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Ace Ventura - Pet Detective - PC

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Walkthrough:
------------ :Introduction

1.After the game starts, the intro begins to play.
When Ace is on the ledge, the cursor becomes active,
and you can click around.
2.Use the bungee cord from Ace's inventory on the rock.
The intro continues, and the game starts.
*******************************************

Apartment I

1.Use the key in inventory to open the door and enter Ace's apartment.
2.When you hear a knock on the door, click on the projection screen to
pull it down.
3.Click on the door to answer it.
4.Talk with Shickadance.
5.When the Portable Computer's lights start flashing, click the laptop.
6.Talk with Woodstock; you will be sent to the beginning of Nautilus.
**********************************************************************

Nautilus

1.Click the entrance hatch to the sub.
2.The Garbage Chute game starts. Use the arrow keys to help Ace swim through
the junk; be sure to pick up air tanks when you can.
3.When you complete the Garbage Chute game successfully, you exit into t
he hallway.
4.Walk to the right and you will get caught.
5.Talk with Jacques until he leaves.
6.Exit the Dining Room to the right.
7.Pick up the fork on the floor outside the Dining Room.
8.Walk to the left; you'll see the door to Jacques' quarters.
9.Use the fork from inventory on the door.
10.Click on the Loose Papers on the desk on the left of the room.
11.Click on the Loose Papers again to collect the maps.
12.Open the right cabinet door.
13.Take the key.
14.Take the wad of cash.
15.Turn over the sail fish on the wall; take note of the ID and Password.
16.Click the blue conch shell.
17.Click on the old book on the desk.
18.Click on the pages to get the Periscope code.
19.Exit back to Jacques' quarters.
20.Pick up the oyster shell on the bed.
21.Click on the bed to move it.
22.Use the blue shell from inventory and place it on the indention in the wall.
23.Click on the open doorway.
24.Click again to push Spike in.
25.Enter the doorway into Nemo's quarters.
26.Click on the closet to open it.
27.Click the cloak (some kind of uniform) on the floor to collect it.
28.Click on the wall chart.
29.Click on the island to have Ace use the compass.
30.Click on the pen, click on 50 degrees longitude, and then click on the
longitude entry on the paper. Ace records the entry.
31.Click on the pen, click on 50 degrees latitude, and then click on the
latitude entry on the paper. Ace records the entry.
32.Click on the completed paper to collect it.
33.Exit back to Nemo's.
34.Exit back to Jacques' quarters.
35.Exit back to the hallway.
36.Click on the hatch cover to go to the Whale tank.
37.Click on the Control Platform to go up there.
38.Use the key from inventory on the keyhole by the lever.
39.Pull the lever; Ace jumps down from the platform.
40.Click on the baby whale.
41.Click on the whale twice more; it will swim over to Ace.
42.Click the button on the back of the whale's back to turn it on.
43.Click on the ladder to go to the hallway.
44.Click on the ladder to go to the bridge.
45.Click on Ace to open the inventory.
46.Use the Master of Disguise (glasses) on Ace.
47.Click the Navigation Table to walk to it.
48.Solve the slider puzzle. (Move the pieces clockwise.)
49.When the five pieces match, pull the map from inventory and place it on
the bottom right empty spot.
50.Click the longtitude-latitude paper from inventory, then use it on the map.
51.Roll out the overlay by clicking on it.
52.Click on the pen to draw the line.
53.Walk to the Sonar Station.
54.Click the Release button.
55.Use the arrow keys to keep the whale in the middle until you see the island.
(If you lose the whale, click Recall.)
56.Exit to the bridge.
57.Click the periscope. Ace jumps on the platform.
58.Click the right button on the platform to use the periscope.
59.Flash the code (Long-Short-Long) to release the octopus.
60.When Ace returns to the bridge, click the spiral staircase (a way out).
61.Hop across the whales to get to the pier. (Use your left arrow to jump.
When the whale to the left of Ace is slightly higher than the whale Ace
is on, jump.)
62.Ace is back at his apartment.
***********************************************************

Apartment after Nautilus

1.Use the key in inventory to open the door. (If a bouncer is at the door, use
the Master of Disguise-Pizza on him, or give him money to get rid of him.)
2.Enter the apartment.
3.Answer the door when Shickadance knocks.
4.Enter the bathroom on the right.
(Note: If the bouncer was in the hallway, skip steps # 5-18.)
5.Click on the tub faucets to fill the bathtub.
6.Exit the bathroom.
7.Click on the answering machine; discover there is no power.
8.Grab note on the wall.
9.Click on the cabinet until you can collect the gloves.
10.Walk over to the TV cable; click on it to collect it.
11.Connect the cable to the fusebox.
12.Take the other end of the cable in to the bathroom and put it in the tub.
13.Go back to the kitchen.
14.Click on the tank cover to uncover the fishtank.
15.Click on the tank to pick it up.
16.Take the tank into the bathroom and put it on the stool.
17.Open the inventory and put on the rubber gloves.
18.Pick up the eels and put them in the tub.
19.Exit to the kitchen.
20.Click on the portable computer; listen to Woodstock. Time to go to Alaska!
****************************************************************

Alaska

1.Click on the hole in the ice.
2.Click on the Eskimo.
3.Talk to the Eskimo; he will take Ace to his leader.
4.Click on the Elder's igloo (the one on the right).
5.Talk with Oosik and the Elder until you move over to the fire.
6.Talk with Oosik at the fire.
7.Choose the maidens; when Ace returns, you'll automatically go to the Totem
Pole game.
8.Click on the pieces to construct a woman >from the bottom to the top.
9.Ace will return to the fire; then Ace, Oosik, and the Elder go to the Husky
kennels.
10.Click on the yellow snow.
11.Talk with Oosik; she will uncover the Artic Avenger.
12.Click on the Snowmobile; Oosik will give you the coat.
13.Use the arrow keys to maneuver the snowmobile to the Deserted Camp.
(Go left, right, right, right, left, right, right, right.)
14.Click on mound 1.
15.Click on the bone to collect it.
16.Click on mound 2.
17.Take the twinkie.
18.Click on mound 3 for fun.
19.Exit back to the Snowmobile ride.
20.Use the arrow keys to maneuver to the Satellite Dish.
(Go right, right, right, left, right).
21.Use the twinkie on the panel cover.
22.Take the screwdriver.
23.Click on the panel to see the schematic - note the color and diagrams.
(You'll need this later in the Factory.)
24.Exit back to the Snowmobile ride.
25.Use the arrow keys to maneuver to the Spy Camp.
(Go left, 2nd right, right, left.)
26.Click on the soldiers in the distance several times.
27.Click on the snow to Ace's right.
28.Use the Master of Disguise to slide down the ramp.
29.When you are in the interior of the Spy Camp, click on the gas can.
30.Talk with the soldiers.
31.Uncover the Monster Snowmobile.
32.Hop on the snowmobile to exit to the Snowmobile ride.
33.Use the arrow keys to maneuver to the Shed.
(Go right, left, left, right.)
34.Click on the hatchet to use it on the door.
35.Enter the Shed.
36.Click on the wastebasket to collect the piece of paper -
you will need it later.
37.Click on the bed for fun.
38.Click on the small rug to reveal the button.
39.Click on the button.
40.Enter the elevator.
41.Use the up arrow key to get through the Flame Throw.
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