Walkthroughs / D-topia / All 20 Mice Locations by Day

All 20 Mice Locations by Day

Keep Paradise running in D-topia with clean puzzle solutions, smarter daily routes, every mouse location, and spoiler-labeled choice and ending guidance—cheerful bureaucracy included.

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All 20 Mice Locations by Day

You know the feeling: Shiro finishes one calm little errand, you remember a mouse three districts back, and D-topia turns the walk into a wellness-approved pilgrimage. Save your legs. Collect each mouse during the window below, before the story closes that part of the day.

Light story spoilers: All 20 mice are found in Block Side, the hidden maintenance view beneath normal D-topia. A Visual System Switch is the terminal used to enter or leave that view. Collection slots 1–15 are ordinary mice, slots 16–19 are the four Horsemice, and slot 20 is the Mouse Queen. These numbers match the Collection menu rather than discovery order.

  • Keep Osushi alive and follow a happy or normal ending route. The last chronological mouse appears beside the cat on Day 7 and cannot be collected on the bad route.
  • Ordinary mice use fixed story windows. The Day 7 Master Key can reopen the five Factory challenge mice, but it does not restore ordinary mice from earlier days.
  • If you miss an ordinary mouse, use Chapter Select for its listed day and replay forward on that branch. Chapter Select loads that chapter's earlier save state; it does not merge one recovered pickup into a later save.

Day 1: Paradise

Mouse #1 — Observing Mouse

Type: Ordinary. Window: Day 1 afternoon, during Tot's Shop objective. District: Central Hall. Landmark: The automated counter inside Tot's Shop. Nearest terminal: The Shop Visual System Switch on the right side of the room. Begin the Block Side tutorial, change views, and inspect the counter shelf opposite the switch. Collect the mouse before leaving the Shop. If missed, replay Day 1 through the afternoon Shop visit.

Mouse #16 — Heroic Horsemouse

Type: Horsemouse challenge 1 of 4. Window: Day 1 evening. District: Factory Area. Landmark: The challenge seats in front of the Factory entrance. Nearest terminal: The Factory Area Visual System Switch near the left side of the entrance. Enter Block Side, speak to the Heroic Horsemouse, and finish its puzzle. Finding it without solving the challenge does not fill slot 16. You can reopen this challenge with the Day 7 Master Key.

Mouse #2 — Frightened Mouse

Type: Ordinary. Window: Day 1 evening, after the Factory visit. District: Residential Area. Landmark: The fallen fire extinguisher beside the exit to the Factory Area. Nearest terminal: The Residential Area Visual System Switch. Enter Block Side and repair the extinguisher to reveal the Frightened Mouse. If slot 2 is blank after bedtime, replay Day 1 through the evening return trip.

Day 2: Failed Experiment

Mouse #3 — Joyful Mice

Type: Ordinary group. Window: Day 2 evening, after the cat chase. District: Central Hall. Landmark: The small table beside the fountain, to the right of reception. Nearest terminal: The Central Hall Visual System Switch. Enter Block Side after the chase and inspect the table. Keep the cat alive so the complete Day 7 route stays open. Recovery requires replaying Day 2 through the cat sequence.

Mouse #17 — Apathetic Horsemouse

Type: Horsemouse challenge 2 of 4. Window: Day 2 evening. District: Factory Area. Landmark: The challenge seats in front of the Factory entrance. Nearest terminal: The Factory Area switch by the entrance. Return after the evening cat objective and solve the Apathetic Horsemouse's full challenge. The Day 7 Master Key can reopen it if skipped.

Day 3: A Rainy Day and a Girl

Mouse #4 — Group Tourist Mice

Type: Ordinary group. Window: Day 3 afternoon, while the Rainman story is active. District: Central Hall. Landmark: The Rainman display outside the Salon. Nearest terminal: The Central Hall Visual System Switch. Enter Block Side and inspect the space beside Rainman. Collect the group before the weather story moves on. If missed, replay Day 3 through the rainy afternoon.

Mouse #5 — Gloomy Mouse

Type: Ordinary. Window: Day 3 afternoon, before finishing Amane's Garden objective. District: Garden. Landmark: The entrance steps and wall beside Amane. Nearest terminal: The Garden Visual System Switch. Enter Block Side near Amane and check the wall by the steps. The Gloomy Mouse is taking the weather about as well as the rest of Paradise. Replay Day 3 to this afternoon window if slot 5 is blank.

Mouse #18 — Cheerful Horsemouse

Type: Horsemouse challenge 3 of 4. Window: Day 3 evening, after the weather decision. District: Factory Area. Landmark: The challenge seats in front of the Factory entrance. Nearest terminal: The Factory Area switch near the entrance. Enter Block Side and solve the Cheerful Horsemouse challenge. You may also postpone it until the Day 7 Master Key cleanup.

Day 4: Awakening from Cold Sleep

Mouse #6 — Pondering Mouse

Type: Ordinary. Window: Day 4 afternoon, during Pivlof's Salon objective. District: Salon. Landmark: The low sofa beside the yellow Pivlof object and the lower-left diary puzzle. Nearest terminal: The Visual System Switch inside the Salon. Go to the lower floor in Block Side and inspect the sofa. Collect the Pondering Mouse before finishing Pivlof's decision and leaving the Salon.

