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Complete Guide to Achievements in Mouse: Full List and How to Obtain Them

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Introduction / Der Harzenberg

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“Every case leaves a mark. Every achievement tells a story.”

This is a detailed, yet lively guide that outlines the steps to obtain all currently available achievements in the game. If you have any questions, comments, or additions to the guide, please write them in the comments. I’ll be very grateful.

Good luck, detectives!

COMIC #1:

Right after the roulette wheel, you’ll go up the stairs. Before moving on, you’ll see a ventilation grille. Unfold and enter the ventilation shaft. Press X to use the flashlight.

COMIC #2:

As soon as you see the culprit we’re chasing escape down the elevator, go up the stairs. The second comic will be waiting for you there.

GOLDANUL!:

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Right after the conversation about engine noise and wind, you can lure two enemies to a container, line them up, and kill them both with the “Musher”, and then take care of the next two that come out of the container. Make a dash for the container on the other side of the ship and kill the first enemy. After that, you’ll easily get the “GOLDANUL!” achievement. If you didn’t succeed, reload the save made before the cutscene.

You just put the Chicago overcoat on them, detective.

Vaudeville

MOUSEBERG HERALD NEWSPAPER #1:

Right after talking to Lieutenant Mouseberg Police, go through the door and look to the right. The first issue of the Mouseberg Herald newspaper will be lying there.

COMIC #3:

After finding or taking the key from the water tank, a Mouseberg Police rookie will be standing to your right. Go in their direction, turn right into one of the passages between the rows, and the comic will be lying on one of the seats.

BASEBALL CARD #1:

After reading the poster in the dining room, which tells about the importance of armor, you’ll have to kill two enemies.

Climb the stairs, and the card will be lying on a low table to the right. Charlie Pepper (pitcher).

Another armor item can be found in the garage after the scene with the speeding van, where a group of mice attack you.

“Consider it ‘insurance’. If you don’t buy it, you’ll understand why it’s needed, detective.”

Continuing up the stairs, you can exit through the window onto the fire escape, find a hidden room, and open the door. Get to the next floor, look into the hole in the wall, shoot the box, and take the key to the attic.

WEAPON BLUEPRINT #1:

Shoot the barrel, then open the door to the attic on the platform where we just came from. This will give you access to the weapon blueprint and money on the fire escape. Good job, detective.

HOLY TRINITY

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Right after we’re offered to kick a barrel at two enemies, we’ll have two more. Take one of the barrels, lure the enemies to each other, and then throw it at the group. The barrel explosion will give you this achievement if three enemies are in the epicenter.

COMIC #4:

In the same place, eliminate the enemies, but DON’T go down into the subway. Go to the end of the street, and on a bench, you’ll find the fourth comic along with a “Heal-D” bottle.

Put the funny pictures aside and finish the job!

WEAPON BLUEPRINT #2:

At the bottom of the station, after passing by public transportation, you’ll find a typewriter for saving and another weapon blueprint next to it.

Continue using barrels to your advantage by exploding them with a shot when enemies are nearby in the yard and narrow tunnels. You can lift and throw them to change the explosion radius before shooting them near enemies. We should be on the right track to achieving “Arsonist”.

WEAPON BLUEPRINT #3:

After we get to the open train cars, eliminate the enemies and move along the train, NOT GOING UP. Turn right into a ruined toilet, and there, in front of another weapon blueprint, will be Mike Maple.

MOUSEBERG HERALD NEWSPAPER #2:

As soon as we enter the apartment and are about to talk to Betty-Doe Fidell, go past her to the kitchen counter — the second issue of the Mouseberg Herald will be lying on the edge.

SECRET COLLECTIBLE #1:

In the “Little and Big” bar, where you can talk to Wanda Fuller and bartender John Brown, there’s a door to the kitchen. Go into the kitchen, get to the far end, and you’ll have the opportunity to hack. Successfully complete it, go down to the basement, and behind the curtain, you’ll find a secret statuette.

POCKET CARDS:

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In the same place, in the “Little and Big” bar, you’ll find a lady who wants to play baseball cards. Sit down, follow the instructions, and hopefully win your first game. This will give you the achievement and 1/20 tokens for the “special prize”. At this point, I had $556, which would be enough for 11 games.

