Game: Agent A: A puzzle in disguise
Time to 100%: 4 hours
Missable trophies: Speedy Spy, Sashimi Buzz-Cut, A Parting Gift, Gasbag with Günther, Talk time with Trevor, Glorious Shoe Phone, Bird Buffet, Spy-der Web, STAR 69, Cat Door Courier, Catch and Release, Bad Hair Day, Wuka Wuka, Boing Boing Boing, Target Practice, Glissando Glide, Finger Plunge
Author: Stephanie and edited by BloodDragooner
Welcome to the trophy guide for Agent A: A puzzle in disguise. This can also be considered a walkthrough and may be used for PlayStation 4, Xbox One and Steam. Achievements for Steam and Xbox are in almost all cases the same as the PlayStation 4 Trophies. A roadmap is provided in the stages below.
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Stage 1 – Play the game normally while collecting all missable trophies.
 Interact with the Locked Box under the Flickering Light and use the Golden Key on the Key Hole.
 Once the Locked Box is open you’ll see six buttons in a 2×3 line-up. You’ll want to click the buttons in the following order: 2 – 3 – 6 – 5.
 Interact with the Door to enter Ruby’s Lair (the trophy “Infiltrator” will be rewarded upon entering).
 Interact with the Vase on the Small Rounded Table; click on it twice to fully zoom in. Click the top portion of the Vase to reveal a hidden Red Button you’ll press.
 You’ll be forced to zoom in on the revealed Secret Control Panel, so grab the Crank Handle on the top shelf.
 Interact with the Right Panel that has the six buttons in a 3×2 line-up, with the bottom row being Blue, and the top being red. You’ll want to press a Blue Button which will cause one of the top Red Buttons to pop out. Press the Red Button and continue the pattern until all buttons have been pressed.
 Back out of the Secret Control Panel and interact with the Giant Fish Tank on the left to notice a Key at the bottom of the tank.
 Enter the Back Room to enter a small cutscene of Ruby locking you inside the house. (the trophy “Target Acquired” will pop).
 Head up the flight of Stairs against the wall
 Interact with the Piano in the middle of the room. By clicking on the Marked Key and holding down, you’ll want to slide your cursor all the way to the right in one motion. (the trophy “Glissando Glide” will pop).
 Interact with the second bottom shelf on the right to knock over the Red Book to reveal a Magnet.
 Head back to the Main Room and interact with the Giant Fish Tank once more
 Use the Magnet near the Key, the Key will then lift up. While clicking and holding down on the Magnet, you have to guide the Key through the maze in the fish tank until it reaches all the way to the Clear Pipe on the bottom right side of the tank.
 Interact with the Hidden Panel and click on the White Box to obtain the Metal Key.
 Head up the Stairs to your right and use the Metal Key on the Double Doors.
 Interact with the Small Drawer against the left wall to receive a Wedge Piece.
 Enter the door to the right to walk into the Bathroom where you’ll want to interact with the Shower. Doing so will reveal a Clock image on the Glass from the steam, which will read 3:00.
 Interact with the Cabinet above the Sink, which will open to reveal two shelves. Grab the Wedge Piece that is between the small Blue Box and the Light Green Bottle. Also inspect the Light Blue Bottle on the top shelf to notice a Strange Symbol on the label.
 Interact with the Purple Bottle on the left to reveal a Hidden Switch, which reveals the Hidden Safe Room.
 Take the Telescope that will be located on the bottom portion of the panel.
 Interact with the Four Screens to see a scene of Ruby mocking you. Afterward flip the switch again to revert it back to the normal bathroom and head back into the hall.
 Enter the Door to your left and interact with the Clock on the wall. You’ll want to click and hold down on the Clock Hands until they read 3:00. This will reveal a Diamond.
 Interact with the Gramophone on the shelf and grab the Record that is leaning against the book.
 Use the Record on the Gramophone, then use the Crank Handle on the Hole next to the three yellow lines.
 Click and hold down the Crank Handle until the Screwdriver within it is dislodged. Once the Screwdriver is gone, hold down on the Record and move your joystick left and right for 10 seconds. (the trophy “Wuka Wuka” will pop).
 Interact with the table and inspect the strange symbol that is with the two photos to the left of the blueprint. Afterwards, interact with the Phone and after clicking the Volume Key, enter *69. (the trophy “STAR 69” will pop).
 Pick up the Screwdriver on the floor and head back out into the hallway, which you’ll then want to enter the room in the back to appear in Ruby’s room.
 Upon entering the room, interact with the Long Wooden Box in front of the Bed to reveal a Purple Box with the shape of a diamond. You’ll notice that pieces are missing, use the two current Wedge Pieces you have on it.
