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****** ******
****** ALICE FAQ/WALKTHROUGH ******
****** Version 1.0 ******
****** ******
****** By Lsnake/Engelen ******
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15/09-2005: Update
Due to current RL Events, I have been very busy and not been able to play much
or update my guide. I have recieved alot of nice contributions which I have
saved, and I will update it once I have time and chance. Thanks for all the
nice e-mails, you know who you are who have sent me contributions. Your mails
have NOT been sent in vain, and I hope to get it updated soon.
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*** Table of Contents ***
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Hint: Use the code in the brackets to quickly navigate this guide. Copy the
four letter word, hit CTRL+F and CTRL+V and then Search. You should then be
taken to the part of the guide you want.
01: Introduction...................................[1INT]
02: Controls.......................................[2CON]
03: Walkthrough....................................[3WAL]
Level 01: Dementia.............................[LEV1]
Level 02: Pandemonium..........................[LEV2]
Level 03: Fortress of Doors....................[LEV3]
Level 04: Beyond the Wall......................[LEV4]
Level 05: Fortress of Doors....................[LEV5]
Level 06: Skool Daze...........................[LEV6]
Level 07: Skool's Out..........................[LEV7]
Level 08: Skool Daze...........................[LEV8]
Level 09: Pool of Tears........................[LEV9]
Level 10: Hollow Hideaway......................[LE10]
Level 11: Just Desserts........................[LE11]
Level 12: Wholly Morel Ground..................[LE12]
Level 13: Dry Landing..........................[LE13]
Level 14: Herbaceous Border....................[LE14]
Level 15: Rolling Stones.......................[LE15]
Level 16: Icy Reception........................[LE16]
Level 17: Fungiferous Flora....................[LE17]
Level 18: Caterpillar's Plot...................[LE18]
Level 19: Pale Realm...........................[LE19]
Level 20: Castling.............................[LE20]
Level 21: Checkmate in Red.....................[LE21]
Level 22: Mirror Image.........................[LE22]
Level 23: Crazed Clockwork.....................[LE23]
Level 24: About Face...........................[LE24]
Level 25: Burning curiosity....................[LE25]
Level 26: Jabberwock's Lair....................[LE26]
Level 27: Caterpillar's Plot...................[LE27]
Level 28: Majestic Maze........................[LE28]
Level 29: Airborne Terror......................[LE29]
Level 30: Mystifying Madness...................[LE30]
Level 31: Water Logged.........................[LE31]
Level 32: Labyrinthine Revenge.................[LE32]
Level 33: Machinations.........................[LE33]
Level 34: Royal Rage...........................[LE34]
Level 35: Battle Royale........................[LE35]
Level 36: Ascension............................[LE36]
Level 37: Castle Keep..........................[LE37]
Level 38: Heart of Darkness....................[LE38]
04: Weapons and Items..............................[4WEA]
05: Monsters.......................................[5MON]
06: Alice being bored..............................[6ALI]
07: Background Story and Plot Theory...............[7PLO]
08: Character Information..........................[8CHA]
09: Extracting Music, Voices and Video.............[9MUS]
10: Frequently Asked Questions.....................[10FA]
11: Credits, Last Words and Copyrights.............[11CR]
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*** Introduction [1INT] ***
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Welcome to my guide for Alice, one of the best Action Adventure games for the
PC! A Sick and twisted version of the good old tale, this new version
takes place in a whole different version of Wonderland..
Although Alice went by quite unnoticed, it was deeply loved by most who took
the time to play it, and even today it holds a magic that many newer games just
cannot compete with. It's a good old Action Adventure game with great visuals
and sound, amazing level designs and a fantastic story.
I have always loved Alice, since the first time I played it, so I have
dreamt of creating a full FAQ for it. Both because it is yet another excuse for
me to go back and spend lots of time with one of my favorite games, but also
because it will hopefully help others who might be stuck, or even wants to read
some about it. I have added a whole Background Story and Plot part to this
guide, where you can hopefully learn more about the story and what really
happens in Alice.
If you notice any errors, if you have anything to contribute, want to ask a
question about the plot or anything, feel free to e-mail me:
[email protected] or
[email protected].
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*** Controls [2CON] ***
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This is the standard control setup for Alice. This setup works really great and
should be left alone unless you feel uncomfortable with it.
Primary Attack Mouse Button 1
Alternate Attack Mouse Button 2
Move Forward W
Move Backward S
Jump/Swim Up Space
Climb Down/Swim Down F
Turn Left Left Arrow
Turn Right Right Arrow
Strafe Left A
Strafe Right D
Toggle Run/Walk Shift
Use/Climb Up Enter
Camera Look TAB
Cheshire Help C
Pause Pause
Equip Vorpal Blade 1
Equip Cards 2
Equip Mallet 3
Equip Demon Dice 7
Equip Jackbomb 4
Equip Icewand 5
Equip Jacks 6
Equip Eyestaff 8
Equip Blunderbuss 9
Equip Deadtime Watch 0
Next Weapon [
Previous Weapon ]
Quick Save F4
Quick Load F1
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*** Walkthrough [3WAL] ***
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Note: This walkthrough was written for the Medium Difficulty, which is the
recommended difficulty on the first time. If you have trouble, then you can
still follow this walkthrough on Easy, so don't worry. Things might be a little
different regarding enemies and damage, but the walkthrough will still be the
same, regardless of difficulty.
This walkthrough contains some spoilers.
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*** Level 01: Dementia [LEV1] ***
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Enjoy the beautiful FMV that plays when you start the game, and watch as Alice
falls down the hole. You'll see White Rabbit, busy as ever. After he has left,
the ever clever Cheshire Cat will appear and speak to Alice. After he has
vanished, you can now control Alice!
You have no weapons at the moment, and only one way to go, so follow the path
and turn right, and then head forward. A Cutscene will play with one of the
Miners. After that, the Chesire Cat will appear and tell Alice to "Ride the
Wind" before he disappears.
To the left of you, you will see smoke rising. Learn to recognize this type of
smoke, because it is a way to cross Chasms and other places without ground.
Just run up the ramp and jump into the smoke, and Alice will use her dress as
a parachute to fly across the smoke.
Hint: If you just jump into the smoke and stops up, Alice will hover in the
smoke, and you can then change directions.
Another small cutscene will play, and you'll be informed that the Red Queen
obviously is some sort of Villain here, since the only freedom from her is
Death. Not very pleasant, but Alice is a brave girl and is not afraid of the
Red Queen. Then, the Cheshire cat will talk to you about Meta Essence, which
is the life in Wonderland. It looks like Red Crystals, and if you pick one up
you will be healed.
Now follow the path and you'll see a Meta Essence in the end. Go behind the
Vines and pick it up, and then head to the right, where you will find your
first weapon, The Knife! The Cheshire Cat will come out and tell you another
clever advice, and after that you'll spot the White Rabbit shrinking and
running into a small hole.
Head up the planks to your left and you'll get another cutscene. The Miner
tells you that you should head to the Fortress of Doors, and Alice expresses
her desire to become very small. After that, the Rabbit will come out and Alice
will give him a taste of his own wisdom words.
Watch out, the first enemy is approaching! A Club Card will rush toward you,
but he is easily dispatched by using the knife. Throw it at him by using the
Alternate Attack Button(Usually Mouse 2), and back until you can throw it again
because it does have a slight recharge time. He should go down in two throws,
or three slashes.
When he is dead, you can pick up the Meta Essence he left if you were hurt,
and there are two more Essences to your left if you need them. Then continue
to where the Club Card came from, turn right and you'll enter a new room. The
Cheshire Cat will appear and give you a mysterious clue! After he is gone,
ignore the path going downhill to your right, and turn left instead to face a
rock. Jump up on it(Might take some tries) and then follow the planks up to
another Miner, which will trigger a cutscene. He got a quite funny accent, so
enjoy the conversation, and take his advice. Head up the planks to your left,
and the Cheshire Cat will appear again. If you need health, there's more to
your left, up the next set of planks. But otherwise, just jump down to the
right platform the Cat appeared on, with the "Yur Mine" sign over it and head
into the tunnel to end the level!
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*** Level 02: Pandemonium [LEV2] ***
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Take a good look around. This level might look confusing at first, but it's
really not as bad. Head to the Meta Essence and the Cheshire Cat will appear,
giving you the hint of what to do. I hope you trained rope climbing in school,
because that's the next part of the program.
Jump onto the rope infront of you, and Alice will automatically grab it. If you
want to climb the rope, press ENTER. If you want to descend it, press F. If you
want to swing forward, press W and if you want to swing backward, press S, and
finally, to change direction, just turn around with the mouse. When you want to
jump off the rope, just press Space.
Now you can descend it, and then swing it until you can either jump onto the
other rope, or just down to the wooden floor with the Meta Essence. Then head
over to the Miner to trigger a cutscene. He'll offer to help you shrink, if you
can help him retrieve a key from some nasty Card Guards. Of course!
When you have control, head into the Yur Mine, and follow the path until you
reach a small coal wagon. Alice will jump onto it and ride it for a wild trip.
Then, watch in horror as the wagon falls down into the deep waters! But luckily
Alice stepped off before that so she'll be watching it.
As soon as you gain control, a Club Card will attack you, so quickly take him
out with your knife, and then head up the planks he came from. Refill your
health if it's low, and grab the next weapon, The Cards!
Now, head into the first door, then the next door, and head up the stairs. You
will see the Card Soldiers. If they are close together, try using the alternate
attack with the Cards to hurt all of them badly. If not, then take them out one
by one. They should be easy. There is a big Meta Essence in this room which
should refill your Red and Blue Essence, and all three cards will leave small
Essences when they are dead, so don't worry about using the Alternate Fire.
When they are dead, grab the key on the table, and follow the wooden stairs to
your right into a portal.
After seeing the Miner, you'll be attacked by two Diamond Cards and one
Club Card.
Quickly take out the club card, and then take out the two Diamond Cards any way
you want. The knife is even better than the cards here, since you can take them
out by throwing the knife at them two times.
After they are dead, head along the left building back onto the rope. Climb it
and collect the Essence if it's still there, and then head into the portal you
saw the Miner go into to exit the level!
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*** Level 03: Fortress of Doors [LEV3] ***
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Enjoy the cutscene and be prepared to assault the Fortress of Doors.
You'll land at an edge outside the walls. To the left you'll find an entrance
into the fortress, but for now, follow the path and you'll see an Diamond Card.
Kill him, and jump onto the floating platforms with the Essences if you need
them. Now head back to the edge you landed, and enter the opening.
You can climb the rocks to your right to enter the high walkway on the wall,
and there you can fight two Diamond Cards and find a Stack of Cards. Nothing
more of interest there right now, so either skip it or just go down again.
Go past the rocks and you'll see a doorway to your right. Save your game,
Enter it, and the door will disappear behind you. You'll see two Boojums.
These can be a real pain at earlier levels. Use the pillar to protect
yourself from their screams, and use the knife to throw at them. Two hits will
kill one, so just play it safe and hide as good as you can while the knife
recharges. Once they are dead, pick up their Essence, and if necessary, the
big essence behind the wall, and try to walk to the other side. The floor will
suddenly break up! Position yourself, and jump over to the other side, either
from the long plank on the right side, or by the middle platform. Head up the
stairs to the right, and prepare for another dizzy experience. Jump onto the
floating wooden path, and quickly run across it and jump over to the other side
where you will find a Portal. Enter it to exit the level.
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*** Level 04: Beyond the Wall [LEV4] ***
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Head to the Metal Gate infront of you to see a Club Card. he will run around
the wall and attack you, so kill him before he can do you any harm. Head right
and turn left, and you'll see another Club Card coming. Kill him from the
distance. If you continue to the right you'll see a Blue Meta Essence so grab
it if you need, and then head back into the opening where the Club Card came
from. There's a strange object on a small structure there. Grab it, and you'll
be transformed into a demonic version of yourself. This gives you incredible
power, so just hack and slash the five Club Cards that comes, and refill health
with their Essence. Once they are dead, contine past where you found the
Powerup(Just head the same direction you originally was heading to), turn right
and then turn left to find a door. Proceed through all the doors until you get
to a crazy looking place. High above you a Boojum flies, but it will
not attack you until you reach the other side. Now, head towards the edge of
the floor, and soon some floor panels will appear. You must now simply follow
these panels, making your way along with them until you reach the other side.
You might have to do some precision jumps here, so save while you can. Once you
reach the other side, the Boojum will attack you quickly. You can run
into the portal if you like, but notice the melody that plays.
As soon as you enter the next place, two Boojums will attack you. This
can be hard if you are low on health, so try to quickly take one out so that
you can grab his essence before taking out the other one. Even if you empty
your Blue Essence, you'll gain it back with the two big essence they drop.
Head to your left, and down the spiraling stairs for a small scene with the
Cheshire Cat. Your task is now to pull the three levers in the right sequence,
the same as the melody. Go ahead and try it if you like, it's really easy, but
in case you just want to go on, then the right sequence is:
1: Right Lever
2: Left Lever
3: Middle Lever
This should open the doors. Head up the stairs again, but before you go onto
the checkered floating plates, take out the two cards on the other side by
throwing your knife at them. They cannot reach or attack you, so it's safe.
You might have some trouble hitting the Club Card, so jump onto the floating
plates and work your way a little bit closer so that it's easier to hit the
Club Card. The floor plates will appear infront of you to make a path.
Once on the other side, head towards the portal and kill the Diamond Card that
appears infront of it. Then enter the Portal.
You will see how the floor is activated and split up into several moving pieces
going up and down. Yes, you must climb it, but no, it's not very hard, so you
should do just fine. Just climb the moving panels any way you like and make
your way to the top. Jump over to the platform with the Portal, and jump over
to it. You will most likely end up hanging, so just climb up and enter the
Portal.
When you enter the next room, two Boojums will attack you, so be swift
and kill them quickly. You'll now see three doors infront of you. This is a
puzzle, but it's just a matter of luck. Head into the left one, and the doors
will start to shuffle. You must guess which door is the right one(It's the one
with the Green Portal, the others have Red). It should not take more than a few
tries. When you find it, just enter it to exit the level.
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*** Level 05: Fortress of Doors [LEV5] ***
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You'll find yourself on the walkway on top of the wall you could climb when
you first got here. Proceed along the path, and kill the two Diamond Cards
here.
Two Boojums will come out from the Skool House, so kill them quickly.
Follow the path around til you find the window they came out of, and the
Cheshire Cat will appear and give you a witty wisdoms word. Just jump into the
Window to exit the level.
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*** Level 06: Skool Daze [LEV6] ***
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The first you will notice about this level, is the wickedly sweet music, one of
the best in the game. You'll see a kid walking around, but he is harmless so
don't worry about him. Or..well you should actually be worried about him, but
he's not dangerous.
Enter the door to meet a Diamond Card, kill him. There are two more Diamond
Cards in this room, so kill them from a distance.
After they are dead, head into the door to your left to meet up with the old
Miner! He tells you what you need to do, but he is interrupted as two Diamond
Cards storm the room. Take them out and exit the room. You'll see a cutscene of
the old Miner in a beautiful library. He will do some tricks and move a
bookshelf.
Now, head up the stairs and take the left path. Follow it to the end, and jump
over to the mysterious staff bathed in greenish light...it's the Mallet! Now,
just jump back or jump down, and head over to the right side of the stairs and
into the double doors. Two Club Cards will be waiting for you, but they are
VERY easily dispatched with your Mallet. Continue into the next set of doors
to reach the beautiful library. Head to the left on the turn, continue along
the path and turn left to kill the Club Card in the small part of the library.
After taking him out, head back out to the main part and follow the path until
you reach the main library room. You'll find two Club Cards and two Diamond
Cards here, but they are easily taken out with the Mallet. Ignore the lift to
your left, and continue along the big main part of this room. Further into the
room you should see a giant book to your left. Go into it to activate it, and
then go back to the lift you ignored, and ride it to the top. The Cheshire cat
will appear and magically tip over a whole bookcase for you to climb.
On this floor you will find three Club Cards and an Diamond Card, so just smack
them around with the Mallet.
Once they are dead, head to the left of the lift to activate another book. Turn
around, head to the right side of the lift and climb the bookcase. You'll find
another book here and two Diamond Cards, so kill them and walk into it.
Step onto the lift and ride it to the top and you'll be attacked by a Diamond
Card. Kill him and activate the final book. head around the book case and jump
along the floating books to the other side. A Cutscene will trigger and Alice
will ever so gently push the book off the edge.
Use the newly arranged floating books to jump down to one of the sides, and
work your way down to the bottom until you reach the book. Walk to it to end
the level!
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*** Level 07: Skool's Out [LEV7] ***
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You'll see a Boojum fly around here, so head forwards to lure it, and
whack it with your ranged Mallet Attack. There's also a Club Card walking
around here, so kill it before moving on. An Diamond Card is on the top level
but you can't reach it yet.
Now first of all, take the left door and head down the stairs. Save your game
and jump over to the floating platform to grab the Dices! Now quickly swap
to the Mallet, and carefully kill the two Boojums without falling down.
After they are dead, jump back over to the main part and grab the Meta
Essence if you need it, and then head back into the door you came from.
Four Club Cards will be there, so take them out the way you see fit. Now head
into the door to your right called "1st Grayd" and kill the Diamond Card. Then,
head into any of the doors to reach the Gym. At the left side of this room
you will find a Switch, so pull it, and you'll see the Old Miner. Climb the
now raised stairs, and jump onto the wooden planks at the left part, and follow
it while avoding the swingning lamps to the old Miner. After the conversation,
three Boojums will come up from the floor. If you want to, grab the
Powerup on the middle plank, but otherwise jump down and kill them while
moving to avoid their screams. Grab any Meta Essence left behind and exit the
room. Enter the main room again, and kill the two Boojums here. Climb
the spiraling stairs and enter the only open door called "2nd Grayd".
Kill the two Club Cards and the Diamond card, and proceed straight forward.
