Dick Tracy NES Walkthrough Game Copyright: 1990 Bandai Written By: Joseph Capaldi Version: 1.0 Written: October 31, 2014 ################################### - DT.1 Disclaimer - ################################### This Walkthrough is meant to appear at GameFAQS only (http://www.gamefaqs.com). You may make a local copy of this walkthrough but cannot alter it, distribute it, republish it, or otherwise make any sort of profit off it. This walkthrough is solely copyright 2014 Joseph Capaldi. Not associated with Bandai, Nintendo, or any other copyright holders. Note that the author does not wish to be contacted in regards to this walkthrough. If you have any questions or find something not included in this walkthrough, please contact the author VIA the GameFAQS Dick Tracy Forum. +-----------------------------------+ = DT.1.1 Version History = +-----------------------------------+ Version 1.0- This FAQ was published October 31, 2014 ################################### - DT.2 Table of Contents - ################################### To make things easier to find, press Ctrl - F to find things on the page by section. DT.1 ............... Disclaimer - DT.1.1 ..... Version History DT.2 ............... Table of Contents DT.3 ............... Overview DT.4 ............... Controls - DT.4.1 ..... Street Controls - DT.4.2 ..... Location Controls DT.5 ............... Gameplay DT.6 ............... Power Ups DT.7 ............... Enemies - DT.7.1 ..... Street Enemies - DT.7.2 ..... Location Enemies DT.8 ............... Walkthrough - DT.8.1 ..... General Strategies - DT.8.2 ..... Case 1: The Bogus Bucks * DT.8.2.A .... Quick Notes * DT.8.2.B .... Overview * DT.8.2.C .... Henchmen * DT.8.2.D .... Clue Locations - DT.8.3 ..... Case 2: Torchsong Tale * DT.8.3.A .... Quick Notes * DT.8.3.B .... Overview * DT.8.3.C .... Henchmen * DT.8.3.D .... Clue Locations - DT.8.4 ..... Case 3: A Bang Up Job * DT.8.4.A .... Quick Notes * DT.8.4.B .... Overview * DT.8.4.C .... Henchmen * DT.8.4.D .... Clue Locations - DT.8.5 ..... Case 4: The Kidnap Caper * DT.8.5.A .... Quick Notes * DT.8.5.B .... Overview * DT.8.5.C .... Henchmen * DT.8.5.D .... Clue Locations - DT.8.6 ..... Case 5: Banks Alot * DT.8.6.A .... Quick Notes * DT.8.6.B .... Overview * DT.8.6.C .... Henchmen * DT.8.6.D .... Clue Locations * DT.8.6.E .... Other Locations * DT.8.6.F .... The Club Ritz / Ending DT.9 .............. Police Stations DT.10 ............. Passwords DT.11 ............. Game Genie Codes DT.12 ............. Final Words ################################### - DT.3 Overview - ################################### This is my first FAQ, and for a game that's been a childhood favorite of mine. Based mostly on the 1990 Disney movie with Warren Beatty, Al Pacino, and Madonna, Dick Tracy put a spin on the detective caper game by making the gamer follow clues instead of just being a straight platform action game. More then a few gamers are rediscovering this game based on the Angry Video Game Nerd's unfavorable (but very amusing) review, but a search reveals very little information on the game itself. Hopefully this detailed walkthrough helps get you through some of the tougher scenes in the game. Note that if you've ever come across the Sega Genesis (Mega Drive) version of this title, the Sega game is completely different. This is more of an action/adventure game while the Sega version is a pure side scrolling action game. Both are worth playing, but this walkthrough is exclusively for the Nintendo Entertainment System version. This walkthrough also has nothing to do with the Game Boy version, which personally I've never played. ################################### - DT.4 Controls - ################################### +-----------------------------------+ = DT.4.1 Street Controls = +-----------------------------------+ A - Break B- Shoot Select - Get out of Car Start - Pause Directional Pad - Accelerate / Change Direction Your car cannot turn unless you're at an intersection, but you can make a U turn. To turn around your car, press the opposite direction of where your car is facing. To make a turn, press the direction you want to go at an intersection. Tracy can walk around the screen but cannot scroll the screen without his car, meaning he can only walk a few feet away from his police car at any time. Tracy can shoot from his driver side window (straight ahead). To shoot at a sniper, for example, he has to get out of the car and aim his shot. Note that if your car gets hit with a bullet, it will only damage Tracy if he's actually inside the car at the time. Also the same is true for getting hit by another car. To enter a location on the map- To enter a location, look for a flashing street address (for example, 1st & C), or a police station (flashing DOOR icon) Press Select to get out of your car, and walk to the flashing text. You'll enter the building as soon as you release the Directional Pad. +-----------------------------------+ = DT.4.2 Location Controls = +-----------------------------------+ A - Jump B- Punch/Shoot Start - Pause Select - Weapon Select Down- Duck / Climb Down Up- Climb Up You can aim your gun in any direction except straight up or down. Pressing Up while you shoot will cause you to shoot diagonally. Pressing Down/Left or Down/Right will cause you to shoot diagonally down. ################################### - DT.5 Gameplay - ################################### The game starts with the famous "Dick Tracy" Tommy Gun to brick wall that the movie opened with. You then get the option to Start (which will send you to Case 1) or Continue (which will send you to a safe to enter a password. See Passwords [ DT.9 ] for more information). Before every case, a scene with Dick Tracy talking to Big Boy and Breathless will introduce the case. You are then taken to the police station where you get your first clue, can Hit the Streets, Look at your clues (Notebook) or look at the Mug Shots for each case. Every case will feature 6 of Big Boy's Henchmen (and women if you count Breathless Mahoney) and their last known location (which is where you would find each one). Keep in mind only one henchman committed the crime, though more may be involved. Hitting the Streets will switch the game to the overhead map with you inside