Jack was pursuing the shrew shortage thanks to Stilton’s lead in MOUSE: P.I. For Hire, and what he discovers is more than he can handle.
It turns out there are many crooked cops behind it, and after infiltrating the police station, his lead takes him to the old subway, so that is where he will head next.
Table of contents
- Speak To Tammy
- Search For Any Sign Of The Missing Shrews
- Find Someone Who Might Know Something
- Question The Station Worker
- Track Down The Cheeselegger Foreman
- Blueprints, Please
- Get Answers From The Cheeselegger Foreman
- Deliver The Blueprints To Tammy
- Talk To Stilton
- Pin The Old Subway Clues
- Speak To Vivian McCarthy
Speak To Tammy

Once you finish your conversation with Stilton and have pinned all your clues down, make your way to Tammy’s workshop and speak with her.
Tammy will know you are coming and will ask you for a favor; she needs you to find some blueprints that have been forgotten there.
Head to your car and interact with it, then drive to the Old Subway east of your location.
Search For Any Sign Of The Missing Shrews

Now that you are in the Old Subway, take the stairs down, pick up the Hot Pepper power-up, and defeat all the enemies in this area. Once that is done, continue moving deeper as more enemies will be waiting for you along the subway paths.

Head west to the end of the tracks, where you will find a door key on a wooden box. Pick it up, then move east until you reach the locked door. Use the key to open it and take the stairs up, where you will arrive in the ticket booth area.


There is a safe in the room to the left that you can tailpick, along with a schematic on the top bunk bed. At the main ticket booth desk, you will also find a newspaper sitting on the southern side of the desk.



Once you are done here, return to the main road and continue forward. Eventually, you will come across a hat hanging on a door handle, and pick it up.
Find Someone Who Might Know Something

The hat is a shrew-sized hat, which serves as proof of the shrew shortage through the sewers. Now Jack needs to go deeper and find someone who might give him a lead or two on what is happening.
Open the door and continue following the path while defeating the enemies that spawn. In this room, use the stack of boxes to the east to climb up to the upper floor, then head to the entrance in front of you.



Here you will find a room with some money and a newspaper that you can pick up. Head back to the lower level and follow the Detective Brush to make your way northwest.
After you reach the upper level, turn to your left and you will find a locked door that you can tailpick. Do that, then turn your flashlight on to see.



You will enter a room where you will find some clothes hanging, and among them, there is a baseball card you can take.
Now head back to the tracks and follow their direction north. When you reach the end, go down, then use the platform to navigate to the other side where the wall looks broken.


Go through this tunnel to reach the next room and defeat all the enemies here. You can look around to collect additional ammo, health, and money, and when you are done, use the south exit.
Navigate The Sewers

Take the stairs down, reach the underground area, and follow the path until you reach a dark section where you need to use your flashlight to see. Here, stick to the left side and you will find a newspaper on a box.

The next room contains a locked door, tailpick it. You will find yourself in a large room where some platforms are submerged under water. What you need to do here is raise them so you can make it to the other side.

Start by going to the entrance on the left and taking the stairs up to the control room. Here you will find a switch, activate it, and this will not only raise the platform but also bring light into the room.



Use these platforms to jump across and make it to the other side of the area.
Keep following the straightforward path until you reach another control room with another switch. This one will open the gate blocking the path.


Keep following the road and defeating all the enemies that spawn. The Detective Brush will lead you to a vent that you can crouch into. This will lead you to what seems to be the station control room.
Question The Station Worker

In this room, you will come across an old man who seems to work, or used to work, at the station. You need to speak to him in hopes of learning something about the situation at hand.
When you speak to him, it appears that he is also having problems with the Cheeseleggers, and they are making their way further down the canals, and supposedly, that section is to be shut down.
Track Down The Cheeselegger Foreman

Finish your conversation with the old man and make your way to the next room where you will find a group of Cheeseleggers that you need to defeat.