Help The Old Miner to kill two Club Cards, and watch the cutscene.
Grab the Meta Essences left behind from the Cards, and the potion in the
closet. Exit this room the same way you came from to enter the room with four
doors in each direction. Take the left door and quickly kill the Diamond Card
and the Club Card. Then enter the door named "3rd Grayd". Two Diamond Cards
will be here, so kill them and then grab the Mallet in the corner. Enter the
next room, and kill the two Club Cards and the Boojum. Jump onto the
Poppy Seeds part to grab a yummy looking Lollypop and exit this room, kill the
Boojum and enter the next door. You'll now be in the four door room. Enter one
of the side doors and head into the "2nd Grayd" doors. You'll find the
Old Miner and a cutscene will trigger. Grab the Star after he is gone and
enter the Portal to exit the level.
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*** Level 08: Skool Daze [LEV8] ***
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You will be back in the room you first found the Mallet in. There are two
Club Cards waiting on each side of this room, but they shouldn't be too hard.
If you need to refill Health, just grab the Big Meta Essence where the Mallet
once was. When you are ready, enter the double door on the right side on the
second floor, and kill the two Boojums. Enter the next room, follow
the path and kill the Club Card and the three Boojums that comes toward
you. Take them out. Ride the lift on the left side, and climb the bookcase on
the left, and then kill the two Diamond Cards. You can now enter the
Observatory.
Ride the lift, and enter the next door. Kill the two Diamond Cards and the Club
Card, and then climb the broken stairs. Now just head over to the telescope to
trigger a cutscene and to exit the level. Things are about to change here.
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*** Level 09: Pool of Tears [LEV9] ***
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Ahhh, finally in the outdoors! The change is refreshing, and the real adventure
starts now! This is a really moody place, but it's looking quite good. Enjoy
the next part of the adventure to save Alice!
When you have saved and are ready, head to the forward to the left, and jump
over the chasm, by the rock sign. Climb the rocky path, until you jump over a
Waterfall. An Ant will push a giant boulder down the path, so stay where you
are and wait til the boulder have rolled down. Continue til you reach a high
ledge, jump and grab it. Remember this place. Turn around and jump up to the
next part of the path, and continue until you reach another waterfall, and the
pesky ant will push another boulder. Head back to the ledge you had to grab to
climb up and wait til the boulder has rolled past. Jump back up the path and
continue past the waterfall. Follow the path further until the Ant throws
another boulder, but stay where you are and you'll be safe. Two Ladybugs will
come and attack you, but they are easily dispatched.
Jump down to the next part of the path and follow it by doing some long jumps.
You will soon reach three Ants, and when you do, give them a taste of their own
medicine for all the trouble they have caused you. Jump across the riverstream
and follow the path. You should soon see a Giant statue of Alice to your left
and a crying naked turtle to the right. Head towards the crying turtle to
trigger a cutscene.
The Turtle will explain that the Duchess took his shell, and while Alice is
more concerned about finding the White Rabbit, she agrees to help him if he can
lead her to the Caterpillar. You'll see the Turtle jump up on a leaf and ride
it along the river. This is clue of what to do next. Now, save your game,
because the next part can be hard to get right the first times. Then jump up
on the leaf and follow it.
Ride along the leaf, and do your best to either avoid or kill the Ladybugs on
the way. There's a part where you have to jump onto some roots and let the
leaf pass below you before jumping back onto it, but that should not be a big
problem. When you see the turtle on his leaf, be prepared. As soon as the leaf
falls down jump to the left, and try avoiding landing in the water. If you do
land in the water, then get out immediately, because it is filled with really
irritating Snarks.
When you reach the left side, you'll face two Ants. Kill them and then watch
out for two Ladybugs far above you. A Few knifethrows will show them.
Now, jump on the first leaf, then to the other, and finally to the next
moving leaf and prepare for another ride. Along the way you'll see a huge
Meta Essence, so grab jump off the leaf and quickly grab it if you need it.
Then continue the ride, and after the tunnel, be prepared to jump off to the
right before the huge waterfall. Then climb down and kill the Ladybugs, and
ride the next leaf. You'll eventually reach another waterfall, but do not ride
it down. Jump off to the small rocky part to your left just before the
waterfall, or aim for the hanging wine. Any way you can, either climb or jump
up to the part where you saw the Turtle. Follow the rocky path and you should
see the turtle ride another leaf. Jump up on the next leaf and ride it to exit
the level!
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*** Level 10: Hollow Hideaway [LE10] ***
*******************************************************************************
Follow the path, and you should see two Ants. They are taken out easily, so do
it and proceed further on until you reach another set of Ants. When they are
dead, jump on the first leaf, then to the second, then onto the big root, and
then follow the path on the right side till you get up on the hill. Two
Ladybugs will come and attack you. When they are dead, follow the path and head
out on the first root and jump on the leaf. As you ride the leaf, you will be
attacked by two Ladybugs, so try to dodge them or just kill them, until the
leaf stops and you can jump onto land. Go into the only possible direction,
jump over the leaf and onto the next part of land. You will see a big Essence
but be careful. The Mushroom is a monster and will wake up when you get close!
In addition, there are some pesky Ants AND a Rose Monster here too, so this
can be tricky. You should try to kill the Ants first since they see you on
long range. Take them out quickly, and when they are dead, focus on the
Mushroom, and then the Rose.
After they are gone, refill any lost health, and head over the hill, and you
should see a pair of Ants on the distance. Take them out, and proceed further
on, jump up on the hill, and you will see a Meta Essence alongside a rose.
Get close enough to wake up the rose and kill it. As you are fighting it, an
Ant will arrive, but he shouldn't be too hard. Grab any Essence and then head
down to the water to your right and jump on the leaf. Ride it and three
Ladybugs will attack you, but they should give up quickly. You'll soon see
smoke and fire and two Ants on land, jump off there and kill the Ants, and
walk up to the house. You'll get a funny cutscene, and you'll exit the level!
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*** Level 11: Just Desserts [LE11] ***
*******************************************************************************
It's time to meet the first boss! Don't worry, she's not too hard.
Follow the path until you reach the big room. Now save first, and then grab the
Jackbomb on the table to trigger the cutscene. The Duchess will arrive and want
to eat you! This cutscene is hilarious. After it is done, prepare to fight the
Duchess!
+-------------------------+
| BOSS FIGHT: THE DUCHESS |
+-------------------------+
You will primary use the Jackbomb to take out the Duchess. You must run around
in circles in this room, around the table, while throwing the Jackbomb straight
infront of you, so that it explodes when the Duchess reaches it. This sounds
of course easier than it is since it's hard to predict exactly where and when
the duchess will reach the Jackbomb, but you will get it eventually. There are
some Meta Essence scattered around in this room, so grab them to refill your
Health and Blue Essence. If you get low, or you have problems doing this, you
can also throw the knife, which will eventually kill her. Whatever you do,
keep moving as far away as possible from her, because she can hurt you badly.
After she is dead, the Turtle and that nice Lizard you met outside will come
in and open up an escape hatch which you can jump into to exit the level.
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*** Level 12: Wholly Morel Ground [LE12] ***
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This is a swimming level, which you will either love or hate. Personally, I am
of the latter type, because this level can be very frustrating if things start
to go bad. Your task is to stay as close to the Turtle as possible so that you
can breath his air bubbles. Do not let him get out of sight, you will not
survive long without his air. Follow him and you will be attacked by those
crappy Snarks too, and you will also face obstacles falling in your way. I
suggest that you focus on staying on his tail, and quick save often when you
are in a easy part so that you will eventually progress. I recommend that you
swim on as fast as you can when you get Snarks on the tail, because if you keep
up the speed they will have trouble attacking you. If you stop up, you'll risk
loosing the Air and you'll be outnumbered. So do not stop. You'll eventually
reach the end.
*******************************************************************************
*** Level 13: Dry Landing [LE13] ***
*******************************************************************************
Ahh, finally back on land. The turtle will give you the Shell, which is used
for holding your breath much longer under water. Luckily you won't need it that
much, but it will come in handy.
You'll see two Ladybugs, but from where you are they will not do anything. If
you need to refill health, you can jump up and climb the rocky parts by the
big tree to the right, and jump up on the platforms for two Meta Essence. When
you are done, jump down and proceed along the path to reach an Ant. Take him
out, and you'll reach a nice looking place with a Waterfall. A Ladybug is up
in the sky, kill it. Another Ant is waiting on a ledge, to take him out from
a distance. There's a crappy Snark in the water here which will spit on you if
you get close, so try tossing the knife at it once it jumps up to kill him.
Then jump on the first leaf and head to the one near the hanging rope. You
might have to swim but it's safe once the Snark is gone. Climb the rope and
jump onto the ledge. Follow the path, and you'll be attacked by a Rose. Kill it
and follow the path behind the waterfall, grab any Meta Essence and continue
till you reach a glowing mushroom. If you jump on this, you will be tossed
straight up in the air, or in the direction you are facing. This might take
some practice, so save before doing this. Your goal is to jump up on it and
grab the hanging rope. Then climb it and jump over to the part where the Rabbit
is standing. You might have to kill a Ladybug here.
After the cutscene, a Ladybug will come, so kill it. Then fall down to the
platforms by the tree, kill the Ant you'll see to your right and jump onto the
rope there. Descend it and jump over to the place where the Ant was standing
and follow the path. You will first be suddenly attacked by three Ladybugs
so kill them all, and kill the Rose at the end. You are now back at where you
started, but on the other side of the pond. So follow the path, kill the Rose
and the Ant soldier and the Ladybug high up in the Air, and continue along the
path. You should see the White Rabbit in the distance, and then three Ladybugs.
Take them out, and continue till you reach the ledge. Save.
Jump down to your left to reach a ledge with some Blue Essences. You will be
attacked by a Rose to your left and an Ant to your right, but they should not
cause any major problem. Your goal is to reach the ledge the Ant was on, so
jump onto the nearest rope, descend it a bit, swing back and forth til you get
decent speed and aim yourself for the next rope. Jump and you should grab the
next one. Now do the same to reach the ledge. Enter the small opening, grab
the Meta Essence, and climb the rope. Now aim yourself for the glowing mushroom
and jump up on it. You will be tossed into the air. Your goal is the platform
where the rope was attached, so turn around and try to steer towards it. This
might take some tries, but you'll quickly get the basics. Grab the Meta Essence
here, jump down to the mushroom, and then either to the highest set of
platforms to reach the Demonic Powerup, or just into the opening. When you
reach the opening you will be attacked by two Ants, so take them out and grab
any lost health. Then follow the path to be attacked by a Rose and a Ladybug,
but they can be taken out easily. Once they are dead, continue. You will reach
an Intersection, so take the left and kill the Ant. Continue along the path
and you'll see a bridge with a Meta Essence on it. The bridge will fall if you
try to walk onto it, so you will have to use the mushrooms instead. A Ladybug
will attack you, kill it before using the Mushrooms. Simply ignore the whole
place with the Jackbomb, since you already got it, and use the mushrooms to
jump straight forward to the path ahead.
Continue on the path til you reach another ledge. Make a run for it, and jump
onto the rope that's hanging. Swing it to the platforms, and jump onto the rope
to your right. Climb it all the way to the top and an Ant will be waiting for
you. Quickly jump over to the ledge and kill him before he does much damage.
Then proceed along the path where he came from and you will be attacked by two
Ladybugs. There's a rose in the distance, but it won't wake up until you get
closer. Head towards the stones in the river, and a rose to your right will
wake up. Kill it, and then jump onto the stone on the river. The Rose will wake
up, so either kill it there, or jump to the right where the first rose woke up
and kill it more safely there. When it's dead, jump onto the two next stones
and then up to the ledge where the rose was. There is a Meta Essence on a stone
to your right, so grab it if you need, but watch out for the Snark in the water
that jumps up and spits at you. Continue along the path to end this long level!
*******************************************************************************
*** Level 14: Herbaceous Border [LE14] ***
*******************************************************************************
Watch the Cutscene, and prepare for two Ladybugs coming to attack you. Face the
two Meta Essences, and take the right path. Kill the rose that wakes up and
jump down into the hole. Follow the path, jump and use the two Air Streams to
float over to the other side and continue the path til you reach the
intersection and then take the right. A Cutscene will play, and after that,
kill the Ant that is on a ledge. Then, jump onto the glowing mushroom and then
bounce off to the path ahead with the Crystals. Follow the path and another
cutscene will play. Walk onto the narrow bridge and take to the left if you
need Meta, or to the right to progress. Jump into the Air Stream and let it
carry you high, turn around and steer towards the hanging rope. Grab it, climb
up a little bit and jump to the other rope. Climb that one and jump on to the
ledge, and follow it to the Cards by the Crystals. Then follow the path.
Climb the ledges at the end and look around. You should see a rose, so head
towards it and kill it. Continue the path and kill the two Ladybugs that
comes flying towards you. Jump and grab the rope, and jump off to the other
side. You'll be attacked by a Rose and two Digger Ants. Then, continue to where
the Ants came from and jump into the hole. Head into the tunnel, and the level
will end.
*******************************************************************************
*** Level 15: Rolling Stones [LE15] ***
*******************************************************************************
Those Pesky Ladybugs! Only one thing matters here. Run for your life. Do not
stop and look back, as long as you keep running you will be safe. There's only
one path all the way, so just follow it. Use the mushrooms to jump over to the
other side when you reach them, and keep running, never looking back. Cross the
bone bridge, and you will eventually reach an icy lake, so quickly run to the
other side of it and the stone will fall into it. Do not stop on the ice,
wait on the other side. Save.
Continue along the path to end this short but fun level.
*******************************************************************************
*** Level 16: Icy Reception [LE16] ***
*******************************************************************************
You'll fall down into a icy place. The ice is very, very slippery and it can
be hard to control Alice here, but take it slowly and save often. It's not so
hard when you get used to it, more fun actually.
Slide down the icy path, and you'll eventually end up near a ledge, with a left
and right path. Take the right, climb the rocks and jump down to the lower ones
before jumping over to the low stone bridge. Remember this tunnel leading up,
you are going back here afterwards. Follow the rocky bridge to find one of the
coolest weapons in the game, the Icewand! The bridge will fall behind you, so
follow the narrow path, avoid the falling rock and jump over to the next part
of the path. Walk around the big pillar, save and climb up the rocky part to
the left. This might be hard to understand, so save first and then work your
way up the rocks. You're goal now is to get back to the ledge you first started
at, and then head back the stones to the right and onto the tunnel before the
Icewand. Once you get there, head into it, and another rolling stone will come!
This one is easier, so just run nonstop until you reach the opening and head to
the side to let the rock pass by. There will be Ladybugs here, so kill them
and grab the Jackbox if you want.
Now follow the path to the right of the exit to reach some Air Streams. Ride
them to the top. Head towards the opening with all the mushrooms and you will
see the Caterpillar!
The Caterpillar will explain what has happened, and what you must do. It will
also very simply explain that Wonderland has been turned into this twisted
version because of Alice's guilt, and that she must kill the Red Queen in order
to restore Wonderland, and herself. More on this in the Plot Summary Part.
Enter the Portal to exit this level.
*******************************************************************************
*** Level 17: Fungiferous Flora [LE17] ***
*******************************************************************************
When you start, you will see four Mushrooms. With the help of your new Icewand
you can easily kill them all. When they are dead, continue along the tunnel to
find another Mushroom. Deal with him, and you'll face two Ants and a Digger
Ant. Continue, and yet another Mushroom await you. Two Ladybugs will come out
and attack you too, but they should be easy. As you pass the giant mushroom
in the path, a Rose will wake up, so deal with it and then take out the three
Mushrooms and three Ants. Go past the root, and then head under the giant three
where you'll find two Meta Essence on the water, and a Snark. Take him out,
cross the water, kill the Mushroom. Continue to find a Rose and a Digger Ant.
To the right, upon some rocks and in a small cave is the Demon Dices, but you
should have them already. Continue along the path and you will see two
Mushrooms to the right. Take them out, and will see an opening in the wall.
Jump into it, and you'll hear someone, or something...speak. Jump down and
continue forwards, until you see several Ants. Try killing them and the level
will end.
*******************************************************************************
*** Level 18: Centipede's Sanctum [LE18] ***
*******************************************************************************
You'll be taken directly into the boss fight, and this can be quite hard until
you get it right.
+---------------------------+
| BOSS FIGHT: THE CENTIPEDE |
+---------------------------+
Centipede's only weak point is his belly, and he will only expose it now and
then. It is very important that you attack him then, the Ice Wand is the best
and will hurt him badly.
The Centipede has several attacks. The first is where he will release some
small spiders that will hang on to you and hurt you. The second is where he
will spit poison at you, this hurts incredibly much, so evade it. The third
is where he will ram you, and if he does it's very hard to avoid. He seems to
do that more if you are a longer distances though. The final is where he will
eat you and do some damage. The spiders can be killed to get Meta Essence, and
there should be some Meta Essence spread around the level too.
However, just run backwards facing him, staying close but not too close so that
the chance that he'll use his attacks are less. You will soon learn when he
exposes his belly, because he does a special movement. Rush toward him and use
the Icewand to hurt him and then step back. Continue until he dies.
Once he is dead, climb the stone pillars that fell down until you reach the big
Mushroom. You'll get a cutscene, and the level will end.
*******************************************************************************
*** Level 18: Caterpillar's Plot [LE18] ***
*******************************************************************************
Phew, it's a long, long way to go yet! You will be in a strange new place. Here
you'll see a new enemy, the Mini Devil. They are really easy and is taken out
with a single knife throw. There's three of them around, kill them.
First of all, jump over the lava to your right, and follow the path down and
climb the stones to get the first part of the Jabberwock Eye Staff! It's not
useful in this form, something is missing..
