Escape Simulator: Spy DLC Walkthrough — All 4 Rooms & Tokens

A highly interactive, gadget-filled room in Escape Simulator
A highly interactive, gadget-filled room in Escape Simulator
Official Escape Simulator screenshot. The Spy DLC's exact prop placements and arrange-by-eye puzzles are shown in the embedded video.

This is Part 11 — the finale — of the complete Escape Simulator walkthrough series, covering the Spy DLC, the newest pack at the time of writing. Every code and order below is cross-verified across the Steam 100% guide (luckz & Lilly), the Walkthrough Wiki and The Walkthrough King, with official details from the Steam store. These rooms are hand-built and fixed, so the numbers are the same in your game. Nothing is invented; a few rooms have “arrange it until it lines up” steps, and for those the embedded video shows the exact positions fastest.


Spy DLC

The Spy DLC drops you into a world of agencies, gadgets and a villain's lair, and it is the most logic-and-deduction-heavy pack in the game. Beneath the espionage dressing, the puzzles teach a surprising amount of real technique: reading clock hands as the shapes of digits, placing scale models of a compound, assembling a disguise from a dossier, a Kryptos-style symbol cipher (named after the famous CIA sculpture), planning an operation timeline, counting supply trucks through a sequence of frames, ordering cities on a globe, decoding a camouflage pattern, identifying a hidden microphone with a listening-device detector, programming a bike through a maze, repairing a motherboard by its chip logic, building fingerprints from everyday objects, generating a contact lens to fool a biometric scanner, reading a signal lamp, deducing a villain hierarchy, and reading island layouts through telescopes. Four rooms, eight tokens each.

Fredericma45 Gaming's complete Spy DLC run — all four rooms and every token, with timestamps.

1. Agency Headquarters

The opening room is one long chain of clearance checks. Start at the bank of clocks: copy the line shapes from the orange-circle picture on the wall by setting each clock's hands (it doesn't matter which hand is hours or minutes) — Lorinth 6:00, Havira 7:30, Fayuba 9:15, Noriji 6:00, Selafa 1:00, Quenlai 6:00, Xandai 9:15, Calvaro 6:00. Partial digits then appear at the base of the clocks spelling 7925; enter that on the keypad to open the History Wing.

On the niche computer, describe the scene out the window: District Financial, Season Winter, Time 2am, Weather Windy, Public Transport Bus, In Proximity To Sea, then Confirm to take Access Card — Level 1.

Collect the nine Academy models from around both rooms and place them on the History Wing table to rebuild the compound (use the dead-drop spike image, the surveillance-mug microfilm and the wall photo as references):

  • North row: Comms, Training Grounds, Armory
  • Middle row: Garage, HQ, Trees
  • South row: Trees, Pool, Trees

Take the conference-table key, load the four projector slides, and mark the four white bombs on the map table — this reveals the first half of the exit code, 623.

Build agent William Boyle's disguise from the pamphlet: hat — curved brim, short round crown; glasses — opened, half-height, tinted; beard — white with a very wide moustache. Place all three on the bust to release Kryptos Cube Part 2 (Part 1 is in the other cabinet). Holding the assembled cube, press the four highlighted symbols on the panel beside the left computer, insert your Level 1 card, then enter the operation timeline: Disguise, Sneak, Disguise, Surveillance, Tech, Sneak, and assign agents QB013 and SE029. Run the simulation for Access Card — Level 2.

On the conference laptop with the Level 2 card, count the supply trucks entering each building across the image sequence — 2, 0, 2 — and Confirm for Access Card — Level 3. Insert it into the other desk computer and click the cities on the globe in the sticker order: HAV → SEL → QUE → FAY → LUM → NOR. That gives the second half, 741. Open the exit with 623741.

8 tokens: in the clouds beyond the ceiling glass; break the plant pot on the right computer's desk in the alcove; on a fan blade (stop it with the white button); inside the left half of the blue cabinet (crouch); project the “Classified” projector slide and read the token off the screen; on a leaf of the plant right of the History Wing; press the red button on the Garage model to open the garage; and set the clock hands to form two squares (per the clipboard hint).


2. Agency Workshop

A gadget-factory full of mini-fabrication puzzles. First the camouflage umbrella: at the rotating display, swap the object labels until all four are correct to reveal the code 4626; enter it on the umbrella test, slide the green panel over the central X and the red panel over its right half so the pattern transfers, rotate the umbrella to match the wall poster, then press the yellow button and take the floppy disk.

Take the listening-device detector from the upstairs rack, set its three waveform segments to 2, 1, −2, confirm, then carry it to the upstairs window and hold it on the hidden bug until it finishes — it spells IDEA. Open the blue box with IDEA for the signal booster; place it in front of the CRT monitor, then beat the bike mini-game by entering the route Left, Down, Left, Up, Up, Left, Down, Down, Right; take the Spy Glasses from the bike's seat compartment.

Open the fuse-box by the blast door and flip the correct circuit breakers (the in-game blue note and the dropped sticky note give the pattern — one breaker per row and column, none touching). Inside, defuse a Bomb Builder 2000 practice bomb (match each section's number and flip its switch within two minutes) for an inductor. At the 3D-printer PC, insert the floppy and combine the two broken turret gears into one by setting the top and bottom chip layers to match their round/square, solid/hollow shapes; print it, fit it to the turret, and complete the four target rounds for a second inductor. Drop both inductors into the wide grey box and use the MRI controller to match each rocket's scanned segment shapes (the right rocket is upside-down), then take the rebreather from the rocket crate. Finally, place the Spy Glasses and rebreather in the briefcase on the sandbags for the exit key.

