MOUSE: P.I. For Hire
Hints and Tips:
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Submitted by: David K.
Jack Pepper investigates cases with cartoon weapons, movement tricks, and tailpick
safes rather than a built-in cheat menu. There is no built-in cheat menu on PC; use
typewriter saves, schematic upgrades, and side jobs between cases instead.
-= Cell block lever puzzles =-
During A Bit of a Scene in Clergy Row police station, the monitor room overlooks two
locked cell doors. Each console has three levers and a confirm button tied to a value
display through the glass. Pull levers to add or subtract until the left number
matches the target, then press the button. There is no timer, and you can keep
adjusting if you overshoot. A shorter alternate sequence also reaches target 26 (+7
four times, then -2 once) if you prefer fewer pulls.
-= Tailpicking safes =-
Safes use the tailpick minigame on PC with WASD to draw a path through the lock. Touch
every tumbler to push it back and clear the route, avoid thorn spikes that force a
restart, and use undo if you misstep. Timed or move-limited locks can jam permanently
if you fail, so save at a typewriter before risky picks.
-= Schematics and weapon upgrades =-
Schematics drop from secrets, side jobs, and safes throughout the campaign. Spend them
at Tammy's Bearings after the B.A.N.G. quest unlocks her workshop behind the ammo
store. Most guns upgrade in three tiers costing one, three, and five schematics, with
the first tier unlocking alt-fire modes. Eight upgradeable weapons need seventy-two
schematics for full tiers; eighty-one schematics exist in missions overall.
-= Side jobs between cases =-
Return to the P.I. office between main missions and talk to NPCs with icons above
their heads on the compass. Fourteen optional side jobs reward cash, schematics, prize
tokens, and two unique baseball cards; all fourteen in one playthrough unlock Real
Deal Gumshoe. Two photography jobs start inside To Catch a Mockingmouse only after you
accept them from NPCs on the ship.
-= Typewriter saves =-
Autosaves exist, but manual typewriter saves are the safety net for tailpick locks and
wave fights. Save before safes with move limits, boss arenas, and one-attempt doors.
Reloading from a typewriter avoids losing schematic or cash rewards from a jammed
safe.
-= Tail-a-chopper and traversal =-
Your tail unlocks helicopter glide, grapple hooks, double jumps, and wall runs over
the campaign. Tail-a-chopper lifts you into fan updrafts and across gaps; combine it
with new movement perks to reach off-path schematics and figurines.
-= Combat rhythm and kick =-
A boxing bell marks the start and end of each enemy wave. Kick stuns foes, breaks
windows to secret rooms, and shoves lighter crates that hide ammo or Heal-D bottles.
Match your loadout to the ammo types the level provides rather than buying extra from
shops on normal difficulty.
-= Hub detective work =-
Between missions Jack returns to Mouseburg, pins clues on the office board, and chats
with contacts at the bar. Backtracking with new traversal tools reveals optional
paths; collect every case clue if you want the fullest story payoff at the end.
-= B.A.N.G. workshop unlock =-
Tammy's Bearings stays closed until you finish Bandel's Laboratory and read Tammy's
greasy notice on the west alley wall. Enter the alley behind the ammo store, talk to
Tammy, and use the B.A.N.G. station desk to spend schematics on weapon tiers.
-= Explore off the main path =-
Levels hide safes, figurines, and schematic stashes behind breakable walls, grapple
points, and locked doors. A secret found splash usually means a schematic or
collectible is nearby.
-= Baseball card mini-game =-
The bar runs a simple high-card-wins mini-game. Buy or find stronger pitcher and
batter cards before serious wagers; free cards appear during cases if you explore
thoroughly.
-= Secret figurines =-
Ten hidden Jack Pepper figurines fill shelves in Jack's office; the pause menu does
not track them. Check the shelf between the caseboard and bedroom after each mission.
Figurines are missable per mission and cannot be bought later.
-= Optional code doors =-
One Flew has a fixed three-digit nuthouse door; Shrewd Shrews hides an optional
four-digit panel in the Depths with eight known codes and different room layouts each
time. Neither gate is required for achievements or side jobs, but rooms hold cash and
easter-egg set pieces.
-= Difficulty and settings =-
Supersleuth is the highest listed difficulty but still forgiving. Tune aim assist,
acceleration, and auto-fire in the pause menu if you want tighter or looser gunplay.
-= Compass and navigation =-
The on-screen compass marks objectives, side-job givers, and sometimes nearby threats.
White edge lines on catwalks show safe jump lanes when a gap looks too wide to cross.
Secrets:
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-= Figurine shelf check =-
After each mission, visit the P.I. office and count filled slots on the figurine shelf
near the caseboard. Empty slots mean you missed a mission figurine and must replay
that chapter to recover it.
-= Depths door code hunt =-
Shrewd Shrews scatters four-digit clues on tally marks, shop notes, and lost-and-found
shelves across the Depths and wider campaign. Each valid code opens a different bonus
room when entered on the ground-floor lever panel left of the elevator.
