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Short answer: there is no verified culprit or complete walkthrough for Among Us Story: On Guard yet. Innersloth has confirmed the investigation format, clue-and-task progression, and three possible endings, but it has not published the killer’s identity or the choices required for each ending. The full game is scheduled for February 17, 2027, so any guide naming a culprit now is speculation.

What is actually known about the mystery?

Among Us Story: On Guard is a single-player narrative mystery set in the Among Us universe. You play as Guard inside a MIRA Research & Development training simulation. A crew member has been murdered, and your assignment is to investigate while completing duties around the ship.

The official game page describes a structure in which tasks move the mission forward and reveal clues. Those clues are intended to help you determine who committed the crime. Innersloth also advertises three endings, but neither the game page nor the publisher’s reveal announcement explains the conditions for reaching them.

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Question What is confirmed What is not confirmed
Who is the victim? An early hands-on preview identifies the Cook as the victim. Whether every detail in that preview remains unchanged in the final build.
Who is the killer? Not disclosed by Innersloth’s public materials. The culprit’s name, motive, method, and definitive evidence.
How does the investigation work? Guard performs tasks, explores the ship, questions crewmates, and gathers clues. The final task order, dialogue branches, and mandatory discoveries.
How many endings are there? Three endings are advertised. The choices, clues, or outcomes associated with each ending.

That distinction matters: a premise and a few preview scenes are not enough to support a responsible culprit walkthrough.

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How the investigation is designed to work

You investigate as Guard

Guard is not a detached observer. The role combines ordinary ship duties with detective work. Assignments give you reasons to move through the environment, interact with equipment, and encounter crewmates. Completing those assignments is part of the investigation rather than a separate menu of chores.

Tasks reveal information

Innersloth says that task completion progresses through the world and uncovers clues. That means a task can be valuable even when it does not look like an interrogation: finishing it may open access to a location, trigger a conversation, expose a timing detail, or add evidence to the case. Do not treat the task list as filler or rush past interactions simply because they resemble familiar Among Us minigames.

Clues must be assembled

The publisher presents the mystery as a process of piecing together clues, not as a single accusation screen that automatically identifies the murderer. Expect the useful information to be distributed across locations, tasks, and conversations. A statement that seems harmless in isolation may become significant when compared with a later account or with the physical layout of the ship.

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Movement is part of the evidence

In a conventional visual novel, a character’s statement may carry most of the investigative weight. Here, movement and access appear to matter as well. A door, corridor, station, or locked room can support or undermine an alibi. When you write down a claim, also note whether the route was physically available at the stated time and whether another task changed access.

What the early preview shows—and what it does not

A June 10, 2026 hands-on report from Shacknews describes an early segment of the game. In that build, the Cook is the victim and Guard is immediately treated as a suspect. The player examines the crime scene, travels through the ship, performs task-style interactions, and questions crewmates.

The preview gives one concrete example of how the game expects you to create investigative opportunities: Guard makes coffee to draw the Engineer out, then locks a door before trying again so the Engineer cannot leave during questioning. This demonstrates the hands-on nature of the investigation, but it is not a confirmed route through the complete story. It does not establish that the Engineer is guilty, innocent, or even central to the final version.

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Preview material can also represent a work-in-progress build. Names, dialogue, room layouts, puzzle order, and outcomes may change before launch. Use the scene as evidence of the game’s interaction style, not as a spoiler for the ending.

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Why a complete culprit walkthrough is not available yet

Innersloth’s reveal FAQ does not identify the murderer or list the requirements for any ending. It includes the joke, “Who is the Impostor? There are no Impostors.” The line is a playful reference to the wider franchise, not a literal clue that clears every character or proves that the murder has no perpetrator.

The timing also prevents a reliable full solution. The temporary Steam demo ran from June 15 through June 22, 2026, according to Innersloth’s demo announcement. That window has ended, and the demo was only a limited preview rather than the complete campaign. Innersloth’s October 2026 release announcement gives February 17, 2027 as the planned launch date: Among Us Story: On Guard launches February 17, 2027.

A preview can establish that a scene exists, but it cannot establish every branch that follows it. For a genuine solution, you need the released dialogue, the final evidence placement, the accusation logic, and the ending result. None of those complete datasets has been published in the cited announcements.

