This guide explains how to complete Fair Enough in Mouse: P.I. for Hire, including how to help the Shrew Docker and find every collectible location in the level. If you’re stuck progressing, this walkthrough covers all steps along the way.
After completing The House of Empty Mouse mission, make sure to buy any missed Newspapers, Baseball Cards, or Comic Books at a Roadhouse. This is your last chance to do so, and you should have 33 Newspapers, 41 Baseball Cards, and 27 Comic Books before entering the World’s Fair 1934.
You must also be very careful to collect every Fair Enough collectible, as you will not have the opportunity to purchase any you miss.
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How to Complete Fair Enough in Mouse: P.I. for Hire
Key Objectives
- Find and help the Shrew Docker.
- Get to the sound booth and blast the tape over the loudspeaker.
- Chase after Soyer.
Best Route to Get All Collectibles in Fair Enough
To collect every item in a single run, make sure to fully clear each area before progressing forward. Several sections in Fair Enough lock behind you once you advance, especially when passing through doorways in and out of the exhibition hall, where doors will close behind you.
In particular:
- Grab the first Schematic, the Comic Book, and the first Newspaper before passing through the door after the Shrew Docker.
- Collect the second Newspaper and the Figurine before entering the exhibition hall.
- Get the Schematic at the top of the first flight of stairs in the exhibition hall before parkouring through the busy room.
- Grab the two Schematics past the arena with the ring before playing the tape in the sound booth.
- Collect the final Newspaper before entering the room past the sound booth.
Following this order will prevent you from missing any items or needing to reload an earlier save.
If you’re looking for step-by-step instructions, jump to the full walkthrough below.
All Fair Enough Collectibles
There are nine collectibles in Fair Enough, including Newspapers, Comic Books, Schematics, and Figurines. The list below shows a full breakdown.
|
Collectible |
Location |
|---|---|
|
Schematic #1 |
Before crossing the boats early in the level, destroy a “totally normal wall” and shoot a target to activate a Warp Pipe. |
|
Comic Book #1 |
Through a locked door in the building after crossing the boats. |
|
Newspaper #1 |
Next to the typewriter after unlocking the ability to climb walls. |
|
Newspaper #2 |
On a bench at the top of the stairs just before entering the exhibition hall. |
|
Figurine #1 |
Through the hedge to the right of the bench with the newspaper. |
|
Schematic #2 |
At the top of the first flight of stairs in the exhibition hall. |
|
Schematic #3 |
In a suspended wooden box just after the arena with a large ring in its center. |
|
Schematic #4 |
In a safe behind a stack of shipping containers, just after the previous Schematic. |
|
Newspaper #3 |
On a desk in the sound booth. |
Fair Enough Walkthrough (All World’s Fair 1934 Collectibles)
It’s easy to miss collectibles if you follow the objective markers too quickly. Use the steps below to complete Fair Enough without missing any items. For help with other missions, see our complete Mouse P.I. for Hire collectibles walkthrough.
Find Wanda
Descend the stairs at the start of the level and follow your Detective’s Brush to trigger a cutscene with the BMP blimp. Just after that cutscene you will see a wooden ramp on your left that can be used to climb onto a boat, but don’t go that way yet.
Schematic
Instead, destroy the “totally normal wall” across from the ramp and shoot the target on top of the building. Then use the Warp Pipe inside the building to teleport to a Schematic sitting on top of a crate. Grab this before helping the Shrew Docker, as progressing his objectives will lock you out of this area.
Now backtrack through the Warp Pipe and cross over the boats, dispatching enemies along the way. There is a safe inside the helm of the last boat, but it only holds cash, and opening it is not required for 100% completion.
Comic Book
After you’ve passed over the boats, head to the left and enter the building. Tailpick the door that is in front of you and look on the ground in the small storage room to find a Comic Book. Grab this before progressing past this building, as the path forward will lock you out of returning.
Use your Detective’s Brush to continue along the main path. Defeat all the enemies along the way to open the entrance to building B8, and approach the NPC inside.
Talk to the Shrew Docker (& Help Him)
Talk to the Shrew Docker to unlock the ability to climb walls. This is the last special ability in the game, and you will earn the Tricks of the Trade achievement at this point.
Vertical surfaces marked with white paint and hand prints can be scaled using your new ability, and you will see those markings on a stack of crates southeast of the NPC. Climb to the top of those crates and shoot the target near the ceiling to move a container you can use to Wall Jump.
Newspaper
Wall Jump to the crates on the other side of the room and then use your climbing ability to get into an alcove with a typewriter and a locked door. There is a Newspaper on the desk, directly next to the typewriter, and you should grab it before flipping the switch at the end of the path. You can also tailpick the locked door across from the typewriter, though the only thing on the other side is a safe filled with cash.
