Agent A Walkthrough: All Chapters, Puzzle Codes, Achievements, and Cleanup

Official Agent A screenshot showing a laser puzzle room

Agent A: A puzzle in disguise is a compact point-and-click spy adventure, but a clean 100% run is surprisingly easy to derail. The main route is five chapters long, and the hardest part is not the story itself; it is remembering which codes are unique to your save, when to talk to Trevor and Gunther, and which Chapter 5 fish steps must be done before the bird moves from his nest. This guide gives you a practical full-game route, the puzzle logic you should write down, and a cleanup plan for all 30 Steam achievements.

Spoiler warning: this walkthrough names late-game areas, secret rooms, final puzzle steps, and achievement conditions. It avoids quoting long walkthrough text from any one source and focuses on the shortest reliable instructions a player needs while actively playing.

Official Agent A screenshot showing a laser puzzle room
Agent A is built around observation: every room usually has a clue, an item, and one puzzle you cannot finish until another area gives you the missing piece.

Best Article Type: Full Walkthrough and Achievement Cleanup

The reference set supports a full walkthrough rather than a single puzzle answer page. AppUnwrapper has readable chapter guides for Chapters 1 through 5 plus an achievement page, Walkthrough King has a readable all-in-one walkthrough, and Steam Community guides are readable but carry Steam’s removed/incompatible banner, so they are treated here only as cautious cross-checks. The safest article angle is therefore: finish the five chapters, flag randomized codes, and place the missable achievements into the route before they can be lost.

Before You Start

Keep a small note next to you. Several number codes are generated from your own playthrough and should not be copied blindly from screenshots or old guides. When you see a telescope number, blueprint clearance number, SpyBuy number, account number, lighthouse-blind number, or symbol translation result, write it down immediately.

If you want every achievement, plan for two runs. Do the first run slowly and collect all optional achievements. Then start a second clean run for Speedy Spy, which asks you to finish the game in under 120 minutes. The speedrun is much easier when you skip Trevor chatter, Gunther feeding loops, target practice, spider webs, and other optional cleanup.

Rule Why It Matters
Write down randomized numbers Chapter 2, Chapter 3, Chapter 4, and Chapter 5 all use clues that can differ by save.
Talk until dialogue repeats Trevor and Gunther achievements require exhausting conversations, not just clicking once.
Do Chapter 5 fish achievements before the log Once a fish is placed on the beach log, Gunther leaves his nest and several achievements can be missed.
Use the in-game pause or main menu For Speedy Spy, do not rely on clicking away from the game window as a pause.

Chapter Route at a Glance

Chapter Goal Key Cleanup
1: A Puzzle in Disguise Enter Ruby’s lair, locate Ruby, disable the early security system. Glissando Glide, Wuka Wuka, STAR 69, early wedge pieces.
2: The Chase Continues Drain the pond, open the garage, finish the wedge puzzle, and access the pool door. Bad Hair Day, Finger Plunge, lighthouse number, C4 phone number.
3: Ruby’s Trap Escape the briefcase trap by restoring power cells, decoding symbol panels, and destroying the device. Start Talk Time with Trevor before pulling the lever.
4: A Narrow Escape Use blueprint pieces to gain security clearances, find Ruby’s hideout, download the mission, and warn Agent B. Finish Trevor dialogue, Spy-der Web web 1-2, Boing Boing Boing, SpyBuy number and account.
5: The Final Blow Reach the vault, lighthouse, beach, and submarine, then sabotage Ruby’s escape. Fish achievements, Gunther dialogue, Shoe Phone, Target Practice, Spy-der Web, A Parting Gift.

Missable Achievement Order

If you only remember one table, make it this one. The story achievements unlock naturally, but these optional actions can require a replay if skipped.

