Since I had nothing better to do, I created an Excel spreadsheet to compute the probabilities of each player winning the 2nd round ("pick-a-location"). I assumed optimal strategy by both players (perfect memory, "using some strategy" when picking a key item in the wrong order, and selecting so that known key items will fall in the right place in the contestant's turn), and that neither player could effectively pass their turn. The data are analyzed on the basis of the number of distractor locations remaining and number of key items remaining, and the probabilities in the table correspond to the probability that the player whose turn it is will eventually win:
0key 1key 2key 3key
00 100% 100% 050% 050%
01 100% 050% 050% 050%
02 100% 067% 050% 050%
03 100% 050% 050% 050%
04 100% 060% 050% 050%
05 100% 050% 050% 050%
06 100% 057% 050% 050%
07 100% 050% 050% 050%
08 100% 056% 050% 050%
09 100% 050% 050% 050%
10 100% 055% 050% 050%
11 100% 050% 050% 050%
12 100% 054% 050% 050%
Note that when more than one key item is remaining, each player has an equal chance of winning. For two key items, this is because the first key player is just as likely to find the prior key item in order (and thus will have the turn at the 1 key item level) as to find the wrong key item (which would give the 2nd player that opportunity after the 1st player "uses some strategy"). For three key items, the 50-50 chance results from the fact that the 2 key item chance of winning is always 50%. This means that both players, when using optimal strategy, have an equal chance to win the round.
If loot-warrant-crook do not have to be found in the right order, the situation changes:
0key 1key 2key 3key
00 100% 100% 100% 100%
01 100% 050% 033% 025%
02 100% 067% 067% 070%
03 100% 050% 040% 035%
04 100% 060% 060% 063%
05 100% 050% 043% 039%
06 100% 057% 057% 060%
07 100% 050% 044% 042%
08 100% 056% 056% 058%
09 100% 050% 045% 043%
10 100% 055% 055% 056%
11 100% 050% 046% 044%
12 100% 054% 054% 055%
Here the first player has the better chance of winning (about 11 times in 20). But, let's revisit the assumption that the players cannot effectively pass. If player 1 uncovers a footprint on the first turn, then player 2's chance of winning is less than 50%. By picking the same location, however, he throws the ball back into player 1's court, and enjoys a 56% chance of winning if player 1 breaks the stalemate. Similar results hold when there are an odd number of distractor locations left. Thus, with optimal strategy and effective passing allowed, the no-order Carmen Sandiego game never terminates.