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

Mouseburg hides 215 collectibles across its campaign, and with no chapter select to fall back on, a missed item in chapter three is a missed item forever.

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.

That last part is worth sitting with for a second. Most detective games these days let you wander back in after the credits to tidy up loose ends. This one doesn't. Whatever you walk past stays walked past, which turns a fairly relaxed genre into something closer to a speedrun with consequences. The upside is that once you know where everything sits, the actual hunting gets far less stressful.

The Full Tally

Here's the complete breakdown of what's actually out there waiting to be found.

Item Category Total & Notes
Schematics 81 total, though only 63 are needed to fully upgrade the arsenal.
Baseball Cards 41 total, needed to build a deck worth playing in the minigame.
Mouseburg Heralds 38 total, usually resting on benches, tables, or in the trash.
Comic Strips 29 total, tucked away slightly better than the papers.
Optional Clues 16 total, needed to close out case files and the evidence board.
Secret Figurines 10 total, and easily the hardest things in Mouseburg to track down.

There's a Small Safety Net, With Limits

The developers weren't entirely without mercy. Miss a Newspaper, a Baseball Card, or a Comic Strip out in the world, and it'll sometimes resurface for sale at the P.I. Office shop or a local Roadhouse.

Don't lean on that too hard. Buying back issues drains coins fast, and if that cash disappears into missed comics, there won't be enough left to grind the card minigame properly. Anyone unsure how much that minigame actually matters should look at how the Prize Tokens guide lays out the token economy, since it explains exactly why the wallet needs to stay padded. Worth noting too that Baseball Cards tied to Side Jobs never show up in the shop rotation. Those have to be earned the honest way.

For anyone still getting a feel for how long this whole hunt takes and where the missions fall in sequence, the mission list and completion time breakdown is worth having open alongside this.

Big Mouse, Little Hope (Prologue)

Two comics turn up early here. One sits at the end of a vent, reached by crawling through after walking up the stairs in the spinning floor room. The second rests right on the floor after the target escapes down the elevator, no searching required. A schematic follows immediately after, tucked inside a safe in the very next room.

The Vanishing Act

This level opens up considerably. A newspaper waits in the right side locker after flashing your ID to the MPD Lieutenant, and a comic sits near the MPD Rookie once the far left backstage lever opens the curtain. Bandel's Poster Clue hangs on the wall inside his Green Room, easy to miss if you're moving fast through the space.

Two baseball cards show up around the first firefight, one on a table at the top of the stairs where enemies spawned, the other inside an apartment reached by smashing through a balcony window and then a second window beyond it. A schematic sits in that same building, behind a locked door that opens with the Loft Key found by shooting a box blocking the bathroom.

Back on the street, a comic waits on a bench, and the subway holds three more schematics: one by the typewriter, one inside a safe reached by exiting the train through the top left doorway after the ambush, and one in a bathroom beneath the stairs in that same track area. A newspaper turns up on Betty Deux-Fiddle's kitchen counter.

Once the P.I. Office hub opens, a figurine sits on a stack of books in the Little & Big Bar basement, accessed by tailpicking the kitchen door. A baseball card hides in your own dresser back in your office room, and the shop itself sells eight more cards in batches, worth buying slowly rather than all at once.

Gumshoe in the Opera

The opera starts with a schematic on top of a vent near the garbage, followed by a newspaper on a nearby table. Snapping a photo of the double doors past the kitchen picks up the Party in the Opera Clue.

A baseball card sits past the Stage Designer's tailpicked door, and blowing up a nearby wall drops you to a balcony where a comic hides under a small plank ramp. The Old Rat Stuntman, who hands over the double jump ability, sits next to another newspaper. That new mobility opens up a ledge near the basement drop off for another card, plus two schematics reached by dropping to the water platforms below, one in a safe and one tucked in a barrel across the water path.

The fire escape sequence hides a comic in cabinets past a hallway door, reachable by turning right and jumping the fire immediately after entering the main hall. One last newspaper can simply be bought from the Paperboy outside the office once clues are pinned back at the hub.

