Mouse P.I. For Hire Collectibles Guide: Every Secret Figurine And Hidden Item

Missing a single piece of evidence in this monochromatic nightmare means restarting your entire playthrough, so keep your eyes peeled and your flashlight ready.

A black and white first-person shooter gameplay screenshot from Mouse P.I. featuring a 1930s rubber hose animation style, showing a character holding a large cartoonish weapon in a stylized forest with a biplane flying overhead.

Mouseburg is a miserable place that actively wants to put you six feet under. It is crawling with mobsters, crooked cops, and a general sense of dread that seeps through the black and white aesthetic. When I first started turning this city upside down, I realized very quickly that the game does not respect your modern sensibilities. There is no chapter select. You miss a crucial piece of evidence or a hidden blueprint, and you are entirely out of luck.

If you want to survive this scavenger hunt without losing your mind, you need to play smart, keep your head on a swivel, and treat your manual save files like hard currency. If you are struggling with the overall logistical nightmare of keeping your save files organized or knowing how much time this takes, consult my Mouse P.I. For Hire How Long to Beat & Full Mission List to get your bearings.

The Mouseburg Contraband Registry

A complete breakdown of the 215 items you are hunting across the campaign.

Item Category Total Amount & Details
Schematics 81 Total (You only need 63 to fully upgrade your arsenal)
Baseball Cards 41 Total (Required to build a viable deck for the minigame)
Mouseburg Heralds 38 Total (Usually found on benches, tables, or in trash cans)
Comic Strips 29 Total (Hidden slightly better than the daily newspapers)
Optional Clues 16 Total (Vital for wrapping up your case files and evidence board)
Secret Figurines 10 Total (The most elusive items in the entire game)

The Forgiveness Mechanic

The developers were sadistic, but they were not completely heartless. If you miss a Newspaper, a Baseball Card, or a Comic Strip out in the field, the game occasionally takes pity on you. These missed paper products will eventually show up for sale in the shop at the P.I. Office or the local Roadhouses.

Do not rely on this system. Buying back issues costs hard earned coins. If you dump all your cash into missed comics, you will not have enough money to grind out the card minigame. If you want to know exactly why your wallet needs to stay full, read my Prize Tokens Fast: Mouse P.I. For Hire Baseball Card Guide before you make a terrible financial mistake. Also, Baseball Cards tied to Side Jobs will never appear in the shop. You must complete those jobs.

The Complete Level By Level Location List

I am going to break this down chronologically. Keep this list open on a second monitor and check these off as you clear every room.

Big Mouse, Little Hope (Prologue)

  • Comic: In the room with the spinning floor, walk up the stairs into the next room. Turn to face the counter and crawl through the open vent to find it at the end.

  • Comic: Watch your target escape down the elevator, then walk up the stairs. It is resting right on the floor.

  • Schematic: Head into the next room directly after that second comic. You will find it inside a safe.

The Vanishing Act

  • Newspaper: Flash your ID to the MPD Lieutenant, walk through the door, and check the right side locker.

  • Comic: Crawl through the vent to the backstage area and pull the far left lever to open the curtain. It sits on a seat near the MPD Rookie.

  • Bandel’s Poster Clue: Found hanging on the wall inside Steve Bandel’s Green Room.

  • Baseball Card: After your first firefight, walk up the stairs where the enemies spawned. Check the table at the top.

  • Baseball Card: Inside the apartment building, go up the first flight of stairs, smash the window to access the balcony, and smash the next window to enter an apartment. Check the stool by the door.

  • Schematic: In that same apartment building, shoot the box blocking the bathroom to grab the Loft Key. Use it on the locked door where you originally entered to find the schematic on a table.

  • Comic: Step back onto the street from the apartments, clear the enemies, and check a bench on the far right.

  • Schematic: Deep in the subway, right next to the typewriter.

  • Schematic: After the train ambush in the subway, board the train and exit through the top left doorway onto the tracks. Pick the safe.

  • Schematic: In that exact same track area, enter the bathroom beneath the stairs. Check the table.

  • Newspaper: Resting on the kitchen counter inside Betty Deux-Fiddle’s apartment.

  • Figurine: Once you reach the P.I. Office hub, walk into the Little & Big Bar kitchen. Tailpick the door leading to the basement and find the figure sitting on a stack of books.

  • Baseball Card: Inside your personal P.I. Office room, tucked inside your dresser.

  • Shop Catch-Up: You can buy 8 Baseball Cards from the shop here (four for 500 coins, four for 1000). Buy them slowly over the course of the game.

Gumshoe in the Opera

  • Schematic: Right at the start, jump on top of the vent near the garbage.