Timing Do This Achievement
Chapter 1, study and piano room Run across the piano keys, scratch the gramophone record for 10 seconds, and dial *69 from Ruby’s phone. Glissando Glide, Wuka Wuka, STAR 69
Chapter 2, pool and bathroom Hold on the electrified pool, then after getting the triangular sink key, leave the tap running and hold the drain. Bad Hair Day, Finger Plunge
Chapter 3 and Chapter 4 Every time Trevor appears, keep talking until lines repeat. Do not pull Chapter 3’s big red lever before the first Trevor conversation is exhausted. Talk Time with Trevor
Chapter 4 into Chapter 5 Write down Ruby’s SpyBuy phone number and account number. In Chapter 5, use them from the study phone to order the shoe phone/package. Glorious Shoe Phone
Chapter 5 before placing a fish on the log Throw one fish back, send one through the cat door, send one into the fan, then repeatedly feed Gunther and talk to him until the bird achievements unlock. Catch and Release, Cat Door Courier, Sashimi Buzz-Cut, Bird Buffet, Gasbag with Gunther
Very end Keep the fish bones from Sashimi Buzz-Cut and give them to Onyx before or during the ending window. A Parting Gift

Chapter 1 Walkthrough: Enter Ruby’s Lair

Start at the front door. Tip the plant pot, take the gold key, unlock the small panel, and use the door button puzzle to enter the mansion. In the entry hall, inspect the vase, open its top, press the red button, take the crank handle, and note the four hanging plants on the stair wall. The plant clue is used later on the balcony; the readable sources agree on a low, middle, low, middle arrangement.

Move into the living room to trigger Ruby’s first proper appearance. Upstairs in the piano room, do Glissando Glide now by holding the action button and running across the piano keys. Knock over the lamp, use the revealed shelf area, and take the magnet. Back in the entry hall, use the magnet on the fish tank key and guide it into the filter box so you can collect the metal key. Use that key to open the upstairs hallway.

In the bathroom, take a wedge piece, note the bottle symbol, reveal the secret monitor room, take the telescope, and turn on the shower. Steam reveals the 3:00 clock clue. In the study, set the clock to 3:00 and take the diamond. Put the record and crank on the gramophone, wind it, collect the screwdriver, and scratch the record for Wuka Wuka. Use the study phone to dial *69 for STAR 69.

The bedroom and balcony close the chapter’s main puzzle loop. Insert your wedge pieces into the bedroom box as you collect them, use the balcony plant heights to raise the telescope stand, and place the telescope. Return to the entry control panel, insert the cube, and arrange the colors to match the bedroom painting. Most readable references describe the order as pink or red, white, orange, blue, yellow. Use the screwdriver and diamond on the living-room security panel to disable the alarm and move outside.

Chapter 2 Walkthrough: Pool, Garage, Wedges, and C4

At the pool, take the glass, knock over the table for a wedge piece, and hold on the electrified pool for Bad Hair Day. Go down to the pond, collect the mailbox keycard, fill the glass, and remove the valve handle from the pipe. At the front of the house, attach that handle to the red pipe and turn off the water. Note the red fuse-box symbol while you are there.

Use the fireplace water to collect the tile, then open the mailbox with the keycard. The mailbox dials use the symbols you saw around the house, including the bathroom bottle and fuse box. Drain the pond, press the red button, and use the bathroom camera clue to open the garage keypad. If you prefer a quick description, the useful buttons are the fingerprinted ones; do not guess from a guide image if your layout looks different.

In the garage, collect the plunger, oil can, corks, toolbox items, fuse, and wedge pieces. Oil the grate, plug the pond holes with corks, turn water back on, and recover the fish bones. Use the hammer and lightbulb at the front light to get the pulsing item, then feed the fish bones to Onyx later in the bedroom to get the lens. Use the lens on the balcony telescope and write down your lighthouse number. This number is unique to your run.

The living-room safe above the fireplace leads to the broken keypad and fingerprint scanner. Use the lighthouse number for the keypad, align the disc arrows, and return after you have the hacker device from the piano room. The coffee-table button order is a fixed early puzzle in the readable walkthroughs: 2, 4, 1, 3. The piano roll puzzle uses three growing sequences if the keys are numbered from the marked key: 1-2-4, then 1-2-4-4-6-7, then 1-2-4-4-6-7-7-6-5-2-1.