Anyway, you'll see a cutscene showing where to go, so head down to the path
and follow it back up and jump over the lava again. You'll see a sign, go to
the right of it. There's something moving in the lava pit to your right, and it
is the next new enemy, the Lava Man. Use the Icewand to cool him down. You will
now face your first Phantasmagoria. These can freeze you, so take them out
quickly whenever you see them. When it is dead, head down into the tunnel.
When you exit it, you'll face two Boojums and a Mini Devil. Behind you, on
the roof of the tunnel are two Diamond Cards, so take them out too. If you now
head to the right, you'll find three Meta Essence hidden on a ledge just above
the lava. Then, take the left path instead and you will meet two Boojums.
Follow the path further on, and you'll reach a cave to the left, and a cutscene
where the Caterpillar explains more. He'll also hint you to the next location.
Continue to the three Meta Essences located at the end of this place, and two
Boojums will attack you, followed by three Mini Demons. When they are dead,
go back the path that brought you here to meet another Boojum and three
Mini Demons. Continue further on and you'll see a Phantasmagoria. After it's
dead, continue back to the intersection where you found the three Meta
Essences. If any is left and you need it, grab them before continuing into
the tunnel again. Exit it, and go straight forward and take the first left turn
to reach the Pale Realm.
Two Boojums will appear on your path, but they should be easy now. Continue
until you see some red chesspieces. These are your enemy, the white ones(you
will see those soon) are your friends. Take out all the Red Pawns in your way
and you'll see a new Card Enemy, the Spade Card. Kill it and the Diamond Card,
and proceed along the path until you reach the portal while killing the Red
Pawns. There's a Diamond Card on a ledge above you, so kill it if it causes
any trouble.
If you are very low on health, you can climb the bricks behind the Spade Card,
kill the Red pawn and jump down there. You will find tons of Meta Essences.
Just remember to save first, it is a bit risky to get it.
Anyway, enter the portal to exit this level!
*******************************************************************************
*** Level 19: Pale Realm [LE19] ***
*******************************************************************************
Wow, this places looks great. Alice really stands out in this Black and White
place.
Head forward until you reach a Bishop Piece. He will transform you to a
Chess Piece, and you are now forced to play by the rules of the piece. You must
navigate this part entirely by doing the moves you are allowed to. Arrows will
light up where you can go.
</pre><pre id="faqspan-2">
Here's the correct path, You should be able to figure it out, but this is a
step by step explanation of the moves you should do.
1: Turn Up-Left and move to next Square
2: Turn Right and move to next Square
3: Move Forward to next Square
4: Turn Left and move to next Square
5: Move Forward to next Square
6: Move Forward to next Square
7: Turn Right and move to next Square
8: Move Forward to next Square
9: Turn Right and move to next Square
10: Turn Left and move to next Square
11: Turn Right and move to next Square
12: Move Forward to next Square
13: Turn Right and move to next Square
14: Turn Left and move to next Square
15: Move Forward to next Square
16: Move Left to next Square
17: Move Forward to next Square
18: Move Left to next Square
19: Move Right to next Square
20: Move Forward to next Square
You should now be transformed back to Alice. Head up the stairs to your right
to reach the Central Area of this place. Two Red Pawns will come from the right
and attack you. First of all, Take out the Horse here. Then, grab the
Mallet in the middle of the room. Now, take the first door to the right, and
kill the Red Pawns that drop down. Ride the Lift, and take the right door to
progress. The left one leads to Meta Essence. Follow the path and you'll see
spikes shooting out from the ground. Just time it, and run across the holes
they come out from. As you round the corner, you will face two Red Bishops.
Kill them before they can do much damage. Cross the bridge, and enter the
doors to the right. A Crappy Red Horse will come and kill a poor white Pawn, so
avenge it's death. Follow the path, kill the two Red Pawns and grab the Cards.
Head up the stairs and enter the door the right. Pull the lever.
Jump down into the central area, and head north-west from your position to
enter the door you just opened, but watch out for the Red Pawn and the Horse
that attacks you. Kill them and enter the door.
Head down the stairs and you'll see a Red Bishop fight with a White Rook. Help
him out and he should survive. Take the right turn and a Red Horse comes
attacking you. There will also be two Red Pawns in a corner here, so kill them
before doing anything else. Now follow the path around and you should see a
White Horse. You will be transformed into another Chess Piece!
The horse behaves completely different from the Bishop. You will now have to
move either Up, Down, Left or Right, and can not move Diagonal like the Bishop
did. I'll try to explain.
1: Move forward and it will automatically move to the next destination.
2: Now Turn 90 Degrees Left, and move forward.
3: Turn 90 Degrees Left, and move forward.
4: Turn 90 Degrees Right, and move forward.
5: Move forward and it will automatically turn right.
6: Move forward once.
7: Move forward once.
8: Turn 90 degrees left, and move forward.
9: Turn around 180 Degrees, and move forward.
10: Turn 90 degrees left, and move forward.
11: Turn 90 degrees right, and move forward.
12: Move forward once.
13: Move forward once and it will automatically turn right.
14: Turn 90 degrees left and move forward.
15: Finally, turn 90 degrees right and move forward.
You should now control Alice again. Proceed around the corner to face a
Red Bishop. Kill him and look to the left down the stairs for a Red Pawn. Kill
him too, grab the Meta Essence in the corner if you need, go back up the
stairs and into the only open door to the right of the locked double doors.
Two Red pawns will be in the corner of this house, so take them out, and head
up the stairs. Grab the Jackbox on the table and exit the door. A Horse will
be around the corner, kill him and then follow the path until you reach two
Red Pawns and a Lever. Kill them and pull it, which will raise the water level
here.
Now head back out to the bridge, and simply jump into the water from the
bridge you are standing on. If you have the lever behind you, jump off to the
left and swim beneath the floor with the spikes going up and down.
At the end of the path, swim to the left and go up. You should see a
Meta Essence and a ledge you can climb up. Two Red Pawns will be waiting for
you, so take them out and head into the big double doors. Follow the path to
end this puzzling but nice looking level.
*******************************************************************************
*** Level 20: Castling [LE20] ***
*******************************************************************************
Enter the double doors infront of you, and you'll see a magnificent Town
Central. Some White Chess Pieces are dead and have left behind some Meta
Essence, so grab what you need and head towards the castle to see a cutscene.
Then, prepare to fight to Red Pawns and Horses, and finally enter the Castle.
Go through the double doors and assist the white Pieces to defeat the Red ones.
Take the northern right door, fight two Red Horses and follow the path to
another door, and assist the white pieces. Then, enter the big double doors
in the middle of the room to reach the Throne room. Head to the King to see a
cutscene, and then you'll be escorted by two rooks. When they split, just
follow the left one til you reach the portal and enter it.
*******************************************************************************
*** Level 21: Checkmate in Red [LE21] ***
*******************************************************************************
Jump down to the lower level and kill the two Red Pawns that patrol this area.
Head left and down the stairs to meet a tough Rook. Kill him. Turn left and
head towards the Meta Essence to find a Horse to your left. Kill him too and
gather the Essence. Go back to the bridge, cross it, go up the small slope and
turn left to find a Bishop. Kill him and the Red Pawn that also appears. Then
go down the stairs to your left(Past the double doors) and jump into the water.
You should see a small opening with Meta Essence infront of you, a little to
your left, so swim there until you reach the wall and emerge. You'll grab on
to a rope, so climb it to the top, and quickly kill the Bishop and the Pawn who
is waiting for you on the top. Follow the path, and you'll soon see two Pawns
exiting a door after each other. Kill them and enter it. Grab the Demon Dice
on the table and enter the door. Go through the next door and you'll get a
Cutscene. What nerve!
Now follow the path and kill the Bishop that appears, then continue till two
Horses jumps down. Take them out and continue, and you should soon see two
Pawns. They are easily taken out. There is also a bishop on the ledge above you
to your left, so either ignore or take him out. Now comes the hard part, two
Rooks will attack you, and they can both take and deal much damage. Unless you
have a full Blue Essence bar, it can be really hard.
When they are dead, Enter the double doors and then fall into the hole at the
end of the room. SAVE.
Go through the opening and you'll face the next boss.
+----------------------+
| BOSS FIGHT: RED KING |
+----------------------+
The Red King isn't too hard. Just use your Icewand until it's empty, and then
refill it by picking up the Meta Essence that spawns constantly around the
board. The King has a damaging Laser Attack, but it's not too bad and it's
easily healed by the Meta Essence. Just give it all you got and he'll fall in
no time.
After the King is dead, all joy is restored! Or so you think...until the Mad
Hatter comes and ruins the party! You'll now enter his domain, and things will
definitely heat up now.
*******************************************************************************
*** Level 22: Mirror Image [LE22] ***
*******************************************************************************
Wicked. This place is a luna bin, and this level might easily drive you mad.
Especially if you don't know what to do, because this level is a hell to
navigate.
I have tried to make a map of this place, and I hope it will be of some help.
I know it's not that good, but it's not that easy to draw a map of this mess :p
Explanation:
X = Monsters breaks out of these places.
R = Robot
P = Phantasmagoria (? indicates that it seems to be roaming)
M = Meta Essence(Heal both Health and Will)
W = Will Essence(Heals only Will)
C = Clock, throw a knife at it to open the exit
_________ ________ ______________________________
| M2|| C|EXIT|M X | |
| M3||P4 | |M RX | P |____
___| _____||XXX_____| |___X | | |
| R3X | | | | R | | R |
| X _____ P2 | | ____|____ |____| |XXXX|
|W W| R2| | R4| | |M | |
|___|____ | P3 | | | |M | M M |
| M1| | | | | |______________|__________ |
| ____| | | | | | | | |
| | | | | R5 | | R | | |
| | | | | | ______ | |
| | _____| |XXXX_____| W | | | |
| X | | R6 R7|____|___ | P | |
| X R1| |JACKS | ____|______ | |
|XXX -------------------------| | | X |
| P1| | | R X |
|___|_______________________________________| |_____X_________|
| |
| START |
-----------
Phew. This level looks a lot more complicated than it really is,because it can
actually be shortened quite alot.
Here's a quick walkthrough, referring to the Map.
1: Run from Start to the left til R1 breaks out. Kill R1.
2: Try to go to M1, and P1 will break out. Kill P1, grab M1.
3: Go to R2, kill it.
4: Try to go to M2 and M3 and R3 will break out. Grab the Wills in there too.
5: Head to the approx location of P2, and you will eventually fight all three.
One will break out from the wall, and after you have killed them all, enter
the room with C, jump over the pipe and throw a knife at the clock. Exit
the room.
6: Run down and around the corner to R4 and possibly R5. Kill both, and head
towards the wall that R6 will break through. Kill it and grab the Jacks, and
kill R7.
7: Go to the Exit.
Run across this tunnel, kill the Phantasmagoria in the end, and the tunnel will
move, until you can exit a new location. Enter each door you can, and throw the
knife at the clocks in the rooms. You will face another new enemy here, the
spider. While they are not very lethal, they can drug you so that it becomes
almost impossible to do anything for a little while. So kill them quickly.
Once you have cleared out the clocks in this first hall, head back to the
tunnel and do the same there. Once you have broken all the clocks, you will get
a cutscene of a door opening up.
Enter the door at the end of the hall, and then go through the next doors. You
will first see a Boojum flying toward you. This place can be really hard, so
save before continuing. After killing it, head straight forward quickly,
because all the floors here tip over if you stand on them. Then take either
side and head around and up, and when you get up to the second floor, jump over
to the double doors that are on the same height as the floor you are on. You'll
see it clearer when you are doing it.
When you enter the double doors, a Robot will be waiting for you. The Jacks is
a good idea here. Save again, the next part is difficult.
You should first take out all the enemies here, so first kill the Robot, and
then take out the four Boojums flying around. Watch out for the big mechanical
heads, because when they open their mouths, they will suck you in. So stay
away from them, and focus on the enemies. When they are gone, work your way
down to the intersection, and take the middle path down to the swinging metal
rings. Of course, to make things worse, a robot is on the other side of the
rings, but you can actually prickshot him with the knife from your side with
little risk. So do that first, and then jump through the metal rings to the
side where the robot was standing. Then follow the path to the door, SAVE and
enter it. Watch the hilarious cutscene.
It's time for a Boss fight! (As if this level wasn't bad enough)
+-----------------------------------------+
| BOSS FIGHT: TWEEDLE DEE AND TWEEDLE DUM |
+-----------------------------------------+
Not too bad. Might makes right, so just focus on giving them as much
punishment as possible. The Jacks are the stars of the show here. It will home
onto the target you choose, so focus on the two big Tweedles. They will create
miniversions of themselves, but don't waste time on them, focus on the two big
guys and they'll be gone in no time.
After the fight, you'll get a interesting cutscene with the Mad Hatter, and
then this painful level will end.
*******************************************************************************
*** Level 23: Crazed Clockwork [LE23] ***
*******************************************************************************
When you enter the level, a Boojum will come and attack you. He should be
laughable by now. When he is dead, climb down the metal object and jump to the
right to reach a door.
Enter it, and follow the path til you get to a circular room. Head to each side
and activate the levers, and then jump on the spinning wheel. Ride it around
til you see an opening with a Meta Essence. Jump into that room, grab the
Essence and enter the door. Climb the path and enter the room, and the Cheshire
Cat will give you a hint. Everything is not what it seems here. Some of the
clock platforms are fake, so look into the mirror to see which one is real and
not. Jump the three real platforms to the lever, pull it and jump back. Now
jump along the platforms to the right to reach another part of this room where
you will find a Meta Essence.
Take the left path, kill the Phantasmagoria that appears, follow the path
further and enter the small room with the hole in the floor. Jump down and
kill the two spiders there. Ignore the stairs for now and go into the hallway
to a door to witness a grotesque scene. Those poor creatures. After the scene,
pull the lever and you'll see another cutscene. Exit this room, there's nothing
you can do for them.
Continue along the path, and you can now climb the stairs. However, a Robot
will come from the left, so kill him before climbing the stairs. Another Robot
will be waiting on top of the stairs, so send him to the junkyard. Follow the
path and enter the door that the Hatter unlocked, kill the Spider and descend
the floating path til you reach a door. Enter it to find the Gryphon! Alice and
the Gryphon will have a small chat.
Exit the room, kill the spider and take the right path and kill the two spiders
that wakes up. Then enter the next door, follow the path and kill another
Spider that arrives. Enter the next doors and step into the portal.
This next part is really irritating. The area is very small, and there are some
spiders here. You need to kill them all, and when you have done that, you will
have to jump up on the floating blocks in the tea cups. Not only is it hard to
get up there, but it's easy to fall back down, or fall into the water, and if
you do that you'll loose health rapidly. Anyway, climb up on the small handle
of the nearby candle, and from there, jump up on the first cup, onto the block
and jump over to the other cup. Then do the same with two other cups.
Hopefully you have a decent amount of health when doing this, because this can
be seriously hard if you don't.
When you FINALLY manage to do this, the next portal will open, so enter it.
Step forward and pull the lever, and you'll stop the clock at 6. Then, enter
the portal to exit the level.
*******************************************************************************
*** Level 24: About Face [LE24] ***
*******************************************************************************
Thank GOD your health is replenished automatically! Otherwise this would be
impossible, because it's about time for another boss! Oh yeah, and you can
probably guess who...
Grab the next part of the Jabberwock Staff in the middle of the Arena, and the
Cheshire Cat appears to question where the Hatter is..
And BAM! He appears.
+------------------------+
| BOSS FIGHT: MAD HATTER |
+------------------------+
The Mad Hatter is not that hard. In fact, he is almost too easy.
There's mainly two phases of this fight.
1: The Mad Hatter will usually walk around after you, launching rockets and
missiles at you, but these are easily avoided. Sometimes he will lounge at you
but just run a bit away and you'll be safe. In this phase, use the Jacks to
make sure you'll hit him.
After some damage, he'll disappear, and summon two Robots.
2: This is just a fight with two Robots, which lasts til the clock rings. When
they die, they leave behind two FAT Meta Essences, so grab them and save before
the Hatter appears again.
If you use the Jacks, he should not last much more than two rounds.
Funny death animation though ^_^
When he is dead, jump up on the Objects going up and down, and ride one of them
and grab the Watch! The Cheshire Cat will appear with a really clever wisdom
word, and after he's gone, enter the portal for a cutscene. The level will end.
*******************************************************************************
*** Level 25: Burning Curiosity [LE25] ***
*******************************************************************************
After the cutscene, you will be in control as some Mini Devils will attack you
in the distance. Once they are dead, you must start climbing the rocks. Start
by jumping across the rocks in the lava, and then work your way upwards. You'll
meet some Mini devils, but soon you will see a new enemy, the Jabberspawn.
There are actually two of them there, two versions, one Green and one Brown.
Doesn't matter, they must die!
Ahem. After they are dead, continue along the path and you'll see the Demonic
Powerup. Grab it and go berserk at the Mini devils with your knife. After that
you will meet two Boojums, so kill them too and refill any health and then
move on. You'll reach a small lava lake with a Mega Meta Essence, and you'll
see the lava version of the Snark. Much worse. Ignore it and continue, climb
the path and kill the two Mini Devils. You'll face two Jabberspawns, and after
they are dead, you can replace your health by jumping up on the small rock and
then onto the ledge with the three Meta Essence. When you have done that,
climb up on the ledge to the left of where you came up.
This area is a bit tricky to explain, but it's pretty straight forward. You
need to jump from the solid ground you are on, over the lava lake and then
onto another solid ground, which is on the left side of some big rocks. Kill
the two Mini Devils, and then jump on the rocks in the lava til you reach
the Jacks. Now continue jumping over the rocks until you reach a high ledge you
have to jump and grab to climb up. It is in the right direction of the Jacks.
