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American McGee´s Alice  :: Modo Deus e munição infinita No menu Settings, escolha Game Options e clique na caixa Console. Durante o jogo, aperte "~" e entre com o código "god" :: Todas as armas e munições No menu Settings, escolha Game Options e clique na caixa Console. Durante o jogo, aperte "~" e entre com o código "give all" :: Atravessar paredes No menu Settings, escolha Game Options e clique na caixa Console. Durante o jogo, aperte "~" e entre com o código "noclip" :: Mostrar frame rate No menu Settings, escolha Game Options e clique na caixa Console. Durante o jogo, aperte "~" e entre com o código "fps" (0 ou 1 liga e desliga) :: Ganhe energia No menu Settings, escolha Game Options e clique na caixa Console. Dura nte o jogo, aperte "~" e entre com o código "health #" ( onde # é a quantidade que você deseja) :: Inimigos cegos No menu Settings, escolha Game Options e clique na caixa Console. Durante o jogo, aperte "~" e entre com o código "notarget" :: Visão de primeira pessoa No menu Settings, escolha Game Options e clique na caixa Console. Durante o jogo, aperte "~" e entre com o código "cg_cameradist -45" :: Visão de terceira pessoa No menu Settings, escolha Game Options e clique na caixa Console. Durante o jogo, aperte "~" e entre com o código "cg_cameradist 128" :: Spawn Item No menu Settings, escolha Game Options e clique na caixa Console. Durante o jogo, aperte "~" e entre com o código "give" Depois entre com uma das palavras abaixo: _knife.tik w_cards.tik w_mallet.tik w_jackbomb.tik w_eyestaff.tik w_icewand.tik w_jacks.tik w_blunderbuss.tik w_demondice.tik 

American McGee

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American McGee´s Alice 

:: Modo Deus e munição infinita

No menu Settings, escolha Game Options e clique na caixa Console. Durante o jogo, aperte "~" e entre com

o código "god"

:: Todas as armas e munições

No menu Settings, escolha Game Options e clique na caixa Console. Durante o jogo, aperte "~" e entre com

o código "give all"

:: Atravessar paredes

No menu Settings, escolha Game Options e clique na caixa Console. Durante o jogo, aperte "~" e entre com

o código "noclip"

:: Mostrar frame rate

No menu Settings, escolha Game Options e clique na caixa Console. Durante o jogo, aperte "~" e entre como código "fps" (0 ou 1 liga e desliga)

:: Ganhe energia

No menu Settings, escolha Game Options e clique na caixa Console. Durante o jogo, aperte "~" e entre com

o código "health #" (onde # é a quantidade que você deseja)

:: Inimigos cegos

No menu Settings, escolha Game Options e clique na caixa Console. Durante o jogo, aperte "~" e entre com

o código "notarget"

:: Visão de primeira pessoa

No menu Settings, escolha Game Options e clique na caixa Console. Durante o jogo, aperte "~" e entre com

o código "cg_cameradist -45"

:: Visão de terceira pessoa

No menu Settings, escolha Game Options e clique na caixa Console. Durante o jogo, aperte "~" e entre com

o código "cg_cameradist 128"

:: Spawn Item

No menu Settings, escolha Game Options e clique na caixa Console. Durante o jogo, aperte "~" e entre com

o código "give" Depois entre com uma das palavras abaixo:

_knife.tik 

w_cards.tik 

w_mallet.tik 

w_jackbomb.tik 

w_eyestaff.tik w_icewand.tik 

w_jacks.tik 

w_blunderbuss.tik 

w_demondice.tik 

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w_ragebox.tik 

w_watch.tik 

Note: It is to be pointed out at the outset that these notes and the walkthrough are

based on playing Alice in the easiest of the four levels of difficulty offered;

however, it should serve as a basis for the more difficult ones.

American McGee’s 

Alice 

Observations, Comments, & Walkthrough 

By Soren Andersen 

“This is an all new Alice adventure, and can be considered a third chapter in herstory. It takes place after Alice‘s Adventures in Wonderland and Through the LookingGlass, and although it features many characters and places from those stories, thingshave definitely taken a turn for the worst in Alice‘s childhood dreamland...” 

The foregoing is a quote that I found somewhere. There are a lot of things that areunique about this game, different from most Adventure games. Actually, it is really aRole Playing Game, which is a very close relative of Adventure games, or perhaps it maybe considered an Action game. The dynamic graphics are exceptional, with much detailand continuously adjustable perspective. There are whimsical quirks thrown in, just oneexample of many being Alice‘s breath becoming visible in an icy scenario.

EA Games has provided much supplemental information for and about this game. Go to

START>Programs>EA GAMES>American McGee‘s Alice>Gameplay Help

for an Internet help supplement; in the header will be found several categories onwhich to click for expansion. In addition, if in the above Start series you choose WebResources instead of Gameplay Help you will have the opportunity to access the game‘s

home page, where under the Wonderland choice you will find descriptions andillustrations of characters you will meet, and maps with none too accurate florid words

concerning many locations, including animated sketches. I strongly advise you tocarefully peruse these two help items at the outset of gameplay, and in addition Isuggest that you print the entire Gameplay Help for ready reference while playing.

Interfacing with the game action takes some getting used to for the Adventuregamer. The keyboard and the mouse are employed simultaneously, including both mousebuttons. Learning to use the four movement keys without looking for them would be a bigadvantage. The many controls, actions, and options are thoroughly covered in pages 12-17 of the Gameplay Guide booklet, and also the Internet Gameplay Help referenceabove...However, I think there are a couple features that that could bear moreemphasis: when Alice is on a rope or a vine, the [default] Enter key will cause her to

climb up and the F key will do the reverse...When the rotating jump footprints appear,pressing the jump key will cause Alice to jump to that location; however, if a movementkey is pressed at the same time as the jump key the footprints are ignored and thedistance she jumps is dependent on how long the movement key is held down. It is notnecessary for the footprints to be showing for her to jump.

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Saved games are limited in number only by available storage; they are saved infolder

C:\Program Files\EA GAMES\American McGee‘s Alice\Base\Save 

If you look at this folder you will find that it takes 4 files for each saved game, atotal of about 1.2 MB for each save. The files with the .tga extension are the

thumbnails that you see in the stored games display when playing, and if you have anappropriate graphics display program (I had Microsoft Picture It! that came withWindows XP) they can be used to identify the particular file in the many saved ones.

There is no inventory as such; the few items that Alice acquires, other thanweapons, she carries invisibly and are automatically used when appropriate, usually ina video...The Cheshire Cat can be summoned for a comment by the use of the keyboard Ckey, but I found his remarks are usually too enigmatic or irrelevant to be of anyvalue...There is more whimsy when Alice is left idle for a bit: she indulges in two orthree tricks with whatever weapon she is currently holding to pass the time until

action resumes.

As the game progresses Alice gathers a series of weapons (also referred to as toys)to use against the innumerable enemy attacks upon her. There are ten of these weapons,and very generally they are more powerful the later they are found. After acquisitionthey are selected for use by the keyboard numeric keys, and used closeup by the leftmouse button (primary attack) and at a distance by the right button (secondary oralternate attack). The one in effect is indicated by the icon flag at the base of thered meter column on the left. Be sure and note the targeting indicators on the enemyfor the different units. She must have Will — -the blue column at screen right — -to usethese weapons (the exception being the knife, the first one acquired), and the more

powerful the weapon, the more Will is used up when it is employed, as reflected in theheight of the blue Will meter. Will builds up again, but slowly; it takes a minute anda half for the meter to fill itself after it has been completely emptied. If her Willis too low when she fights an enemy, her weapon reverts to the knife since thatrequires none. There are small and large Sanities floating about that Alice canacquire, as well as many metas of different strengths, all of which help replenish Willin incremental amounts.

Some of the weapons are found more than once and should be picked up each timebecause in theory that adds to their power. The only direct evidence of this is withthe Demon Dice, in which case an additional die is added to the signature flag at thebottom of the Sanity meter and indicates an additional demon...You must be carefulabout using some of the more powerful of the weapons in Alice‘s arsenal. As warned by

the Cheshire Cat, do not employ the Demon Dice when alone as the demon may well attackAlice if it cannot find anything else. When she tosses the Jackbomb it may not go whereintended and the fires thrown out by an exploding bomb can consume her if they get tooclose...When the Jabberwock's Eye Staff is complete, the way to use it is to hold downthe left mouse button, and after a short delay a beam will emanate from it as long asthe button is held down. Keep the beam trained on the enemy, but note that as you dothis that the Will meter is draining. It is not clear whether there is a Jabberwock‘s

Eye Staff secondary attack using the right mouse button.

The meter that appears as a red column on the left of the screen is called theSanity meter. As Alice takes hits during enemy attacks the red level lowers, and if itbecomes completely empty Alice is done for. When she takes out an enemy, a Sanity metaappears above its remains and she can use it to replenish the meter; generally, it isof a higher order that if not gathered within a short period degenerates to a lower

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value, and then if still not gathered soon it may vanish. There is a faint whoosh whenthis happens. There are many other metas floating around Wonderland to be gathered asneeded.

Alice will encounter about twenty-five different types of enemies, and like theweapons, they are more powerful the later they appear for the first time in the gameprogression. At intervals there are a half dozen with which Alice must undertake a

sustained running battle, and these present a particularly difficult challenge. Whichweapon to use against a particular enemy depends not only on the latter‘s response to

the weapon, but also on the dexterity and personal preference of the player as well asthe situation encountered. I suggest recalling a saved game and then trying a differentweapon. I myself found that the primary attack of the Ice Wand to be the best ingeneral (secondary attack almost never employed). As it happens, I did not use the DeadTime Watch very much (which is reflected in the walkthrough), but there are severalsituations in which it could profitably be brought into play.

It is important to realize and remember that Alice will be set upon by a varietyenemies almost continuously as she journeys through Wonderland, and you must be alert

at all times for attacks; the only ones that gives any real warning are the flyingbeetles, which sound like helicopters and get louder as they approach.

There are four items called Powerups that appear infrequently and for me were oflittle use. For one thing, their effectiveness lasts only about 20 seconds, and theyare not necessary for gameplay. The Darkened Looking Glass is valuable once, and theDeadtime Watch — -which seems to be considered a Powerup as well as a weapon, havingflags on both meters--very helpful once. Others may find these items more useful.

Alice‘s default movement is running, with walking achieved by simultaneouslypressing both the [default] W and shift keys; this may be reversed in the Options menuby clearing the X in the Always Run entry. There are a few instances in which havingher run is mandatory, but considering how much of the time her progress is ratherdelicate I usually chose the always walk option rather than having to press two keys atonce so much of the time. Up to you. The mode may be changed at any time (except duringcutscenes) by setting or clearing the X. Also to be considered: there are times whenfighting enemies may be avoided simply by running past them, though they may catch upto her. Alice is swift and indefatigable.

Sometimes when going from venue to venue, particularly when going through a portal,there is a reasonably relevant location on the other side, at other times this deviceis used to transport Alice to a situation that is an abrupt change from that which sheleft. Something to accept...Also to be accepted is that the names of the venues veryfrequently have no relevance to the venue content; these names are the ones displayedon the stored games display page.

There are cheats for this game that are not like any other I have encountered andlend a new meaning to the term. You can alter many of the game responses in a way thateliminates challenges, and I guess you could use them if you become really desperate,

such as the running battles. I have supplied an attachment that details a selected fewof them; there are more but I don‘t think they are particularly relevant.

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I think this is a very difficult game indeed, even in the Easy mode that I chose toplay. Alice has innumerable opportunities to perish, so whenever she was in a tricky ordangerous situation I would employ the common technique of saving the game so thatwhen something dire happened I could restore and try again. Then when I had got herpast the crisis and reasonably advanced I would delete interim stored games, keepingonly those that I deemed important, so that I did not accumulate an unreasonably largeset of stored games, but even so the number of retained saves in this game that is sofull of hazards approaches an astonishing 270. The game in fact facilitates thistechnique by automatically setting up a return to the last saved game prior to Alice

perishing.

The Readme indicates that this game will play on several versions of Windows;Windows XP is not mentioned. However, that is what I used, and it installed and playedwith no problems at all. There is a lot of gaming on just two disks.

The following walkthrough was developed from the game as I played

it, and I must re-emphasize that of the choice of four degrees of play difficultyoffered the player at the initial launch, I chose the least of these: Easy, which Ifound to be difficult enough for me. Please keep this selection in mind if you consultthe walkthrough, as greater degrees of difficulty may not exactly fit the describedaction at certain times or situations.

The concluding scenarios of this game are pretty far out even for a computer videogame, but after all, that is what it is.

Soren Andersen, December 03 

WALKTHROUGH 

Introduction

The game begins with a video from which it may be gathered that Alice was the onlysurvivor of a disastrous fire, and the resulting emotional trauma has landed her in anasylum of some sort wherein her dreams, imagination, or hallucinations have taken herback again to a very different Wonderland. As in the past she falls down a hole whereshe finds the White Rabbit, who tells her they are very late and not to dawdle, thenscampers off. The Cheshire Cat appears and tells her to follow the knowledgeableRabbit.

Dementia

As she moves off to do this she enters a mine where on the walls is crude machinerythat does nothing but move. She meets a despondent troll miner, then to continue has tofloat across a broken plank bridge on some vapor bubbles. Another miner tells her tobeware the Queen of Hearts; Alice is defiant. Down the mine passage can be seen a SmallMeta that Alice can use to fill her Sanity meter, after which she can acquire her firstweapon, the Vorpal Blade knife.

