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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…
The reason Jack Squat trips up completionists in MOUSE: P.I. For Hire is that it loads its collectibles around two hard lock-out points, and the level renames itself Office Ruins in most external guides. Miss the windows and you cannot go back: once you finish the chapter, you are locked out of Office Ruins entirely.
Jack Squat tracks exactly five pickups. Grab them in route order so the lock-outs never catch you:

Jack Squat has two points of no return, and both sit right where the level wants to rush you forward. Treat them as checkpoints, not transitions.
Once the chapter ends, that is it: you cannot return to Office Ruins for anything you skipped. If you are going for 100%, do the cleanup live, not on a second visit — there is no second visit.
Carrying that same room-by-room discipline into the next chapter pays off: see our The House Of The Empty Mouse walkthrough for its lock-outs and secrets.
The Hitman shows up after you escape the cellar, and he does not stand still. He constantly changes position between the pipes hanging on the wall — he pops out, fires, then teleports to a new pipe and fires again. Standing in the open and trying to out-DPS him is how the fight goes wrong.
Patience wins this one. Because he relocates after every burst, you are never racing a health bar — you are waiting for the half-second he is exposed and punishing it.

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Jack Squat runs you through water platforming twice, and both times the level is rushing you. The rule here is the opposite of exploration: keep up the pace and do not let the water catch you, and do not try to kill the enemies along the way. Fighting mid-traversal is what gets you swept or cornered. Move, reset on solid footing, and only slow down once you are clear of the water.
Jack Squat is a five-collectible chapter (1 Comic Book, 4 Schematics) gated by two lock-outs and capped by the Hitman. Sweep both opening Schematics before the Little & Big cellar, grab Schematic #3, the pallet Comic Book, and the scaffolding-safe Schematic #4 before you drop the ledge, then beat the Hitman by playing pillars and shooting only in his reposition gaps. Do it in one pass — Office Ruins does not open back up.