When you have climbed up you'll see some Mini Devils, you know you are on the
right track. Kill the ones you can, and jump up on the left rock, kill the
next Mini Devil and jump up on that rock. Watch out for the Lava Snark, and
work your way down to the two devils running around. Kill them, climb the rock
and continue over the next rocks in the lava until you reach another set of
two Mini Devils. Kill them and watch out for the Jabberspawn. Try to take him
out from a distance and then jump over to the place he was. Continue jumping on
to the next rocks, and then to the one that is quite high. (You might have to
climb it) Jump over to the solid ground again, you should now see some Devils
to your left and a Demonic Powerup. You don't have to grab it, so choose for
yourself, and head to the right on the ground you originally stood on to
find two Boojums. Kill them and continue to the place they came from, and you
should see two Mini Devils running around. If you look closely, you will see
two Phantasmagorias on the other side too.
Jump over to that part and kill the monsters, and then move on until you'll
get a great cutscene that explains more of the things that have happened.
After the cutscene, climb the rocks with the Meta Essences on, and you should
see a house..
That's right, you are going up there. First of all, drop down to the ledge
below, and then jump from rock to rock until you reach the ground where the
Mini Devil is. Take the right path on the rocks in the lava, unless you need
the big Meta Essence to your left. Anyway, when you start on the path to the
right, you will see a Lava Man, so kill him and move on across the rocks.
There is only one way here, time your jumps carefully and move upwards until
you reach the house. There's three Jabberspawns up here, but use the Icewand
or the Jacks and they will be dead soon. Just to be sure, kill the two
Mini Devils outside the portal too,
SAVE
and enter.
*******************************************************************************
*** Level 26: Jabberwock's Lair [LE26] ***
*******************************************************************************
After the excellent cutscene where the Jabberwock will try to break down Alice
you gain control of her. Things will become seriously hot in here, and the
Jabberwock will be the Boss.
+------------------------+
| BOSS FIGHT: JABBERWOCK |
+------------------------+
The Jabberwock is hard. Make no mistake. The other bosses have been warm up's
compared to him. Both his Fire attack and his Laser Attack will kill you VERY
Quickly. Now, there are some different tactics for beating him. The one that
I personally find working pretty good, is throwing Jacks constantly at him and
the Jabberspawns that appear now and then. Since the Jacks does not need you to
be near the enemy to hit, it's one of the safest ways. Continue to pummel him
with Jacks until the Gryphon finally arrives and ends the battle. It's hard,
but avoid direct combat with the Jabberwock, throw Jacks and run away from him
dodging his flame and laser attacks, and you should manage.
After the battle, grab the last part of the Jabberwock Eye Staff to exit the
level.
*******************************************************************************
*** Level 27: Caterpillar's Plot [LE27] ***
*******************************************************************************
You're back at the Barren lands of Fire, and your next destination is the
Queen's Castle. Anyway, first take out the Mini Devil that comes to attack you.
Then, jump over the lava, and take out the other that comes running. Pass the
curiously looking Egg creature on the left, take out the Mini Devil and the
Lava man that emerges from the small Lava Pool. A Phantasmagoria is waiting
down in the tunnel, but it might come up and attack you. After you have cleared
the enemies, go back to the Egg, push the brick that sticks out and head down
the tunnel again. You'll find an opening to the left, so enter it and follow
the path til you find the Blunderbuss!
Enjoy this moment, and head back out and up the Tunnel. Follow the path, past
the sign named "Majestic Maze". Kill the Lava Man and continue along the path.
You'll see a Spade Card on a rock, so take it out from a distance. Continue
past the rock, and you'll meet two Spade Cards. They are easy now, so take them
out. You will now face the last of the Card Guards, the Heart Card. There's
actually two of them, and one Diamond Card, but focus on the Hearts first
because they are nasty. After they are gone, continue along the path.
You will hear the Caterpillar's Voice, giving you the direct hint about what
you must do. Use the Jabberwock Eye Staff and Blast the Freaky looking Wall.
It will finally break open and you can enter the Castle.
*******************************************************************************
*** Level 28: Majestic Maze [LE28] ***
*******************************************************************************
The place sure does deserve the name. Even though some of the levels you are
reaching just downright suck, this place is beautiful.
Anyway, no time to waste.
Take the right path, and follow it up until you see the Card Guards. Take them
out, and head around the turn to the left. Two Jabberspawns will attack you,
so deal with them your favorite way. Continue along the path, down into the
underground tunnel. Turn left, and kill the two Jabberspawns. Take the left
path and kill the next set of Jabberspawns. Now follow the path until you see
a Red Portal, then turn left. Go down and kill the three Card Guards and the
Jabberspawn, Save and go through the small tunnel.
If you haven't already fallen in love with the Jacks, you'll do it now. You'll
be attacked by hordes of enemies. Tons of Boojums and Card Guards will attack
you, so play it safe and throw the Jacks at them. It will take out several
Boojums at once.
Once they are all dead, walk into the Heart shaped gate. Take whichever turn
you want, you'll end up at another Heart Shaped Gate with a Portal in the end.
STOP! Activate the watch before going further, because there's a kid standing
on a button which holds a gate open. If you get closer, he'll run off, but if
you freeze time he'll stand still and you can exit the level.
*******************************************************************************
*** Level 29: Airborne Terror [LE29] ***
*******************************************************************************
This is a fun and short level, and pretty straight forward.
First of all, jump onto the Airstream infront of you. Float over to the next
one and then on to the wooden platform. A Boojum will attack you. Go to the end
of this wooden path, jump onto the Airstream over to the next wooden platform.
Walk up the wooden path, kill the Boojum, progress further upwards the path
until you reach the top. To the right of the path you'll see a nice row of
Airstreams. You have to float across those streams til you reach another
wooden path. Watch out for the sideway streams. When you reach the next path,
head up and kill the two Boojum's that appear. At the top, float across the
Airstream to the next wooden path and kill the Boojum that appears, and enter
the doorway.
Follow this path all the way to the top, kill the three Boojums that appear
during the course. You'll see another row of Airstreams, so just jump onto the
first one and float until the end. Watch out for the sideway stream, and land
on the wooden path. Follow it around and kill the Boojum, and you'll reach a
set of Airstreams that will take you upwards. Jump on the first one and float
on to the next and then the last one as your latitude increases. Kill the
Boojum that appears, and then follow the wooden path until you reach a portal
to exit the level.
*******************************************************************************
*** Level 30: Mystifying Madness [LE30] ***
*******************************************************************************
If you don't know what to do, this level will be the worst in the game.
Stick close to this guide and you should get through it!
Head up the stairs, turn right and head to the Intersection. You will be
attacked by a Spade Card, a Jabberspawn and a Phantasmagoria. Now, head to the
right path, and down to be attacked by two Spade Cards, a Jabberspawn and a
Phantasmagoria. Pummel them with the Jacks. Suckers.
Head into the Heart shaped tunnel, and you'll be attacked by a Spade Card,
two Jabberspawns and a Phantasmagoria. Now, jump down into the open hole to
enter the water. What makes this swimming so bad, is that it's so tight, that
half of the time you will get stuck, and the air will run out, draining you
of your health. That those crappy Snarks are here won't help a thing either.
Anyway..Dive down and take the lower path(should be to your right) and follow
it til you reach some air bubbles. Take out any eventual Snarks around you
with your knife. Continue swimming, and you should see some new bubbles arise
under a light. Kill the Snark there, and swim til you see the surface. You
should now be at a big lake area. Swim around til you find a small place to
climb up with four Meta Essence, there should be two Snarks there. Once you
enter dry land, save.
Climb up the rocks, and take out the Spade Cards far ahead. Jump across to the
other rock, to the right of your direction. Then follow the path til you can
reach the structure the Cards were on. Follow this structure to the inside,
where you will find three Cards. Ignore the turn to the left and go to the end
instead, and pull the lever. A small cutscene will show the changes. I bet you
had hoped it would be something OVER the water, but..turn back and now head
to the doorway you ignored, but you'll be surprised by two robots. Haha, let
them taste the pain of The Jacks! It will make mincemeat out of them in this
little hall. Anyway, into the ignored hallway, and then kill the two Cards.
Climb up the Spiraling Staircase, and follow the path all the way to a small
intersection. Take the left, save and jump into the water.
Take the path that leads betwen the two Metal Bars, not the one with the pipe.
Continue along ALL the way back to the big lake(There's really only one way).
Now swim along the structure(the one the Card Guards were standing on) til you
find a pipe path. Swim into it, follow it along the way, kill the two fishes,
grab the Mega Meta Essence and swim all the way up. Save.
Kill the Heart Card that is patrolling this area, and continue all along the
path til you reach an Intersection. Kill all the Cards and the Phantasmagoria
here. If you take and follow the left path, you'll find a Mirror which turns
you invisible. Otherwise, just whack those crappy enemies with your Jacks.
From the Mirror, head back and take the first left turn. You should see a
Heart Card on a small bridge, and then you know you are on the right track.
Follow the path, taking out the enemies until you reach a lever on the right
side. Pull it to unlock the portal gate. Turn around and take the right turn
to find a Bone Gate. Jump down to the lower level from it, and turn 180 degrees
to see a Robot. Kill it, and head to where it was standing. Two Boojums will
probably attack you from behind, but they are easily taken out. There's also
two Heart Cards and a Boojum guarding the portal, so kill them and exit this
horrible level!
*******************************************************************************
*** Level 31: Water Logged [LE31] ***
*******************************************************************************
Ugh. Luckily the swimming in this level is not as bad as in the previous since
you got much better space. Bite together and you'll soon be out.
First of all, jump into the water and kill the Snarks to get some peace. Then
get out of the water and into the hallway by the portal to the other side.
Jump into the water here too and take out the Snarks to get an easier time
exploring. Swim all the way to the end and under the structure to reach a small
part you can climb up. There is a Weight-like object you can jump on here,
which will raise the water level.
Some new Snarks will arrive, take them out first and explore the raised water
level. Swim back to the doorway you came from that leads back to the Entrance
Portal. You will see that the big Pipe thing is open, so swim down into it.
There are some holes in the grating, so find them and swim through them. Swim
further down into the pipe and take to the right to find some air bubbles.
Then swim back and take the left turn instead towards the Fan. Be careful not
to be sucked in, and take the left turn by the fan and swim all the way up to
reach the surface. Climb up the pipe and take the wooden path, and then climb
up to the next level. You'll find another Weight here, so jump on it to raise
the waterlevel again. Save.
Jump into the water, and kill any Snarks that have arrived again. Swim past
the closest pipe, and then toward the second pipe. Swim into it and follow it
to the intersection, take the right path to the bubbles. Then, turn around and
swim past the fan to the right by staying to the left, then stay high to swim
past the bottom fan and then turn left and swim up the pipe going straight up,
going past the half broken fan with missing blades until you reach air. Save.
Now, climb this part until you reach the top and another weight. Step on it,
Swim down in the water and kill all the Snarks, emerge from the water and then
head into the tunnel infront of you to grab the Heart if you need it. When you
are ready, head to the the the side of the room that doesn't have the Entrance
Portal, and into the highest pipe. Swim down to find the exit portal! Woohoo,
so long sucker Snarks!
*******************************************************************************
*** Level 32: Labyrinthine Revenge [LE32] ***
*******************************************************************************
..And hello again Labyrinth. No, just kidding. This level is quite fun.
Look around and admire the beautiful scenario, then head to the left ledge.
You should see a Metal Object you can step on. Head onto it, and look to your
right, and you should see another Metal Object. Jump down to it, and then
jump down to the next one, and finally to the metal ledge with the spinning
Cogwheel. Ride the Cogwheel and jump over to the middle island(The one with
the plant in the middle). Run around it and kill the Spade Card in the distance
and then head over to the place he was standing by crossing the two next
platforms. Jump and grab the ledge to climb up where he was standing, and now
follow the path until two Boojums attack you. Kill them and follow the path
til the end. Fall down on the Metal Object, jump over to the one on the other
side of the lava and climb up that ledge. Now follow this path into a doorway
and take it all the way to the top, until you reach a spinning wheel with some
Air blowing up through. Cross the wheel as good as you can to the other side
and continue along the path til you reach a door. Enter it.
You will see a Giant Metal Wheel turning around here, with a quite big opening
on the side. Time it right and jump through it, and you will be attacked by a
Robot from the right. When he is dead, head through the next wheel and enter
the door. Follow the path til you reach a room with two robots, so take them
out and continue along the path. If you need health or Will, there's a rope too
in this room, to the right of the control panel. Climb the object and jump onto
the rope, and climb it to find a Mega Meta Essence. When you are done, continue
up the path. A Mini Devil is waiting to the right, and then head left for
another one waiting for you. Continue upwards and enter the door.
Continue along the path and kill the Jabberspawn, and then proceed until you
reach another door. You will now be in a Maze-like area, so follow the path to
be attacked by two Jabberspawns. After they are dead, follow the path further
to reach a Spade Card, a Jabberspawn and a Heart Card. Easy as Pie with the
Jacks. A little bit more and yet another set of Spade, Jabberspawn and Heart
will attack you. Continue along the path til you reach a Mega Meta Essence, and
a Boojum, Jabberspawn and Heart Card will attack you. Then, follow the path
they came from, enter the doorway and follow it til you reach another door.
You'll easily get the picture in this room. Find a place in the cogwheel to run
under until you get to the other side, while avoiding the Airstreams. Just to
be sure, save, and then do it. Enter the next door, take the small path and
enter the next door. Follow this path til you reach a Robot, so kill him and
enter the next door. Follow the path and jump onto the spinning cogwheel. Kill
the Boojum, and then prepare to jump up on the Airstream. Ride it up and float
over to the next Airstream, and then over to the path where you'll see two
Jabberspawns. Kill them quickly, and then follow the path til you reach another
Airstream. Jump on the first, then on to the second and then float over to the
spinning horizontal cogwheel. A Boojum will attack you, but he'll go down fast.
Now ride the cogwheel around til you see an opening in the wall where you can
jump up and grab to climb. Turn around the corner, kill the Robot and
Boojum and enter the door. Follow the path to yet another door, and you'll
enter the room with all the Cogwheels again. Jump onto one of the Cogs on the
spinning wheel, just wait on it to ride it to the other side of the wall,
watch out for the Spade Card and either kill him before jumping over to the
ledge he is on, or after. Then enter the first and second door, and you'll be
back in the Maze. Follow the path, and kill the Heart and Spade card, and
proceed along the path until you reach a strangely shaped room with some
trapdoors in the end. They are really easy to pass, wait till the first goes
up, enter the mid section, wait til the other goes up and pass through. Kill
the Spade Card to your right, and you'll see a Heart Card behind another set
of Traps to the left. Use the Jacks to kill him before passing through them.
Just time your move and you'll be fine. Proceed up the path and enter the door.
Run up the path, and you'll see some Airstreams coming from some pipes. Jump
on the first stream, and ride it up til you reach the next, and continue till
you reach the ledge. Take the right path to a door, and two Boojums will come
and attack you. After that, enter the next door in the middle.
Time your movement and pass through the openings of the cogwheels. Follow
the path afterwards and you'll reach the portal!
*******************************************************************************
*** Level 33: Machinations [LE33] ***
*******************************************************************************
This level is fun. At least if you like some pure platforming!
First of all, jump onto the horizontal spinning cogwheel. Then jump onto the
three next cogwheels that will lead you a little bit upwards, and jump onto
solid ground.
Then, jump onto the big "thing" going up and down. Your goal is to get up to
the the "thing" that has an opening in the middle, and then into the doorway.
Since the whole place is spinning, you'll just have to ride them til you get
there, but it's very easy. Follow the small hall into another room filled with
mechanical madness. Jump onto one of the Bipedals, ride it around and jump
onto the other one that goes down so that you can grab a Meta Essence. Now,
jump onto the one swinging back and forth and jump off at the next Meta
Essence. Jump onto the next bipedal going around, ride it upwards and jump onto
the "Thing" that goes up and down. (Like the ones you took to get to the
hallway) Ride it to the top and jump into the bared spinning wheel. Look around
and jump onto the Bipedal. Ride it up at the top and jump back on the roof
of the Bared spinning wheel you were in just now. Then, jump onto the next
"Thing" going up and down, and save. The next jump can be hard.
Jump onto the vertical spinning cogwheel, but you gotta land on a place where
you will actually be standing, and not fall down. Now ride it around and
QUICKLY jump to the opening, otherwise you'll fall. Follow this path to yet
another room with mechanical madness and save. First, wait for the "thing" to
come up, climb it and let it take you to the bottom. Then jump over to the
cogwheel that travels back and forth in this room. Stay on the arm to be safe.
Wait til you have passed the giant cogwheel and run across the arm and
quickly jump onto the "thing", which should be at the bottom just as you
reach it. Ride it up and jump onto the metal plate, which will tip if you stand
on the side, so balance it carefully and jump onto the next "thing". Ride it up
and then jump onto another Metal Plate. Carefully balance it, and wait for the
next "thing" to get as low as possible before jumping onto it.
Jump onto the giant horizontal spinning cogwheel, and then wait for it to spin
around until you can jump onto another "thing". Not the "thing" at the start
of this room, but the other one, the closest. Now wait for the "thing" to reach
the top, and jump onto the giant vertical Cogwheel. Ride it until the two Metal
Arms slam into the part you are riding, and quickly run onto any of the arms
and up along it, and then jump off to the portal!
*******************************************************************************
*** Level 34: Royal Rage [LE34] ***
*******************************************************************************
Watch the cutscene, and you can now, unfortunately, start to worry. You'll have
to fight the Jabberwock again, and this time the Gryphon won't be able to
help you.
+--------------------------------------+
| BOSS FIGHT: THE JABBERWOCK'S REVENGE |
+--------------------------------------+
If you thought he was hard the last time, then think again. He is much worse
now. Your goal here is to give him ALL you got with his own medicine, the
Jabberwock Eye Staff. So charge it up and pump him full with the beam. You'll
quickly run out of Will, so you have to avoid his attacks while waiting for
more Meta Essence to spawn. This is an insane pain. His flame breath will take
your health out quickly, and if he hits you with his Laser/Flame attack, you'll
die unless your health is approx full. So, the key to win this is to attack him
as much as you can with the Eye Staff. You'll see him twitch when he is hurt.
