Verified Route 41 Baseball Cards Card Shark

Mouse PI For Hire Baseball Card Locations Guide

Baseball Cards are more than a countable collectible set. They tie into Card Shark, feed the bar minigame achievements, and mix normal pickups with shop buys and side-job rewards. This page focuses on the strongest confirmed route facts without pretending every late-game label is cleaner than it really is.

MOUSE: P.I. For Hire gameplay scene used to introduce the baseball card route guide

41 Cards

The strongest launch-window collectible sources agree on 41 Baseball Cards for the full set.

Card Shark

Collect every card and you unlock Card Shark.

Recoverable, Not Free

The developer has confirmed that missed cards can later appear in the shop, but public route guides still treat side-job rewards and endgame cleanup as the danger zone.

Minigame Pressure

Cards also power the bar card minigame, where Pocket Aces, S'all in the Cards, and the X1 D-Mousifier weapon reward all enter the picture.

Why this page favors route logic over fake precision

The current public sources agree strongly on the 41-card total, the achievement links, and many individual landmarks. Where they drift a little is in how they label some back-half pickups, when they assume a shop recovery instead of an in-level grab, and how they fold side-job rewards into the route.

So the layout below is built around the things that matter most to an actual run: which cards should be grabbed in-mission, which ones are commonly handled in the shop, and which side jobs you should not postpone casually.

If you are pairing this with a one-run cleanup plan, keep the Platinum Guide open beside it. Cards are more forgiving than figurines, but they still get messy fast when you start leaning on future recovery instead of clean route discipline.

If your real bottleneck is the table itself rather than the pickup route, open the Baseball Card Minigame Guide for the rules, reward ladder, and safer pre-Jack Squat timing.

MOUSE: P.I. For Hire cover art used as a visual divider for baseball card route planning

Treat shop cards as cleanup insurance, not as your main plan

The official shop-recovery rule is real, but the cleanest card routes still come from grabbing the obvious mission pickups, tracking side-job rewards, and entering the endgame with as little unfinished card business as possible.

The strongest confirmed pickup path by run segment

These are the landmarks with the best cross-source support. Where public guides differ on exact numbering, the room object and traversal beat still overlap, so that is what the checklist below emphasizes.

The Vanishing Act to Bandel's Laboratory

Core pickups first
  1. The Vanishing Act

    Top-of-stairs table after the first fight

    After you head upstairs from the opening combat beat, look for the card on the table before you push too far into the mission.

  2. The Vanishing Act

    Secret room stool after the balcony and window route

    Public routes agree on a second early card tucked into the secret room reached through the balcony path and window entry.

  3. P.I. Office Return

    Bedroom drawer at the office

    Once you return to the office, open the bedroom drawer rather than assuming every early card will be handled by later shop rolls.

  4. Gumshoe in the Opera

    Stage-designer room table by the breakable wall

    One of the strongest overlapping landmarks is the card in the room with the stage designer near the breakable wall.

  5. Gumshoe in the Opera

    Bartholomew Creasley double-jump return

    Treat this as a proper return after you gain double jump, not as an awkward early sequence-break attempt.

  6. Bandel's Laboratory

    Fenced crawlspace before Robo-Betty

    Before the Robo-Betty fight, crouch under the fencing and check the small hidden room for the card.

  7. Bandel's Laboratory

    Broken platform near the elevator

    The second lab card is commonly described on the upper broken platform reached before the elevator segment.

A Bit of a Scene to Damp Evidence

Do not drift past these
  1. A Bit of a Scene

    Dead-end stairs after the street ambush

    After the large street fight, follow the stairs into the dead-end apartment route for the next reliable card stop.

  2. A Bit of a Scene

    Jail cell bowl after the wall breach and Jail Key

    Blow open the wall, grab the Jail Key, and check the bowl inside the cell instead of rushing straight out.

  3. Cheeseball Sub

    Locker-room clothesline after the timed tailpick

    This is one of the clearest route traps in the early-middle game. Open the timed lock route and claim the locker-room card while you are already inside.

  4. Saltwater Cambozo

    Top-left yard windowsill behind the tailpick path

    One strong community overlap puts the card on a windowsill after the top-left yard tailpick route.

  5. Damp Evidence

    Shack furnace after leaving the mines

    Once you emerge from the mines, the furnace inside the shack is the landmark most guides agree on first.