Easter Eggs:
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-= Shrewd Shrews code room variants =-
Code 1920 recreates Jack's office with case clues placed around the set. Code 2019
shows a black screen and a note from the Fumi development team. Code 0316 spawns a
humorous photograph scene; 1224 fills the room with fog and a strapped medical table.
Other codes mainly payout coins or props such as barrels, vault doors, or a witch
figure.
Solutions:
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-= Right cell block door (target 35) =-
The right door leads to a room with a safe you can tailpick. The target value for this
door is 35.
1. Pull the +6 lever (middle) six times, bringing the total to 36.
2. Pull the -2 lever (right) twice, dropping the total to 32.
3. Pull the +3 lever (left) once, landing exactly on 35.
4. You will hear a mechanical clunk when the door releases.
5. Head inside and use your tailpick on the safe.
6. These safes can hold rare ammunition, health restoratives, or currency for weapon
upgrades back at the P.I. office, making this the more rewarding of the two cells.
-= Left cell block door (target 26) =-
The left door is the progression gate. Getting through here moves you into the station
offices and forward with the mission. The target value for this door is 26.
1. Pull the +7 lever (right) three times, bringing the total to 21.
2. Pull the +3 lever (left) three times, pushing the total to 30.
3. Pull the -2 lever (middle) twice, dropping the total down to 26.
4. Once the total hits 26, the left door opens and you can proceed deeper into Clergy
Row.
-= Compact route - B.A.N.G. workshop unlock =-
1. Complete Bandel's Laboratory and return to the P.I. office hub.
2. Read Tammy's greasy notice on the west alley wall near the spawn area.
3. Walk the alley behind the ammo store into Tammy's Bearings (previously locked).
4. Talk to Tammy, then interact with the B.A.N.G. schematic desk to spend schematics
on weapon upgrade tiers.
-= Compact route - Blueprints Please (Tammy side job) =-
1. Accept Blueprints, Please from Tammy when Cheeseball Sub unlocks.
2. Near the mission end, tailpick the locked door by the typewriter (not the foreman
ladder if you want a safer route).
3. Flip the switch inside to power the updraft, glide up, and jump to the suspended
train car for the Interesting Blueprint.
4. Return to Tammy at the hub for two schematics.
-= Compact route - Figurine bar basement (hub) =-
1. Enter Little and Big Bar from the P.I. office street.
2. Walk through the kitchen and tailpick the rear door lock.
3. Descend to the basement and collect the figurine at the far end.
4. This figurine can be grabbed anytime before the finale.
-= Compact route - Figurine Cheeseball Sub =-
1. Reach the typewriter room between the timed lock door and foreman ladder.
2. Tailpick the timed door, activate the fan switch, and glide to the burning-barrel
platform.
3. Blow the Totally Normal Wall beside the train-car route with a barrel or TNT.
4. Collect the figurine from the hidden cellar before leaving the mission.
-= Compact route - Figurine Saltwater Cambozo =-
1. From the hanging-fish pier, jump to the rock platform across the water.
2. Tail-a-chopper from the right railing into the cliff alcove beneath the fish.
3. Grab the figurine and optional safe schematic in the cave.
-= Compact route - Figurine White Lies and Dark Secrets =-
1. In the mansion courtyard, shoot three bells: tree center, porch house, church
tower.
2. Enter the unlocked church and take the figurine from the back room.
-= Compact route - Figurine Damp Evidence =-
1. In the mansion foyer-key room with the typewriter, do not pick up the foyer key
yet.
2. Climb the lockers and crawl through the vent to the hidden room.
3. Collect the figurine, then return for the key so the floor collapse does not lock
you out permanently.
-= Compact route - Figurine It All Points Here, Right? =-
1. After the elephant conversation, backtrack through the vent gallery for the
dressing room key.
2. Unlock the heart-marked dressing-room door instead of going downstairs early.
3. Pick up the figurine on the vanity table.
-= Compact route - Figurine Where Hell Dwells =-
1. Clear the hell bar firefight with the cartoon cacodemons.
2. Search behind the bar counter before heading upstairs.
3. Collect the figurine between the coin stacks.
-= Compact route - Figurine Glugging From the Deep =-
1. After the first dock switch, walk the ocean-side ledge to its far end.
2. Drop to the lower platform where the Veloper entity speaks.
3. Collect the figurine that appears after the developer conversation.
-= Compact route - Figurine The House of the Empty Mouse =-
1. Find three Mon-keigh statues: Bandel's bedroom, middle chamber near the rope
bridge, and the barrel room after flipping its switch.
2. Place them left to right on the library pedestals (see-no-evil, hear-no-evil,
speak-no-evil order).
3. Enter the opened laboratory staircase and take the figurine from the rear console.
-= Compact route - Figurine Fair Enough =-
1. After the World's Fair topiary fight, go through the gates and up the left stairs.
2. Pass the bench newspaper and walk through the bush hiding a skeleton on the right.
3. Collect the final figurine plus bonus ammo and cash in the secret alcove.
-= Curdsville Nuthouse door (One Flew) =-
1. During One Flew, reach the three-digit lever panel on the Curdsville Nuthouse door.
2. Set the digits to 4, 5, and 1 using the wall levers (clue note appears later in the
level if you miss the code).