You just beat that lady with a bang.

Mouseberg Opera

WEAPON BLUEPRINT #4:

As soon as we get to the Mouseberg Opera, after a couple of turns, immediately look to the left. You’ll see a ventilation grille on the building next to two smoking mice. Jump onto it, and you’ll find a weapon blueprint. (Thanks for the tip, Pengu).

MOUSEBERG HERALD NEWSPAPER #3:

After approaching the door to enter, we’ll have a brief conversation with someone, asking where Roland is. After the dialogue, go inside and look to the right — the third issue of the Mouseberg Herald will be lying there.

BASEBALL CARD #2:

After talking to Roland, or “The Set Designer”, as he’s affectionately called, you’ll get to a room, find a shotgun, kill several enemies, and at the end of the room, you’ll see a table with cards. It’s next to the light stand. Joe Jody Gain (pitcher).

WEAPON BLUEPRINT #5:

After defeating the Prima Donna, we’ll go back up the stairs we previously went down. Before running further, in a small room on the open door of the closet, a weapon blueprint will be lying.

SHOW SOME CULTURE, JACK:

As you progress through the corridor, you’ll encounter two more enemies and a barricade, and then you’ll approach a booth from which you can see the open theater. Take a picture of the burning seats — this will count towards the “Gumshoe from a pulp novel” and “Real private detective” achievements.

Private Detective’s Office

SHOW SOME CULTURE, JACK:

Don’t forget to talk to Tammy Tumbler about the photo you just took at the opera.

Let’s see how she’ll be delighted with the view of the burning rows, smart guy.

MOUSEBERG HERALD NEWSPAPER #4:

This newspaper is sold in the gun shop when you’re in the private detective’s office or traveling to that point on the map. I didn’t mention it earlier so that you’d definitely have enough money for it and the next two comics.

COMIC #5:

It can be found in the comics tab in the aforementioned gun shop, which is located at the “Private Detective’s Office” marker on the map.

COMIC #6:

It can also be found in the comics tab in the same gun shop at the “Private Detective’s Office” marker.

BASEBALL CARD #3:

In the same trading session, I bought the baseball card “Powerful Swing +2” for 500 shells.

BASEBALL CARD #4:

In the same session, I bought the baseball card Joel Blunt (pitcher) for 100 shells.

MOUSEBERG HERALD NEWSPAPER #5:

It’s sold downstairs on the street, near the “Little and Big” bar. There will be a newsboy at the roadblock. Give him a “ten” and a “five”. You might want to be careful with your expenses in the gun shop so that you have enough money for this purchase.

NEWSBOY:

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At this point, I spent my last money and played a game of baseball cards, getting my second token for the “Prize-D Spencer” after winning.

Bandele’s Laboratory

As you move through the street into the laboratories, keep in mind the “Arsonist” achievement when you see exploding barrels. Then you’ll come to a passage leading to two derailed and broken train cars. Take a look inside them — there’s a fairly well-hidden secret.

WEAPON BLUEPRINT #5:

Go up the stairs, turn left, and go down the corridor. Another weapon blueprint will be lying under the sink.

Go back down the corridor, after the typewriter, turn right, and break a few boxes. This is another easily missed secret, so I thought it was worth mentioning.

WHO DONE IT?:

Entering the next room, we’ll deal with several enemies and make a double jump to get into the room. There will be “The Demolisher”, a note “Building Betty, day 6”, and a clue in a frame on the wall. Collect all three items, especially the clue in the frame — this is progress for several achievements.

In the next section, a crowd of enemies will attack you. There’s also a showcase and a “Hot Pepper” dispenser. I saw an opportunity for the “M-m-monster-killing!” achievement and fulfilled the conditions in time, but the achievement didn’t open. Try it yourself and let me know if you succeed. 🙂

MOUSEBERG HERALD NEWSPAPER #6 AND WEAPON BLUEPRINT #6

After the ambush in the mentioned room, we’ll get to a new room and find Robo-Betty in the room next to where

In the room where Igor is hanging, on the table will be the newspaper, and opposite it — another weapon blueprint.

As we go down the stairs further into the laboratory, we’ll find the first switch for powering the projectors. Right next to it, on the side, will be the note “Bandele’s Reflections #1”.