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Alice sees the White Rabbit shrink and disappear into a small hole. She tellsanother miner she wants to become quite small, and he informs her that she must go tothe Fortress of Doors to find out how to do that. As she continues on she encountersher first enemy, a Club Card Guard, which she can readily dispatch with the knife,either by throwing it (right mouse key), or waiting for him to come close then slashing(left mouse key).

Continuing on around a corner near the hole into which the Rabbit went she entersanother mine area where the Cheshire Cat appears on a ledge below three animatedsmoking pipes. Jump and climb to this ledge, then go up more planks to yet anotherminer who can't tell her how to get to the Fortress of Doors, but says that deeper inthe mine there is one who can. Up more planks and across a platform is a sign that saysYur Mine, and Alice must jump to the floor just below it, being careful not to bounceoff the wall and miss, after which she goes on to a new venue.

Pandemonium

Alice now has her first encounter with a hanging green rope, which she must here useto cross a slime hazard. Employ the forward and jump keys to get her near the rope,release them so she grasps it, use the forward and back keys to get her swinging inever increasing arcs, then when she is near the far platform press the jump key againto get her to release the rope and land on the platform. (Actually, Alice can jumpacross, but the learning experience with the rope is worthwhile.) Go down the planksand over to the Troll Elder.

In a cutscene he states that he can make her small in return for a key that she mustget for him from the Card Guards quarters. Proceed along the mine corridor, around acorner, and upward to where a video has Alice get onto a mine cart and ride down a long

rickety track, at the end of which the cart crashes far below. Fortunately, Alice gotoff onto a platform before the cart went over the edge, but she is immediately attackedby a Card Guard whom she can dispatch if she turns and acts quickly.

In the distance is seen another weapon for her to pick up, the Card Deck. Aftergetting it and backing up a little, she is in front of a large wooden door that is theentrance to the Card Guards quarters. Through this door, then another, and up somecurving stairs she can see the key that she needs glistening at the far end of theroom. Defeating some guards (or running) she can get the key, then go up stairs on theleft to a swirling portal that looks like a cosmic galaxy.

Passing through the portal she is back in the same area where she entered thisvenue. There is a quick cutscene of the Troll Elder in front of another portalbeckoning. Two Card Guards are shooting cards at her from a distance. Go around thecorner to the left and take care of the Guard there and continue so that the buildingshields her from one of the distant Guards. Move forward a little toward the Guard thatcan be seen up on the platform from which she jumped to the rope; eliminate him with asecondary knife attack, then do the same to the other Guard. With danger gone Alice canmove forward and either jump or swing to the platform where she landed after her firstrope swing, then pass the through the portal where the Elder was beckoning.

He is waiting for her on the other side in a Troll-powered airship, and in a longvideo he takes her to the Fortress of Doors, telling her on the way that there is a

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skool in the Fortress where she will find the items needed for a concoction that willmake her small. He leaves her on a ledge outside the Fortress wall.

Fortress of Doors 1

A short distance ahead is a break in the Fortress wall that lets Alice enter acourtyard with a slowly oscillating building in it. Proceed over some blocks to a gatein the wall on the right. In the gallery inside, deal with the Boojum (secondaryknife), then go into the large roofless room and head for the stairway on the far side.

When she gets to the center of this room it slides apart, but there is a longfloorboard on the right from which she can jump across the gap and continue to thestairway.

Go up the stairs and cross the balcony. On the other balcony above the entrance gatecan be seen a slowly rotating portal, and in front of Alice is a Z-shaped walkwayleading to that balcony. Jump to this walkway, which slowly sinks due to her weightwhile the other end rises. If she walks along the walkway, when she gets to the otherend it will have sunk and she will be unable to jump to the portal balcony, thereforewhat she must do is run along the walkway so that when she gets to the end it is stillhigh enough so that she will be able to make the leap to the portal balcony. Go throughthe portal to another venue.

Beyond the Wall

Emerging from the portal Alice is at the entrance of a high walled simple maze inwhich there are a number of Card Guards for which she must be ready. Move ahead, and asshe does go to the right and then to the left and she will be at a low pedestal onwhich there is a Ragebox. It may be ignored. Move to the left of the pedestal, thenstraight ahead into the corridor. In it go right and the maze exit door will be seen.

There are in fact four doors. Exiting the last Alice will be in a maelstrom where inthe distance can be seen a portal in a ruin. Have her make her way to this portal, andwhen she goes through it she will be in a very similar scene, but where there was aportal there now is a door; should she go to this door she would find that it will notopen. In front of her is a lever in the floor, and when she pulls it there is a briefcutscene of three doors closing, each one with a musical tone, and the sequence of thetones must be noted: low, high, and middle. Once again, should she try the distant doorit will still not open.

Go down a stairway that is on the left. At the bottom is a row of three floor levers

that are to be pulled so that the door closing tone sequence is reproduced (low beingon the right). This action is the key to unlocking the distant door and the ones behindit, as shown in the cutscene if the levers are pulled correctly. Return up the stairs,cross the ever lengthening pathway, and proceed through the door.

Here another cutscene shows a room with a tiled floor that beaks up, then thesections continually rise and fall. Alice must jump from section to section so that sheprogresses to the top of the far end of the room. Just use the jump footprints and inshort order she will be ready to make the final leap to the platform where through theopen door may be seen yet another portal.

This portal takes Alice back to the maze, but now she is on the top of the mazewalls, with the pedestal where the Ragebox was going up and down. There are three piersin front of her with a door on the center one. It opens briefly to display a portal,

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evolves into three doors that bound from pier to pier for a bit, then settle down sothere is a door on each pier. She must approach a door hoping it will open to show theportal, and that she can go through it before the door closes. She will eventuallysucceed and will be back at the Fortress of Doors looking at the top of the surroundingwall.

Fortress of Doors 2

From her position on the wall Alice can see the slowly oscillating building that she

saw in the courtyard when she first came through the Fortress wall. This is the skoolthat on the balloon trip the Troll Elder said contained the items needed to make theget small potion. Go along the wall to the opposite side and in the building she willsee an open window. Climb up on edge of the wall and jump through the window.

Skool Daze 1

The room in which Alice lands when jumping from the Fortress wall offers the firstexposure to the Insane Children, whose sole function seems to be making annoying soundsand getting in the way, though later it will be found that the Mad Hatter uses them asfodder to produce his Clockwork Automatons. Move directly through this room and Alicewill emerge in the main hall of the skool. She will encounter a multitude of CardGuards throughout her experiences in the skool.

The first thing to do is to acquire the new weapon on the small balcony on the left.Go up the stairs and move along the main balcony toward the smaller one. She can jumpto the fireplace mantel and from there to the weapon, the Croquet Mallet. Jump down tothe main floor and go through the doors underneath the weapon balcony.

Alice has entered the skool auditorium. A video shows her joining the Elder for aconversation down by the auditorium stage. He states that the potion recipe is to be

found in the Book of Bizarre Things that is in the skool library. Two Card Guards comerunning down the aisles to attack; after Alice takes them out (her new weapon?), leavethe auditorium and go back to the main room, where another video shows the Troll Elderin the library entrance moving a wall of books so as to give access to the mainlibrary. This entrance is at the top of the stairs and is the only accessible set ofdoors on the balcony.

Follow the book lined hallways to the bottom floor of the main part of the library,which is a huge four floored atrium. Go to the center and turn left, where in an alcovewill be found the first of four Blue Books. When Alice moves to it it flies away, but

this is not the last of it. Return to where she entered this atrium where may be founda platform at the base of a column with spiral markings. Get on the platform, which isan elevator that will take her to the second floor. When she gets off a cutscene showsthe Cheshire Cat tilting a vertical bookcase to make a ramp to the next floor;remarkably, the same thing happens to a bookcase across the atrium. Turn left to seethe second of the Blue Books, and it too flies away when she approaches it.

Go up the bookcase ramp the Cat produced and turn left at the top. At the end of thefloor is a large red panel over which is a sign that says OBSERVATORY; Alice can‘t getin at this time, but its location is now known. Turn around and follow the perimeter ofthis floor all the way around until she is across the atrium from the Observatory and

in front of a large elevator. On the way around the two Blue Books will be seenhovering above, and she will also encounter a third one and send it flying. Get in theelevator, which takes her up one floor, where in front of her is a fourth Blue Book. Asshe gets to it a cutscene shows it joining the other three at the far end of theatrium. Go there and jump from book to book to a large volume in an alcove. This is theBook of Bizarre Things.

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Go over or around the book. In a cutscene the Cat appears and Alice tells him thebook won't open, he suggests that she give it a tap, whereupon she pushes it off itsbase to fall to the first floor far below. The Blue Books have rearranged themselves sothat Alice can use two of them to get to the next floor below where she can take thebookcase ramp down to the second floor and from which she can jump down to the BizarreThings Book. The latter has conveniently fallen open to the desired recipe:

MUSHROOMS, POPPIES, SUGAR AND SPICE 

ALL THOSE THINGS ARE VERY NICE 

WHEN COMBINED THE PROPER MIXTURE

MAKES A GETTING-SMALL ELIXER

After she has read it she is transported to a new venue.

Skool’s Out

The game fades her to the entrance of a new room in the skool, one that is circularin shape, and with a large dark pillar in the center; off to the right are double doorswith pink heart-shaped lights on either side, and to the left are identical doors withwhite lights. Proceed through the doors on the left, where the Demon Dice weapon may beseen down and to the left on a room fragment floating in space. Go down the stairs andto the edge of the broken floor, where the idea is to jump to and gather the dice, jumpback, and continue the game. However, this is not easily done because of the Boojumthat appears immediately after the dice are acquired, and which can blow Alice off the

platform into the void below.

Here is one way to success: have Alice jump to the right of the dice so that shedoes not pick them up, then turn back to face to the right of the stairs. Strafe to theright to get the dice, whereupon there is a comment from the Cheshire Cat that shouldbe kept in mind. When the acquisition video fades, Alice will be holding the dice;immediately press the keyboard 3 key so that she will have a weapon to engage theBoojum that is right there. Having done this she should be able to dispatch it, thenjump back and return up the stairs to the circular room.

Cross the room and enter the doors between the pink lights. Above these doors is asign that says 1ST GRAYD, and beyond them is a hallway with two more doors, either ofwhich opens to a large room that is a gymnasium. Off of a stage to the left is a smallroom with a lever in the floor, and when Alice moves this lever a cutscene showsbleachers extending from a side of the gym, and the Troll Elder beckoning from therafters in one corner of the room. Go to the left end of the top of the bleachers whereshe can jump to a rafter, then to another, and make her way to the Troll Elder,hurrying past the swinging lamps to avoiding being knocked off the rafters. When shegets to him there is a cutscene in which he says that he has one of the ingredients ofthe getting small recipe and he shows Alice a mushroom. At the conclusion of this videobe prepared for a serious Boojum attack which is best handled from the gym floor, sojump down to do so.

Return to the circular room and climb the stairs around the pillar to the secondfloor balcony. Here there is only one door that is not boarded up or wildly swinging,

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so go to that one. Above it there is a sign that says 2 ND GRAYD. When Alice goesthrough the hall she will enter the skool laboratory with some apparatus bubbling on atable. The Troll Elder is being attacked by card guards, so she must save him.

A cutscene ensues in which the elder says he has sugar spice drops and now allthat‘s needed is poppy seed, which Alice must get. For reasons not yet revealed, to do

this she must have some Jumbo Grow, which the elder points out is in a nearby cupboard.

Go over to the cupboard and get the flask of Jumbo Grow, then leave the lab. In thehall there are doors on either side; it doesn‘t matter which are chosen to go through

because the results will be the same. She will enter a hall identical to the one justleft, except that the sign above one of the end doors says 3RD GRAYD. Go through thisdoor.

On the opposite wall from the room doors that Alice just entered is another setthrough which she must pass, but before she does, get another Croquet Mallet that isoff to the left. At the far side of the final room is a large planter in which is asign that says POPPY SEEDS. Approach the planter and the Jumbo Grow will appear andempty onto a glowing area, whereupon a lollipop will grow out of it. This is evidentlythe poppies (lollipoppies?) of the Book of Bizarre Things recipe; climb onto theplanter to acquire it.

Now Alice must go back to the 2ND GRAYD laboratory where the Troll Elder is waitingto make the getting small potion. In a video he waves his arms at the apparatus and avial of potion labeled Drink Me appears next to it. The elder is holding a shiny goldstar, and he tells Alice it is for her. He says she must now leave the skool by way ofthe Observatory, then disappears leaving the star behind. Pick up both the star and thepotion. When she turns to leave she finds that there is a portal in the doorway. Gothrough it.

Skool Daze 2

Alice emerges from the portal through the previously locked door under the stairwayin the skool main room. Go up the stairway to the door to the library on the right,through the hall to the unenclosed platform elevator, and up to the second floor. Goleft and go up the tilted bookcase ramp to the third floor, then left to theObservatory. Since she has the star from the Troll Elder, the Observatory doors willopen, and upon going through them she is in a rising elevator. When the elevator stops,leave it to enter the Observatory.

There is a large sphere in the center of the room and on a balcony a telescopepointed at it. Go around the sphere and up the broken stairs to the balcony, where thesphere can be seen to be a geographic globe. Look through the telescope to initiate avideo in which the globe opens to reveal another portal, Alice drinks the get smallpotion, and flies through the portal to the Vale of Tears.

