Agent A: A Puzzle in Disguise Walkthrough

Agent A: A Puzzle in Disguise is a compelling adventure game from Yak & co. The first episode in a continuing series, it has you trying to track down and capture evil spy, Ruby La Rouge, by infiltrating her secret …

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Agent A: A Puzzle in Disguise is a compelling adventure game from Yak & co. The first episode in a continuing series, it has you trying to track down and capture evil spy, Ruby La Rouge, by infiltrating her secret lair. Gamezebo’s Agent A: A Puzzle in Disguise guide will help you decipher the many puzzles within, and get one step closer to finding Ruby La Rouge.

General Tips

  • When a cutscene pops up, you can always skip the dialogue by hitting the fast forward button in the right hand corner.
  • Remember to stop and smell the roses. You don’t have to just follow this walkthrough – poke around and tap on objects to learn more about them.
  • Not everything has to be done in a specific order. Be flexible and experiment.
  • The downward arrow in the top left hand corner takes you back to your previous location. It’s easier than using two fingers to swipe backwards.
  • Want to rewatch a cutscene? Go into the pause menu and options to do so are there.


  • Approach the front of the house.
  • To unlock the front door, tap on the flowerpot to find a key.
  • Pick up the key and use it on the panel to the left of the door.
  • The correct sequence of buttons to tap is highlighted in the screenshot.
  • Look at the vase on the coffee table.
  • Open the top and hit the secret button.
  • Go to the control panel to the right, and collect the handle on the shelf.
  • Press the buttons on the bottom right hand corner until all the lights shut off.
  • Head into the back room, before going upstairs to the library.
  • Knock over the lamp and check out the books behind it.
  • Pick up the uncovered magnet.
  • Go back a couple of steps to the entry lobby with the fish tank.
  • Look at the fish tank to see a key.
  • Put the magnet on the glass over the key, then move the magnet to guide the key out via the filtration system.
  • Open the filter and take the key.
  • Go upstairs to a new area, and unlock the door with that key.
  • Open the nearby drawer to get Wedge 1.
  • Go in the right door into the bathroom.
  • Run the shower and wait a moment to see a clock face appear on the glass. It shows 3.00.
  • Open the cabinet, take note of the symbol on the shampoo bottle, and take Wedge 2.
  • Move the pots on the left aside, and flick the switch to activate a safe room.
  • Take the telescope.
  • Flick the switch again and leave.
  • Go through the left door to Ruby’s study.
  • Look at the clock and move the hands to change the time to 3.00.
  • Take the diamond from the resulting secret compartment.
  • Take a look at the gramophone to the left. Take a record from the shelf and place it on top of the player.
  • Use the handle from your inventory, and spin it until the meter goes red.
  • Pick up the screwdriver that flies out.
  • Look at the contents of the desk. Most notably, the symbol on the note under the blueprints.
  • Leave the room and go through the back to enter Ruby’s bedroom.
  • Go upstairs to her loft.
  • Look at the chair.
  • Push the cushion aside to pick up Wedge 3.
  • Look at the table and move the plant to pick up a Cube.
  • Move the plant pots hanging from the ceiling according to the screenshot. They now match with the lobby arrangement.
  • Pick up the resulting Wedge 4.
  • Place the telescope on the tripod that’s now in the room.
  • Backtrack to the entrance lobby.
  • Look at the control panel again.
  • Place your newly acquired Cube in the hole on the right.
  • Rearrange the colors of the cubes so they go red, white, orange, blue, yellow.
  • Take Wedge 5 which has just appeared.
  • Head into the living room in the back.
  • Look at the alarm on the door and use the screwdriver to open it.
  • Use the diamond to reflect the beams, unlocking both the front and back doors.
  • Go outside.
  • Pick up the glass on the table, and knock the table over.
  • Take Wedge 6 from under the chair.
  • Open the pool filter on the deck, and tip your glass in there.
  • Move to the right, to the next part of the pool.
  • Look at the plant, and take the keycard from under its leaves.
  • Go back a little to take a look at the pipe on the left of the same room.
  • Spin the handle clockwise until it comes off. Pick it up.
  • Go back inside the house.
  • Go out the front door, right back to where you started.