 Interact with the Painting hanging over the Bed and remember the color order for later.
 Head upstairs, interact with the Oval Looking Chair and click on the Cushion to reveal another Wedge Piece. Without backing out, interact with the small Potted Plant on the table to reveal a Yellow Cube.
 For the Potted Plants hanging from the Ceiling, you’ll want to put them in the order that they appeared downstairs against the wall. The correct order will be: First Plant – Click once || Second Plant – Click once || Third Plant – Click twice || Fourth Plant – Click once.
 Pick up the Wedge Piece on the floor next to the Telescope Stand, which you’ll use the Telescope on.
 Head back down to the Bedroom and place the two new Wedge Pieces with the others.
 Now make your way back to the Main Room and interact with the Secret Control Panel.
 Use the Yellow Cube on the open hole to reveal five colored cubes. The order of these cubes need to match the Painting that was in Ruby’s room, which will be: Red – White – Orange – Blue – Yellow.
 Pick up the Wedge Piece that is revealed on the bottom left. You can go place it with the others or just hang on to it for now.
 Head back to the room where you spotted Ruby earlier and interact with the Panel next to the door.
 Use the Screwdriver to reveal a Laser Beam which you’ll use on the Diamond to interfere with it. This will disarm the door. You can now leave to head outside. (the trophy “Cat Burglar” will pop after the lock is disarmed).
 Head down the Stairs to the right.
 Interact with the Red Water Pipe on the left side of the Wooden Walkway. Click on the Handle and hold down until the Handle pops off. Make sure to pick up the Valve Handle on the floor.
 Interact with the Potted Plant to the right to discover a Letterbox Key.
 Head all the way back outside to the front of the house and interact with the Letterbox hidden behind the middle rock.
 Interact with the Red Water Pipe hidden the right behind a small rock and use the Valve Handle on it. Click and hold down on the Valve until the water stops flowing.
 Go back to the Pond where you obtained the Valve Handle and interact with the Holes against the wall in the now drained Pond. Click on the Red Button near the Bridge.
 After the Keypad (a 3×3 input) is revealed, grab the Wedge Piece and make your way back up to the Bathroom.
 Once in the Bathroom flip the Hidden Switch to reveal the Secret Hidden Safe, then interact with the Four Screens. Pay attention to the screen that shows the Keypad, as three Fingerprints will be on it. Remember their location and revert the room back to normal.
 Head back down to the drained Pond and interact with the Keypad, enter 2–2–6. (the trophy “Open Sesame” will pop).
 Head into the now unlocked room and interact with the bottom Cupboards. Upon opening the middle one you’ll find a Cork, while the third one will have an Oil Can.
 On the top shelf is another Cork hiding in the Big Pot.
 Pick up the Plunger that is slightly in front of the Rake against the right side of the wall.
 Use the Oil Can on the rusted grate on the floor to pick up a Wedge Piece, then head back to the Holes
 Use the two Corks you picked up on the two Holes against the wall in the drained Pond to plug them up. After doing so, make way back to the Bathroom.
 Once at the Bathroom, use the Plunger on the clogged Sink to reveal a Triangular Shaped Key. Make your way back outside to the front to the Letterbox.
 Interact with the Water Valve to turn back on the water and make your back to the Bathroom. Once in the Bathroom, turn on the Sink, and while it’s running, click and hold down the Bottom Hole until the Sink fills back up. (the trophy “Finger Plunge” will pop).
 Head out of the Bathroom and make your way back to the room where you disarmed the house alarm.
 Interact with the Square Table in the middle of the room which will have four buttons on the side. Press the buttons in the following order: (2–1–4–3) to reveal a hidden Triangle Shaped Hole. Once the hole is revealed, use the Triangular Shaped Key on it.
 A Checkerboard will appear on top of the Table, which will require you to copy a sequence three times. Clicking the wrong spot will restart the progress of whichever sequence you were on. Down below are the patterns to the three sequences.
 Once all three patterns have been solved, a Hidden Compartment will open, revealing a Wedge Piece. You’ll also notice another Strange Pattern here.
 Head back to where the Pool is and pick up the Glass on the small round table. Afterwards, flip the same table to reveal a Wedge Piece under the purple lounge chair.
 Make your way down to the filled Pond and pick up the Fish Bone floating on the surface of the water, then make your way back to Ruby’s room.
 Use the Fish Bone on the Kitty that is sitting on the chair, it will then hop down, allowing you to now grab the Circular Lens. While in here, drop off the Wedge Pieces with the others.
 Head upstairs and use the Circular Lens on the Telescope, then interact with it. You’ll notice the burning ship along with a small lighthouse with four numbers written on it. (the numbers are different each playthrough).