Pool of Tears

In this new exterior venue, Alice has achieved her goal of becoming very small,”about the size of a mouse”, and her enemies for the time being change from Cards andBoojums to flowers, ants, and flying beetles. She now faces a high cliff down whichcascades a waterfall, and she must make her way to the top. The White Rabbit can be

briefly seen near the top of the cliff before he disappears into a crevice as an antsoldier pushes a boulder down sealing off the entrance.

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Go over to the signpost on the left, from where Alice can jump across the ravine tothe path at the base of the cliff to begin her ascent. She must do much jumping andclimbing from rock to rock as she goes back and forth along segments of path across thecliff face, moving ever upward. On two occasions an ant soldier rolls a boulder downthe path which will destroy her if she does not avoid it; in the case of the first oneshe can go behind the nearby waterfall, and when the second one is seen all that has tobe done is stop and wait for it to fall away before it gets to her. The flying beetlesthat show up can be ignored, or she can gain experience knocking them out of the air;for a long while in the game there will be many more dropping acorn bombs on her. At

the top of the cliff she will encounter a couple ant soldiers, but she has weapons toeasily disposed of them.

From the waterfall crest travel upstream along the path next to the stream, jumpingacross it as necessary. Soon Alice will meet the Mock Turtle next to a pool, and in avideo he tells her that the Duchess has taken his shell, and if Alice gets it back forhim he will lead her to the White Rabbit and thus the Caterpillar, whom she must findin her quest to save Wonderland. He then jumps on a leaf floating in the pool and sailsoff down a branch of the stream. Another leaf falls onto the pool surface, and Alicemust use it to follow the Turtle.

Jump on the waiting leaf, which then starts downstream, passing over a smallwaterfall onto more rapidly moving water, then another small waterfall and into anotherpool. Here the leaf turns and passes under a large overhanging root that can brushAlice into the water (Snark attack), so before this can happen she must jump from theleaf to the root. Ignore the flying beetles. If she is adept she can jump back onto theleaf after it passes under the branch, otherwise she must get onto another of theendlessly passing leaves.

The leaf takes Alice over another small waterfall where she sees the Mock Turtleahead of her, then over a large waterfall where she falls into the stream. Immediatelygo left and jump out onto the bank before the Snarks arrive. Walk along the bank anddispatch two ant soldiers, then jump from lilypad to lilypad to the waiting leaf, whichstarts downstream. Right after emerging from the spray of a waterfall there will beanother root that she must jump over or be brushed into the water, or else jump on andwait for another leaf, which will carry her onward through a hollow log. Keep herpositioned near the center of the leaf as she continues on until another root hangingdown is seen; move to the right until past it.

In due time she will come to a waterfall that will cause her to perish if she goes

over; a helpful warning sign that she is approaching it is some thorns from a Pink Roseshooting by. Just before reaching the falls the leaf carries her close to the rightbank where there is a streamside ledge to which she must jump from the leaf. Go up andaround a large rock to see the leaf waiting in the stream below at the base of thefalls. Go down to the leaf and continue downstream where there is yet another group ofroots waiting to push her into the water; jump onto it.

Here Alice will be subject to a serious flying beetle attack, so she must beprepared to deal with it or they will bomb her into the water. As soon as possible,have her jump onto a leaf. As she goes downstream toward another fatal waterfall theMock Turtle will be seen crossing a bridge. Almost immediately after that she will beat the brink of this dangerous falls, where she must look for a hanging vine to graspor a rock on the left to which to jump (the latter is perhaps easier). If she goes tothe rock, jump and climb to be near the bridge that the Turtle crossed; if she grabsthe vine, climb it a little, then swing to this area.

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Do not bother to cross the bridge on the left, it leads to a dead end. Instead,follow the path away from the bridge, climb up a ledge, and continue upward to anotherpool. Keep Alice close to the right hand wall of rocks and she will get a glimpse ofthe Mock Turtle. When she gets to the pool a leaf will fall onto it; jump on and itwill start down stream. Keep Alice near the center so some mushrooms will not knock heroff. She will go over a waterfall and into the next venue; however, if she does getknocked off the leaf she can swim to and go over the waterfall.

Hollow Hideaway

When gameplay resumes after Alice has gone over the waterfall, she has somehowrescued herself and is on a path next to the stream, where she has a long walk ahead ofher. On the way she must dispatch a pair of ant soldiers, and another pair when shegets to the end of the path at a calm lake where there are two lilypads moving slowlyback and forth. Beware of this calm water, in it dwells a very large fish that will endthe game by swallowing Alice in one gulp if she falls in and stays too long in thewater.

Jump from lilypad to lilypad to a black rock; if flying beetles are heard coming,Alice must get ready to dispose of them as they approach because they can bomb her offthe lilypads into the water and the waiting voracious fish. Jump to the rock when thepad swings close to it. From there go along the path skirting the lake until stopped,then jump down to a root protruding over the lake and onto another of thoseconveniently waiting leaves. Be ready to strafe because there are three opportunitiesfor Alice to be brushed into the water as the leaf sails along. When it stops, leap tothe path on the shore.

Move along the path, using a lilypad to get around a rock, until it ends below a

slope where there is a Hart Meta next to an evil mushroom (the first of many that willbe encountered) with several ant soldiers in the background. These ‗shrooms are bestavoided, because once drawn to them it is difficult to escape; however, one can try bysimultaneously moving backward and strafing or jumping. They can also attack byemitting a green toxic mist, but if they do that they are then vulnerable to yourweapons. Go up the slope toward the large white tree on the left; you can get past the‗shroom by staying close to it.

Eliminate the ant soldiers and the Pink Rose that pops up, then move along and takecare of the second set of soldiers. Keep going to meet another Pink Rose and possibly aflying beetle, then go to the shore and another waiting leaf. There two of these, jumpto the one on the left. The trip on this leaf will be very short. Ignore the flyingbeetles and look around for torches on shore, then use a couple of lilypads to get tothem, eliminate the ant soldiers, and go up the path to the house. Here will be acreature that is most likely a lizard, and in a cutscene states that he is Bill McGilland that this is the Duchess‘s house. Follow him to be drawn into the house and thenext venue.

Just Desserts

This venue is just one big fight with the Duchess to keep her from eating Alice, andwhen this creature is destroyed, Alice will get the Mock Turtle‘s shell for him. It

will not be easy to best the Duchess because she is a formidable foe, continually

attacking with her big teeth and virulent clouds of pepper. From the house entrancemove Alice along the corridor into which she has been sucked by following Bill McGilland she will arrive at the arena where the confrontation will take place. Forconvenience Alice should be in the always run mode in this venue. Around the sides ofthis large room are several metas that can be used to regenerate the red Sanity meter

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as hits are taken from the Duchess, and on a table in the center of the room is a newweapon, a Jackbomb. Go to the table and jump up to acquire it.

The Jackbomb is a pretty fearsome weapon if one learns how to use it. The left mousekey primary attack causes Alice to toss the bomb ahead of her a short distance whereafter a delay that allows her to move out of range it explodes, presumably destroyingany enemy nearby (but maybe not, depending on the enemy); the right mouse key alternate

attack explosion is delayed longer but the explosion throws out fiery streams inseveral directions that persist for a while, consuming anyone they touch or who runsinto them, and this includes Alice. After she tosses it, there is a delay until itappears in her hand to be used again.

As soon as the Jackbomb is acquired, the Duchess appears from the fireplace andcomments are exchanged in a video, at the conclusion of which the battle begins. Thebest weapon is the new Jackbomb, trying to toss it to a location where the Duchess isexpected to be (and Alice will not) when it goes off. Before being successful therewill probably be much running around the room recharging the Sanity meter from theseveral metas. Keep Alice trying.

There is one ploy that Alice can try: she can get on the fireplace mantle where shewill be safe from the Duchess and attack her from there as long as the latter remainsclose by. However, if the Duchess moves away she can use her pepper clouds on Alicefrom a distance.

When the bomb does the Duchess in she literally sneezes the top of her head off.This brings up a cutscene in which a panel in the room wall swings open and Bill McGill

and the Mock Turtle enter. The Turtle gets his shell, and to keep his bargain withAlice to find the White Rabbit says she must now swim behind him, following his trailof bubbles as an air supply. McGill opens the table top, and the Turtle and Alice jumpto the next venue.

Wholly Morel Ground

In this venue all Alice does is follow the Mock Turtle in a long underground swim,staying in his stream of trailing bubbles as a source of air. As might be expected thisis not as easy as it sounds. There are many impediments in this watery scenario thatshe must maneuver around as she pursues his erratic path, killer slabs that fall fromabove, Snarks and another voracious fish that can swallow Alice in one gulp. It is easy

to lose the Turtle and difficult to find him again. Hold down the forward movement keyand be very nimble with the mouse until she finally reaches the exit opening in thecavern roof.

Dry Landing

Alice flies out of a pool after the long underwater swim following the Mock Turtleand lands on a path next to the pool. A cutscene follows in which the Turtle appears,talks to Alice and makes her an honorary reptile (she is shown briefly wearing a turtleshell, so it should be amphibian, not reptile), and he then swims away. As an honoraryamphibian she can stay under water longer without having to surface to breathe.

Move Alice along the path between some large rocks where she encounters an antsoldier. Flying beetles are heard all the time so be on continual alert for them.Advance to another pool in which there are lily pads. Leap pad to pad to a hangingvine. Climb the vine and swing to a path on a ledge. Proceed along the path toward the

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waterfall, encountering a Pink Rose on the way. Go behind the waterfall and keep goingalong the path until it ends next to a Bounce Mushroom growing from the cliff wall outover the stream; also over the stream is a hanging vine. Face the vine, strafe jumpleft to the Mushroom, and bounce to the vine. Swing to a path where the White Rabbit iswaiting. A cutscene ensues in which the Rabbit says they must find the all-knowingCaterpillar, then he runs away down the path.

Follow the Rabbit to a cliff edge where two fungi can be seen on the far wall. Jumpto the fungi; from the second one jump to another hanging vine and then swing to a pathbelow a big tree branch. Proceed along the path, encountering another Pink Rose. Flyingbeetles can still be heard, expect an attack. Keep going, encountering another PinkRose and flying beetles. If necessary, a Heart Meta is available by climbing a coupleof fungi.

The path takes Alice to the edge of a deep abyss in which can be seen four BounceMushrooms, two hanging vines, and a ledge below on the left. Jump to the ledge, walk tothe first vine, and get rid of the ant soldier on the ledge across the way. Alice canget to that ledge by swinging vine to vine, or by jumping to the Mushrooms and usingthe movement keys. From the ledge go through the arch in the base of a very large andtall tree stump into its hollow center. Here she will find two small Sanities floatingabove a rock, a Bounce Mushroom growing from the stump wall, and high up two fungi,from one of which hangs a vine.

Go up on the rock past the Sanities and jump to the vine. Climb the vine to theheight of the Mushroom, back off so that she is looking down, and start swinging. Letgo when near the Mushroom, and if everything has been gauged correctly, Alice willbounce up between the fungi to a ledge near the top of the stump. Move along the ledgeto the deep notch in the stump. She can see another ledge far down —don‘t have Alice

jump to that as the distance is too great and she will perish. Try to jump to the topof the stump to the right of the notch; she won‘t make it but will fall to an opening

in the stump wall a short way down.

An alternative is to manipulate the mouse and the movement keys after Alice bouncesoff the Mushroom so that she lands on the fungus from which the vine is suspended. Fromthere she can jump to the opening in the stump wall.

Be on the immediate lookout for an ant general and take him out right away. Proceedbeyond the opening in the stump wall down a quite long path, watching and listening forflying beetles, until Alice comes to a narrow rock bridge, which an earthquake causesto crumble and fall away just as she approaches it. Jump to the near Bounce Mushroom,which will pass her to the other one and back up to the path beyond the collapsedbridge. Keep going along the path until she gets to a vine that she can use to get to afungus growing from the rock wall, and where there is another vine. Jump to this vine,climb to near the top, and swing to the nearby path.

Move along this path, watching for flying beetles, until it ends at the river wherethree flat rocks are to be found in the water. In the distance can just be seen a Pink

Rose that will attack when Alice jumps to the nearest flat rock, but it easilyvanquished since she knows it is there. Jump back to the river bank on the right, thento the two flat rocks ahead. Jump to the path along the river to the left, which willtake her into a cave that leads to the next venue.

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Herbaceous Border

Immediately after exiting the tunnel from the Dry Landing venue there is a series ofcutscenes in which the White Rabbit tells Alice that the Caterpillar is nearby (itisn‘t) and they should hurry to him, then he scampers off leaving her to follow. A pair

of legs with very large feet appears and stomps the Rabbit flat. Alice is discouragedand remorseful, then the Cheshire Cat appears and tells her to get on with it as shemust find the Caterpillar.

Gameplay resumes with Alice in a level area next to the flattened White Rabbit.There are three exits from this area: one leads back to the cave from Dry Landing, theone ahead goes between hills on which is a very large mushroom on the left, and ayellow flower and two metas on the right, and off to the right rear past a nearby metais an exit that goes under an arch made of two very large stones. Should Alice decideto return to Dry Landing she will find that the cave has somehow become blocked, so shecan‘t go back.

There are at least three holes in the grounds of Herbaceous Border, all of whichlead to an underground maze of caves, walkways, and deep pits that have various gameelements at the bottom and on the sides. These elements can be helpful, such as vines,gaseous thermals, and metas, or they can be inimical, such as evil mushrooms and antsoldiers. (On the surface she can encounter several Pink Roses and flying beetles, andperhaps Ant Soldiers and Ant Lions.) The pits are interconnected by the caves andcrossed by the walkways, some of which fall away before Alice can use them. Herendeavor to make her way through this maze in her quest to find the Caterpillar can bedone from any entrance hole and by different paths, though longer routes provideadditional chances for her to perish on the way.