  6. Damp Evidence

    Hideout building reached by stairs and warp pipe

    The follow-up card is commonly placed in the first right-side building of the hideout after the stairs and warp-pipe route.

Shrewd Shrews to It All Points Here, Right?

Side-job pressure starts here
  1. Shrewd Shrews

    Skeleton closet after the TNT door

    Follow the TNT-gated path and search the skeleton closet before leaving the room cluster behind.

  2. Shrewd Shrews

    Warp-pipe fence route table

    Another well-supported landmark places a card on the table reached after the fence-side warp-pipe route.

  3. It All Points Here, Right?

    TNT Watch It Explode window jump

    Use the TNT reward route, then jump in through the broken window for one of the mission's more commonly cross-checked cards.

  4. It All Points Here, Right?

    Vent route behind the tailpick room barrels

    Public routes also converge on a vent-access card tucked behind the barrel line in the tailpick room path.

  5. Side Job Reward

    Oh Yes... They Float

    Do not treat this as optional flavor. Multiple guides agree this side job awards a Baseball Card, which is why card cleanup becomes more than a simple map-sweep by this stage.

Bookkeeper through the deep endgame

Enter the finale nearly clean
  1. The Bookkeeper

    Customer-service lounge side route

    Launch-window route guides place one late card in the customer-service lounge path around the Bookkeeper stretch.

  2. Fair Enough

    Desk route after the red-button bunny room

    Another commonly shared late landmark is the desk card that follows the red-button bunny-room sequence.

  3. Glugging from the Deep

    Do not start the final push with open shop business

    Community routes repeatedly warn against saving too many missing cards for the very end, because the last stretch is where shop access stops feeling dependable.

  4. Side Job Reward

    Friends in Deep Places

    The strongest current public routes treat this side job as the reward source for the closing Baseball Card and the last step into Card Shark.

What should be bought, what should be won, and what should be grabbed live

Public collectible routes agree that multiple Baseball Cards are handled as shop purchases rather than standard field pickups. The cleanest early example is the office and roadhouse card bundle that starts appearing after your first returns to the P.I. Office.

That does not make the category casual. The routes with the best success rate still separate cards into three buckets: mission pickups, shop purchases, and side-job reward cards. The reward cards are the ones most likely to punish a sloppy clean-up mindset.

The practical rule is simple: buy the obvious shop cards whenever you see them, collect the mission cards while you are naturally in the room, and do not postpone card-reward side jobs until after you are mentally done with the run.

MOUSE: P.I. For Hire gameplay screenshot used to support late-run baseball card cleanup notes

A recoverable collectible can still become a bad endgame problem

Baseball Cards sit in an awkward middle ground: more forgiving than figurines, less automatic than newspapers, and tied to extra win conditions that can quietly inflate the amount of cleanup left in your run.

Quick baseball card answers

How many Baseball Cards are in MOUSE: P.I. For Hire?

The strongest current launch-window route sources agree on 41 Baseball Cards.

Can missed cards be recovered later?

Yes. An official developer reply says missed cards can appear in the shop later, but public guides still warn against relying on that too heavily for side-job rewards or deep endgame cleanup.

Which achievement is tied to the full set?

Collecting the full 41-card set unlocks Card Shark.

Why do cards matter beyond Card Shark?

They also feed the bar minigame achievements and the win-based unlock path for the X1 D-Mousifier.

Best internal follow-ups

Use the Collectibles Hub if you want the big-picture relationship between cards, newspapers, comics, figurines, and schematics. Use the Newspapers Guide if you are trying to compare the shop-recovery rules between different collectible types. Use the Beginner's Guide if room scanning and traversal shortcuts are still costing you pickups. Keep the Platinum Guide open if you are trying to protect a single run.

Use the Baseball Card Minigame Guide when your collectible problem has turned into a cash, token, or achievement problem instead of a map-route problem.

What this page is based on

This page was updated on April 28, 2026 using the official Steam achievement page, an official developer reply about shop recovery, and launch-window collectible route guides published or updated between April 16 and April 24, 2026.

The parts most likely to need future revision are exact late-game card numbering, the full shop-only subtotal, and any route note that depends on how side-job reward cards are surfaced in future patches or guide updates.

If future hotfixes change shop behavior, hub timing, or card-related cleanup pressure, verify the live patch state in News & Patches first, then re-check the late-run timing in the Jack Squat Cutoff Guide.