Bandel's Laboratory

A schematic hides under a wooden pallet near the typewriter ladder. The octopus tank room holds both the Ze Research Deal Clue on a left wall and a newspaper on a nearby stack of books. A baseball card sits behind a fence bypassed by crouching under some stairs near the giant head.

After the first boss fight, a room near the stairs holds both a newspaper on the right desk and a schematic on the left table. Two comics follow, one behind a tailpicked door near the projector lever, the other behind a different tailpicked door near the lever that raises the train from the water.

Climbing the broken paths to the elevator and turning around for a double jump nets both a baseball card and a schematic on another broken platform. Riding that elevator up leads to a newspaper in a trash can, and a schematic hides in a safe underneath the stairs just past it.

A Bit of a Scene

A schematic waits on the floor after climbing into the building, and a baseball card sits down the left stairs at the end of the road following a street ambush. The Police Brutality Clue comes from photographing a fence near the Bunzin' 'Round building.

Two newspapers follow: one in the trash after double jumping a brick wall, one across a trampoline-accessed apartment window. Two more schematics hide in a dresser past some lowered pipes, and in a safe behind the jail area's right side gate.

The police station holds a small cluster of items. The Cops Divided? Clue comes from talking to the "good cop" after freeing him with a prison key, and a schematic sits under his bunk. Two comics hide in the police offices, one past some jumped boxes, one outside on a car-then-fence route. A final baseball card requires shooting an explosive to break back into the cells and unlocking a tally-marked cell for a bowl inside.

Cheeseball Sub

The Ticket Booth key, found on a crate near the first train, opens a door leading to both a newspaper and a schematic, one in a lit room and one on a bunk bed. A second newspaper hides past a broken floor and a wooden fence.

A baseball card sits on a clothesline in the locker room, reached by tailpicking a door before a timer locks it. A schematic hides inside a tipped train car after smashing a window and blowing an explosive barrel. Another newspaper waits deeper in the sewers, and a comic sits on a metal grate atop the boss arena's cargo crate.

Two more schematics follow the water glide sections, one at the lower end (an updraft can save you if you fall into the toxic water) and one behind a tailpicked door in a hidden underwater tunnel. A figurine caps the level, found in a hidden cellar revealed by throwing an explosive barrel at a breakable wall near an updraft platform.

"Once Upon a Time…" By Tinsel Bros

The Truckload of Blue Clue comes from photographing a tipped truck at the start. A newspaper hides behind the bar counter, and a schematic sits on a table up the left stairs past a hole in the ground.

Talking to Gabe Clarkle leads to a baseball card behind a blown-up wall, and a newspaper waits in the last stall of an upstairs bathroom. After the sitcom set shootout, shooting down a hanging piano and box creates stairs to a baseball card. A schematic sits below the second set, and a comic hangs pinned to a wooden enemy platform after the medieval set shootout.

Two more schematics follow: one across the drawing room's swinging path, and one inside a safe behind a tailpicked door near Betty's dressing room, unlocked with a key found inside.

A Bit of Curd and Pepper

A short level with three items. A schematic sits in the top left safe at the very start. A comic hides on a shelf reached by swinging across left hooks instead of opening a locked upstairs door. A baseball card waits in a popcorn basket on the balcony just past it.

Saltwater Cambozo

A newspaper rests on the picnic tables near the start. The giant hanging fish area holds both a figurine, reached by gliding into a hidden cave under the dock, and a baseball card, found by dropping into the water below onto a box near floating bottles.

A schematic hides through an open window reached by climbing wooden beams, and a newspaper sits behind a gate unlocked with the Tower Key. Talking to Cameron Bozo opens up a baseball card on a windowsill past a tailpicked door.

Two more schematics follow: one up a ladder revealed by kicking boxes, and one behind a vent uncovered by breaking power boxes and jumping a truck. A final newspaper sits on a table inside a shelter.

