Enigma Agency: The Case of Shadows: Chapter One: John
Trust our Enigma Agency The Case of Shadows Walkthrough to keep you safe as you attempt to help your boss, John, rid himself of the evil forces stalking him. Our chapter-by-chapter instructions, simple puzzle solutions, and custom screenshots, all marked with key item locations, will help you solve the mystery of this cursed map and the shaman who will stop at nothing to get it back.
General Information & Tips
Chapter One: John
Chapter Two: Coming Soon!
Ask for help in the comments below!
Chapter One: John
Chapter Two: Coming Soon!
Ask for help in the comments below!
- Click on the car to zoom in.
- Take the WIRE.
- Use the WIRE on the mailbox.
- Take the NEWSPAPER and the KEY TO THE GATE.
- Click to zoom in on the sign and take the SCREW.
- Click to zoom in on the gate.
- Use the KEY TO THE GATE on the lock.
- Go forward one screen.
- Click anywhere for a cutscene.
- Click to zoom in on the fountain.
- Take the FORK.
- Go forward toward the house.
- Click to zoom in on the pillar on the right.
- Use the FORK on the slider.
- Take the SLIDER.
- Go through the door.
- Click on the man on the floor.
- Click to zoom into the phone.
- Click to zoom in on the door on the right.
- This will start a puzzle.
- Move your mouse around until you see the dart board.
- Click on that area and note the numbers the darts are on.
- Click to zoom in on the kitchen door.
- Use the SLIDER on the door.
- This will start a mini-game.
- Use the code you found from the dart board.
- 4 green, 7 red, 3 blue.
- Go into the kitchen.
- Click on the note to read it.
- Take the GLASS.
- Click on the the sink to zoom in.
- Take the PLUG.
- Go back one screen.
- Click on the sparkles to access the HOG.
- Find all the items on the list.
- You will receive the FIRE EXTINGUISHER.
- Attempt to go back one screen.
- The lights in the house will turn off.
- Now, go back one screen.
- Go to the left to the terrace.
- Use the FIRE EXTINGUISHER on the cat.
- Take the WAND.
- Click on the ground to zoom in.
- Take the RECORD.
- Click on the sparkles to play the HOG.
- You must interact with all the objects in order to get the green ball.
- Use the crank on the gramophone.
- Use the RECORD on the gramophone.
- Click on the crank and a fly will come out. When the frog jumps, grab the BATTERY he was sitting on.
- Click on the lighter.
- Click on the bellows. This will open the box with the key. Take the WINDING KEY.
- Use the BATTERY on the empty slot on the right.
- Use the gear on the empty spot above it.
- Use the WINDING KEY on the little mouse. Click to wind it.
- Take the GREEN BALL.
- Go back two screens.
- Click to zoom into the lamppost.
- Take the BULB.
- Go left.
- Use the BULB on the lantern.
- Go back one screen and then head right to the basement.
- Attempt to go to the right and a tree will block your path.
- Click to zoom into the door.
- Use the GREEN BALL on the door.
- This will start a mini-game.
- The goal of the puzzle is to use the buttons and rotate the board in order to put the balls in the correct slots.
- The solution is as follows: 2,1,2,1,2,2,1,2,2,2,2,2,1,2,1,2,1,2,1,1,1,2,2,1,1,1,2,2,1,1,1,2,1,2,2.
- Go in the basement.
- Click to zoom in on the blinds.
- Use the WAND on them.
- Click to zoom in on the fuse box.
- Click on the handle.
- Click to zoom in on the blinds once more.
- Click to close the blinds.
- Go back two screens and then to the left twice, back to the Road to the Guest House.
- Click on the lamp to zoom in.
- Note the numbers 128V.
- Take the SAW.
- Go back to the basement entrance.
- Use the SAW on the tree that's blocking your path.
- You will receive the PIECE OF WOOD.
- Go to the right toward the shed.
- Click on the door.
- Take the DOORKNOB.
- Click on the roof to zoom in.
- Take the TRIPTYCH PANEL and the INSULATING TAPE.
- Click on the sparkles to play the HOG.
- You must interact with all the objects to get the FUSE.
- Use the INSULATING TAPE on the wires.
- Use the funnel on the pipe by the candy machine.
- Use the arrow on the crossbow.
- Use the spring on the other spring. Click to turn the handle on the candy machine.
- Take the FUSE.
- Go back to the basement.
- Click on the fuse box to zoom in.
- Click on the numbers and change them to 128.
- Use the FUSE on the slot.
- Use the PIECE OF WOOD on the hole.
- Click on the wall to zoom in and see the drawing of the stove.
- Click to zoom into the fuse box again.
- Take the WHITE KEY.
- Go back to the kitchen.
- Click to zoom in on the sink.
- Use the GLASS on the sink.
- You will receive the GLASS OF WATER.
- Click to zoom in on the stove.
- Change the knobs to the correct position.
- Click on the button in the middle.
- Take the WINDOW HANDLE.
- Go back one screen.
- Use the GLASS OF WATER on John.
- Click to zoom in on John.
- Take the LOCK PART.
- Click to zoom in on the door on the right.
- Use the LOCK PART on it.
- This will start a puzzle.
- The goal of the puzzle is to move the arrows in order to form the correct image.
- The solution is as follows: 1,2,2,1,2,2.
- Go into the study.
General Information & Tips
Chapter One: John
Chapter Two: Coming Soon!
Ask for help in the comments below!
Chapter One: John
Chapter Two: Coming Soon!
Ask for help in the comments below!