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MOUSE: P.I. For Hire – Saltwater Cambozo Walkthrough

MOUSE: P.I. For Hire

After your visit to Tinsel in MOUSE: P.I. For Hire, Jack gets a lead to visit the docks in order to gather information regarding the Missing Magician and the Shrew Shortage cases.

Apparently, both might be connected, which is why Jack needs to investigate. This might be more complex than he originally thought.

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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.

Ask Tammy About Liaisons

MOUSE: P.I. For Hire

Before you head to Wallop Bay, you need to go speak to Tammy and ask her about liaisons. Tammy will mention a guy called Cameron Bozo, who is the one you need to seek out to get information from him.

You can find him hanging around the pub by the beach, but it might not be that easy to spot him.

Speak To John

MOUSE: P.I. For Hire

Right after you finish your conversation with Tammy, head to the bar and speak to John, he has another favor to ask since you are going to the bay anyway.

He will ask you to retrieve a special item called Marina 8-ED Herring canned. No idea what this is, but that is what you need to get for him.

Speak To Stilton

MOUSE: P.I. For Hire

It seems everyone has something else that they want you to grab from the bay. Once you finish your conversation with John, speak to Stilton nearby.

Stilton forgot some “merchandise” he imported and the shipment got stuck. This is why he wants you to track it down and find it. Once you have all your tasks, drive your car to Wallop Bay south of Mouseburg.

Ask Around For Bozo At The Local Bar

MOUSE: P.I. For Hire

You will spawn near a gas station and to the south of it, you will see a big fish hanging there. Kick it until it drops a license plate. This is needed for a trophy called Quint’s Delight.

MOUSE: P.I. For Hire

Underneath it there is a secret room, and you can reach it by gliding from there. You will find another one of ten secret figure collectibles next to a safe that has a schematic.

Next, take the stairs down, and you will find a door in front of you. Enter the building and climb up the stairs, then take the ladder to reach the top floor. There you will find a secret room that has a safe containing money.

Exit the building and make your way toward the bar, but do not go inside yet. To your right, there is a door that you can use.

Enter this building and take the stairs up until you come across a locked door that you can tailpick.

Inside, another secret room can be reached. Although it seems there is no collectible here, only some additional money that you can grab.

Survive The Ambush

Exit this area, and you can finally go inside the bar. To your surprise, you will find a bunch of crooked cops there, and they will ambush you. You need to survive this ambush and defeat all of them.

Once you defeat all the enemies inside the bar, head to the upper floor and exit the building. You will find more enemies waiting just outside.

On the other side, you will find a switch; activate it to lower the bridge. More enemies will appear and you need to defeat them.

At this point, your character will activate the Coffee Powerup, your hand turns into a gun and you gain increased fire rate.

This is infinite and you can use it until you get rid of all the crooked cops in this area. The officer who was commanding the ambush will run away and you need to catch up to him.

Chase The Crooked Officer

Cross the bridge and go to your left. You will find the officer running away to the building in front of you. There you will be able to pick up a new weapon called the Loose Cannon.

What you need to do is shoot the building where the officer is hiding using this cannon to destroy it, but you will only get two bullets.

There is more ammunition around, so we will guide you to it, but first use the two shots you have. Be careful as more enemies will spawn while you are trying to destroy the building.

Head to the building to the north and climb up the stairs to reach the balcony. There, you will find one additional ammunition for the cannon.

From there, you can use the grappling point and glide to reach the other side, where more ammunition will be available.

Next, make the jump to the north, and you will find the last bit of ammunition for the cannon.

We think that this ammunition respawns after a short while in case you miss or use the weapon on enemies, so be sure to check all the spots when you run out.

Question The Crooked Officer

MOUSE: P.I. For Hire

After you destroy the building, the officer will be trapped inside, and you still need to catch up to him and question him about the person you are seeking.

The officer will confess that he has Bozo locked up near the shipyard gate up north. You will get the Water Tower Key that will allow you to unlock the place where Bozo is.

Find Where Bozo Is Being Held

MOUSE: P.I. For Hire

Activate the switch there to open the wooden gate; this will reveal a breakable wall that you need to destroy. You can use dynamite, a barrel, or your new weapon, the Loose Cannon.

Break the wall and go inside, smash the window glass, and exit the building. Follow the road north and defeat all enemies around. Enter the building ahead and reach the upper floor.

From the balcony, look west, and you will see another breakable wall; destroy it. Use the grappling hook to reach the location and then use the key you got to unlock the door.

There, you will find a water tower, and you need to activate the switch to blow it up to create an opening to progress. Jump down to the alley there and follow the path west.

Snatch That Reeker – John Side Job

MOUSE: P.I. For Hire

Enter the building in front of you and use the stairs to reach the upper floor. Before you make the jump to the other side, look down and pick up the item highlighted for John.

You will be taking damage while you are there, so quickly turn around and open the door, then go back and make the jump. You got the item for John, now hold on to this reeker until you get back to town.

