up the Diamonds Key.
  • Exit back out of this area.
  • Go up the stairs that recently revealed themselves when you hit the red button.
  • Interact with the desk to zoom in on it.
  • Press the middle button to bring up the computer monitor.
  • It'll ask you for a password which is the cat's name (Onyx).
    wu7rrf6.png
  • Once inside, read the top email all the way through. trophy_silver.png Recon Expert
  • There will be a cutscene here (you can skip it if you want).
  • Once the cutscene ends, if you're not already, get to the end of the email for a "download" screen. You will need a USB stick for this so let's go get one!
  • Exit out of Ruby's hideout and back to the elevator.
  • Go up to Floor 0 and back one room (the room with the yellow monitor with the "1").
  • Pull the lever on the left wall to turn the room back to its original state.
  • Interact with the TV on the right wall.
  • Use the TV Remote on the TV.
    HEOD1rF.png
  • Make a note of the Spy Buy Direct phone number shown on TV. This will be different for everyone as the last 4 digits are randomly generated.
  • Once you have the phone number, back out of the TV.
  • Go through the door across the room.
  • Enter the doorway to the right of the elevator.
  • Interact with the very back of the room (where the key dropped into the beaker earlier).
  • Interact with the beaker to zoom in on it.
    T9nhg4Z.png
  • Put the Gas Hose on the red hose sticking out from the beaker.
  • Light the burner with the Lighter.
  • When the pink liquid disappears, pick up the Lab Key.
  • Back out from the beaker and you'll see a green panel on the left wall.
    BDALgM1.png
  • Press the button on the panel to reveal a yellow monitor with "5" on it. You'll need this to gain Level 5 Security Clearance in chapter 5.
  • Exit out of this room.
  • Interact with the elevator and go to Floor -1.
  • Go through the gold door across the way and back into Ruby's Hideout.
  • Go up the stairs.
  • Interact with the desk.
  • There is a drawer just below the 3 buttons with a lock on it. Use the key on this lock to open up the drawer.
    cErInTS.png
  • Pick up the Tape.
  • Interact with the Spy Buy receipt.
  • Make a note of the 6-digit Account Number on the receipt. This is randomly generated and will be different for everyone so make sure you note the number showing on your game and not the one shown in the picture.
  • Exit out of this room and back to the elevator.
  • Go to Floor 0.
  • Go back one room.
  • Pull the lever on the left wall so the room changes back to where you can see the chute on the left.
  • Interact with the chute to go back to Ruby's Lair.
  • Once back at the lair, interact with the stairs to go up to the second floor.
  • Go through the door on the left (into the Study).
  • Interact with the phone.
  • If it's not already on, press the speakerphone button so the buttons light up.
  • Enter the phone number you had on the TV for Spy Buy Direct (will vary for everyone).
  • After the introduction, press 3 to purchase the Portable Hard Drive.
  • When customer service agent will ask you for the account number.
  • Enter Ruby's account number that you found on the receipt in the drawer of her desk (will vary for everyone).
  • When the purchase is confirmed, exit out of the Study and back downstairs.
  • Don't go through the fishtank yet. Instead, hit circle18x18.png twice so you are outside and can see the Letterbox to the right of the lair.
    5TOTkFG.png
  • Interact with the Letterbox.
  • Interact with the package inside the Letterbox.
    SNFtvrh.png
  • Pick up the Portable Hard Drive.
  • Go back into the lair.
  • Interact with the fishtank to go back to the previous building.
  • Go through the door across the room and into the elevator.
  • Go down to Floor -1.
  • Go through the gold door across the room.
  • Go up the stairs.
  • Interact with the computer monitor until you are zoomed in on it.
  • Put the Portable Hard Drive in the slot on the bottom right.
  • Hit "download". trophy_silver.png The Extraction
  • You will be given a new mission to broadcast the message to Agent B.
  • Take the Portable Hard Drive when it pops out of the slot.
  • Exit out of Ruby's hideout and back to the elevator.
  • Go up to Floor 0.
  • Interact with the stairs on the left.
  • Go forward all the way to the Communications Tower.
  • Interact with the hut on the left side of the Tower.
  • Interact with the right door on the hut.
  • Use the Slide Card on the panel just to the left of the door. 
    AOzDMES.png
  • When the door opens, you see that the satellite is offline with two problem areas. One on the wire and one on the satellite itself.
  • Exit out of the hut and interact with the right side of the Tower.
  • Interact with the ladder to climb up it.
  • Go one section above the red box on the right.
  • Interact with the Tower leg on the left side of the ladder.
    wIr1OL2.png
  • Interact with the wire to reconnect it.
  • Back out of the wire and continue all the way up to the top.
    zbgwuUH.png
  • Use the Tape on the broken satellite antenna.
  • Climb back down the ladder and head back to the wooden hut on the left side.
  • Interact with the screen on the right side of the hut to see the Satellite is fully functioning again.
  • Place the Portable Hard Drive in the empty slot.
  • When it's available, hit "Send". trophy_gold.png Radar Rebel
  • Back out twice from the hut.
  • A cutscene will play out (you can skip it if you want).

