Pet Clinic QueueRead & Reseat
Everything a level can ask of you

Gameplay guide

Covers all 100 levels · Last updated 21 September 2026

The goal

Each level is a waiting room with a fixed number of chairs and exactly that many pets. The pets start in the wrong order. A panel of picture clues describes the correct order without ever stating it outright.

Your job is to rearrange the pets so that every clue is true at the same time. Each level has exactly one arrangement that does this — verified before the level ships — so you never need to guess.

Moving pets

There are two ways to move a pet, and they do the same thing:

DragPick up a pet and drop it onto another. The two trade chairs.
Tap, tapTap one pet, then tap a second. The two trade chairs. Tap empty space to cancel.

If a level has an unavailable chair — blocked by a plant or a repair sign — no pet can be placed there, and it never counts as part of the row for any clue.

A pet pinned by a hint shows a small gold marker and cannot be moved again for the rest of that attempt.

Rows, columns and edges

Most confusion comes from what these words mean precisely, so here they are exactly as the game applies them:

Left / rightCompares chairs in the same row only. It does not require them to touch.
Next toDirectly side by side in the same row. Across rows or diagonally does not count.
One seat apartSame row, with exactly one chair between them.
EdgeThe leftmost or rightmost available chair in that row. Blocked chairs are ignored.
Same rowBoth in the front row, or both in the back row.
In front / behindSame column, one row apart. The front row is "in front".
Same columnSame column number, different rows.
BetweenAll three pets in one row, with the target strictly between the other two.

Layouts are fixed by pet count: four pets sit in a single row of four; five and six use two rows of three; seven and eight use two rows of four. Every chair stays visible at once — the seating area never scrolls.

The fourteen clue types

Every clue is a small drawing built from the same parts: a framed pet portrait, an arrow, a bracket, a numbered chair, or a red cross. The portrait in a clue always matches the pet in the chair, down to its hat or scarf.

Position

  • Fixed seat — a portrait, an equals sign, and a chair number.
  • Not on the edge — a portrait with a red cross at each end of the row.

Along a row

  • Left of and right of — two portraits joined by an arrow.
  • Next to — two portraits inside a joined bracket.
  • Not next to — the same bracket, broken in the middle.
  • One seat apart — two portraits with an empty chair drawn between them.
  • Between — three portraits, with the target framed in the middle.

Across two rows

  • Same row — two portraits sharing one bench line.
  • Different row — two portraits on separate stacked lines.
  • In front of and behind — two portraits stacked with a front-back arrow.
  • Same column — two portraits stacked inside a vertical bracket.

By accessory

  • Accessory clues — any of the above, but one side shows a hat, scarf, bow or pair of glasses instead of a specific pet. The clue then applies to whichever pet wears it.

Reading clue states

Every clue re-checks itself the instant you move a pet. A clue shows one of four states:

Grey dotNot currently satisfied — but you have not checked yet, so the game is not telling you it is wrong.
Green tickCurrently satisfied. This appears live, before you check.
Red crossStill not satisfied, shown only after your first wrong Check Answer.
Gold ringSatisfied and locked, because a hint pinned the pets involved.

The distinction matters: before your first check, the game never points at a clue and calls it wrong. Once you have checked once, failing clues stay marked for the rest of the attempt so you can work against them directly.

Hearts and checking

Each level gives you three hearts. Moving pets, undoing and reading clues all cost nothing — only a wrong answer costs a heart.

The Check Answer button becomes available once every pet is in an available chair. A correct answer finishes the level. A wrong one costs one heart, marks the failing clues in red, and scrolls to the first of them.

Worth knowing: even when every clue already shows a green tick, you still have to press Check Answer to finish. The green ticks are the game agreeing with you, not the level ending.

Running out of hearts ends the attempt and offers an immediate retry from the level's opening arrangement. There is no energy bar, no waiting period and nothing to spend to continue.

Hints and undo

Undo is unlimited and free. It reverses your last swap, as many times as you like, back to the start of the attempt.

Hints are limited to three per level and also cost nothing. A hint takes one pet, moves it to its correct chair, and pins it there with a gold marker. If another pet was in that chair, the two swap. The game picks whichever pet narrows the puzzle down the most.

Two things to keep in mind: using a hint clears the undo history up to that point, so you cannot undo a pin away; and using even one hint means the level can no longer earn its second star.

Earning three stars

First starFinish the level. Always earned on a clear.
Second starFinish without using a single hint.
Third starFinish with no wrong answers, using no more than three swaps above the minimum possible.

Time is never a factor — a level solved in ten seconds and one solved in ten minutes score identically. Swaps made by hints do not count against you, so a hint costs you the second star but does not additionally spoil the third.

Replaying a level can only raise your star rating; a worse run never overwrites a better one. There are 300 stars in total across the 100 levels.

What each chapter adds

1 · First AppointmentsLevels 1–20. Four to six chairs. Fixed seat, left of, right of, next to, not on the edge.
2 · Busy MorningLevels 21–40. Five and six chairs. Adds not next to and one seat apart, plus pets distinguished by accessory.
3 · Two Waiting RowsLevels 41–60. Six and seven chairs. Adds in front of, behind, same column and different row.
4 · Full ClinicLevels 61–80. Seven and eight chairs. Adds between, and clues that reference an accessory rather than a pet.
5 · Expert ClinicLevels 81–100. Eight chairs, six to eight clues, every rule mixed together.

Levels unlock in order, and finishing a level is enough to open the next — full stars are never required. Finishing a chapter's twentieth level opens the next chapter.

Quests and coins

Three kinds of quest run alongside the levels. Daily quests refresh each day and draw ten tasks suited to how far you have progressed. Main quests follow a single chain from your first swap to your three-hundredth star. Long-term quests are parallel milestones that you can finish in any order.

Rewards are always coins, and always have to be claimed by hand — a red dot marks the Tasks tab whenever something is waiting.

Coins buy six waiting-room backgrounds and six chair colours. That is the whole shop. Nothing sold there changes a rule, a chair count or a difficulty, and there is nothing else to spend coins on.

Solving tactics

A few habits make the harder chapters much easier:

  • Start with the most restrictive clue. A fixed-seat clue names one chair outright; start there and the rest of the row has far fewer options.
  • Use the negative clues to eliminate, not to place. "Not on the edge" and "not next to" rarely tell you where a pet goes, but they quickly rule out most of where it does not.
  • In two-row levels, settle the columns first. In front of, behind and same column all fix a column before they fix a row, which splits the puzzle into two smaller ones.
  • Watch the live ticks while you drag. A clue that turns green as you pass over a chair is a strong signal, and it costs nothing to try.
  • Think before checking, not after. Moves are free and hearts are not — there is no reason to check until the panel is all green.