Once the hacker device opens the fingerprint scanner, take the C4. Place the C4 on the pool door and attach the phone. Some older references show a specific six-digit phone number, while a newer Steam cross-check warns that this value can be save-dependent. Use the number your own game displays, then dial it from Ruby’s study phone to open the secret path.

Chapter 3 Walkthrough: Ruby’s Trap

Chapter 3 is a single-room escape built around the briefcase device. Before touching the big red lever, talk to Trevor at the mouse holes until his dialogue repeats. This is the first required step for Talk Time with Trevor. Then solve the briefcase slider so the circle, triangle, and square end in their matching spaces, open the case, collect the pencil, electronic chip, power cell, and the first glowing object.

The main pattern in this chapter is simple: restore a power cell, reveal a new mechanism, decode a symbol clue, and unlock one of the three big number locks. Watch the side panels, camera, note, wall grid, printed ticket, and detector clues. At least some symbol-to-number results are randomized, so the important skill is using the wall chart rather than memorizing another player’s five-digit codes.

A few fixed mechanical sequences are worth keeping nearby. The front-panel latch order is 3, 1, 6, 5, 2, 4. Trevor must be moved through the shared mouse hole before the lever changes the room, then you can collect his key and talk again until lines repeat. The laser puzzle near the end uses the lock outlines to orient the three laser emitters; the goal is to send the combined beam into the red detector and recover the laser power cell.

After all four power cells are installed, press the kill switch and destroy the components of the device. This advances the story and sets up Chapter 4.

Chapter 4 Walkthrough: Clearances, Ruby’s Hideout, and Agent B

Chapter 4 starts in the blueprint room. Search boxes for the first blueprint piece and cabinet key, open the wall cabinet, take the screwdriver, and click the first spider web. Talk to Trevor again at the mouse hole before opening the vent. In the vent route, click the second spider web, reach the control room, collect the cheesy baguette, transform the room with the red button and lever, and place blueprint pieces on the wall plan to reveal the first clearance code.

The clearance loop repeats several times. Add blueprint pieces, write down the code that appears, insert the hacking software into the matching yellow monitor, enter your code, retrieve the software, and use the matching green security door. The blueprint codes for Level 1, Level 2, Level 3, Level 4, and Level 5 are all your own playthrough values. Do not copy them from a video.

Feed Trevor the cheesy baguette when the route allows it, collect his key, and finish his conversation chain for Talk Time with Trevor. On the mountain path, tap the antenna on the Level 4 security box 10 times quickly for Boing, Boing, Boing. If you missed Bad Hair Day at the pool, several references also note the electrified communications-tower fence as a fallback.

Official Agent A screenshot showing an attic workroom with puzzle items
Chapter 4 is the code-management chapter. Every blueprint update should be written down before you leave the room.

When you return to the mansion section, collect more blueprint pieces, visit the study and rooms that have changed, and gain Level 3 and Level 4 clearance. Ruby’s hidden room uses Onyx as the password. Read the mission information, but remember you need a portable hard drive before downloading it.

The SpyBuy chain is important for Chapter 5. Use the TV remote to see the SpyBuy phone number and write it down. In Ruby’s desk area, use the lab key, collect the tape, and read Ruby’s SpyBuy account number. Dial SpyBuy from the study phone, order the portable hard drive, collect it from the mailbox, download the mission, repair the satellite with tape, and send the radar warning to Agent B.

Chapter 5 Walkthrough: Vault, Lighthouse, Fish, and Submarine

At the start of Chapter 5, press the jetpack button, collect the spring and final blueprint piece, then unlock Level 5 clearance with your final blueprint code. Check the lab/workshop diagram before going to Floor -2. The vault light puzzle uses that diagram: if you number the lights from left to right, one readable reference solves it with 17, 5, 16, 7, 9, but you should still compare it to the diagram in your own game.