 

LyeSIBJ.png
 
 
 
  • At the very start of the chapter, Jerry the Jetpack will come flying in and destroy the Tower. When it lands, interact with it to zoom in on it until you can see the red button.
    cNlydW7.png
  • Press the red button to send it flying off once again.
  • Pick up the Blueprint Piece that was underneath it.
  • Pick up the Spring just to the right.
  • Exit out of this area and all the way back inside.
  • Keep going all the way back, through the vent, until you reach the starting room.
  • Interact with the wall on the right.
  • Place the Blueprint Piece on the wall.
    UpWit3F.png
  • You now have the Level 5 code. Make sure you note the number sequence that is showing on your game screen as it will differ from the image. This number is randomly generated for each save file.
  • Head back through the vent and to the right to the room with the chute.
  • Go through the door across the way.
  • Go through the doorway to the right of the elevator.
  • Interact with the yellow monitor on the left wall until you are fully zoomed in on it.
  • Place the Hacking Software in the CD slot.
  • Put in the Level 5 code you saw on your Blueprint.
  • You now have full security clearance for this entire area.
  • Exit this room and interact with the elevator. The -2 button is now blinking, letting you know you have gained access to this floor.
  • Press the -2 button.
  • Interact with the round object on the wall directly in front of you to zoom in on it. The paper you saw on the desk where you picked up the TV Remote is the solution for this puzzle. 
    3I5kNfY.png
  • When you hit the center button, a light will start making its way around the object to the right.
  • When it reaches the last right circle, press the center button to light it up.
  • The light will now start making it's way back to the left.
  • When it hits the 5th from the left circle, press the center button to light it up.
  • The light will head back to the right.
  • When it reaches the right-most unlit circle, press the center button to light it up.
  • The light will head back to the right.
  • When it reaches the 7th from the left circle, press the center button to light it up.
  • The light will head back to the right.
  • When it reaches the 9th from the left circle, press the center button to light it up.
  • Once the puzzle is complete, the door will open.
  • Interact with the newly opened doorway to go inside.
  • There will be four lights hanging down from the ceiling, the 3rd of which is blinking. Interact with it to reveal the armory walls.
  • Interact with the left wall.
    6t2xKol.png
  • Pick up the Ammunition on the right side.
  • Pick up the Ruby on the left side.
  • Exit out of this wall.
  • Interact with the right wall. 
    NZQYlLf.png
  • Pick up the Crowbar on the left.
  • Pick up the Spades Key on the right.
  • Exit out of this wall and out of the armory until you can see the blue button on the ground.
  • Press the blue button to open up the next puzzle. Here, you want to rotate the blue sections to fill the corresponding gaps on their circles.
    KECfiIa.png
  • Move the inner circle first.
  • Move the outer circle second.
  • Move the 3rd circle third.
  • Move the 2nd circle last.
  • Once it's complete, some stairs will appear.
  • Interact with the stairs.