How to investigate when you play the full game

The following is a practical method for a clue-driven mystery. It is an investigation framework, not an unpublished solution. It helps you preserve information and test theories without assuming a culprit that the public material has not established.

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  1. Record the initial assignment. Note the reported time, location, victim, people already mentioned, and every task Guard receives. Keep the wording of objectives because a small qualifier can identify where or when an event must occur.
  2. Inspect the crime scene before wandering. Look at every interactable object, entrance, exit, body position, damaged item, and nearby terminal. If the game allows repeated examination, revisit the scene after new dialogue; a later clue may change the significance of an earlier object.
  3. Build a simple timeline. Write down where each crewmate says they were, what task they claim to have performed, and when Guard encountered them. Leave uncertain times marked as estimates instead of turning them into facts.
  4. Complete tasks deliberately. Read the objective, observe the room, and note what changes after completion. If a task opens a door, starts a conversation, changes lighting, moves a character, or reveals an item, record that result before starting the next assignment.
  5. Question characters separately. Compare each person’s account with the timeline and with physical evidence. Ask follow-up questions when the dialogue offers them. A contradiction is a lead to test, not proof of murder: a frightened witness can be wrong, and a guilty character can tell a partly true story.
  6. Use the environment to test statements. If someone claims a route was open, check the doors and corridors. If a character says a task took place at a certain station, inspect that station. The coffee-and-door sequence described in the preview shows why positioning and access can matter.
  7. Track what is directly observed versus inferred. Keep two columns in your notes. “Observed” might be an item found in a room or a character seen entering a corridor. “Inferred” might be a motive or an assumed time of death. This prevents a plausible theory from silently becoming a supposed fact.
  8. Do not lock in an accusation early. If the game presents a choice, save your reasoning first. An early accusation may close dialogue or create one of the advertised endings, so test every available lead before committing.
  9. Preserve separate branches. If the game offers manual saves or selectable chapters, keep a save before major interviews and final decisions. Label saves by the choice made, not by a guess about whether that choice is “correct.”
  10. Verify the outcome. After an ending, note the final explanation, the clues referenced, and the choices that preceded it. Only then can you distinguish a complete explanation from a survival or failure state.

A note-taking system that makes contradictions visible

A small table is more useful than trying to remember every conversation. Use one row per character or location and update it as new information appears.

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Character Claimed location, task, time, companions, and notable wording. Makes conflicting accounts easy to compare.
Location Doors, access restrictions, objects, terminals, and who was seen there. Tests whether a stated route was physically possible.
Task Objective, start and finish conditions, and changes after completion. Shows which actions advance the investigation.
Clue Exact observation, source, location, and whether it is direct or inferred. Stops theories from being mistaken for evidence.
Decision Dialogue or action selected and the immediate result. Lets you reproduce or compare branches.

Use exact wording where possible. “I was near the reactor” is not equivalent to “I was inside the reactor room,” and “the door was closed” does not establish who closed it. Precision is especially important in a game that uses tasks and movement to construct an alibi.

Separating a clue, an alibi, and a theory

These categories should stay distinct during your first playthrough. A clue is a direct observation, such as an item, a recorded interaction, or a character seen in a specific place. An alibi is a character’s account of where they were and what they did. A theory is your explanation of how those facts connect. The theory can be useful without being proven.

For example, a character saying they completed a task is an alibi, not proof that the task was completed at the claimed time. A damaged console is a clue, but it does not by itself identify who caused the damage. Only after comparing the statement, the console, access routes, and timing should you decide whether the pieces support one another.

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This discipline also helps when a later scene revises an earlier impression. Do not erase the original observation; mark it as reinterpreted. A good mystery may intentionally give you information that is incomplete rather than false.

How to think about the three endings

Three endings are confirmed by Innersloth, but their triggers are not. Until the full game and an authoritative guide disclose them, avoid labels such as “good,” “bad,” or “true” ending unless the game itself uses those terms.

  • Do not assume one ending is the canonical solution. A branching mystery can reward different priorities, such as certainty, safety, or loyalty, without making every other outcome a mistake.
  • Record choices, not just the final screen. The relevant trigger could be a missed clue, an interview order, a task result, or a final accusation.
  • Replay one variable at a time. Change a single decision while keeping earlier actions the same. That is the quickest way to identify which choice changes the outcome.
  • Separate ending requirements from story revelations. A clue may explain the murder without being required for a particular ending, while an optional task may alter the result without identifying the killer.
  • Document failures as well as successes. A branch that ends the investigation can reveal which action closed the route, even if it does not reveal the culprit. Record the exact choice and immediate result before replaying.

