Campaign Shape
24 Missions
Fresh public mission guides agree on a 24-mission campaign spine, which is the right scale for hub planning before you drop into chapter-level notes.
Walkthrough / Mission Order
This is the mission-order hub for players who want the campaign shape before they drown in checklists. It keeps the 24-mission backbone, the no replay warning, the Jack Squat cutoff, and the best supporting pages close enough to plan a safe run.
Campaign Shape
Fresh public mission guides agree on a 24-mission campaign spine, which is the right scale for hub planning before you drop into chapter-level notes.
Difficulty
The campaign currently presents Rookie, Detective, and Supersleuth. With no difficulty trophies, your walkthrough pace matters more than bravado.
Replay Rules
There is no New Game Plus and no comfortable post-story mission cleanup path, which is why walkthrough planning and manual saves matter so much.
Route Pressure
Current roadmap consensus still treats Jack Squat as the practical hub cutoff for side jobs, card systems, and other cleanup-sensitive progress.
How To Use This Hub
For a pure story player, the campaign is fairly lean. Public sources put a straightforward run in the roughly 7-9 hour range. The moment you start caring about clues, collectibles, side jobs, or trophy safety, the shape changes. That same campaign starts acting more like a 14-16 hour completion route before trophy cleanup overhead ever enters the chat.
That is why this page stays at hub level. It is here to tell you where the campaign changes personality: the early investigation rhythm, the collectible-heavy middle, the side-job-sensitive stretch, and the late missions where "I will get it later" stops being a serious plan.
If you already know you are trophy-hunting, pair this page with the Platinum Guide. If your main fear is collectible drift, the Collectibles Hub is the better sidekick.
Route Mood
The core mission order is not hard to follow. The real friction comes from realizing too late which chapter also held your side job handoff, your clue sweep, your card detour, or your last comfortable chance to use the hub.
Mission Structure
This is not a full mission-by-mission script. It is the campaign map you use before you decide which pages need to sit next to your run.
The campaign opens with Big Mouse, Little Hope, then settles into the early backbone of The Vanishing Act, Gumshoe in the Opera, and Bandel's Laboratory. This stretch teaches the game's investigation rhythm while quietly teaching you whether you are actually scanning rooms or just moving forward.
By the time you are in Cheeseball Sub, Saltwater Cambozo, Damp Evidence, Shrewd Shrews, and It All Points Here, Right?, the walkthrough pressure is no longer just survival. This is where collectibles, optional turns, and side-job awareness start costing real time if ignored.
Fresh public mission lists line up on a late-game chain that includes The Bookkeeper, Fatal Repulsion, Swamp Oddity, One Flew, and Glugging From the Deep. This is where route memory starts to matter more than blind confidence.
Public walkthrough sources also agree on a final chain through The House of the Empty Mouse and Fair Enough, followed by an endgame return to Big Mouse, Little Hope. That repeated name is worth remembering, because it can confuse players who think they are mentally done with the tutorial chapter logic.
Side Jobs And Cutoffs
The public mission list material makes one thing very clear: side jobs are woven into the main mission flow, not bolted on as a cozy postgame lane. That is the whole reason the walkthrough hub has to talk to the trophy hub and the collectibles hub instead of pretending the story can stand alone.
In practice, the safe approach is to treat every return to the office or hub area as a walkthrough event, not downtime. Check side jobs. Check collectible pressure. Check whether the next mission sounds like a soft cutoff. If a mission name already has a reputation in route guides, believe the reputation before you test it the hard way.
That same logic is why Jack Squat matters so much even on a walkthrough page. It is not just a trophy note. It is a mission-order fact that changes how you should approach everything around it.
Late-Run Reminder
Most bad cleanup stories begin with the same little lie: "I will remember this room later." If the campaign has no replay cushion, then the best walkthrough habit is to finish the business of the room while you are still standing in it.
FAQ
Fresh public mission-list coverage puts the campaign at 24 main missions.
Current route guides say no. There is no comfortable post-story replay or free-roam cleanup structure to lean on.
Jack Squat. It is widely treated as the practical hub cutoff in serious completion routes.
A straight story run is commonly described around 7-9 hours, while a more careful completion-oriented campaign path often stretches into the 14-16 hour range before bigger trophy cleanup.
Version Note
This page was updated on April 28, 2026 using a fresh public mission list, a current Steam community route guide, and launch-window roadmap material that confirms the no-replay and hub-cutoff rules.
The parts most likely to need future revision are mission naming variants in late-game public guides, any change to mission replay or cleanup behavior, and any later patch that softens the current importance of Jack Squat as a route checkpoint.