your police car. You can drive to any location from here. The map is laid out in a grid; the numbered streets go from 1-9 and you can travel North/South. The lettered streets go from A-J and you can travel East/West on them. The game starts at the police station located at 1st & A. When you enter a location, the scene switches to a side scrolling view. Tracy will be able to move left or right. A lot of locations feature a second or third level that can be accessed either by jumping or by climbing a pipe or rope. Keep in mind that while climbing, Tracy will not be able to shoot or punch, but can still take damage from thugs. Locations will either be empty (a DOOR icon appears at the entrance and the Police Station music will play), have a Clue (clearly marked with a CLUE icon and an arrow), or a Henchmen (will appear as an alternate-colored thug). Occasionally, you'll come across Power Up Icons. The hidden ones can be revealed by punching the area they're hidden in. To acquire a visible Power Up item, simply punch it. To acquire the Clues, punch them. They will be displayed on the upper part of you screen until you press Select to make the text disappear. If you forgot what the clue was, simply go back to any Police Station and it'll appear in your Notebook. To exit a location, you must find the DOOR icon and press Up, or punch the Henchmen to send you to the Interrogation Room. In the Interrogation Room, you can choose to Interrogate the Henchmen or Arrest them. Arrest will only work if you found the suspect that committed the crime and have all the clues of a Case. There are also Police Stations scattered around that will take you back to the Police Station screen upon entering. You'll wind up at the last police station you visited each time you haul in a suspect. If you exit a Clue location or leave a Henchmen location by the DOOR icon, you'll appear outside the location on the map screen. If you take too many hits, Tracy will die and you'll be taken to the Game Over screen, which shows the light going out in Tracy's empty office. Depressing. There are no continues or lives, the only way to resume the Case is to enter the password for that Case again. ################################### - DT.6 Power-Ups - ################################### Badges - Tracy's Lifebar. You lose a half a badge for every punch, shot, bite, or misstep off a pier you sustain. Once you lose all 4 badges, the next hit will kill you. The First Aid Kit will restore all 4 Badges. Hand Gun - Standard issue. You get 50 rounds and can recharge at any police station. Tommy Gun - Looks like a yellow hand. It's a rapid-fire gun. Once it runs out you'll switch to your Hand Gun. Super Punch - Looks like a boxing glove. A punch will send your enemy flying in the direction you hit him and take out any enemies the now projectile-thug touches. Unfortunately, you cannot switch between this and your regular and will lose one Super Punch every time you take a swing. Tear Gas - Eliminates any enemy on the screen. Looks like a grenade on the screen. Tracy will throw these underhanded in an arc and it'll explode upon hitting any floor or object. First Aid - Appears as Hearts on the screen. To use, select it from the menu (Select Button), hold B, Up then press Select. You can have a maximum of 2 at any time. ################################### - DT.7 Enemies - ################################### +-----------------------------------+ = DT.7.1 Street Enemies = +-----------------------------------+ Yellow Cars - Cars that drive around. Won't shoot or follow you, but you can lose health if you hit them. Snipers - On the rooftops. Will fire at Tracy, reload, then fire again. Note that once a sniper is defeated, they will not appear again unless you enter a password or start a new game. Blue Cars - After leaving certain locations they'll shoot at you and try to ram your car. You can follow them and shoot them to interrogate one of Big Boy's Henchman. They appear in the same places every time. +-----------------------------------+ = DT.7.2 Location Enemies = +-----------------------------------+ Standard Thug - Unarmed. One punch will eliminate them. Do NOT shoot any unarmed thug as you will lose a badge of health. Armed Thug - You can either punch or shoot them. In later levels, they may walk around, but in the beginning, they'll stand in one spot usually. Hyper Thug - Unarmed. Will run like they're on fire. A stream of punches will kill them. Tough-Guy Thug - Unarmed. Will stand still until Tracy approaches. Takes 3-5 punches to kill. Rapid-Fire Thug - Will shoot a steady stream of bullets. Tear Gas is your best option. Shotgun Thug - Shoots a stream of bullets. One shot will eliminate them. Machine Gun Thug - Will shoot continuously. Tear Gas or a shot from a distance will eliminate them. Safe - Will fall from windows (the same ones every time). Just avoid. Dog - Will chase you. Shoot or punch to eliminate. Rat - Will crawl on the ground. Doesn't climb. Tear Gas will eliminate them. Water - If you fall off a pier into the water, you'll lose half a badge and have to start the Location over again. Big Boy's Henchmen - Will appear at their "Last Known Location". An alternate colored, motionless thug that will be hauled into the police station with one punch. Big Boy - Only appears at the end of the game. Will take a steady stream of ammo to take down. ################################### - DT.8 Walkthrough - ################################### +-----------------------------------+ = DT.8.1 General Strategies = +-----------------------------------+ Please note that I have absolutely no intention of writing detailed descriptions of each stage. I will provide you with the location of all the Clues and what to expect going into a location, as well as any power ups you can find and where they're located. The thugs are in the same spots every game, only by playing the game will you figure out where exactly to stand to take them out while taking the least damage possible. Now then, some basic tips before you start playing. Dick Tracy is a game that encourages you to follow Clues then interrogate certain Henchmen in order to figure out where you're supposed to investigate next. In reality, all you're required to