  • Newspaper: Enter the building from that vent and check the table immediately to your right.

  • Party in the Opera Clue: Go into the kitchen from the newspaper spot, walk up to the double doors, and snap a picture.

  • Baseball Card: Tailpick the door past the Stage Designer. Look on the table to the right of the breakable wall.

  • Comic: Blow up that wall, drop down to the balcony, and check under the small plank ramp.

  • Newspaper: Resting on a chair right next to the Old Rat Stuntman who hands you the double jump ability.

  • Baseball Card: After getting double jump, backtrack to the basement drop off and double jump to the nearby ledge. Check the boxes.

  • Schematic: Drop down to the water platforms from where you learned double jump and pick the safe.

  • Schematic: Follow the path over the water. Once on the far platform, check the barrel on your left.

  • Comic: During the fire escape sequence on the balcony seats, open the door to the main hall and instantly turn right. Jump the fire, open the hallway door, and check the cabinets.

  • Newspaper: Buy this from the Paperboy outside your office after pinning your clues back at the hub.

Bandel’s Laboratory

  • Schematic: Climb the ladder leading to the typewriter and check under a wooden pallet on your left.

  • Ze Research Deal Clue & Newspaper: In the giant octopus tank room, walk upstairs and enter the open door. The clue is on the left wall, and the paper is on a stack of books nearby.

  • Baseball Card: Look directly at the giant head, walk down the small left stairs, and crouch under them to bypass the fence. It sits at the end.

  • Newspaper & Schematic: After killing the first boss, walk into the room near the stairs. The paper is on the right desk, and the schematic is on the left table.

  • Comic: From the projector light lever, tailpick the right door and check the chair inside.

  • Comic: From the lever that raises the train out of the water, tailpick the left door and check the table.

  • Baseball Card & Schematic: After climbing the broken paths to activate the elevator, turn around and double jump to another broken platform to grab both.

  • Newspaper: Ride that elevator up and check the trash can on your right.

  • Schematic: Walk down the stairs from that trash can. Pick the safe hidden underneath the stairs.

A Bit of a Scene

  • Schematic: Climb the ladder into the building, turn left, and look on the floor.

  • Baseball Card: After surviving the street ambush, walk to the end of the road and head down the left stairs.

  • Police Brutality Clue: Walk through the Bunzin’ ‘Round building after the ambush. Approach the fence on the right to take a picture.

  • Newspaper: After walking back down the train stairs, double jump over the right brick wall and check the trash.

  • Newspaper: Use the trampoline to reach the other apartment, climb through the window, and check the left chair.

  • Schematic: Shoot the target to lower the pipes, cross over, and check the dresser.

  • Schematic: Choose the left vent entrance to the police station. Open the right side gate in the jail area and pick the safe.

  • Cops Divided? Clue & Schematic: Grab the prison key from a side room. Unlock the cell holding the "good cop" to get the clue from talking to him. The schematic is under his bunk.

  • Comic: In the police offices, jump the left boxes, enter the left office, and check the desk.

  • Comic: Outside the station, jump onto a car on the right, double jump the fence, and check the left chair.

  • Baseball Card: Jump the next fence from that comic, shoot the explosive to break the wall back into the cells, grab the jail key, and unlock the far left cell marked with tally marks. Check the bowl.

Cheeseball Sub

  • Newspaper & Schematic: At the first train, grab the Ticket Booth key off the crate behind you. Follow the tracks, unlock the right door, and walk to the end. Paper is in the lit room, schematic is on a bunk bed in the left room.

  • Newspaper: In the room with the broken floor, climb the boxes, pass the wooden fence, and check the crates.

  • Baseball Card: Climb to the second train tracks, turn left, and tailpick the door before the timer jams the lock. Follow the path to the locker room and check the clothesline.

  • Schematic: In the suspended train car room, smash the top left window, jump in, and shoot the explosive barrel to break the wall. Follow the train, turn left at the platform, and jump into the tipped train.

  • Newspaper: Climb a small ladder deeper into the sewers, enter the second room, and check the left box.

  • Comic: In the boss arena, climb to the very top of the middle cargo crate and check the metal grate.

  • Schematic: After the second water glide section, check the lower end area. If you fall in the toxic water, use the updraft to escape.

  • Schematic: Crawl through the vent, tailpick the door, jump into the water, and follow the underwater tunnel to a hidden safe.

  • Figurine: Head back to the main room, activate the updraft lever, and glide to a platform. Throw the explosive barrel on the train car at the breakable wall to reveal the hidden cellar.

“Once Upon a Time…” By Tinsel Bros

  • Truckload of Blue Clue: Follow the starting road to a tipped over truck and snap a picture.

