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MOUSE: P.I. For Hire – Shrewd Shrews Walkthrough

MOUSE: P.I. For Hire

Jack’s visit to the Far Wetlands in MOUSE: P.I. For Hire leads him to uncover more about the shrew shortage case. It seems the crooked cops have turned against the Cheeseleggers.

After meeting with the boss and dealing with the assault at the office, you learn that the trail of the shrew trafficking leads to the Depths, so that is where you need to go next.

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.

Sniff Out The Shrew Trail

MOUSE: P.I. For Hire

Drive your car to the Depths location. When you start the area, you will find yourself in the sewers, and you need to progress further.

MOUSE: P.I. For Hire

Soon after, you will find the crooked cops guarding the path, and you need to defeat them. Follow the detective brush, and it will lead you to a vent entrance northeast of here. Go through it, and you will reach the control room.

Interact with the switch here to open the gate. You do not have to backtrack, as you can open the door in the room and go through the gate.

Drop down, and instead of going forward, turn around and go through the running water. This will reveal a hidden path that will lead you to a safe and a schematic.

From here, you can use the vent entrance to leave this room and return to the main track. In this room, you will find a typewriter where you can save your progress.

Just to the right of it, specifically southeast, you will see a cage that you can photograph as an object of interest. It is not needed for the main story, but it is an additional clue.

Activate The Airflow System

MOUSE: P.I. For Hire

Now go north, and you will reach an open room full of enemies. Defeat all of them. After you have done that, interact with the switch that will be highlighted with the objective marker to the north.

This will activate the updraft vent and lower the platform on the opposite side. Glide to the other side, and there will be another switch that you can interact with. This will turn the power on, and the cogs will begin rotating.

You need to turn on the second switch here, but as soon as you do, it will break. Luckily, there is a spare on the bench on the lower floor in front of you. Pick it up, go back to the machine, place it in, and activate it.

After that, interact with the final switch, and this will open a few vents that you can use to reach the grappling point to the south and access the upper floor.

Before you leave, head to the cogs area to the north and go inside if you want a secret and a schematic. However, be careful, as you need to avoid getting smashed by the hammer.

Now make your way to the upper floor, and to your surprise, you will find the same Old Shrew standing here. She will speak in her usual riddles and then disappear. It seems that she made the elevator appear for you, a strange shrew.

Find The Old Shrew Lady

As Jack takes the elevator down, you will see a whole underground city with a lot of people. The Old Shrew brought you here for a reason, so you need to find her and track her down.

Follow the right path southwest, then climb up to reach the upper floor. You can use the platforms here to reach where you need to go.

Eventually, you will reach a secret room where you will find the Old Shrew Lady already standing and waiting for you. Speak to her, and among her riddled words, she will ask you what you are doing here.

Jack explains the case he is following, and to your surprise, she will give you a tip only if you help her with something. She wants your help fixing the pump system. She will hand you a valve and disappear.

Before you leave, tailpick the door here, and you will be able to pick up a newspaper and some money.

Find The Pump Room

Use the door to your left to move forward until you reach a ledge. Here, do not jump down like before. Instead, look up and shoot the target to lower a grappling point that you can use to reach the next platform.

From here, you will spot a breakable wall. Use dynamite or your Loose Cannon to break it.

MOUSE: P.I. For Hire

Go inside the building, and to your surprise, you will find a magician cap sitting on a chair, possibly Steve’s. Photograph it as an object of interest to add as a clue.

MOUSE: P.I. For Hire

Go through the door here, and you will find a comic book sitting on the chair next to the skeleton mouse. Pick it up. Now keep following the detective brush until you reach the entrance to the pump room.

MOUSE: P.I. For Hire

You will be attacked by enemies, so you need to defeat all of them. The entrance will be locked, so you need to make a detour.

MOUSE: P.I. For Hire

Take the stairs up and use the grappling hook to reach the upper level. From here, you can reach the side door and enter.

MOUSE: P.I. For Hire

Before you go inside, check the warp pipe underneath the door and use it to get to a secret location. There is some money here, but no collectible or anything else, just a funny text on the wall that reads, why did you get in here.

Use The Valve To Stabilize The Waterworks

MOUSE: P.I. For Hire

Once you are inside the pump room, defeat all enemies, then interact with the pipe at ground level to place the valve back in its position. This will stop the leak from one side.

Multiple enemies will attack you, and you need to defend the pipe. After you deal with all of them, the other side will break and start leaking, and you need to find another valve to stabilize it.

Find Another Valve

MOUSE: P.I. For Hire

A lift will descend, and you can use it to reach the upper floor. As you ascend, you will see the water level rising, and you need to hurry and find the second valve.

MOUSE: P.I. For Hire

From here, you need to work your way upward until you reach the third floor of the town. Go east, and you will see a body that has a valve. However, a magnetic hand will pull it away and start moving, and Jack will need to follow its trail.

Chase The Thieving Magnetic Hand!

MOUSE: P.I. For Hire

There will be one straightforward path ahead, and it is filled with enemies, so be prepared to fight your way through. In the next room, you need to reach the upper floor and use the vent to reach the other side.

More enemies will be in your way, and you need to defeat them. This time, there is a Hot Pepper power-up that you can use to set them on fire.

After you defeat all of the enemies here, the Old Shrew Lady will appear again, and you need to speak to her. She is trying to help you, and she will give you a VIP pass that you can use to go to the next room.

Luckily, this is the final stop of the magnetic hand, and it will drop the valve at the Lost N’ Found section. Pick up the valve, and the floor will collapse, sending you into the pit.

MOUSE: P.I. For Hire

Here, you will get the Spinach power-up, and you need to defeat all the waves of enemies. When you are done, the door will be unlocked, and you can leave the pit.

MOUSE: P.I. For Hire

Here, you will find a clue next to the typewriter. Pick it up. It seems that the piece of map you took from the police station was just a piece of the whole thing.

The actual location where all the shrews are being taken is the Quagmire.

Return To The Pump Room

You still need to go back and fix the pump room. Take the stairs up opposite the typewriter and look left, you will see a newspaper on the couch.

MOUSE: P.I. For Hire

There is one more secret here that you can reach. Go all the way to the west and crouch down to access a hidden location. Here, you will find a safe that contains a schematic.

Now go to the elevator here and press three to reach the third floor, where the pump room is.

You will find that the room is flooded, and you need to dive in and attach the valve yourself.

Return To The Old Shrew Lady

Now that both valves are attached, the flood will stop, and the pump room will be working normally again. It is time to find the Old Shrew Lady and inform her about the news.

Backtrack all the way toward the entrance of the town, and you will find her standing there, waiting for you. Speak to her, then the main elevator will come down, and you can use it to get out of here, enough plumbing for the day.

One more thing to do before you leave, you might have noticed a locked warp pipe northwest of the ground floor. If you backtrack to it now that the flood is gone, you will be able to use it.

This will take you to the upper floor, and you need to jump across and use a second pipe to reach the secret location on the ground floor. When you are done here, you can use the elevator and leave the Depths.

Pin Your The Depths Clues

Drive back to town, then head back to your office. Interact with the crime wall and pin all the clues you have gathered during your time in the Depths.

Jack has already found the full map, and he knows that the Depths were just a stop, not the final destination. Quagmire is where he actually needs to go to investigate more about the shrew shortage case.

While you are here, you can speak to Tammy and Wanda for more dialogue, but that is optional.


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

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