8 tokens: on the back of the upstairs CRT monitor; stuck in a metal floor plate downstairs; on the wooden pallets under the stairs; on the left edge of the green sliding-shapes panel; remove the first two calendar pages; on the bike's back wheel; recycle the flat battery (from the upstairs grey box) into the 3D printer to spawn a token above the recycle slot; and open the box in the storage bin by the laser with a fingerprint built from the red mug, the pen and the green lunchbox.


3. Villain's Yacht

Lift the leftmost couch pillow on the deck table for a cross key and open the yacht door. Inside, put on the Spy Glasses from the table to see the laser beams, rotate the central round table three times, then turn the figurines so every beam passes through a hole; take the key from the middle and open the Mona Lisa painting.

Use the radio behind the painting with the clipboard from the right-balcony crate to decode six waveforms (the 2nd and 5th are not valid messages), spelling HUNT; open the outside briefcase with HUNT for a mask. Arrange all five masks on the panel behind the desk so the golden lines form a star, and take a security tape. Set the big cat statue's collar to AGNUS (from the desk note, the mouse toy in the cat carrier and the cat painting) for a second tape, and use the left-balcony remote (set to Land) to make the seagull land, then click its left wing for the third tape.

Open the desk bust, press the red button, and insert the three tapes into the computer. Work out the villain hierarchy from the Notes and Security screens — Kraken is the mastermind (the seated man with the 5th mugshot and two direct reports), Ghost and Spider are the high-ranks, and Dragon and Toxin the low-ranks — for a compass key. On the digital clock, click blue twice, green four times, yellow three times so it reads CAFE, press the orange button for a second compass key. Place both compass keys on the globe, set the four island layouts to match what you see through the deck telescopes (use the three coins), and take the submarine key to escape.

(Optional support steps: the bookshelf opens by clicking the warfare books in chronological order — Caveman Combat, Roman Legions, Knights & Castles, Submarine Strategies, Lunar Warfare — and the snake carving is solved by inserting six daggers domino-style so adjacent handle colours match.)

8 tokens: throw the left lifebuoy into the water and look inside it when it floats back; wearing the Spy Glasses, go down to the lower lifebuoys; on the right side of the submarine; close the inner door and look above it; on the back of the cat-carrier box; under the pillow on the corner armchair; beneath the large globe; and floating in the water off the left balcony.


4. Underwater Base

Connect the red, green and blue power cords (one routed through the wheeled adapter) and press the red button. Take the hacking tool from the rack, attach it to the upstairs lock, and set the bruteforce digits by the rules on the tool: N1 = 0,2; N2 = 5,7,9; N3 = 0,4; N4 = 0,2,4, then Start Bruteforce to open the kitchen (its own keypad is 2742).

At the left desk terminal, light the green buttons in the Mainframe Repair pattern (deduced from the two heat-signature displays). At the right panel, remove the one wrong motherboard and fix its four chips per the “Know Your Motherboard” poster — the lower-left chip sets the number of vertical lines, the upper-left puts them left or right, the lower-right sets the centre symbol's edge count, and the upper-right makes it filled or empty — then reinsert it.

Build a fingerprint from the blue “World's Best Boss” mug, the long pen and the carrot lunchbox (Add to Bottom / Right / Left), print it, and scan it at the laser-room door. Generate the matching contact lens for employee I.P — Shape A 1/4, Size A 3/3, Shape B 4/4, Size B 3/3 — and scan it too. Note the broken laser's code L1337, enter it at the monorail panel and select stations 1, 4, 6 to deliver a new laser; fit it and press its green button. Take the key and punch-card note, then at the kitchen punch-card machine replicate the note's hole pattern (front, then Flip and punch the back) and feed the card into the rocket's Navigation Module. Open the side latch marked 2/2 and use the Signal-Lamp Decoder — tap the red button in time with each segment's light — to read the code 326. Open latch 1/2, enter 326, and disarm the warhead to finish.

8 tokens: inside the lid of the lunchbox on the top rack shelf; in the sand at an aquatic plant's base (out the downstairs window); on the back of the rocket whiteboard; crouching by the left chair of the computer terminals; under the stairs; on the back of the green power pillar by the rocket; on the lowest shelf of the kitchen fridge; and inside the box in the floor storage bin, opened with a fingerprint built from the red mug, the pen and the green lunchbox (whose lid hides that last token).



Frequently asked questions

What is the clock code in Agency Headquarters?

Set each wall clock's hands to copy the line shapes in the orange-circle picture (Lorinth 6:00, Havira 7:30, Fayuba 9:15, Noriji 6:00, Selafa 1:00, Quenlai 6:00, Xandai 9:15, Calvaro 6:00). Partial digits then appear under the clocks reading 7925, which opens the History Wing.

How do I do the William Boyle disguise?

Match the pamphlet: a hat with a curved brim and short round crown, opened, half-height, tinted glasses, and a white beard with a very wide moustache. Placing all three on the bust releases the second half of the Kryptos cube.

What is the Agency Headquarters exit code?

623741. The first half (623) comes from marking the four bombs on the map table; the second half (741) from clicking the globe cities in the suitcase-sticker order HAV → SEL → QUE → FAY → LUM → NOR.

How do I disarm the warhead in Underwater Base?

Read the Signal-Lamp Decoder behind side latch 2/2 — tap the red button in time with each light — to get 326, then enter 326 behind latch 1/2.

Can the Spy DLC be played solo?

Yes. Like every Escape Simulator room it is fully solvable alone; co-op only adds a second pair of hands for the few simultaneous-action steps.

That completes 100% of Escape Simulator — congratulations, escapist. Head back to Part 1, the series hub, for the full index, or revisit the game on its official Steam page.