One of the cave maze entrance holes is readily found by passing under the arch ofstones. To get to another Alice must jump/climb a series of ledges below the two metas,then move off to find two vines hanging from the stone arch in order to swing to thearea of the hole. To get to a third hole, move straight ahead between the largemushroom and the yellow flower, then bear to the left past a Heart Meta on a fungus,turn sharp left, and go up to find the hole below the mushroom.

As stated, Alice can enter the maze from any of the holes, and she can proceedthrough any of the caves (and you may well have fun trying the different ones), but thepath here described is the most direct. Go to the hole under the stone arch and jumpinto it. Proceed through the cave until it ends at a ledge overlooking a pit in whichcan be seen on the right a hanging vine and on the pit bottom two towers emittingvapors. Faintly through the bubbles can be seen a cave entrance on the wall opposite.All that Alice has to do is jump into the thermal bubbles, then use the forwardmovement key to have her float across the pit to the cave entrance. If she falls to thebottom and survives the fall, she can climb the vine and swing back to the ledge to tryagain to float across.

Progress through this new cave until it divides, whereupon Alice should take theleft passage toward a pathway stone bridge that leads across another pit. Just as sheget to the bridge, however, the pair of big feet that flattened the White Rabbit stomp

on the ground above and cause the bridge to fall away. In this pit she can again see onthe right a vine and below two towers giving off thermal vapors; also below are 3 metasand an evil mushroom. Most important, on the wall of the pit on the left is a BounceMushroom, and overhead is a walkway that did not collapse when the other one did. Youmust have Alice use the Mushroom to bounce up to the pathway.

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To do this, have Alice face the Jump Mushroom, quickly press and release the W keyand the spacebar, then when she bounces up, briefly press the W key and she will landon the pathway. If she misses the pathway and falls to the bottom of the pit, she canget back to the ledge for another attempt by using the bubbles or the vine.

Follow the pathway across the pit and through the cave on the other side to yetanother pit with a pathway across it, near the end of which is a fungus on which thereis another Croquet Mallet weapon. Jump up and gather this Mallet even though Alicealready has two, since the more she has of a weapon, the more effective it will be.Return to the path and continue through the cave; as she approaches the end there willbe a cutscene in which the Cheshire Cat tells Alice to go with the flow.

Alice is now at the beginning of the exit of the underground maze. As previouslystated, other caves to traverse may be chosen and encounter other pits and obstacles,but there will always be a way for

her to persist and get to this point.

From the ledge at the end of the cave can be seen two vines, thermal bubbles risingfrom below, and on the far wall a couple ledges below which are two fungi. In thedistance is a ledge with something glowing on it, which from the cutscene with the Catjust seen is another set of Card weapons. The Cat‘s admonition is a hint for Alice to

jump onto the rising thermal bubbles; she can then float to the first of the vines,climb it to the level of the ledges on the wall, swing to the next vine, and then to aledge. Do not go to the fungi. Jump to the next ledge and then to the Cards. Gather theCards, then go through the cave and climb out to the surface.

Upon leaving the exit hole go up the slope and turn left, moving until coming to avine hanging from a tree branch. Swing across the chasm on the vine, and keep going tosoon come to another hole. Enter the hole to a cave that will take her to the next gamevenue, Rolling Stones. At this point it is advisable for Alice to be in the runningmode.

Rolling Stones 

This venue begins with a cutscene of flying beetles swarming in and one of them

dropping a huge marble into the cave entrance where Alice now is. In her reduced sizethe marble can easily crush her, and in the confines of the cave all she can do is runfrom it. Guide her down a ramp that curves around the wall of a large shaft and througha short cave where she uses a couple Bounce Mushrooms to get to another cave, at theend of which she must cross another chasm on the bones of some large beast to yetanother cave that terminates at sheet of thin ice, and when she crosses that to a finalcave she falls through the cave floor to another venue.

This is a part of the game that is simple in concept but difficult in execution.Here is what to do: before the initial flying beetle cutscene ends, press the W key andhold it down through the entire episode so that Alice keeps continually running; anydelay (such as storing a game) will almost certainly allow the marble to catch up withher. Upon leaving the pathway down the shaft and entering the first cave, a shortrunway appears at its end, extending out into a chasm; do not go out on it. At thepoint where the runway begins, jump to the Bounce Mushroom on the right, thenimmediately turn Alice slightly to the left so she lands on the fungus next to the

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Mushroom. She will keep running to the adjacent Bounce Mushroom and jump to the nextcave.

Keep her running through the cave and across the curving skeleton bridge, throughthe cave on the other side and out on the ice sheet. She may cross without fallingthrough, but it will help if she jumps as she gets near the far edge of the ice. Shewill continue until she falls through the cave floor and away from the marble. Now she

can stop running.

Icy Reception

Alice lands on a flat rock in a large cave with a floor of ice and slides to a stopat a cave wall. As might be expected in this frigid venue, most of the surfaces arequite slippery, and this presents a danger because she can slide off them to her doom.Go to the mouth of the cave where it overlooks a pit and jump up to a rock on the rightso that she gets a good view of the pit. An Ice Wand weapon will be seen below on aplatform atop a pedestal with narrow walkways leading to it from the left and right,the latter one leading to an exit cave in the pit wall.

From this rock it is possible to carefully jump to a ledge below, carefully beingthe operative word, and move up to a position above the Ice Wand so that Alice can jumpto it. If she does this she will gather it into her weapons collection when she lands,then the pathway to the exit cave will fall away. Face Alice toward the rocks fromwhich she jumped to the Ice Wand platform, and though it looks quite far she can leapand climb to a rock overlooking the entrance of the exit cave, and then to this cave.

If the foregoing access to the Ice Wand platform is found to be too difficult (tooslippery), an easier route is to return to the cave overlooking the pit and jump up on

the rock on the left, then have her make her way along rocks and ledges on the side ofthe pit down to where she will be across from a ledge that encircles a conical spire.Jump to this ledge, and on the other side of the spire is a walkway leading to the IceWand. When she gets to it and gathers it into her arsenal, the pathway to the exit cavefalls away; if she does not pick it up this does not happen and she can follow thepathway to the exit cave, but then she will not have the powerful Ice Wand, which shewill need many times. There is no other Ice Wand in the game.

As Alice enters the pit exit cave there will be a brief cutscene in which the marbleappears and bounds with uncanny accuracy to this cave, so be ready to start running

again as the cutscene ends. As Alice approaches the far end of the cave she will find arecess in the left wall of the cave where she can stop and be out of the path of themarble and it will roll on past her; alternatively, she can exit the cave and move tothe left to escape the marble as soon as she gets out. In either case, be prepared todeal with three flying beetles immediately after the marble passes.

Out of the cave to the left is another Jackbomb to acquire and strengthen thatweapon, then follow the path along the canyon edge to the right of the cave until itends at two towers emitting thermal vapors. Leap into the bubbles and steer Aliceacross the canyon to the path on the other side. Follow this path and Alice willfinally find the Caterpillar. After a lecture from him and instructions of what she

must do now, he will create a portal for her to go to the Fungiferous Flora venue(Forest, he says).

Fungiferous Flora

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Once again Alice is in a cavern, this time in the center of a ring of stone pillars,half of them short and flaming. She is facing a pair of evil mushrooms that she mustget past, but there is not enough room to go between or around them without beingcaptured. She must run at either one and when very close she can jump over it to theexit cave behind it. The frustrated ‗shroom will start spitting its green poisonous

mist, so she must get far enough away or turn and hit it about three times with herthrown knife.

There is another evil mushroom at the cave exit and there is not enough headroom tojump over it, but she can run past it if she stays as far as possible to the right, butshe must be ready to do battle immediately with an ant lion, an ant soldier, and flyingbeetles, though she may be able to run past them as well. There are more enemiesfarther on in this hilly world of mushrooms, most of latter being benign but severalevil ones.

Alice must proceed through this venue until she locates a pond that is under thetrunk of a very large fallen tree on the left; it is also near a dense group of largemushrooms with fat stems. The pond will be readily apparent because there are threemetas floating above it. Swim through the pond, keeping to the left so that whenemerging she will be away from the grasp of an evil mushroom.

Again Alice has an alternative, and a good one. In the cave facing the two evilmushrooms, at the base of one of the tall pillars to her left she can find a DarkenedLooking Glass, which when she picks it up and looks at it, renders her invisible for ashort time (her weapon can still be seen). In this unseen state she can bypass themushrooms to the passage behind them leading to the Fungiferous Flora. If Alice startsrunning as soon as she locates the passage she can get beyond the enemies at the exitbefore her invisibility wears off, but she must be alert that she is not near an evil

mushroom when this happens; there are a number of them around. In fact, if Alice startsrunning immediately after the mirror cutscene fades and invisibility begins, she canactually make it into the pond and almost out before visibility returns. 

A little farther along after Alice gets out of the pond under the fallen tree shewill have the opportunity pick up another of the Demon Dice. Then continue on, stayingclose to passage edges to avoid evil mushrooms, and she will shortly come to a tunnelopening in a tree. Jump in, move forward to a ledge, and jump down. Run forward to getpast the flying beetles and Alice will become a captive of the Soldier Ant minions ofthe Centipede and thrown by them into his lair.

Centipede’s Sanctum

This venue is primarily a difficult running battle with the Centipede, very muchlike that with the Duchess, with metas around the lair perimeter. This villain can spitvenom, bite, and release miniature copies of himself. Hit the ground running and keepit up; running backward might be a good idea, as well as strafing. If a miniaturecentipede attaches itself to Alice, it can be dislodged by jumping.

When the Centipede rears up to lunge for a bite his weak spot is revealed, a redarea on his lower body. Have Alice hit this a few times with her weapon of choice and

he will be killed. The Ice Wand has been suggested, but others will work, perhaps theJackbomb or throwing the knife. When mortally wounded he staggers a bit, then falls. Ashe hits the ground stalactites fall from the roof forming a series of steps that areused to get to the mushroom up on the central rocks. A bite of this mushroom and Aliceregains her full size and a video takes her onward.

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Caterpillar’s Plot 1 

The scene into which Alice has been transported is a flat rocky area containing lavapools and surrounded by huge boulders. Here she will meet several new enemy types and anumber of old ones. The Heart and Spade Card Guards here are tougher and have morepowerful weapons to use against her than the Club and Diamond Guards had previously.Right away there will be couple of the weak Fire Imps, but they are readily eliminatedby the Mallet, Knife, or Ice Wand.

A weapon can be seen on a pillar not far away, and it is always a good idea in thisgame to acquire a weapon when one becomes available. Getting to it is not a straightpath and getting up the pillar might present a little difficulty, but not much. Thistoy is the first part of the Jabberwock‘s Eye Staff, and when Alice gets it a short

cutscene shows a gate below a stone arch going down, a good indication of the nextobjective. Alice can see this arch from her position atop the pedestal, and on the wayto it a sign indicates that it leads to the cave of the Oracle.

Passing a lava pool she will probably have her first encounter with a Magma Monster- — the Ice Wand will take care of it. A Phantasmagoria will likely appear from under thearch- — the Ice Wand works on this enemy as well. If Alice starts running when she isunder the arch she will get past a lot of enemies, otherwise she will have Boojums,Imps, and Card Guards to deal with.

Shortly after three Sanities can be seen in the distance, Alice will have a dialogwith the unseen Oracle in a cutscene. He tells her that “the endgame with the Red Queenis possible only after you crush her sentinel--the vile, fierciucious, and vengefulJabberwock. Without the staff that bears his name, destroying him is the hopeless workof a wasted life.” Alice tells him she has one piece of the staff and asks where she

can find the rest. His reply: “Scattered throughout the world. When you have them allin hand, checkmate is possible. The pale royals may be of use.” Another brief cutsceneshows a castle with a portal in the gate and a couple red pawns patrolling in front ofit.

Alice interprets “pale royals” to mean the white chess King and Queen. There is asign back at the entry area that indicates the direction to the Pale Realm, so headback to that area and proceed up the pathway indicated by the sign. The rocky pathwayeventually turns to one of scattered chessboard squares leading upward. Several redpawns can be seen moving on the tiles. The pawns are susceptible to the knife or malletat a distance (usually) or the Ice Wand when close.

About half way up the path distance that can be seen from its start there is aDarkened Looking Glass to be found with a little searching under a square, but thisPowerup is of limited use because its effect wears off before getting very far on thisbroken path.

Have Alice just keep going up the path, dealing with enemies as she comes to them,and when she reaches the portal in the castle entrance, continue through into the next

venue.

Pale Realm

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After passing through the portal there is a cutscene of a clock, followed by anotherof a White Rook coming out of a door and taking a position in front of it, and the doorclosing. Proceed into the almost colorless hall; it is, after all the palace of theWhite King and Queen. The palace is under attack by the Red Queen‘s chess pieces, andthe multitude of the latter that are all about in this castle will assail Alice as wellas white chess pieces. The Ice Wand is very effective against all of them.

Inside the hall on the right there is a wall fountain with a pool, and on the leftis a White Bishop standing in front of a short corridor. Go to the Bishop and acutscene shows Alice becoming a white bishop at the other end of the corridor.

Bishop Alice must traverse the room in front of her to the exit on the right, andshe can only move according to chess rules: diagonally on white squares. There areimpediments: many squares are bottomless pits and several have deadly spikes going upand down over them. Clearly these squares must be avoided, and this is easy to dobecause the view can be adjusted to see ahead where not to go, so in about 20 moves thebishop is at the exit and becomes Alice again.

