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How to solve the murder mystery in Among Us Story: On Guard (what is—and isn’t—known)

By Freedom251 Team · · 9 min read

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There is no verified culprit or complete walkthrough for Among Us Story: On Guard yet. Innersloth has described a single-player investigation in which you play Guard inside a MIRA Research & Development training simulation, complete tasks, collect clues and work toward one of three endings. The publisher’s public materials do not identify the killer or publish the exact choices and task order required for any ending.

That means any article naming the murderer or presenting a definitive route would be speculation. This guide separates confirmed information from an early hands-on preview and gives you a practical, spoiler-conscious method for solving the case when the full game is available.

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The short answer: the case cannot be solved from the published evidence

Innersloth’s official game page says that Among Us Story: On Guard is a narrative mystery. You take the role of Guard, perform assigned tasks in a training simulation and uncover clues that help you determine who committed a murder. The same page advertises three endings.

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Neither that page nor the publisher’s June 5, 2026 reveal announcement states the culprit, the complete investigation route or the conditions for the three endings. The full release is planned for February 17, 2027, according to Innersloth’s October 2026 launch announcement. The available material therefore supports an explanation of the investigation format, not a factual killer reveal.

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If you have seen a post claiming to know the complete answer, check whether it is based on a finished retail build. A preview, trailer, demo clip or theory can show possibilities without proving the entire route.

What the official game description confirms

Confirmed detail What it means for your investigation
Guard is the player character You investigate from Guard’s perspective rather than controlling a conventional Among Us crewmate in a multiplayer match.
The setting is a MIRA Research & Development training simulation The events take place in a structured simulation, so assigned duties and scripted interactions are part of the mystery’s framework.
Tasks advance the mission Progress is tied to completing duties, not simply walking around looking for one hidden object.
Tasks uncover clues Actions that appear routine can provide information needed to reconstruct the crime.
There are three endings The story branches, but Innersloth has not published the choices or evidence thresholds that lead to each outcome.

These are publisher-stated features, not deductions from fan theories. The wording does not promise that every clue is collected in one fixed order, that every task is optional, or that the endings correspond to three different named suspects. Those details remain undisclosed.

What an early preview shows—and what it does not prove

A Shacknews hands-on preview from June 10, 2026 describes an early build. It identifies the Cook as the victim and says Guard is immediately suspected. The preview also reports that Guard examines the crime scene, moves through the ship, performs familiar task-style interactions and questions crewmates.

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The Engineer questioning example

In the preview segment, Guard makes coffee to draw the Engineer out. Guard then locks a door before trying again, preventing the Engineer from leaving during the questioning. This demonstrates the kind of environmental setup and interview tactic the early build allows: a task can create an opportunity to speak with someone, while a ship interaction can change the circumstances of that conversation.

That scene is useful as a model for how to think about the game, but it is not a verified solution. It covers only an early portion of a preview build. It does not establish that the Engineer is guilty, that coffee and a locked door are required in the finished game, or that the same sequence produces a particular ending.

How the investigation loop is expected to work

The confirmed structure combines three activities: completing duties, examining the changing situation and questioning people. Treat them as connected parts of one investigation rather than separate mini-games.

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1. Complete the assigned task

Tasks are progression gates as well as chores. Finishing one can open another area, trigger a conversation or reveal a clue. Read the task objective carefully and note where it occurs before leaving the area. If a task changes the room, ship state or a character’s availability, record that change immediately.

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2. Inspect what the task reveals

After an interaction, look again at the surrounding space and any newly available character. The official description specifically connects task completion with uncovering clues. A clue may be an object, a statement, a timing detail or a contradiction rather than a dramatic reveal.

3. Question crewmates in context

The preview confirms that questioning is part of the early build. Approach interviews as evidence gathering: note what each person says, when they were available and whether their account matches what you observed while completing tasks. Do not treat suspicion, nervous behavior or a familiar role as proof of guilt.

4. Use ship interactions deliberately

The coffee-and-door example shows that the environment can affect an interview. If a character leaves before you can finish a conversation, look for a legitimate task or ship interaction that changes the timing. The preview does not establish every available tactic, so experiment without assuming that one demonstrated trick is mandatory.

A practical, spoiler-conscious method for solving the case

When the complete game launches, use the following process to avoid losing track of evidence. It is an investigation method, not a claim about an undisclosed official route.

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  1. Start a case log. Write down the location, task name, time or sequence position and every new fact after each interaction. Separate direct observations from what a character tells you.
  2. Map the ship. Record rooms, doors and routes that become available. If an area is blocked, note the task or conversation that appears to control access instead of repeatedly retracing the same path.
  3. Label evidence by strength. Mark physical observations and completed-task results as observations; mark dialogue as testimony; mark your own interpretation as a hypothesis. This prevents a confident line from being mistaken for a confirmed fact.
  4. Track each person’s opportunity. For every crewmate, record where the game places them, when you encountered them and what they claim to have been doing. Opportunity is only one part of a case, but it helps expose incompatible timelines.
  5. Revisit after major tasks. Because tasks progress the mission and uncover clues, a room or character may provide new information later. Recheck locations after a substantial objective rather than assuming an early inspection was final.
  6. Compare statements with the environment. If someone describes a route, object or event, test that account against what you can actually inspect. A contradiction may be more valuable than a dramatic accusation.
  7. Do not lock in a suspect too early. Guard is suspected in the preview, which means the story may deliberately put pressure on the player’s credibility. Keep at least two plausible explanations until the evidence removes one.
  8. Record decisions before making them. If the game offers a choice, capture the wording and the evidence you used. Three advertised endings make it important to distinguish a deliberate branch from an accidental missed clue.
  9. Test the outcome against the evidence. Before selecting a final accusation or conclusion, check whether it explains the victim, the timeline, the physical clues and each important testimony. A theory that explains only one clue is incomplete.
  10. Preserve your version information. Note whether you are playing the demo, a preview build or the released game and record the platform. Early-build behavior can change before launch, and a future patch could alter a route.

