When you make it to The Depths during the Mouse: P.I. For Hire “Shrewd Shrews” job, you’ll find a locked door on the ground floor, left of where you come out of the elevator. Next to it is a panel displaying four zeros, and levers below each number that allow you to raise each one to nine. It’s obvious there’s a code to open this door, but where — and what — is it?
Turns out, there are actually three unique codes for this door in Mouse: P.I. For Hire, and each one opens into something slightly different. Here are all three possible codes for the door in The Depths and where to find them.
All codes for the ‘Shrewd Shrews’ door in Mouse: P.I. For Hire
First ‘Shrewd Shrews’ door code
The first code is very close to the door, you just need to know how to read tally markings. Underneath the wooden platform that leads up to the door, you can crouch beneath to find two coins, alongside a tally scratched into the wood: 2 1 3 7.
Head back up to the door and enter the numbers in that order, then pull the lever. Jack Pepper will speak some Polish, which (according to Google) translates to “Why should I choose, it’s best to take both!” while inside you’ll find a table with some cash atop and scattered around the base, for 10 coins in total. Unfortunately, there are no other collectibles inside.
Second ‘Shrewd Shrews’ door code
For the second code, you must progress through the level, but don’t worry: you can come back to the door at the very end of the level, before you leave. As you’re climbing up through The Depths with the objective of finding the pump room, you’ll reach the second floor, indicated by graffiti on the wall, alongside more graffiti stating “Writers untie!,” a flower, and an anchor. There will also be a hook to grapple on hanging from some balloons and a wide garage door.
Use the grapple to swing up to the ledge above, and the path you’ll need to go down will be indicated by some fish graffiti on the wall above a wooden platform. Rather than going through the door however, crouch underneath the platform.
At the far end, you’ll see a warp pipe. You’ll exit in a tiny room with graffiti asking, “Why did you get in here?” and beneath it is another tally code: 1 2 3 4.
Using the 1234 code opens into a room with a broken barrel and some spilled drinks on the floor, with another 10 coins to pick up on the floor. Pepper quips, “The same combination as my luggage.” What a joker.
Third ‘Shrewd Shrews’ door code
The third code comes when the magnet you’re chasing, as it’s carrying the valve you need, finally drops it on a desk that says “lost n’ found” on the wall above it. Before you pick up the valve, look at the shelves to your right. The lowest shelf will have a piece of paper displaying four numbers: 3 1 2 5.
3125 is slightly more exciting: a creature I can best describe as having the face of a cartoon dog, with bright glowing glasses, bearing its teeth, wearing a puritan’s hat, with flowing black hair, and extremely long rubber hose arms hovering statically above some candles and an open suitcase. The only tangible reward here is another 10 coins, but hey, it looks funky. Jack’s silent for this one though… probably out of fear.
For more Mouse: P.I. For Hire help, we have guides on how to use schematics, the unique reward from the Prize D-Spenser, where to find the three thingies in “Perfect Bog Fondue,” how to solve the math puzzle in “A Bit of a Scene,” and more.