Culture

Mouse: P.I. For Hire Achievements Guide — Full Trophy Path

A complete, step-by-step guide to all 34 achievements and trophies in Mouse: P.I. For Hire—case clears, collectible sets, side jobs, combat challenges, and the hidden shark moment.

A noir checklist for completionists

Mouse: P.I.. For Hire is the kind of game that quietly dares you to stay after the credits—especially if you care about its full achievements path.. The complete **Mouse: P.I.. For Hire** trophy list is split across story cases. collectibles. side work. combat tests. and a surprise hidden moment that rewards patience.

The headline idea is simple: you can unlock everything across one run. but you’ll need to think like Jack Pepper—scanning every room. grabbing what’s tucked off the main route. and treating combat challenges as puzzles rather than mere shooting.. The reward isn’t just completion.. It’s a deeper pass through the game’s noir world. where hidden newspapers. comic strips. and even baseball cards turn the act of “finding” into its own kind of investigation.

34 achievements and trophies, mapped

There are **34 achievements/trophies** in total, and the list is organized around what the game asks you to do most.. Case completion trophies arrive when you clear the missions tied to each case.. Collectibles trophies reward thorough exploration and repeat visits to the hub shop if you missed items.. Side jobs trophies push you into optional work between story segments.. And combat challenge trophies ask for specific kill methods and timing.

# Case completion: the story ladder

Start with the case-tied achievements.. **Smoked Cheese and Mirrors** comes from completing the Missing Magician case. and it unlocks automatically once all missions in that case are done.. **Tinsel Boulevard** is tied to the Blue Betty case, earned by finishing every connected mission.. **Our Lesser Brothers** follows the Shrew Shortage case, automatically unlocking after the case resolves.. Finally, **Tip of the Cheeseberg** lands when you finish the final case and complete the game.

These aren’t just “progress” markers. They also function like narrative checkpoints, and they encourage you to treat each case as a whole unit—collecting clues and exploring thoroughly rather than rushing toward the next objective.

# Collectibles: newspapers, comics, and baseball cards

Collectibles trophies are the biggest reason to slow down.. **Paper Person** requires 5 Mouseburg Herald newspapers, which you can find during missions or buy later if you miss any.. **Cover to Cover** pushes that to 10.. The most demanding entry is **Extra!. Extra!**. which asks you to collect all 38 newspapers—either by exploration or by using the hub shop to recover missed issues.

The comics follow a similar rhythm. **Comic Relief** is for 5 comic strips, **Extremely Graphic Novel** for 10, and **The Prequel** for the full comic set. Then there are baseball cards, which introduce a more persistent grind because **Card Shark** requires collecting all 41.

If you’re aiming for everything, the practical takeaway is that collectibles aren’t random rewards—they’re structured sets.. That means your best strategy is to check areas you might overlook (optional rooms and side paths) during mission flow. then use the hub shop to patch gaps instead of restarting the entire game later.

# Baseball card mini-game trophies

Baseball cards aren’t only “collect and forget.” They also connect to mini-game play. **Pocket Aces** asks you to win one Baseball Cards match, with the card table in the bar acting as the entry point. **S’all in the Cards** requires 30 match wins.

From there, the progression becomes a conversion between victory and gear. **Everybody Loves Rayguns** requires unlocking the X1 D-Mousifier by earning enough Spike-D Prize Tokens through Baseball Cards wins, then redeeming them at the vending machine.

Side jobs and clue work: investigative rigor

Not all trophies are about combat. Several reward the game’s “in-between” layer. For side jobs, **Dime Novel Sleuth** unlocks after completing 5 side jobs, while **Real Deal Gumshoe** requires finishing all available side jobs.

The clue-focused trophies deepen the detective theme.. **Burdens of Blue Betty** demands collecting all key clues in the Blue Betty case.. **Misfortunes of the Missing Magician** covers the Missing Magician case.. **Secrets of the Shrew Shortage** is for collecting every key clue during the Shrew Shortage case.

Then there’s **So, Whodunit?**, which is the true evidence-board trophy: pin every clue to Jack’s evidence board, meaning you must find all clues in the game and place them correctly in the office.

This matters culturally in a quiet way: the game builds identity through method. It asks you to “work” the way a detective works—inspect, compile, connect—turning achievement hunting into a narrative practice rather than a checklist alone.

Combat challenges: trophies for technique

Combat challenge trophies are where the list stops being purely about exploration and starts rewarding restraint, timing, and weapon choice.. **Boom Town** asks you to kill 20 enemies using thrown or kicked explosive barrels—specifically using the barrel as the weapon. not shooting it.. **Firestarter** flips that approach: kill 20 enemies by shooting explosive barrels near enemies so the explosion delivers the kills.

More targeted challenges follow.. **Goud’em!** requires killing 5 enemies within 10 seconds, often easiest during larger waves with explosives.. **M-m-muenster Kill!** is 10 enemies within 20 seconds.. **Hole-y Trinity** calls for killing 3 enemies with one shot. which you can manage by lining up grouped enemies or using an explosive shot to take out three at once.

There are also environment-and-hazard challenges.. **Spike-D 16 TONSKill** asks for 20 enemies killed using heavy falling objects—hanging elements or hazards you can drop onto foes.. **Herr Flick of the Wrist** is more specific: punch a BMP agitator in the snout using the Mitts weapon. landing a melee strike on the correct enemy type.

Weapons, abilities, and the hidden “Quint’s Delight”

Progression trophies tie the completion loop to upgrades.. **Guns, Lots of Guns** requires collecting all non-corporate-locked weapons.. **This is My Boomstick!** asks you to upgrade one weapon to Tier 3, using schematics at Tammy’s shop.. **We’ll B.A.N.G.. ok?** is the full upgrade: upgrade every weapon to Tier 3 by gathering enough schematics for the entire arsenal.

**Tricks of the Trade** rounds out the progression side by requiring you to unlock all special abilities—buying every ability upgrade available in the progression system.

And then there’s the hidden trophy.. **Quint’s Delight** lives in the Saltwater Cambozo mission: keep kicking the Wallop Bay shark at the start until it drops a license plate.. It’s brief. but it’s the kind of playful easter-egg behavior the game’s noir tone makes feel like part of the world’s “rules.”

Completion here isn’t just collecting objects—it’s learning the game’s language.. If you treat the trophy list as an outline for how to move. inspect. experiment. and occasionally mess around. you’ll finish the run with everything unlocked and a stronger sense of what makes Mouse: P.I.. For Hire more than a simple shooter.