There are a total of 12 Achievements to unlock in Inspector Waffles Early Days, covering a bunch of activities and challenges. Half of them is solving the main mystery of each case and the other half is solving the optional tasks the mysterious Mad Catter has in store.
Here is our guide to help you unlock the The Only Hope in Inspector Waffles Early Days.
I will be covering all the Mad Catter tasks located in each of the cases. These need to be done in order as if you miss the task in case 1, for example, you won't be able to complete the one in case 2. So make sure you follow our guides so you don't miss these side mysteries.
The Only Hope
Find the Mad Catter's key in Case 4.
We're finally on our second last case and our second last chance to figure out what Mad Catter wants from us. This time, there was a bank heist! You need to figure out how someone pulled it off, how they got the code to the giant safe, and why they only took gems.
In trying to figure all this out, you'll eventually need to visit an inmate.

But the guy we need is in a cell just to left of the one we were meant to interrogate. This dude, who is so obsessed with arcade games that he has a fake token made allowing him to play games without spending any money, wants you to find out if he still holds the highest score in a particular arcade game. His initials? AAA. What are the chances?!
Regardless, he hands you his fake token so that you can play the arcade game and check whether or not someone has beaten his score.
Much ado about a statue arm
• Progress the story until you are required to visit the circus
• Check out that tent on the left with the cat
• Give the cat a hand
• Acquire a familiar symbol
As your investigation progresses, you'll learn about a rare type of cat that was recently spotted performing at a nearby circus.

Remember that the reward we received from Mad Catter in Case 3 was a statue hand? This Cat statue happens to be missing one. Giving the cat a hand, will open up the tent. Inside the tent is a note:

You've seen this symbol, many times before, you just didn't notice. However, we won't worry about this for now. Tuck it away for now as we explore more of the circus!
Play an Arcade Game
• Use the Fake Token you received from that inmate
• Play a full round of Spike III
• Take note of the High-Scores
As you progress through the circus, you'll have a difficult time not noticing the line of arcade cabinets out in the sun. It turns out, nearly all of them are actually broken, except one.

Play Spike III until you complete it, only then will the scores be revealed.

Unfortunately, AAA no longer holds the hi-score. It isn't actually necessary to go back to AAA to tell him of this, however, it's still important for you to take note of these scores, the reason for this will be revealed soon-ish.
After you finish your business in the circus, you can continue with your case, since technically you're in a rush to catch a bad guy, but since it's a video game, they have no choice but to wait for you.
What does that symbol mean?
• Look at the right side of the Cattown map
• Click around the area that is identical to the symbol
• Enter the building using the High Score for MCA
• Grab the key
Remember that piece of paper you received from the tent with the cat statue in front of it? If not, you can always look at it again in your items menu. The symbol is actually a location on your city map!

Click around the area where it matches the piece of paper that you had, or you can click directly where this pointer is on the image provided! Once you do, it'll take you to a hidden location!
Once there, you'll see that same cat that you witnessed talking to the Mad Catter when you snuck in the catnip farm. Attempting to open the door will prompt you to enter one final code:

Looking at the pin pad, you're once again given a hint as to what that numbers could be. "H-S" & "MCA". This means "High-Score"of "MCA". Remember that Spike III game? AAA's score was not the real reason why we played it. It's to remember MCA'S score.
So enter that number (7-2-4-5).

The room through the locked door is a small green room with a single note and a key. Your archnemesis, the one that has challenged you throughout your young career thus far, is in need of help. Will you save him?
That was our The Only Hope Guide for Inspector Waffles Early Days! We hope you found it helpful, and there are more Inspector Waffles Early Days guides for you to check out below.
Inspector Waffles Early Days Guide
A New Archnemesis
High Hopes
A Hitch In The Plan
The Savior
Don’t forget to check out our Inspector Waffles Early Days Review to get our full thoughts on the game.