 Make your way to the Bathroom and fill the Empty Glass with the water from the shower, then head back to the house alarm room and use the Filled Glass on the Fireplace.
 Pick up the Tile that is slightly behind the logs and interact with the Painting on the wall. This will reveal a Safe that is easy to crack, as you only need to line up the three dots with the arrow to the left. Move the Inner Dial first, then the Outer Dial, and finally, the Middle Dial.
 Use the Tile on the revealed Tile Frame which will reveal a connect the dots puzzle. Down below is what it should look like completed.
 Upon completing the puzzle, a Keypad will be on a piece of glass(break the glass covering it,) then enter the Numbers that were on the lighthouse. Upon breaking the glass, numbers on the Keypad will be messed up, which makes the numbers as such: 1 = 8 || 2 = 4 || 3 = 9 || 4 = 5 || 5 = 3 || 6 = 7 || 7 = 1 || 8 = 2 || 9 = 6. Upon completing the puzzle, there is another one dealing with Gears.
 You have to connect the Arrows from each Gear together and have the last arrow connecting to the main one of the right side. To do so, click on the First Gear which will line up that gear with the Second One, while the Third Gear will help with lining up on the Last Gear. Completing this puzzle will reveal a Fingerprint Scanner.
 Head back outside to the front of the Letterbox. Interact with the locked side of the Letterbox to notice another Strange Symbol. Once you enter all four Strange Symbols into the Letterbox , it will open the bottom section. Pick up both the Wedge Piece and the Small Key.
 Make your way back to the Pond and enter the Back Room to use the Mall Key on the Toolbox that is on the counter. Inside will be the following items: Wedge Piece, Light Bulb, Hammer, and Key with Red Tag.
 Head back to the Letterbox and use the Key with Red Tag on the Electrical Meter Box. Once open, click on the Loose Cover to reveal a yellow Fuse. Once you have the yellow Fuse, head back down to the Pond and enter the Back Room.
 Use the yellow Fuse on the Fuse Box on the left side which powers it on. You have to solve another puzzle. Your goal is to move the Yellow Piece on the left all the way to the right. Down below are before and after photos.
 Head to the Pool and interact with the pool Drain Cover to reveal the Wedge Piece.
 With the remaining Wedge Pieces, head back up to Ruby’s room and drop them off with the others. Upon placing all the Wedge Pieces, it will reveal a Ruby.
 Head back into the hallway and use the Ruby on the Bull Head on the left wall. After a bit of flashing, its mouth will open, revealing a Pianola Roll.
 Make your way back to the piano room via the stairs in the house alarm room and use the Pianola Roll on the Piano. Upon using the Pianola Roll, it will play a total of 11 Keys that will be in three different parts. Messing up once will require you to restart. Down below is a photo revealing the steps. Once completed, a Red Lever will appear on the right, go ahead and pull it. It moves the Bookshelf to the right up.
 Pick up the Hacker Device and interact with the Folder to inspect the Files.
 Head back downstairs and use the Hacker Device on the Fingerprint Scanner on the wall near the Painting. You’ll then interact with it and click whenever a White Number appears in the middle. Messing up will restart the hack.
 Pick up the C4 Explosive and push the Big Red Button which will drain the pool water. (the trophy “The Electrician” will pop).
 Use the C4 Explosive on the now exposed Pool Hatch, then head back outside to the front.
 Use the Hammer on the Flickering Light and pick up the Strange Pulsing Item, then use the Light Bulb in inventory on the Lamp.
 Head back to the piano room and interact with the Middle Couch Cushion to reveal a hidden Safe. Use the Strange Pulsing Item on the Safe to reveal a Cellphone.
 Pick up the Cellphone and head back to the Pool to use it on the C4 Explosive, which will reveal a number on the screen: 921981.
 Head back to the Study and interact with the Phone to call the number that displayed on the Cellphone. (the trophy “Secrets Await” will pop).
 Enter the now open Hatch in the pool.
 Interact with the two Holes on the right wall at the bottom, as you will be introduced to a small Mouse named Trevor. Continue to interact with him between the two holes until Agent A says “I guess I should get back to business…he’s just so adorable!” (this will set you up for a trophy in chapter 4).
 Interact with the Camera in the top left corner to discover a Strange Code and a Pattern.
 Interact with the Briefcase on the Pedestal and click the Yellow Button hidden behind the handle, as this will open it up to reveal a puzzle. You have to guide the White Square on the left to the slot on the right. After solving the puzzle, click the two Yellow Buttons on each side to fully open the Briefcase.