Move on to the next room and it will be the same, with more Cheeseleggers to defeat.
Follow the path here until you reach a room where there is a typewriter and some loot to grab. Make sure to save before moving on because there will be a boss fight.
Defeat Vic Gatore

Vic Gatore is a large alligator who uses a Gatling gun. He is big and slow, but can deal a lot of damage.
He has only one attack: he approaches you, then becomes stationary and starts firing his Gatling gun.

Thankfully, you can use the environment to your advantage and circle around him while he is stationary.
Use Devarnisher to set Vic on fire, then use the James gun to unload all your bullets into him. You can also use dynamite as well.

Do not assume Vic will stay still once he is stationary; he is constantly changing position, so take cover accordingly.
Midway through the fight, a few small alligator enemies will spawn and you need to kill them first. That’s basically the whole fight.
Study “Tail-a Choppa”

Once you defeat Vic Gatore, go to Vic’s room and interact with the book sitting on its bed. This will teach you a new movement ability, which allows you to use your tail to glide and reach further locations.

Use the switch on the wall here, and this will activate the elevator in the room. It is not exactly an elevator, it is just a few updraft vents, but you can use your Tail-a Choppa ability to gain height on them.
Continue Your Journey

Make your way to the upper floor and once again use your new ability alongside the updraft vents to cross the gaps you will come across. Eventually, you will reach a “totally normal wall”, shoot the barrel next to it to blow it up.


Continue your platforming journey and cross the area using your ability. This section is designed to help you get used to how to use this ability for future platforming.
At the end of the path, you will go through a vent and reach an area where there is a typewriter, a ladder to your right, and a locked door to your left.

- The ladder is the main progression path.
- The locked door is where you can get the blueprints for Tammy.
Blueprints, Please

Tailpick the locked door and interact with the switch there, this will activate the updraft vent in this room so you can use it to reach the shack up ahead.


Inside, you will find the blueprints that you can pick up for Tammy, but that is not all in this room.


Make your way on top of the shack and you will see another breakable wall toward the west. You can use dynamite on it or the barrel nearby to blow it up.


Inside, you will find one of the ten secret figure collectibles in the game.
Get Answers From The Cheeselegger Foreman

Go back to the ladder and climb it up. You will find multiple enemies; defeat them and then make your way to the room upstairs. Here you will finally meet the Foreman.
After Jack threatens him, the Foreman starts spilling the tea and says they are just the transport, and they handle the cargo delivery to somewhere in Wallop Bay.

It seems Jack has a lead, but it is a bit vague, so now he has to go back to the office and think. But they will not make it easy for you, as when you try to leave the sewers, you will be ambushed and you need to survive.
Deliver The Blueprints To Tammy

Now that you have survived the ambush, escaped the sewers, and made it back to town in one piece, the first thing you want to do is deliver the blueprints you found to Tammy.
Head toward her workshop and speak with her. She will be happy that you completed this favor for her, and she will reward you with two schematics.
Talk To Stilton

The next thing you need to do is head to the bar and speak with Stilton there. He wants to hear the news about your investigation into the shrews so far.
Jack explains their plan of trafficking them into the sewers and shipping them out in batches through a group of Cheeseleggers for some coin.
However, he does not have anything useful to add, so you need to take a moment and rethink the whole thing.
Pin The Old Subway Clues

It is time, head back to your office and interact with the crime wall, pin all the clues you have found so far, but once again, none of them will resolve lead.
Just when Jack is about to exit his office, he will find a fine young mouse waiting for him at the door, wanting to speak with him.
Speak To Vivian McCarthy

This is Vivian McCarthy, a famous actress, and she seeks Jack’s help to find out what happened to her best friend, Betty Lynch.
She wants you to take the case and snoop around Tinsel Avenue to find any clues about what happened. Vivian believes that something bigger was behind it and not just a “stage accident”.
Apart from the missing magical and the shrew shortage, Jack has another case that he needs to figure out and investigate along the way.
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!