MOUSE: P.I. For Hire: Steve Bland Portal World Walkthrough

MOUSE: P.I. For Hire: Steve Bland Portal World Walkthrough

FinalBoss·5/14/2026·9 min read

Game intel

Mouse: PI For Hire

View hub

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…

Platform: Xbox Series X|S, Nintendo Switch 2Genre: Shooter, IndieRelease: 4/16/2026Publisher: PlaySide
Mode: Single playerView: First personTheme: Action, Science fiction
Advertisement

The reversed chapter title ?Lednab Evets Si LleH Eht Erehw reads as “Where the Hell is Steve Bland?” and it points to the portal-world stretch where Jack chases Steve through platforming rooms, puzzle gates, combat arenas, and a card-based survival sequence. The cleanest way through this section is to restore the train route first, use every Hell Horn as an environmental switch before you start jumping, grab the Hellrazon sword as soon as it appears, and sweep side ledges for collectibles before advancing.

If you searched this exact ciphered phrase and could not find a dedicated public guide, that is normal. Community references do not seem to use the full reversed title consistently. Some early mentions also use the name Steve Bandel instead of Steve Bland, so if you have seen both, treat them as the same portal-world chapter unless a later in-game label proves otherwise.

How this chapter works

This part of MOUSE: P.I. For Hire mixes three things the game normally separates: boomer-shooter combat, movement puzzles, and collectible hunting. That combination is what makes it easy to lose time. Players usually stall because they clear every enemy and then still do not know where progression is, when the real answer is a Hell Horn trigger, a train control point, or a platform path that only becomes visible from the correct angle.

For this reason, read each room in this order: look for the objective device first, clear only the enemies blocking that interaction second, and then check high ledges and dead-end platforms for funnies or other collectible pickups before you move on. That rhythm keeps the chapter fast and also reduces backtracking.

Step 1: Restore the train line before over-exploring

The first major objective in this portal-world sequence is getting the train route active. The common mistake is treating the opening combat as the full challenge. It is not. The fight is there to pressure you while you identify the station-side interactables that actually advance the room.

As soon as the arena opens, make a quick lap around the train area and locate anything that looks like a control device, power point, or route trigger. Once you know where those are, clear the closest enemies and interact with the objective pieces in short bursts rather than trying to wipe the room first. This works better because the game’s portal-world layouts often hide the next step in plain sight, and long fights make it harder to remember which corners you already checked.

Noir walkthrough atmosphere in a rubber-hose style city (no logos or text).
Noir walkthrough atmosphere in a rubber-hose style city (no logos or text).

If progress seems stuck, stop looking for a hidden door and start looking for elevation. In this chapter, the right line of sight often reveals the next usable path. A platform or control object that looks decorative from floor level may read as your obvious route once you step onto a crate, ledge, or station lip.

What to avoid here

  • Do not dump all your ammo into the first wave just because the arena is noisy.
  • Do not assume the train itself is the puzzle solution until the route is visibly active.
  • Do not leave the station the moment progress unlocks if you are doing a collectible sweep.
Advertisement

Step 2: Use Hell Horns as path-makers, not just gimmicks

The Hell Horn mechanic is the real platforming gate in this chapter. When you trigger a Hell Horn, you are usually not being rewarded with a shortcut; you are being shown the intended route. That means every time you hit one, stop moving for a second and read the room again. Look ahead, then up, then back toward where you entered. New platforms can be easy to miss if you keep facing the original gap.

Most failed jumps in this section come from impatience, not hard execution. Wait that extra half-second for the platform to fully materialize before you commit. In stylized games like this, the visual effect can finish a fraction later than players expect, and jumping too early makes it feel like the route is broken when it is not.

When a Hell Horn creates multiple possible jumps, take the highest route first. That is where collectibles most often sit, and it is also the angle that best shows the next objective. If you take the lowest safe route every time, you can still clear the chapter, but you will miss side ledges and spend longer trying to figure out where the puzzle wants you to go.

Visual map of how missions and collectibles connect across areas (icon-only, no text).
Visual map of how missions and collectibles connect across areas (icon-only, no text).