do is find all the Clues on every level then arrest the main suspect. There are no penalties for finding the clues out of order or not interrogating a single suspect. However, some of those Henchmen locations have goodies that make a side trip worth it. Of course NEVER arrest anyone unless you've gotten all the Clues in a Case. Going after Henchmen that are not involved with the case, or trying to arrest a Henchman without Clues / arrest the wrong Henchman will be held against you by the Police Sargent. Doing it three times in any game will result in Tracy getting pulled off the case and an instant Game Over for you. These don't reset between cases, though if you enter a password it will reset back to zero. There is a way to take out gunmen before they fire at you. If you scroll the screen and the thug is barely on the screen, you can shoot him before he starts shooting at you. Of course, if a bad guy is behind an obstacle (Like a sofa or a crate), your shots will not reach him. Also, keep in mind that any bullet that strikes a bad guy will kill him. You can literally shoot him in the foot and he'll go down. If you ever have below a badge of health, entering any police station will restore your health to one badge. Also you'll need to visit police stations between locations to get more ammo for your Hand Gun. Keep in mind you'll automatically start at the last police station you visited if you haul in a Henchman. Make an arrest, and you'll start the new case with 4 full badges of health. Keep in mind the Blue Cars aren't necessary to hunt down, but if you insist, know they'll shoot back at you and can still damage you even as their spinning out of control (they will shoot as well). Prepare to take at least a Badge worth of damage if you go after these cars. +-----------------------------------+ = DT.8.2 Case 1: The Bogus Bucks = +-----------------------------------+ =============================== = DT.8.2.A Quick Notes = =============================== The First Case. Ideally, this is a way to get you accustomed to the gameplay, but you'll find some of the harder levels are in the beginning, especially all the precision jumps at 9th & F Pier. Take the time to go around town eliminating all the snipers you run into. This will make things a lot easier in the long run. Also, do Steve the Tramp's Flophouse a few times to acquire the maximum First Aid kits allowed, so you go to 9th & F Pier with full health. If you want Tear Gas, the 2nd & C Auto Shop will be the earliest in the game you can acquire it. It may be useful at 8th & J Hotel when you go to apprehend Numbers. The good news is that there will be no safes dropping on your head, very few thugs that will take more then one punch, and any Rapid-Fire Gunmen you encounter will give you a Power Up when dispatched. Now then, off to do some police work... =============================== = DT.8.2.B Overview = =============================== Dick Tracy starts off at the Police Station at 1st & A. A fake bill was used near Steve the Tramp's Flophouse. This is your first clue, and a quick search of the Mug Shots book tells you to go to the 5th & B Flophouse to pay him a visit. Sir Tramp will tell you he earned the fake $20 at the 9th & F Pier. You'll find footprints in spilled ink and get chased down by Shoulders, who will tell you he earned a fake $20 by pushing crates at the 4th & D Warehouse. The clue at 4th & D takes you to 1st & G Printshop where you'll uncover a shoe repair claim ticket for 4th & B Shoe Repair. The last clue shows those shoes belonged to Numbers. Head to 8th & J to arrest him. =============================== = DT.8.2.C Henchmen = =============================== =============================== [ 1st & D Basement ] ----------------------------- [ Rodent ] =============================== It's not necessary to visit this level as Rodent has nothing to do with the case and there's nothing much of value here. There's a Super Punch hidden in the first high window you see. =============================== [ 5th & J Nightclub ] ----------------------------- [ Breathless Mahoney ] =============================== There's a Tommy Gun on a Bookshelf near Breathless Mahoney, but there's no real reason to head here. The exit is glitched as well so you have to leave by bringing Breathless Mahoney in, which will count against you. =============================== [ 5th & G Library ] ----------------------------- [ Flattop ] =============================== There's nothing hidden here. You can find Flattop here, who has nothing to do with this case whatsoever, but his presence here will set up a later Case. Skip this location. =============================== [ 5th & B Flophouse ] ----------------------------- [ Steve The Tramp ] =============================== This is where the game ideally wants you to start. There's a Super Punch in the upper level near the first staircase to the left. A First aid kit is in the middle level of the middle of the stage (you can"t miss it) and there's another one at the very end of the stage on the upper level (ignore Steve The Tramp on the lower level until you get it). Before ending this Case it pays to stop by here again to stock up on health. Steve The Tramp will direct you to 9th & F Pier to search for the game's first clue. =============================== [ 2nd & C Autoshop ] ----------------------------- [ Shoulders ] =============================== Above the third car is a hidden Tommy Gun. At the very end of the stage is Tear Gas (between the 2nd and 3rd to last window by the exit). This is the earliest spot to get Tear Gas and may be worth revisiting a few times to stock up for later in the game. It's not necessary to interview Shoulders here as he will pop up later in this Case, but you can if you want to. =============================== [ 8th & J Hotel ] ----------------------------- [ Numbers ] =============================== There's a First Aid kit when you kill a rapid-fire thug towards the second set of rooms. Also walk right past Numbers and punch the area at the very end for both a Super Punch and First Aid Kit. A few Hyper Thugs will swarm on you as you get closer to Numbers. A Tear Gas will help if they start to overwhelm you. Numbers is the main suspect in