"Sacre bleu! I am the great French private eye Pierre Touche and I need your help. I've been summoned to capture the ringleader, Henri Le Fiend, and turn him over to the police. But wait -- we first must find evidence against him and the stolen property. There are five cases pending, each with its own statute of limitation. A case is closed when Le Fiend is apprehended and booked. So hurry! Study the files below, grab your trenchcoat and meet me at Precinct 2600 -- I'll be waiting for you."

Post your scores right here in this thread, and I will add them to the list. Remember to play the game with the recommended game mode and difficulty settings as shown above so that your scores will be consistent with everyone elses. The deadline for posting scores is Wednesday January 5th at 1:00 AM (Central Time, UTC-6). |
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The Manual
As always, you really should read the manual. In case you don't have the manual, AtariAge has a typed copy and a scanned copy available online (The scanned copy is a single-page poster style manual, but the other side has a map, so don't forget to look at that too!). Here are the hints it provides:
- Try to figure out the best direction to head in when you begin each case. Some cases are easier when you start out to the left, and some are easier when you start out to the right. Also, certain cases "prefer" you to pick up the evidence first, while others are more easily solved when the stolen item is found first. So discover and jot down the "initial direction" and "order of search" for each case.
- Touche! to those of you who will brave Case 5. I feel obligated to say that, although it is the sum of Cases 1-4, some of the secret passages will be changed. But don't let that discourage you. Just adjust your map a bit.
Miss 2600
I. Draw A Map
I map out each street. I only write down or draw the detours, dead ends, jumps, businesses, the police station, evidence, and Henri Le Fiend. Sometimes I'll draw trees to let me know when I'm entering the wilderness just to give me a little confidence that I'm on the correct street. Once I note what is on the street, I'll take a detour. I number all the detours. If it takes me somewhere on the same street, I'll draw an arrow from that detour to the one to which it takes me. If it takes me to another street, I'll start mapping it out the same way. If the detour is locked, I'll just write "locked."
II. Detours Are The Key
Any detours that will save you time, take them! Though most of you will probably focus on Case 5, I'll use Case 4 as an example because it is fresh in my mind. In case 4, there are several streets that have many detours in a row. On the first street, there are 14 in a row. I numbered each detour on my map (there are 40 total for case 4) and, when I took one that took me to another detour in those 14 in a row, I counted back to the wilderness detour (that is the first one of the 14). Then I knew exactly which detours saved me driving past screens. For example, when traveling left, I took the detour after that first wilderness one (numbered 4 on my map). It took me to detour 8 (saved me four screens). Then I counted the detours from 8 to 15 and took detour 15 which took me to another street. It is really important to know where all the detours go because time is of the essence.
III. Watch Out For Snipers
Once you take a piece of evidence to its proper location, the snipers come out (Le Fiend's gang takes you seriously now). If they hit you and you are carrying something, you will lose the item and will have to backtrack to retrieve it. I do not worry about the snipers unless I have an item or Le Fiend in my possession. If I don't have anything, I'll just jump in stride. If the sniper hits me, oh well. If I have something in my possession, I am super careful jumping over the sniper's shot. Watch out for the bird! If you hit it, it might slam you down right into the sniper's bullet.
Here's my strategy for Case 3. It's got to be done with precision. There is a little room for error, like not going over a couple jumps on the first try, but not much.
Go left and take 3rd detour
Go right and get the RING
Keep going right and take the first detour that is in the forest
Go right and take 2nd detour after the jump
Go left to GEM STORE
Go back right and take detour
Go right and take next detour (in forest)
Keep going right and get the COMB
Go left and take the 1st detour after the jump
Keep going left and again take the first detour after the jump
Go right and take the first detour
Keep going right and take the first detour after the POLICE STATION
Go left to the HAIRCUTS
Go back right and take the detour
Go left and take the 2nd detour after the POLICE STATION
Keep going left and take the detour in the forest
Go right and take the 1st forest detour
Go left and nab the CROOK
Go back right and take the detour
Go left and take the 1st detour after the jump
Go right and take the next detour
Keep going right to POLICE STATION
--Zero















