
How this guide is built: Lost and Found Co. has thousands of interactive objects, and the walkthroughs that exist are flat lists of “this item is at these coordinates” for hundreds of them. Copying those helps nobody — the whole point of a hidden-object game is the searching, and a coordinate for one item is useless the second you're looking at a different one. So this guide teaches the search method and gives a chapter-by-chapter orientation — what each stage throws at you and the kind of sneaky spot to expect — with a few representative tricky finds as examples. Facts are cross-checked against the official Steam page (app 2101390), the Casual Game Guides hub and its chapter/tips/Juju pages, and the Into Indie Games chapter walkthroughs. For anyone who genuinely needs to see one specific item located, a full 100% playthrough video is embedded near the end.
What is Lost and Found Co.?
Lost and Found Co. is a cozy hidden-object adventure from Bit Egg Inc. (co-published with Gamirror Games), released on Steam on 5 March 2026 for $17.99. You play Ducky — a duck magically turned into a human intern — working at Goddess Mei's company, a whimsical startup that finds lost items for the townsfolk. Along the way you help a tiny dragon regain her power. It's single-player, mouse-only friendly, and has no time pressure (it's “playable without timed input”), so it's as relaxing or as completionist as you want it to be.
The game is built from a story campaign of charming themed locations, optional side Requests, and harder challenge levels of pure object-hunting. Scenes are dense pixel-art dioramas — “thousands of interactive characters and objects, and we really mean thousands” — so the skill that carries you isn't luck, it's a repeatable way of searching. That's what the bulk of this guide is about.
Why this isn't a list of item locations
It's tempting to want an answer key: “the wallet is behind the third shelf.” But in a game with this many objects, a flat list is both enormous and useless — you'd be scrolling past 200 entries to find the one you're stuck on, and you'd learn nothing that helps on the next stage. What does transfer from scene to scene is the method: how to read a clue, how to scan a busy room in layers, which props hide things inside them, and how to spend your hints and Juju wisely. Master that and you can clear any stage — including the brutal endgame challenge levels — on your own.
The four things you're doing in every session
The game sorts all of its content into four buckets. Knowing which is which keeps you from wandering:
- Story Cases — the main narrative chapters that move the plot forward.
- Requests — optional side jobs (the named side quests). They're where the popularity and the deep cuts live.
- Optional objectives — extra targets within a stage, on top of the required ones.
- Juju — hidden collectible “helpers” you pick up while searching; they fuel better hints (more below).
The simple priority: clear the main objectives first, get comfortable with the room, then sweep the optional goals and Juju on a second pass.

The search method: scan in layers
This is the single most useful habit in the game, straight from the developers' own design and the community tips:
Break every scene into layers. Start with the skyline and hanging props, then shelves and counters, then floor clutter.
Work one zone completely before moving to the next. Most “I can't find it” moments aren't observation failures — they're incomplete sweeps, where your eye skipped a band of the picture. A disciplined top-to-bottom pass through a section finds far more than frantic clicking all over the screen.
Click the centre of small items
A surprising number of misses are hitbox problems, not vision problems: the object is partly behind something, so your click lands on the wrong prop. When an item is tiny or half-hidden, slow down and click dead-centre of the shape. Use zoom for the smallest items, pan across packed areas, and change floors on the multi-level stages so stacked furniture stops hiding things.
Know where small things nest
Tiny targets love to tuck into seams. Check the edges of signs, shelf lips, window frames, trays, drawers and boxes. If a clue points at a busy counter, the item is more likely wedged into a gap than sitting in the open.
Read the objective, then read the room
There are three kinds of objective, and each one wants a slightly different move:
- Obscured objectives — the target is inside or behind a clickable prop. If a clue feels vague, open the prop first: microwaves, fridges, toilets, baskets, desks, chests, vending machines. The item often isn't on the screen until you interact.
- Quest objectives — these chain. Finding one item unlocks the next target, so don't assume a room is finished just because something disappeared. Watch the objective tray refill.
- Give-to-NPC beats — some finds are handed to a character (the milk bottle to the crying child, the cane to the old lady). These also unlock follow-ups.
The clue text is a genuine hint — parse it before you scan. The game writes placement into the wording. For example, this Smoothie Showdown clue tells you exactly where to look:

Trust the shape, not the word
The game is translated into five languages, and item names can read oddly or ambiguously. The fix: trust the shape more than the wording. A folded banknote counts as a “wallet”; a stylised blob is whatever it most resembles. When a name confuses you, stop parsing the label and look for the silhouette that fits — visual logic stays consistent even when the translation wobbles.
Juju and hints: the cleanup economy
Juju are hidden collectibles you pick up while searching — they behave like ordinary findable objects, and spending one triggers an extra, more-direct hint after the normal clue: a clearer directional nudge when the standard hint isn't enough. So Juju aren't just trophies; they're your premium hint currency.
Two rules make them count:
- Spot them by their wrongness. A Juju looks slightly greyer or more “wobbly” than the props around it. They cluster in crowded shelves, rooftops and packed corners. A late-stage sweep is easiest — once the obvious objects are gone, the remaining Juju stand out.
- Don't spend early. Try the normal hint first, and save Juju for the last stubborn item of a stage. Hoarding them for late cleanup makes each extra hint far more valuable than burning one on something you'd have found anyway.
The campaign, chapter by chapter
Here's the orientation: what each main chapter is built around and the kind of trick to watch for. (A note on numbering: guides paginate this game differently — some count nine chapters, some eleven — because they fold the side quests in at different points. We use the nine-chapter spine and list the side quests separately below.)
- Unlucky Ducky — the Plum Dragon Shrine opening and tutorial. A small, calm scene (a phone, a statue, a lotus, a peach on a blossom tree, a sick duck in the water) that's the perfect place to practise the layered scan.
- The Suspicious Fox — a multi-floor store. Your first real obscured finds (a frog figure inside a helmet, a flask in a treasure chest up on the third floor) and your first floor changes. Lesson: when you stall, check the other floor.
- Going Viral — a big, costumed crowd stage with a long list and give-to-NPC chains (milk bottle to the crying child, cane to the old lady). Your introduction to objectives that unlock more objectives.
- An Important Meeting — a short, themed bar/lounge find that ends by talking to an NPC (Kit) to unlock the next request. Shows how stages gate progress on conversations, not just items.
- The First Request — a candy/vending stage full of obscured collectibles (grape soda from a vending machine, a candy can hidden in a secret room), plus an optional “wake the sleeping kid with an apple” beat.
- Toy Time Panic — a multi-floor toy location with several sub-quests running at once and inside-appliance finds (a lunch box in a microwave). Treat each floor as its own scene.
- What an Unlucky Day — a street scene that works as a clean mid-game checkpoint (skateboard, bus, a cat holding a phone, a golden ticket) before the difficulty starts climbing.
- Muddy Situation — a marsh/jungle stage that gates on an NPC: “talk to the giant fish Badu in the middle of the pond.” Targets are spread across cliffs, rivers and tents, so this is where panning earns its keep.
- Smoothie Showdown — the late-game port/festival stage (the clue screenshot above). Lots of fruit and character targets, multiple areas, and several obscured placements. The campaign's difficulty peak before the optional challenge levels.

The side quests (“Requests”) — optional but rich
These are the meat of the post-campaign content and where your search skills get a real workout:
- Runaway Foxes — round up ten named foxes hidden as characters in the scene (one's in a chicken pen, one's a mountain “yeti,” one's tucked in a plant pot). Pure find-the-hidden-character practice.
- Missing Meow — find 13 cats across a café (behind the guitarist, in a fridge, on a rooftop, on a cat tower, in a green jar). Two are interaction finds: click an employee to reveal the cat-lady basement path, and hit a giant cat figure to drop balls and trigger a mouse party.
- My Summer Memories — the densest hunt in the game: a multi-act countryside Request with 40+ collectibles grouped by category — spoiled food, garden tools (shovel, wheelbarrow, axe, watering can, trowel, sickle, rake), clothing, seedlings, and eight seed varieties. One bag of blue seeds is being chased by a crow — it shows up between trees, then again near the rice-paddy pole. Work it category by category.
- The Accursed Antique Shop — a multi-floor store with 16+ items (a money omamori, Ancient Sake behind the cashier, a Rusty Oil Lamp, a Sky egg on a bat statue, a Crane Hand fan behind a crane vase). The cursed doll is a pure interaction gate: pull a small lever near the bottles to reveal a hidden door. When a clue won't resolve, look for something to pull, open or hit rather than something to click.