 Interact with the White Note that has Ruby’s kiss mark on it to reveal a Pattern of Dots in the corner. Make sure to pick up the Pencil next to it while you are at it.
 Interact with the Bottom Right Panel to open it and press the Switch to open the Left Panel. Take note of the Strange Pattern in the bottom right corner.
 Take the Glowing Object and the Electronic Chip from the left panel and move back to the right panel. Place the Electronic Chip in the Empty Slot, which will release the Power Cell. Make sure to take it.
 Place the Power Cell in the Empty Slots near the Red Button, as it will unlock a moving puzzle in the front of the Pedestal.
 Interacting with the Moving Puzzle you’ll notice that both the middle part and the outer part are always moving. Your job here is to press the Blue Buttons to either extend or retract the cylinders until they lock into place. Upon solving it, the left and right side of the pedestal will open.
 On the left side of the Pedestal, take the Metal Handle out of the Fan. Once it begins to move again, take the Glowing Object and the two little Plugs in the now open Vent. Take notice of the Strange Pattern, then collect the other little Plugs that cluttered onto the ground.
 Interact with the Small Holes in the right wall, as you’ll then place the little Plugs in to form the Pattern that you had previously found on Ruby’s note. After placing the little Plugs in correctly, a locked latch will appear front of the Pedestal.
 Interact with the locked Latch and click the locks in the correct sequence to unlock it.
 Once the Latch is open, interact with the Left Square. You now punch in the Strange Patterns you had located in the room.
 Pull the Red Lever in the middle and retrieve the Tiny Key. After picking up the Tiny Key, pull the Red Lever once more to revert the room back to normal so you can use the Tiny Key on the Red Key Hole. Once you pick up the Glowing Object, pull the Red Lever again.
 Use the Pencil on the Bottom Left Panel to open it, pick up the Chisel in the right corner.
 Interact with the Hole on the right side of the wall to notice Trevor, who will then move to the left side Hole where he will toss a Key for you. Make sure to talk to him until Agent A says “We make a good team Trevor…I could do with a sidekick.“.
 Use the Key that Trevor gave you on the Lock next to the right hole in the wall which will reveal another rotating puzzle. Like the previous one, click the Blue Buttons to extend and retract the cylinders until they lock in place.
 Use the Metal Handle, click and hold it down until the circle turns completely green and it zooms you in on the panel to the side. This will reveal a Pattern that you will have to create on the other side of the wall.
 Pull the Red Lever on the pedestal to revert the room back to normal and rearrange the little plugs on the wall to match the Pattern you recently saw. Once finished, pull the Red Lever again to go back to the other room.
 Click and hold the Metal Handle to make it light up once more. If you matched the Pattern on the screen correctly then it will release the Power Cell. Make sure to take it.
 On the Corner of the Bottom Right Panel, you’ll see a Table of Symbols and Numbers. Under it will be a Switch, that once you flip it, will open the small hidden compartment on the wall. Pick up the Glowing Object and interact with the Yellow and Black Pattern to reveal an Upside Down Triangle Button. Upon pressing it, a Laser will be revealed.
 Pull the Red Lever once more to revert the room back to normal, then use the Chisel on the Left Wall where you will see an Odd Looking Brick. Pick up the Glowing Object and the Loose Brick that is now on the floor.
 Use the Glowing Objects on the Curious Looking Lock which is on the right side of the Pedestal, then use the Loose Brick on the Button located on the base of the Pedestal. This will open the hidden compartment on the side of the Pedestal.
 Pick up the Glowing Object in the hidden compartment on the left side of the Pedestal. Make sure to interact with the Yellow and Black Pattern to reveal an Up Arrow Button, which you’ll press to reveal another Laser.
 Place the last Glowing Object in the Curious Looking Lock to reveal a Power Cell, a Button, Strange Code, and another Yellow and Black Pattern.
 Interacting with the Yellow and Black Pattern reveals a Diamond Shaped Button, press it to have the last Laser pop up. Make sure to press the white button in the middle to reveal a Strange Device. Take note of the Strange Code here.
 Pull the Red Lever to enter the other room once more and adjust the lasers as shown below.
 Pick up the Power Cell from the right side of the Pedestal and place it with the others in the Briefcase.
 Interact with the Screen which will be “glitched” and will reveal Four Colors (Red – Light Blue – Green – Blue). These will be the color patterns you will be using for the puzzle on the Bottom Left Panel, the one you opened with a Pencil. Once it starts moving, you’ll be zoomed in on the Top Portion of the Panel.
 This puzzle consists of Rotating Locks which you can lock down a whole row by clicking the buttons on the side or bottom. Your goal here is to have the three rows have all of their arrows pointing to the right, which will only happen when they turn blue. Upon completion, another Strange Code will be revealed.
