Introduction
Here’s the Solution for Escape Games: Spy Agent Chapter 4. This time, the game introduces Dictator’s Home to explore and find hidden objects. It contains three different rooms, and seeing things from each is mandatory. Before starting the game, you should hone your skills and puzzle-solving abilities as they are only your weapon to use inside; otherwise, completing the level becomes problematic. When playing the game, you will experience the FPS gameplay two times when shooting the guard to access the house and destroying the cameras. If you don’t know how to complete Dictator’s Home, then here’s an Escape Games: Spy Agent Chapter 4 Walkthrough.
Escape Games: Spy Agent Walkthrough Chapter 4 – Dictator’s Home
Spy Agent Chapter 4 is set in the Dictator’s Home, where you cannot use any weapon. To solve the puzzle, you have to rely on your wit and puzzle-solving skills while taking guards down to access the house.
Main Gate
- First off, pick up a stone from near the gate and add it to your inventory.
- Use the stone, aim the guard, and fire at the right time to take him down.
- After that, tap the gate and crack its lock to access the house. To crack the locker, you need to hit the particular arrows shown in the image below and bring the key to the top.
Entrance
- Go through the door to reach the house entrance to prevent security cameras from detecting you.
- Select the stone from your inventory and use it to break the moving cameras. Next, head to the door and solve another tricky puzzle.
- The game displays a screen where fingerprints are moving at a constant speed. Your objective is to land the green fingerprint in a row to unlock the door.
Dictator’s Home
- After cracking the lock, you find yourself inside the house where lots of objects have been kept to make you confused. Head to the table and check the phonebook to find digits.
- Now, tap the classic telephone and dial the numbers (120524) to collect a screwdriver.
- Afterward, tap the device above the sofa and connect the following numbers: 20 – 28 -35 – 39 – 47 – 56 – 62 – 67 – 75 – 75.
- A battery will be automatically added to your inventory as you solve the puzzle.
- Discover the box above the flask on the left side, select a screwdriver from the inventory and use it to open the case. It contains another mini-game that will start as you add a battery to it.
- Go through the passageway to reach the laboratory.
Laboratory
- After reaching the laboratory, pick up a Chemical Bottle from the table and open the storage cabinet to discover the fire extinguisher.
- Now, head to the bucket wherein you must pour the Chemical Bottle and leave the laboratory for a while.
Snooker Room
Tap the area where you can quickly discover stairs to reach the Snooker Room and start finding hidden objects.
- Tap the fireplace to collect the crowbar, but first, use the fire extinguisher to put the fire down.
- Use the crowbar from the inventory, tap the table to open its secret drawer, and discover a cue.
- See the wall behind the pool table to discover horses and numbers printed on them. After that, head to the table and use the cue stick to play a mini-game.
- Your objective is to put all balls in the pockets following a particular number sequence as follows: 2 (Green), 6 (Pink), 1 (Red), 3 (Yellow), and 5 (Black).
- A painting will open up a secret cabinet holding coins as you solve the snooker game.
- Now, tap the table at the bottom of your screen holding colorful gems. Select the coins from the inventory and put them on the table to run a mini-game.
- To solve the puzzle, you must see the color sequence on the front wall and apply the same setting on the board using the coins.
- Once you solve the puzzle, the box opens and grants you Circuit Puzzle Pieces.
Return to Laboratory
After collecting Circuit Puzzle Pieces, return to Laboratory and head to the circuit box wherein missing items are mandatory to reveal the secrets.
- Select the Circuit Pieces from the inventory and place them on the left side. Select items one by one and add them to the circuit.
- Now, follow the map to complete the circuit and collect a Photographic Paper as the red light turns on.
- Head to the pot and dip the Photographic Paper into it, wait for a while until the image becomes apparent, and pick up the proceed paper from there.
- Now, put the paper into the machine available in the room and project it on the whiteboard.
- Tap the machine and enter the code 1714 to get a Secret key.
Go Back to the Snooker Room
- Return to the Pool Room, where you will discover a secret vault fixed above the fireplace. Select the key from the inventory and unlock the vault and get a blueprint.
That’s the end of Escape Games: Spy Agent Chapter 4 Walkthrough.
Read More: |Level 1| |Level 2| |Level 3| |Level 4| |Level 5| |Level 6| |Level 7| |Level 8|