  • Newspaper: Tailpick into the bar and check behind the counter.

  • Schematic: Cross the hole in the ground, walk up the left stairs, and check the table.

  • Baseball Card: Talk to Gabe Clarkle, enter the next room, blow up the right wall, and check the back left box.

  • Newspaper: Walk outside from the card, enter the upstairs room, and check the last stall in the left bathroom.

  • Baseball Card: After the sitcom set shootout, walk outside and look up left. Shoot the hanging piano and box to make stairs, jump the crates, and check the box.

  • Schematic: Drop down below the second set and check the tables.

  • Comic: After the medieval set shootout, look for it pinned to the wall of a wooden enemy platform.

  • Schematic: Swing across the top of the drawing room from earlier and check the tables.

  • Schematic: Grab the key from Betty’s dressing room, walk outside, and unlock the right door. Tailpick the left door and pick the safe inside.

A Bit of Curd and Pepper

  • Schematic: Check the top left safe right at the start.

  • Comic: Instead of opening the locked upstairs door, swing across the left hooks to a wooden platform hole. Check the left shelf inside.

  • Baseball Card: Turn left from the comic onto the balcony. Double jump around the blockage to find it in a popcorn basket.

Saltwater Cambozo

  • Newspaper: Check the picnic tables by the stairs at the start.

  • Figurine & Baseball Card: Walk to the giant hanging fish, stand on the left dock rock, drop off, and instantly glide into the hidden cave under the dock for the figure. Drop into the water directly below that to find the card on a box near floating bottles.

  • Schematic: Walk down the starting stairs, climb the wooden beams on the right buildings, and enter the open window.

  • Newspaper: Unlock the gate with the Tower Key and check the left box.

  • Baseball Card: Talk to Cameron Bozo, drop into the yard, and tailpick the top left door. Check the right windowsill.

  • Schematic: Walk back into the yard, kick the boxes to reveal a hidden path, climb the ladder, and look left.

  • Schematic: Break the power boxes to open the gate, jump the truck, and smash the boxes to reveal a hidden vent.

  • Newspaper: Walk into the shelter and check the right table.

White Lies and Dark Secrets

  • Schematic: Grab the Kiss Kiss weapon, enter the right house, and instead of dropping down the hole, check the right room wall.

  • Baseball Card: Exit the cave, walk around the left side of the right barn balcony, and check the crate.

  • Figurine: Shoot the three bells in the courtyard (one by the birdhouse, one in the tree, one on the church roof) to unlock the church. Check the left room inside.

  • Berry Lynch’s Diploma Clue: Talk to the Old Shrew, enter the building leading to the first ring, walk upstairs, and turn around to find it pinned to the wall.

  • Schematic: Sitting on the ground near the first wedding ring.

  • Comic & Schematic: Walk through the barn, jump the gap, and check under the stairs for the comic. Follow the fence path to find the schematic pinned to a crate.

  • Baseball Card: Kill the ghost for the third ring, walk through the gate under the main mausoleum, and check the ledge.

  • Schematic: Enter the mansion, walk up the stairs, tailpick the door, and pick the safe.

  • Curd: Millie’s Dad Clue: Turn left upon entering the mansion and check the top of the fireplace.

Damp Evidence

  • Newspaper: Walk upstairs at the start, enter the right room, and check the chair by the bed.

  • Dirty Note Clue: Pinned to the wall of the shack closest to the mine entrance.

  • Baseball Card: Exit the mines, enter the left shack, and check the furnace.

  • Schematic: Walk down the hill from the shack, enter the open building, and check the wall behind the shelf.

  • Figurine: Inside the mansion, find the room with the key on the desk. Do not touch the key. Jump onto the right lockers and crawl to the end of the vent.

  • Newspaper: Kill the boss, walk outside, turn left, and follow the balcony to the end bench.

  • Stick Figure Clue: Walk down the hill from the paper and look through the shack window.

  • Schematic: Swing across the tree platforms in the swamp. It is pinned to a tree.

  • Cheese-Stained Badge Clue & Baseball Card: Enter the first right building at the Cheeselegger’s hideout for the clue on a crate. Walk upstairs and take the warp pipe for the card on the floor.

  • Schematic: Walk outside, turn right, follow the wall, and pick the safe.

  • Comic: Escape the hideout toward the pier, turn right, and check a hidden crate behind the building.

Shrewd Shrews

  • Lab Stuff & Cages? Clue & Schematic: Drop down the waterfall and photograph the cages. Turn around, walk through the waterfall, follow the stairs, jump the gap, and check the table.