this case, and you'll arrest him after acquiring all the Clues. =============================== = DT.8.2.D Clue Locations = =============================== ------------------------------- [ 9th & F Pier ] ------------------------------- Watch out for the water on this level. Any splash you make will result in losing half a Badge of health and having to start this level all over again. The piers will require precise jumps, but fortunately you won't have as many thugs swarming on you as later Pier levels. You can also safely land on any ledge extending outwards, as well as any yellow beams holding the piers up. Killing a Rapid-Fire thug midway through nets you a Super Punch. The Clue is by a large hanging crate. There's also a First Aid Kit at the very end of the stage past the exit. Make sure you have at least 2 Badges of health before exiting as a blue car will chase you upon exiting. The driver, Shoulders, directs you to the 4th & D Warehouse. NOTE: As on all Pier levels, if you acquire the Clue, then fall into the water, you'll lose your half Badge of health, but it'll count as going out the door, meaning the Blue Car will still start to chase you and you won't have to re-acquire the Clue again. ------------------------------- [ 4th & D Warehouse ] ------------------------------- The Clue is in the Middle of the Stage. Might take a few jumps to get, but keep trying. A Tough-Guy Thug will be waiting at the very end of the stage on the crate you have to jump on to exit. There are no hidden Power Ups here. 1st & H Printshop will be your next destination. ------------------------------- [ 1st & H Printshop ] ------------------------------- There's a clearly visible Tommy Gun immediately as you enter. The Clue is on the bottom level about midway through. This location is pretty straightforward and will direct you next to 4th & B Shoe Repair. ------------------------------- [ 4th & B Shoe Repair ] ------------------------------- There's a hidden First Aid Kit in a plant on the upper level near the first staircase on the left side. The Clue is on a top shelf on the lower level midway through. it will identify Numbers as your suspect and a quick trip to the 8th & J Hotel will take you to him. +-----------------------------------+ = DT.8.3 Case 2: Torchsong Tale = +-----------------------------------+ =============================== = DT.8.3.A Quick Notes = =============================== Case Two is a little easier then Case One. There are no Pier levels (that you're required to do anyway), and only 4 Clues will solve this Case as opposed to 5. The game ideally wants you to follow the clues to a few Henchmen, but you don't have to do that if you don't want to. =============================== = DT.8.3.B Overview = =============================== Tracy will receive a tip that Lips Manlis is accused of torching a nightclub by it's owner. Lips is at 9th & C Barber Shop and swears he was at his club, 4th & I all night. A search of 4th & I Nightclub will turn up a note asking Lips to bring $50,000 to 2nd & F or Tracy will get proof he did it. You'll find an empty camera with a 'B' engraved on it at 2nd & F Boiler Room. Influence will chase you down in a Blue Car and tell you that 'B' will never sing again. Going to the 5th & A Hotel to bring in Breathless Mahoney will reveal you have the wrong 'B' and to try the 7th & I Photo Shop instead. A quick search for Clues at 7th & I will net Tracy photos of Lips starting the fire. Back to 9th & C to arrest him. =============================== = DT.8.3.C Henchmen = =============================== ================================ [ 1st & J Basement ] ------------------------------ [ Littleface ] ================================ The level extends past the Door, with a Tommy Gun and Tear Gas up for grabs. Lots of Hyper-Thugs, but no safes or other serious dangers. Easily skipped as Littleface has nothing to do with the case, and you can get Tear Gas in this level easier. ================================ [ 7th & D Grill ] ------------------------------ [ Influence ] ================================ Tear Gas is clearly visible as soon as you enter. Nothing of note here either. Influence drives the Blue Car so there's no real need to visit this location. =============================== [ 1st & I Club ] ----------------------------- [ The Brow ] =============================== There's a Tommy Gun as soon as you walk in, and a Super Punch above the entrance (climb the stairs and punch the last painting in the background upper level). A few Shotgun Thugs are here, but this isn't a necessary stop as The Brow has nothing to do with this case. =============================== [ 9th & J Pier ] ----------------------------- [ Itchy ] =============================== A rat approaches you as soon as you enter. Machine Gun Thug and Shotgun Thugs make this a very dangerous visit. Itchy has nothing to do with the case. Avoid unless you just want a challenge. =============================== [ 9th & C Barber Shop ] ----------------------------- [ Lips Manlis ] =============================== Find a way to get to the first upper level for a hidden First Aid Kit. There's another one in a window on the upper level. Aside from a few Hyper Thugs, this is a fairly straightforward area. It's meant to be visited twice by the game, once to interrogate Lips (He'll swear he was at his club, 4th & I, all night), and once to arrest him (after you acquire photos of him setting the fire). =============================== [ 5th & A Hotel ] ----------------------------- [ Breathless Mahoney ] =============================== A Tear Gas is hidden near the Tommy Gun at the very end of this level. Breathless Mahoney will direct you to 7th & I Photoshop. =============================== = DT.8.3.D Clue Locations = =============================== ------------------------------- [ 4th & I Nightclub ] ------------------------------- First Aid kit is in a window near the middle of the level. The Clue is on a table at the very end of the stage on the lower level. ------------------------------- [ 2nd & F Boiler Room ] ------------------------------- The Clue is midway through the level in a doorway. There's also a First Aid Kit in another doorway. Stay on the boiler system instead