الوسم: mouse

  • Where to Find All Comic Pages in Mouse: P.I. for Completing and Solving

    Where to Find All Comic Pages in Mouse: P.I. for Completing and Solving

    Comics are among the first collectibles you’ll come across in Mouse P.I. For Hire. Unlike other items, these collectibles tell a complete story rather than being unique, separate pieces. Unfortunately, they’re some of the hardest to find because they’re often hidden and require careful exploration. However, there are fewer Comics overall compared to other collectibles, so you’ll typically find just one or two per mission.

    You need to find a total of 29 Comics to finish the story and unlock the achievement called “The Prequel.” Any Comics you miss—except those on the final mission—can later be purchased at the shop near your office after returning from the mission where you missed them. Since resources are limited, it’s best to search for all Comics yourself while completing the missions rather than relying on buying them later.

    All Comic Collectible Locations

    Big Mouse, Little Hope

    • Location: Found behind the bar in the room with the goons after a cutscene. It’s hidden behind a grate beside some cash. To access it, go up the door to the right, then crawl through the vent in that room.

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    • Additional: When you reach the area where you see the unidentified villain go down the elevator, don’t follow immediately. Instead, go upstairs and you’ll find cash and this comic.

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    The Vanishing Act

    • Location: On a theater seat, accessible via a vent at the hall’s end after leaving the green room. You’ll need to pull a lever to open the curtain and reach the seats.

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    • Additional: Before heading to the subway after defeating enemies, walk to the far right of the map and find a comic lying on a bench.

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    Gumshoe In The Opera

    • Location: After blowing up the wall with a shotgun, defeat the enemies outside. Destroy the barrel at the base of the wall; behind it, hidden under a plank, is the comic.

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    • Additional: After saving Tammy and exiting the balcony, go into a small hall with a locked door and a desk. The comic is on that desk.

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    Bandel’s Laboratory

    • Location: After turning on the last projector switch, unlock the door next to it. Inside, find “Building Betty – Day 47” and a comic tucked in the corner.

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    • Additional: During Betty’s second defeat, navigate across the room by pulling switches, then explore a room overlooking the area. The comic is on a desk near a skeleton.

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    A Bit Of A Scene

    • Location: In the police station area, go to the far west end of the street into Bunz Bros. Use the crane to drop a platform, which will land you in an alley where a comic sits in a broken armchair.

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    • Additional: In a maze of desks after the cell area, find a stack of file boxes. Jump over them and go into the left space where there’s a desk with this comic.

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    Cheeseball Sub

    • Location: After defeating the Vic-gator boss, climb onto the train cars, using jumps from stairs or other methods, to reach the roof of the cage. The comic is on top of one of the train cars.
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    “Once Upon A Time…” By Tinsel Bros.

    • Location: After grapple-gapping a large gap, fight enemies in a room with a hot pepper. Head left after the fight and into a small wooden shack; the comic is pinned to the back wall.

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    • Additional: In a maze with desks after the cell area, jump over boxes and head into a space on the left to find a desk with this comic.

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    Saltwater Cambozo

    • Location: After enemies are defeated in the courtyard and a truck surrounded by crates appears, jump onto the truck. Behind it, find a breakable crate and barrel. Destroying the barrel reveals ammo and a hidden comic underneath.
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    A Little Curd And Pepper

    • Location: In a small, accessible area, use grappling hooks to ascend platforms in a corner until reaching one with a hole in the wall. Jump through the hole to find the comic in that room.
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    Damp Evidence

    • Location: On a wooden crate across from the Old Cheeselegger during the final level when turning in the Thingies. The comic is on the crate.
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  • Winning at Baseball Cards: Solving Challenges in Mouse: P.I. For Hire

    Winning at Baseball Cards: Solving Challenges in Mouse: P.I. For Hire

    When you first enter the main hub area of Mouse: P.I. For Hire, which is your office, you’ll unlock several features. This includes a shop where you can buy ammo and missing collectibles, a weapons upgrade workshop, and a bar where you can relax and play Baseball Cards.