As soon as you get just a few seconds to rest, quicksave, and then watch his
next move. If it goes wrong, you can reload and head another way to better
prevent his next attack. Continue this pattern until he FINALLY goes down. Yes,
he will go down, and yes, it is hard. It is unaturally hard, because he can
almost instantly kill you.
However. There is one trick that worked quite good, although recreating it
will most likely be really hard. IF you can get up on the side of him when he
is on the ground, and you hit his chest with the Beam, he'll twitch, and if
you continue to fire, he'll seem to be stunlocked, because I got him to twitch
four times in a row without him being able to move. This is much harder to do
infront of him because of the nature of the fight, but if you ever get up on
the side of him, try it and see how it works.
No matter what, be patient and he'll finally die.
After he is dead, you'll get another cutscene, and then the bridge to the
Queen's Castle will lower, so enter it.
*******************************************************************************
*** Level 35: Battle Royale [LE35] ***
*******************************************************************************
After the cutscene, you'll be in control of Alice again. Now things will become
more difficult, so save often and be careful. It doesn't help ONE BIT that your
health is not replenished fully after the battle with Jabberwock either..
Anyway. Proceed along the path and you'll soon get close to a Heart Card. Oh,
not too bad...until four Spade Cards drops down to join the party! And you'll
most likely be running seriously low on health and will. Great. Anyway, the
best tactics I have here, is to try to lure them toward you on the bridge. The
cards will try to shoot you, but they'll end up shooting at the cards infront
of them, hopefully taking out a few in the process. Use the knife skillfully
to conserve what little will you got left, and after all of them are dead, you
should be able to refill yourself to a respectable level. Save, and then
continue along the path.
You should see two Lava Men jumping up, but they are really easy. If they are
outside the lava for too long, they will cool down and become REALLY slow.
Now just reverse and throw the knife at them til they die, and refill to the
max with the big Essences that they drop. Save and continue.
You will very soon see four Spade Cards jump down. Quickly create an Icewall
with the Icewand's Alternate Attack, and then toss the Jacks at them and hide
behind the wall. Several other Cards will jump down, but continue to do this
and they should be dealt with. Save and continue.
You will reach a Mega Meta Essence, But do not grab it unless you have a very
little health. Continue and TONS of Card soldiers will rain down. This is just
stupidly hard, so focus on taking one out at the time and refill your health
with the Essence they drop. Do not use the Blunderbuss,because it will drain
all your Will, and several new cards will fall down. So use the Jacks to deal
alot of damage while you can focus on dodging their missiles. Refill your
health with the Mega Meta Essence(You did save it right?) and it should make
things easier. After they are all dead, SAVE. Continue past another Mega Meta
Essence, save it, and yet another horde of Cards will jump down, even more this
time. I can only say good luck. Sometimes those brickheads will push each other
down into the lava, and other times they will shoot each other. HOWEVER, there
IS one trick. If you can reverse so much so that they loose you, they will give
up the chase. Now carefully move forward until you can hit them with your
throwing knife, and try to take out as many of them as possible. It should stop
after...12 or something. I lost the count and I most certainly don't intend
counting them one more time :p
Now, save and then continue after they are dead. Follow the path and you'll be
attacked by two Heart Cards. Easy as pie compared to that other slaughter. Take
them both out and continue til you exit this level.
*******************************************************************************
*** Level 36: Ascension [LE36] ***
*******************************************************************************
Yuck. This level looks just gross.
Good thing you're about to clean things up here. Follow the path around the
yucky looking tower, jump over to the rocky bridge and then jump over to the
other side. Quickly run up the bridge and then jump and climb up the solid
part of this tower. Watch out for the Heart Card behind you, then jump over to
the next Yucky tower, and then to the last. Then climb the next bridge until
you are standing directly over the Heart Cards. Now, plot your sweet revenge.
Save before doing anything though, and after that, try with a jackbox and see
if it lands right. If not, try some more or go for some Jacks. After they are
dead, jump down on the right side, and enter the hole in the yucky wall.
Follow the path and you'll see a Spade Card. But as you try to run towards it,
some other cards will drop down and attack you. Kill them all and continue
along this creepy looking hall. Follow the path, and climb up the path to the
left to find three Mini Devils. They are easily dispatched and sent back to
where they came from! Go down the stones they were on, turn around and then
under the bridge part. Another Mini Devil is on a ledge, so kill it. Jump onto
the ledge he was on, climb the rocks and take to the left to find some more
Mini Devils. Follow that path and then to the right to find two Boojums and a
Jabberspawn, but they are a piece of cake now. Continue along this tunnel until
you reach a small hole. Enter it, kill the Mini devils and the Phantasmagoria
and then climb up to the Airstream. Ride it up and a Heart Card will attack you
so kill him quickly and then jump off to where he stood. Another Heart Card is
down to the left of where you landed, kill him and jump down and then ride the
Airstream. Ride it as far as you can go, and jump off at some rocks. Grab any
Essence you need and climb up the rocks here, until you reach a hallway. Now
follow this hallway to the end and you will reach the main causeway. Jump down
by the rocks to your right(If you are looking directly out of the hole) to land
safely on the ground. Then, head towards the cards. Kill them, save and open
the giant Heart Shaped door. Prepare for a hard fight.
My personal advice is to first take out the two closest cards with the knife.
Throw and dodge, throw and dodge til they are dead. Save. If you want, you can
grab the Grasshopper, but personally I just think it makes things worse in this
place, so I would recommend taking out each of the rest with the Jacks. Save
when they are dead and then follow the red path til you see another card.
Toss him the Jacks and he'll have no chance. Go down to where he was located
and step on the metal plate to exit the level.
*******************************************************************************
*** Level 37: Castle Keep [LE37] ***
*******************************************************************************
Now we are talking! As Alice enters this gross castle, the Cheshire Cat will
come up with another Wisdom Word. It's time to hunt the queen.
Move around a bit and two Heart Cards will appear from the back. Kill them</pre><pre id="faqspan-3">
and remember where they came from. Now, go into the double doors with the
Heart above. Kill all the Cards here, and go around either of the sides until
you reach two Heart Cards and a lever. Pull the lever.
The Mirror will turn and face one of the three pictures of the badguys, so
when it stops, notice which bad guy it was,and then look into the mirror to see
what Card Symbol it has. Now exit this room the way you came, back into the
entrance room, and then around to the back side of the room, where the
Two Heart Cards came from. Inside this place you'll find an Airstream, so ride
it up and enter the door with the symbol you saw in the mirror.
Go to the center of the platform, and the three paintings will come up. Throw
your knife into the one that represents this Card.
Now exit this room, and two Heart Cards will attack you. After that, fall down
the place you came up from the Airstream, kill the two Heart Cards and enter
the next room(The one with the mirror). Now run around to the lever, pull it
and notice what Bad Guy it points at and what symbol it represents. Head back
to the previous room, kill any cards if there are any, take the Airstream,
enter the correct Card Room and Throw the knife at the Correct Bad Guy. Then
run all the way back to this room again and pull the lever again to get the
last guy and the card symbol, and head all the way back up and knife him.
A Cutscene will show that the door in the Mirror Room is now open, so head back
there and enter the newly opened doors, and follow the path to the next door
to get a cutscene, and then the level ends..
*******************************************************************************
*** Level 38: Heart of Darkness [LE38] ***
*******************************************************************************
Fantastic level name. Great Music. Awesome cutscene coming up soon.
Save your game properly, and make a quicksave too before moving on.
After a short cutscene you'll see the gross looking queen in her first form,
and then the boss battle begins.
+---------------------------+
| BOSS FIGHT: THE RED QUEEN |
+---------------------------+
Despite being the Red Queen, she's not too bad. Hah, at least not compared to
the Jabberwock! Speaking of Which...you should use your Jabberwock staff to
fire at her. Avoid her attacks, they do hurt but are not as lifethreatening as
the Jabberwocks. Keep firing at her with the Jabberwock Staff.
The Red Queen has some different types of attacks.
One is a Psychic Attack where she will attempt to grab you out of thin air and
either pull you to her or smash you into the wall. This is very easily avoided
by side stepping when you see some glowing stars starting to materialize
behind Alice. You'll also hear a very special sound, AND you can see similar
stars on the Red Queen.
Another attack she'll use quite often is the Missile Attack. This is very easy
to avoid, simply because it has such wide spread that you might just stand
still and not get hit.
Another attack she'll use, is shooting up a spike from the floor. But if you
keep on moving, it will most likely never hit you.
The clue to defeating her, is to move constantly. Never stop up, not for one
second, because THEN she can hurt you badly. Strafe to the left and right
constantly, charging up and firing at her with the Jabberwock staff. She'll
scream when she is hurt. Two Meta Essence will respawn automatically behind the
two pillars closest to you. They will spawn alternately, which means that if
the left one spawns, then the next will spawn to the right, and then to the
left, and so on. Learn this pattern, move constantly, fire at her as much as
you can and you will win easily.
After you defeat her, you should finally be able to understand what is
happening to Alice, and who the Red Queen really is. More in the Plot Summary.
Now, prepare to face the Red Queen again...
+---------------------------------+
| BOSS FIGHT: THE REAL RED QUEEN |
+---------------------------------+
This gross looking giant monster is the true form of the Red Queen. It's
downright disgusting, but I wouldn't want the other version as a Queen either.
Anyway, there's one rule above all other rules here.
Move. Move Constantly. Jump across the floating platforms and keep moving.
If you haven't picked up the Blunderbuss, it will be on a hidden platform here
for you to grab. Jump down to it, but be careful.
No matter what, the choice of weaponry is yours, although I would recommend the
Jabberwock Eye Staff. It's actually quite easy if you keep moving. Charge up
the staff and fire at that gross monster, until you either run out of Will or
she/it attacks with anything. Then, quickly jump across the platforms to reach
a Meta Essence and then continue to one of the bigger platforms and continue
to use the Staff. You won't actually see her getting hurt, so don't worry if
she shows no sign of weakening. Just keep attacking and attacking, it will take
several rounds with the staff fully charged at least to kill her.
Eventually, she will explode in a rain of gross meat, and you'll see the
ending cutscene. Never mind the bad quality, just enjoy it. Spoilers are in the
Plot Summary part.
*******************************************************************************
*** Weapons and Items [4WEA] ***
*******************************************************************************
+-----------+
| The Knife |
+-----------+
Description:
The Knife is the first weapon you get. It's located on your path
in Dementia, and is impossible to miss. As a Melee weapon, it is average,
as a throwing weapon it is better.
Primary Attack:
Slashes directly infront of you
Alternate Attack:
Throws the knife at the target with high precision. Deals more damage than
primary attack, but you must wait a short while before the knife respawns
in your hand.
+-------+
| Cards |
+-------+
Description:
These deadly cards will slice and dice anything! They are found in Pandemonium
after the Mine cart ride. They are ranged, so you use them to fire at enemies
from a distance. Beware, using cards will deplete your Blue Essence Bar, so
you'll have to refill it with Meta Essence if you use Cards. They are well
worth it however, and excellent for taking out Card Soldiers at distances.
Primary Attack:
Throws two cards into the direction you are aiming. Quite Precise, has slight
homing function. Uses very little Blue Essence.
Alternate Attack:
Throws many cards in a spread pattern. Useful for groups of enemies, but takes
alot of Blue Essence, so stick with precision shooting.
+--------+
| Mallet |
+--------+
Description:
Alice and the Queen used this to play Croquet in the original tale, but it has
a far, far more fun use here...This is a much more powerful weapon than the
Knife and serves the same purpose. Melee and Ranged. It is first found in the
Skoolhouse in Skool Daze, and it will be useful until you get the Icewand.
Primary Attack:
Hits right infront of Alice. No Essence used. A Strong and decent attack if you
can afford getting close, but it does have quite good range on the swing.
Alternate Attack:
Alice uses the Mallet to hit a glowing ball, sending it away in high speed,
bouncing off walls and objects until it either hits an enemy or disappears.
Low Essence use, but don't overdo it or you'll quickly run dry.
+------------+
| Demon Dice |
+------------+
Description:
Toys can be dangerous. Very dangerous. If you throw these, you will summon a
small demon which will attack your enemies. However...if you summon it alone
it will attack you. So never use this unless you are actually fighting enemies,
otherwise you will be sorry.
Primary Attack:
Your Aim is changed into a floor symbol which indicates where the dice will
land, so just toss it near some enemies and very soon a Demon will come out
and attack them.
Alternate Attack:
This weapon has no Alternate Attack.
+---------+
| Icewand |
+---------+
Description:
One of the best weapons in the game, this staff will deep freeze any normal
enemy, making them unable to do anything for a while. Continue spraying ice til
they are dead, or just freeze them to escape easily. The secondary attack
creates a block of Ice that shields you, which can be very practical for making
an obstacle to hide behind. Uses alot of Will, but it's worth it.
Primary Attack:
Ahhh, this weapon rocks. Hold the mouse button and Alice will spray a wave of
ice toward the monster. After a short while this will completely freeze the
enemy. Continue to freeze the monster to kill it. This attack is one of the
best for the rest of the game, and will quickly kill most enemies.
Alternate Attack:
This will create a solid Icewall infront of you, which can protect you from
enemies. It can also be used to run and hide, so it can come in handy in heated
fights.
+-------+
| Jacks |
+-------+
Description:
This weapon is awesome, especially against heavy enemies like the Robots. The
Normal attack will release a dozen small stars that bounce between the enemy
and the walls, roof and floors, damaging it alot for only a small cost. One of
the very best weapons in the game, and you will notice how I mostly recommend
using this in the latter parts of the game, because it's the only weapon, along
with the Demon Dice(Unreliable) and the Jackbomb that allows you to damage the
enemy and hide at the same time. Even better than both, is that the jacks can
home into the enemy. Wait til you see the circulating blue aim around an enemy
and throw the Jacks. Sit back, and let them do the rest. Even Jabberspawns will
be completely helpless.
Primary Attack:
Alice throws these funny Jacks at the enemy, which is pierced by their constant
bouncing everywhere. They do tons of damage, and the closer it is between the
wall and the enemy, the faster it is hit. Robots CAN be taken out with just one
throw if you are lucky. They are homing.
Alternate Attack:
This is a more focused blast, but it's not as damaging overall as the primary
even though it's more precise.
+-------+
| Watch |
+-------+
Description:
This weapon, or object, has the ability to stop time for everyone and
everything except Alice. It can be handy during tight spots. The Watch symbol
that slowly disappears is the duration of the effect.
Primary Attack:
It stops time for a while.
+----------------------+
| Jabberwock Eye Staff |
+----------------------+
Description:
Made from the powers of the Jabberwock, this weapon is the only thing that can
break the barrier to the Queen's Castle.
Primary Attack:
Charge it up by holding the primary attack button down. After it has been
charged, it will release a VERY deadly constant beam, the same that the
Jabberwock used to attack you with.
Alternate Attack:
Charge it up by holding the Alternate attack button until your Will Bar is
completely depleted. Release it, and the Alice will shoot several beams up
in the sky. Very soon, the beams will rain down like fire from the sky.
+-------------+
| Blunderbuss |
+-------------+
Description:
This could probably blow a hole in the Chinese wall if it wanted to, because
it is that powerful. Too bad it's use is kinda limited, it drains ALL your will
in one shot, and even though it does kill about anything in one shot, you're
going to get a problem unless you can refill the Will.
Primary Attack:
Fire and it will drain ALL the will, but it will blow up half the screen, and
everything along with it.
Alternate Attack:
The same as the Primary attack.
+-----------------+
| Demonic Powerup |
+-----------------+
Description:
It looks like some sort of Red Vial. Once you grab it, you'll see how Alice
breaks down in pain as she holds for her face, and then grows giant horns
on her head, turns red and looks very, very serious. Whenever this is activated
Alice won't loose Will when she attacks with a normally Will draining weapon,
and in addition her damage increases alot. Even normal Knife slashes easily
deals tons of damage.
+-------------+
| Grasshopper |
+-------------+
Description:
Looks like a big Grasshopper. Very, Very Rare. Once Alice grabs it, you'll see
how Alice turns into a hybrid between herself and a bug. Her movement will be
increased with an incredible amount, making her able to move at great speeds
and jump long and high. Hard to control, but if you can do it, it will be
really helpful.
+------------+
| The Mirror |
+------------+
Description:
Looks like a dark mirror. Once Alice grabs this, she'll look at her self in
the mirror, and suddenly turn invisible. Use this to get past enemies without
fighting.
+--------------+
| Meta Essence |
+--------------+
Description:
Red Crystals shaped in different ways. These restore both Health and Will.
+--------------+
| Will Essence |
+--------------+
Description:
Blue Crystals shaped in different ways. These only restores will.
*******************************************************************************
*** Monsters [5MON] ***
*******************************************************************************
+-----------+
| Club Card |
+-----------+
Description:
A Card Soldier, with a Club on the Card. He attacks with a lance.
Tactics:
Despite being the first enemies, these should be dealt with from a
distance. They can hurt you quite bad if you stay close too long. Use either
Cards or Throwing Knife to take them out easily in the beginning of the game.
+--------------+
| Diamond Card |
+--------------+
Description:
A Card Soldier, with a Diamond on the Card. He attacks by throwing
Diamond Missiles at you.
Tactics:
Not that hard to beat. Keep your distance and just dodge the Ace
Missile. For a cheap and free kill, throw the knife at him twice.
+------------+
| Spade Card |
+------------+
Description:
A Card Soldier, with a Spade on the Card. He attacks by shooting
Area of Effect Missiles at you.
Tactics:
Take these out quickly, because they can do a good deal of damage if
you are hit by their missiles.
+------------+
| Heart Card |
+------------+
Description:
A Card Soldier, with a Heart on the Card. He attacks either by spinning around
or by shooting homing missiles at you.
Tactics:
These can take a lot of punishment, and you're most certainly going to get at
least hurt SOME while dealing with them, but just focus on taking them out.