of ground level to avoid all the rats. Note that all the pipes are climbable. A Blue Car will chase you and Influence will point you to 'B'. Ideally the game wants you to visit Breathless Mahoney by this point. ------------------------------- [ 7th & I Photoshop ] ------------------------------- The clue is in a doorway on the upper level. A Tear Gas will be visible towards the end. Make a jump and punch in midair to grab it. The clue will direct you to arrest Lips. If you want to stock up on Tear Gas for the next level, this is the place to do it. +-----------------------------------+ = DT.8.4 Case 3: A Bang Up Job = +-----------------------------------+ =============================== = DT.8.4.A Quick Notes = =============================== Dick Tracy ruffled a few feathers among Big Boy's syndicate as one of his partners, Sam Catchem, received a letter bomb. The weird part about this Case is a good deal of the locations you'll be visiting are on 7th Ave. Also this is where you'll start to see safes fall out of windows, and a lot of the thugs now require more then one punch to take out. Needless to say, keep an eye out for First Aid Kits, as you'll need them here. =============================== = DT.8.4.B Overview = =============================== Sam Catchem receives a letter bomb. A quick search of your Mug Shots reveals that Pruneface is an explosives expert. Dropping by 7th & E Nightclub, Pruneface will tell you he gets his explosives from a guy at 5th & C Apartments, but he didn't do it. A search at 5th & C reveals a back scratcher with an embossed 'I'. Itchy will be at 1st & G Autoshop and will tell you a guy with no face stole his back scratcher and he was being framed. The Blank has no face and will reveal at the 6th & J Store that (s)he was asleep all night at 7th & A. The 7th & A Nightclub reveals The Blank was indeed here and someone spiked his/her drink. After leaving Stooge Viller will be driving the Blue Car and after stopping him, he'll reveal he was given a Sawbuck to follow you from 7th & D Grill. A paper from the bomb as well as a book checked out from the 5th & G Library will lead you to the guilty party. A search of the Library reveals Flattop as the bomb maker. He's at 1st & D Basement and will confess after being apprehended. =============================== = DT.8.4.C Henchmen = =============================== =============================== [ ??? ] ----------------------------- [ Stooge Viller ] =============================== He'll be in the Blue Car after you leave the 7th & A Nightclub. He'll rat out a guy at the 7th & D Grill. =============================== [ 6th & G Office ] ----------------------------- [ Shoulders ] =============================== There's a Tommy Gun the second you walk in. Watch for Walking Armed Thugs and Hyper Thugs. A Dog also comes at you midway through. Shoulders has no ties to this case, so there's very little reason to come here. =============================== [ 1st & G Auto Shop ] ----------------------------- [ Itchy ] =============================== There's a Super Punch on the Yellow Car on the top level when you first walk in. Watch out, this place is infested with rats. Aside from the clearly visible First Aid Kit, the only reason to be here is to get a clue from Itchy, who will tell you a guy with no face stole his back scratcher. The Blank, we assume. =============================== [ 7th & E Nightclub ] ----------------------------- [ Pruneface ] =============================== This should be your first visit of Case 3 according to the game. Watch out for the Safes. They drop from the first and third windows at the straightway. Pass by Pruneface and continue onto the level for a First Aid Kit. Pruneface will tell you he gets his explosives from the 5th & C Apartments, but he didn't do it! =============================== [ 1st & D Basement ] ----------------------------- [ Flattop ] =============================== This place is a lot tougher then from Case 1. For starters, it's full of rats and the very first window when you enter here will drop a safe, so be careful. Just past Flattop is a Tommy Gun (found just past the first window you see after Flattop), and right before the second window also in midair is Tear Gas. Right before the doorway is a First Aid Kit. =============================== [ 6th & J Store ] ----------------------------- [ The Blank ] =============================== A lot of Hyper Thugs will swarm on you immediately. This is a very short location. The First Aid Kit will be on the lower level, The Blank will be on the upper. (S)he claims to be asleep all night at the 7th & A Nightclub. =============================== = DT.8.4.D Clue Locations = =============================== ------------------------------- [ 5th & C Apartments ] ------------------------------- There's a Super Punch immediately above where you enter. Climb the second pipe to the windows in order to get the Tear Gas. The Clue is in a second story window; climb the pipe to reach it. The clue will lead you to Itchy. ------------------------------- [ 7th & A Nightclub ] ------------------------------- The Clue is on a table in the lower level. Lot of Tough Guy Thugs but no real surprises. The Tommy Gun is above the clue on the second floor. Killing the Rapid-Fire Thug at the very end on the first floor will net you a First Aid Kit. You'll be chased down by Stooge Viller in the blue car after you exit here, who will direct you to the 7th & D Grill. ------------------------------- [ 7th & D Grill ] ------------------------------- Killing the Rapid-Fire Thug near the open tables will get you Tear Gas. Also around here is a Super Punch (2nd to last window under the dining area). Watch out for the falling safe towards the very end (it'll be the last window before the staircase). The clue is on a table under the exit. It'll direct you next to 5th & G Library. ------------------------------- [ 5th & G Library ] ------------------------------- The Library will be a lot more guarded this time then in the first case. No real surprises here, though. No Power Ups either. The clue is at the very end of the level on the first floor. It seems you're going after Flattop at 1st & D Basement. Interestingly enough, Flattop