 Interact with the Giant Keypad on the Right Top Panel and input the Numbers that you solved with the Codes that you discovered in the room. (Camera – Right Side of Pedestal – Top Left Panel Puzzle) You will be using the Table that you found on the bottom corner of the panel. The missing numbers will be 9 and 14.
 With the bottom panel unlocked, take the last Power Cell and place it with the others in the Briefcase, then press the Red Button. (the trophy “Save the day…!?” will pop).
 After the cutscene, a new Bomb will be in front of you. Break it by clicking repeatedly in each section until they break.
 On the left wall, you’ll see a Crack forming. Click on the Crack until it completely falls apart, revealing a Small Toolbox.
 Interact with the hole at the bottom of the left wall to see that Trevor made it out safe. Keep talking to him until Agent A says “We have to stop her Trevor. Stay safe little guy!“.
 Open the Middle Box and click on the shoes until you have thrown them out to reveal a Cabinet Key at the bottom.
 Open the Third Box and by clicking the top news article you’ll see a Blueprint Piece, pick it up.
 Use the Cabinet Key on the Cabinet against the wall. Grab the yellow Screwdriver and interact with the Spiderweb in the corner. (1 of 6)
 Use the Screwdriver on the Vent and make your way through the vents. Make sure to interact with the Spiderweb in the back corner. (2 of 6)
 Pick up the Cheesy Baguette that is sitting on the Table between the two chairs.
 Interact with the Potted Plant on the left to reveal a Button. Upon pressing it, the Painting on the wall move to reveal a Red Lever which you’ll pull to change the current room.
 Pick up the Blueprint Piece that is on the counter under the screen displaying a Yellow Number 1. Now make your way back to the starting point.
 Use the Cheesy Baguette on Trevor to receive a Very Small Key. (the trophy “Talk time with Trevor” will pop).
 Use the Very Small Key on the Small Toolbox and pick up the Hacking Software.
 Use the two Blueprint Pieces you currently have on the Big Blueprint that is on the Right Wall. After revealing a set of Numbers, head back through the Vent. (the numbers you receive on the big blueprint will be different each playthrough).
 Use the Hacking Software on the Empty Slot under the screen displaying a Yellow Number 1. Upon inserting it, you’ll be required to enter the number you recently revealed.
 Interact with the Button next to the door and enter the next room.
 Interact with the Left Wall to enter a small Puzzle where you must push the Light Bricks into the wall in a certain door. When done correctly, a set of Stairs will come into view.
 Head right and pick up the Blueprint Piece that is sticking to the Orange Leaf Tree.
 On top of the Box near the Tree is an odd looking Antenna. Click on it 10 times quickly. After, head back out and take the path going straight. (the trophy “Boing, Boing, Boing” will pop).
 Pick up the Blueprint Piece on the locked Red Box connected to the Fence. Interact with the Fence and hold down until Agent A says “Zzzzt…That’s enough z-z-zap for one d-d-day!” (the trophy “Bad Hair Day” will pop).
 Interact with the Shed to reveal a Yellow Screen with the Number 2. You won’t be able to interact with the Yellow Screen until you have the 2nd Clearance Passcode, so head back to the starting point.
 Use the Blueprint Pieces you currently have on the Big Blueprint. After revealing a set of Numbers, head back through the Vent and make your way back outside to the Fence.
 Use the Hacking Software on the Empty Slot under the Yellow Screen on the Shed. Now make your way back inside and enter the door to your right.
 Pick up the TV Remote on the Table and inspect the Sketch that is on it.
 Pick up the Wrench on the floor and press the Button on the Jetpack hanging to the right.
 With the locked Cabinet now open, pick up the Bucket. Before you head out the room make sure to interact with the Cabinet in the back to cause a Key to fall into the pink toxic.
 Head back out and enter the Elevator which is against the back wall after pressing the button. Make sure to push the -1 Button to head to the next floor.
 Interact with the Kitty Shape Flap to reveal a Blueprint Piece.
 Make your way back to the Control Room and enter the Tube to the left, which will take you back to Ruby’s house.
 Interact with the Kitty, which will cause it to run upstairs. But before pursuing the Kitty, make sure to pick up the Blueprint Piece.
 Head upstairs and pick up the Blueprint Piece on the floor, then enter the door to the left, which leads into the Study. Once inside, you’ll want to pick up the Blueprint Piece and the Clubs Key on the broken shelf. Before heading back out into the hallway, flip the Red Switch.
 Enter the room to right, which leads to the Bathroom. Turn on the Shower and use the Bucket on the running water. Head back out into the hallway once more.