Understanding the three endings

Innersloth confirms three endings but has not disclosed how to reach them. No reliable public table currently maps an ending to a suspect, clue count, task order or dialogue choice. Treat any such chart published before a finished game and authoritative walkthrough as unverified.

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  • customisation: choose how you want to play! Add more impostors, tasks, decrease visibility and more. All in style as you get to choose your favourite colour, outfit, and Hat.
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When players begin documenting the endings, the useful comparison axes will be:

  • Required clues: which observations or completed tasks are necessary before the final decision;
  • Task order: whether a branch requires completing objectives in a particular sequence;
  • Conversation choices: whether questioning language changes the available conclusion;
  • Outcome text and scenes: the exact ending shown, rather than a fan label;
  • Build and platform: the game version used, since early access, patches or platform differences could matter.

Do not assume that “three endings” means three possible murderers. It could refer to different judgments, levels of certainty or consequences after the same culprit is identified. The publisher has not defined the categories.

A note about the phrase “no Impostors”

The reveal FAQ includes the line, “Who is the Impostor? There are no Impostors.” Innersloth presents this as a tongue-in-cheek answer in the announcement, not as a literal clue or a statement that the murder has no perpetrator. It should not be used to infer the ending or dismiss the investigation described on the official game page.

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Availability and timing

Date or status What was announced How to interpret it
June 5, 2026 Innersloth published the reveal announcement and FAQ. The announcement confirms the narrative premise and three endings but withholds the solution.
June 10, 2026 Shacknews published a hands-on preview of an early build. The Cook, Guard’s suspicion and the Engineer interview example come from this preview segment.
June 15–22, 2026 The Steam demo was available for a limited window, according to Innersloth’s demo announcement. That demo period has ended; access should not be assumed to remain open.
February 17, 2027 Innersloth’s October 2026 announcement lists this as the planned launch date. It is a scheduled date, not proof that the game is already available or that the date cannot change.

Innersloth’s reveal materials say plans include PC and Nintendo Switch, while the official game page specifically identifies PC through Steam. Platform plans can change, so check the publisher’s current listing when you are ready to play.

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Why a demo or preview cannot supply the final answer

A temporary demo and a hands-on preview are snapshots of development. They may omit scenes, rearrange tasks, use placeholder dialogue or end before the branch point. Even if a player correctly identifies a suspect in that segment, the evidence may not carry into the finished story.

The demo’s availability window has also passed. A video recorded during that period can show what was playable then, but it cannot establish content added later. Look for the build number or publication date whenever you evaluate a walkthrough.

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Common mistakes that lead to a false solution

Confusing suspicion with proof

Guard is suspected immediately in the preview. That is a story premise, not evidence that Guard committed the murder. Likewise, a character acting evasively may be protecting a secret unrelated to the killing.

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Treating a task as cosmetic

The official game page says tasks uncover clues. Skipping an apparently routine duty may mean missing context, not merely saving time.

Assuming the first available route is the only route

Three endings imply that at least some outcomes differ. Do not publish a single path as universal unless the finished game and version are identified.

Turning a preview tactic into a rule

The Engineer coffee-and-door sequence demonstrates one approach in an early build. It does not prove that every interview requires a lock, a beverage task or the same order.

Using the FAQ joke as a cipher

The “There are no Impostors” line is presented humorously. Reading it as a hidden confession goes beyond what the announcement establishes.

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What to do if you are stuck after launch

  • Check the objective text first. Confirm that the current task is actually complete and that you interacted with the required object, not merely reached the room.
  • Search for a newly available conversation. Return to characters whose schedules or locations changed after the last task.
  • Re-examine previously visited rooms. A clue can become meaningful only after another event supplies context.
  • Review your case log for contradictions. Compare times, routes and statements instead of choosing the character who feels most suspicious.
  • Verify the game build. A guide for the demo or an early preview may not match the release version.
  • Avoid deleting a save while testing a theory. If the game provides multiple save slots or replay options, preserve the point before a major decision. The publisher has not publicly documented the save system, so use only options actually shown in your copy.

What a trustworthy future walkthrough should include

A genuinely useful solution guide will identify the game version and platform, list every required task in order, quote or accurately paraphrase the relevant dialogue, distinguish optional clues from mandatory ones, explain the evidence linking the culprit to the crime and show how each of the three endings is triggered. It should also label spoilers clearly and note when a route comes from a patch or a particular build.

Until that documentation exists, the responsible answer is limited but clear: play Guard as an investigator, use tasks to open the case, inspect the clues they reveal, question the crewmates and test their accounts against the ship’s evidence. The identity of the killer and the exact ending routes are not established in the currently published sources.

Quick Recap

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