was found here during Case 1, probably researching for this Case! +-----------------------------------+ = DT.8.5 Case 4: The Kidnap Caper = +-----------------------------------+ =============================== = DT.8.5.A Quick Notes = =============================== This case was a pain. Not only do you need 6 Clues total, but the locations are ridiculously hard. Of course if you got this far, practice is the only thing that will take you farther. The reference to a Foghorn was very vague in the first Clue as well and I have no idea how the game designers would imagine an 8-year old in 1990 would know the reference. Anyway the game is in full force starting this caper. Dogs, Machine Gun Thugs, Safes, Hyper Thugs, Walking Gunmen, and a Pier level will all make this very difficult. Use that Tear Gas if things gets a little too insane. =============================== = DT.8.5.B Overview = =============================== A ransomed diplomat claims he heard a foghorn during his captivity. A search of 9th & D and 9th & F Piers reveal nothing at all, but 9th & J Pier will turn up a magazine called "Hypnotist Today" that was used to make the ransom note. Influence, a hypnotist, will reveal to you after apprehending him at the 3rd & J Apartments that it was his magazine and he left it at the 1st & C Barber Shop. A search at 1st & C will turn up a handkerchief with a Cloak and Dagger design that smells of chloroform. and Littleface will chase you in a Blue Car afterwards and point you to his boss, The Brow at 5th & J Nightclub. The Brow claims to have lost that handkerchief at 2nd & C Autoshop. A search there directs you to the 6th & G Office where a Clue from a file cabinet will send you to the 1st & J Basement. Discovering a chloroform bottle with The Brow's fingerprints will wrap up this case and send you back to 5th & J to arrest him. =============================== = DT.8.5.C Henchmen = =============================== =============================== [ 5th & J Nightclub ] ----------------------------- [ The Brow ] =============================== For some reason, a safe will fall from the first window, about a step backwards from where you entered. Lots of Rapid-Fire Thugs, a few Walking Gunmen, and Tough Guy Thugs here. A Tommy Gun is visible inside a window near the second staircase. Hyper Thugs will continue to spawn from an open door on the first floor, both midway and towards the end of the level. They only spawn one at a time, so you can deal with the shooting thugs first. Killing one of the Rapid-Fire thugs will net you a Tear Gas, and there's a First Aid Kit in clear view right before The Brow. Interrogating him will reveal lost his handkerchief and directs you to 2nd & C Autoshop. You'll make a second trip here to arrest him after you've found all the Clues. =============================== [ 4th & I Nightclub ] ----------------------------- [ Shoulders ] =============================== A Rapid-Fire thug is planted on you the second you enter. It might also be easy to miss the Tommy Gun by the first bar setup. Also take the first stairway to the left and follow the second floor to the end for a hidden First Aid Kit. This place is also an option if you want to acquire First Aid Kits as Rapid-Fire Thugs and Hyper Thugs are your only dangers, but not necessary at all as Shoulders has nothing to do with the case. There's another First Aid Kit on the lower level below the exit. =============================== [ ??? ] ----------------------------- [ Littleface ] =============================== He'll chase you in a Blue Car after you leave the 1st & C Barber Shop. He'll tell you to talk to his boss, The Brow. =============================== [ 8th & J Hotel ] ----------------------------- [ Rodent ] =============================== Rapid-Fire Thugs start unloading their clips at you the very second you enter. Be prepared to shoot back immediately. Watch out as well for Machine Gun Thugs that will usually camp near the stairs. A Tommy Gun is in the hallway clear as day. The bushes on the very lower level in the second set of rooms has a Tear Gas. Not far from that (same floor) is a Super Punch. Overall, this level is a nightmare and not even close to worth a visit as Rodent has nothing to do with the case whatsoever. =============================== [ 5th & B Flophouse ] ----------------------------- [ Steve The Tramp ] =============================== As in the First Case, there's a hidden Super Punch on the top level when you enter (this time it's directly above the door). In the "rooms" past Steve the Tramp, there's a hidden First Aid Kit on the 2nd level immediately to the left of the staircase. This level can be easily skipped as Steve the Tramp has nothing to do with the case. =============================== [ 3rd & J Apartments ] ----------------------------- [ Influence ] =============================== There's a Super Punch immediately to the left, but you'll have to dodge two safes to get it. Gunmen hang out of the windows here; they're easily dispatched. Dogs and Rats litter the lower levels. Watch out for safes. There's a First Aid Kit at the very end of the level by a Rapid-Fire Gunmen and Influence. He'll send you to the 1st & C Barber Shop. =============================== = DT.8.5.D Clue Locations = =============================== ------------------------------- [ 9th & J Pier ] ------------------------------- Once you make it to the top level, head back to the beginning of the location for a hidden Super Punch. The hardest part is staying out of the water. There are a few Rapid-Fire Thugs scattered about. A First Aid Kit is on a lower level midway through the stage (approach it from the left side). The Clue is on a pier at the very end of the stage. It'll guide you to look for a hypnotist. Influence is at 3rd & J Apartments if you want to go question him. ------------------------------- [ 1st & C Barber Shop ] ------------------------------- Try to make your way to the top level using the first shelf for a First Aid Kit. Backtrack from the door to the second floor to get the Clue, and a hidden Tear Gas from a plant a couple steps down from there. This is a good place to stock up on First Aid Kits if you're low as this isn't a very difficult area. After