Sniper Dan All Jobs List: Every Clue, Zone and Target
THE SHORT ANSWER
Every job in Sniper Dan in one searchable list — Perky Park, Happy Harbour, Funky Farm and Vibrant Village, plus the later shifts and special jobs. Each row has the clue as it appears, where it points you and what the shot should hit.
UPDATED: OCT 28, 2026SNIPER DAN • PC / CONSOLES
One scope view, a whole town of jobs. Every clue, zone and target is in the list below.
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JOB FINDER33 of 33 shown
0 / 33 cleared
No job matches that search. Try a single word like “banana”, “bubbles” or “tractor”.
Tick jobs off as you clear them — saved in this browser only, not connected to Steam.
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How This Finder Works
Every job that turns up in identifiable Sniper Dan footage is in this one list — four locations, the later shifts and the special jobs. The search box takes any word you remember: an object (“banana”, “tractor”, “camera”), the job name, or a phrase from the clue. The buttons under it filter the list down to a single area, and the counter on each row is the same one you watch in-game.
The clue text is the wording from the job list itself, not a paraphrase. Where the release-day footage showed the target, the shoot column says what was actually hit; where a solution changes between runs, the row says so instead of inventing a coordinate. That is deliberate: this game moves things around between plays, so the clue and the kind of zone it points at are the parts that hold up.
The tick boxes are for your own runs. Progress is kept in this browser only — there is no account, and nothing is sent anywhere. Cleared rows grey out; reset wipes the lot when you want a fresh session.
GOOD TO KNOW ↗
Type a single word — “cork”, “piano”, “camera”. If a row spins up, that job is in the game; the row tells you the clue it comes with.
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Later Shifts, Emergencies and Special Jobs
The board is not the same every day. Jobs that are not on your first list are not in play yet, and several entries here only turn up on later shifts: the harbour comes back with cork, engine, pelican and beard work, and any location can interrupt you with an emergency — the piano landing is the one that catches everyone out.
Finish all three days at a location and the game opens special jobs. The footage shows Professor Pickle’s “groovy gizmo” series: numbered parts delivered to the wrong places, hunted down as packages across the scene. Those rows carry a SPECIAL tag and work like any other job — same clue logic, different board.
Rows tagged LATER behave exactly like day-one jobs once they appear: read the clue word by word, pick the candidate that matches the wording, and check the counter after every shot.
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When a Shot Does Nothing
Nothing happens and the job list does not tick. Nine times out of ten the shot hit a look-alike: the wrong engine, the wrong bin, a perfectly ordinary beard, a loose bung instead of the jammed cork. When two candidates look equally plausible, the exact wording decides — “too long”, “jammed on tight” and “really clogged up” all describe one specific object in the scene.
Multi-part jobs are common, so watch the counter after every hit before lining up the next shot. And before you guess again, re-read the entry: your job list is the only reliable progress readout, and some entries only become active on a later day.
If a row in this finder sends you somewhere and your run disagrees, trust your run. The game re-rolls some solutions, and this list is built to be updated when footage proves it wrong.
Further viewing and references
For precise targets, compare your own current mission against the source footage. Older demo material and screenshots may differ from the full release.