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.
Talk
with Woodstock;
You
will be sent to the beginning of Nautilus.
Nautilus
1.Click
the entrance hatch to the sub. The
Garbage Chute game starts. 2. 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
the 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 in the left hand side 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. (Timing and
recognizing the pattern is key - just keep moving, and pause
for a second for the last jump.)
42.Pull
the handle to turn off the gas jets, and then move forward through
the door.
43.Move
along the catwalk to the last and highest door on the second
level, and click on the door. (Use the ladder on the left.)
44.Use
the bone from inventory on the dog to the right of the door.
45.Walk
across the room. Push the green button to open the door. 46.Click
on the computer on the left side of the room.
47.Enter
the password from the paper in inventory. (Press) 48.Use
the menu to disable extraction security. 49.Use
the menu to disable control box security.
50.Use
the menu to enable the elevator backup power. 51.Logout.
52.Go to the cabinet and click on it to open it. 53.Move
Ace out of the way. 54.Click
on the cans to move them. 55.Move
Ace out of the way.
56.Pick
up the crowbar. 57.Go
back to the right side of the room, and use the crowbar on the
power panel 58.Click
on the panel to get a close-up view.
59.Use
the buttons to disable the prods (click red, then blue, then
pull the lever).
60.Go
back to the panel closeup. 61.Use
the buttons to open the Husky doors (click red, then green,
then pull the lever). 62.Walk
to the Husky cages. 63.Click
on the cages to free the Huskies.
64.Exit
the room back onto the catwalk. 65.Go down the ladder and enter
the first door to go to the Extraction factory. 66.Click
on the fence to open it. 67.Click on the handle to stop the
machines.
68.Click
on the seal pen door to free the seals. 69.Exit
to the catwalk.
70.Go
to the door that is the on the far right and enter the Warehouse.
71.Click
on the hot tub. 72.Click
on the barrels on the left.
73.Use
the crowbar on the barrels. 74.Click
on the tub to start the party.
75.Exit
to the Flame Throw. 76.Exit
to the elevator, then to the shed.
77.Exit
to the outside of the Shed. 78.Go
back to the apartment.
Apartment
after Alaska
1.If
the bouncer is outside of Ace's door, use money to get rid of
the bouncer.
2.Use
the key to enter the apartment. 3.Answer
the door when Shickadance knocks.
4.Talk
with Shickadance. 5.Click
the Portable Computer. You'll see the Xotica web page.
6.Click
the icon on the far left on the bottom of the page. 7.Click
on the icon labeled Sea Spray (New) and drag it to the X on
the right.
8.Repeat
steps 7 and8 for each of the icons until the X has transformed
all four corners of its icon.
9.You'll
have to enter an id (Jacques) and a password (Nemo).
10.Order
the seal oil 11.Order
the Baby Whale Blubber Gel.
12.Click
on the Special Offer. 13.Click
Place Order; continue clicking Place Order until you are done
with the web page. 14.Answer
the door when Vanella Sundae knocks.
15.Talk
with Vanella - you will be sent to the beginning of Bavaria.
Bavaria
1.Vanella
escorts Ace to the Product room. 2.Pick
up the white Access card on the floor.
3.Unlatch
the window. 4.Listen
to Phatteus Lardus. 5.Click
on the door to follow Phatteus on his tour.
6.In
the Communications room, click on the panel to annoy Phatteus.
7.Walk
to the left to enter the Lab; the tour will continue. 8.Follow
Phatteus when he leaves. 9.Follow
Phatteus as he continues the tour through the Backstage. 10.Follow
Phatteus to the Cavern. 11.Click
on the animals to hear about them.
12.Refuse
Phatteus' offer and get carried off to the Guest Room. 13.Click
on the door to try and exit.
14.Click
on the window to exit to the ledges. 15.Climb
up the vines to get to the roof. (Go left, climb limb past window.
Keep climbing until you get to the satellite dish on top of
the roof.)
16.Use
the coordinates on the paper from inventory on the Dish. 17.Climb
down to the ledges. (Go right, down the vine, then left twice.)
18.Climb
in the window to the product room.
19.Click
on the objects in the room to hear about them. 20.Exit the product
room through the doors.
21.Walk
to the head of the stairs. 22.Click
on the stairs to go down them. 23.Pull the axe on the armor
to open the secret bookcase door. 24.Enter
through the door. 25.Go
to Patch bay and click on it to see a close-up view. 26.Solve
the Patch Bay puzzle. (Work from left to right.)
27.Exit
back to the Communications room. 28.Walk to the Lab; use Access
card to enter. Vanella captures Ace. 29.Click
on the mirror and Spike will free Ace. 30.Walk past the cages
and exit to Backstage. 31.Go
to the far right and click on the doorway to peek into the Cavern.
32.Click
on the Costume to put it on. 33.Enter
the Cavern in the Costume; the opera starts.
34.Play
the fight scene with Vanella. 35.Defeat
Vanella or be knocked out by Vanella. (You'll need to use the
sandbag, and it helps if you're nice to Spike.) 36.Pull
the handle on stage right to open the cages.
37.Play
the Laser Dodge game; use the right and left arrows to move
from column to column. Press the down arrow to hide behind the
column. 38.Press
Enter to taunt Phatteus and get him to destroy the columns.
39.Exit
the Cavern with the animals.