you leave, Littleface will chase you down in a Blue Car. Dispatch him and pay The Brow a visit if you want. ------------------------------- [ 2nd & C Auto Shop ] ------------------------------- Hyper Thugs greet you as soon as you enter. There's a hidden Super Punch on an upper window from when you can first reach that high, and a clearly visible one on the bottom level (may not be worth it due to the rat and dog patrolling the lower levels). The Clue is near the hidden Super Punch in a blue car. From the doorway, hop on the windows left until you reach the 4th window, there's a hidden First Aid Kit there. The Clue directs you to 6th & G Office. ------------------------------- [ 6th & G Office ] ------------------------------- The real dangers here are the gunmen from below, as shooting them is more difficult from above. Only practice will help you figure out where to stand to avoid being hit. if things get too hairy, use a Tear Gas. Speaking of, there's a hidden Tear Gas in a file cabinet on the very lower level of the first "office". The Clue is in a file cabinet on the lower level of the third "Office" next to the basement exit. The Clue directs you next to the 1st & J Basement. ------------------------------- [ 1st & J Basement ] ------------------------------- The rats are your biggest concern. There's no shame in unleashing a Tear Gas if 4 of them are swarming you. The Clue is in a high window. To get it, go to the box tower ahead and backtrack, hopping across the windows until you can get it. Nothing hidden here surprisingly. The Clue proves The Brow did it. A visit to 5th & J Nightclub to arrest him will end this caper and send you to the final Case. +-----------------------------------+ = DT.8.6 Case 5: Banks Alot = +-----------------------------------+ =============================== = DT.8.6.A Quick Notes = =============================== This is it! The Final Case. Believe it or not, this Case is slightly easier then the last one in terms of opposition you'll face. It's also highly confusing and possibly glitched. For starters, you'll have to enter the 8th & C Bank twice, and it'll be different both times, with different clues. Also, a matchbook directs you to the 9th & D Pier, but you don't ever have to go there as 7th & A Nightclub and 1st & C Barbershop both have the exact same clue and same Blue Car chase result. Also, a quick look at the mugshots reveals Pruneface with a "???" location, but this is a complete Red Herring as you'll never see him this Case. Finally at no time during the game is Big Boy's whereabouts ever mentioned. In fact, unless you've seen the film or have checked out every location, you'll be clueless as to where to find him (for the record, it's 4th & H, The Club Ritz). Well, let's attack this one location at a time, shall we? =============================== = DT.8.6.B Overview = =============================== 8th & C Bank was robbed by masked gunmen. A search reveals a matchbook from 9th & D Pier. Empty Money Bags will be at 9th & D Pier (as well as 7th & A Nightclub and 1st & C Barber Shop). Stooge Viller will chase you by Blue Car and direct you to search for a Rolls Royce with a license plate 'RAT 1'. Rodent is at the 1st & I Club and will admit ownership of a Rolls Royce being kept at the 3rd & H Garage, which will have a key ring inside it with a safe-deposit box key. A return trip to the 8th & C Bank will have the stolen money in Big Boy's box. Head to The Club Ritz (4th & H) to apprehend him after a shootout. =============================== = DT.8.6.C Henchmen = =============================== =============================== [ 7th & E Nightclub ] ----------------------------- [ Breathless Mahoney ] =============================== Ironically, there's a tear gas at the 3rd window, it's possible to unveil it, but impossible to acquire without a Game Genie. There's also a Tommy Gun icon on the second glass pane above the second bar, past Breathless. There's a hidden Super Punch above the third staircase (stand on the 4th stair from the top and punch there. There's another Tommy Gun above a bar towards the end of the stage. Breathless had nothing to do with it, so there's no need to visit here if you don't have to. =============================== [ ??? ] ----------------------------- [ Pruneface ] =============================== This is a complete Red Herring as Pruneface will not appear anywhere in this case. =============================== [ 1st & I Club ] ----------------------------- [ Rodent ] =============================== Rapid-Fire Gunmen and Hyper Thugs will slow you down. The open window past the first staircase has a falling safe. There's another falling safe from the window right before you reach the second staircase (which you should go up and all the way left for a Super Punch). The Super Punch will help you greatly; there's an army of Gunmen at the end with falling safes everywhere that will be easier if you bowl a thug over and have them mow down everyone else in their path. Rodent is at the end and will direct you to the 3rd & H Garage. =============================== [ ??? ] ----------------------------- [ Stooge Viller ] =============================== Will chase you in a Blue Car after 9th & D Pier (and 1st & C Barber Shop, 7th & A Nightclub). Directs you towards Rodent. =============================== [ 9th & F Pier ] ----------------------------- [ Itchy ] =============================== More of the same from Case 1, only there's nothing but Gunmen. No Power Ups anywhere, and Itchy has nothing to do with with case, so this is completely avoidable. =============================== [ 2nd & F Boiler Room ] ----------------------------- [ The Blank ] =============================== There's a Super Punch on the top level as soon as you can head to the lower levels. The exit is, surprisingly, closer to the beginning of the level. The threats are from Rapid-Fire Gunmen below you and Hyper Thugs that get in the way of your shots, not to mention the Rats walking around here. There's a Tear Gas in a window right in the middle of the Broilers, a First Aid Kit above it, and a Super Punch immediately to the left in a yellow "window". Towards the end there's a Tommy Gun. The Blank had nothing to do with