  • Now you're down at the Beach.
  • Head all the way to the left (alllll way the left).
  • Pick up the Fuel Hose (to the right of the vines).
  • Go all the way back to the starting cave entrance.
  • Head over to the right with the hut with the fuel barrels.
  • Behind the right most barrel is a Jerry Can.
    KO0aWrM.png
  • Pick up the Jerrycan.
  • Use the Fuel Hose on the barrel that is on its side.
  • Use the Jerrycan on the hose to fill it up with Fuel. Received Filled Jerrycan.
  • Back out of this area and head back towards the left side of the beach.
  • Interact with the boat to zoom in on it.
  • Interact with the back of the boat.
  • Remove the gas cap on the back of the boat.
    ZbciWTr.png
  • Use the Filled Jerrycan on the hole. You can now use the boat!
  • Interact with the front of the boat and you will sail the the island with the Lighthouse.
  • Interact with the right side of the island to find a message in a bottle.
  • Interact with the bottle to zoom in on it.
  • Interact with the message to read it.
    0SN63FX.png
  • Just make a note of this map as you'll need to it dig up some buried treasure later.
  • Back out until you can see the lighthouse again.
  • Interact with the area just to the left of the large rock in front of you.
    p7JdVrI.png
  • Pick up the Stone Artifact.
  • Back out of this area until you can see the lighthouse again.
  • Interact with the lighthouse once to zoom in on it.
  • Interact with the left side of the lighthouse to go around it.
  • On the left is a small box. Interact with the box to open it up.
    fumbZTY.png
  • Pick up the Antique Key.
  • Interact with the Spiderweb on the left of the box. (Spy-der Web 3/6)
  • Back out back to the front of the Lighthouse.
  • Use the Antique Key on the lock on the door.
  • Go inside the Lighthouse.
    g2Dx44Y.png
  • On the left side of the lift in front of you is a Spiderweb. Interact with it (Spy-der Web 4/6)
  • Directly across on the right side of the lift is another Spiderweb. Interact with it (Spy-der Web 5/6)
  • Pick up the Shovel in the back right.
  • Near the floor just to the left of the lift is a red battery.
  • Pick up the Battery.
  • Exit out of the lighthouse and all the way back to the beach.
  • Head over to the right side of the beach where the fuel barrels are.
  • Just to the left of the small wooden hut are 3 little mounds in the sand.
  • Use the shovel on the mounds to dig up a box.
    LgdDF2F.png
  • Pick up the Rusty Box.
  • Head back inside the building.
  • Keep heading back inside all the way until you reach the elevator.
  • Go up to Floor 0.
  • Go through the doorway to the right of the elevator.
  • Just below the monitor with the "5" on it is a battery charger.
    99jbWOv.png
  • Place the battery in the battery charger.
  • Back out from the charger and interact with the gun just to the left.
  • Put the Ammunition in the gun.
  • Interact with the trigger to fire one shot and destroy the watermelon.
  • Interact with the trigger 99 more times to fire 99 more shots. trophy_bronze.png Target Practice
  • Once the previous trophy pops, interact with the pedestal in front of the gun.
  • Place the Rusty Box on the pedestal.
  • Go back to the gun and pull the trigger to destroy the box.
  • Interact with the broken box.
  • Pick up the Machete.
  • Back out of the gun and interact with the battery charger.
  • The battery should be fully charger now (all green bars).
  • Pick up the Battery.
  • Exit out of this room and interact with the elevator.
  • Go down to Floor -2 and down the stairs in the middle of the room.

 

  • Interact with the boat on the left to go back to the island with the Lighthouse.
  • Go inside the Lighthouse.
  • Place the battery back down in the slot just to the left of the lift.
  • Go inside the lift.
  • Interact with the pull string with the arrow facing up, just until you can see a silver box on the left. Stop when you reach the box.
    QiLz1AM.png
  • Interact with the box to open it.
  • Pick up the Climbing Rope.
  • Back out of the box and continue up the lift all the way to the top.
  • Enter the room at the top once you reach it.
  • Interact with the scuba helmet on the right side of the room.
  • Interact with the face of the helmet to open it.
    q5DvsK3.png
  • Pick up the Skull Key.
  • Back out of the helmet.
  • Interact with the chest across the room.
  • Use the Skull Key on the lock to unlock the chest.
  • Interact with the top to open it up.
    8iLE7ud.png
  • Pick up the Golden Star Disc.
  • Interact with the Spiderweb on the left of the chest. trophy_silver.png Spy-der Web
  • Back out of the chest.
  • Interact with the lever to the right of the ladder in front of you.
    QyYZDCs.png
  • Pull the lever to drop the ladder.
  • Back out from the ladder so you can see the entire room again.
  • Interact with the blue folder on the opposite side of the room.
    NhVCiRX.png
  • Flip through the pages until you get to the last page with the symbols and the numbers. Make a note of this page as you'll be needing it for a puzzle.
  • Exit out of the room and make your way back down the lift.
  • Exit the Lighthouse so you are facing the front door of it.
  • Make your way around to the left of the Lighthouse.
    vObj15O.png
  • Interact with the ladder.
  • Climb up the ladder.
  • Interact with the blinds when you get to the top (they will close).
  • Climb back down the ladder.
  • Go back inside the Lighthouse.
  • Across the room, you'll see the newly closed blinds have 5 numbers on them. 
    ItVJNBn.png
  • Make a note of the 5 numbers shown on your game screen as they will more than likely be different from the numbers shown in the image. These are randomly generated for each save file so make sure you are noting yours.
  • If you didn't write down the symbol/number decoder you just looked at in the blue folder in the top of the lighthouse, make your way back up there.
  • The location of the numbers matches the same location of the symbols. You need to decipher what the 5 numbers on your blinds turn into for symbols.
  • Once you have your numbers/symbols, exit out of the lighthouse and all the way back to the beach.

