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MOUSE: P.I. For Hire – ?Lednab Evets Si LleH Eht Erehw Walkthrough

MOUSE: P.I. For Hire

Jack’s visit to the Nuthouse in MOUSE: P.I. For Hire leads him to discover a strange portal. He decides to step through it, hoping to find Steve, as it is the only lead he has left.

Note
This is part of our MOUSE: P.I. For Hire – Walkthrough Hub, so if you want more content about the game, be sure to check it out.

Explore This Unknown World

MOUSE: P.I. For Hire

After you take the portal, you will be transported to a strange world where all objects are larger than usual, and it looks like you are high up in the sky.

MOUSE: P.I. For Hire

Start by going forward, then go through the door. This will transport you to a street section. Use the jumping pad to reach the rubber platform, then wall jump to it to reach the rooftop of the bar.

Climb up the hill, then go all the way to the left. You will find a secret area with money to pick up and a comic book.

MOUSE: P.I. For Hire

Backtrack a bit, then jump onto the pencil and cross to the other side. Here, you will be able to see a strange spectre of someone in the distance, and you need to catch up to him.

Activate The Train Track

Approach the spectre and you will see that it resembles Steve, but it will disappear. Go through the tube and you will reach the train station. Here, you need to activate the tracks to continue.

MOUSE: P.I. For Hire

You will find the switch downstairs, so approach it and activate it. It will not work because the power is out, but this will spawn enemies, and you need to defeat them.

From here, go to the upper floor and head to the south corner. You will find a secret that has a schematic.

Now head to the bottom of this building and go outside. Look behind you to the northeast, and you will see a large target, shoot it.

MOUSE: P.I. For Hire

This will activate the power, and the train cart will be waiting for you. However, enemies will come your way, and you need to defeat them.

MOUSE: P.I. For Hire

Climb back up to the ground floor and hop on the train cart. This will take you to another portal that you need to go through.

Go Through Hell

MOUSE: P.I. For Hire

It seems that Jack has been sent to Hell, and somehow he needs to make his way through it.

Move forward, and as soon as you reach the wall jump platform, turn to your right. Use your grappling hook to reach a secret safe.

Back on the main path, keep progressing until you reach the entrance and go inside the cave.

You will come across what looks like a bar. In one corner, you will be able to pick up a newspaper.

In addition to that, if you look behind the counter, there is a secret figure you can collect.

Blow The Hell Horn!

Moving deeper into the cave, take the stairs up. Here, you will need to blow the Hell Horn in order to spawn platforms that let you reach the next section.

Interact with it, then do some platforming, jumping, and gliding to continue forward. Follow the path north until you reach an area full of skeletons. In the middle, you will find a sword skeleton you can pick up.

This is a new weapon called the Hellrazon, and it sends a wave of skeleton piercing attacks at enemies. Feel free to use it in this area.

Blow Another Hell Horn!

MOUSE: P.I. For Hire

While using your new weapon, there are two more Hell Horns you need to activate to spawn the platforms required for progression.

  • The first is located northwest on the upper floor.
  • The second is located southwest on the lower floor.

With both horns activated, you will see screw platforms you can use to cross. Be careful, as some of these screw platforms have hammers smashing them, and if you get caught, you will die immediately.

Chase Steve

Eventually, you will reach a door with a sign. Go through it, and to your surprise, you will see Steve running away. You need to catch him.

Go straight ahead through the door in front of you. There may be side paths you missed, possibly hiding secrets, but continuing forward takes you to another street section.

From here, follow the path east and do some platforming until you reach the next area.

Pass Through Time

In this section, you will see many gears, but they are not operating. The switch is on the other side, so jump across and activate it. Once done, use the rotating platforms to reach the upper floor.

From here, go left of the typewriter and glide across through the holes in the cogs. You will reach a secret area with money, ammunition, and a schematic.

Unlock the shortcut and return to the upper floor. This time, follow the path north and defeat all enemies along the way. Continue until you reach the outside where a target is in front of you, shoot it.

MOUSE: P.I. For Hire

This will lower the gear platform, allowing you to jump across. Use the jumping pad to reach the upper floor. From here, there is only one path, and it requires a lot of jumping across.

MOUSE: P.I. For Hire

Keep going forward until you reach a round entrance with a door, go through it, and you will see Steve escaping again. Follow him to reach the final section of this strange world.

Survive Bandel’s “Helluva Show”

MOUSE: P.I. For Hire

From here, you will spot Steve sitting on his throne with a bunch of cards floating on the floor. You need to jump and stand on the cards. This triggers a survival mini-game rather than a boss fight.

Here is how it works:

Steve will display a card showing one of four symbols: spade, heart, diamond, or club.

MOUSE: P.I. For Hire

When the card appears, you must quickly identify the symbol and look at the floating cards around you. Your goal is to stand on any floating card that matches the symbol shown by Steve.

For example, if Steve shows a spade, you must move onto any floating spade card before time runs out.

MOUSE: P.I. For Hire

After a few seconds, Steve will remove the cards. All cards that do not match the symbol will disappear. If you are standing on the wrong card, you will fall and die.

As you continue, fewer correct cards will appear, so you must react faster and choose carefully.

Talk To Steve Bandel

MOUSE: P.I. For Hire

After you survive the show, Steve calms down and asks you to come talk to him. You finally find Steve, and it is time for answers, because it does not look like he was kidnapped.

During the conversation, you learn that Steve was dealing with dangerous people and ended up on the wrong side of them. That is why he had to escape and hide in this mysterious world, the only place where he could cover his tracks.

His experiment and funding were not the issue. It was the ink, which caused the shrew shortage. It turns out they were behind it, as shrews were trafficked for ink to complete the portal.

So Steve’s only logical choice was to disappear and lay low until everything cooled down. That is his story.

After you finish talking to Steve, use the mirror to exit this world and return to town and your office.

Bring The Photo Back To Tammy

MOUSE: P.I. For Hire

After you are back in town, head to Tammy and bring her back the autograph. To your surprise, when she looks at it, it turns out to be just a picture of a wall.

Maybe Jack imagined Gloria was there while under the fumes. That does not stop Tammy from rewarding Jack for his effort, as she gives him not one, not two, but three schematics.

Talk To Wanda

MOUSE: P.I. For Hire

Wanda is waiting to hear about the last case you were working on and the story you promised her.

Jack tells her everything he discovered: the Nuthouse, the strange portal, the unknown world, and Steve, including how he got involved with the wrong people.

The last thing Steve mentioned was the Ze Professor he was dealing with, and that he wants everything burned down with no trace left behind. Luckily for Jack, Wanda knows about a strange submarine with Old World markings.

That is a lead, and Jack has to hurry and catch up to Ze’s progress before it is too late.

Pin Your Clues

MOUSE: P.I. For Hire

Go to your office, interact with the crime wall, and pin all the clues you have found during your Nuthouse visit.


Thank you for checking out another Into Indie Games article covering MOUSE: P.I. For Hire.

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