 Now enter the room in front of you, which is Ruby’s room, and pick up the Blueprint Piece on the bed. Make sure to interact with the Kitty’s Collar to find out that its name is Onyx.
 Head back down to the Control Room and make your way outside to the Fence once more.
 Push the Button on the Jetpack to watch it fly off again. Once the Jetpack is gone, use the Wrench on the Red Box against the Fence and then use the Filled Bucket.
 Head up the Ladder until you reach the Red Box to the right to grab the Swipey Card and Gas Hose. Move back down and use the Swipey Card on the Shed.
 Go back inside and head back to the starting point to use the Blueprint Pieces on the Big Blueprint to reveal another set of Numbers.
 Move back to the Control Room and pull the Red Lever to revert it back to normal. Use the TV Remote on the Television. A Number will appear on the screen that you need to call later. Once you have the number, pull the Red Lever again to change the room once more.
 Take the Tube on the left to head back into Ruby’s house and make your way back to the Study. Use the Hacking Software on the Empty Slot under the Yellow Screen Number 3.
 Head back downstairs, and upon taking the Tube on the left, make your way to the Elevator and go back to Floor -1.
 Press the Button on the right wall, and after it breaks, pick up the Blueprint Piece that is under the now stuck door.
 Make your way into the Vent, and instead of heading all the way out, head down the path where the Spiderweb is.
 Press the Button on the right, and once a Bridge appears, cross it and click and hold the Valve down until Agent A forces you to let go.
 Head outside and pick up the Blueprint Piece on the ground next to the Air Vent. Once you have it, make your way back to the starting point.
 Use the Blueprint Pieces on the Big Blueprint to reveal another set of Numbers. Make your way back outside and head down the right path.
 Interact with the Box next to the Tree to reveal a Yellow Screen Number 4 and use the Hacking Software on the Empty Slot.
 Head back inside, and after taking the Elevator to Floor -1, interact with the Button against the back wall to open the Vault Door leading into Ruby’s hideout. (the trophy “Very Very Shh-neaky” will pop).
 Go across the Bridge and interact with the Black Stand next to the Fireplace to make it reveal a hidden Chest. Once you open the Chest, pick up the Diamonds Key and the Lighter.
 Head back across the Bridge and interact with the Small Rock to reveal a red button which you’ll press. After the Stairs are revealed, head on up.
 Push the three Buttons on the Table. When the Screen pops up, click “Forgot Password” to learn that it is the kitty’s name, so type in “Onyx“. Read the only Email that you can, which is called “Operation Chaos: Mission update.” (the trophy “Recon Expert” will pop).
 Go back up the Elevator and enter the door to your right. Use the Gas Hose and Lighter on the Burner so you can pick up the Lab Key.
 Head back down to Ruby’s hideout and use the Lab Key on her Desk. Pick up the Tape and take note of the Account Number on the Receipt. Afterwards, head back to the Control Room and make your way back to Ruby’s house.
 Go upstairs and enter the Study, then interact with the Phone and call Spy Buy (the number that appeared on the TV) and press 3 to order the Portable Hard Drive, which will then ask you to enter the Account Number.
 Head outside to the Letterbox and interact with the Package, which will be the Portable Hard Drive you ordered. Now make your way back underground and go back to Ruby’s hideout.
 Use the Portable Hard Drive on the screen and hit Download. (the trophy “The Extraction” will pop).
 Make your way outside and go up the path that leads to the Fence. Head up the Ladder, and before you make it all the way to the top. there will be a Disconnected Cable to the left. Make sure to reconnect it. Continue your way up the ladder until you see the Broken Satellite to your right, use the Tape on it. Go back down the ladder and use the Portable Hard Drive on the Screen opposite to the yellow screen. When prompted, click Send. (the trophy “Radar Rebel” will pop).
 Interact with the Jetpack and push the Button to send it flying again. Once it’s gone, pick up the Blueprint Piece and Spring.
 Head inside and make your way back to the room with the Big Blueprint. Use the Blueprint Piece on the Big Blueprint to reveal a set of Numbers.
 Go back through the Vent and head back up to Ruby’s house through the Tube to the left in the Control Room. Once inside, head to the study and call Spy Buy once more, but this time press 2 to order the Shoe Phone. Make your way out to the Letterbox and interact with the Package to reveal the Shoe. (the trophy “Glorious Shoe Phone” will pop).
 Make your way back to Control Room and pass the door in the back, you’ll want to enter the door to the right.
 Push the Button on the wall next to the Gun to reveal a Yellow Screen with the Number 5. Use the Hacking Device on the Empty Slot and enter the Number you recently revealed.