3. Pull the submit lever to open the optional room.
-= Shrewd Shrews four-digit door (The Depths) =-
1. From the Depths elevator, go left past the SPIKE-D graffiti to the wooden stair
room.
2. Raise each digit with the four levers, then pull the door lever to submit.
3. Valid codes include 0316, 0451, 1224, and 1234, plus 1920, 2019, 2137, and 3125.
4. Leave and re-enter the code room to try another combination in the same visit.
-= Compact route - Behind the Nuts (Tammy side job) =-
1. Accept Behind the Nuts from Tammy when One Flew unlocks.
2. On the asylum second floor, play the piano keys C, A, G, and E in order.
3. Cross the lowered bridge to photograph Gloria in the opened wing cell.
4. Return to Tammy for three schematics.
-= Compact route - Between Alpha and Omega (ship) =-
1. During To Catch a Mockingmouse, talk to the BMP Yes-Man in Cigar Room 2.
2. Take the membership-card door down to Deck 1 and photograph his wife in the nearby
window.
3. Report back to the Yes-Man in Cigar Room for fifty coins.
-= Compact route - Mouseburg Confidential (ship) =-
1. On Deck 2 of the same mission, accept the Undercover Agent's side job.
2. Climb to Deck 3 and photograph BMP agents in the band corner.
3. Return to the agent for two coins.
Unlockables:
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* Tammy's Bearings workshop - Complete the B.A.N.G. quest after Bandel's Laboratory.
* Weapon alt-fire modes - First schematic tier on each upgradeable gun at Tammy's.
* Tail-a-chopter glide - Unlocks mid-campaign for vertical shortcuts.
* Tail-Hook grapple - Unlocks in later chapters for distant ledges.
* Double jump - Early campaign movement upgrade for higher ledges.
* Wall run - Chapter progression perk for vertical exploration.
* Real Deal Gumshoe - Complete all fourteen side jobs in one playthrough.
* Side job rewards - Fourteen optional jobs from hub NPCs; two start in-mission.
Reference:
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* Side job 1 - Show Some Culture, Jack | Gumshoe in the Opera | Tammy | 100 coins.
* Side job 2 - Blueprints, Please | Cheeseball Sub | Tammy | 2 schematics.
* Side job 3 - The Things We Keep | Once Upon a Time | Wanda | 150 coins.
* Side job 4 - They Call it Azurro Burgerro | A Bit of Curd and Pepper | John | 2
tokens.
* Side job 5 - Fishy Business | Saltwater Cambozo | John | 1 prize token.
* Side job 6 - Imported Goods | Saltwater Cambozo | Cornelius | 400 coins.
* Side job 7 - Perfect Bog Fondue | Damp Evidence | John | 2 prize tokens.
* Side job 8 - Oh Yes They Float | It All Points Here, Right? | Millie | Jeremiah
card.
* Side job 9 - Between Alpha and Omega | To Catch a Mockingmouse | BMP Yes-Man | 50
coins.
* Side job 10 - Mouseburg Confidential | To Catch a Mockingmouse | Agent | 2 coins.
* Side job 11 - Poster Girl | The Bookkeeper | Tammy | 3 schematics.
* Side job 12 - Behind the Nuts | One Flew | Tammy | 3 schematics.
* Side job 13 - Slugs in the Shell | Glugging From the Deep | John | 1 prize token.
* Side job 14 - Friends in Deep Places | Glugging From the Deep | Cameron | Cheesehead
card.
* Figurine - Hub bar basement | Anytime before finale.
* Figurine - Cheeseball Sub | Totally Normal Wall near train-car fan room.
* Figurine - Saltwater Cambozo | Cliff alcove under hanging fish.
* Figurine - White Lies | Church back room after three bells.
* Figurine - Damp Evidence | Foyer vent before picking up the key.
* Figurine - It All Points Here | Dressing room vanity after heart lock.
* Figurine - Where Hell Dwells | Behind hell bar counter after fight.
* Figurine - Glugging From the Deep | Veloper platform below dock ledge.
* Figurine - House of the Empty Mouse | Mon-keigh library puzzle laboratory.
* Figurine - Fair Enough | Skeleton bush after World's Fair topiaries.
* Door code - Curdsville Nuthouse (One Flew) | 451 fixed.
* Door codes - Shrewd Shrews Depths (A) | 0316, 0451, 1224, 1234.
* Door codes - Shrewd Shrews Depths (B) | 1920, 2019, 2137, 3125.
* Schematic tiers - 1, then 3, then 5 per weapon (nine total each).
* Schematics campaign - 81 hidden; 72 needed for full upgrades on eight guns.
* Collectibles total - 214 (newspapers, baseball cards, comics, figurines, schematics,
clues).
* Heal-D bottles - Cartoon health pickups found in levels and safes.
* Micer - Starter distance pistol; later cases add heavier arsenal options.
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