Verified Route 38 Newspapers Extra! Extra!

Mouse PI For Hire Newspapers Locations Guide

This version is built as a true 38-item newspaper checklist. It keeps the count, the achievement, and the Paperboy rule visible up front, then turns the rest of the page into one clean route you can actually use during a run.

MOUSE: P.I. For Hire collectible guide artwork used for newspaper route planning

Extra! Extra!

Current verified sources still line up on the same outcome: collect the full newspaper set and you unlock Extra! Extra!.

38 Papers

The strongest public collectible routes converge on 38 newspapers, which is why this page is now organized as a numbered ledger instead of a loose prose summary.

Paperboy Backup

Missed newspapers can later show up through the shop / Paperboy flow, especially for earlier chapters.

Landmarks First

Late public guides agree more strongly on room landmarks than on back-half chapter naming, so the checklist below favors exact location beats over fake certainty.

Read it like a numbered case file

Every entry below is grouped by mission and written as a quick room-level instruction. The useful pattern to watch is not just mission order. It is the kind of object you should be scanning for: lockers, kitchen counters, chairs, benches, desks, and Paperboy returns.

If you are also protecting a platinum run, pair this checklist with the Platinum Guide. Newspapers are forgiving, but they are still easier to finish cleanly in-mission than to reconstruct late.

MOUSE: P.I. For Hire gameplay screenshot used to illustrate route-heavy collectible cleanup

The last stretch is where chapter names wobble, not where room landmarks disappear

That is the reason this page now leans hard on room objects and traversal beats. Late guides may phrase the back-half chapters differently, but they still point you toward the same desks, counters, benches, and end-of-run cleanup pockets.

Every verified newspaper stop in one place

Office purchases are marked clearly, and the final entries keep their wording honest where late-game source naming drifts.

The Vanishing Act to Bandel's Laboratory

#1-#8
  1. 1
    The Vanishing ActLocker

    MPD Lieutenant checkpoint locker

    After showing your ID to the MPD Lieutenant, go through the door and check the locker on the right.

  2. 2
    The Vanishing ActCounter

    Betty Deux-Fiddle apartment kitchen

    Once you reach Betty Deux-Fiddle's apartment, move past her and grab the paper from the kitchen counter.

  3. 3
    Gumshoe in the OperaTable

    Entrance table on the right

    After the brief interaction outside, head in and look immediately to your right for the paper on the table.

  4. 4
    Gumshoe in the OperaChair

    Old Rat Stuntman chair

    The paper is on the chair directly beside the Old Rat Stuntman who gives you the double jump.

  5. 5
    Gumshoe in the OperaPaperboy

    Office return purchase

    After pinning your clues back at the P.I. Office, buy this paper from the Paperboy outside.

  6. 6
    Bandel's LaboratoryBench

    Octopus-tank clue room

    From the room with the giant octopus tank, reach the opened side room with the clue on the wall; the paper sits further in on the left.

  7. 7
    Bandel's LaboratoryDesk

    Room by the stairs after the first boss

    After defeating the first boss in the area, enter the room by the stairs and check the desk on the right.

  8. 8
    Bandel's LaboratoryTrash

    Trash can after the elevator

    After the broken-pathway climb and elevator ride, the paper is in a trash can to the right.

A Bit of a Scene to Saltwater Cambozo

#9-#18
  1. 9
    A Bit of a SceneTrash

    Brick wall double-jump trash route

    After going back down the stairs from the train area, double jump over the brick wall on the right and find the paper in the trash ahead.

  2. 10
    A Bit of a SceneChair

    Other apartment building chair

    After taking the trampoline across to the other apartment building, go through the window and look left for the chair pickup.

  3. 11
    Cheeseball SubTable

    Ticket Booth Key side-path room

    After the first train, grab the Ticket Booth Key, unlock the door on the right, and follow the path to the lit room with the paper on the table.

  4. 12
    Cheeseball SubBoxes

    Broken-floor upper box route

    In the room with the broken floor, jump up the boxes to the higher level, pass the wooden fence, and check the boxes there.

  5. 13
    Cheeseball SubBox

    Second sewer room after the small ladder

    After climbing the small ladder deeper into the sewers, enter the second room and grab the paper from the box immediately on your left.

  6. 14
    "Once Upon a Time..." By Tinsel BrosCounter

    Bar counter pickup

    After tailpicking into the bar, go behind the counter to collect the paper.

  7. 15
    "Once Upon a Time..." By Tinsel BrosBathroom

    First bathroom on the left

    Head outside, go up the stairs into the next room, and check the last stall in the first bathroom on the left.

  8. 16
    Saltwater CambozoPicnic Table

    Start-of-mission table by the stairs

    At the start of the mission, the paper is on one of the picnic tables by the stairs.

  9. 17
    Saltwater CambozoBox

    Tower Key gate left-side box

    After unlocking the gate with the Tower Key, look to your left for the paper on a box.

  10. 18
    Saltwater CambozoTable

    Shelter table on the right

    Once you reach the shelter, turn right and pick up the paper from the table.

Damp Evidence to Swamp Oddity

#19-#29
  1. 19
    Damp EvidenceChair

    Opening room by the bed

    At the start of the level, go up the stairs, enter the room on the right, and check the chair near the bed.