Go up the steps ahead into a courtyard in which there is another Croquet Malletweapon on a pedestal in a center pavilion. To jump up to the Mallet stand a little awayfrom the pedestal. Alice will be returning to this courtyard several times, so from theadvantage of the pedestal top look about and note the features around the perimeter.She can see the White Rook of the initial cutscene, the entry where she came in, and adoor that has the same appearance as the castle entry door. On either side of thelatter are doors to small rooms that contain Sanities in case they are needed.

On a low terrace to the left of the entry is a set of double doors leading into aroom that has a platform elevator. When Alice steps on the elevator it lifts her to anopening where she can move off into a hall with two doors. Go to the one on the right,the other leads to a dead end. Through this door and around a corner and she is lookingdown a corridor that has a row of noisy spikes shooting up from the floor, droppingback down, then repeating one tile farther away. When the spikes have moved to the farend of the corridor the process begins again. Watch it and see. All Alice has to do isget close to the spikes as they rise near her, them follow one tile at a time as theymove down the floor, and when they recycle to start all over they will be way behindher and she can move on.

Ahead is another open area, this one with a bridge in the center (over the chesschallenge when Alice was a bishop, as it happens). Cross the bridge and go to the rightto the doors with the lighted windows, behind which are stairs leading upward, withanother Deck of Cards weapon in an alcove. At the top of the stairs is a door thatopens to a courtyard balcony in which there is a floor lever. When Alice pulls it therefollows a cutscene in which the doors from which the White Rook emerged at the start ofthis venue open again and he goes back through them. The doors remain open.  

There are several ways to backtrack to the courtyard floor, but the moststraightforward way to get there is simply to jump down from the balcony, and from

there follow the Rook through the doors he left open. He will fight with a Red Bishop;Alice can either help him or let him do it on his own. Ahead and to the right isanother open area and another bridge, this one crossing water and with an unmovingwaterwheel on the right. On the left are more spikes going down and up. Cross thebridge and go around a tower to them.

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Alice now faces another chess challenge similar to the one she had when she brieflybecame a bishop. Here a White Knight transforms her to another one and she must passthrough another board of spikes and pits. It would be expected that her moves shouldconform to the L-shaped ones of a knight, but this is not always the case (at least inthe easy play mode); at any rate, getting through the challenge is quite easy, and whenaccomplished she is again Alice.

Move forward and go right up a set of steps, turn right and go through a smallerdoor. Inside go up the stairs to find another Jackbomb weapon on a table. After pickingit up go out the door, along a walkway to a tower, through that and across anotherwalkway to a tower with a floor lever. Upon pulling it a cutscene shows the waterwheelturning, and the water level rising.

Return across the walkways to the area just outside the door to the stairs; lookingleft across the water Alice can see a Heart Meta at the edge of the water. Go down the

stairs, out the door, and move to where she completed the knight chess challenge andbecame herself again. The Heart Meta is straight ahead. Enter the water and swim to it;with the higher water level she can reach the edge of the wall and pull herself up. Goup the stairs, through the large dark doors, and along the corridor. After turning thecorner a cutscene will take her to the next venue.

Castling

Go through the doors into a vast courtyard in front of a very large castle. Thereare fallen White chess pieces, which would indicate the loss of a fight. Proceed underthe arch toward the castle gate, and as Alice nears it a cutscene shows the capturedWhite Queen being carried off by Red Rooks escorted by Red Knights. The Rooks carry theQueen to a conveyance and take off while the knights stay to attack Alice; the Ice Wand

takes care of them. Go into the castle to come upon a fight between Red and Whitepieces; she can help if she wishes, but it is not necessary.

This room has a wall fountain on the far end, balconies on each side, and on each ofthese two identical doors. On either balcony enter the door closest to the fountain andmove through the halls and doors following the only route that can be taken. Alice willcome upon another battle where the Red pieces may attack her. At the end of this fightshe should be on a landing between two rising stairs and in front of a large picture ofroyalty. Go up the broad staircase opposite the picture and through the doors into thepresence of the White King.

Advance toward the King and in a cutscene a long exchange ensues in which the Kingsays Alice must help rescue the Queen and he presents her with a pawn to help her. Shein turn says that her immediate mission is to get the remaining parts of the JabberwockEye Staff, to which he makes no reply. He says she must make a fontal attack on the RedCastle, and that the Rooks will show her the way. Immediately turn and follow eitherone of them — she will have to run to keep up — until he leads her to a portal. Jump to theportal and the next venue.

Checkmate in Red

Move Alice forward in the hall in which she finds herself until she can jump down toa broad flight of steps. Go down these and then another flight to the right. Here,except for the color, everything looks familiar. She is near a bridge over some waterand on the right is a turning waterwheel, just as in the Pale Realm; however, Alice isnot to follow the same movements of that venue. 

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Do not go out on the bridge, rather move Alice to the foot of the tower on the leftand enter the water. Turn around and swim to the two metas to be seen in the wallrecess, then jump out. She may find herself clinging to a rope or on a ledge next toit; if the latter, jump and grab it. Climb to the top and swing to the ledge up there.Follow the pathways through the next tower and to the door from which two Red Pawnsemerge. When she goes through that door she will find the last of the Demon Diceweapons. Having acquired them, there is another door to exit, which takes her to a

hallway where she is treated to a video of the Red King applying a guillotine to theWhite Queen.

At the conclusion of the video she has to travel through a long succession of manydifferent hallways and stairs until she finally comes to a hole in the floor. On theway, when she comes to the porch on the right keep her close to the wall on the left toprotect her from an attack from atop the wall. Jump through the hole to the floorbelow, then go over the drawbridge to a chessboard platform with a pavilion floatingabove it. A cutscene shows the drawbridge rising, then the Red King materializes.

Now Alice must vanquish the King in one of those running fights such as she had withthe Duchess and the Centipede. For distance attack he has the destructive laser beamsthat the Red Bishops have, and up close he can strike using his scepter. As before,metas appear around the edge of the arena, but she must be careful not to run over theedge into the void when getting to them. The Ice Wand will suffice to eventually do himin, but using it can exhaust the blue Will meter at least once, probably more, and ifthat happens, Alice‘s weapon reverts to the Knife, so after the meter receives a charge

from the metas the Ice Wand must be keyed again. Or else do not let the Will meterbecome exhausted before going to the metas.

Upon the King being conquered, a long video shows a series of rather confusingscenes. One of these has Alice placing the White Pawn she is carrying onto thechessboard where it changes to a White Queen- — one of the rules in chess is that if aplayer can get a pawn to his opponent‘s last row he is allowed to replace it with anyother piece. The Mad Hatter (who is a villain in this version of Alice‘s Adventures)

appears towering over Alice and delivers a hit to her head that knocks her out, and sheregains consciousness in the next venue.

Mirror Image

The confusing video continues. Alice is lying on her back looking at a portrait of aman in a top hat (a young Mad Hatter??), then at several breaking clocks; the scenerotates a quarter turn and she slides down to end up standing on a track with insanechildren walking back and forth. There are exits on both the left and right, beyondwhich can be seen mirrored hallways. Going in either direction will move the gamealong, but send Alice to the left. Curiously, the innumerable mirrors do not show areflection of her.

As may be expected, these halls contain many enemies, both old and new, but the IceWand takes care of them all. Despite appearances, going through these hallways is quitelinear. There are many places where the path divides, but in each case one of themturns out to be a dead end, and Alice just has to be sure that she don‘t become

confused when backtracking and end up on the return path; this is particularly truesubsequent to repulsing an enemy attack. After a fairly long trek through the tunnelsand mirrored hallways she will come upon another weapon for her arsenal, the Jacks.

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After leaving the alcove where Alice found the Jacks, move straight ahead to thehallway end. Before her is a mirror wall, but on the left is a display window throughwhich can be seen a clock with pendulum swinging. Recall in this venue starting videoall the breaking clocks — -that was a hint. Turn around and proceed through the tunnel onthe right and continue bearing right, looking for the room where the clock was seen. Itwill be found behind a mirror that has been broken, where there is also a largevertical pipe and a large horizontal pipe, as well as a turning gear. Alice could jumponto and follow the horizontal pipe to get to the clock, but she doesn‘t have to dothat. Throw the knife at it, and when it breaks, through the window the mirror wall

will be seen to rise, so return there to see what awaits.

What awaits is the end of a large tube about the size of the mirrors. Carefully andslowly approach this tube and when Alice gets to a critical distance it vanishes toshow on each side a pair of corridors facing each other. Continue ahead, the tubereappears, and she can leap into it. When she gets to the center a Phantasmagoriaapproaches from the other end; after finishing it off with the Ice Wand she will findthat the tube has rotated a quarter turn connecting to the two facing corridors.Looking at them it may be seen that they are mirror images of each other; in fact, mostof the rest of this venue is a mirror image subsequent to this point.

Alice could go into either one of these corridors, but for this walkthrough continueto the one ahead, and in the rooms behind all the doors with windows use the knife orcards to break the clocks and stop the gas coming from the ceiling pipes. Each time shedoes this immediately key the Ice Wand again so that she will be able to take care ofthe several Spiders that drop from the walls as she moves along the corridors. Afterfour rooms go back through the tube and repeat this clock breaking action in the othercorridor for another four. (In one of these eight rooms the clock is already broken.)When she breaks the clock of the last room there is a cutscene of a vertical pipe thatbegins to leak and then explodes along with a door next to it. The glimpse of the roombehind the burst door is too brief to tell what it contains.

Now go through the two sets of big wooden double doors at the end of the corridor.When Alice goes through them she will be attacked by one to four Boojums, so be readyfor them. Try to do this close by, maybe get them to follow Alice inside the outerdoor, so that their metas will not be out of reach. She may have to wait a bit to besure that all appear that are going to.

Beyond the doors is a short section of solid floor followed by three tiltingplatforms, the first and last tilt front to back, the middle one side to side. When

Alice steps out onto the first one it starts to sink under her weight; run up and getto the second one, and if she stays in the middle it will not tilt and she can walk tothe third. Walk out onto this one and it will sink beneath her. Alice will slide downto the edge but not off. Continue walking up the steeply tilted platform and as sheapproaches the center it will start to level itself. When the far edge is near theledge below the doors that she must reach, run up, jump to the ledge, and climb up toface another of the big wooden double doors. If Alice falls into the void during any ofthis, she will end up between the first two doors and can try again. Boojums alreadyeliminated will not reappear, but there may be others.

Inside the doors is the scene that was seen in the cutscene that so briefly showedwhen she broke the last clock. Be prepared for a couple of immediate enemies. Lookingdown the long room it appears to be one of mechanical activity with a wide walkwayreaching to the other end. At intervals along both sides are large pipes with openingspointed upward; these are suction sources that will pull Alice off the walkway into thewater below if she gets too close to any of them. Possibly she will land on a ledge

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instead of in the water, in which case she may be able to reach a rope and swing backto the walkway, or even jump back.

Down near the middle of the walkway may be seen a Clockwork Automaton. Select theJacks and move toward it, being careful not to get caught by a suction pipe, until arotating targeting reticle appears on it. Throwing the Jacks a couple times should takecare of the Automaton. The Demon Dice may work as well. However, depending on how

effectively the weapons are used, the Automaton may be able to reach Alice, in whichcase quickly switch to the Ice Wand.

The way to get past the suction pipes is to run. Off to the side of the walkwaycenter where the Clockwork Automaton was first seen are three large rings in a rowswinging from chains, and a narrow walkway leading to them. What Alice must do is rundown to and out on this latter walkway to the rings, go through them, and onto anotherwalkway that leads to an exit from this area. Of course this not that easy, becausethere is a Boojum that will scream her off the narrow walkway, and if she manages todispose of it, there is another Clockwork Automaton hidden near the second walkway toblow her off by the explosives it throws.

Difficult or not, it must be done. Before Alice runs down to the rings, try waitingfor the Boojum to come up to her, as it will be easy to use the Ice Wand to dispose ofit near the long room entrance. Then, Jacks in hand, make the run to the rings and lookfor the Automaton by the right hand ring and get it in the swirling reticle so theJacks toss will be effective. Getting so that she is shielded by the rings is onepossibility. With no more attacks imminent, she can take her time passing through theswinging rings to the far walkway and then to the exit door.

Going through the door Alice meets Tweedle Dum and Tweedle Dee for another runningbattle such as those that she has had before. Again the Jackbomb is the weapon ofchoice, or maybe the Jacks, with the Ice Wand perhaps being used after a while. As sheraces around the arena look for a raised area on the sides of it, as there will alwaysbe one or two metas on it to lift the Sanity meter level. The Dums spawn miniatureversions of themselves to aid in their attack, and these leave behind metas whendestroyed.

At the successful conclusion of the battle there is a cutscene in which the Mad

Hatter appears for an enigmatic conversation with Alice, as follows:

―Bad timing. Pity. Reliable help is so hard to find these days. You‘re just in time

for tea.‖ 

―I only take tea with my friends.‖

―Count me among them. Accurately. I mean honestly. That‘s the truth. Oh, I quite

forgot. You and the truth are not on familiar terms.‖ 

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―And you would know?‖ 

―Truth is always bitter to those who fear it.‖

―I fear nothing.‖

―False. You fear much...A return to the asylum, for example...The memories that

drove you there...More years in, shall we say, supervised hospitalization...Ah yes,you fear much. All that might be avoided.‖ 

―How? Tell me, what do you mean?‖ 

The Hatter does not answer. Instead the roof falls in and Alice goes to the nextvenue.

