Is the Haunted Paws clue board optional?
The demo loop uses it to combine clues. Skipping it is not a verified shortcut. A smell you never pin does not move the night.
Haunted Paws clues guide: sniff, dig, and bark, then pin finds on the owner's board. Apartment leads stay labeled when unverified. Verified October 2026.
Sniff the window, pin the board, keep digging.
~11 min read
Haunted Paws clues are how the two puppies move the rescue in Steam Demo 4992280, live October 8, 2026, from LazyFlock. You sniff, dig, and bark, then pin the find on the owner's board. The board combines those pins and writes the next place to go. The full game (Steam 2861080) is still TBA. Verified October 24, 2026 · demo store page · full store page.
The first room is the messy apartment. The prompt there is to find clues about what happened. The broken window, the claw marks, and the owner's shoe are the pins. A snack ad in that same apartment names a company the board sends you toward. In demo play that name reads Chompos. Analysis writeups use the same name. If your board spells it differently, copy the board. A personal name for the owner stays Unverified.
| Verb | Use it when | Demo example |
|---|---|---|
| Sniff | The object or the trail is the lead | Broken window, claw marks, owner's shoe |
| Dig | The ground is the prompt | ID card hidden by the locked factory doors |
| Bark | A quiet-room object needs a sound | Fridge creature, so the snack ad reaches the board |
| Pin | You already hold a real clue and the board is in the apartment | Shoe for "where is the owner," window for "how did they get in" |
| Look, then leave | The object is a toy, a snack, or a ball | Leave them off the board |
| Company name | The board shows a snack ad and a factory | Demo play reads Chompos. Follow your own letters |
Use the verb the room is asking for. Sniff when the trail or the object is the content. Dig when the spot in the ground is the content. Bark when a quiet object needs a noise and the room is empty. Cycling all three on every toy wastes the session, and barking in a chase pulls the creature with you.
Haunted Paws clues are pins, not a combat log. A sniff that never returns to the board is a smell you enjoyed. The board is in the apartment. Walk back after every real find. If the next step is a held door, a fish, or a card reader, switch to puzzles with the pin already done.
The messy-room prompt asks what happened. Sniff the evidence it is pointing at. The broken window is the entry. Claw marks beside it are a second pin. The owner's shoe is the "where are they" object, and it is evidence because it is theirs. A second shoe shows up later, near the factory, and that is another sniff: the owner is nearby. It does not replace the apartment pin.
Bark at the small creature in the fridge when the apartment is quiet. That bark is how demo play surfaces the snack ad the board uses for why the owner was taken. The same ad is also on the apartment computer. Pin the ad the board asks for.
Later, a hiding worker will tell you the monster hears a bark. That warning is literal. Barking beside a chase, or beside the spider-bodied figure on the factory approach, calls it onto you. Movement for those rooms is on the creatures page. This page only needs the rule: bark at objects in an empty room.
Dig when the ground is the prompt. At the locked factory doors, the hideout line says an ID card is hidden nearby. Dig there. The camera lifts from behind the puppy to a top-down view of the hole. Stay until a puppy is holding the card. Using the card on the doors is a puzzle, and so is going back if someone dropped it. A second hole stays Unverified.
Those three verbs are the whole kit. The next section is the room where the first sniffs live, in the order the board will accept them.
Matched by build plan, shared topics, and guide progression — not random related links.
The room prompt is to find clues about what happened in the apartment. Sniff what that sentence is pointing at, then return to the board. Carrying a shoe around as a trophy, before the board accepts it, does not advance the night. Rearranging the mess to "clean the scene" does not either. Leave the evidence where it lies.
Start on the broken window. Say the sniff out loud so your partner stops opening drawers. Claw marks are the next sniff in that same corner. Then the owner's shoe, which the board will ask for by name once you have smelled it. Toys, a duck, snacks on the counter, and a ball are in the room because it is a home. They are not the question.

| Object | Verb | Board use |
|---|---|---|
| Broken window | Sniff | How they got in |
| Claw marks | Sniff | More evidence for the entry, then "who" as a monster |
| Owner's shoe | Sniff | Where the owner is. The board accepts the shoe as theirs |
| Fridge creature | Bark, room empty | The snack ad that answers why they were taken |
| Computer | Read or sniff the ad | Same company ad, if the fridge pin is not enough for your board |
| Toys, snacks, ball | Leave them | They do not answer the prompt |
| Second shoe, later | Sniff near the factory | The owner is nearby. Still a sniff. Still not a new company |
Demo play sniffs the broken window as soon as the messy-room line appears. The claw marks next to it are easy to walk past because they look like texture. Sniff them. If the board still says it needs more evidence, it is telling the truth. The window alone will not close the room.
Apartment doors between you and that window are a shared hold. If your half does nothing, the other puppy is not on the handle yet. That hold is written up on puzzles. Finish it, then come back to the sniff.
The owner's shoe is the object that smells like the owner. Pin it when the board asks where they are. A matching shoe later, sniffed in the factory approach, means you are close. It is the same kind of clue. It is not a reason to skip the apartment board and run outside early.
