Do I have to play the cases in this order?
No — every case can be queued into from the start. This order is a difficulty curve for new players, not a story requirement.

Detective Duck walkthrough: recommended case order, the investigation spine for each scene, and links to every case page in this free Roblox game.
The Museum case walks through the same search-lock-suspect spine covered below, from the first key to the final accusation.
~7 min read
This Detective Duck walkthrough covers the case order new detectives should follow, the exact search-lock-suspect loop every case repeats, and the recurring tools you'll see across the current case roster. For full step-by-step room actions, codes, and the confirmed suspect in a specific case, open that case's own page from the table below. Verified August 16, 2026.
| Fact | Detail |
|---|---|
| Cases covered here | 11+ live cases, plus the short tutorial case |
| Recommended start | Jewelry Store — shortest confirmed evidence chain |
| Platform | Roblox · PC, mobile, and tablet |
| Mode | Solo or co-op up to 5 (private servers up to 10) |
| Price | Free to play |
New detectives generally find these cases easier at the start, then move into the more evidence-heavy cases once they know how to search a scene properly and read a suspect statement against real evidence.
Shortest evidence chain — a good first case.
Introduces comparing suspect statements to records.
Access-based evidence and a timestamped security log.
Multi-step vault code before the final clue.
Built to make you accuse the wrong suspect.
Physical evidence matching across compartments.
Deduction-heavy with no direct weapon evidence.
An inside job with a deliberate frame job.
Nothing in Detective Duck locks a case behind finishing another one first — you can queue into any live map from the start. The order above exists because Jewelry Store and Motel each hinge on one or two connected clues, while Suburbs, Train, and Prison stack multiple suspects, red herrings, and physical-evidence chains that are much easier to read once the core habit is automatic.
Each card above links to that case's full page: setup, every confirmed code, the suspect table, and the correct culprit with the evidence that proves it. Here's what that four-stage loop actually looks like once you're inside a case.
Matched by build plan, shared topics, and guide progression — not random related links.
Strip away the theming — a stolen crown, a vault break-in, a prison escape — and every case in the current roster runs through the same four stages in the same order.

| Stage | What you are actually doing |
|---|---|
| Read the case | Open the Case File for the crime summary and the initial suspect list |
| Search every room | Interact with drawers, notes, posters, and marks — use the magnifying glass on anything small |
| Solve locks & safes | Combine two or more collected clues into the digits, symbols, or key a lock actually needs |
| Read suspects against evidence | Match tools, physical traits, and timestamps to the one suspect who fits all of them |
| Submit via phone | End the investigation and lock in the suspect the evidence supports — this step cannot be undone |
A door code is rarely a single note with four digits on it. More often it's a poster giving a direction or symbol sequence, paired with a second note somewhere else that tells you what each symbol is worth in numbers — the Prison case's arrow-to-digit conversion and the Museum case's painted mural date are both examples of this same pattern. If a lock feels unsolvable, you are almost certainly missing the second half of its clue, not facing a guessing puzzle.
Every suspect gets a role and a written statement, and exactly one of them contradicts the physical evidence you collected — a stain that doesn't match their alibi, a tool only they had access to, or a timestamp that puts them at the scene. Several cases (Suburbs is the clearest example) are built so the suspect who benefits from the crime looks guilty while the real culprit hides behind a clean-looking alibi. Confirm the contradiction before you submit; a hunch is not evidence.
Once the loop is second nature, the last piece worth knowing is which physical tools tend to repeat across cases, so you recognize them on sight instead of guessing what they're for.
Beyond the Case File, phone, and magnifying glass every case shares, most maps also hand you two or three physical tools that exist to open exactly one thing. Recognizing them on sight saves a lot of backtracking.
| Tool | Typical use |
|---|---|
| Magnifying glass | Reveals footprints, fingerprints, and small handwriting a normal camera angle misses |
| Crowbar | Pries open boarded panels or blocked doorways to reach a key or a room |
| Plunger | Retrieves an item dropped or hidden inside plumbing fixtures |
| Screwdriver / wrench | Opens panel covers or disassembles a fixture hiding a clue |
| Keycard / room key | Case-specific access to a single locked door or storage area |
| Phone | Ends the investigation and submits your final accusation |
Once a crowbar has pried its one panel or a plunger has retrieved its one item, it has done its job for that case — you won't need to carry it further or ration it like a resource. If you're holding a tool with nowhere obvious to use it, you likely haven't found its matching object yet; keep searching the room you picked it up in and the one immediately next to it.
With the loop and the tools covered, the last piece is the bigger picture — how many cases actually exist right now and what happens once you've solved them all.
The current case roster on this site's cases hub covers 11+ maps, on top of the short tutorial case new accounts start on. Together they make up what the game tracks as Chapter 1.
| Milestone | What it means |
|---|---|
| Tutorial case | A short first case teaching the search-lock-suspect loop at its smallest scale |
| 11+ case roster | The full set of Chapter 1 investigations covered on this walkthrough |
| Chapter 1 completion badge | A permanent Roblox badge awarded once every Chapter 1 case is solved |
| Chapter 2 | Teased in-game as a future event; no confirmed content breakdown yet — check the developer’s Roblox group for updates |
Protocol: Anomaly has continued releasing additional cases beyond the core Chapter 1 roster, so the exact case count can grow between visits. This walkthrough tracks the confirmed P0 case list; check the cases hub for the current full roster before you plan a full-completion run.
If you're still building the core search-and-accuse habit, loop back to the beginner guide before tackling the harder end of this order — and keep the codes page open for any puzzle code you don't want to re-derive by hand.
No — every case can be queued into from the start. This order is a difficulty curve for new players, not a story requirement.
This walkthrough covers 11+ confirmed cases, and the developer has continued adding more — check the cases hub for the current full list.
The case ends and the wrong accusation is recorded; most cases let you queue back in and run the investigation again with what you already know.
The codes page lists confirmed puzzle codes cross-referenced by case, alongside the separate Roblox redeem codes.
The developer has teased a Chapter 2 event in-game, but no locked release date or content list has been confirmed publicly — follow the Protocol: Anomaly Roblox group for the official announcement. Extra maps already live: Summer Camp (culprit Liam), Hideout (cuff Denim Dan), Villa (accuse George), and The Bakery.
The beginner guide — it covers the Case File, the magnifying glass, and how locks are actually built before you touch a scene.
August 16, 2026
Matched by build plan, shared topics, and guide progression — not random related links.