Crazed Clockwork

It looks as though the Mad Hatter has placed Alice in a padded room. Go out theopening and she is in another maelstrom of suspended fragmentary platforms and swirlingskies with objects, mostly clocks and watches this time, floating by. Move forward ontothe large astrological female symbol in front of the big clock (which will be revisitedlater). Take two hops to the chessboard and the door on the right, go through it anddown the steps of tiles past the turning double helix, and into a circular gallery with

a pool in the center and a gear high above it. Go in either direction around thegallery to a floor lever and pull it to start the gear rotating. Go back around thegallery to another floor lever and pull it to lower the rotating gear so that Alice canhop onto it.

As she rotates on the gear she can see in one of the several openings a meta andsplashed on the wall above it the words ―You‘re Next‖. Anticipate the passing of this

opening so that she can jump to it, then proceed through the door and up another set oftile steps to a pool containing thirteen pillars with clock faces on them. Across thepool is another floor lever and to the right is an opening closed off by panels.

The Cheshire Cat appears and says, ―A reflection exposes more reality than theobject it echoes.‖ Look in the mirror, only four of the pillars there show clock faces;

these are the ones on which it is safe to step. Jump over to the floor lever, pull it,and jump back. The panels in the opening to the right have moved aside, so now jumpover there.

The corridor to the right has several locked doors and a vertically barred gate,also locked, through which may be seen more tile steps leading down. Ahead a bit fromthe opening at the clock pillars and to the left is another short corridor in which aretwo busts of the Mad Hatter, an enormous key protruding from a keyhole in the floor,locked doors, and a Phantasmagoria. Have Alice take care of it now or it will followher. Go back out and continue to the left. Around the corner and near the corridor end

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on the right is an alcove with some floor tiles displaced so that she can jump down tothe room below. Do that, and be ready for Spiders from here on.

Up the tile steps is the locked gate, so follow the corridor instead, which takesAlice to the Hatter‘s laboratory, where in a long video she sees that he is performing

strange and despicable experiments on Insane Children, the March Hare, and theDormouse. There is conversation with the latter two, and she learns that the Hatter is

due to come for a check at 6 o‘clock precisely. There is another floor lever for Aliceto pull, and when she does that there is a cutscene of the vertically barred gaterising and another of the Hatter striking the enormous key, which then sinks to thefloor.

Alice can't do anything for the Hare and Mouse, so leave and return to the room intowhich she jumped from above. Go up the tile steps to the now open gate and on to thecorridor with the key recessed into the floor. The doors there are now open. Go throughthem to a half gear platform, down and up tile steps to another half gear and throughthe doors there. There follows a video where Alice has a conversation with a gryphon ina cage:

―Those two seem to barely comprehend their situation.‖

―They‘re blithering idiots. But the Hatter does come at 6 on the dot.‖  

―For his tea?‖

―No. To check his experiments. With gears, springs, levers, and mechanical gizzards.

He seeks an impossible precision like a watchmaker obsessed with infinitesimalfractions of seconds or a mathematician who tries to square the circle. He‘ll turn

all the inhabitants into his automatons or kill them in the attempt.‖

―That‘s simply awful. 6 o‘clock you say?‖

―6 precisely, by that clock.‖

―Hmm...Perhaps 6 comes early today.‖

Leave the room and go down the tile steps to the right and continue ahead out into the

maelstrom to be confronted with a portal.

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Through the portal and Alice is on a giant table set for tea, with two candles, fourteacups, and four chairs- — each with a Spider on it. Get them to attack and get them outof the way. Each of the teacups is filled with hot tea and a floating sugar cube. WhatAlice is to do is leap to a chair cushion, and if gauged correctly she will bounce backinto the teacup and sink the sugar cube. She must jump out quickly because the tea ishot, and she must turn so that she lands on the table. After all four sugar cubes havebeen sunk, the clock floating above the end of the tea table lowers and a portalappears in it.

Going through this portal allows Alice to enter the clock seen at the beginning ofthis venue. In it there is a floor lever. Move to the other side and pull it, and acutscene shows the clock hands moving to 6, and the clock in front of the gryphon nowalso shows this time. A door down some tile steps is open and contains a portal.

About Face

The other side of the portal shows the arena in which Alice is to have anotherrunning fight, this time with the Mad Hatter. In the center of the arena is the secondpart of the Jabberwock Eye Staff. Select the Jacks, then move to pick up the Staffpart. As it happens, she — -thankfully--does not actually need to engage in a runningfight with the Hatter (though she could); just as soon as he materializes, repeatedlyhit him with the primary Jack attack and he will be defeated before he can defeatAlice. If she acts quickly, she can do this without even running, but it wouldn‘t hurt

to do so.

With the Hatter lying headless on the arena floor, move straight ahead to the clockon the edge of the arena where a pair of weights is going up and down. Hop on eitherone and ride it to the top, where she can get off and collect the Dead Time Watch,which when called shows flags at the bottom of both the red Sanity column and the blueWill column. When used, everything but Alice stops for about 20 seconds as the Will

flag slowly disappears; after the Watch is used it cannot be called again for apresently undetermined period.

When the Cat gets through speaking, the doors will open on yet another portal. AfterAlice goes through a video begins in which the cage holding the gryphon is pulled apartand he flies out to land by Alice, who happens to be waiting below. The gryphon isgrateful to her for disposing of the Mad Hatter and thus releasing him, and he tellsher so: 

―With gratitude, I offer you my services.‖

―Promise only what you‘re prepared to deliver. I am destined to battle the Red

Queen. The outcome is uncertain.‖

―You won't fight alone. Permit me to serve as your commander. I‘ll muster the forces

whose alliance your courage and skill have already won.‖

―How shall we prepare for battle?‖

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―An assault on the Queen depends on breaching the gates to her kingdom. Only theJabberwock‘s Eye Staff can pry them open. If you open the gates, I‘ll lead the

troops to victory. Let us right the wrongs of the world, together.‖

She climbs on his back and he flies with her to Jabberwock country, the Land of Fireand Brimstone.

Burning Curiosity

This is a bleak place, all rocks. The gryphon puts Alice down on a flat areasurrounded by huge boulders. He tells her get what allies she can, and he will comeback with reinforcements, and he then flies away. Have Alice move ahead, dealing withFire Imps as needed, and she will come upon a lava pool that she can cross by hoppingfrom rock to rock to the far side. The way to the Jabberwock is up the formidable cliffthat she is now facing.

Start by going to the first meta on the left, then to the rock below the second one.

From there she can walk up a light grey slope, where at the top is a Will that sheperhaps can use. Continue ahead and she will soon see another up on a rock. Jump up toit, and a short way past it is a cleft between two rocks that leads to another slope,at the top of which from behind a rock can be seen two Jabberspawn. One of them appearsto be dancing. 

Since Alice is sheltered by the rock, toss a couple of Jackbombs at them. Whenthings settle down, go past where they were and a Ragebox will soon be seen. Movetoward it, then slide down the steep slope on the left and follow the valley into acave. Inside are more lava pools and streams, and more rocks for jumping. She will sooncome upon a lavafall, and up to the right are two more Jabberspawn, which the Jackbomb

should again take of. Alternatively, she can jump up and use the Ice Wand when theycome to her.

Move onward to a rock pillar. She can go around it on either side; to the right shewill meet a Magma Monster, to the left she will not. In the distance on the other sideof the lava river can be seen another weapon on a ledge, and when Alice gets to itafter some rock hopping she will find another set of Jacks. Don‘t let her tarry on this

ledge after she gets the Jacks, as there is a Fire Snark in the lava who will emergeand throw a fire stream at her, and unless she can dodge she will be done for after acouple of those. As a precaution, perhaps take just a moment to toss a couple Jackbombs

into the lava, though that may not be effective, in which case the delay could becostly. Continue quickly rock hopping to get to the other side of the lava stream.

Move along the rocks a short way and there will be a fairly long jump across thelava, then jump to and climb a rock face to a level area with a couple Fire Impsrunning around, and more in the distance. Cross the area to a rock on which there isone Fire Imp. Eliminate it, then jump up and toss a couple Jackbombs into the lavabecause there is a Fire Snark lurking there. Maybe toss one in before jumping up on therock. From this rock it is a long leap, but possible, across the lava to a ledge on theleft side of the stream.

From here Alice has a long and perilous rock hopping trip upstream. Other than FireImps, the only enemy she will encounter is a Jabberspawn that she can take care of withJacks. Maybe another Fire Snark. Eventually she will arrive at a grey sloping area on

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the right bank from where can be seen a Ragebox on the other side and more Fire Imps.Go around a big rock to the right away from the lava and up a valley (enemies!) whereshe will again meet the Oracle, and this time he will be seen.

There is a long discussion about why Alice is here in Wonderland and also that shemust hurry and complete her mission. The reason for this haste is not stated (and infact it is not necessary). After this, head up to the left to a black rock on which

there is a small meta to which she must jump. Standing on the level area where the metais, jump up to the next meta, then turn about and jump and climb to a third one. Fromthere go to the large opening in the rocks where there is a good view of theJabberwock‘s house high up on the rock pile. Getting there is not easy.

There are two Fire Imps to be seen; get rid of the closer one because Alice needs toget on that rock. Start from the left and keep jumping until she gets there, then makea giant leap to a rather large long rock to the right that is near the lava surface.Have the Ice Wand ready because a Magma Monster may come out of the lava. Begin rockhopping toward the wall on the right, and toss Jackbombs into the lava along the way totake care of Fire Snarks.

When Alice gets to the wall jump upward on ledges. There is one that is a high jumpthat can be difficult, she has to be in the correct location and have the right view.When she makes it she must then leap to a ledge on the wall below the house, and fromthere to the top. For this last jump hold the jump key down so that Alice makes it tothe ground by the house in a double jump. Go around to the front of the house, wherethe door shows a portal for Alice to enter and meet the Jabberwock.

Jabberwock’s Lair

The Jabberwock is a grotesque creature, and when he confronts Alice as she comesthrough the portal he spends considerable time taunting her and giving her a bad timeabout her actions during the fire that seems to be assuming more and more importance asthe game progresses. When he finally finishes she is to have a running fight with him.He has several powerful ways to attack and it appears to be an impossible contest, butthere is a relatively easy way to survive. 

The arena is a little smaller than the previous ones, with only one meta near theedge, and like the Red King‘s chessboard, is surrounded by a void so Alice can fall off

its ragged edges. The thing to do is equip her with the Ice Wand, then she must

immediately start running as the confrontation begins. Keep her far from the beast,dashing and swerving near the edges and doubling back so that she will be harder tohit. Shortly a Jabberspawn will join the fray and she can annihilate it with the Wand,then resume the chase. Another Jabberspawn will arrive, and when she Ices it and runsjust a little more, the gryphon will arrive to take on the Jabberwock. During the fightthe gryphon will tear out an eye from the Jabberwock, who will then fly away leavingAlice with the final part for the Jabberwock Eye Staff. On to the next venue.

Caterpillar’s Plot 2

This is a familiar place, as Alice has been here before when she got the first partof the Jabberwock's Eye Staff. Leap across the narrow lava stream and head for the archabove the gate. A feature not here before is Humpty Dumpty sitting on a ledge and

smoking a cigar. From his appearance the King‘s men and horses were able to put himtogether again after all, but didn‘t do a very good job of it. Alice must jump up on

the ledge next to him, and as she does note the brick in the wall slide inward.

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Go down to the gate, which is closed again. To the left of it there is now anopening to a crypt in which Alice will find the last weapon for her arsenal, theBlunderbuss. A very powerful device, but it will completely empty the Will meter whenused. From here go to the only path left open, the one to the Majestic Maze.

When Alice starts up the path and turns the corner she will come up against severalSpade and Heart Card Guards, both close and at a distance. These Guards are more

powerful than the other two suits, and the best weapon to use against them at adistance is probably the Jacks, closeup the Ice Wand. Move up the valley, fightingGuards until coming to a large curtain blocking it off. (Running and jumping will gether past Guards, but at the expense of some Sanity.) Equip Alice with the Jabberwock'sEye Staff, get close to the curtain, and hold down the left mouse button to make aspectacular opening to the Majestic Maze.

Majestic Maze

The first thing to be aware of now that Alice is in Queen of Hearts Land is thatenemies are more numerous and frequently come in groups, and in light of this muchincreased danger this walkthrough is annotated by an (E) where this happens. Perhapsthe general weapon of choice is the Jacks, though the Jackbomb has its place if usedjudiciously. The Ice Wand is still the best for closeup fighting, including Boojums, ifthe Sanity meter is near full. Remember that the Card Guards now throw explosivesrather than cards.

Alice has just entered the first maze of this Land. There is more than one path toget to the exit, but the following is probably a little shorter than others. Exchangethe Jabberwock's Eye Staff for one of the above weapons and head into the Maze. Fromthe large vase at the entrance, go left, around the corner, up a slope in a tunnel, upsteps that turn right, and ahead to a junction. Go right.

Follow the path around the corner (E), up a slope, under an arch and right, down aslope to a junction (E) at which there is a Ragebox. Go right and down a slope to aportal (E) (she cannot enter it). Continue down the slope, around the corner (E),passing through a sort of heart-shaped tunnel, and around the corner (E) to a reallyheart-shaped tunnel that divides just after the entrance. Proceed through either side — they join again — and enter another sort of heart-shaped tunnel where a portal can beseen at the far end. About half way through an Insane Child dashes across the pathwayand a gate closes over the portal.

