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COP: The game – Walkthrough (Tuntis/2005)

By Leon | April 5, 2009

COP: The game Walkthrough Warning! This page contains the complete solution or walk-through to this game. Reading this page can spoil the challenge to complete the game by yourself. Please consider this when reading on. The walk-through of this game given here might not be the optimal solution, it’s a solution. Just to prove that the game can be finished. If you want a section of the walk-through or just a hint, send us an email with the part where you’re stuck, we’ll send you the section of the page you’ll need.



You need to report to headquarters but can’t leave without your gun.

Talk to the mousehole and say “Beep”.  The mouse will give back your GUN. Use the door to leave the office and use the blue doors to leave the building. On the map select FBI Base. Talk to the person at the undergound info point and learn about the robbery last night.

Use the door on the left to visit the boss. Talk to the boss and ask for your mission. You need to investigate the robbery so walk to the south to leave the boss and use the door on the right to see the map. On the map select Fakestreet 13. Outside is a bloody mess and when you use the door and look at the inside of the apartment, the mess is even bigger. Use the door  to leave the apartment again, walk to the south to see the map and go back to FBI Base. Use the door on the left to visit the boss again and talk to him to tell him what you found.

The boss gives you a FINGERPRINT KIT and you must find some evidence. Walk to the south and use the door on the right to see the map and return to Fakestreet. Outside use the fingerprint kit on the door to collect the EVIDENCE. Walk to the south and return to FBI Base. Use the door on the left and give the evidence to your boss. He’ll come up with John Doe and his address. We must pay him a visit.

Walk to the south and use the door on the right. On the map select John Doe’s apartment. Use the door to summon John to come out. He will but with a gun so use your gun on him to shoot him. In no time the street is filled with reporters. Talk to your boss in the middle to scare the reporters away but they enter the building. Your only way is the back yard. But it has a code lock.

Walk to the south and return to John Doe’s apartment. Use the door to enter and take the PAPER from the floor. Look at the paper in your inventory to find an address of Keycode Stealers. It has an address on the back. Use the blue door on the left to leave and walk to the south to see the map. On the map use the Keycode Stealers location to pay them a visit.

You can’t enter through the front door so use the manhole on the lower left to enter the sewer. Use the door to go inside. Use the cabinet between the doors to get a GRENADE and use the computer on the right to find the passcode. Write it down. Use the door on the left to leave again and walk to the south to leave the sewer but you’re spotted. Fortunately you have the grenade.

Back with the boss use the fence on the right and when asked for the passcode enter b0cxz1012id. You’re inside but immediately hit by a tranquiliser gun. Now you’re locked up. Use the fingerprint kit, very dangerous with explosives, on the box with TNT to blow a hole in the wall. In the next room you find a note from special agent Mad. On it is the address of the mall and warehouse so you go there.

You’ll find the vilain there. Use the man to arrest him and take him into custody. You’ve solved another crime.

Game source: A copy of the game was found here on the internet.

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