    Baseball Cards is just what it sounds like. It’s baseball, but instead of a ball, bat, and mitt, you play with a deck of playing cards. The game plays similarly to traditional baseball—the goal as a batter is to hit home runs, while as a pitcher, your aim is to throw the ball and prevent the batter from scoring. It’s tougher than it sounds.

    How to Play Baseball Cards

    If you’ve tried playing before, you know it seems simple but can be quite challenging. The same mouse is always your opponent, with a deck that’s heavily upgraded, making it hard to beat until you get some new cards. Your objectives can change during the game, so it’s important to understand what you need to do at each stage.

    Note: You do not earn Tokens for a tie; Tokens are only awarded when you win a match.

    You always start as the batter. You’ll play five rounds batting, then switch to pitch for five more rounds. The total is ten rounds. During batting, your goal is to hit home runs; during pitching, you try to stop the opponent from scoring.

    Unlike real baseball, there are only two innings—one batting and one pitching. The game ends after those two innings. Striking out doesn’t affect your score apart from the points you earn during batting. You will always play all ten rounds, five as batter and five as pitcher.

    This order matters because it lets you see how many points your opponent can score before your turn ends. For example, if you score 5 points during your turn, and your opponent can only score 4, you win. If you score just 1 point, you need to prevent them from scoring any points to win.

    How to Get More Cards

    To build a strong deck before spending money, complete missions and find collectibles. Typically, each mission has two or three collectibles, which you add to your deck when found. If you miss them, you can buy these collectibles afterwards from the shop in town, but you’ll have to pay for them.

    The shop also sells booster cards for your batter and pitcher, but they’re expensive and not necessary. It’s better to save your money for collectibles. The cards you get from missions usually have enough high stats to be effective, so extra booster cards aren’t essential.

    How to Score Home Runs

    When you’re batting, your main goal is to hit home runs. This means hitting the pitch and making your players (cards) travel around the bases back to home plate. Once a player crosses all three bases and reaches home, you earn a point.

    Any players left on the field at the end of your five rounds are discarded once a new inning begins—they won’t earn any points.

    Your success depends on both the card you play and what your opponent plays. Since you can’t see their cards until both are chosen, you need to pick your best option. There are three card types to pay attention to:

    Card Type Explanation
    Batters These are your players when batting. They display two numbers. The top is for Power Swing, the bottom for Speed Boost. Power Swing decides if you hit the ball; Speed Boost determines how far they run.
    Power Swing An extra point added to the batter’s Power Swing number. You can play one per turn, but not both Power Swing and Speed Boost cards on the same turn.
    Speed Boost Adds extra points to the batter’s Speed Boost number. Like Power Swing, only one boost card can be played per turn.
    Pitchers These are your players when pitching. They have two numbers: Pitch Focus and Fielding Play, which influence whether you strike the batter out and how your fielding affects hits.
    Pitch Focus Adds points to your pitcher’s Pitch Focus. Only one per round, cannot combine with Fielding Play.
    Fielding Play Adds points to your pitcher’s Fielding Play. Only one per round, cannot combine with Pitch Focus.

    Each round, you can play one batter card and optionally boost either Power Swing or Speed Boost. If you believe your batter’s stats are already high enough, you might skip boosts, but boosting is recommended because your opponent tends to have strong pitching stats, and you’ll draw more cards each turn.

    For hitting, your batter’s Power Swing needs to be higher than the opponent’s Pitch Focus. If it’s exactly equal, a coin toss determines the outcome. If your Power Swing exceeds their Pitch Focus by three points or more, you score an automatic home run. Achieving those high numbers boosts your chances of scoring.

    If your Power Swing isn’t higher, you’ll strike out, and all your cards will be discarded for that round. A successful hit moves your batter the number of bases on the bottom, plus any Speed Boost. The pitcher can reduce this movement by subtracting their Fielding Play from your batter’s speed, and this applies to any runners already on bases. High Fielding Play can even prevent your batter from advancing or cause them to stay on base.