The fridge sits in this room too. Open it when the floor is clear, bark at the small creature, and take the ad. The letters on that ad, in demo play, are the company name the next section has to get right.
The investigation board is in the apartment. Walk back to it after every real sniff. Read the question it is asking, pin the object that answers that question, and stop adding toys. A clue left in a corner is not combined. The board is the combination step.
Demo play at that board runs five beats. Where is the owner? The shoe. How did they get in? The broken window and the claw marks, and the board will ask for more until both are in. Why were they taken? The snack ad. Who took them? The claw marks and the fridge creature, and the board calls it a monster. Where next? Read the sentence. It sends you toward that company's factory.

| Board prompt | Pin this | Move on when |
|---|---|---|
| Where is the owner? | The sniffed shoe | The board accepts the shoe as the owner's |
| How did they get in? | Broken window, then claw marks | The board stops asking for more evidence in that room |
| Why were they taken? | The snack ad from the fridge or the computer | The board ties the owner to that company |
| Who took them? | Claw marks, and the fridge creature if the board asks | The board calls it a monster |
| Where next? | Nothing new. Read the sentence | The board sends you toward the factory |
In demo play the board answers the kidnapping with a snack ad, then a factory. The letters on that board read Chompos. The factory approach and a map credit in the same sessions use that name. Analysis writeups of the demo use Chompos for the same company. A jingle in the apartment sings Chompers, and one spoken line slips to a close misspelling. Those are the same lead.
Copy the spelling on your board if the letters differ. A writeup is not a second case file. The owner's personal name is a separate problem: some previews say Kira Pawsley, and that name stays Unverified. The board says owner. Use that word with your partner. A black cat as the cause of the kidnapping is also a media claim and stays Unverified. You do not need a black cat in the apartment to unlock the factory sentence.
The useful stop is the sentence that tells you to find a way to the factory. Until it is on the board, the street fish and the factory doors have nothing to aim at. Those errands are puzzles. The smell that justified them is this board.
Hats, breeds, and the kitten-in-disguise fur do not add a pin. They are looks, on the breeds page. The next section is the handful of clues that only exist after you leave the apartment, and which verb each one still is.
The street and the factory add three finds. None of them replace the board. They answer a sentence the board already wrote, or they are a sniff you pin only if the board asks.
First is the worker who lost the car keys, and the cat who wants two fish. That is a fetch, so the steps live on puzzles. The clue inside it is the destination: he is heading to the factory the board named. Second is the owner's other shoe, sniffed in the factory approach. It means the owner is nearby. Third is the ID card in the ground by the locked doors. Dig it. The camera change is how you know the hole is real.
| Find | Verb | What it is for |
|---|---|---|
| Two fish, then keys | Sniff the first fish. Carry the second | Pays the cat so the worker can drive toward the factory |
| Second shoe | Sniff | Owner is nearby. Same shoe clue, later room |
| Hideout line | Read | Deeper doors are locked. An ID card is hidden nearby |
| ID card | Dig, then carry | The doors that asked. A dropped card is a walk back, not a new clue |
| Missing posters | Read | Optional. Pin one only if the board has a question they answer |
| Snack treats on a high shelf | Boost, if you want them | Unverified as a required clue |
A construction sign and the factory gate repeat the company from the apartment ad. Read them. If they match the board, you are in the right place. If a caption, a jingle, or a writeup disagrees by a letter, the board wins. Chompos is the demo-play spelling and the analysis spelling. It becomes Unverified the moment your screen shows different letters.
You are finished with clues for this build when the board has a destination and every later object is either pinned or deliberately left. The fish, the card tap, and the car are the puzzle page. A creature in the hall is the creatures page. There is no verified hidden ending hiding in an extra bark.
If the apartment board still says it needs more, you left too early. Go back to the window, the marks, the shoe, and the ad. The beginner guide is that first-night order. The demo page is how far the build lets the factory go. The FAQ is the name question and the bark question.
Next: split the door, the fish, and the ID card on puzzles.
If a bark pulled something toward you, leave on the routes in creatures.
First-night order is the beginner guide. Party setup is co-op. Looks stay on breeds.
The demo loop uses it to combine clues. Skipping it is not a verified shortcut. A smell you never pin does not move the night.
Broken window, claw marks, then the owner's shoe. Bark the fridge creature only if the room is empty. Toys stay off the board.
Demo play shows that spelling on the board, the ad, and the factory. Analysis writeups use the same name. If your board spells it differently, copy the board. A jingle that says Chompers is the same lead.
That name stays Unverified. It shows up in media previews. The board says owner.
In an empty room, on an object such as the fridge. During a chase, sound pulls the creature. Routes are on creatures.
When a line says a card is hidden nearby, dig until the camera shows the hole. Spending the card is a puzzle.
No verified range difference. The October 19 coats are looks. See breeds.
They are the case this demo starts. Room order past the factory approach stays incomplete. Preview names stay Unverified.
Matched by build plan, shared topics, and guide progression — not random related links.