Mission Image

Welcome back to the rain-slicked streets and shadowy corners of MOUSE: P.I. For Hire. In this chapter, “White Lies and Dark Secrets,” we’re heading out of the city to the eerie, secluded area of Curdville. Things are about to get personal as we investigate the sprawling mansion of one Miles Curd. Expect spooky houses, family secrets, and a boss fight that will have you seeing the light. Let’s get to it.

Main Objectives

Your main goals for this mission are to uncover the secrets of the Curd family estate. You’ll need to:

  • Reach Miles Curd’s mansion
  • Talk to the Old Shrew Lady
  • Solve the Three Wives Problem
  • Investigate the spooky house and check the windmill
  • Grab the pump key and head back to the caves
  • Defeat the boss: “Shed some light on this situationship!”
  • Talk to the Third Wife and return to the caretaker
  • Pin the Curdville clues and find Vivian

Step-by-Step Walkthrough

Reaching the Mansion

The chapter kicks off as you arrive in Curdville. The path forward is linear, leading you directly toward the imposing silhouette of the Curd mansion. Keep your wits about you and your trusty Micer loaded; even out in the sticks, trouble has a way of finding a mouse like you. Follow the main path until you reach the gates of the estate.

The Three Wives Problem

Upon entering the grounds, you’ll encounter the Old Shrew Lady, the caretaker of the property. She’ll fill you in on some of the local lore and present you with the “Three Wives Problem,” a puzzle you need to solve to proceed. This involves interacting with elements in the environment related to the three wives of Miles Curd. Pay close attention to her clues and examine your surroundings carefully.

The Spooky House and the Windmill

Once you’ve solved the puzzle, a new path will open, leading you to a decidedly spooky house. This is classic noir stuff, so expect creaky floorboards and things that go bump in the night. Your goal here is to investigate the house thoroughly before making your way to a nearby windmill. Inside the windmill, you’ll find a critical clue or item that points you toward a hidden cave system.

The Caves and the Pump Key

Following the trail from the windmill, you’ll discover a network of caves. The path will eventually be blocked, requiring a pump key to drain a flooded section. You’ll need to backtrack or explore a side passage to locate the key. Be prepared for some combat encounters in these tight quarters; the Boomstick is your best friend when things get up close and personal.

With the key in hand, return to the pump, drain the water, and proceed into the final area of the caves.

Boss Fight: Shed Some Light!

This chapter’s boss encounter is more of a puzzle than a straight-up fight. The name itself, “Shed some light on this situationship!”, is a massive hint. You’ll be in a dark arena with a central enemy that is likely invulnerable to direct attacks. Your objective will be to use the environment to expose the boss to light. Look for switches, levers, or breakable walls that let beams of light into the room. You may need to lure the boss into the light and then open fire. Stay mobile, dodge its attacks, and focus on manipulating the light sources to win the day.

After the fight, you’ll get to speak with the “Third Wife,” who holds the final piece of the puzzle. Return to the caretaker to wrap up your investigation on the grounds, pin the Curdville clues in your journal, and rendezvous with Vivian to plan your next move.

Collectibles

Curdville is a large, secret-filled area, so keep your eyes peeled for hidden goodies. While the exact locations are still being cataloged, we know this chapter contains the usual set of collectibles. Don’t leave without thoroughly checking every nook and cranny.

  • Schematics: Check behind waterfalls in the caves and in the attic of the spooky house. These large estates are often hiding workshops or secret studies.
  • Comics & Newspapers: Look on tables and benches throughout the mansion grounds. The caretaker’s shack is a likely spot for a newspaper.
  • Baseball Cards: These are often rewards for small, unlisted side tasks. See if you can help any of the locals you might encounter.
  • Figurines: The rarest of all, these are usually tucked away in the most obscure locations. Check the blades of the windmill or hidden ledges around the mansion’s exterior.

Continue the walkthrough