White Lies and Dark Secrets

Grabbing the Kiss Kiss weapon leads to a schematic in a wall check rather than the obvious hole drop. A baseball card sits on a crate around the left side of a barn balcony. Shooting three separate bells around the courtyard unlocks the church for a figurine inside.

The Berry Lynch's Diploma Clue is pinned to a wall found by talking to the Old Shrew and heading upstairs. A schematic sits near the first wedding ring, and a comic and schematic pair wait through the barn, one under some stairs and one pinned to a crate along a fence path.

A baseball card follows the third wedding ring's ghost fight, and a schematic hides in a safe inside the mansion, reached through a tailpicked door. The Curd: Millie's Dad Clue sits atop the fireplace just left of the mansion entrance.

Damp Evidence

A newspaper sits by the bed in an upstairs room. The Dirty Note Clue is pinned to a shack wall near the mine entrance. A baseball card hides in a furnace inside a nearby shack, and a schematic sits behind a shelf in a building down the hill.

The mansion holds a trickier figurine, found by ignoring a tempting key on a desk and instead crawling a vent reached by climbing lockers. After the boss fight, a newspaper waits on a balcony bench, and the Stick Figure Clue can be seen through a shack window down the hill.

A schematic hides on a tree along the swamp's swinging platforms. The Cheeselegger's hideout holds both the Cheese-Stained Badge Clue on a crate and a baseball card reached via warp pipe upstairs. One more schematic sits in a safe past the wall, and a comic hides in a crate near the pier on the way out.

Shrewd Shrews

Dropping down a waterfall and photographing some cages picks up the Lab Stuff & Cages? Clue, with a schematic sitting on a table just past it. Another schematic hides near a wooden boat through a broken fence in the updraft lever room.

A newspaper waits behind a tailpicked door in Newthicket, and blowing up a wall reveals a comic near a skeleton, plus a card in the closet right behind it. A schematic sits up a ladder while chasing the magnet valve.

The VIP Pass door hides a newspaper reachable by trampoline before grabbing the valve, and clearing the fighting ring nets both a newspaper and a schematic upstairs. Anyone stuck on the code doors in this stretch will want the section on secret door combinations, since a few of these rooms don't budge without them. One last baseball card sits through a fixed elevator and a pair of warp pipes.

It All Points Here, Right?

A schematic waits on a small platform past some far left crates. A comic hides at the end of a vent chain reached with a Backstage Key. Two newspapers follow, one on a stool by the ticket chopper, one on a crate above Francesco The Elefanto.

A figurine and schematic pair come from the Dressing Room key, found on a sill and used to unlock a dressing room with a warp pipe safe inside. The 4 Secret Ticket door hides both a newspaper on a picnic table and a schematic on a crate below it.

Two baseball cards round things out here, one across a gap near the T.N.T. game, one earned by buying the Deflated Balloons for 25 coins to finish the "Oh Yes… They Float" side job. A third card sits on a skeleton past some destroyed barrels beyond the 2 Secret Ticket shop. A last schematic waits inside the giant mouth's tables.

Swamp Oddity

A newspaper hangs on a shack wall on the wooden platforms. A schematic sits on the ground past a lowered bridge and some cages. A comic waits on a piano reached by talking to the Old Shrew.

Playing the piano keys A-C-E-G opens the Old Shrew's dresser, revealing both a card pinned to the wall and a schematic inside the safe. A newspaper sits through an office wall hole, and the Bandel's Snuffbox Clue waits on a desk in a dark room nearby. One more schematic hides behind the building past a vent exit, and a final newspaper can be bought from the Paperboy at the P.I. Office.

To Catch a Mockingmouse

A comic hides in a toilet reached across swinging platforms down the left boat stairs. Three schematics follow: one behind the Banquet Hall stage, one on a table via the Storage Room Warp Portal, and one in a safe inside the captain's room, reached with keys pulled from Cabin IX and a vent crawl.

"The Bookkeeper" By Tinsel Bros

A newspaper sits on a chair behind the Bookkeeper's Key door. A schematic hides in a cave safe past some broken crates. A comic waits on a shelf reached by jumping from a locker to a balcony.