Inside the vault, collect the first ornate gem, ammunition, crowbar, and Spades key. Solve the floor puzzle to reach the beach. Collect the fuel hose and jerry can, fuel the boat, and travel to the lighthouse. Outside and inside the lighthouse, collect the stone artifact, treasure map, antique key, shovel, battery, and the third, fourth, and fifth spider webs. Use the shovel at the treasure-map spot near the beach barrels to get the rusty box.

Back in the lab, charge the battery, load the ammunition, shoot the rusty box to get the machete, and shoot the target 100 times for Target Practice. Power the lighthouse lift with the charged battery, stop partway to get the rope, then reach the top for the skull key, chest, final spider web, golden star disc, and lighthouse journal. Close the outside blinds and write down the numbers that appear; they are another randomized clue.

On Floor -1, use the crowbar on the statue for another ornate gem and repair the broken keypad with the spring. The laser/grid room is solved by reading the two wall-painting clues; one readable reference resolves the color/order sequence as dark blue, teal, red, orange, light blue, purple. Collect the Hearts key, then use the four suit keys in the Floor 0 box. Take the ornate gem and record the pattern inside the box because it is needed later for the Floor -2 grid puzzle.

Do the Fish Achievements Before the Log

This is the main danger point in the entire game. Do not place a fish on the beach log until the following optional steps are complete:

  1. Attach the fishing net to the boat, travel to the lighthouse and back, catch a fish, and throw it back for Catch and Release.
  2. Catch another fish, take it to Floor -1, and put it through the cat door for Cat Door Courier.
  3. Catch another fish, go through the vents, drop it into the fan, and keep the fish bones for Sashimi Buzz-Cut and the ending achievement.
  4. Catch more fish, climb down to Gunther’s nest, feed him, and talk until his lines stop changing. Repeat until Bird Buffet and Gasbag with Gunther unlock.
  5. Only after those achievements are done, catch one final fish and place it on the beach log so Gunther leaves the nest.

After Gunther leaves, collect the ornate gem from the empty nest. Use the two stone artifacts on the statue and decode the symbols with the lighthouse journal and blind numbers. The solved statue opens another gem compartment near the lighthouse area. Put all five ornate gems into the floating box, take the mystery key, solve the Floor -2 grid from your four-suit-box pattern, and collect the second golden star disc.

Use the machete at the vine-covered waterfall route, insert both golden star discs, solve the pattern panel, and enter the submarine cave. Take the bolt cutters, return to the top of the lighthouse, open the chained cabinet, and collect the wrench and small valve. Back at the submarine, open the panel with the wrench, attach the valve, and turn it until the sabotage sequence triggers. At the very end, wait for Onyx and give the fish bones before the final window closes to unlock A Parting Gift.

Official Agent A screenshot montage of puzzle panels and spy scenes
The game has many fixed puzzle shapes, but the safest completion habit is to solve from the clue in your current save whenever a number or symbol code appears.

Randomized Codes and Fixed Clues

Chapter Clue or Code What To Do
1 Bathroom steam clock Set the study wall clock to 3:00.
1 Balcony plants Match the stair-wall plants: low, middle, low, middle.
1 Cube colors Use the bedroom painting order: pink/red, white, orange, blue, yellow.
2 Lighthouse number Use the telescope with the lens and write down your four-digit number.
2 Piano roll Play 1-2-4, then 1-2-4-4-6-7, then 1-2-4-4-6-7-7-6-5-2-1.
2 C4 phone number Use the number displayed by your game after attaching the phone to the C4.
3 Three symbol-to-number locks Translate each randomized symbol clue through the wall chart before entering five-digit results.
4 Blueprint clearance numbers Add blueprint pieces, then write down Level 1, 2, 3, and 4 codes as they appear.
4 SpyBuy number and account Get the phone number from the TV ad and the account from Ruby’s invoice; both are needed for Chapter 5.
5 Level 5 clearance Use the final blueprint piece and your own six-digit code.
5 Lighthouse blinds Close the blinds, write down the numbers, and decode them with the lighthouse keeper journal.
5 Suit-key box pattern Record the box pattern after inserting all four suit keys; reuse it for the Floor -2 grid.