  2. 20
    Damp EvidenceBench

    Balcony bench after the boss

    After defeating the boss and heading back outside, turn left immediately and follow the balcony to the bench at the end.

  3. 21
    Shrewd ShrewsTailpick

    Door beside the Old Shrew Lady

    In Newthicket, tailpick the door directly next to the Old Shrew Lady and collect the paper inside.

  4. 22
    Shrewd ShrewsChair

    VIP Pass trampoline ledge

    After unlocking the door with the VIP Pass, do not pick up the value yet; use the trampoline, land on the pipe above the door, and jump across to the chair pickup.

  5. 23
    Shrewd ShrewsChair

    Fighting ring upstairs left side

    After clearing the fighting ring, go upstairs and look to the left for the paper on a chair.

  6. 24
    It All Points Here, Right?Stool

    Door left of the 4-ticket Ticket Chopper

    From the Ticket Chopper that requires 4 tickets, enter the door immediately to the left and collect the paper from the stool.

  7. 25
    It All Points Here, Right?Crate

    Platform above Francesco The Elefanto

    From Francesco The Elefanto, jump up to the platform directly above him and pick up the paper from the crate.

  8. 26
    It All Points Here, Right?Picnic Table

    4 Secret Tickets rooftop table

    After opening the door with the 4 Secret Tickets, jump up the crates to the left and climb onto the small building for the paper on the picnic table.

  9. 27
    Swamp OddityPinned

    Shack wall in the swamp platforms area

    Once you reach the wooden platforms in the swamp, the paper is pinned to the wall inside the shack.

  10. 28
    Swamp OddityOffice

    Office-side hole in the wall

    Go back into the main hall, enter the office route, move through the hole in the wall on the left, and jump over the desk to reach the paper.

  11. 29
    Swamp OddityPaperboy

    Office return purchase

    After returning to the P.I. Office and pinning clues, buy this paper from the Paperboy by the office.

Late chapters and finale

#30-#38

These final entries are the point where public route naming starts to drift a little. The item landmarks themselves still overlap strongly, so the wording below stays anchored to the actual rooms and objects.

  1. 30
    "The Bookkeeper" By Tinsel BrosChair

    Bookkeeper room chair

    After unlocking the door with the Bookkeeper's Key, collect the paper from the chair where the Bookkeeper was sitting.

  2. 31
    ?lednaB evetS si lleH eht erehWBar Counter

    Hell bar counter

    After reaching the bar in the hell section, the paper is sitting directly on the counter.

  3. 32
    "Fatal Repulsions" By Tinsel BrosFloating Plank

    Water plank behind the fan

    Before going up from the wall-run fan section, look down behind the fan; the paper is resting on a plank floating in the water.

  4. 33
    Glugging from the DeepBlowable Wall

    Port X-mark warp pipe route

    At the port, look down toward the lower dock area, blow open the X-marked wall, take the warp pipe, and collect the paper from the crate inside.

  5. 34
    Fair EnoughTypewriter

    Typewriter-side pickup after climbing ability

    After learning the climbing ability, follow the main path until you reach the typewriter; the paper is directly beside it.

  6. 35
    Fair EnoughBench

    Courtyard bench to the left

    After the courtyard fight and gate opening, go up the stairs and collect the paper from the bench on the left.

  7. 36
    Fair EnoughDesk

    Tape-room desk

    When you reach the room where the tape must be played, the paper is on the desk.

  8. 37
    Big Mouse, Little HopeBreakable Box

    Locked mechanical-door room floor pickup

    In the room with the locked mechanical door, go down the stairs and break the box by the chairs at the end of the room to reveal the paper underneath.

  9. 38
    Big Mouse, Little HopeFinal Push

    Last hallway paper in the finale

    After working through the hallway blocked by crates in the final push, go up the small flight of stairs and check the floor to your right. Community late-game routes describe this same closing stretch as the final pre-elevator cleanup zone.

When the Paperboy helps and when he stops feeling safe

The safest confirmed rule is still narrow: missed newspapers can later show up in the shop / Paperboy loop. That makes newspapers more forgiving than some other collectible types, but it is still better to think of the Paperboy as insurance rather than as your main route plan.

By the time you are deep into the late-game funnel, vendor-driven cleanup is a worse habit. That is exactly why the checklist marks office returns clearly and keeps the rest as in-mission location notes.

MOUSE: P.I. For Hire key art used as a visual marker for newspaper checklist planning

One numbered page beats five fuzzy memories

Newspapers are one of the rare collectible sets where a clear checklist really does lower the stress of a run. If you keep this page open and move top to bottom, the whole category starts feeling much cleaner.

Quick newspaper answers

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

The strongest current public route sources agree on 38 newspapers.

What achievement are they tied to?

Collecting all newspapers unlocks Extra! Extra!.

Can missed newspapers be recovered later?

Yes. Earlier misses can later appear through the shop and Paperboy flow, although relying on that backup gets less comfortable in the late game.

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 two launch-window collectible route guides published in April 2026.

The main thing most likely to need future revision is the late-game chapter naming layer. The room landmarks and collectible total are currently more stable than the way some public guides label the final run of missions.