 

  • Head all the way back inside until you reach the elevator.
  • Go up to Floor 0.
  • Interact with the stairs on the left.
  • When you reach the split path, take the path leading right.
  • Interact with the tree on the right.
  • Interact with the small stump behind the tree.
  • Use the Climbing Rope on the tree stump.
    NPJ3jbd.png
  • Interact with the rope to climb down to Gunther and his nest.
  • Interact with Gunther - "Woah... he nearly took my finger off" (Gasbag with Günther 1/10)
  • Interact with Gunther - "Wahhh... Crazy bird..." (Gasbag with Günther 2/10)
  • Interact with Gunther - "I think he likes his nest..." (Gasbag with Günther 3/10)
  • Interact with Gunther - "Hrm, Gunther seems to be a few sandwiches short of a picnic" (Gasbag with Günther 4/10)
  • Interact with Gunther - "That beak sure is snappy..." (Gasbag with Günther 5/10)
    o1owzC0.png
  • Interact with the small peg just to the right of Gunther a few times until it falls of the edge.
  • Head all the way back inside until you reach the elevator.
  • Interact with the elevator and go to Floor -2.
  • Go to the right side of the beach to where the net fell down.
    EarBADD.png
  • Pick up the Stone Artifact.
  • Pick up the Fishing Net.
  • Back out of this area and head to the left side of the beach where the boat is.
  • Place the Fishing Net on the back of the boat. 
    sN09rY1.png
  • Interact with the boat to sail to the island with the Lighthouse.
  • Immediately head back to the beach.
  • When you arrive, there will be a fish caught in the net.
  • Pick up the Fish.
  • Toss the Fish back into the water. trophy_bronze.png Catch and Release
  • Interact with the boat again to head back to the Lighthouse island.
  • Immediately head back to the beach.
  • Pick up the Fish caught in the net.
  • Interact with the boat again to head back to the Lighthouse island.
  • Immediately head back to the beach.
  • Another fish will be caught in the net, but you can't pick it up just yet.
  • From here, head all the way back inside until you reach the elevator.
  • Go to Floor 0.

 