the case, so unless you're hard up for power ups, you can skip this level. =============================== = DT.8.6.D Clue Locations = =============================== ------------------------------- [ 8th & C Bank (First Visit) ] ------------------------------- Walking Gunmen and Thugs here. Watch out, when the background runs out, prepare for a flurry of dropped safes. There are also a bunch of safes when you find the Clue in what appears to be the bank vault. No hidden Power Ups. The Clue will guide you to 9th & D Pier. ------------------------------- [ 9th & D Pier ] ------------------------------- Nothing but Gunmen here, so keep your gun drawn and make sure you have either a Tommy Gun or full ammo. The Clue is past the exit, and if you can make it to the very end, there's one of each Power Up in the game hidden here. Time your jumps and remember you can land on top of the yellow posts and make your jump from there. Afterwards, Stooge Viller will chase you down and direct you to a Rolls with "RAT 1" license plate. Rodent? You can head to the 1st & I Club to Interrogate him, or you could follow this walkthrough for your next stop. NOTE: This clue can be found at both 1st & C Barber Shop and 7th & A Nightclub if you want to go there instead. See section [ DT.8.6.E ] for more information. ------------------------------- [ 3rd & H Garage ] ------------------------------- A Hyper Thug comes at you as soon as you enter. if you climb the pipe and head left, the windows will have a tear Gas and a Super Punch. You'll see a First Aid Kit on the lower level, but try to stay on the pipes as the rats will get you if you don't. Again use a Tear gas if they swarm on you. The Clue is in a window towards the top of the screen. Climb the pipes to reach it (keep in mind you can actually climb while jumping, just release the controls for a split second before pressing Up to do it). A key ring with a key to a safe deposit box. But you've been to the bank already, did you possibly miss something? Time to revisit the 8th & C Bank. ------------------------------- [ 8th & C Bank (Second Visit) ] ------------------------------- The same as your first visit only the enemies are harder. There are a few more gunmen this time. No safes will drop near the vault, but that empty expanse still has a flurry of safes. Lot of Tough-Guy Thugs this time around. No hidden Power Ups. NOTE: You can get this second Clue as soon as you leave the first time around if you want to. Now this is where the game throws you a complete curve ball. You know Big Boy is guilty of the crime, but he never appears in the Mug Shots. This is where watching the movie comes in handy. In the movie he hangs out at The Club Ritz every night, which in this game is at 4th & H. So stock up and head there. =============================== = DT.8.6.E Other Locations = =============================== ------------------------------- [ 1st & C Barber Shop ] ------------------------------- There's a First Aid Kit right above the very first shelves hidden in a painting. The 2nd Clue is on the second floor. Go to the end of the stage and use that stairway to get up there. There's Tear Gas in a shrub to the far left of this floor as well. Stooge Viller chases you in the Blue Car afterwards. A good spot to acquire ammo for your last hurrah. ------------------------------- [ 7th & A Nightclub ] ------------------------------- The usual assortment of Armed Thugs and Hyper Thugs greet you here. There's a Tommy Gun above the Clue on the second floor. The Clue is more "Empty Money Bags" (the 2nd Clue) and is on a table on the lower level. A First Aid kit appears when you dispatch the Rapid-Fire Thug below the exit. Stooge Viller will chase you in the Blue Car afterwards. ============================================== = DT.8.6.F 4th & H: The Club Ritz / Ending = ============================================== There's a Tommy Gun immediately above the entrance. This is a hard level, of course being the very last one, no holds are barred here. Use Tear Gas when you encounter swarms of Gunmen and keep your health high. There's another First Aid kit on the 2nd floor near a very small landing next to a door (To the left of the second staircase). Beyond that, a window will drop 3 Safes at you. At the very end, you'll see a blue-clad suspect that will open fire at you. To take him out, pump him full of bullets with the Tommy Gun. Afterwards, arrest Big Boy and enjoy the very short ending. Big Boy will admit you're a good cop and be locked up for 20 to Life. The next shot is Dick Tracy reading his newspaper celebrating his great arrest as the game congratulates you with a Game Over screen. Well at least you have bragging rights. ################################### - DT.9 Police Stations - ################################### Police Stations are found at the following 4 locations NOTE: these are approximate as the game never shows an address for a police station): 1st & A 5th & F 6th & D 8th & G ################################### - DT.10 Passwords - ################################### The continue screen is a giant safe, and all the passwords are 3-part combinations. To enter a code, hold down the Left/Right button and hit A to enter the number. If you mess up, the safe explodes and you have to enter the code again. The safe goes from 000-255. Case 2: 207 119 060 Case 3: 164 003 201 Case 4: 036 224 136 Case 5: 007 215 047 ################################### - DT.11 Game Genie Codes - ################################### Note that these codes are gotten from Game Genie's site (http://www.gamegenie.com) SZXZEOVK Infinite hand gun bullets GOEPIOZA More super punches on pick-up SZKZIXVK Infinite super punches GXVOINSV Infinite energy AOVOGNAU Take more damage SXVXZEVK Infinite machine gun bullets SZEXIXVK Infinite tear gas KYVZAANY Mega-jumping Dick Tracy ################################### - DT.12 Final Words - ################################### Well, here's hoping this FAQ gave you more insight into a decent NES game and an old favorite. Thanks of course to Bandai for making this halfway decent game, Nintendo for existing and giving me so much to do in my youth (and even today), and Disney / Touchstone Pictures for making this movie. Until next FAQ!