 Enter the Elevator and press the -2 button to head to the next floor. Upon entering, you’ll notice a Big Dial against the back wall and a Button on the floor.
 Interact with the Big Dial, then press the middle button. In doing so you have to click the button again whenever the small light lands in the spot that matched the Sketch you had found on the table in Chapter 4. When pressing the button you’ll notice the direction of the light will change.
 Enter the room and click on the third light against the wall to flip the side walls and reveal Ruby’s weaponry racks.
 Pick up the Ornate Gem on the shelf below the bulletproof vest on the left wall. Also pick up the Ammunition on the bottom right section.
 On the right wall, pick up the Crowbar located on the second shelf. Also pick up the Spades Key under the guns on the right.
 Head back out and push the Button on the floor to reveal a Puzzle where you have to move the light blue pieces into the open spaces. The inner piece moves both that piece and the the outer piece at the same time, while the second small piece can move on its own, but moving the medium piece moves itself along with the small piece, so just make sure to move the medium piece in first.
 Take the revealed Stairs where you will appear outside. Now move toward the Speedboat to the left and next to the Waterfall will be a Fuel Hose on the ground to pick up.
 Back up a bit and interact with the Gas Cans on the right. Pick up the Jerry Can hiding behind the one closer to the rock. Use the Fuel Hose and Jerry Can on the tipped over Gas Can to fill it.
 Go back to the Speedboat, and upon opening the Gas Can, use the filled Jerry Can on it to fuel the Boat. Interact with it to get across the water and appear at the Lighthouse.
 Pick up the Stone Artifact located behind the small rock on the left side of the screen; in front of the bigger rock.
 Click on the right side of the screen to see a Green Bottle on the ground. Interact with it to find a small Treasure Map with an X.
 Head up towards the Lighthouse and to the left will be a Bin. Open it up to pick up the Antique Key. Don’t forget to interact with the Spiderweb here as well. (3 of 6)
 Use the Antique Key on the Lighthouse Door to enter. Upon entering, pick up the Engine Battery in the Yellow Box connected to the Lift. While in the same section, interact with the two Spiderwebs in the corners. (4/5 of 6)
 Pick up the Shovel against the wall and head back outside.
 Take the Speedboat back across the water and head over to the Gas Cans. Use the Shovel where the Map had shown you to reveal a Rusty Box you’ll take.
 Make your way back inside, and up to Floor 0, enter the door to the right. Use the Engine Battery on the Charger against the wall. While the Battery is charging, use the Ammunition on the Gun next to you.
 Interact with the Gun Trigger to fire at the Watermelon, and after it explodes, use the Rusty Box on the Pedestal. Fire the gun again to force open the Rusty Box and pick up the Machete. Now continue to fire until you hit the Target in the back. (the trophy “Target Practice” will pop).
 Pick up the now charged Engine battery and make your way to Floor -1. Use the Spring on the broken Button on the right wall so the door can fully open. When you enter, you’ll notice Lasers covering the whole room along with a Keypad with Colored Buttons. If you paid attention to the two Paintings from earlier, you’ll want to match the colors with the open circles.
 Take the Hearts Key and use the Ornate Gem on the Floating Box. Afterwards, head out of the room and back up the Elevator. Use the Four Keys on the Curious Little Box on the table. Upon opening it, you’ll obtain an Ornate Gem along with a set of Patterns which you’ll use where the Giant Dial was. (the patterns are different each playthrough)
 Enter the Elevator and head back to Floor -2. Once there, enter the room in the back and enter the Pattern you had discovered on the puzzle on the ground. After solving the puzzle, head outside via the Stairs in the previous room.
 Take the Speedboat back to the Lighthouse and place the charged Engine Battery back where you had gotten it from. Once the lift is powered, pull and hold the Up Arrow Lever to go up. Interact with the Box to your left to pick up a Climbing Rope.
 Continue to go up to enter the top of the Lighthouse and interact with the Scuba Helmet to your right to pick up a Skull Key.
 Pull the Black Lever near the window to the right to cause the Ladder outside to fall.
 Interact with the Blue Book on the counter and flip the pages until you come across a page that looks like a Table of Symbols and Numbers.
 Use the Skull Key on the Chest in front of you. Upon opening it, pick up the Golden Star Disc and interact with the Spiderweb. (the trophy “Spy-der Web” will pop).
 Make your way back outside and head to the left side of the Lighthouse. Climb the Ladder you had dropped so you can close the Shutters. Once you have, head back inside and inspect the Shutters that now reveal a set of Numbers. (every number but 5 & 12 will always be different each playthrough).
