MOUSE: P.I. For Hire is an action-packed first-person shooter that draws inspiration from the classic cartoons of the 1930s.
The black and white rubber hose visuals deliver a vintage aesthetic in which you take on the role of Jack Pepper who is pursuing the case of a missing person, but this leads him into a deep web of corruption in Mouseburg and you’re here to navigate it.
Of course, as usual, we are here to deliver you the walkthrough of Monsieur Peppeh and his investigations in the city, and to what it will lead him.
Table of contents
Chase After Your Target

The game begins with you, Jack Pepper, the main character, in an elevator waiting for the door to open. It seems that he is chasing someone.
After the elevator arrives, head outside and open the door to the left that says Staff Only.

Here you will find a few posters that you can interact with that will show you the controller’s work in the game.
- The first one will teach you how to dash.
- The second one will explain the Magnifying Glass icon and what it means.
- And the last one will explain the Detective Brush, which helps you to navigate where to go next in case you are lost.



Use the Detective Brush, which will open the door next to it, then go through it. Take the stairs up and then the ladder to reach the high ground.
Follow The Detective Brush

Here, another two signs will show you how to jump and how to crouch to navigate the tubes in front of you.
From here, you will come to a dead end, but you will be able to see the Magnifying Glass icon down, which means you have to make the jump.

Next, you will be able to get your gun, the Micer, and in front of you you will see a medkit case. Open it to heal your wounds from the jump.
Follow the main path here, and an enemy will attack you, perfect time to use your gun. Shoot it and then go to the elevator at the end of the hall. Activate the switch here to go up.

After you arrive, you will find a typewriter in front of you and a safe to your left. The typewriter is used to save the game, and you should save often and at any chance you get.

The safe, on the other hand, requires you to crack it open, which is done through a small mini-game. It requires you to move the dial and set each tumbler into place, and then reach the other side.
Do not worry, this is the solution to the first safe in case you did not get it, but you will, eventually.


Go to the next room and here you will have to fight, use the Micer to shoot enemies; headshots grant additional damage and watch out for your health at the bottom left of the screen.
Unlock The Door

After you defeat all enemies in this room, the door is locked, and you need to follow the wire to reach the switch. This will take you to the lower floor, where you need to tailpick the lock. This is the solution for it.


After you unlock the door, pull the switch to open the door and then move forward.

Feel free to pick up any money or ammunition that you find around. Make sure to kick the wooden barrels and boxes you see as well.
Keep Following Your Target

In the next room, Pepper will catch onto the mysterious target as he is running away, but it seems he will activate the gambling table to rotate and call on enemies to hold you off.
Defeat all enemies and pick up any ammunition or health around, then get moving. There are a few gambling machines on each side of the room. You can test your luck in them; we did, and it was horrible, not sure if it is even functional.

Go to the next room, but before you continue, head to the left where the bar counter is and look to your left, you will find a vent that you can crouch your way through.
Follow its path, and it will lead you to a secret. You will find a bunch of money and a comic book.


Head back to the main path and follow the Detective Brush. Make sure you save when you encounter the next typewriter.
Just when you are about to catch up with your target, you will find him taking the elevator. Jack needs to take the stairs down to catch up with him.
Another Elevator

But, before you do, take the stairs up, then you will find another secret, more cash to grab, plus another comic page.

Now take the stairs all the way down. When you do, the door will open then a few more enemies will try to attack you.

Go through it, and you will find two barrels blocking your path. Kick the cheese out of them, but before you proceed, there is a special safe to your left that you can tailpick.
Here is the solution. Inside it you will find a Schematic, hold on to it because you will need it.


Back to the main path, tailpick the locked door. The solution is below.


You will reach a room where you can use the typewriter to save your progress and stock up on ammunition and health.

Use the door and go to the outside of the airship, you will find the target is on the other side and Jack needs to reach him.
Ooooh Nooooo

But before you can take the steps, you will be attacked by more enemies, so deal with them first. Once that is done, the metal door will open, and you will be able to go through the passage.

As soon as Jack steps into it, one of the floor metal panels breaks, and just when the target says his “crappy line,” Jack will say “what a crappy liiiiiiiiiiine” and start falling.
After a couple of seconds of falling in silence, the scene ends with an iris-out, closing the chapter.
Thank you for checking out another Into Indie Games article covering MOUSE: P.I. For Hire.
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Former Staff Writer at TheGamer, with over 1,000 published articles covering everything from major AAA titles like Call of Duty, Elden Ring, and Dragon’s Dogma 2 to trending indie games like Blasphemous, Palworld, and Kingdom Come: Deliverance 2, and many, many more titles!