    To maximize home run chances, prioritize high Power Swing for your players. Speed is secondary—most low-speed batters tend to have high Power Swing stats, and vice versa. Boosting your high Power Swing batter’s Speed can help them reach the bases faster.

    How to Stop the Batter from Scoring

    Defensively, your goal is to prevent the opponent from scoring. Just like batting, your pitcher has three card options: the main pitcher card and two optional boost cards. Focus on playing a pitcher with the highest Pitch Focus possible. If the Pitch Focus is over 8, enhancing your Fielding Play will also be important, especially if there are runners on base.

    Even if the opponent doesn’t hit, any runners on bases will still attempt to steal bases based on their Speed minus the Fielding Play. It’s crucial to assign some Fielding Play value to slow their advance.

    If they hit a home run, everyone on the field scores, regardless of speed, so don’t assign a low Pitch Focus to your pitcher without boosts. Having a Pitch Focus below six is risky unless you boost it.

    Once you get the hang of it, stopping your opponent is generally easier than scoring points yourself. Pay attention, play your best cards, and even scoring two or three points during your turn can give you an advantage.

    Inside the Prize D-Spenser

    Besides the satisfaction of winning, the game offers a reward for winning Baseball Cards matches. This requires winning 20 matches—more than just one—since you need 30 wins to unlock the associated achievement. Once you do, you’ll receive 20 Tokens to use on the Prize D-spenser located at the bar corner.

    Inserting tokens will unlock the X1 D-Mousifier, a powerful ray gun, which is a great addition to your weapons collection. This also unlocks the achievement called “Everyone Loves Raygun.”

  • Asus Launches Mouse That Doubles As An Oil Diffuser

    Asus Launches Mouse That Doubles As An Oil Diffuser

    The tech world frequently surprises us with quirky gadgets. From talking AI pins with holographic screens to cuddly robots that nibble on your fingers, or even handheld gadgets that emulate the comfort of furry pets—sometimes they miss the mark. However, occasionally, innovation hits a sweet spot.

    Consider the Asus Fragrance Mouse, a unique creation unveiled by the brand at the annual CES event earlier this year. I was skeptical about whether it would hit store shelves, but I’m happy to be mistaken. Asus has officially confirmed it as a standalone item and it is set to make its way to the US market.

    While it functions as a regular mouse, the standout feature is a dedicated compartment on the bottom where users can insert any aromatic oil they prefer. I appreciate this design choice as it allows customers the freedom to choose their own scents, rather than being restricted to a pricey proprietary option.

    Oh, the possibilities for pranks with this!

    Top view of ASUS Fragrance Mouse.
    Asus

    According to the company, the removable vial is washable and can be refilled with different fragrances. This isn’t Asus’s first venture into scent technology; eScent previously developed a wearable necklace that released fragrances based on the user’s emotional or physical state.

    There are also phone cases that activate fragrances through scratching, utilizing surface friction. At CES 2023, a company named OVR introduced the ION 3, a wearable scent kit designed for XR technology, capable of generating numerous unique fragrances through a system of cartridges.

    Researchers at City University of Hong Kong and Beihang University in Beijing developed a sensor that resembles a patch, connecting seamlessly with a VR headset. This device utilizes miniaturized odor generators and perfumed wax to create different scents in under two seconds.

    Underside of ASUS Fragrance Mouse.
    Asus

    Returning to the Asus Fragrance Mouse, it stands out as a mainstream effort to blend pleasant scents with consumer technology. The pricing details have yet to be announced, but considering its overall design and moderate tech specifications, it is unlikely to exceed the cost of high-end RGB-equipped gaming mice.

    This distinctive mouse features a thumb rest on the side, a three-stage DPI adjustment that reaches up to 2,400 dpi, promises a lifespan of 10 million clicks, and offers dual-mode connectivity via Bluetooth and 2.4GHz wireless options.