Jack finally manages to find Steve after everything he has been through in MOUSE: P.I. For Hire. His conversation with Steve helps him connect all the missing dots across the cases he has been handling.
Everything was indeed connected and is now falling into place, except for Ze Professor. He is the only person Jack has not dealt with yet, and now it is time to pay him a visit in his submarine.
Table of contents
- Go To The Docks
- Slugs In The Shell – John Side Job
- Find A Way To Get Underwater
- Get A Rubber Suit
- Get Heavy Steel Boots
- Locate A Diving Helmet
- Dive Underwater
- Reach Ze Submarine
- Poke Around The Basin, I Guess – Bozo Side Job
- Confront Ze Professor
- Defeat Ze Professor
- Escape The Submarine
- Deliver John’s Delicacies
- Give Bozo The Good News
- Wrap Up The Case With Wanda And Corny
- Pin Your Remaining Missing Magician Clues
- Finally
Go To The Docks

After you reach the Fart Harbor, you will start in the alleys, and you need to progress forward to reach the docks.
Enter the door and move through the engine room. Enemies will try to block your path, but you can defeat all of them.


Once that is done, go west and use the jumping pad to reach the upper floor. From here, glide to the other side, then use the door to go to the next building.

Go through this building and make it outside to the alley. The gate will be locked, and the only way to unlock it is by defeating the enemies that will spawn around here.

Go through the gate as it opens, then you will spot the submarine diving underneath. Now Jack needs to figure out a way to get underwater safely.
Slugs In The Shell – John Side Job

In this area, you can obtain the item John asked you for. Go to the left of where the submarine was, west specifically, and you will find a small container.
Inside, you will be able to pick up the can of sea slugs for him. Keep it safe until you go back to town.
Find A Way To Get Underwater

You will spot a ladder south, climb it up and activate the switch to open the gate to the rail depot. Before you go inside, look the opposite way, north, and you will spot another switch.
You can glide to it from here and then activate it. This will move the crane closer and rotate the grappling point toward a secret. Use your grappling hook to reach it and tailpick the safe here.



Go inside the depot and, to your surprise, you will find Tammy inside the workshop. Speak to her and ask if she can help you figure out how to get underwater.

She will ask you to find three pieces: a helmet, heavy spiked boots, and the suit. The suit can be found at one of the tankers around the corner, the boots can be obtained from Eddy, and the helmet she has no idea about, but Eddy might help.
Get A Rubber Suit


Go to the tanker northwest of here and fight your way to reach the upper floor. Here, you will be able to take the rubber suit hanging in the closet.
Get Heavy Steel Boots


You need to find Eddy, and he is located at the carriage east of the docks. Approach him and tell him about Tammy’s favor and how he owes her. He will remember and grant you the boots.
Locate A Diving Helmet


During the conversation with Eddy, you will learn that he also has a helmet, but it is located at his house. You need to go there and sneak in to get it.
To the left of Eddy, there is a comic book that you can pick up, and do not forget to grab the boots from the ground.

Take the warp pipe near the staircase where you came from, and it will take you directly inside the house. The helmet will be hanging on the corner of the wall, and the wife is in the kitchen cooking.

Despite Eddy telling you to sneak around, the truth is, even if his wife sees you, it does not matter. You can even speak to her, but she will only hum.
With all three pieces in hand, head back to Tammy and ask her to assemble the suit for you.
Dive Underwater

Whenever you are ready, take the cage hanging from the boat, and it will send you to the bottom of the ocean.
Reach Ze Submarine

Jack is underwater, and he needs to find where the submarine is parked. Progress forward, and you will be able to spot the submarine from a distance. That is where you need to go.
In the ocean, you will find enemies too, because somehow they are attracted to Jack and cannot leave him alone for a second to breathe.
Poke Around The Basin, I Guess – Bozo Side Job

Go through the cave entrance until you reach an area with a danger sign. Here, you will take continuous damage if you remain for a long period, so you need to cross quickly.


Climb up the hill and follow the path east until you spot a ladder to your right. Climb it up, and you will come across a safe that has a schematic. Cross the bridge, and at the end, you will find Bozo’s friend sleeping.

