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Ultimate Mouse P.I. For Hire Bandel’s Laboratory Walkthrough

AUTHOR: Rahul
TIMESTAMP: 2026.04.18
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The Ultimate Mouse P.I. For Hire Bandel’s Laboratory Walkthrough: Secrets, Schematics & Robo-Betty Boss Guide

Hey there, detectives! Grab your trench coats, load up your trusty Micer, and get ready to dive deep into the cheese-scented underworld of Mouseburg. If you are playing the brand-new smash-hit game Mouse: P.I. For Hire, you already know that the mystery of the missing magician, Steve Bandel, is getting darker by the minute!

Developed by the brilliant minds at Fumi Games and PlaySide, this 1930s rubber-hose animation shooter is tough. Really tough. After surviving the madness at the Opera House, your pal Cornelius Stilton has given you a massive lead. This lead takes our hard-boiled hero, Jack Pepper (voiced by the legendary Troy Baker!), straight into the eerie, trap-filled depths of Bandel’s Secret Lab.

This level is a massive difficulty spike. It is packed with hidden items, dangerous new cultist enemies, and not one, not two, but three insane boss fights against a terrifying mechanical monster known as Robo-Betty! But do not worry. We have put together the absolute best Mouse P.I. For Hire Bandel’s Laboratory Walkthrough on the internet. We are going to show you exactly where to find every single hidden schematic, every newspaper, that tricky Jack Pepper plushie figurine, and exactly how to beat Robo-Betty without breaking a sweat.

Let us get that cheese!

Step 1: The Roadhouse Stop and The Secret Lab Entrance

Before you even step foot in the lab, you need to prepare. On your map, just before you reach the secret underground lab, there is a small building called the Roadhouse. Go inside, turn to your left, and talk to the ammo vendor. If you have the cash, you need to buy a few things to fill out your collection! He sells a Newspaper for $50, two Comic Books for $50 each, and a Baseball Card for $100. Buy them all to get a head start on your achievements!

Now, you have to find the lab itself. Interact with your car and drive to the newly unlocked forest area on the northeast side of your map. Once you arrive in the spooky woods, follow your Detective Brush. It will point you straight ahead toward a weird outhouse sitting on an upper ledge. It looks like a normal outhouse, but this is Mouseburg! Go inside, hit the hidden switch, and ride the secret elevator all the way down into the dark underbelly of the lab complex.

Step 2: The Lab Complex and Your First Schematic

Welcome to the lab! The moment you step off the elevator, things get wild. Follow the main spooky path and double-jump across the first big gap. Remember, in this game, Jack double-jumps by literally pretending gravity does not exist! Suddenly, strange cultist enemies will start shooting at you from an upper platform. Use your dash to avoid their shots, jump up there, and take them out with your Boomstick. Kick the wooden boxes to collect some extra coins.

Next, you will run into a deadly electrical barrier blocking your path. To turn it off, just follow the thick wire on the floor all the way to the end of the hallway and pull the switch. Cross the bridge and drop down through the opening in the fence.

Secret Alert! Right here, look behind the large carriage. You will find a secret safe. Use your tailpick ability to open it up for a bunch of cash!

Keep moving until you enter a massive room with a giant, creepy octopus creature floating inside a huge glass vat. Do not fight it; just look at it! Turn to your left and walk all the way down to the end of the corridor. Look at the floor underneath a wooden pallet. Bingo! You just found Schematic #1.

Step 3: Finding the Hidden Jack Pepper Plushie

If you are hunting for the Jack Pepper plushie locations Mouse PI, you are in luck. Figurine #2 is hidden right here in the lab!

After completing the safe area, head into the lab’s main chamber. Flip the big switch in the center of the room. This will activate a powerful stream of air. Jump into the air stream and use your “Tail Chopper” ability to gain extra altitude. Land on the high platform that has four barrels with fire inside them.

Jump across the gap, pick up an explosive barrel, and throw it directly at the wall that looks “totally normal.” Boom! The wall will explode, revealing a hidden room with the rare Jack Pepper Figurine sitting inside!

Step 4: Finding the Devarnisher Upgrade Location

Now we need serious firepower. Deal with the next wave of enemies and make your way to the upper floor of the lab. Head into the room facing north and press the giant button.

This button unlocks a special weapon case holding the best gun in the level: The Devarnisher.

If you have been wondering about the Devarnisher upgrade location, this is it! This amazing weapon fires turpentine rounds. It basically sets enemies on fire and melts the cartoon ink right off their 2D bones over time. It is going to be your best friend for the boss fights coming up.

Before you run out of this room, grab the collectibles! Look to the left of the weapon case to pick up a Newspaper. Next, read the sad note about Betty sitting on the desk, and snap a picture of the clue hidden in the picture frame on the wall.

Step 5: How to Beat Robo-Betty (Phase 1)

As you explore the room with the giant robot head, you are going to trigger your first boss fight against Watchamacallit-001. We just call her Robo-Betty! Bandel went crazy trying to build a robot version of his old assistant, and now she wants to smash you into pieces.

Robo-Betty Phase 1 Tactics: In this first fight, Robo-Betty is all about distance. She fires massive “gamma ray” laser beams at you. Do not try to block them! You need to stay constantly moving. Like classic shooters, speed is your only armor. Click the right stick (R3) to dash out of the way right before the beam hits you. Keep circling her and blast her with the Devarnisher. The turpentine will melt her health while you focus on running.