Step 3: Pick up the Hellrazon sword immediately

The Hellrazon sword is not a novelty pickup in this stretch. It is the chapter telling you to change pace. Once it appears, grab it right away and use it to break the flow of close-range pressure instead of hoarding it like a special-occasion weapon. Portal-world fights tend to crowd you at awkward angles, especially after jumps, and the sword gives you a cleaner answer when enemies rush your landing spot.

This matters even more if you have been overspending ammo during the train and Hell Horn sections. The safest balance is to keep your gunfire for mid-range threats and use Hellrazon to clean up anything that closes the distance while you are trying to read the room. In practical terms, that means you should stop thinking “weapon upgrade” and start thinking “space-making tool.”

If a combat encounter feels messier than it should, the usual cause is standing still after a pickup or after a jump. Land, reposition, then swing or fire. The portal-world layouts are designed to punish static play.

🎮
🚀

Want to Level Up Your Gaming?

Get access to exclusive strategies, hidden tips, and pro-level insights that we don't share publicly.

Exclusive Bonus Content:

Ultimate Guide Strategy Guide + Weekly Pro Tips

Instant deliveryNo spam, unsubscribe anytime

Step 4: Survive the Steve card sequence by playing for space

The Steve encounter in this walkthrough is less about winning a straight duel and more about surviving the card-pattern pressure cleanly. That is the biggest mental adjustment. If you enter the sequence trying to force damage at every opening, you make the phase harder than it needs to be.

Keep moving along the outer edge whenever the card spreads start to fill your screen. Wide circles are safer than constant sharp cuts because they preserve your view of the next pattern. Only turn inward when the arena shape or projectile spread closes your outside line. The goal is to preserve readable space, not to hug the boss.

Ship combat vignette featuring barrel explosion mechanics (no text).
Ship combat vignette featuring barrel explosion mechanics (no text).

Use your strongest punish windows only after a clear attack break or a pattern reset. If you fire during the wrong card spread, you usually lock your attention onto Steve and lose track of the floor and side pressure. Treat every safe opening as optional. Surviving the mechanic is more important than squeezing extra damage.

If the phase feels random, it usually means your camera movement is too twitchy for the room. On both PC and console, this chapter benefits from slightly calmer aim handling than the rest of the game because you are reading patterns and jump lanes at the same time. There are no widely reported route differences between platforms, so the solution is execution, not a platform-specific trick.

Advertisement

Collectibles to check before you leave the portal world

If you are combining story progress with collectible cleanup, this is the section where careful scanning pays off. Public collectible notes for MOUSE: P.I. For Hire consistently point players toward crate tops, side ledges, awkward dead ends, and locked-looking side spaces that actually want movement tech rather than a key. That applies well to this chapter.

  • Check the tops of crates and short platform stacks before dropping to the next arena.
  • After every Hell Horn activation, look behind the newly created path for an extra ledge or optional landing.
  • If a side room appears sealed, verify whether the route expects a double jump, grapple, or other movement ability before assuming it is later-game content.
  • Do not waste time trying to grind unrelated achievement tasks here. Ship multi-kills, barrel setups, and certain side-job requirements belong to other parts of the game.

The mistakes that cost the most time

  • Jumping before a Hell Horn platform is fully active. This is the most common false failure in the chapter.
  • Clearing every enemy before searching for the puzzle device. The room objective is usually environmental, not combat-based.
  • Saving Hellrazon for later. The sword is there to stabilize the chapter right now, not after the next checkpoint.
  • Tunnel-visioning on Steve during the card phase. Survive first, punish second.
  • Never looking up. The portal-world route likes vertical reveals and elevated collectibles.

Once you handle the chapter that way, the route becomes much easier to read: restore the train, trigger the Hell Horns, climb the newly created path, use Hellrazon to keep landing zones under control, and treat the Steve card sequence as a survival test. That gets you through the story beat cleanly while keeping the collectible path manageable instead of turning the portal world into a full replay later.

F
FinalBoss
Published 5/14/2026 · Updated 5/31/2026
Advertisement