It seems the shrews are being sent to the Curdsville Nuthouse in MOUSE: P.I. For Hire, and you have somehow found the keycard bearing its symbol.
With everything Jack needs now in hand, there is nothing that can stop him from going there, right?
Table of contents
Search For A Way Inside

After you drive to the Nuthouse, the card will work, but it will only get you to the basement section of the building. You still need to figure out a way to go inside.


Progress forward west, and defeat all the enemies along the way. Eventually, you will reach a vent entrance, go through it, and you will find yourself inside.
Look For Anything Suspicious

Open the door and leave the room; you will find even more enemies waiting for you; defeat all of them.
Go to the upper floor and make it to the room west of here, on the desk inside, you will find a note, pick it up.


To your left, shoot the barrel, and this will destroy the floor. Drop down and activate the switch here. This will open the hallway doors leading to the next room.


Exit this room and go through the hallway. The door will shut and emit a gas that will affect Jack’s brain and make things a bit foggy.

After the door reopens, go to the next room and you will find Millie, Curd’s daughter, standing there, but is she really there?
Talk to her, she will speak in rhymes and strange sentences that do not make sense.

After you talk to her, shoot the target above her, and this will open the gate. Millie will also disappear.
Follow Millie

Drop down, and you need to snipe the target through the bars of the circular windows around here. This will raise platforms that you can use the wall jump ability to reach all hallways.

Now that is done, there is a secret here you can reach. Dive into the water and go underneath the path west, then climb up the ladder. This will take you to a secret.

There is a schematic you can pick up, and at the end of the hallway, you will find a safe you can tailpick for some money.


With that done, and you have reached the platform you need, look east, and you will find another target you can shoot. Doing so will unlock the gate and activate warp-pipe number one. This will take you to the first floor of this room.


Activate the switch here and the door will unlock, then the bridge south will drop down. Cross to the other side and activate the two other switches to drop all the bridges.

The south bridge is just a shortcut you will use later, but you need to use the west bridge, where you will find Millie waiting for you. As soon as you approach her, she will disappear.

The only way forward is ahead, so go through the gas hallway and you will reach an experimental room where a brain in the middle speaks to you. Is Jack losing it in the Nuthouse?
Talk To The Brain?

At this point, there is nothing more to lose, so approach the brain and speak to it. The jar head will ask you to fill it with ink, and we have no idea what that means, but we will go along with it.

There is a schematic hanging on the board in the corner, so be sure to pick it up.
Go To The Inkwell

The door will open and you need to go through it and activate the switch here. This will move the brain to the upper floor of the Inkwell, where you can fill it with the ink it asked for.

Drop down and you will see a skeleton holding a Kick Me sign. When you kick it, it will be trapped on the restraint bed. This is what you actually need to do in the next room.
Fill The Inkwell

You will face a few enemies here, and you do not need to kill them. You need to lure them to one of the four restraint beds in the corners and kick them into place so the machine can extract ink and fill the jar.
You will need to do this a few times, and do not worry if you accidentally kill an enemy; another will spawn.

After successfully filling the Inkwell, you need to transfer it to the brain chamber. Take the ladder up back to the control room and interact with the switch there to send the brain back down.

Backtrack to the room where you met the brain and speak to it. Its voice will change, and now it seems more reasonable and speaks normally.

After the conversation, the brain transfers itself into the gun on display, and you will be able to use it. This weapon does not directly damage enemies, instead it stuns them.
Go F-F-F-FORTH!

Now that this little side task at the Nuthouse is done, you need to get back on track and find Millie again.
Exit the brain chamber and head north. At the end of the path, you will find her standing and waiting for you.
Talk To Millie… again?

Speak to her, and she will once again start with her rhymes. Still no clear idea of what she is doing here or what she needs.
After the conversation, a target will appear above her head, and you need to shoot it to unlock the gate.

Before you continue following Millie, use the warp pipe in this room, and it will transport you to the second floor secret area.



Go through the west hallway, climb up the ladder, and at the end, you will find a schematic. The gate ahead will also unlock automatically.
Behind The Nuts – Tammy Side Task

Backtrack to the warp pipe and return to the first floor, then cross the bridge. To your left, you will find a piano, which indicates another secret.

The correct order this time is C, A, G, and E. If you play the notes correctly, the south bridge will drop down and you will reach another secret location.

Cross it, then go all the way to the end of the hallway. To your left, you will find an old lady holding a cigarette. This is Gloria, and you need to take a picture for her and bring it back to Tammy.
Keep After Millie

Back to following Millie, go east and as soon as you try to catch up, she disappears and the gate locks. This also spawns flying enemies that you need to defeat.

There will be a few birdhouses with targets on them, and you need to shoot all of them. After that, the south bridge becomes accessible and you can continue.

The path from here is straightforward and filled with enemies. Keep progressing and defeat everything along the way.

Eventually, you will reach a door to the east with more gas. Go through it, then press the button at the end of the hallway to unlock the gate.

Go to the next room and defeat all enemies as you make your way to the upper floor. There is only one path here, so you will not get lost. This will lead you to the second floor where you will find Millie standing.
Talk To Millie One More Time

Speak to Millie again. As always, she talks in rhymes, but at least she confirms she is just a ghost and that Jack inhaled some drugs, and she has been trying to guide him in the right direction.
After the conversation, you will see her teleport to the elevator in the control room, which is where you need to go.


Before you leave, use warp pipe number one to your left. It will transport you to the secret east hallway. Defeat all enemies here, then use the stack of barrels to reach the upper platform.



Make it to the other side and you will find another warp-pipe; use it. Drop down and unlock the shortcut to the ground floor.
Find The Lift

Back where you were talking to Millie, shoot the target to your right and move along the hallway. Go all the way around while defeating enemies, then activate the switch. This will drop the bridge and give access to the control room.


Use the elevator here to go to a secret room at the very top of the building. This room contains what looks like a portal to another dimension, and Jack is not high anymore; it is real, and it exists.
Boldly Go Where No Mouse Has Gone Before

This case is getting more and more complex, and there is no other option except going through the portal now.
Step into the portal and check our next walkthrough to see what is waiting for Jack on the other side.
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!