Once she blows up, explore her arena. On the ground level, there is a small study area. Look next to the microscope on the desk to find another Newspaper. Right across from that, on another table by the stairs, you will find Schematic #2.

Climb up to the platform above the study area and flick the lever. This opens a cage hanging in the air and drops down a very weird NPC named Igorrr. Talk to Igorrr, and he will tell you exactly how crazy Bandel has become. Go to the dark back room right below where Igorrr was standing to pick up another Newspaper.

Step 6: Fixing the Projector and Finding More Schematics

After saving Igorrr, you need to crank up the power to the giant movie projector. Climb up the fallen, broken pathways to get the power flowing to the elevator.

Wait! Do not go up the elevator yet! Turn around and look at the broken platforms floating in the air. Use your double-jump to leap backward onto an isolated platform. Sitting right there is Schematic #3.

Now, take the elevator up. Once you reach the top, run down the stairs on your right. Check underneath the staircase to find another locked safe. Tailpick the lock, and you will secure Schematic #4. You now have all the schematics in Bandels Lab, meaning you can fully upgrade a weapon later!

Step 7: How to Beat Robo-Betty (Phase 2)

Head back into the main projector room. Surprise! Robo-Betty is back, and this time she is Watchamacallit-002.

Robo-Betty Phase 2 Tactics: This version of Betty does not care about lasers. She has huge, devastating blades attached to her arms, and the arena you fight her in is very small and tight.

If she gets close, you are going to take massive damage. You must use verticality! Use your double-jump to bounce over her sweeping blade attacks. If she backs you into a corner, hit the Circle button to kick her! Jack’s kick pushes enemies back and gives you room to breathe. Keep sliding (L3) under her swings and unloading your Boomstick into her metal face until she breaks.

Step 8: The Secret Lab and The Final Boss

You are almost done! After beating the second Betty, you will enter the “secret” secret lab. Look around carefully here. As you walk through the room that overlooks the final boss arena, look to your right. You will see a typewriter on a table. Next to it, inside a trash bin on the right side, is your final Newspaper.

Drop down into the final arena. It is time for Watchamacallit-003, the final and most complete version of Robo-Betty.

Robo-Betty Phase 3 Tactics: This is the hardest fight in the level. She is incredibly fast, tries to punch you, and releases little cartoon bombs that chase you around the room. Plus, she still has her deadly gamma ray lasers!

Here is the ultimate trick to winning: When Robo-Betty starts charging up her massive gamma ray, quickly run and hide behind one of the glass walls in the arena. The laser cannot burn through the glass. While you are hiding, look at the wall next to you. You will see a big button!

Hit that button immediately! It triggers the arena’s traps and blasts Robo-Betty with a counter-laser, freezing her in place. While she is stunned and disabled, run out from behind the glass and unload your Devarnisher and James Gun directly into her. Repeat this hiding and shooting process two or three times, and she will explode for good!

Step 9: Upgrading at Tammy’s B.A.N.G. Workshop

You did it! Grab any final case clues in the room. Now that the lab is clear, you can head back to the alleyway and visit Tammy’s B.A.N.G. workshop. Because you grabbed all the schematics using our guide, you can finally upgrade your weapons to Tier 2 and Tier 3! Upgrades are vital, as each fully maxed weapon requires 9 schematics in total.

After speaking with Wanda and Tammy, head back to your P.I. office. Pin your newly found clues to the evidence board to unlock your achievements, and have a chat with Mayor Stilton. You have conquered Bandel’s Laboratory, but the mystery of Mouseburg is far from over!


Frequently Asked Questions (FAQ)

1. Where is the Devarnisher located in Mouse P.I. For Hire? The Devarnisher is found in Bandel’s Laboratory. After disabling the first electrical barrier, go to the upper floor into the north room. Press the large button to unlock the weapon case and claim the Devarnisher, which fires armor-melting turpentine rounds.

2. How do you dodge the gamma rays in the Robo-Betty boss fight? During the first fight, use Jack’s dash (R3) to quickly move horizontally away from the beam. In the third and final fight, you must physically hide behind the glass walls placed in the arena to block the attack.

3. How many Schematics are in Bandel’s Laboratory? There are four weapon Schematics hidden in Bandel’s Laboratory. They are found under a pallet near the octopus vat, on a table after the first boss, on a floating platform near the projector, and inside a safe under the stairs after taking the elevator.

4. Where is the hidden Jack Pepper plushie figurine in the lab? The figurine is in the lab’s main chamber. Activate the air stream by flipping the center switch, use the Tail Chopper to float up to the high platform with fire barrels, and throw an explosive barrel at the wall to blow open a hidden room.

5. How do I upgrade my weapons using the Schematics? Once you clear Bandel’s Laboratory, Tammy’s B.A.N.G. workshop officially opens. Take your collected schematics to her shop in the alleyway. Tier 1 upgrades cost 1 schematic, Tier 2 costs 3, and Tier 3 costs 5.

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Written by Rahul

A dedicated lore-diver and meta-analyst who breaks down everything from indie visual novels to high-tier esports. Follow him on X/Twitter for daily gaming intel.

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