Ace Ventura

Ace Ventura

17.10.2013 18:42:38
===============================================================================

FAQ/Walkthrough for
ACE VENTURA: PET DETECTIVE

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GUIDE INFORMATION

Author: Tom Hayes
E-mail: thayesguides(at)gmail(dot)com
System: PC
Updated: 2nd April, 2006
Version: 1.1


CONTENTS

1. Introduction
2. Walkthrough
3. Item List
4. Copyright Information


VERSION HISTORY

1.1: 2nd Apr, 2006 (Format update)
1.0: 29th Aug, 2003 (First version)


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1. Introduction

===============================================================================


Based on the comedy films, this is a graphic adventure from 7th Level involving
the pet detective Ace Ventura as he attempts to solve the disappearance of
missing huskies from Alaska. Ace Ventura was played by Jim Carrey in the
movies, who managed to portray a strange character with total enthusiasm for
his pet rescuing work. Whether it was dogs, cats, squirrels, snakes or monkeys,
Ace seemed to go out of the way to help the troubles of any creatures and, if
possible, take out revenge on the irresponsible owner. 7th Level have decided
to take Ace's lively personality and put it into this point and click graphic
adventure that features a number of arcade mini games.


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2. Walkthrough

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MOUNTAIN

Select the rope from the inventory and use it on the rock to Ace's right to
complete the mountain section.


APARTMENT

Use the key on the door. Get the cover from the eel tank and the landlord will
soon start knocking on the door. Open the door to talk to Shickadance, and the
red light on the laptop will start flashing. Select the laptop to receive a
message from Woodstock about sled dogs that have been disappearing from Alaska.
After the cutscene, Ace will arrive outside the submarine.


SUBMARINE

Swim through the hatch below the submarine and use the arrow keys in the arcade
sequence to avoid the obstacles and collect the air tanks. After arriving in
the submarine, walk right to be taken to Jacque's dining room. Talk to Jacques
and say "So..... it's Jacques", say "What's up, Jacques" to reveal the food on
the table, say "I'm outta here", and Jacques will leave the room. Exit the
dining room and get the fork from the the hallway.

Walk west and use the fork on the door to enter Jacques' bedroom. Look at the
loose papers twice to get the map piece. Get the blue conch shell below the
sail fish. Open the cabinet and get the key. Get the oyster from the bed and a
pearl will drop out. Move the bed to reveal an indentation in the wall. Get the
pearl, use the blue oyster shell in the indentation to open a secret doorway,
then select the doorway three times to enter the room.

Open the closet and get the uniform. Look at the wall chart. Get the quill pen.
Select 50 longitude and select the paper to write the number, select 50
latitude and select the paper, then get the paper. Exit the view of the wall
chart, and exit the room. Exit the bedroom and open the hatch. Climb up to the
control panel, use the key in the keyhole, then pull the lever to reveal the
whale. Select the whale four times to press the button on its back.

Climb up the ladder to the hallway, and climb up the next ladder on the left to
arrive on the bridge. Use the uniform on Ace, and Jacques and his guards will
leave the bridge. Look at the navigation table and solve the puzzle by moving
the pieces into the correct order. Use the sixth map piece on the bottom-right
corner of the table. Use the coordinates on the map to highlight Volcania, pull
the overlay over the map, and then use the quill to draw a line from the
submarine to Volcania. Look at the sonar station.

Press the Whale Release button and use the arrow keys to follow the whale to
Volcania. Exit the view of the station. Stand on the platform and press the
button the look through the periscope. Select the red button and hold down the
left mouse button for a second, click quickly, then hold the mouse button down
for a second to move the octopus. Climb up the steps. Use the left arrow key to
jump across the five moving whales to the hut on the other side.


APARTMENT

Use the key on the door. Remove the tank cover to find the eels, and open the
door to the bathroom. Turn on the faucets to fill the bath, then exit the
bathroom. Open the apartment door to talk to Shickadance. Walk over to the
right side of the apartment and get the cable. Open the bottom-right cabinet
twice and get the gloves. Get the cable and use it on the fusebox. Get the eel
tank, open the bathroom door and put the tank on the stool. Exit the bathroom.
Get the cable, open the bathroom door and put the cable in the bath. Use the
gloves on Ace, get the electric eels and put them in the bath to restore power.
Exit the bathroom and use the computer to travel to Alaska.