  • Schematic: In the updraft lever room, jump through the broken fence into the gear section. Check near the wooden boat.

  • Newspaper: Tailpick the door next to the Old Shrew Lady in Newthicket.

  • Comic & Baseball Card: Blow up the wall, enter the left door, and check the chair with the skeleton. Open the closet right behind you for the card.

  • Schematic: Look left after climbing a ladder while chasing the magnet valve.

  • Newspaper: Unlock the VIP Pass door, but do not grab the valve yet. Use the trampoline to reach the pipe above the door, jump to the opposite ledge, and check the chair. If you are struggling with the code doors in this area, check my Mouse P.I. For Hire: All Secret Door Codes In The Depths guide to crack the vault.

  • Newspaper & Schematic: Clear the fighting ring, walk upstairs, check the left chair for the paper, and pick the safe on the left wall for the blueprint.

  • Baseball Card: Fix the elevator, return to the shop area, enter the opened warp pipe behind the fence, jump to the next warp pipe, and check the table.

It All Points Here, Right?

  • Schematic: Blow up the wall, drop down, jump the far left crates to a small platform.

  • Comic: Crawl through the vent for the Backstage Key, take the next left vent, and check the end.

  • Newspaper: Enter the door immediately left of the 4-ticket chopper and check the stool.

  • Newspaper: Jump to the platform directly above Francesco The Elefanto and check the crate.

  • Figurine & Schematic: Crawl the vent to the balcony seats, grab the Dressing Room key from the sill, return to the bar, and unlock the dressing room for the figure. Take the warp pipe inside to find a schematic safe.

  • Newspaper & Schematic: Open the 4 Secret Ticket door, jump the left crates to the small roof, and check the picnic table. Drop down and find the schematic pinned to a top right crate.

  • Baseball Card: Look across from the T.N.T. Watch It Explode game, jump the gap into the window, and check the crate.

  • Baseball Card: Buy the Deflated Balloons for 25 coins to complete the "Oh Yes… They Float" side job to earn this card.

  • Baseball Card: Open the 2 Secret Ticket Rewards Shop, tailpick the door ahead, destroy the explosive barrels to reveal a vent, and check the skeleton inside.

  • Schematic: Open the giant mouth, walk inside, and check the tables.

Swamp Oddity

  • Newspaper: Pinned to the wall of the shack on the swamp's wooden platforms.

  • Schematic: Lower the bridge, jump the left cages to the wooden room, and look on the ground.

  • Comic: Talk to the Old Shrew, walk into the music room, and check the piano.

  • Baseball Card & Schematic: Press the piano keys A-C-E-G. Walk back to the Old Shrew's room where the dresser will now be open. The card is pinned to the wall, the schematic is in the safe.

  • Newspaper: Enter the office from the main hall, slip through the left wall hole, jump the desk, and grab it.

  • Bandel’s Snuffbox Clue: Check the desk inside the dark room.

  • Schematic: Exit through the vent and look behind the building to find it pinned to the wall.

  • Newspaper: Buy this from the Paperboy back at the P.I. Office.

To Catch a Mockingmouse

  • Comic: Look at the bouncer, walk down the left boat stairs, swing across the platforms, enter the bathroom, and check the toilet.

  • Schematic: Resting on a table behind the Banquet Hall stage.

  • Schematic: Grab the Storage Key in Kitchen 2, take the Storage Room Warp Portal, and check the table.

  • Schematic: Grab the Cabin IX key from that room, unlock Cabin IX, crawl the vent, drop down for the Captain’s Key, head to the captain's room, and pick the safe.

“The Bookkeeper” By Tinsel Bros

  • Newspaper: Unlock the door with the Bookkeeper’s Key and check the chair.

  • Schematic: Drop through the floor, break the right crates to enter the cave, and pick the safe.

  • Comic: Climb past the train, enter the building, jump from the locker to the balcony, and check the shelf.

  • Baseball Card: Ride the metal beam to the train, pass through it, and instead of taking the ladder, jump the right box to find it on the floor.

  • Baseball Card: Exit the train film scene outside, look left, and check behind the rocks near the grave.

  • Schematic: Grab the Bookkeeper’s Letter, look left at the cliff, climb the wooden platforms, shoot the targets to lower the hook, and swing to the safe.

  • Schematic: Jump into the small hole in the side of that same cliff. It is pinned to the cave wall.

One Flew

  • Ze Orders Clue: Check the control room desk in the cell area.

  • Schematic: In the flooded room, swim under a bridge into the center area and check the crates.

  • Schematic: Check the board in the brain room.