  • Head all the way back until you are inside the vent and can see the Spiderweb on the top left.
  • Go straight (towards the Spiderweb) to reach the fan area.
  • Place the Fish in the fan on the left side the bridge.
    xvqGioi.png
  • Pick up the Fish Bonestrophy_silver.png Sashimi Buzz-Cut
  • Head back through the vent and into the room with the chute.
  • Interact with the chute to go back to Ruby's Lair.
  • Once inside, interact with the stairs to go up to the second floor.
  • Go inside the room to the left (the Study).
  • Interact with the phone.
  • Dial the same Spy Buy number you dialed for the Portable Hard Drive.
  • When you're connected, press 2 to order the Shoe Phone.
  • Put in the same account number you did earlier (it's different for everyone).
  • Once the order has been placed, exit out of the Study and back downstairs.
  • Ignore the fishtank for now and hit circle18x18.png twice to go fully outside (to where you can see the Letterbox).
  • Interact with the Letterbox.
  • Interact with the package inside the Letterbox.
  • Open up the box to reveal the Shoe Phone. trophy_silver.png Glorious Shoe Phone
  • Head back inside and go through the fishtank to get back to the previous building.
  • Head back to the beach (Elevator Floor -2).
  • Go left to the boat.
  • Pick up the Fish in the net.
  • Interact with the boat to go to the island with the Lighthouse.
  • Immediately go back to the beach.
  • There will be a Fish in the net, but you can't pick it up yet.
  • Go all the way back to the elevator.
  • Go to Floor -1.
  • Interact with the kitty door on the left wall.
    XbJObvy.png
  • Place the fish inside the kitty door. trophy_bronze.png Cat Door Courier
  • Exit back to the elevator.
  • Go down to Floor -2.
  • Go down the stairs.
  • Go to the left to where the boat is.
  • The next quoted part you're going to repeat a handful of times to get 2 miscellaneous trophies.
  • Quote:
    Pick up the Fish in the net.
    • Interact with the boat to go to the Lighthouse island.
    • Immediately return to the beach.
    • There will be a fish in the net, but you can't pick it up yet.
    • Head back inside and when you reach the elevator, go to Floor 0.
    • Interact with the stairs on the left.
    • Take the path leading to the right.
    • Interact with the rope by the tree (on the stump) to climb down to there Gunther is.
  • Feed the fish to Gunther.
  • Interact with Gunther - "Nope still won't leave the nest..." (Gasbag with Günther 6/10)
  • Head back inside, down to Floor -2, and down to to where the boat is.
  • Repeat the steps in the quote box above.
  • Feed the fish to Gunther.
  • Interact with Gunther - "Nope still won't leave..." (Gasbag with Günther 7/10)
  • Head back inside, down to Floor -2, and down to where the boat is.
  • Repeat the steps in the quote box above.
  • Feed the fish to Gunther.
  • Interact with Gunther - "Why don't you just shoo birdy..." (Gasbag with Günther 8/10)
  • Head back inside, down to the Floor -2, and down to where the boat is.
  • Repeat the steps in the quote box above.
  • Feed the fish to Gunther.
  • Interact with Gunther - "aghhh still won't leave..." (Gasbag with Günther 9/10
  • Head back inside, down to Floor -2, and down to where the boat is.
  • Repeat the steps in the quote box above.
  • Feed the fish to Gunther. trophy_silver.png Bird Buffet
  • Interact with Gunther - "Haha... I tried to tell you..." trophy_silver.png Gasbag with Günther
  • Head back inside, down to Floor -2, and down to where the boat is.
  • Pick up the Fish in the net.
  • Head back to the right side of the beach (where the fuel barrels are).
  • Place the fish on the log near the barrels.
    qz1UaN0.png
  • Gunther will leave his nest and fly down to the fish.
  • Go all the way back inside to the elevator.
  • Go to Floor 0.
  • Interact with the stairs on the left.
  • Take the path going right.
  • Interact with the rope at the end to reach Gunther's nest.
    rvLN2Cp.png
  • Pick up the Ruby in Gunther's nest.
  • Exit back until you reach the split in the road (the split going forward and right).

 

  • Interact with the pyramid just in front of you to the right.
  • Place the two Stone Artifacts on the pyramid.
    Kmis3JX.png
  • Now you need to rearrange the layers so the right side of the pyramid matches the symbols you got from the Lighthouse (the symbols that corresponded with the numbers on the blinds).
  • You won't get an indicator that you did it correctly so if you didn't write your symbols down, you'll need to go back to the Lighthouse to get them.
  • Once you feel confident that your pyramid/symbols are correct, head back inside.
  • Go inside the elevator and head to Level -1.
  • On the left side of this room is an art piece on a pedestal.
  • Interact with the sculpture to zoom in on it.
  • Use the Crowbar on the sculpture to knock it off the pedestal.
    bgeIgdK.png
  • Pick up the Ruby left on the pedestal.
  • Interact with the panel on the left of the right-most door (the broken panel).
  • Place the Spring inside the broken panel to fix the door.
  • Go inside the newly opened door.
  • You'll be met with a color puzzle that will utilize the two paintings you saw in Chapter 4.
  • If you match up the paintings, you'll get the order of the colors to press to turn the lasers off.
    qupGT0d.png
  • Dark Blue - Teal - Pink - Orange - Light Blue - Purple
    pjWLohI.png
  • When the lasers turn off, pick up the Hearts Key.
  • Exit out of this room and back to the elevator.
  • Go to Floor 0.
  • Interact with the box on the wooden table just in front of you.
  • Place the 4 Keys (Clubs, Spades, Diamonds, and Hearts) on the sides of the boxes.
  • Open the box.
    Obefj7m.png
  • Pick up the Ruby inside.
  • Inside this box is also a 7x7 grid with a handful of blue squares.
  • Using the triangle as the top, make a note of the location of all the blue squares on your grid. This will vary for each person and will most likely not match the image shown.
  • Once you have the pattern, go back into the elevator.
  • Go down to Floor -2.
  • Go into the room straight across from the elevator (do not go downstairs).
  • Interact with the grid on the floor.
  • You need to press the buttons so the blue buttons on the floor grid match that of the 7x7 grid you found in the box earlier.
    UsjSXPf.png
  • Once done, a pedestal with a key hole on top of it will appear.
  • Exit out of this room and head downstairs (to the beach).