Jacks can kill them in one round.
+--------+
| Boojum |
+--------+
Description:
Looks like some sort of Flying Sorcerer or something. Has a high
pitched scream and is generally quite nasty.
Tactics:
Be on your toes. Move around, don't let it attack you with it's scream
because it will hurt. If you can be agile enough, then two knife throws should
take care of him. Otherwise any means of disposing him fast is good.
+---------+
| Ladybug |
+---------+
Description:
Looks like a mechanical Ladybug, flying around carrying a stone.
Tactics:
Very weak, but they can be irritating. Take them out before they reach
you, and don't let them get above you. They can be killed with a single knife
throw.
+-----+
| Ant |
+-----+
Description:
Dressed up Ants. They can attack you hard from both up close and
at distance.
Tactics:
They are not so bad really, just take them out like any other enemy.
Stand on a distance, dodge their ranged attacks and throw something at them,
Knife, Cards, Mallet, anything works.
+-------+
| Snark |
+-------+
Description:
Blue small fishes. Very weak, but they can be really irritating.
Tactics:
These crappy fishes are some of the worst enemies in the game, because
they attack you when you are underwater, and it's often very hard to kill them.
Use the knife to slash them.
+----------+
| Mushroom |
+----------+
Description:
They look like a normal big mushroom, except the color. They are
grayish and often in your path. They will wake up and try to suck you in when
you get close.
Tactics:
Do not let them suck you in, but try to stay as close as possible and
then throw something at them. Knife, Mallet, Icewand..
+--------------+
| Rose Monster |
+--------------+
Description:
A Red Rose. Wakes up when you get moderately close, and spits
thorns at you.
Tactics:
The thorns can be hard to avoid, because they are shot in a Random
Pattern, so just do your best, while using Ranged attacks to kill it. It is
very weak so it should not last long.
+------------+
| Digger Ant |
+------------+
Description:
Looks more like a normal type of ant, except for the heads. They
will attack you with their claws and often dig down into the earth to hide and
reappear.
Tactics:
These Ants can take a surprisingly amount of damage, so weaken them as
much as you can from a distance before going in close.
+------------+
| Mini Devil |
+------------+
Description:
Looks just like a normal devil, with horns and all stuff, but he
is a midget.
Tactics:
Very, very easy. One knife throw is all it takes.
+----------+
| Lava Man |
+----------+
Description:
A beast from the lava, these tough looking monsters arise from
Lava pools to attack you. If they are out of the lava for too long, they will
cool down and become quick as snails. They got an insane range though, watch
out.
Tactics:
The best tool here is the Icewand. One long blow will cool down this
monster for good.
+----------------+
| Phantasmagoria |
+----------------+
Description:
Only half visible, these flying horrors are really irritating.
They can freeze you with their breath, just like your Icewand.
Tactics:
Freeze them back, and freeze them fast. That's the only thing that
matters against these pains.
+----------+
| Red Pawn |
+----------+
Description:
These look like red, moving Pawn Chess pieces. They are slow and
humps around.
Tactics:
Easy, but don't let them get too close. The Icewand works perfect.
+-----------+
| Red Horse |
+-----------+
Description:
Funny looking Horse Chess Pieces. They are shielded, and can both
take alot of damage and deal it.
Tactics:
Don't let them get too close, but try to use the Icewand on them.
+------------+
| Red Bishop |
+------------+
Description:
They does really look like some sort of Bishop. Anyway, these are powerful and
can do lots of damage with their laser attacks.
Tactics:
Not much tactics here, go all out with the Icewand and take them out quickly.
+----------+
| Red Rook |
+----------+
Description:
Tought looking brutes. Hardest of all the chess pieces.
Tactics:
Do as much damage as possible from a distance, because when these get close
they will Ram you and hit HARD. Throw knifes, cards, Mallets, and then switch
to the Icewand afterward.
+-------+
| Robot |
+-------+
Description:
Robots on wheels, with spinning blades for hands. These are among the toughest
enemies in the game, and until you get the Jacks they will most likely drain
all your Will just in battle with one of them.
Tactics:
The best tactics is using the Jacks, but unfortunately you will have
to fight some Robots before you get it. Until then, you can use most weapons,
although the Icewand works decently and the knife too. There's a trick for
avoiding almost all damage, just like when fighting the Centipede. The Robots
have a proximity where they won't attack much but just follow you, so if you
stop, fire and reverse constantly while keeping the same distance, you can
defeat these with knifethrowing without getting hurt at all.
+--------+
| Spider |
+--------+
Description:
Ugly facelike spiders. Small, irritating, but not very dangerous. Their primary
attack is to drug you so the screen goes haywire for a little while.
Tactics:
Easily taken out with most weapons, just don't let them get close.
+-------------+
| Jabberspawn |
+-------------+
Description:
Green/Brown Dragonlike creatures. Quite nasty if you don't kill them quickly.
Tactics:
The Jacks is really great against them, but otherwise the Icewand work fine too
because once its frozen, it will die. Use your heavier weapons against
this enemy, because you should kill them as soon as possible.
+-------------------+
| BOSS: THE DUCHESS |
+-------------------+
You will primary use the Jackbomb to take out the Duchess. You must run around
in circles in this room, around the table, while throwing the Jackbomb straight
infront of you, so that it explodes when the Duchess reaches it. This sounds
of course easier than it is since it's hard to predict exactly where and when
the duchess will reach the Jackbomb, but you will get it eventually. There are
some Meta Essence scattered around in this room, so grab them to refill your
Health and Blue Essence. If you get low, or you have problems doing this, you
can also throw the knife, which will eventually kill her. Whatever you do,
keep moving as far away as possible from her, because she can hurt you badly.
+---------------------------+
| BOSS FIGHT: THE CENTIPEDE |
+---------------------------+
Centipede's only weak point is his belly, and he will only expose it now and
then. It is very important that you attack him then, the Ice Wand is the best
and will hurt him badly.
The Centipede has several attacks. The first is where he will release some
small spiders that will hang on to you and hurt you. The second is where he
will spit poison at you, this hurts incredibly much, so evade it. The third
is where he will ram you, and if he does it's very hard to avoid. He seems to
do that more if you are a longer distances though. The final is where he will
eat you and do some damage. The spiders can be killed to get Meta Essence, and
there should be some Meta Essence spread around the level too.
However, just run backwards facing him, staying close but not too close so that
the chance that he'll use his attacks are less. You will soon learn when he
exposes his belly, because he does a special movement. Rush toward him and use
the Icewand to hurt him and then step back. Continue until he dies.
+----------------------+
| BOSS FIGHT: RED KING |
+----------------------+
The Red King isn't too hard. Just use your Icewand until it's empty, and then
refill it by picking up the Meta Essence that spawns constantly around the
board. The King has a damaging Laser Attack, but it's not too bad and it's
easily healed by the Meta Essence. Just give it all you got and he'll fall in
no time.
+-----------------------------------------+
| BOSS FIGHT: TWEEDLE DEE AND TWEEDLE DUM |
+-----------------------------------------+
Not too bad. Might makes right, so just focus on giving them as much
punishment as possible. The Jacks are the stars of the show here. It will home
onto the target you choose, so focus on the two big Tweedles. They will create
miniversions of themselves, but don't waste time on them, focus on the two big
guys and they'll be gone in no time. Many seems to have problems with this
fight, but as long as you keep moving, away from the boming attacks from the
smaller ones and focus solely on either Dee or Dum with the Jacks, they are
dead soon.
+------------------------+
| BOSS FIGHT: MAD HATTER |
+------------------------+
The Mad Hatter is not that hard. In fact, he is almost too easy. There's mainly
two phases of this fight.
1: The Mad Hatter will usually walk around after you, launching rockets and
missiles at you, but these are easily avoided. Sometimes he will lounge at you
but just run a bit away and you'll be safe. In this phase, use the Jacks to
make sure you'll hit him. After some damage, he'll disappear, and summon two
Robots.
2: This is just a fight with two Robots, which lasts til the clock rings. When
they die, they leave behind two FAT Meta Essences, so grab them and save before
the Hatter appears again.
If you use the Jacks, he should not last much more than two rounds.
+------------------------+
| BOSS FIGHT: JABBERWOCK |
+------------------------+
The Jabberwock is hard. Make no mistake. The other bosses have been warm up's
compared to him. Both his Fire attack and his Laser Attack will kill you VERY
Quickly. Now, there are some different tactics for beating him. The one that
I personally find working pretty good, is throwing Jacks constantly at him and
the Jabberspawns that appear now and then. Since the Jacks does not need you to
be near the enemy to hit, it's one of the safest ways. Continue to pummel him
with Jacks until the Gryphon finally arrives and ends the battle. It's hard,
but avoid direct combat with the Jabberwock, throw Jacks and run away from him
dodging his flame and laser attacks, and you should manage.
+--------------------------------------+
| BOSS FIGHT: THE JABBERWOCK'S REVENGE |
+--------------------------------------+
If you thought he was hard the last time, then think again. He is much worse
now. Your goal here is to give him ALL you got with his own medicine, the
Jabberwock Eye Staff. So charge it up and pump him full with the beam. You'll
quickly run out of Will, so you have to avoid his attacks while waiting for
more Meta Essence to spawn. This is an insane pain. His flame breath will take
your health out quickly, and if he hits you with his Laser/Flame attack, you'll
die unless your health is approx full. So, the key to win this is to attack him
as much as you can with the Eye Staff. You'll see him twitch when he is hurt.
As soon as you get just a few seconds to rest, quicksave, and then watch his
next move. If it goes wrong, you can reload and head another way to better
prevent his next attack. Continue this pattern until he FINALLY goes down. Yes,
he will go down, and yes, it is hard. It is unaturally hard, because he can
almost instantly kill you.
However. There is one trick that worked quite good, although recreating it
will most likely be really hard. IF you can get up on the side of him when he
is on the ground, and you hit his chest with the Beam, he'll twitch, and if
you continue to fire, he'll seem to be stunlocked, because I got him to twitch
four times in a row without him being able to move. This is much harder to do
infront of him because of the nature of the fight, but if you ever get up on
the side of him, try it and see how it works.
No matter what, be patient and he'll finally die.
+---------------------------+
| BOSS FIGHT: THE RED QUEEN |
+---------------------------+
Despite being the Red Queen, she's not too bad. Hah, at least not compared to
the Jabberwock! Speaking of Which...you should use your Jabberwock staff to
fire at her. Avoid her attacks, they do hurt but are not as lifethreatening as
the Jabberwocks. Keep firing at her with the Jabberwock Staff.
The Red Queen has some different types of attacks.
One is a Psychic Attack where she will attempt to grab you out of thin air and
either pull you to her or smash you into the wall. This is very easily avoided
by side stepping when you see some glowing stars starting to materialize
behind Alice. You'll also hear a very special sound, AND you can see similar
stars on the Red Queen.
Another attack she'll use quite often is the Missile Attack. This is very easy
to avoid, simply because it has such wide spread that you might just stand
still and not get hit.
Another attack she'll use, is shooting up a spike from the floor. But if you
keep on moving, it will most likely never hit you.
The clue to defeating her, is to move constantly. Never stop up, not for one
second, because THEN she can hurt you badly. Strafe to the left and right
constantly, charging up and firing at her with the Jabberwock staff. She'll
scream when she is hurt. Two Meta Essence will respawn automatically behind the
two pillars closest to you. They will spawn alternately, which means that if
the left one spawns, then the next will spawn to the right, and then to the
left, and so on. Learn this pattern, move constantly, fire at her as much as
you can and you will win easily.
+---------------------------------+
| BOSS FIGHT: THE REAL RED QUEEN |
+---------------------------------+
This gross looking giant monster is the true form of the Red Queen. It's
downright disgusting, but I wouldn't want the other version as a Queen either.
Anyway, there's one rule above all other rules here.
Move. Move Constantly. Jump across the floating platforms and keep moving.
If you haven't picked up the Blunderbuss, it will be on a hidden platform here
for you to grab. Jump down to it, but be careful.
No matter what, the choice of weaponry is yours, although I would recommend the
Jabberwock Eye Staff. It's actually quite easy if you keep moving. Charge up
the staff and fire at that gross monster, until you either run out of Will or
she/it attacks with anything. Then, quickly jump across the platforms to reach
a Meta Essence and then continue to one of the bigger platforms and continue
to use the Staff. You won't actually see her getting hurt, so don't worry if
she shows no sign of weakening. Just keep attacking and attacking, it will take
several rounds with the staff fully charged at least to kill her.
*******************************************************************************
*** Alice being bored [6ALI] ***
*******************************************************************************
You might notice, that if you leave Alice alone, she'll start toying around
with the weapons she is using. Here's the complete list of the things she will
do. No specific order.
+-----------+
| The Knife |
+-----------+
1: She spins the blade on a finger and throws the knife into the air.
2: She does a slicing move and examine the knife.
3: She cleans her nails with it and look at her hand.
4: She feels the edge of the blade
5: She throws the knife into the air so that it spins.
+-----------+
| The Cards |
+-----------+
1: She takes out a card, and does a magic trick to make it disappear.
2: She takes out a card, and throws it into the air, spinning back into the
stack of cards.
3: She takes out a card, and examines it before putting it back in
4: She takes out a card, and throws it into the air, but it lands in her
forhead and she pulls it out.
+------------+
| The Mallet |
+------------+
1: She hits the Mallet at her feets.
2: She throws it up in the air so that it spins and grabs it.
3: She throws it up in the air so that it spins, and misses it. She'll look
down at it and grab it.
4: She takes out the Glowing Ball and bounces it on the Mallet's head.
5: She looks around, crouches like she's going to lift it, and manages to
smack the mallet at her head. She'll shake her head.
+--------------+
| The Jackbomb |
+--------------+
1: She peaks inside the box
2: She throws the box at the floor, steps up on it and looks around
3: She relaxes, but drops the box at her right foot, and jumps on the left
because of the pain.
+-------------+
| The Icewand |
+-------------+
1: She uses the wand to make ice on the floor, carefully tests the ice and
tries to spin but falls.
2: Lifts up the wand, and prepares for battle.
3: She takes the wand, places it beneath her chest and left arm so that it
points backwards and shoots out ice while she warms her fingers.
+-----------+
| The Jacks |
+-----------+
1: She drops the Jack she is holding on the floor.
2: She grabs an object, and kicks it over her head and back again
3: She polishes the Jacks.
+------------+
| The Dices |
+------------+
1: She'll spin the dice on her finger.
2: She throws the dice up in the air and back into her hand.
3: She tries to balance it on her left foot but fails.
4: She shakes it and throws it like she would play on something.
+--------------------------+
| The Jabberwock Eye Staff |
+--------------------------+
1: She puts the staff to the ground, and taps her foot.
2: She hits the staff in her palm, looking mean.
3: She touches the eye of the staff, but looks at her fingers afterwards and
cleans them on her dress.
+-----------------+
| The Blunderbuss |
+-----------------+
1: She aims with the Blunderbuss
2: She takes a Military stance.
3: She shines the Blunderbuss, and looks at it.
4: She looks straight into the Blunderbuss, and shakes it
*******************************************************************************
*** Background Story and Plot Theory [7PLO] ***
*******************************************************************************
This part will deal solely with the story of the game. The Background Story
is simply the story described in the manual, while the Plot Theory is my own
theory of the things that have happened, and the things not explained directly.
In order to understand the story of Alice, you should read the manual. If you
don't have it anymore, I decided to write down the whole piece because I
honestly think it's VERY important to understanding the story. So enjoy!
A Little explanation about the Background Story. It is the diary of the person
who tries to reach out to Alice and cure her, and the person often leaves
another note years afterwards. (Marked with the " " and the date)
+------------------+
| Background Story |
+------------------+
---------------
4 November 1864
---------------
Received Confirmation from the superintendent that I will be given
the opportunity to treat a very troubled and difficult patient. Dubious Honour!
Her name is Alice, and her prognosis is not promising. After looking at her
file, I'm astonished she has survived this long. She has been nearly comatose
for a year.
"Would I have admitted her had I known then what I know now?" -3/10/73
----------------
11 November 1864
----------------
Mute on a stretcher, with her head curiously bandaged, Alice seems to cling
precariously to life. Her burns have healed remarkably in the year since the
fire, but she languishes in a deep trance-like dementia. It's as if the blaze
consumed her senses wholesale. Deaf, dumb and blind to all stimulation, she's
a fair match for the infirmary's gloom.
In a frenzied instant, a cankered feline pounced on Alice while she was about
to be carried inside. Startled by the cat's yowl, the bearers lost their grip
and dropped the wretched girl to the ground. Most curious to behold, the cat
stood atop Alice as if claiming territorial right, or as if defending a rodent
captured in the day's hunt from other hungry predators. Only when an orderly
threatened it with a stick did the creature scamper into a nearby hedge. Even
then the cat crouched beneath the shrubbery. With eyes agape, it fixed on
Alice as if it had some vital interest in our proceedings.
"It pays to heed the feline--something I've learned over the years." -21/10/73
----------------
14 November 1864
----------------
Her one possession is a toy--a sooty, stuffed rabbit whose single button-eye
dangles from a loose thread. Plaything from her time of innocence, and her only
link to life before the fire, the rabbit is now sentinel to Alice's deepening
Ddementia.
"The rabbit may prove a valuable instrument for shock terapy. I should have
noticed it sooner" -21/10/73
----------------
8 December 1864
----------------
When I hold a flame to her eye, nothing in her vacuous gaze berrays the
faintest glimmer of response. I clap a pair of blocks at her ear. Nothing.
Neither her sight nor her hearing appear to be damage, still she registers
nothing at all. The rumour (passed on by Reverend Mottle amongst others)
alleges that she feels nothing--not pain, or fear or other torments--is neither
credible nor kind. Still, she is far, far gone, this one.