When you speak to him, he will still be asleep, but at least you know he is doing fine, sleeping underwater peacefully, so that counts for something.
Confront Ze Professor

Continue your path following the detective brush until you reach the warp pipe. Use it to enter the submarine. As soon as you go inside, a cutscene will play showing Ze Professor talking and threatening Jack.
This triggers the boss sequence, but you will not face Ze Professor directly. Instead, you must destroy his defensive systems around the submarine.
Your main objective is to destroy all turrets to disable the protective shields around the tanks, then blow up the tanks.
If you are having trouble finding objectives, follow the cables. They always lead directly to the next target.
First Room
Turret Locations
- First turret: just above your starting screen area
- Second turret: south section of this room


Tank Locations
- Two tanks on the side of the screen
- One tank on the upper floor, south side


Objective
Destroy both turrets to disable the protective shields on the tanks. Once the shields are down, shoot the tanks to destroy them.
After clearing this section, the path south will open, leading to the next room in the submarine.
Second Room
Ground Floor Turrets
- First turret: south corner of the ground floor
- Second turret: east corner of the ground floor


Destroy both to disable the shield protecting the ground floor tank.

Upper Floor Turrets
- Third turret: south side of the upper floor
- Fourth turret: also on the south side of the upper floor


Destroy both to allow access to the central tank and blow it up.

- Additional turret: northwest upper floor, hanging on the wall



This removes the shield from the tank located in the east hallway on the ground floor
Final Tank in This Room


Upper floor, west wing, at the end of the hallway. Destroy this tank to open the path deeper into the submarine.
Third Room

Go to the upper floor. Ze Professor will be in the control room. He activates the submarine self-destruct system, putting you on a strict time limit.
You have 2 minutes and 40 seconds to complete this section.
Turret Locations
- First and second turrets: directly in front of your entry point
- Third and fourth turrets: behind you, on the opposite side of the first set
- Fifth turret: ground floor, southwest
- Sixth turret: ground floor, southeast
- Final turret group: further inside the room toward the south







Tank Locations
- One tank is underneath the control room, east side of the ground floor
- One tank is south of the ground floor, opposite the staircase direction
- One tank is on the west side of the upper floor
- One tank is opposite the final turret group





Objective
Destroy all remaining turrets to disable shields, then eliminate all tanks before the timer runs out to fully clear the submarine and complete the sequence.
Defeat Ze Professor

Once you destroy all of the tanks, Ze Professor will come out of the control room and try to attack you. Simply shoot him, as he is weak and cannot do much harm.
Escape The Submarine

After you defeat him, grab the notes that he dropped, then rush toward the emergency diving suit at the very south of the ground floor.

It is time to leave the ocean and head back to town.
Deliver John’s Delicacies

Now that you are back in town, go to the bar and speak to John. Hand him over his canned gastropods. He will force you to take a taste, the taste ends up really good, and now both of you are happy.
For a reward, you will get one more Spike-D token.
Give Bozo The Good News

Go speak to Bozo outside of the bar and inform him that his friend is doing, or rather sleeping, just fine. You will get a baseball card as a reward, even though he is not convinced by your answer.
Wrap Up The Case With Wanda And Corny


The magician has been found, the shrew case is figured out, and Vivian has escaped. It seems that Jack managed to get all his cases to a close.
So you can fill your friends in, especially Wanda for her story and Stilton to keep him up to date.
Pin Your Remaining Missing Magician Clues

At last, it is time to put together the remaining clues that you have and get done with this mess.
Finally

BMP radicals are the ones behind everything, but the case had to rest, and so did Jack. What a day, Jack’s most complex case of all time, and it is about time he gets some rest, right?
Go to your room, interact with the bed, and get some sweet sleep. You deserve it, detective.
Thank you for checking out another Into Indie Games article covering MOUSE: P.I. For Hire.
MORE OF INTO INDIE GAMES
Explore additional walkthroughs through the links below:
Into Indie Games Homepage
Crimson Desert – Walkthrough Hub
John Carpenter’s Toxic Commando – Walkthrough Hub
High On Life 2 – Walkthrough Hub
Nioh 3 – Guides And Walkthrough Hub
No Rest For The Wicked – Walkthrough Hub

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!