 

  • Head all the way to the left side of the beach (to where the vines are).
  • Just to the left of the beach is a pyramid emblem. If you completed the pyramid/symbol puzzle correctly, there will be a hole in the wall. If there is no hole, you'll need to go back and double check your work/notes. 
    vMjCCiZ.png
  • Once the hole is visible, pick up the Ruby inside.
  • Head all the way back inside and interact with the elevator.
  • Go to Floor -1.
  • Go through the door on the right.
  • Interact with the floating puzzle.
  • Place all 4 Rubies in your inventory into the floating puzzle.
    GcjM7Dq.png
  • When it opens up, pick up the Mystery Key.
  • Exit out of this room and back to the elevator.
  • Go to Floor -2.
  • Interact with the room straight ahead.
  • Interact with the pyramid to zoom in on it.
  • Use the key on top of the pyramid.
  • Pick up the Golden Star Disc.
  • Exit back one screen so until you can see the stairs.
  • Interact with the stairs to go down to the beach.
  • Head all the way to the left to where the vines are.
  • Use the Machete on the vines to cut them away.
    JzYc1Xq.png
  • Play the two Golden Star Discs in the holes in the wall.
  • A new puzzle will appear.
  • For this one, you want to turn each puzzle so all the lines flow fluidly throughout the entire puzzle.
    db3Dyk6.png
  • Once complete, a door will open just to the right.
  • Go through the newly opened doorway. trophy_silver.png Super Sleuth

 

  • Pick up the Bolt Cutters just to the left.
  • Exit out of this cave area until you reach the boat.
  • Interact with the boat to go to the Lighthouse island.
  • Go inside the Lighthouse.
  • Go up the lift to the top floor.
  • Interact with the cabinet on the left to zoom in on it.
  • Use the Bolt Cutters on the chain.
  • Open up the cabinet doors.
    h4nUOVh.png
  • Pick up the Wrench.
  • Pick up the blue Valve on top of the air tank.
  • Exit the Lighthouse and make your way back to the beach.
  • Go all the way left and back through the door leading to Ruby's submarine.
  • Interact with the glass panel on the side of the submarine.
  • Use the Wrench on the bolt to unlock it.
    AazPxDT.png
  • Use the Valve on the center of the console.
  • Press and hold Cross18x18.png to turn the valve until the the dial is in the red.
  • Hit circle18x18.png once to initiate a small cutscene with Ruby.
  • Once the cutscene ends, interact with the white plank to cross over it.
  • Exit the cave area to the right.
  • Another small cutscene will play out (you can skip this if you want).
  • Once it's done, interact with the sand mound just to the left to reveal Jerry the Jetpack.
    8iqNZGf.png
  • Press the red button on the Jetpack's handle to send it flying. trophy_gold.png The Final Blow
  • Once you're back in the cave area, interact with the ladder to climb up it.
  • Interact with the hole in the top to reach Ruby's hideout.
  • There will be another small cutscene here.
    VQ0MXGX.png
  • As soon as your inventory menu appears on the right, place the Fish Bones down on the desk next to the kitty. trophy_silver.png A Parting Gift

If you did this all in under 2 hours, trophy_gold.png Speedy Spy and platinum.png Spy Master will also unlock. Otherwise, you're going to have to do another playthrough to get those, but you'll be able to skip all of the miscellaneous trophies which will make it go a lot quicker. Below is the video for the Speedrun should you need any help with it.

For the Speedrun, prep a piece of paper before hand with the following list:

  • Chapter 2 Lighthouse #:
  • Chapter 3 Symbol #1:
  • Chapter 3 Symbol #2:
  • Chapter 3 Symbol #3:
  • Clearance Level 1 Code:
  • Clearance Level 2 Code:
  • Clearance Level 3 Code:
  • Clearance Level 4 Code:
  • Clearance Level 5 Code:
  • Ruby's Account #:
  • Spy Buy Phone #:
  • 5 Digit Code on the the blinds:

And then draw yourself a 7x7 grid for the key puzzle in Chapter 5. 

This way you can quickly take down the notes as needed as they come up. This list is all the numbers/symbols that vary across each save file so keep that in mind when/if watching the video.

 

<3 this is gorgeous!

holy crap that is alot

 

Great job :)

Agree with RD.  A lot of work.  Well Done!