COMIC #7:

On the other side, after going up the stairs, there’s another switch. Before pulling it, look to the left — there will be a room that requires a tail hack. Inside, on a wooden chair, lies comic #7.

COMIC #8:

After the battle with Robo-Betty 2, we’ll get to an open area with a lot of sewage and two platforms where you can see a train with two submerged cars. Go down the stairs on the other side and find another switch, but before activating it, it’s worth hacking the door with your tail. This time, the comic will be lying on the table.

BASEBALL CARD #5 AND WEAPON BLUEPRINT #7:

As we climb the platforms, being shot at by numerous robots, we’ll find another switch. This will happen after Detective Pepper says, “We must be getting close to the final part of the lab.” At the very top, make a double jump to the other platform, where you’ll find a weapon blueprint along with a baseball card Johnny Drawers (batter).

STARTING HAND:

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It’s at this point that I got this achievement, thanks to buying two baseball cards in the private detective’s office, as mentioned earlier. Don’t worry if you don’t have it yet or if you got it earlier than me.

MOUSEBERG HERALD NEWSPAPER #7:

After Jack Pepper says, “Well, even for Steve, this is crazy”, turn right — you’ll see the newspaper thrown into a trash can next to the typewriter.

Also, on the same table where the typewriter is, you can read the note “Building Betty — day 88”.

WEAPON BLUEPRINT #8:

As soon as we go down the stairs, at the bottom, a safe will be hidden.

Hack it, and inside, you’ll find a weapon blueprint.

Private Detective’s Office

MOUSEBERG HERALD NEWSPAPER #8:

Returning to the “central” hub of Detective Pepper, you’ll be able to buy a new issue of the newspaper in the gun shop.

We’re almost at the goal of 10, connoisseur!

IT’S MY BOOMSTICK!:

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I managed to unlock this achievement here. I read the bold note left at the place where Tammy usually stands and went to her shop. At this point, I had 9 weapon blueprints, so I fully upgraded the “Boomstick” and took the first upgrade for the “Musher” and “Demolisher”.

I know that in this guide, I only mentioned 8 blueprints so far, and I’m not sure which one I missed. I’m immediately replaying the game to quickly fix the situation, but the achievement can still be obtained here by collecting all the others that I’ve accounted for.

BASEBALL CARD #6:

I bought my sixth baseball card Mama Jody Gain (pitcher) in the gun shop. I also won enough games of baseball to get my fourth token for the “Prize-D Spencer”.

Clerg-Row

WEAPON BLUEPRINT #9:

After the fight with the “policemen” and going up the stairs, you’ll find yourself in a bedroom. Immediately look to the left — the blueprint will be there, under what looks like a huge bottle of moonshine.

This isn’t an underground bar, sir!

BASEBALL CARD #7:

After the police cars stop on the street and a large enemy jumps out, deal with them all and turn left. There will be a long stretch of stairs going down, and at the bottom, you’ll find a baseball card. This time it’s Jedediah Wetter (batter).

MOUSEBERG HERALD NEWSPAPER #9:

After you kill a group of “policemen” where the train periodically passes, go down the stairs. Keep moving forward, turn right into a store, and exit through the back door. The newspaper will be lying on the floor.

MOUSEBERG HERALD NEWSPAPER #10:

You’ll have a snack, punch a few officers with your fists (I see you there, Henry Armstrong), and then go up the stairs to the apartments. Right after jumping onto the springboard and entering the room, look to the left — the newspaper will be lying on a wooden chair.

FROM CORK TO CORK:

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WEAPON BLUEPRINT #10:

After you shoot the “SPIKE-D” target and the pipes collapse, you’ll find one of the “guys in blue”, who has just finished a break in the toilet. Kill him and look into the closet. There will be more blueprints.

WEAPON BLUEPRINT #11:

After infiltrating the prison and getting to the room with all the cameras, in one of the cells, the “Good Cop MPD” will be sitting. Find the key in the interrogation room, approach their cell to release them — the blueprint will be lying under the bunk bed.

BASEBALL CARD #8:

In the same area, in one of the cells, along with an enemy policeman, a baseball card will be lying. It’s on the opposite side from where I entered, blasting a barrel. It will be clearly visible from outside the

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