Mouse P.I. For Hire: How Long To Beat And Complete Mission List
Mouse P.I. For Hire runs 24 missions from start to finish, and once a case closes, there's no getting back to it.
The main story runs 7 to 9 hours. Chasing full completion, every collectible and side job included, stretches that to roughly 14 to 16 hours. Three difficulty settings sit underneath both numbers, Rookie for an easier pace, Detective as the standard, and Supersleuth for anyone who wants the challenge to match the game's unforgiving structure.
That gap between the two totals is almost entirely side content the game does nothing to flag for you.
No New Game Plus, No Second Chances
There's no post-game mode here, no unlockable modifiers, no chapter select. Finishing the campaign just ends it. This used to be the default rather than the exception. Older arcade titles worked the same way, one credit, one run, no going back to the level you botched three stages ago. Mouseburg brings that same logic into a much longer, much denser game, and the effect lands differently when the run is 15 hours instead of 15 minutes.
Clear a level, return to the P.I. Office hub, and that level locks. A missed comic, a missed safe, a side job never picked up, none of it comes back. Dropping a manual save before every mission isn't a suggestion so much as the only real safety net available, and anyone going for full completion should keep the achievement guide open next to this list, since the two line up at nearly every step.
Side Jobs Are the Easiest Thing to Lose
These deserve a mention on their own before the mission order, since they're the content most likely to slip past without any warning. Characters in the hub offer them up between missions, and if that conversation doesn't happen before the next level loads, the job is gone. Nothing in the interface flags it. No journal update, no notice. It's simply not there anymore.
The Complete Mission Order
The campaign opens and closes on the same title, "Big Mouse, Little Hope," a small bit of structural symmetry worth noting before getting into the rest.
Early Game
Things start with Big Mouse, Little Hope, then The Vanishing Act. Gumshoe in the Opera follows, and Tammy offers the side job "Show Some Culture, Jack" before that mission begins. Bandel's Laboratory comes next, with "B.A.N.G." turning up as a note at the office afterward. A Bit of a Scene leads into Cheeseball Sub, which Tammy again precedes with a job, "Blueprints Please."
Mid Game
"Once Upon a Time…" By Tinsel Bros. opens this stretch, with Wanda offering "The Things We Keep" ahead of it. A Bit of Curd And Pepper follows, tied to John Brown's "They Call It 'Azurro Burgerro.'" Saltwater Cambozo carries two jobs into it, Cornelius Stilton's "Imported Goods," offered before the previous mission, and John Brown's "Fishy Business," offered right before this one.
White Lies and Dark Secrets comes next, then Damp Evidence, preceded by John Brown's "Perfect Bog Fondue." Shrewd Shrews and It All Points Here, Right? round out the section, the latter preceded by Millie's "Oh Yes… They Float."
The Conspiracy Unravels
To Catch A Mockingmouse hands out two jobs during the mission itself rather than before it, "Between Alpha and Omega" from BMP and "Mouseburg Confidential" from an undercover agent. "The Bookkeeper" By Tinsel Bros. follows, with Tammy's "Poster Girl" offered ahead of it.
"Fatal Repulsion" By Tinsel Bros. leads into Swamp Oddity, then One Flew, preceded by Tammy's "Behind The Nuts."
The Final Stretch
?lednaB evetS si lleH eht erehW opens the closing run, followed by Glugging From the Deep, which carries two jobs of its own, John Brown's "Slugs in the Shell" and Cameron Bozo's "Friends in Deep Places."
Then comes Jack Squat, and this one gets its own separate warning. Starting it locks the P.I. Office hub permanently. Everything back there stays out of reach for the rest of the game, which makes this the one mission on the list worth stopping in front of rather than walking straight into.
The House of the Empty Mouse follows, with an optional objective to track down all four of Bandel's notes. Fair Enough comes after that, and the campaign closes where it began, with a second pass through Big Mouse, Little Hope.
Keep this list handy while playing. The missions that look like quiet transitions are usually where a side job disappears without anyone noticing until it's too late to fix.