  • Comic & Schematic: Grab the Jar-Head gun, walk through the door, take the warp pipe, and check the wheelchair for the comic. Climb the ladder for the schematic on a table.

  • Baseball Card: Exit the giant laundry room, take the warp pipe, enter the left door, parkour the pipes to the next warp pipe, and check the cabinets.

  • Schematic: From the top floor balcony, jump to the center area roof and pick the safe.

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  • Schematic: Jump onto the roof and check the table.

  • Comic: At the giant fallen pillar, follow the broken left road and check the chair.

  • Schematic: Check the crates upstairs on the boat.

  • Schematic: In hell, jump the platforms to the wall run. Jump to the small right rock ledge and pick the safe.

  • Newspaper: Resting on the bar counter in hell.

  • Schematic: Turn on the gears, parkour to the typewriter, turn left, follow the jump pads to a locked room, and grab it.

“Fatal Repulsions” By Tinsel Bros

  • Baseball Card: In the colored area, walk into the trees in the back right corner and check the left crate.

  • Baseball Card: Clear the castle set room until it floods. Swim to the top right corner and check inside the fridge.

  • Schematic: When enemies kick down the giant painting, enter the revealed room, crawl the vent, and pick the safe.

  • Newspaper & Bad Press for BMP Clue: Resting on your desk inside the office set.

  • Schematic: Drop from the vent into the swamp, and check the wall in the top right room.

  • Schematic: Defeat Reggie, take the warp pipe, and check the desk.

Glugging from the Deep

  • Baseball Card: Walk downstairs at the start, enter the next room, crawl the vent, and check the skeleton.

  • Schematic: Backtrack to the start, jump to the warp pipe, and check the table.

  • Newspaper: At the port, look down toward the water, blow up the X on the wall, take the warp pipe, and check the crate.

  • Schematic: Climb the right roof at the port to get above the fence. Crawl into the vent and check the wall.

  • Figurine: Climb the lever ladder at the port, jump the roof, clear the fence, and drop into the secret room. It spawns on the desk after the dialogue ends.

  • Comic: Check the crates in the train car where you talk to Eddy.

  • Baseball Card: Grab the Diving Suit, walk through the large door, jump to the left platform, and check the container.

  • Schematic & Baseball Card: Underwater near the submarine, climb the ladder to pick a safe. Follow the path to talk to the guy and complete the "Friends in Deep Places" side job to get the card.

  • Schematic: Defeat Ze Professor, return to the water, and check near the giant dead fish.

Jack Squat

  • Comic: Run from the first wave, follow the path to the typewriter, and check the left pallet.

  • Schematic: Pinned to Tammy’s building wall.

  • Schematic: Pinned to the wall on the main path to the cellar.

  • Schematic: Escape the first flood, but do not drop down when prompted. Jump to the opposite platform and pick the safe.

The House of the Empty Mouse

  • Comic: Drop the wooden barricade to the basement, jump the right shelf, and crawl to the middle of the vent.

  • Schematic: Exit the cellar outside, break the wall where you smashed the metal pillar earlier, crouch under the boards, and check the crate.

  • Figurine: Gather the three statues (bedroom, jail cell barrel, top floor hallway). Place them on the library pedestals in a "See no evil, hear no evil, speak no evil" order to open the secret lab.

Fair Enough

  • Schematic: At the boats, blow up the right building wall, shoot the roof target, take the warp pipe, and grab it.

  • Comic: Enter the left building past the boats, tailpick the door, and check the floor.

  • Newspaper: Follow the path after learning climbing and check near the typewriter.

  • Schematic: Talk to Wanda, walk up the right stairs, and check the left display.

  • Newspaper: Clear the courtyard, walk up the stairs through the open gate, and check the left bench.

  • Schematic: Clear the statue courtyard, pass the gate, jump the boxes, and climb the board into the crate.

  • Schematic: In the crate room, go to the top right corner and pick the safe.

  • Newspaper: Check the desk in the tape player room.

  • Figurine: You will fight some BMP goons near topiaries shaped like elephants. Walk through the gates, turn left up the stairs, and walk straight through the bush on the right hiding the skeleton.

Big Mouse, Little Hope (Finale)

  • Comic: Climb the big hanger ladder, shoot the right target, swing across, wall run to the fan, shoot the target behind it, and check near the warp pipe.

  • Newspaper & Schematic: At the locked mechanical door, walk downstairs and break the box by the chairs. Smash the glass into the center floor room for the schematic.

  • Schematic: Watch Soyer ride the elevator, walk downstairs, and climb the ladder.

  • Schematic: Inside the exact same safe from the prologue.

  • Newspaper: Pass the crate hallway, walk up the small stairs, and check the floor on your right.

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