Two baseball cards follow the train film scene, one on the floor past a jumped box, one behind rocks near a grave outside. The Bookkeeper's Letter leads to a cliffside puzzle where shooting targets lowers a hook to swing toward a schematic safe. A final schematic hides in a small cave hole pinned to the wall.

One Flew

The Ze Orders Clue sits on a control room desk. A schematic waits in the crates of a flooded room's center area, reached by swimming under a bridge. Another sits on a board in the brain room.

Grabbing the Jar-Head gun leads to a comic in a wheelchair and a schematic up a nearby ladder. A baseball card hides in cabinets past a parkour section through the laundry room, and one last schematic sits in a safe reached from the top floor balcony.

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A schematic sits on a rooftop table. A comic waits on a chair past a fallen pillar's broken road. Another schematic hides in crates aboard the boat.

In the hell sequence itself, a schematic hides on a small rock ledge past a wall run, a newspaper rests on the bar counter, and a final schematic sits behind a locked room reached through jump pads after turning on the gears.

"Fatal Repulsions" By Tinsel Bros

Two baseball cards turn up here, one in the back corner trees of the colored area, one inside a fridge reached by swimming through a flooded castle set. A schematic hides in a room revealed when enemies kick down a giant painting.

The Bad Press for BMP Clue and a newspaper both sit on the office set desk. Two more schematics follow, one in the swamp beyond a vent drop, one on a desk after defeating Reggie.

Glugging from the Deep

A baseball card hides near a skeleton reached through a vent. A schematic sits on a table reached by backtracking to a warp pipe. A newspaper waits in a crate at the port, and a schematic hides behind a wall inside a vent above the port's fence.

Climbing the port's lever ladder and clearing a fence leads to a figurine that spawns on a desk after dialogue ends. A comic sits in a train car crate, and a baseball card hides in a container reached with the Diving Suit.

Underwater near the submarine, a schematic waits in a safe, and completing the "Friends in Deep Places" side job earns a baseball card. One last schematic sits near a giant dead fish after defeating Ze Professor.

Jack Squat

A comic hides on a pallet past the first wave, near the typewriter. Two schematics are pinned to walls, one on Tammy's building, one along the main path to the cellar. A third schematic waits on an opposite platform reached by not dropping down during the first flood escape.

The House of the Empty Mouse

A comic sits in the middle of a vent, reached by dropping a wooden barricade and jumping a shelf. A schematic hides in a crate behind a wall near a smashed metal pillar.

The trickiest figurine in the level comes from gathering three statues (bedroom, jail cell barrel, top floor hallway) and placing them on library pedestals in a "see no evil, hear no evil, speak no evil" order to reveal a secret lab.

Fair Enough

A schematic waits near the boats behind a blown wall and a warp pipe. A comic hides on the floor past a tailpicked door in a building beyond the boats. A newspaper sits near the typewriter after learning to climb.

Talking to Wanda leads to a schematic on a display up the right stairs, and a newspaper waits on a bench through the courtyard gate. Two more schematics follow, one in a crate reached by climbing a board, one in a safe in the top right corner of that same room. A newspaper sits on a desk in the tape player room, and a figurine hides behind a bush disguised as a topiary near a BMP goon fight.

Big Mouse, Little Hope (Finale)

A comic caps a long traversal sequence involving a hanger ladder, a wall run, and a fan, ending near a warp pipe. A newspaper and schematic pair wait at a locked mechanical door, found by breaking a box and smashing glass into a center floor room.

One schematic sits down a ladder after watching Soyer's elevator ride, and another hides in the exact same safe seen back in the prologue, a small touch that rewards anyone who's been paying attention since the opening minutes. A final newspaper sits on the floor past a crate hallway and a short flight of stairs, closing out the collectible list the same quiet way the whole hunt started.

Doom

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Mouse P.I. For Hire: Cracking the Prize D-Spenser Without Losing Your Shirt