  • Investigate the area to the right, and place the handle on the pipe.
  • Spin it clockwise to switch off the water.
  • Go all the way back to the second pool area.
  • Press the button that can now be seen in the pool.
  • Take Wedge 7 from the nearby panel.
  • Tap the top middle button on the panel twice, followed by the middle button once.
  • Go into the garage.
  • Open all the cupboard doors. Take the oil can, two corks, and plunger.
  • Use the oil can on the trapdoor in the garage. Open it to grab Wedge 8.
  • Go back to the pool room.
  • Put the corks into the left and center pump holes.
  • Go all the way back to the front of the house, and to the right hand area.
  • Spin the handle counterclockwise to turn the water back on.
  • Head back to the second pool area, and grab the fish bone in the water.
  • Go to Ruby’s bedroom and give the fish bone to the cat.
  • Take the lens from the chair and head upstairs to Ruby’s loft.
  • Place the lens on the telescope and look through it.
  • Zoom in a little to see the number 1771 on the lighthouse.
  • Go back to the bathroom, and turn on the tap.
  • Use the plunger to uncover a key, and grab it.
  • Go to the living room. Check out the coffee table.
  • Press the buttons – top right, top left, bottom right, bottom left, to see a keyhole.
  • Use the triangular key to unlock the panel.
  • Draw the three different patterns on the board. They appear for a moment, so just copy the patterns.
  • Take Wedge 9 from the opened panel. Notice the symbol on the drawer.
  • Go way back to the front of the house and the area with pipes.
  • Look at the electrical box and pay attention to the symbol.
  • Use the keycard in the machine here, to open the glass panel.
  • Spin the four dials to match the symbols shown in the screenshot.
  • Take Wedge 10, as well as the key.
  • Go back to the garage and use the key on the toolbox.
  • Pick up the hammer, lightbulb, key, and Wedge 11.
  • Backtrack to the electrical box outside, and use the key.
  • Take the yellow fuse and return to the garage, to place it in the fusebox.
  • You need to move the yellow block to the connector on the right hand side of the screen.
  • The screenshot gives you an indication of what you’re aiming for. Focus on getting the two tall fuses to the bottom, and work around there.
  • Head back to the pool and grab Wedge 12 from the filtration system.
  • Go to Ruby’s bedroom, and you’ll find a box at the foot of her bed.
  • Put all the wedges in the slots, and grab the ruby from it.
  • Go to the entrance lobby, and use the ruby in the bull’s eye socket. Take the pianola roll from there.
  • Go to the library and place the roll in the piano.
  • Repeat the three songs that are played to you. Look at the diagram above and follow this order: BCE, BCEEGH, BCEEGHHGFCB
  • Take the hacking tool from the secret compartment.
  • Go downstairs to the living room.
  • Use the glass of water on the fireplace.
  • Take the tile.
  • Look at the painting on the wall, and move it to reveal a safe.
  • Move the inner wheel until the dot is on the left by the arrow, then do the same with the outer wheel, before finishing with the middle one.
  • Put the tile in the gap.
  • Move the tiles so they look like this screenshot.
  • Hit the glass window until it breaks.
  • Use the code 7667 on the key panel. The panel is broken, so it’ll show as 1771 – like the number on the lighthouse.
  • Move the dials so that all the arrows point at each other.
  • Start with the far left dial, then the bottom one, middle, and far right one.
  • Use the hacking tool on the resulting panel.
  • Starting from the left, tap on it when the white number is in the middle section. Repeat for all the lines.
  • Pick up the C4 and press the button.
  • Go back to the front door.
  • Smash the bulb with the hammer.
  • Pick up the item that falls out.
  • Go to the library now.
  • Remove the cushion from the seat, and put the new item in the slot.
  • Take the phone.
  • Go to the pool where the locked trap door is.
  • Place the explosives on it and put the phone on top.
  • Go back to the study and look at the phone.
  • Tap the speaker button, before entering the number for the C4 phone – 921981.
  • Go through the secret door to finish the game.
Jennifer is a UK-based freelance writer. Her work has featured at multiple outlets, including Gamasutra, 148apps, Paste, TechRadar, Wareable, and MyM magazine. In her spare time, she tries to teach her guinea pigs tricks, and enjoys losing hours to Netflix.