Once you’ve flipped the switch, head back down to the Shrew Docker and talk to him. This will cause the large door past the NPC to rise. Do not pass through the door beyond the Shrew Docker until you’ve collected the Comic Book and Newspaper, as it will close behind you and prevent you from returning.
Continue to follow the main path to reach an arena with decorative shrubs. You’ll fight a horde of enemies here, and the Hot Pepper near one of the elephant shrubs is very useful for taking them out.
Newspaper
After addressing the enemies, pass through the gate on the east side of the arena, climb up the stairs, and head left. At the top, look at the bench in the corner to find a Newspaper. Make sure to grab this now, as entering the exhibition hall will prevent you from returning to this area.
Figurine
Now walk through the shrubs to the right of the bench to enter a hidden alcove with a Figurine. This must also be collected now, as there is no coming back for it.
With the Newspaper and Figurine in hand, enter the building through double doors. They will close behind you, preventing you from returning to any of the level’s earlier areas.
Look for Mouseburg Herald’s Editor-in-Chief
Schematic
Once you’re inside the building, talk to Wanda and then head left. Climb the stairs on your right near the end of the corridor, and look on the table at the top to find a Schematic. Grab this before entering the room with the crowd, as you won’t be able to return once the sequence begins.
Follow your Detective’s Brush into the room with the crowd, pass through the vent, and parkour to get on top of an office. You’ll trigger a short cutscene when you land on the office, and you can’t go back once that occurs.
Regroup with Wanda
Continue forward and press the vent switch. Then go through the vent, tailpick the lock in the next room, and talk to Wanda by the typewriter to advance your objective.
Get to the Sound Booth
Keep on the main path to reach an arena with a large ring in the center. There is Hot Pepper in that ring, and it’s useful for defeating the enemies that appear.
Schematic
When you’ve dispatched the foes, go through the gate that opens on the west side of the arena and immediately look left. Get on top of the crate with the white paint and then turn to face the gate. You will see a wall that you can climb above the gate, and it can be used to enter a wooden box with a Schematic. Make sure to grab this now, as entering the sound booth sequence will lock you out of returning.
Schematic
Now proceed through the room until you reach a shipping container stack marked for climbing, but don’t climb it yet. Instead, slip around the right side and jump over a barrier to reach an area with a safe that holds a Schematic. This collectible becomes inaccessible after inserting the tape, so don’t pass it by.
Once you’ve collected the Schematic, climb up the container stack, go to the end of the path, and flip the switch to lower an airplane. Cross over the plane, defeat all the enemies, and pass through the door that opens to start the next objective.
Blast the Tape Over the Loudspeaker & Go After Soyer
Newspaper
Follow your Detective’s Brush to the sound booth and grab the Newspaper on the desk as soon as you enter. This is your only chance to get this collectible, as the sound booth will be locked after you progress.
Now interact with the machine in the room to play the tape and descend the stairs in one of the corners to enter a meeting room. Defeat all the enemies and follow the path up the stairs to start a melee and Hot Pepper-focused sequence.
Notably, you’ll encounter a new type of mouth enemy during this section, and you must destroy them to clear force fields that block your path. It can take a lot of shots to dispatch those enemies, so be prepared to use lots of ammo.
After passing through the final barrier, go through the hallway and approach the metal door. This will mark the end of Fair Enough, and you’re now ready to take on the game’s final mission.
Missable Collectibles & Common Mistakes
The most commonly missed collectibles in Fair Enough occur at key transition points where the game prevents you from returning:
- Passing through the door beyond the Shrew Docker locks you out of getting a Schematic, Comic Book, and Newspaper.
- Entering the exhibition hall prevents you from going back to a Newspaper and Figurine.
- Parkouring through the busy room makes a Schematic at the top of the exhibition hall stairs inaccessible.
- Inserting the tape into the sound booth locks you out of getting two Schematics in the building with airplanes.
- Entering the room past the sound booth prevents you from going back for the Newspaper in that sound booth.
FAQ
How many collectibles are at the World’s Fair 1934?
There are nine collectibles in Fair Enough: three Newspapers, one Comic Book, four Schematics, and one Figurine.
Are World’s Fair 1934 collectibles missable?
After completing Fair Enough, you cannot return to the World’s Fair 1934 for any collectibles you missed. If you are going for 100% completion, make sure to get everything along the way.
More Mouse P.I. for Hire Collectible Guides
- Released
-
April 16, 2026
- Developer(s)
-
Fumi Games
- Publisher(s)
-
PlaySide
- Engine
-
Unity
- Number of Players
-
Single-player