At present, no public source establishes which clues or decisions map to any of the three outcomes, so a table assigning routes to endings would be invented rather than documented.

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Availability, platforms, and dates

Item Verified detail Qualification
Steam demo Available June 15–22, 2026. The temporary window has ended; this was not the complete game.
Planned release February 17, 2027. Date announced by Innersloth in October 2026 and subject to change.
PC The official game page specifies PC through Steam. Store availability and system requirements can change before launch.
Nintendo Switch Included in Innersloth’s stated plans in the reveal announcement. Confirm final platform availability at release.

For the latest date or platform information, use Innersloth’s announcement pages rather than relying on screenshots, archived demo listings, or preview articles. The cited pages do not establish a final price, a physical edition, or any accessory that is required to solve the mystery. A controller or merchandise may be optional personal purchases, but nothing in the published game details makes them part of the investigation.

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How to judge a future walkthrough

Once the game launches, a useful guide should identify its version or platform, show the evidence supporting the culprit, list the task and dialogue order, and explain what changes between endings. Be cautious with guides that publish a character’s name without showing the clues that connect that character to the murder.

  • Check whether the writer played the released build or an early demo.
  • Look for a stated version number and publication date.
  • Make sure the guide distinguishes mandatory clues from optional discoveries.
  • Prefer screenshots, dialogue quotes, or clearly described locations over unsupported assertions.
  • Confirm that an ending trigger is repeatable instead of inferred from one playthrough.
  • Check whether the guide covers all three endings or only one branch.
  • Watch for edits after patches; a route that worked in an early build may not match the launch version.

A spoiler-heavy video can still be useful, but it should identify where spoilers begin and explain whether it covers one ending or all three. A text guide is easier to audit because you can compare each claimed clue with your own notes.

The bottom line on solving On Guard

You cannot currently verify a complete answer to “who killed the Cook?” or a definitive route through every ending from the published material. What is established is the format: Guard investigates inside a MIRA training simulation, completes tasks that uncover clues, questions crewmates, and can reach one of three endings. The early preview shows how the game combines ordinary ship duties with deliberate investigative actions, but it does not reveal the final culprit.

Wait for the full release or an authoritative post-launch walkthrough before treating any named murderer or step-by-step route as fact. Until then, the most accurate way to approach the mystery is to preserve the clues, test every alibi against the environment, and keep preview scenes separate from the finished story.

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Frequently Asked Questions

Who killed the Cook in Among Us Story: On Guard?

Innersloth has not publicly identified the killer. The Cook is named as the victim in an early Shacknews preview, but that preview does not reveal the final culprit.

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How many endings does Among Us Story: On Guard have?

Innersloth advertises three endings. The publisher has not disclosed the choices, clues, or task order required to reach each one.

Is the Engineer the murderer?

There is no verified evidence for that conclusion. The preview shows Guard arranging a coffee encounter and temporarily locking a door while questioning the Engineer; it does not establish guilt or innocence.

Can I still play the demo?

The Steam demo was announced for June 15 through June 22, 2026. That temporary window has ended, and it was a limited preview rather than the full campaign.

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When does Among Us Story: On Guard release?

Innersloth’s October 2026 announcement lists February 17, 2027 as the planned release date. Dates and platform plans can change before launch.

What platforms are confirmed?

The official game page specifies PC through Steam. Innersloth’s reveal announcement also states plans for Nintendo Switch; confirm final availability at release.

What is the best way to solve the mystery when the game launches?

Inspect the crime scene, record tasks and dialogue, build a timeline, test alibis against doors and routes, separate observations from theories, and save before major decisions. Replay one variable at a time when comparing endings.

Is “There are no Impostors” a clue?

No. It is a tongue-in-cheek line in Innersloth’s reveal FAQ referencing the wider franchise, not a literal statement that clears every character or explains the murder.

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The Bottom Line

Bottom line: no verified culprit or complete route exists yet. The confirmed structure is a Guard-led investigation in a MIRA training simulation, with task-based clue discovery, crewmate questioning, and three advertised endings. Treat the Cook victim detail and coffee-and-door scene as early-build evidence, not a final solution, and wait for the released game or an authoritative post-launch guide.

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