All 30 Achievements

Achievement Type Requirement
Infiltrator Story Enter Ruby’s secret lair.
Target Acquired Story Locate Ruby La Rouge in Chapter 1.
Cat Burglar Story Disable the house alarm system.
Open Sesame Story Open the stone doorway after draining the pond.
The Electrician Story Disarm the electric pool route.
Secrets Await Story Access the hidden pool door.
Save the day…!? Story Hit the briefcase kill switch in Chapter 3.
Very Very Shh-neaky Story Sneak into Ruby’s hideout.
Recon Expert Story Uncover Ruby’s mission.
The Extraction Story Download Ruby’s mission.
Radar Rebel Story Broadcast the warning message to Agent B.
Super Sleuth Story Find Ruby’s submarine route.
The Final Blow Story Sabotage Ruby’s submarine.
Speedy Spy Challenge Finish Agent A in less than 120 minutes.
Glissando Glide Missable Run across the piano keys from the marked key.
Wuka Wuka Missable Scratch the gramophone record for 10 seconds.
STAR 69 Missable Dial *69 from Ruby’s study phone.
Finger Plunge Missable After taking the sink key, keep the tap running and hold the drain.
Bad Hair Day Missable Hold on an electrified pool or fence interaction until it unlocks.
Talk Time with Trevor Missable Exhaust Trevor’s dialogue every time you meet him in Chapters 3 and 4.
Glorious Shoe Phone Missable Use Ruby’s SpyBuy information in Chapter 5 and collect the mailbox package.
Boing, Boing, Boing Missable Tap the antenna on the Level 4 security box 10 times quickly.
Spy-der Web Missable Click all six spider webs across Chapters 4 and 5.
Target Practice Missable Shoot the lab target 100 times in Chapter 5.
Catch and Release Missable Catch a fish and throw it back into the water.
Sashimi Buzz-Cut Missable Drop a fish into the giant fan and collect the fish bones.
Cat Door Courier Missable Put a fish through the Floor -1 cat door for Onyx.
Gasbag with Gunther Missable Fully talk to Gunther during the repeated fish-feeding loop.
Bird Buffet Missable Feed Gunther until he gets hiccups.
A Parting Gift Missable Give Onyx the fish bones at the end.

Speedy Spy Strategy

Do not combine Speedy Spy with your first all-achievements attempt unless you already know the game. A comfortable route is: finish one normal 100% run, write down the major puzzle flow, then start a fresh save and skip optional achievements. You can ignore Trevor’s full dialogue chain, Gunther feeding, fish cleanup, target practice, spider web hunting, shoe-phone ordering, and most optional poking. What matters is keeping the story-critical inventory chain moving.

The largest time losses are backtracking for forgotten randomized codes and re-solving puzzles from memory. Write each code down as soon as the game reveals it. For any pause, use the game’s own pause/menu behavior rather than clicking away from the window. A Steam guide in the reference set describes registry editing for this achievement; this article does not use or recommend that method.

Common Mistakes

  • Copying a randomized code: if a guide shows a lighthouse, blueprint, SpyBuy, or blind number, treat it as an example, not your answer.
  • Pulling the Chapter 3 lever too early: talk to Trevor first or the dialogue-chain achievement can fail.
  • Putting a fish on the log too soon: do the catch, cat, fan, and Gunther achievements before story progress moves the bird.
  • Forgetting the fish bones: keep them after Sashimi Buzz-Cut so Onyx can receive them at the ending.
  • Leaving SpyBuy details behind: Chapter 5 expects information learned in Chapter 4, so write down both the phone number and account number.
  • Trying to speedrun with optional cleanup: use a second run for Speedy Spy and keep the first run for achievements.

Sources and Credits

Official game metadata and screenshots were checked against the Steam store page and Yak & Co’s official Agent A page. Walkthrough order, puzzle cleanup, and achievement warnings were cross-checked against readable community walkthrough references. Steam Community guide pages were readable but treated cautiously where Steam displayed removed/incompatible notices.