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!