The visit to the Depths in MOUSE: P.I. For Hire turns out to be just a stop, not the final destination, after Jack manages to find the full map.
Quagmire is where the shrews are being sent, and Jack needs to hurry to find out what these crooked cops are up to.
Table of contents
Deal With The Crooked Squad

You will start the Quagmire on the bridge, where you will find multiple police cars and many crooked cops that you need to deal with as you make your way forward.

After that, take the stairs to your left and climb down to reach the swamp area.
Hold Your Nose And Cross The Quagmire

Here, you will find a boat that you can interact with, and it will take you around the swamp to reach the other side. Along the ride, you will be attacked by numerous enemies, and you need to defeat all of them.
After you reach your destination, climb up the ladder and go inside the treehouse. You will find it full of enemies, so you need to defeat them before you can progress.


Inside this tree house, there is a skeleton holding a key. This key can be used at the start of the swamp to unlock the door.
On the opposite wall from the skeleton, you will also find a newspaper hanging that you can pick up.



Backtrack to where you took the boat and unlock the door using the Shanty Town Key. Here, look to your left and shoot the target to drop the bridge.


Cross the bridge, and you will encounter even more enemies that you need to defeat. From here, go northwest, and then you will find another bridge that will lower, allowing you to move forward.


In this area, defeat all enemies, and there is a secret you can reach. Climb up the cages to your right, and you will spot a hidden room to the east. Here, you will find a schematic and some money.
Check Out The Strange Cabin

Head back down and cross the bridge, then follow the path west until you reach a cabin.
Before you go inside, go to the left side of the cabin, where you will find a window that leads to a secret room with a safe and a note.

Now go inside, and to your surprise, you will find the Old Shrew Lady standing here again. Speak to her, and she will speak in her usual riddles that barely make sense.

The only thing you will get from her is that you need to find a Diamond Shaped Key.
Find A Way Out

This cabin is certainly odd, and the door works in a mysterious way. Behind the Old Shrew Lady is a door that requires a Diamond Shaped Key.
The Piano Puzzle

Start by going through the door to your right, and you will reach the main hall. Defeat the enemies here. Enter the door to the north, and you will reach a piano room.
Pick up the comic book here, and on the piano, you will be able to interact with notes labeled as letters. This is not just for decoration. If you play a specific order, A, C, E, and G, you will unlock a secret.



Now use the door you came from, and you will notice that going through it will take you to the entrance of the house. A new hidden door in the closet will be unlocked because of the piano notes, so enter it.
Go inside, and you will find a secret room that contains a safe with a schematic and a baseball card pinned on the east wall.
Obtain The Dark Room Key

Now back to the main path, enter the main hall door again, then go through the office door. As soon as you do, an enemy will break through the wall to your left. Defeat him first, then grab the Dark Room Key.


Go through the door next to the key and use it to unlock the Dark Room. As the name suggests, the room will be dark, and you will need to use your flashlight to see.
Obtain The Dining Room Key

Progress to the northwest corner of this room, where you will find a mannequin holding the Dining Room Key. Pick it up.
There is also a clue that you can pick up from the desk here. Before you leave, there is a safe to the northeast that you can tailpick to get some money.



With this new key, head back to the previous room and unlock the Dining Room door. You will find multiple enemies here. What you need to do is shoot the chandelier in order to break the wall and continue.
Obtain The Diamond Shaped Key

Defeat the enemies, then go through the hole in the floor. Here, you will find a vent entrance. Go through it, and it will take you to the garden area of the house.


As expected, more enemies are waiting for you here, but the important thing is the mouse statue. Interact with it to rotate it, and it will light the way to the west. Go through that door.


In the middle, you will find your Diamond Shaped Key that you can use to get out of here. Luckily, you do not have to backtrack, and you will be able to use the main hall door in front of you.


Once you are back at the entrance, the door will unlock by itself, and you will be able to progress forward.
Clear The Area

Be prepared for a fight, as outside, you will find many crooked cops waiting for you. There is a Hot Pepper power up you can use to help.

The objective is simple, clear the area. Once you do that, you will see that it says Curdsville Nuthouse, and this is where they have been taking the shrews. You now have your lead, and it is time to go back to the office.
Pin Your Quagmire Clues

As usual, drive back to town and make your way to your office. Interact with the crime wall and pin all the clues you have found during your time in Quagmire.
It seems that the keycard you found has the old nuthouse crest. Jack has his lead and his key, what more could he ask for?
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!