When Alice gets to the end of the tunnel she can see that the Child has gone throughanother portal (the one she could not enter from the other side of it), and had beenstanding on a stack of tiles containing a floor switch that held open the gate. IfAlice steps on top of the stack the gate opens again, but when she steps off it closesquickly before she can get to it. Move close to the switch plate and use the secondaryIce Wand attack to build an ice wall on it; the gate opens and Alice can approach andpass through the portal.

Airborne Terror

Take a moment to look around. Alice is in a tower built over a lava pool showingmany chimneys emitting vapor, and by now it is pretty well established that she is

going to have to float on them. There are quite a few platforms connected by ratherrickety walkways, and high above is a portal that past experience indicates is probablyher destination. Be warned that this place is full of Boojums, really a lot of them,but no other enemies. Equip Alice with the Ice Wand or Croquet Mallet and be veryalert. If possible, when they appear try to get her in a position so that she will not

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be blown off the platforms and walkways, and that metas can be retrieved when Boojumsare destroyed.

Things are pretty easy at first. From the entry platform float straight ahead onvapors across a short space to another platform, then repeat to the right. Follow thewalkway around the pillar to the next platform higher up. Now things get moredifficult: floating on the vapors is not so bad, but there are three masks in the wall

on the left that can blow Alice off the vapors to the lava below. Fortunately, thesemasks blow intermittently, so she must watch and hover until it momentarily stops, thenmove ahead before it starts again. The fact that there are three complicates thisprocess. She may also have a little problem getting off the vapors to the platform atthe end.

From this latter platform move upward to another one, then float across a narrowspace to a walkway that leads into an opening in the wall. Follow the stone passagewayto a platform that overlooks the area where Alice was when she came through theentrance portal — which can be seen below. Go up the walkway along the wall to reach thehighest platform of the many in the tower.

From here there is a trip over a row of many chimneys, but it is a relatively easyone because there is only one mask blowing across, and it appears to be not veryactive. At the end go up to another platform, then float over three chimneys to thefinal passageway leading to the exit portal.

Mystifying Madness

This venue is really a pain because of the swimming that must be done. Following theMock Turtle previously was bad enough, but at least he was there as a guide. Here there

is a very confusing jumble of rocks and passages wherein Alice must find a particularabove water opening among several where she can emerge into a cave. And of course thereare those pesky Snarks that can nibble her to death if she doesn‘t kill them or get

away from them.

The portal high in the vapor tower has deposited Alice at the entrance to anothermaze. This one is a brick wall and hedge maze as was the previous one, except that herethe lights along the walls are aces of diamonds rather than clubs. She is standing infront of some steps, and in the distance is a tower that has three faucet spoutsdischarging streams of what is presumed to be water. Ascend the steps and follow the

pathway around the corner to a junction. Peek around the corner to the left and spy aCard Guard at the bottom of the slope. Toss a Jackbomb down there so that he will notcome up and attack. After that go right, then left down the path (E) and at the bottomgo left into a tunnel. Shortly she will see off to the right a water filled squareopening in a grassy plot (E). Go to it and walk into the water.

Getting Alice to swim where you want her to sometimes presents an exercise inaggravation, but here in principle is what she should do: swim to the bottom of theshaft, look to the left to find a passage to a small group of bubbles. Swim to them,then a little to the right through another passage to a much larger group of largerbubbles. (As you will remember, bubbles are supposed to supply Alice with air.)

Continue straight ahead past a light on the bottom and up to a cave. Pass to the rightof a round masonry column built of stone blocks and bear right between rocks towardthree cylindrically shaped walls next to each other, and be looking for three metas ina row; though visible from under water, they are on land, and when found, Alice canjump out of the water to them.

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After she gets out, move away from the water as a Snark may try attacks not yetencountered: a tongue whip, which can pull Alice back in the water, or spit green venomin the manner that Fire Snarks shot fire. A Jackbomb tossed in might discourage it.Maybe not, but if it does a meta will be seen underwater. Go up to the peak of the highrock, from where the rest of the masonry block pillar is apparent, and immediately tothe right of it across the water is a level area with a hanging light above it. A CardGuard is hiding there. If she can use the Jacks to remove him from this location, do

so. 

Go down to the very edge of the rock and use the jump footprints to locate anotherrock across the water to which Alice can leap (this may take a little searching). Jumpacross and again quickly move away from the water as the Snark may still be there. Shemight well toss in a couple Jackbombs before jumping. Then, if she was not able toeliminate the Guard before, quickly do it now. There is a Heart Meta floating nearbythat she can probably use by now. Move around on the rocks so that she can jump to thelevel area where the Guard is now only a meta. Be careful in choosing the point fromwhich to jump so that she does not bounce sideways off the roof and into the water.

Go around the rectangular hole in the floor and move to the corridor with a metalgrating floor (E). Proceed past the big metal spider to the corridor end where there isa floor lever. Upon pulling it a cutscene shows a grating gate rising somewhere at theend of a long large underwater pipe. The lever also opened doors releasing twoClockwork Automatons nearby, but as usual the Ice Wand will take care of them. Inaddition, it has dropped a gate at the end of the corridor where Alice entered it, soshe can't go back.

Return to the metal spider and go down the steps across from it, where she will cometo a room in which is another metal spider and a large spiral stairway. Go up thestairway and along a walkway into a small room, then through an opening on the rightand along a grating walkway. Hop over a low wall onto a pipe, and keep going to a HeartMeta in an opening where Alice can reenter the water.

She must find the large pipe that was shown in the cutscene. Swim through a passagein the rocks on the right to find the cluster of large bubbles that she swam throughwhen she first entered the water. As before, take the same path past the light on thefloor and past the masonry column, but keep going beyond the structure with the openarched gate and around to the left. There is the pipe. As she swims through it, makeuse of the two sets of bubbles in it. After she goes through the gate that opened, goup a long shaft from which she will emerge in the maze upper level.

Note: if Alice goes up into the cave as she did after the first swim past themasonry block pillar, she can follow the same path as she did at that time to thearea where the Card Guard was hiding, and she can reenter the water through therectangular opening in the floor. She will be right at the entrance to the largepipe.

In the maze move Alice away from the water because a Snark may have followed her upand can tongue-whip her back in. Move along the path right, left, and she will be at ajunction (E). Go left here, then immediately right, and continue until she comes to abridge. Cross the bridge and follow the path to the right, left, left again, and right

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to a floor lever. Below can be seen a portal with a gate in front of it. Have Alicepull the lever and it may be seen that the gate has opened.

Turn around and take the path to the right, at the end of which she can jump to themaze lower level. About face and go into the tunnel to the portal (E) and on the nextvenue.

Water Logged

More swimming — lots of it. More aggravation — lots of it. The latter in trying to getAlice to swim where you want her to, and also because of the Snarks. There are no otherenemies here, but there is a multitude of Snarks, and they are the vicious kind thatemploy tongue whips and venom shooting. Alice can try and outswim them, but as ageneral rule success is more likely if she fights them, then uses the resulting metasto restore her Sanity level. Maneuvering Alice so her knife is effective is not allthat easy, and despite the Mock Turtle making her an honorary reptile — -she is stillwearing the turtle shell under water- — she must remember to go to the surface for airquite frequently.

She can also toss Jackbombs into the water to eliminate Snarks before swimming,sometimes this works and sometimes not; if it does get a Snark a meta will be seenunder water. However, she must be careful with the Jackbomb because it does not alwaysgo where she is trying to throw it, and it could capriciously land nearby rather thanin the water.

In this location (in that tower with the water coming from the faucet nozzles) thereare three upright pipes that are capped, with floats attached to the lids. The waterlevel must be raised in steps so that the floats will successively lift the lids and

Alice can enter the pipes. The first of these may seen in the water of the first room,the one in which she entered this venue: the more or less spherical object is thefloat, and the lid is behind it. A closer look may be had by jumping to them, but itserves little purpose. Beware of Snarks attacking from the water.

From the portal go through the passageway on the right to get to the second of thetwo rooms in this venue. There are more Snarks in the water here than the first room.The device to raise the water level the first time is on the far side of this room, andit is not easy to find. There is no way to get there but to swim. Fight the Snarks, andwith all of them eliminated Alice can take her time looking for the place to jump out.

Go under the dark flat area, then turn back and she can climb out and up a series ofrisers to a walkway where there is a hanging platform that is the water level switch.Even though she has just killed all the Snarks, more have arrived from somewhere andare lurking in the water ready to spit venom. Jackbombs have worked here.

Step onto the platform, which will sink into the rising water. Swim forward a littleway and there is above the water an opening in the brick wall on the right to whichAlice can climb or jump. Walk through the passage to come out on the walkway in thefirst room where the Cheshire Cat was sitting. Just as she comes to the column insidethe passageway, look up and note the rectangular opening in theceiling. When she gets back to the first room,

stay in the doorway to avoid Snarks and look around. Above are two more water levelswitch platforms, to the left in the room where this venue began is the float nowholding open the first pipe cap, and to the right is the one to which she must go next.The portal is now under water. 

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Enter the water to the left, do battle with the Snarks, have Alice get some air, andthen enter and swim down the pipe. There are two screens with apertures she must gothrough, then go horizontally a bit, turn right to some life saving bubbles. Turn aboutand swim toward the fan and turn left just before reaching it, then go up to thesurface, where she will jump to a ledge that goes around the pipe just above the water.Climb to the top of the pipe, then walk around to the wooden platform. Jump and climbthe brick riser and she will have reached the second water level switch.

Below is the float for the pipe she has just traversed, and ahead on the other sideof the walkway is the one to which she must go next. Get on the switch platform and asit lowers, the water rises again so that it is above the walkway and she can swim overit to the second pipe, now uncapped by its float. To avoid a Snark, jump ahead justbefore the switch platform reaches the water. Swim straight ahead into the top of thepipe and down to bubbles coming from a disk. This is a straight shot from the platformto the pipe and Alice needn‘t fight the Snarks. If one follows down the pipe, dispatch

it and gather in the meta.

Swim right, left, and right again down to bubbles coming from a mesh grate. Now shemust turn around and swim toward the fan at the far end of the pipe. Keep to the upperleft and tap the jump key to avoid being pulled into the fan at the right or the onebelow. Just before the fan at the end turn left and then go upward through a fan in thespace where blades have broken off. When she gets to the top of the pipe she will jumpout to the rim of the pipe. If Alice needs more air before going up through the brokenfan there are more bubbles nearby.

The exit pipe is surrounded by a brick wall with two low sections in it. Move to the

one at the left and climb the three risers quickly in order to try to avoid Snarkvenom, and at the top stand in the center. Alice is now at the third and last waterlevel switch, across which can be seen a passageway that is above the one used earlier,now under water, to go from the second room to the first. Jump on the switch platform,and once again, jump when the platform nears the water. Have Alice in the run mode sothat she can scurry into the passageway, otherwise she will be drawn back into thewater by a Snark tongue whip.

She can probably use the Heart Meta before diving into the rectangular opening thattakes her down to the now submerged passageway and back to the second room. The thirdpipe is right before her, so enter and swim down to the portal and back to the maze.

Labyrinthine Revenge

Alice is back in a brick wall and hedge maze, this one with ace of spades lights todistinguish it from the others. There is another tower to be seen, this one with a gearon the top, and she will be alternating between it and the maze. When in it she willencounter challenges involving a lot of mechanical equipment, mostly very large gears,some of it reminiscent of that in the mine at the beginning of this game. The lava ishere as well, as are many enemies. Equip Alice with the Ice Wand.

From the pleasant vista of the arrival, turn about and walk to the wall to discoverthe lava on which this venue is floating. To the right and just above the lava surfaceis a turning clockwork escapement wheel, and she has to work her way down to it, jumpon, then almost immediately jump off to the adjacent gear island or be brushed into thelava. There are two other gear islands, jump to them. Don‘t hesitate on the center one,

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as Alice‘s weight causes it to sink into the lava. The walls of the lava stream have

many geartooth shaped lamp housings that may be used to get first to the right side(E), then at the end where the stream disappears underground, to the left side. Nowfollow the path inside and up a ramp where water going into the lava generates steamacting on vanes to turn a horizontal wheel. Jump onto the cross member of the wheel andwhen near a passageway entrance on the other side, leap to it.

This pathway takes Alice to the lower level of the cavernous interior of the tower.Here is a vertical turning gear having a large aperture in it but is otherwise solid.Get close to the gear on its right side, and when the aperture is vertical — or justbefore — jump through it. There is another aperture gear to pass, but before doing so,look upward and note the multitude of slowly turning interworking gears and shafts.Alice will spend quite some time here, going in and out as she presses ever upward.

Treat the second aperture gear the same as the first, but here there is a crankshaftoperating a bellows overhead, and it keeps her from getting close to the gear until itmoves out of the way. After these gears, it is just one long walk/run through severalpassages, meeting the occasional enemy, then going outside to the maze for the samepath following action. By now it may have been noticed that this venue is really not amaze, Alice just keeps going wherever the path leads, interspersed with challenges forher to overcome. This is characteristic of the entire venue and continues until shereaches the exit.

From the outside maze Alice goes inside again and on to the next challenge. She ishigher in the tower and must get across a walkway that is below a vertical gear whoseteeth nearly touch the walkway; before and after the gear are alternating jets frombellows operated by the two aperture gears. The jets can blow Alice off the walkway tothe lava over which the tower is built, and the slightest touch of a gear tooth will do

her in, so it is a matter of timing to get her across and continuing on her way througha passage that takes her up to another level in the tower.