ALASKA

Look at the fishing hole to exit the submarine. Talk to the eskimo and say
"Take me to your leader" to enter the camp. Look at the elder's igloo. Talk to
Oosik and say "I am here to help you". Talk to her again and say "What's the
problem", say "And that is", then choose either option to travel to the totem
pole. Select the striped blue and purple piece, the green piece with the
spiral, the wide piece with the two green circles, the striped blue and red
piece, the piece with the small red nose, and then finally the blue piece with
the red triangle on top to complete the totem pole.

After the cutscene, talk to Oosik and look at the snowmobile to receive the
coat. Use the snowmobile to view the map. Ride south and take the first path on
the left to arrive at the cliff. Use the costume on Ace to slide down the cliff
path to the camp. Talk to the soldiers three times, and then remove the tarp to
reveal the monster snowmobile. Climb on the new snowmobile to return to the map
screen. Ride south, follow the two corners, and take the first turn on the
left. Ride south, follow the next two corners, and take the first turn on the
right to arrive at the abandoned camp.

Get the bone from the left lump of snow and the frozen twinkie from the right
lump of snow, then exit the camp. Ride south around the two corners, take the
first turn right, ride north, and then take the first turn on the right to
arrive at the satellite dish. Use the frozen twinkie on the storage to open the
panel. Get the screwdriver and exit the area. Ride south and take the first
turn right to arrive at the house. Get the hatchet from the log to open the
door, then walk through the doorway to enter the house.

Lift the green rug and press the switch to open a secret doorway in the
fireplace. Walk through the doorway and jump along the path while avoiding the
flames. At the end of the path, pull the lever to turn off the flames and then
continue through the doorway. Walk west to the other side of the hallway and go
through the door at the top of the ladder. Give the bone to the dog, press the
button at the right side of the door and continue left through the doorway to
enter the room with the huskies. Look at the computer and enter "Press" to
access the main plant control.

Type "S", "E", "C" to disable extraction security and control box security.
Type "M", "M", "E" to enable the elevator backup power. Type "M", and then "X"
to logout. Open the metal cabinet, move the cans and get the crowbar. Walk
right to the room with the dog and use the crowbar on the fuse box, then look
at the fuse box to see four buttons and a lever. Select the red and green
button and pull the lever to unlock the husky hatches. Look at the fuse box,
select the red and blue button and pull the lever to disable the prods. Walk
west through the doorway and select the huskies to rescue them.

Now we've got the seals to rescue, so walk right to the next room and go
through the doorway. Climb down the ladder and walk through the doorway to
enter the room with the seals. Open the gate and pull the lever, then open the
smaller gate to free the seals. Walk east to the other side of the hallway and
open the door to enter the bedroom. Use the crowbar on the metal barrels to
fill the tub, and then select the hot tub to jump in. After the cutscene, walk
north to the flame room, walk south to return to the house, and then walk
through the doorway to leave Alaska.


APARTMENT

Talk to the guard and give him the money. Use the key on the door. Use the
laptop, select the perfumes icon, then select the Sea Spray icon and drag it to
the X. Select the treasure chest icon, then select the Necklace of Thetys icon
and drag it to the X. Select the golf club icon, then select the Eagle Eye
Binoculars and drag it to the X. Select the Pearl Handed Pool Cues and drag it
to the X. At the password screen, enter anything for the user name and
password, then press enter.

Select the paper icon, type "Order" in the Genuine Seal Oil Polish box and
select Place Order. Type "Order" in the Baby Whale Blubber Hair gel box and
select Place Order. Select the Special Offer icon and select Place Order three
times to exit the view of the laptop. Open the apartment door to talk to
Shickadance, and select either speech option about the rent. Wait for the knock
on the door, then open the door to meet Vanilla and travel to Bavaria.


BAVARIA

Walk through the doorway on the left and get the access card. Try to open the
window, and Phatteus will give Ace a tour of the castle. Enter the lab on the
right, walk south and follow Phatteus right to the opera stage. After the
cutscene, Ace will arrive in the guest room. Open the window and climb out to
the ledge. Walk left along the ledge, climb up the vine to the roof and use the
coordinates on the satellite dish twice. Climb down the vine, walk right along
the ledge and go through the window to return to the guest room.

