Early Game
Big Mouse, Little Hope
The prologue already teaches the core schematic language: one appears in the early safe after the spinning-floor section, and later route notes consistently place additional schematics around the locked mechanical-door area, the ladder after Soyer's elevator scene, and the return visit to the same first safe. If you skip early safes here, you are practicing the wrong habits for the rest of the game.
Early Game
The Vanishing Act
This is one of the cleanest missions for schematic routing. Cross-checked guides agree on four especially important stops: the apartment room opened with the Loft Key, a schematic near the subway typewriter, a safe on the train tracks after the enemy train ambush, and another pickup in the bathroom below the stairs. If your route guide only remembers one mission perfectly, this is a strong candidate.
Mid Game
Cheeseball Sub
Cheeseball Sub is where schematic hunting turns from “look around a bit” into real route discipline. Public guides consistently point to a bunk-bed pickup after the Ticket Booth Key path, a schematic in the tipped-over train after blowing open a wall, and a dangerous lower-area pickup after the second water glide. They also agree on a hidden-safe path after the vent section. This mission is one of the clearest reasons to save before tricky lockpicks and high-damage water sections.
Late Mid Game
Glugging from the Deep
Glugging from the Deep is important for two separate reasons. First, multiple sources place schematics at the opening warp pipe table, along the right-side roof-and-vent route at the port, near the underwater submarine-area safe, and by the giant dead fish after the Ze Professor encounter. Second, this mission sits close to late-game cleanup pressure, so leaving side jobs or route detours unresolved here can ripple into your final upgrade plan.
Endgame Risk
Jack Squat and Fair Enough
Even without trusting disputed grand totals, the late missions still deserve respect. Public schematic guides describe multiple pickups in Jack Squat, including wall-pinned and safe-based schematics, and they continue to place several more in Fair Enough. In other words, late-game missions are not “empty story corridors” from an upgrade perspective. If you arrive there already behind on schematic discipline, the endgame does not magically solve the problem for you.