The Cabin Game Clues & Escape Guide
The shortest accurate version is: reveal three clues, use those clues to narrow the exit room, then get to the room you choose and wait for the game to resolve the pick. The confusing part is the graveyard: only the clue currently on top is checked each turn, so owning or seeing a clue is not the same as having it actively tested.

The graveyard rule that causes most first-run confusion
The current in-game tip says you can take a clue from the clue deposit (Graveyard) instead of pulling a new card from the eject. The manual adds the important detail: only the top clue is checked every turn.

That means a clue can appear to “do nothing” for several perfectly normal reasons:
- it is not the top graveyard clue yet;
- the relevant room is not present in the cabin;
- the group is looking for the wrong visual form of the clue;
- an Event has changed or wiped the graveyard state.
Do not mark a clue as false just because the first room search produced nothing.
The seven clue types visible in the current manual capture
A current manual page shows these discovered clue labels:
| Clue shown | What to look for / why it matters |
|---|---|
| The Grandfather Clock | A clock-based clue; the card itself is visible in current footage. |
| The Past Player | Evidence associated with a dead/past player visual. |
| Corrupt Painting | A painting that changes into a corrupted state. |
| Paranormal Alteration | A room/object alteration rather than a simple collectible. |
| Chicken Decor | A chicken decoration clue shown directly in the current manual. |
| Winning X Symbol | A tic-tac-toe style X result. |
| Winning O Symbol | A tic-tac-toe style O result. |

The list above is stronger than copying a fan wiki because it comes from the current in-game manual. It is still version-sensitive: Early Access may add, remove or rename clues.
The 12 candidate rooms shown on that same manual page
The same current manual capture lists 12 possible room labels:
| Left column | Right column |
|---|---|
| The Dining Room | The Living Room |
| The Kitchen | Hall T I |
| Bathroom | Hall T II |
| The Furnace Room | Hall S I |
| The Study | Hall S II |
| The Bedroom | Hall L |
This does not mean every room will exist in every run. The cabin is built through Room cards, so the current table layout controls what can actually be searched and reached.
Grandfather Clock: a concrete clue example
Current gameplay contains a dedicated The Grandfather Clock clue card. That makes it a useful example of what “a clue” looks like before it becomes part of the larger exit-room deduction.

A safer deduction workflow
- Put the clue you actually want checked on top of the graveyard.
- Confirm the room you need exists in the current cabin. If it has not been built, do not interpret the missing result as a negative clue.
- Search for the clue in the form the manual describes. A corrupted painting and a wall decoration are different kinds of evidence.
- Record the result immediately. Use present / absent / altered / unchecked instead of vague notes such as “probably no.”
- Repeat until three clues are revealed. The manual explicitly frames three revealed clues as the exit-room objective.
- Choose the room that best fits the confirmed evidence. Do not let one unchecked clue overrule two verified ones.
- Go to the selected exit room and wait. The current game displays a tip telling the group to do exactly that.

Why the external Clue Notebook is useful
The Clue Notebook stores your own run notes in the browser. It deliberately does not claim a universal clue-to-room answer table, because the cabin layout and draw change from session to session and the complete current-build clue matrix is not yet verified.
Useful fields to record are:
- clue name;
- room checked;
- present / absent / altered / unchecked;
- a short note such as “room not built yet” or “Event wiped graveyard.”
That keeps a real run from turning into four people trying to remember what happened ten minutes ago.
What we are still refusing to publish
A complete clue × room solution matrix is still HOLD_NO_INDEX. We now have a much better current manual capture, but not enough independent current-build evidence to guarantee every clue-room relationship. Publishing a giant matrix from guesses would be exactly the kind of scaled low-trust content this rebuild is meant to avoid.
How this guide was verified
The three-clue objective, graveyard rules, seven clue labels and 12 candidate room labels above come from current in-game manual captures supplied for this project. The room-building and escape-by-clues loop is also described on the official Steam page. Current gameplay transcripts are used to cross-check how players interact with those rules. No competitor clue matrix was copied.