 Go back to the other side of the water and head back inside until you are back on Floor 0. Now head outside, and upon taking the path to the right, use the Climbing Rope on the Small Old Stump. Interact with the Rope to climb down. You’ll see Gunther, talk to him until the dialogue repeats. Your main focus is the Stick poking out of the ground to the right of the nest. Keep clicking until it has fallen down to the ground below.
 Head back inside and make your way back to Floor -2 to head outside that way. On the ground to your right will be the Fishing Net and another Stone Artifact.
 Use the Fishing Net on the back of the Speedboat to connect it. Now interact with the Speedboat twice (once to get to the lighthouse, once to get back) and you’ll notice that you have caught a Fish. Use the Fish on the Water to toss it back in. (the trophy “Catch and Release” will pop).
 Interact with the Speedboat again, and when you come back, there will be another Fish waiting for you. Now take this Fish all the way back to the Vent and use it on the Giant Fan. Pick up the Fish Bones that appear on the Bridge. (the trophy “Sashimi Buzz-Cut” will pop).
 Go back to the Speedboat and repeat the process of catching Fish. This time you’ll be taking the Fish to the Kitty Pattern Flap on Floor -1. (the trophy “Cat Door Courier” will pop).
 Now head back to the Speedboat, catch another Fish. Once you have the Fish, head back up to Floor 0 and head outside. Go down the right path and climb down the Rope to see Gunther, use the Fish on him. Make sure to talk to him each time you feed him. Repeat these steps 5 times. (the trophies “Bird Buffet” and “Gasbag with Gunther” will pop).
 After making Gunther get the hiccups, go back to the Speedboat and catch another Fish. Use this Fish on the Log to the right to have Gunther fly down from his Nest.
 Make your way back inside, and once on Floor 0, head outside. Take the right path once more and head down to Gunther’s Nest and pick up the Ornate Gem.
 Go back once and use the last Stone Artifact on the Japanese-Inspired Statue. Once completed, you have to move each section, except for the bottom, which is unmovable. Use the Table you discovered in the Lighthouse along with the Numbers on the Shutter to solve the puzzle. For example: 5 starts at the top and 12 is the bottom.
 When you finish the puzzle, make your way back down where the Speedboat is, and, if done correctly, the Hidden Slot on the wall across the Waterfall opens. Pick up the Ornate Gem found there.
 Use the Machete on the Vines to reveal a Circular Lock with two Symbols. Use the Golden Star Disc on the Lock before leaving.
 Go back to Floor -1 and use the Crowbar on the Statue to the left to reveal an Ornate Gem. Enter the room to the right, and upon using the remaining Ornate Gem on the Floating Box, it will open to reveal a Mystery Key.
 Head out and back to Floor -2. Go through the Vault Door and use the Mystery Key on the Pedestal in the middle of the room. This will give you the last Golden Star Disc.
 Take the Stairs behind you outside and head left toward the Waterfall. Use the Golden Star Disc on the lock which will reveal a connecting the patterns puzzle. Upon completion, a Hidden Passage will reveal behind the Waterfall. Enter the room to find Ruby’s submarine. (the trophy “Super Sleuth” will pop).
 Pick up the Bolt Cutter, and before interacting with the Submarine, make your way back to the Lighthouse.
 Go to the top floor and use the Bolt Cutters on the Chained Cabinet to the left. Pick up the Wrench and the Small Valve. Now head back down and enter the Hidden Passage again.
 Use the Wrench on the Covered Panel, then use the Small Valve. Click and hold the Valve until you burst the Pipe above. Make sure to step back after this happens. After the cutscene, head across the small Walkway and around the corner to have another cutscene.
 In front of you under the Pile of Sand will be the Jetpack. Once you dig it up, press the Red Button to see it fly off and dive into the water. (the trophy “The Final Blow” will pop).
 Head up the Ladder, and after the cutscene with your previous chief, the inventory bar will appear. Use the Fish Bone you got earlier on the Kitty, then the Fish Bone will be on the desk. (the trophy “A Parting Gift” will pop).
Stage 2 – Speedrun & Platinum.
During this stage, if you have followed the guide, you will only be focusing on finishing all five chapters in 120 minutes. This means you are free to ignore every extra step that lead you to a missable trophy and solely focus on the main objectives in each chapter. The completed puzzles that had no screenshots for them is because the puzzles change during each playthrough. One major example is all codes you obtain for each clearance on the big blueprint, along with the Spy Buy phone number and account number on the receipt. As soon as you climb the ladder at the end of Chapter 5 the trophy for Speedy Spy and the platinum will pop when the cutscene with the chief starts up.
Very Very Shh-neaky
A Parting Gift
Gasbag with Günther
Talk time with Trevor
Glorious Shoe Phone