----------------
10 December 1864
----------------
Though she appears weak, she must have a strong constitution to have survived
until now. Her fever persists, her breathing heaves violently at times and,
even after more than a year of healing, burns so massive commonly cause great
discomfort. You'd never imagine she's in any distress, though, the way lies
there, as lifeless as a British Museum mummy. I daresay, however, that I'll
stir her from her dreamery, even if the response is involuntary.
I'll begin tomorrow with a steady treatment of cold plasters and bloodletting.
The bleeding might cause some relief to her dementia. I also have a new shock
apparatus that I'd like to try on her. I'm curious to see how she reacts to
this treatment.
----------------
6 January 1865
----------------
Another patient died in the night. I'd been treating her with the same potion
I intend for Alice. I had been quite certain she was improving with each
subsequent vial, so this development is quite vexing. Perhaps the stronger
mixture was too much for her chronically weak chest. A little more
experimentation is in order before I feed this serum to Alice.
"A little less laudanum and a little more camphor might have
spared her" -13/12/73
----------------
23 February 1865
----------------
Through the windows of my laboratory, I can glimpse the garden ward. Nurse D-
is leading a group of children to the airing room. I listen to great shuffling
of feet on the pebble path. Will Alice, I wonder, ever stroll the grounds with
the others? Will she ever regain her senses? Or, for the rest of her days will
she remain cloistered behind these thick, grey walls? Based on her progress
so far, it seems futile to hold out much hope for a cure.
"Little could I have imagined her mind would eventually gambol in
unimaginable forests and gardens" -27/1/74
----------------
23 March 1865
----------------
Nothing seems to aggravate the girl. I've tried restraint--handcuffs, leg-locks
and straightjackets. I've tried solitary confinement. On the other hand, I've
allowed her to smell freedom, leaving her for hours at a time unattended in
the garden. Yet nothing stirs her. I still have a number of methods, some of
which I haven't engaged in since the old days, but I'm beginning to doubt
anything can bring about a change in this one.
----------------
1 April 1865
----------------
Each year on this peculiar day I pause--exactly at noon according to my pocket-
watch--to ponder the absurdity of such a day. Is it not ironic that we here
should celebrate a holiday dedicated to fools?
The girl has shut down completely. If it were possible, I'd say Alice has
retreated even further into what the European practitioners of psychiatry call
her "psyche". I'll keep trying different methods, but unless there's some sort
of marked improvement, there's no reason to hope. I'll document progress...if
indeed there ever is any progress.
----------------
7 September 1873
----------------
After years of slumber, she chooses to speak to use with a picture, a drawing
of some sort of cat. Really, though, it's nothing like any cat I've ever seen.
"Even a drawing so bizarre couldn't foreshadow the imaginings to come"
-29/3/74
----------------
10 September 1873
----------------
While Alice napped following her afternoon sedation, Nurse D- took it upon to
replace the rabbit's missing eye. Even after living so many years in an infirm
population, it can still surprise me when a seemingly trivial act can trigger
such a remarkable reaction.
Alice woke from her nap and began to sob hysterically.
"Tell me, child, what's wrong?" pleaded Nurse D-.
"What is it, dear?"
In an instant of semi-awareness, Alice spoke a sort of poetry.
"Into the hole again, we hurried along our way
Into a once-glorious garden now seepd in dark decay"
She continued to cry, and it was only when Nurse D- plucked the newly stitched
eye from the rabbit's face that Alice fell back into her customary state.
"With such behaviour, maybe it was a mistake to stir these waters and
awaken her" -29/3/74
I don't know whether to cheer at this response--any response--or grow alarmed
over the intensity of her emotional outburst. At least we discovered one thing:
She can speak.
----------------
11 September 1873
----------------
When she is so inclined, Alice can draw. This morning I was greeted by another
of Alice's artistic phantasmagorias. What is it she's rendering? I can only
think it's a depiction of her nightmare of Hell.
----------------
15 October 1873
----------------
Approaching Alice's room, I heard the muffled sounds of laughter. A pair of
orderlies were cursing at her and threatening her with leather straps. It's
easy to see that this pair was weaned from the same teat.
Alice didn't respond to their tomfoolery; and the orderlies were not impressed
by my reprimand. Good help is so hard to find.
----------------
18 October 1873
----------------
The Superintendent paid a visit. The smell of his perfumed handshake is still
in my nostrils. He doesn't visit often, but when he does he arrives unannounced
and remains overlong. Typically, he flounces through the infirmary pretending
to be interested in this case or that. This time, he requested to see Alice and
asked for the leeches. When she refused to stir, the Superintendent stretched
wide his mouth in a yawn of infinite boredom.
When I displayed some of her recent artwork, the Superintendent's attention
was caught again as if someone jabbed his fatty palm with a hot poker.
"He was in a very agitated state when he departed" -7/4/74
----------------
24 October 1873
----------------
Nurse D- has been listening from outside the door. Alice, it seems, has been
muttering inarticulately. Though no one can understand her, it's likely she's
addressing the one-eyed hare.
----------------
26 October 1873
----------------
Her case is not overly remarkable...at least not when compared to the countless
other patients who live within these walls. I am not minimising her tragedy--
the undeniable strain is enough to set anyone's mind askew. Imagine the horror
of hearing the piteous cries of your entire family--trapped in their burning
bedrooms--and being unable to help. Alice certainly heard such screams. I
imagine she's been hearing them for ten years.
"Looking back, I retract this statement. Her case IS most remarkable" -7/4/74
----------------
3 November 1873
----------------
I hear the clock ticking onward, past midnight, and then I'm suddenly aware of
other sounds. In the barren pit of the night, the most disturbed minds are
alive throughout the asylum. Alice isn't stirring, so I listen to the blood-
curdling shrieks, the haunting clank of shackles, the insane groaning,
insufferable babble and lunatic mutterings.
After the initial convulsions, Alice's body again appears lifeless. If it
weren't for the for the sporadic utterances in her sleep, I'd hold the mirror
to her mouth. It's impossible to comprehend what she says. It sounds like
"too glum" or "through him" or "boo-jum". Nonsense really. Is it a person's
name? A place? Or simply some conjuring of this raving delirium? I yell the
utterance into her ear and prick her shoulder with a needle--she gasps, but
her speech does not become any clearer.
"Boojum! But how does she construct such fantasies?" -11//4/74
The potion courses through her blood. Sitting in this cold room reminds me
of the last treatment here. The shredded padding recalls to my mind the patient
who believed rats spoke to him--they lived in the padding, he said. Indeed,
he believed the spirits of his ancestors spoke to him through the rats. After
the trepanation, he stopped having such delusions and was removed to the
Dormitory.
Alice remains quiet.
----------------
21 November 1873
----------------
Once again, the orderlies were up to their usual pranks. Weary of prying open
Alice's mouth, the orderlies started "feeding" Alice's toy rabbit, spooning
porridge onto the stuffed toy.
"My suspicions are confirmed. Those oafish orderlies are the Superintendent's
misbegotten nephews" -13/4/74
While engaged in this feeding, the orderlies learned an essential lession in
asylum protocol--never turn your back on a patient...no matter how docile she
seems. From information I've gathered, Alice woke from her comatose state and
attacked the orderlies. Quite venomous in her outburst, she pursued one of the
twins with a spoon. Even in her condition, she was able to deliver quite a
gash. She clutched the spoon like it was a butcher knife, gouging into his
fleshy cheek. Ceasing in mid-attack, she turned the spoon on herself, digging
it into her wrists, trying to open up her veins. I stitched her wounds and
tended to the orderly. Alice shouldn't suffer any permanent physical scars,
it's too early to say the same about the orderly.
"An outburst such as this shouldn't have surprised me" -13/4/74
She has returned to her dormant state. Nothing I say or do can entice her to
relive her early morning animation.
----------------
7 December 1873
----------------
Here's been a slight change. Her mouth is now relaxed, and we can feed her
without force. When it's time for her elixir, she seems to part her lips
slightly as if she's inviting the new potion into her belly.
Hardly a cure, but any change symbols progress.
----------------
8 December 1873
----------------
A mangy cat was licking at Alice's cheek. It hissed when I entered, and pounced
onto the windowsill--it must be flesh and bones only to squeeze through the
grate. I could almost perceive a smile on its scabbed face. It's curious how
an animal's countenance can appear almost human.
There are so many feral cats on the grounds. I wouldn't be surprised if they
outnumber the patients.
"It reminds me of the cat that pounced on Alice when she arrived here. More
emaciated though." -26/4/74
----------------
13 December 1873
----------------
Something in the outdoor air may have stirred he imagination. On her return
she produced an intriguing sketch. Once again she proves she is capable of
doing something other than staring at the yellowed paint on the ceiling.
"At times there's talent in her madness" -26/4/74
----------------
15 December 1873
----------------
It's been three days since I removed the rabbit from her room. We can hear her
screams growing louder through the closed door.
----------------
25 December 1873
----------------
She has returned to her trance-like state, with one notable exception--her
mouth stretches very wide whenever anyone enters the room. Whether it's for
the potion or for the food, she's definitely inviting more.
"What she means by repeatedly whispering "Eat me" and "Drink me" still
eludes me" -23/7/74
----------------
17 April 1874
----------------
Months pass and still nothing.
Nurse D-, having lost patience with my treatments, insists on trying a "cure"
of her own. She stiched the rabbit together and tucked it into bed with Alice.
----------------
18 April 1874
----------------
Interesting development! Alice has returned the gift, presenting Nurse D- with
a drawing of a rabbit, though it's quite different from her toy.
"My watch?" -10/5/74
----------------
1 June, 1874
----------------
Out of nowhere, and as shocking as a bolt of lightning across a sky of purest
azure, Alice greeted me with a strange grin. And then, lightning bolt upon
lightning bolt, she began to converse quite freely as if we'd been speaking to
each other like this for decades. I'll include just a smattering of remarks
as evidence, not that the burden of proof is with me in this foul courtroom.
"Beware the Snark's poisonous spit...roll the Demon Dice wisely or the game
turns on you...note the Centipede has a tender underbelly...I enjoy the taste
of mushrooms, but not the ones that bite back."
Regrettably, I cannot regard this manical outpouring as an improvement in
her condition.
----------------
2 June, 1874
----------------
It's a world of sheer, chaotic terror and unmitigated bloodshed--that's the
world she inhabits. So severe are her delusions, so fantastical and absurd,
that at times it's difficult for me to listen. She speaks of a nightmare realm
where everything seems bent on her destruction. Gigantic Bayonet-toting ants
and flesh rending flowers. Carnivorous fish and fire-spewing abominations.
The range of hellish creatures populating her world is dizzying. They are, on
balance, more dranged than the most demonic trptych Hieronymus Bosch ever
painted.
It's as if I have been waiting and waiting for water to pour from a spigot.
Now, the water has finally started pouring, and I cannot staunch the flow, nor
discover its poisoned source.
----------------
7 June, 1874
----------------
More and more, she confides in me. She drones on and on. I think the elixir
is at the proper dosage now. At times, she seems to fear and loathe my
presence, yet she speaks as if she can't help herself.
----------------
8 June, 1874
----------------
She spent the afternoon telling of a grisly siege between life-size chess
pieces. Having been hounded by a cyclopic pawn, it seems she dispatched the
one-eyed monster only to be chased mercilessly over the living chessboard by
a pair of renegade rooks. as usual, her description was vivid beyond
comprehension, a story decidedly more compelling than anything in Froissart's
chronicles.
----------------
11 June 1874
----------------
Dozing off for a few minutes only, I woke to the sight of Alice's freed hands
tugging at my watch fob. Shackles might be required for future sessions--at
least until she behaves. I'm taking her pencils as well. Let's see if this
punsishment provokes a response.
----------------
12 June 1874
----------------
I should have predicted this. without pencil, she turns to poetry.
"Mange-ridden to the core, he leads me through the fray</pre><pre id="faqspan-4">
With the toss of a Jackbomb, I clear abominations from our way"
I asked her to describe a "Jackbomb". Cunning and clever girl, she
asked me to return her pencil.
----------------
15 June 1874
----------------
Her conversation contains flashes of lucidity. Certain powerful words, however,
cause her to dip back into her fantasy world. And a word like "fire" can, for
obvious reasons, set her tumbling into an abyss of sadness.
"Her conversations can be clear, but her drawings show no such progress."
-20/7/74
----------------
17 June 1874
----------------
Alice hurled the teapot across the room.
"How many times must I tell you? I only take tea with friends!"
----------------
18 June 1874
----------------
At times, she can be quite civil, and sometimes disgustingly vile. As an
experiment, I've decided to suspend all medication, except for a heavy dose of
laudanum when she's in the foulest of tempers.
----------------
25 June 1874
----------------
Perhaps more cold saltwater treatments will cleanse some of the chaotic
thinking from her mind. She has been ranting. In particular, she's been
spouting violently against someone she refers to as the Red Queen.
"Though the Queen dominates much conversation, Alice refuses to describe or
draw the monarch. Her anger, though, knows no limit when she talks about
what she'd like to do to the Queen." -20/7/74
----------------
19 July 1874
----------------
In her most disturbing outburst in quite some time, Alice attacked one of the
nurses while being bathed. Called her "Duchess".
----------------
22 July 1874
----------------
From a recent conversation with Alice:
"What have you been doing, Alice?"
"Attending the tea party of course."
"Was it a grand party?"
"Oh most grand, dear doctor. I fear nothing and soon the Keep will be in
reach."
----------------
25 July 1874
----------------
Her sleep is very restless one night, and then calm as an infant's the next.
She's become consistently unpredictable.
----------------
27 July 1874
----------------
Alice delivered another verse to her puzzling rhyme.
"They taunt me about the burning as if I were to blame,
I clear them from my conscious with the eloquence of my blade"
----------------
28 July 1874
----------------
She spoke at length of a place called the Fungiferous Forest. It's a place
filled with mushrooms the size or large trees; fungus and foliage that grabs
those who trample it; cavernous wastes filled with creatures who are as
disturbed as any I've ever heard of.
"She's drawn a picture of a place like this, I seem to recall." -2/8/74
----------------
10 August 1874
----------------
It's difficult for me to connect the massively passive Alice to the
aggressively assertive, powerful person she describes in her dreams. Her
exploits with the knife conjure images of a musketeer's swashbuckling panache;
her acts of courage those of a selfless hero. These are not "delusions of
Grandeur". This is no simple madness. But what?
"How does she really see herself then?" -24/8/74
----------------
12 August 1874
----------------
"Off with her head!"
Those were her only words today. She wouldn't explain what this meant, though
her face betrayed the violent anger that is usually associated with her tales
of the Queen of Hearts.
"What does it say about me that I've grown accustomed to such outbursts?"
-11/9/74
----------------
13 August 1874
----------------
Everything I can think of, I have done. Treatments, remedies, disciplines and
pleasures--nothing makes a difference. Alice speaks when and about what she
wants, recites poetry on a seeming whim, draws pictures at her own pleasure.
She does nothing at my command, instruction, entreaty or request.
She's become very wilful, and nothing I do or say makes a difference.
I truly do, however, become immersed in her fantastic tales of Wonderland. I
wait for the day when she claims victory over the Red Queen and her minions,
when Wonderland will be restored. Perhaps by this Alice will cure herself,
regain her balance and leave this place of her own volition.
Sometimes she appears to be so close, but at other times I'm certain it'll
never happen and she'll spend the rest of her life housed behind Rutledge's
gaunt brown walls...with me.
----------------
24 August 1874
----------------
"If it's my keen invention you'd like to destroy
I'll withstand your best shot; I've got the right toy"
----------------------------
What can we draw from this? Alice is in decent care at a Mental Hospital, and
a Nurse is keeping a diary of her progress. Alice's fight with the Red Queen
is visible even in the Real World, and she is making a constant progress from
complete retreat into self-awareness. Everything up to and including the
13th August, 1874 makes sense.
The small quote at 24th August, 1874 is just a question mark. Who exactly spoke
those original words, and directed at whom..
+-----------------------------+
| My own personal Plot Theory |
+-----------------------------+
There's more to Alice than meets the eye. During the many times I've played
Alice, I've grown to build an idea of exactly what happens in the game, and
this is my personal summary of what is REALLY going on in Wonderland. It is
only a theory, but from studying the dialogue and events, it's the one that
seems most logical to me.
One night as Alice and her family are sleeping, the house cat manages to start
a fire. Mysteriously, Alice is saved by her imaginary friends in Wonderland who
calls out to her as she is asleep to wake up because of the fire. She manages
to escape, but her parents are burned alive along with the house. She is found
and taken into an Asylum.
Alice blames herself for the death of her parents. She blames herself because
she made it out, and they didn't, because she were asleep and didn't wake up
in time to stop the fire and get out her parents. Filled with an insane amount
of guilt, she retracts almost completely into Wonderland, which has now turned
into a twisted, dark variation of the former place. Wonderland is merely an
image of Alice's mind, the locations of Wonderland are parts of her thoughts
and feelings.
At the first glance, Alice cannot understand what has happened to the place.
However, when she meets up with the Caterpillar, things are explained to her.
Her own guilt and anger created this version of Wonderland and materialized
into the new Red Queen that holds both Wonderland AND Alice's Psyche with an
iron grip. The only way Alice can free Wonderland and herself, is by defeating
The Red Queen, which also means overcoming her guilt and stop blaming herself
for the death of her parents, and finally waking up from the coma.
Basically, there are three versions of Alice in the current Wonderland. There's
the nice girl Alice, which desperately tries to make her way out and save
Wonderland and herself before she is completely trapped within the walls of her
Psyche and the twisted dark Wonderland. This is the Alice you play, but she is
at the course of the game not the real Alice. She is not the dominant part of
Alice, but her power grows as Alice overcomes her doubts. However, as long as
she still feels guilt for her parents death, the Red Queen is the dominant.