Open the door and walk through the doorway to the hall. Walk down the steps,
pull the axe on the knight and walk through the doorway to the communications
room. Look at the panel twice to start the puzzle. Start by counting three dots
up at the left side of the screen, and clicking the dot once to change it to
red. Follow the ASCII map below, changing each following dot or line to the
same colour as the one before it.

O
. .
O O . O
. .
O O
. .
O . O O O
. . . .
O O O O O . O
START . . . . FINISH
O O O
. .
O O
. .
O O
. .
O . O

After completing the puzzle, use the access card on the panel to enter the lab
and get caught by Vanilla. After Ace is on the table, look at the small mirror
at the right side of the table to deflect the laser. Walk south to exit the
lab, then walk east to the opera room. After returning to the tunnel, get the
costume to start the fight with Vanilla. Talk to Spike, say "Be nice to
Spike!", then select the left sandbag twice to hit Vanilla. Quickly use the
cannon to defeat Vanilla.

Pull the lever to open all the animal cages, and Phatteus will begin to shoot
at Ace. Use the left and right arrow keys to move toward the pillars at either
side of the room, hold the down arrow key to hide behind the pillar, and then
press enter to annoy Phatteus into shooting the pillar. After he destroys the
first pillar, move over to the next pillar and repeat the process of annoying
Phatteus until he shoots at the pillar. Lure Phatteus into destroying the
second pillar to complete the game.


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3. Item List

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ACCESS CARD
Found in the trophy room of the castle in Bavaria. It is used on the panel in
the communications room to access the lab.


APARTMENT KEY
Available at the start of the apartment sections. It is used to open the door
to Ace's apartment.


BLUE CONCH SHELL
Found below the sail fish in Jacques' bedroom on the submarine. After moving
Jacques' bed, the shell is put in the indentation.


BONE
Found in the left lump of snow at the abandoned camp in Alaska. It is given
to the dog on the second floor of the plant in Alaska.


COORDINATES
Found by writing the longitude and latitude on the piece of paper in the
secret room behind Jacques' bedroom. They are used on the map on the bridge
to highlight Volcania.


COSTUME
Found by opening the closet in the secret room behind Jacques' bedroom. It is
used on Ace after arriving on the bridge, and is used on Ace on the cliff
edge at Alaska.


CROWBAR
Found in the cabinet on the second floor of the plant in Alaska. It is used
to open the fuse box in the room with the dog, and is used on the metal
barrels in the bedroom of the plant in Alaska.


FORK
Found in the hallway outside the dining room on the submarine. It is used on
the door to Jacques' bedroom.


FROZEN TWINKIE
Found in the right lump of snow at the abandoned camp in Alaska. It is used
to open the panel on the satellite dish.


GLOVES
In Ace's apartment after the submarine section, the gloves are found in the
bottom-right cabinet. They are used on Ace to get the eels from the eel tank.


MAP PIECE
Found by looking at the loose papers twice in Jacques' bedroom on the
submarine. It is used on the navigation table on the bridge.


MONEY
Available at the start of the third apartment section. It is given to the
guard outside the apartment door.


PANEL KEY
Found in the cabinet in Jacques' bedroom on the submarine. It is used in the
keyhole on the control panel in the whale tank room.


PEARL
After looking at the oyster shell on the bed in Jacques' bedroom, the pearl
is found by moving the bed. It is not used.


ROPE
Available on the mountain section at the start of the game. It is used on the
rock to save Spike.


SATELLITE COORDINATES
Available at the start of the Bavaria section. They are used on the satellite
on the roof of the castle.


SCREWDRIVER
Found in the storage panel on the satellite dish in Alaska. It is not used.


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4. Copyright Information

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This document is Copyright 2003-2006 Tom Hayes. It is not to be distributed in
any form without the permission of the author. The author of this document is
not affiliated with the creators of this game in any way. The latest version of
this document can be found at www.gamefaqs.com.
 
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Engl. Lösung

17.Октябрь 2013
Lösung

14.Октябрь 2013
Engl. Lösung

18.Октябрь 2013
 
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