KOZ challenge levels: the hard endgame
Beyond the story sit the optional K-OZ challenge levels — pure, dense hidden-object stages with no story padding. They're the real test of the method.
Apartment Apocalypse (K-OZ #1)
30 main + 12 optional objectives across a multi-room cross-section building — a frozen/penguin room, several character apartments, machine-and-kitchen areas, and pet/plant spaces, all visible at once. It's hard precisely because it “pushes you through several themed rooms at once”: treat it as one huge screen and you'll miss things and lose your place.
The fix is the same discipline, scaled up: clear one room category completely before moving on. Work a room top-to-bottom, open every interactive prop in it (microwaves, fridges, toilets, baskets, desks, TVs, plants), and only then move to the next. When an item won't resolve, match the clue to a room theme or a specific character's apartment — a “Winter Hat” belongs in the frozen room, a personal diary in someone's flat. Watch for action objectives too, like “Make a Goal,” which want you to interact rather than find. Save your Juju for the last two or three holdouts.

Waiting for a Bite & Playtime at Kenta's
The other named KOZ challenges follow the same shape: themed sub-areas, lots of obscured props, and a long objective list. (Playtime at Kenta's ties back to Kenta, the kid who trades a coin for rare snacks.) Apply the method — layers, open the props, parse the clue, hoard the Juju — and they fall the same way Apartment Apocalypse does.
When you're truly stuck on one item
A short escalation ladder so you never burn out scanning:
- Re-read the clue for placement words (“by the bar,” “on the roof,” “in the kitchen”).
- Match it to a zone and scan that zone in layers, top to bottom.
- Open the props in that zone — the item may be obscured inside one.
- Switch floors / pan in case it's on a part of the stage you haven't framed.
- Spend a normal hint; if that's still not enough, spend a Juju for the sharper nudge.
- Still nothing? Jump to the embedded full playthrough below and scrub to that stage — that's exactly what a video is good for.
Watch a full 100% playthrough
Because this is a hidden-object game, a complete no-commentary run is genuinely useful for pinning down one specific item — and this one covers the side quests and challenge levels too:
Frequently asked questions
What is Lost and Found Co. and how much does it cost?
It's a cozy hidden-object adventure by Bit Egg Inc., released on Steam on 5 March 2026 for $17.99. You play Ducky, an intern at Goddess Mei's lost-and-found company, finding items and helping a tiny dragon regain her power. It's single-player, mouse-friendly, and has no timer.
What's the single best tip?
Scan every scene in layers — skyline and hanging props first, then shelves and counters, then floor clutter — and finish one zone before moving on. Almost every “I can't find it” is a skipped band, not bad eyesight.
I've searched everywhere and the item isn't there.
It's probably obscured — hidden inside a clickable prop. Open the microwaves, fridges, chests, drawers and baskets in that zone. And remember objectives chain: a target may only appear after you've found an earlier one.
What are Juju and should I spend them?
Juju are hidden collectibles that buy you an extra, more-direct hint after the normal one. Don't spend them early — save them for the last stubborn item of a stage, when a sharp nudge is worth the most. They look slightly greyer or wobblier than nearby props.
The item name doesn't match what I see.
The game's translated, so names can be loose. Trust the shape over the word — a folded bill is a “wallet,” a blob is whatever it most resembles. Look for the silhouette, not the label.
How many chapters are there?
The main story runs nine chapters (Unlucky Ducky through Smoothie Showdown), though some guides count eleven because they fold the side Requests in as chapters. On top of that are optional Requests (Runaway Foxes, Missing Meow, My Summer Memories, The Accursed Antique Shop) and the hard KOZ challenge levels.
What makes Apartment Apocalypse so hard?
It shows a whole multi-room building at once (30 main + 12 optional objectives), so it's easy to treat as one giant screen and lose track. Clear it one room category at a time, open every prop in each room, and match each clue to a room theme or a character's apartment.
Sources: official Steam store page and appdetails (app 2101390); the Casual Game Guides Lost and Found Co. hub, chapter pages, general-info/tips, Juju and Apartment Apocalypse pages; and the Into Indie Games chapter walkthroughs. Screenshots are official Steam media. Full playthrough video by NeatPick.