The nice girl Alice blames herself for the death of everyone. When her friends
in Wonderland is killed, she blames herself for their deaths, even though she
were not the one who directly got them killed. Although the other parts of her
personality did that(The Red Queen and Jabberwock), Alice blames her innocent
part for all the bad things that happened, and when she is fighting the Red
Queen and the Jabberwock, she IS fighting herself. This becomes evident in the
final battle where she faces herself, or her evil self, the Red Queen.
There's the Jabberwock, which is the manipulative version of Alice. It tries to
prevent Alice from progressing and getting better by hitting her where it hurts
the most, her heart. The Jabberwock is the one that actually blames The nice
girl Alice for the death of her parents. It is located in an image of Alice's
house, and one can say it is the pure materialization of Alice's guilt for her
Parent's death. Only by defeating it Alice can gain enough strength to fight
the Red Queen and change things back to the way they once were.
Then there's the Red Queen. This is the version of Alice that tries to hold her
trapped in Wonderland, and also the part of her that's completely absorbed by
the guilt. The Red Queen is the dominant part of Alice, she intends to keep
Alice trapped inside Wonderland, otherwise she is not able to rule again. She
is completely obsessed by preventing Alice from reaching her, from reaching the
core of the problem, which is of course her guilt. The Red Queen is actually
Alice's regrets about waking up and becoming better. The Red Queen is Alice's
refusal to change and to overcome her guilt. She IS the real Alice, and she is
the one Alice would become unless she is defeated. If one would be to wake up
Alice and let her loose into the real world without Alice defeating the Red
Queen, she would most likely break down and become suicidal or even worse. She
would not be able to live with herself, and eventually fall back into the coma
and be tormented forever. However, she just hasn't counted on Alice's will to
live again, and when the oppressive Alice, the nice girl Alice arrives, The
Red Queen is threatened and starts to systematically stop Alice by taking out
her imaginary friends and finally nice girl Alice.
So, what about the toy rabbit that comes alive in the FMV? What about Alice's
friends in Wonderland? Who are they?
They are Alice's supportive parts. Memories, good feelings, all the good
things in life that makes Alice the nice girl. They are the only remains Alice
has, the only things that keeps Nice Girl Alice alive. They are also the proof
that Alice IS aware about the current situation, and they help her reach her
goal. The Red Queen knows this, and tries to stop the supportive parts from
helping Alice. She knows, that by killing them, she can weaken Alice into not
reaching her, and it will only add to the guilt of her Parents Death. You might
have noticed that Alice breaks down, crying, claiming everyone she knows dies
because of her. These are moments when the Red Queen succeeds halting Alice's
recovery process by playing on Alice's guilt.
Only when fighting the Red Queen, Alice is finally taking up the last stand
against herself. After all the deaths, after all the suffering and pain,
Alice gains her mental strength so that she can free herself. Even when face
to face with the Red Queen, or more directly, her self and her guilt, she takes
up the fight. The Red Queen threatens Alice by telling her that she'll kill her
self by killing the Red Queen, but in reality she will free herself.
The Queen's dialogue explains almost everything, and how the Queen has been
controlling Alice and preventing her from recovering.
"I rule Wonderland alone."
By this, it's clear that the dominant part of Alice wants to keep the situation
like it is now.
"I rule Wonderland alone. Your interference will not be tolerated. This realm
is for grown-ups; raw, well-ordered, ruthless, careening on the jagged edge of
reality. Self-pitying dreamers are not wanted here; they cannot survive here."
This is a bit more hazy. The first part is easy enough to understand, The Red
Queen is the only "Alice" allowed in Wonderland. Nice Girl Alice does not
belong there, and should leave Wonderland immediately, or else she'll die.
About the grown-ups part, I'm not 100% on it, but I believe it might just play
on the whole fact that we often forget to live our life, and becomes mindless
slaves so that we fit into the world when we grow up. But as a kid, we break
the rules, we don't fit, we fight the system. The Queen knows that she cannot
risk this, otherwise her mindless system will fall apart.
"You fear the truth. You live in shadows. Your pathetic attempts to reclaim
your sanity have failed. Retreat to the sterile safety of your self-delusions,
or risk inevitable annihilation."
The Queen is now trying to convince Alice that despite all she has done, she
has not managed to get any further. Even though she defeated the Jabberwock,
she is not able to overcome her guilt, and that unless she retreats and gives
up, she'll break herself more than what she started as.
"If you destroy me, you destroy yourself! Leave now and some hollow part of you
may survive. Stay, and I will break you down; you will lose yourself forever."
She gives her the ultimatum. If Alice destroys the Queen, she'll kill her self.
Because, now it becomes clear that the Queen is the direct materialization of
Alice's guilt, anger, regression and all the negative feelings concentrated
into one source. However, Alice has earlier admitted that she's not afraid to
die anymore. One part of her must admit that it would be better to die instead
of being tormented forever, and the other part finally realizes the truth, that
the pain will go on as long as the Red Queen is still alive, as long as the
Guilt is there. So, she finally decides to fight the Queen, and fight herself.
She now knows that she'll free herself, no matter the outcome. She'll die and
become free, or she'll live and become free, without the queen.
After battling the Red Queen, Alice finally wakes up. Her guilt washes away,
she realizes that she was not the one responsible for all the things that
happened. By realizing this, Wonderland, all the inhabitants that died during
the Red Queen's Reign and her Psyche is restored, and she finally gains her
inner peace. Her friends are restored in Alice's own image and she wakes up
from her coma. With the cat in her arms, she walks out from the Asylum,
proud and free, ready to live her life.
The reason I find the story in Alice so great, is that it's how deep or as
light as you want it to be. If you want to settle with Alice being called back
into Wonderland to kill the Red Queen to save Wonderland, that will be correct,
and if you want to settle with Alice creating this Wonderland by her own guilt,
and the only way she can defeat it is by travelling inside her own psyche,
battling her own demons and overcoming her guilt to restore her psyche and
Wonderland, that is also correct.
For some commonly asked plot questions, look in the Frequently Asked Questions
section. If you have any questions about the plot, you are welcome to send them
to me, and I'll give my best answer. Keep in mind, it's only my own theory.
*******************************************************************************
*** Character Information [8CHA] ***
*******************************************************************************
+-------+
| Alice |
+-------+
Alice is the main character, and the one you control. After the family's house
burns down and her parents dies in the fire, she is taken into a hospital and
ends up in a trance like condition, completely retracted from the outside world
and lost in her own guilt. When things become really bad, she responds to the
White Rabbit's call and returns back to Wonderland to fight the Red Queen to
free both Wonderland and herself.
+------------------+
| The Cheshire Cat |
+------------------|
The Cheshire Cat is Alice's personal guide through wonderland. Although his
appearance has changed to a more grim version, he still helps Alice the best
he can to help her fight the Red Queen.
+---------------+
| The Red Queen |
+---------------+
After Alice retracted because of her psychological guilt, The new Red Queen
arose to control Wonderland AND Alice's mental health with an Iron Hand. She
feeds and lives on the guilt, anger and all the negative feelings that Alice
now has. If Alice cannot defeat her, the body and soul of Alice will be drowned
in guilt and anger, and neither Alice or Wonderland will ever be restored.
+----------------+
| The Jabberwock |
+----------------+
The Manipulative Lizard-like creature tries to manipulate Alice's feelings by
constantly playing on her guilt because of her parent's death. Defeating him
means that Alice has overcome the basics of her own guilt, but in order to be
restored she needs to defeat the Red Queen too. However, The Jabberwock is
VERY important to defeat because it gives Alice the strength to break through
The Queen's Castle(Or possibly, the seemingly impassable barrier of guilt).
+-----------------+
| The Caterpillar |
+-----------------+
This funny looking Caterpillar is as wise as he ever was, and he acts like
Alice's answer to everything. He knows what has happened, and he knows what
must be done. He is Alice's awareness of the whole situation, and the last part
of her that really knows what she must do in order to wake up and save both
herself and Wonderland.
+------------------+
| The White Rabbit |
+------------------+
The White Rabbit leads Alice through the first parts of the game. He makes her
motivated to press on and find the Caterpillar, and is part of her own will to
recover. He acts like the cry for help, as he all of a sudden wakes up to life
and drags Alice into Wonderland. Wether he really comes alive in the real life
is up for discussion, but it's most likely just Alice that comes aware of her
situation and she finally cries out for help.
+----------------+
| The Mad Hatter |
+----------------+
A Sadistic Madman, obsessed by the rythm and precision of time. He has captured
the Gryphon, and is the one causing much of the trouble in Wonderland. He turns
the Children into Robots and has no regards for the value of life at all.
He plays on Alice's fear, the fear of being alone and isolated in the hospital.
However, unlike the Jabberwock, this only drives Alice to hunt him down and
overcome her fear.
+---------------------------+
| Tweedle Dee & Tweedle Dum |
+---------------------------+
Once these were quite a quite harmless pair, but now they have been turned into
lunatic freaks. They threaten Alice with more medicine and lunacy, that she is
mad and crazy and belongs in the hospital. However, in a hilarious cutscene,
Alice is infuriated by their stupid insults and wows to stop them. My best
guess is that these two are a small part of Alice telling her she's insane
because she's in the hospital, taking medicine and never recovering. However,
Alice has started waking up, and she realizes how wrong it is, and fights them.
+-------------+
| The Gryphon |
+-------------+
Alice's mightiest Ally. After releasing him from the Mad Hatter's prison, she
gains the upper hand in the fight against the Jabberwock and the Red Queen.
Alice has finally gained enough strength to take up the final battles, and best
of all, she doesn't fight them alone anymore. The Gryphon also helps Alice in
the first fight with the Jabberwock when he tears out one of the Jabberwock's
eyes, so Alice can complete her the Jabberwock Eye Staff and break the wall.
+------------+
| The Turtle |
+------------+
At first, Alice is bothered by his crying because he lost his shell to the
Duchess, but she agrees to help him for something in return. After retrieving
his Shell, Alice gains the Turtle Shell Ability which lets her swim easily
under water and hold her breath for a long time.
+-------------+
| The Duchess |
+-------------+
This wretched grotesque woman is actually Hiding from the Queen. She is more of
a neutral part in Alice's story, and she does not seem to have any direct
relations to Alice's current mental situation. However, she does have the
Turtle's shell, so Alice fights her to retrieve it, and to help out the poor
inhabitants of Wonderland from her local terror reign.
+-------------+
| Bill McGill |
+-------------+
Apart from being addicted to Brandy, this coward doesn't do much until the
Duchess is dead, and even then he'll "Have the Leeches handle this mess". Not
very important to the story, and he is never seen again afterwards.
+-----------------------------+
| Dormouse and the March Hare |
+-----------------------------+
These two poor creatures was captured by the Mad Hatter, and is now being
experimented on. Drugged down, denied tea, and turned into machines. Even Alice
feels bad for the poor things when she sees what they are turned into. Despite
how much you would love to free the poor things, you cannot.
*******************************************************************************
*** Extracting Music, Voices and Video [9MUS] ***
*******************************************************************************
Alice has both great music and Voice Acting, and you can get hold of both so
that you can listen to it whenever you want!
For Music:
Use WinRAR to open the file called "pak2.pk3", located in the "Base" directory
in the Alice Directory. Then, use WinRAR to browse the content of the file. Go
to Sound, Music, Final, Level and there you have the MP3 files containing the
music. You can either listen to them directly from WinRAR or extract them.
For Voices:
Use WinRAR to open the file called "pak0.pk3", located in the "Base" directory
in the Alice Directory. Then, browse the content of the file, go to Sound,
Character and choose the one you like. If you want to hear the voice of Alice,
go to the folder called Alice, and then into the folder called vo for her
dialogues. The Special Effects is in the folder with the character's name, and
dialogue is in the vo folder.
For Video:
Use WinRAR to open the file called "pak3.pk3", located in the "Base" directory
in the Alice Directory. Then, browse the content of the file, go to Video, and
extract the files that ends with ".roq" Windows Media Player will not be able
to play them, but try a free player like VLC. You won't get sound, but it is
played individually from the video, so it can be extracted from the right sound
folders.
*******************************************************************************
*** Frequently Asked Questions [10FA] ***
*******************************************************************************
Q: So all of this takes place in Alice's mind?
A: Yes. To make it short, Alice blames herself because her parents died in the
fire, and her guilt tears her apart on the inside. However, a part of her still
wants to free herself, so her imaginary friends take her back to Wonderland to
help her defeat the Red Queen(Her Guilt) so that she can wake up and live a
normal life again.
Q: Does the rabbit really spring to life in the Introduction FMV?
A: Not really. The Rabbit is Alice's link to Wonderland, and as she is hugging
it hard to escape the reality she falls into Wonderland. So it does sort of
take her to Wonderland, but it does not really move or live. It is her link to
Wonderland, so when she escpaes reality it's the only thing she got left.
Q: What does the maggots/worms/Yucky Tentacle things mean?
A: Good question. However, there might be a simple explanation. In many other
films and stories, worms means decay. They are often brought up as an example
of insane persons, describing that they fear the worms. The worms are eating
up the brain,feeding the insanity with it. Pink Floyd's "The Wall" is dealing
with this, and several other movies mention it too. Even the Prison Drama
"Oz" has a character that is afraid of the "Worms". So, I think that the worms
in Alice is her own worms. All the corruption and evil that is brought up from
the incident that happened and that she blamed her self from gives food for the
worms to come and eat up her brain/Sanity. They are also a symbol of the decay
in Wonderland, if you want to put it easily.
Q: What do you mean, does Alice have worms in her head?
A: No. The worms are only a metaphor for the mental decay she experiences. It's
not real worms.
Q: If the Queen is Alice, why does she kill off her friends?
A: You have to remember that Alice is split up. One part is the dominant Queen
created by Alice's negative feelings. That part is uncontrollable,
it's Alice's reaction to what happened, and her guilt. She cannot control it,
but she can overcome it. Until she does, the Queen/Guilt will continue to break
down Alice and all the good things that are left(Her friends). So, even though
The Queen is a part of Alice, the real Alice does not kill her friends. She is
fighting the part of her that does, so in the end, she always protect them and
fights for everything to be restored back to normal.
Q: So Alice is both good and bad?
A: You COULD say it that way, but it's not entirely true. See previous answer.
Sure, the Queen was created by Alice's guilt, but can you blame her? Anyone
would blame them self for being the survivor, and the guilt would become their
archnemesis, always haunting them, destroying their ability to enjoy the good
things in life. So, when the fire happened and Alice blamed herself, the Red
Queen was created. Alice did not want this to happen, but her natural guilt
became her enemy. The Alice you control is not evil in any way. The Alice
laying in Coma is not evil either. She is simply overriden by a guilt that
just won't go away. Everyone feels guilt for things they either are, or feel
(Even thought they might not be) responsible for, and unless they can overcome
it, it will swallow them, just like it did with Alice. So, Alice is not evil,
but she is just overtaken by Guilt and her real part is fighting it. Guilt is
a part of everyone even though we don't control it. It's a negative emotion and
too much of it can lead to self destruction and mental breakdown, just like
what happened to Alice.
Q: Ugh..all this stuff is too much. Just tell me that Alice is good.
A: Yeah, I know. I'm just too obsessed with analyzing and making up theories
for this kind of stuff :p But yeah, Alice IS good and she is actively fighting
the Red Queen because she wants to become free and restore everything. Period.
Q: What happens in the Ending?
A: Wonderland is restored, and all the locations and inhabitants is restored
back to their original version. Those who were killed during the game, is
recreated because Alice takes control of her mind again, and she recreates them
in her own nice way. After Wonderland is fully restored, Alice wakes up and
leaves the Asylum, with the cat, The book containing her story and a smile.
Q: Will Alice return to Wonderland?
A: Who knows? I believe she will, in her dreams, and that they will prevent
her from falling into another trap like the one that happened. Wonderland will
always live within her heart, but now finally as the real wonderland.
Q: Will there be a movie based on this game?
A: There have actually been talk and negotiations about making a movie based on
Alice, and it even went so far as being worked on by Wes Craven. However, the
movie has since then been put on ice, which is a shame. The story is there, all
they would need to do is to find the right director and actors.
Q: Will there ever be a sequel to this game?
A: As of now, there are simply no plans for a sequel. There's no denial that
many would love to see Alice again because she is a quite lovely character,
but the original game is more or less complete, and it already deals with about
all the events and locations of the original tales. The only real hope for
seeing her again would be in a live action movie.
*******************************************************************************
*** Credits, Last Words and Copyrights [11CR] ***
*******************************************************************************
+------------+
| Last Words |
+------------+
Thanks for reading my FAQ/Guide! If you want to, you can check out my Doom 3
Resurrection of Evil Guide too, found under my Gamefaqs profile "Lsnake".
+--------------------------------+
| I wish to thank the following: |
+--------------------------------+
-Gamefaqs and it's crew for the best gaming community site ever.
-American McGee and the EA Crew who made this incredible game.
-The person who invented the Energy drink "Battery".
-My friends who left me alone for a while so that I could write this guide :p
+-----------------------+
| Copyright Information |
+-----------------------+
Copyright Protected 2005.
No part of the content in this guide is allowed to be changed and/or published
without the permission of the original writer. The Original writer of this
guide is me, Odd Magne Granli, only using two Nick Names: Lsnake and Engelen.
You are only allowed to use this guide for personal usage. Commercial usage
is not allowed unless you have the permission of the original writer.
This guide CAN be placed on a Non-Commercial, Free Webpage, as long as it is
unchanged and in its original shape, and as long as my Name and/or Nick Name
is listed as the original Author, and after receiving my permission. It can
not be put on a commercial Webpage, and can also not be distributed on
Gaming Web Sites, Magazines, Books, and all other forms and types of Media
without having my written permission, and with my name as the original author.
Feel free to save this document on your own personal computer for personal
usage, and you are also allowed to print it out as long as it is used for
personal usage only.
Copyright 2005, Odd Magne Granli Aka Lsnake/Engelen
All trademarks and copyrights in this document are owned by their respective
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The Following Web Pages are ATM allowed to post this document:
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-End of Document-