Mouse P.I. For Hire: Every Side Job and How to Actually Trigger It

Fourteen side jobs exist in Mouse P.I. For Hire, and following the main objective markers alone means walking past nearly all of them.

A first-person gameplay screenshot from MOUSE: P.I. For Hire showing an angry mouse police officer in a 1930s rubber hose animation style swinging a baton at the player in a dark city street.

None of this content flags itself. Triggering a side job means actively talking to NPCs back at the P.I. Office hub between missions, and the only real tell is an icon hovering over someone's head. Talk to them until the dialogue starts repeating. Some characters hold more than one job at once, which makes it easy to assume a conversation's finished when it isn't. Anyone chasing full achievement completion should treat this list as mandatory reading, since a good chunk of the achievement guide hinges directly on these getting picked up in time.

Show Some Culture, Jack

Given by: Tammy, at the P.I. Office Street
Completed during: Gumshoe In The Opera
Reward: 100 Coins

The gentlest introduction to the system. Tammy hangs out across from the Little & Big bar and wants a photo of the Opera House, since she's never actually seen it. No hunting required here. Late in the mission, while climbing across balcony seating as the building burns, Jack mentions snapping a photo of the chaos below and a prompt appears on screen. Take it, finish the level, and hand it over back at the hub.

Blueprints Please

Given by: Tammy, at the P.I. Office Street
Completed during: Cheeseball Sub
Reward: 2 Weapon Schematics

A step up in actual difficulty. Near the end of the mission, the final typewriter sits between a ladder on the right and a locked door on the left. Save immediately here. That door runs a timed spike lock, and failing it jams the door permanently, so there's no second attempt without reloading. Inside, pulling the switch turns on a large fan, and riding the updraft with the Tail-a-chopper leads to a platform lined with burning barrels. From there, jumping into the single suspended train car hanging in the air is where the blueprints actually sit.

The Things We Keep

Given by: Wanda, at the Little & Big Bar
Completed during: "Once Upon A Time…" By Tinsel Bros.
Reward: 150 Coins

Wanda wants to know what happened to a missing friend, and this one runs in two parts. Right after the first wave of goons on the main street, an overturned, burning truck sits nearby and needs a photo. Much further into the level, pushing through a theater set with enemies running under falling objects eventually leads past a set with a bar and couch into a small hallway. Before opening the story-locked door ahead, checking left reveals a small envelope resting near a crate cart. Grab it and report back to Wanda.

They Call It "Azurro Burgerro"

Given by: John Brown, at the Little & Big Bar
Completed during: A Bit of Curd And Pepper
Reward: 2 Prize Tokens

John wants a burger cooked over a very particular heat source. In the Opera Ruins, the spot in question sits at the top of the main room on the western wall, reached by grappling up to a hole in the wall with a plank sticking out. Past that hole is a set of skeleton-covered stairs, and standing at their base triggers a prompt to cook the meat. Hold the button until it registers as fully cooked and bring it back to John.

Fishy Business

Given by: John Brown, at the Little & Big Bar
Completed during: Saltwater Cambozo
Reward: 1 Prize Token

John's after a can of highly questionable herring from Wallop Bay. After using the Loose Cannon to bring down the 3-story building, a pharmacy district opens up ahead. Clearing the enemies there reveals a small alleyway tagged with a white heart pierced by a dagger. The house attached to that graffiti leads to a balcony where the herring waits, unpleasant smell included.

Imported Goods

Given by: Cornelius Stilton, at the Little & Big Bar
Completed during: Saltwater Cambozo
Reward: 400 Coins

Stilton wants a package intercepted from the Wallop Bay Customs office, an area that only opens up later in the mission once Jack explicitly brings up customs dialogue. It's a courtyard built around a water tower, complete with a hot pepper buff on arrival. After clearing the mobsters there, the eastern corner holds crates blocking a locked door. Picking that lock leads to a room with a Baseball Card on the windowsill (worth grabbing while there, and worth checking the full collectibles list if that card's the last one missing from a set), and the actual package sits in the back room beyond it.

Perfect Bog Fondue

Given by: John Brown, at the Little & Big Bar
Completed during: Damp Evidence
Reward: 2 Prize Tokens

The most involved side job on this list. John's chasing a fondue recipe, which means tracking down three items for the Old Cheeslegger before he'll hand it over.

The first sits just past a healing point and beware sign right after re-entering the mines. A lower path with a crate is visible over the edge to the left, reachable before dropping into the central hole to continue forward.

The second waits inside the abandoned mansion in the mines, in a room with a dining table, fireplace, and a breakable wall. Checking the opposite end of that room before smashing through turns it up.

The third sits directly on top of a sunken boat in the wetlands, accessible right after the cultist boss fight.

With all three collected, returning to the Old Cheeslegger near the police cars at the end of the level closes out the job and hands over the recipe.

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