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Mouse: PI For Hire
Join private investigator Jack Pepper on a guns blazing, jazz-fueled adventure in MOUSE: P.I. For Hire. MOUSE combines the charm of hand-drawn rubber hose anim…
Fair Enough is the chapter where MOUSE: P.I. For Hire changes the rules on you. You arrive at the 1934 World’s Fair chasing the editor-in-chief, the setting turns bright and almost playful, and then the level quietly punishes the run-and-gun habits the earlier missions trained. Two things make it cleaner: it is built around one-way progression, so you cannot backtrack for collectibles after a gate closes, and the forward path frequently runs above eye level once you pick up the chapter’s climbing ability. Read the space, grab everything before each point of no return, and the chapter stops fighting you.
Fair Enough uses one-way progression, so treat each landmark as a point of no return and sweep it before you move on. The route runs roughly like this:
The biggest early mistake is forcing a boomer-shooter pace through a space built to make you blend, wait, and route around trouble. Stay near cover, use corners and stalls to break sight lines, and move in short hops from one safe spot to the next rather than one long sprint across an open lane. If a stretch feels strangely passive after the combat-heavy earlier missions, that is intentional — the chapter is telling you survival comes from pathing, not damage. Anchor yourself on the big landmarks (the exhibition hall, the ring arena, the sound booth) instead of small props and the fairground stops feeling like a maze.
Inside the warehouse, the Shrew Docker hands you a wall-climbing ability that latches onto walls and containers marked with hand prints. It is not optional — the chapter is built so the forward path is often above you, and you need it to clear the route. Once you have it, re-check every room that looked decorative or dead-ended earlier. A blocked ground-floor doorway usually means the real entry is an upper ledge, beam, or marked wall. If you get stuck after unlocking it, the cause is almost always that you are still scanning at eye level; raise your view and search the upper half of the room first.
In the later collapsing-building stretch, cartoonish loudspeakers fire soundwaves you need to avoid. The way through is to destroy them with ranged weapons while you keep moving upstairs and clearing enemies. If a barrier or path refuses to open and you have already searched for a lever, look for a loudspeaker feeding the lock — it may be mounted high or off to the side, not centered in your view. Clear enough enemy pressure that you can actually look around; most failed attempts here come from trying to solve the puzzle while eating chip damage.
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Fair Enough holds nine collectibles: three newspapers, four schematics, one comic book, and one figurine. There are no baseball cards in this chapter despite what some lists imply. Because progression is one-way, collect at each landmark before the gate behind it closes:
The sound booth is a staff-only control room, not just another hallway. Interact with the loudspeaker controller to play the audio tape; the recording broadcasts over the fair and exposes Milford Soyer, the game’s main antagonist. If progress stalls here, make sure you fully triggered the controller interaction rather than assuming the game advances on proximity. Once the tape plays, the chapter stops being coy — it becomes a direct push toward the finale, so reload, heal, and grab nearby supplies before you commit.
After the building collapse, Soyer is shown escaping the venue through an elevator, and Fair Enough transitions directly into Big Mouse, Little Hope — the continuation of the game’s very first mission, which moves the chase onto an airship. The Soyer payoff lands there, not in Fair Enough itself, so the smartest thing you can do at the end of this chapter is arrive at the transition fully upgraded and topped up. For the airship chase and the Soyer confrontation, see our Big Mouse, Little Hope walkthrough. If you want a refresher on how the game handles boss arenas and switch puzzles, the Fatal Repulsion walkthrough covers that pattern in detail.
If Fair Enough is giving you trouble, the fix is rarely better aim — it is better reading. Upgrade at the B.A.N.G. suitcase, slow down for the no-weapons opening, use the Shrew Docker’s climbing ability to think vertically, destroy loudspeakers with ranged weapons instead of hunting for keys, and grab each of the nine collectibles before its gate closes. Play the tape in the sound booth to expose Soyer, top up before the elevator, and carry that momentum straight into Big Mouse, Little Hope.