Mouse #19 — Taciturn Horsemouse

Type: Horsemouse challenge 4 of 4. Window: Day 4 evening. District: Factory Area. Landmark: The challenge seats in front of the Factory entrance. Nearest terminal: The Factory Area switch beside the entrance route. Solve the Taciturn Horsemouse puzzle to fill slot 19 and complete the Mouse Queen's four-challenge prerequisite. If skipped, reopen it with the Day 7 Master Key before attempting the Queen.

Mouse #7 — Begging Mouse

Type: Ordinary. Window: Day 4 evening. District: Residential Area. Landmark: The vending machine near Shiro's home. Nearest terminal: The Residential Area Visual System Switch. Enter Block Side and refill the machine's empty compartments. The Begging Mouse appears beside it and rewards Shiro with canned cat food. If you reach home without slot 7, replay Day 4 through the evening return.

Day 5: System Outage

Mouse #8 — Hiding Mouse

Type: Ordinary. Window: Day 5 during the System Outage, immediately after leaving home. District: Residential Area. Landmark: The toppled trash bins near Shiro's apartment. Nearest terminal: The Residential Area switch. Before using transit code 3186, enter Block Side and inspect the fallen bin. Collect the Hiding Mouse before leaving the district.

Mouse #9 — Emergency Evacuation Mice

Type: Ordinary group. Window: Day 5 during the System Outage, after entering Central Hall. District: Central Hall. Landmark: The far-right side of the deserted hall, beyond reception. Nearest terminal: The Central Hall Visual System Switch. Use story code 5532 to enter the hall, switch to Block Side, and walk right. Collect the evacuation group before reporting the next emergency and leaving.

Day 6: Last Birthday

Mouse #10 — Ready-to-Fight Mice

Type: Ordinary group. Window: Day 6 afternoon. District: Garden. Landmark: The damaged tree at the upper end of the Garden. Nearest terminal: The Garden Visual System Switch. Enter Block Side, repair the tree, and then speak to the mice beside it. Do this before leaving the Garden for the Stockyard.

Mouse #11 — Disaster Reporter Mice

Type: Ordinary group. Window: Day 6 afternoon. District: Stockyard. Landmark: The area beside the Block Side switch. Nearest terminal: The Stockyard Visual System Switch. After speaking with Heine, change views and look beside the switch itself. No repair is required for this very serious rodent press conference.

Mouse #12 — Gluttonous Mouse

Type: Ordinary. Window: Day 6 afternoon, after earning Resident Rank 4. District: Salon. Landmark: The fallen fire extinguisher to the right of the entrance. Nearest terminal: The Salon Visual System Switch. Rank 4 opens the Salon for this story visit. Enter Block Side, repair the extinguisher, and collect the Gluttonous Mouse before advancing the twins' story.

Mouse #20 — Mouse Queen

Type: Final special challenge. Window: Day 6 evening. District: Factory Area. Landmark: The final position in the challenge row outside the Factory. Nearest terminal: The Factory Area switch near the entrance. The Queen appears after slots 16–19 have been earned by solving all four Horsemouse challenges. Complete every stage of her puzzle to fill slot 20. If she does not appear, check the Collection menu for a blank Horsemouse slot. The Day 7 Master Key can reopen the missing challenges and the Queen.

Day 7: Divine Judgment

Mouse #13 — God-Praising Mice

Type: Ordinary group. Window: Day 7 early morning, while answering 047's summons. District: Residential Area. Landmark: The space directly in front of Room 047. Nearest terminal: The Residential Area Visual System Switch outside the apartment row. Enter Block Side and collect the circle of mice before using code 0966 and entering the room.

Mouse #14 — Mouse Girlfriend

Type: Ordinary. Window: Day 7 early morning, inside the Research Lab. District: Research Lab beyond Room 047 and the AI Mega Core. Landmark: The left wall of the laboratory. Nearest terminal: The Residential Area switch outside Room 047; stay in Block Side as the story carries Shiro through the interior. Check the left side of the Research Lab before using the right-hand door to the Alternate Dimension. Use Day 7 Chapter Select if this short window closes with slot 14 blank.

Mouse #15 — Confronting Mouse

Type: Ordinary and the final chronological pickup. Window: Day 7 afternoon, after the Chloro sequence returns Shiro home. District: Factory Area. Landmark: Osushi staring at apparently empty space near the left side of the Factory entrance. Nearest terminal: The Factory Area Visual System Switch. This requires a happy or normal route and a living Osushi. Enter Block Side exactly where the cat is looking and speak to the Confronting Mouse. Collecting it with every other slot filled unlocks Of Mice and Man.

Final Day 7 Cleanup Route

  1. During the early-morning summons, collect Mouse #13 outside Room 047.
  2. Enter Room 047 with code 0966, follow the story into the Research Lab, and collect Mouse #14 on the left before entering the Alternate Dimension.
  3. Complete the Chloro sequence on a happy or normal route and take the Master Key.
  4. After Shiro returns home in the afternoon, go straight to the Factory Area. In Block Side, inspect the challenge row. Use the Master Key to clear any missing Horsemice in slot order 16, 17, 18, and 19. Mouse #20, the Queen, appears after all four are complete.
  5. Find Osushi near the Factory switch and enter Block Side where the cat is staring to collect Mouse #15.

If the counter still stops below 20, compare the blank silhouette in the Collection menu with the slot numbers above. Slots 1–14 are ordinary day-window mice, so rewind to that day and replay forward. Slots 16–20 belong to the Factory challenge row and can be cleared during the Master Key cleanup. That is the tidy route: help the residents, inspect the machinery behind Paradise, and let no self-important rodent escape the humane fixer's paperwork.

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