Find And Talk To Bozo

MOUSE: P.I. For Hire

After you make the jump to the other building, go around and you will spot another breakable wall there. Blow it up, then use the grappling hook to reach the location.

Inside, there is another breakable floor that you can destroy to reach Bozo, but first defeat the crooked officer next to him. Jack asks Bozo about the missing shrews.

MOUSE: P.I. For Hire

Bozo mentions a special meeting that is happening in Wallop Bay, but this location is just a pit stop, not the actual place. The crooked cops are meeting with a mad-type scientist, and they are planning something together.

He also added he has a key to one of the two locations he referred to that might lead to a clue, the pharmacy key, but he is asking a price for it. He is asking for 50 bucks, which is pricey.

MOUSE: P.I. For Hire

We went ahead and paid because we did not want to miss anything there, but maybe refusing could intimidate him, who knows.

Investigate The Shelter

MOUSE: P.I. For Hire

Your next destination is the pharmacy, and chances are you already saw signs of it while you were there. From there, follow the detective trail until you reach an open area with another water tower in the middle.

Of course, you will be attacked by many cops there and you need to defeat all of them. There is a Hot Pepper power-up that you can use to make things a bit tougher for the enemy.

After you defeat all the enemies, there are three buttons that you need to shoot in order to power up the gate and open it.

Look For Stilton’s “Merchandise” – Stilton Side Job

MOUSE: P.I. For Hire

To the east, you will find a few boxes covering a door, break the boxes and tailpick the door there. Go inside and turn right, you will see an item on the desk.

This is the “merchandise” Stilton asked for, it seems to be herbal cheese sticks of some kind that have a strong scent.

We do not know exactly what it is, we just know that you need to hand it back to him once you are back in town.

Back To Investigating The Shelter

MOUSE: P.I. For Hire

Return to the three buttons that you need to find. All three have cables that you can follow to locate them, so it should be easy to track.

  • The first one is to the left of the visible gate, shoot the button.
  • The second one is to the right behind a breakable wall, destroy it, and shoot the button.
  • The third one is located behind a window covered by a bunch of boxes. Shoot the boxes, break the glass, then shoot the button.

  • Activating all three buttons will open the gate and allow you to progress.

A few steps in and you will spot a locked door to your left. Inside, you will find some ammunition and money.

Exit and go north, just behind where the tracks and boxes are. This is a secret location.

Break the box in the middle and it will reveal a secret path through the vent. Follow it, and you will find a schematic midway through.

Reach the end and you will find a breakable wall that you can blow up.

It seems this secret detour has taken you to the point where you need to progress directly of the main story.

Inside this room, you will find a clue on the table. Pick it up. Before you leave, pick up the newspaper from the table to the west.

Investigate The Pharmacy

Exit this building and follow the detective trail east back to where you shot the buttons. Defeat all the enemies there and then a new path will open up to the south.

This will lead you to the pharmacy, unlock the door and go inside. You will find another clue on the table there alongside the Workshop key, which you need next.

Investigate The Workshop

Head back to the open area, and another path will unlock to the southwest; first, there is a missed secret. Go northwest underneath the wooden building and break the boxes there.

You will reach a dead end with multiple frogs and some money around. If you approach the window there, you can speak to an odd NPC, we have no idea what that is for.

Look back and climb up the ladder to reach another secret, where you will find a schematic and a safe that contains more money.

Follow the detective trail southwest and reach the end of this alley, where you will find the workshop building to your right. Unlock the door and pick up the clue on the table.

Return To The Bar

Now that you have gathered all the clues available there, you need to head back to the local bar. A shortcut will unlock by itself that will take you directly back to the pier.

Before you reach the bar, enter the door to your right, this time since you have access to your weapons, blow up the destructible wall there. You will find a secret, but it seems it only contains a bunch of ammunition.

There is another missed secret there; climb up the truck near the lifeguard and do some platforming to reach the window to the west. There you will find a schematic.

Now go inside the bar and head to the docks. To your surprise, you will find both the Cap’n, Captain Simms, who also happens to be the cop of the year, and the scientist Ze Professor.

Both escape, the captain uses a plane to fly away while Ze Professor uses a submarine to dive back to whatever hideout he is in.

You will be left with many enemies to defeat. Deal with all of them and then use the Quit-o-Phone at the boat to exit this location.

Get This THING Back To John

After you make it back to town, go to the bar and speak to John to give him the Marina 8-ED Herring.

Jack will be furious about what he had to go through to get this item, but at least you will receive one Spike-D token.

Deliver The Goods To Stilton

Next, speak to Stilton and hand over his merchandise, the cheese sticks. He will reward you with 400 bucks for your effort.

This is optional, but you can speak to Wanda to keep her up to date with your investigation if you want.

You will also find Cameron Bozo has made his way back to town, and he can be found outside the bar.

Pin Your Wallop Bay Clues

Finally, head back to your office and interact with your crime wall. Pin all the clues available there.


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

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