Alice will come to an opening beyond which is a rotating horizontal gear. It is aneasy leap to this gear, where she is in no danger as long as she does not go out on theteeth. However, when she is ready to jump to the rising vapors, go out on a gear toothand leap when she is opposite them. In the first plume turn right and float to the nextone and on to the balcony (E). Move around the balcony to the rising vapors at theother end of it. Jump to the first plume, move to the next one and float a littlehigher on it, then turn to face the large horizontal gear. Float forward slightly, andgauging her movement carefully, go forward to one of the gear teeth. Move off the

tooth, and jump/climb to a platform when the gear brings her around to it.

The passageway from this platform takes her to the yet one more gear. From the smallplatform she must jump to a gear tooth, and be sure and do so well before it comesopposite her or she will miss. Stay well away from the hub or she will be brushed off.Jump/climb to the platform when she comes to it.

Improbable as it may seem, when Alice goes out the two doors after moving ever

upwards in the machine works she is back in the maze. Proceed along the path (E) andshe will reach a clearing (E), where on the opposite side are two heart-shaped platesgoing alternately up and down. Getting past them is simple, as is moving beyond thenext set that is swinging from side to side. Continuing on she will come to three vaporchimneys over a waterfall that has been seen before. Just jump into the vapors and ridethem up to the ledge beyond the last one.

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Go to the right and follow the passageway to the last challenge of this venue, thatof getting past three thick rotating gears. Get very close to each gear, then run at atooth, which should be just out of the way when Alice gets to it. After the third gearproceed to the exit portal.

Machinations

If the just finished gear challenges were a pain, they pale by comparison with theones now to be encountered. This venue is probably located in another tower, and itsonly game purpose seems to be to get Alice to the portal that takes her to the nextone. It has three rooms, all filled with machinery of sorts, and the bulk of Alice‘s

progress is made by jumping amongst it. Each room starts from an entry platform fromwhich can be seen most of the room, and Alice must leap from machine piece to machinepiece to get to the room exit at the far side. She can perish if, for example, beinghit by a moving machine part, but in the case of falling after making a jump shemysteriously returns to the room starting platform. One other thing: there are noenemies here.

The first room is filled with gears, all rotating horizontally with the exception ofa bevel gear. In the left foreground the gears are thin, in the right rear they arequite thick. The latter are rising and falling (r&f) gears, and of course they are notdoing so in unison. What is to be done is leap from gear to gear and eventually to theexit passageway. Head for the thick r&f gears because this passageway is behind them.Jumping from rotating gears is disorienting and a challenge in timing anticipation,particularly if the rotation is fast. Passing through this room is an exercise inpatience and persistence, but it can finally be accomplished and Alice can follow thepassageway to the next room. The Dead Time Watch might find an application here.

Most of the next room contains pedal pairs similar to the ones used on bicycles. Usethe first two to get down to the left ledge of the two with the metas on them that areon the left wall, from there jump to the swinging single pedal, and then to the otherledge. Looking up Alice can see two r&f gears on the same shaft, and a primitive gearwhose teeth are spokes uniformly spaced between end caps so that it is hollow. There isa pedal pair close to the ledge that will carry her to the lower r&f gear, from whichshe can leap to the inside of the primitive gear. Looking toward the entry platformwill show yet another pedal pair that be can used to get to the top of the primitivegear, then to the upper r&f gear from which Alice jumps to the vertically rotating spurgear, and then to a platform by the room exit passageway.

The third and final room has in it some equipment pieces that resemble clockworks.Hop on the r&f gear in front of the entrance platform and ride it down so Alice canjump to the pivot arm that holds the wheel running back and forth along the wall. Movealong the arm toward its pivot so she can get on the lower gear of the r&f pair. Nextshe must leap to the tilting platform and adjust her position and that of the platformso she can get on the r&f gear at the other end. Repeat this action with the uppertilting platform to get to the upper r&f gear. Jump to the thin grey horizontal wheel(one can fall through this one) and then to the r&f gear on the opposite side of thebig centerless escapement from where Alice has been. When the escapement teeth arehorizontal enough so that she will not slide off, jump there and quickly position herin the center so she will pass through the fork in the hammer bar. When through,immediately turn and go along the bar to its pivot, from which she can jump to the exitportal.

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If Alice wishes she can jump to the other side of the portal rather than the nearone and look through the opening, where she will see far below the gears of the firstroom. The portal may be entered from either side.

Royal Rage

Alice has entered the arena where she must have another running fight with theJabberwock. First there is a video of a flying battle between the Jabberwock and thegryphon, which the latter loses and falls mortally wounded. The Wock destroys the

bridge Alice used to enter this arena from the machinery tower, and the only otheraccess is an open drawbridge, so she can't leave the arena. The fight with theJabberwock is of course the most difficult one so far. He has several weapons, a firestream being one of the worst, and he uses it from above since he can fly. The onlyweapons to fight him are the Eye Staff and the Blunderbuss, and whichever is chosenshould be used immediately before he begins to fly. If Alice can hit him enough timesduring the fight he is forced to fight on the ground, where he is more vulnerable.

There is only one meta at the arena edge, though it reappears quickly; she has tojump to get it and may fall off the edge. Keep running, jumping, strafing, and weaving;the gryphon will provide some protection, and she can hide briefly under its wing.Eventually a technique will be found that will do the Wock in, which brings on anothervideo wherein the gryphon gasps out some dying words to Alice about continuing thebattle with the Red Queen and then expires, leaving her overcome with grief.

The drawbridge may be seen to lower (the screen trembles when the bridge hits theground), so go across it to the Red Queen‘s stronghold. A Card Guard jumps in front ofAlice from high above, but the leap is too great and he does not survive it, leavingbehind a meta. Continue through the gates into the next venue.

Battle Royale

This opens with Alice running ahead of a collapsing walkway. She must now move alonga series of walkways, narrow in places, over the lava that seems to underlie much ofWonderland. She will meet several groups of enemies, mostly Heart and Spade CardGuards, whose explosive missiles can knock her off the pathway into the lava. Trygetting as close as possible before they start shooting and toss a Jackbomb, makingsure it goes near the group and not into the lava. Turn and run to get out of rangewhile the Bomb takes care of them, dodging and jumping–— and being careful not to falloff the pathway–— then hurry back and gather metas if needed. It may well take more thanone Bomb.

Alice might successfully employ the same technique using the Jacks or the DemonDice, realizing that the Dice Demons are not always victorious. Knife throwing can comein handy, as well as the Ice Wand if she can get close enough. Even the Blunderbuss isappropriate if she meets a lone persistent Guard and has time to wait for the Willmeter to recharge.

Fortunately there are some Heart Metas along the path should the Sensitivity orWill meters run low. It is a long path but eventually Alice will pass into the nextvenue on her way to a confrontation with the Queen of Hearts.

Ascension

Another abrupt change in surroundings, in which Alice now has to jump and teeter herway among huge rocks and across girders. Proceed into the rocks to the top of a greenpedestal on the right and leap to a ledge on which there is a black stain. In order to

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avoid a Card Guard attack, run up the beam and climb to the ledge, then go right tohide behind the red pillar. Step out, throw Jacks or knife, get right back and hideagain. Repeat as often as necessary to take care of both Guards.

Proceed to the ledge where the guards were. Go under the beam and down to the leftwhere a tunnel entrance will be found, at the exit of which three Guards attack, butthey are readily taken care of in a bunch with the Ice Wand. Cross a ribcage bridge and

into another tunnel, climb out of that and back among the rocks again. Here there isonly one path that may be followed, jumping as required and overcoming enemies, andAlice will shortly come to a cave in the rocks at the end of which (E) is a series ofmostly vertical passages inside a structure of red blocks. Jump/climb to the left to avent of rising vapor. Before riding it upward, go forward and left and look up to theright to see a Heart Card Guard waiting; she should be able to eliminate him with theJacks.

Ride the vapors up to where the Guard was. Around the corner is another vaporcolumn, and below the ledge is another Guard who is a client for the Jacks (or he maybe waiting around that corner, in which case use the Wand). Ride this new vapor columnway up until Alice can get off at a ledge where there is a Small Will, then jump/climbthe wall at the left. Go around the corner and she can make a long jump down to a pavedarea on which are two metas and a wide roadway leading left to the Queen‘s castle

gates, before which are two Heart Card Guards. Once more, the Ice Wand will take careof them as she approaches the gates.

When Alice gets close to the gates they will slide open. Inside the revealed entryhall is a phalanx of Card Guards to prevent Alice from passing through, and after amoment the guards begin shooting their bombs. One thing that might be tried is tossingin one of the weapons and then quickly backing off, whereupon the doors close again and

she waits a bit for the weapon to do its damage, then repeat. Be sure and wait longenough if the Demon Dice are used. Another procedure is to toss a weapon, then run fora corner on either side of the gate where she will be shielded from the guards. (Theydo not leave their stations and come out.) Do this from both sides of the gate. It maytake a while, but eventually they will be cleared out.

A Grasshopper Tea will crawl out through the doors, but if you decide to gather itup you will most likely find that Alice moves far too fast for effective control. Youcan try.

However, none of this fighting has to be done (though it might be a fun challenge).As soon as the gates open, invoke the Dead Time Watch and run up the ramp, around theobstacle ledge that is across it, continuing upward through a couple openings to thetop and down the other side. What Alice is looking for is a prominent brown rectanglewith the corners removed: this is an elevator, and when she hops onto it she will riseup to another venue.

Castle Keep

The elevator stops in a huge hall with very little in it but columns and space, anddouble doors at one end. Pass through these doors into another hall, this one with a

little more in it. Be warned now at the beginning of this venue that there are numerousHeart Card Guards herein, some visible at a distance, some popping up as Alice turns acorner or opens a door. All of them are vulnerable to the Ice Wand, so have her carryit at all times.

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Go down a ramp into a central depressed area where on the walls are three portraits — caricatures, really — of foes with whom Alice has had running battles: a Tweedle, theJabberwock, and the Mad Hatter. In the center is a pedestal mirror that may be rotated,but not here. Return up the ramp and go around the hall to the doors on the oppositeend from those through which she entered, and which she will find to be locked. Thesedoors lead to the Red Queen‘s throne room.

Here Alice will find on the rim of the depression one of the familiar floor levers.Pull it to observe the mirror pedestal rotate, stopping when it is positioned toreflect the Tweedle. Go down to check this out. Strangely, what is actually seen in themirror is not the Tweedle picture but a club image. Now begins a series in which Alicedoes much moving between rooms in order to unlock the throne room doors.

Go back to the elevator room and cross it to find doorways at the other side leadingto a vapor vent that Alice can use to rise to a ledge one level up. When she gets off

the vent she is facing doors with a club over them and passageways to the left andright. Since a club was seen in the mirror, enter these doors. Move forward into thespotlight, whereupon the room lights up and copies of the three portraits are revealed.Select the Tweedle by throwing the knife at it, and shortly the room goes dark oncemore. Remember to have Alice select the Ice Wand again as she will encounter more CardGuards.

Leave the room, jump to the lower floor next to the vent, and return to the floorlever. Pull it again and go down to note that the mirror is now positioned to reflectthe Jabberwock but that a diamond is seen. Go again to the vent and go right after shegets off, and Alice will come to doors with a diamond over them. Inside use the knife

to select the Jabberwock picture, then return again to the floor lever.

This time when she pulls it and goes down to the mirror, as may be anticipated theHatter is not reflected, but a spade is. Go left after riding the vent to the spaderoom, and now when Alice knifes the Hatter picture a cutscene shows the throne roomdoors opening. When she goes there, that is indeed the case, but beyond them is yetanother pair of double doors. Go toward them, and when she is near a cutscene beginswith the Cheshire Cat lecturing and warning Alice, but he never finishes because as heis talking the doors slowly open behind him and a blast of something blows his headoff. Once more Alice is overcome with grief, and she is then propelled through thedoors into the presence of the Red Queen.

Heart of Darkness

Move toward the throne to be introduced to the Queen. She must really be seen ratherthan described, but she is a several tentacled grotesque being that moves about on avery long supple arm extending far from the throne. She has numerous attack powers,many of which are those of the enemies that have been encountered and several inaddition, all in differing degrees of effectiveness. She is not your everyday queen.

In Alice‘s battle with the Queen her defense is as before to keep running, dodging,

and jumping. She can hide behind pillars — -the two nearest the door have metas that keepregenerating- — but even when hiding she is vulnerable to a force of attraction that theQueen can generate and which she uses to slam Alice against a wall or to draw her inand gnaw on her. When this force is used Alice is surrounded by orange sparkles; acloud of blue sparkles (and also a faint sound like a telephone ringing) is a warning

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that the orange ones are coming and she must move to avoid them, but in practice theorange follows so quickly on the blue that unless Alice is already moving she will becaught. The Queen employs this force far too often.

The only weapons to be used in fighting the Queen are the Jabberwock Eye Staff andthe Blunderbuss. With the Eye Staff, hold down the left mouse button (producing someblue sparkles easily confused with the above warning ones) and shortly a beam will

emanate from the Staff as long as the button is held. Keep the beam trained on theQueen as she moves, and she will flinch and cry out each time it registers, but youmust watch the blue Will meter as it will be draining, so as it gets low you will haveto abandon the attack and run to the metas behind the pillars; the hits you have madeon the Queen are not lost. The Blunderbuss is more effective but empties the Will meterwith one shot, and must be carefully aimed because there is a detectable delay betweenthe time of trigger pull and when the musket ball reaches the enemy, difficult with amoving target. However, if Alice is a good shot and can keep going until the Will meteris recharged, a couple hits should take care of her.

Alice just has to keep trying over and over, hitting the Queen a few times, runningto the metas behind the pillars, then hitting her some more, and with experience shewill be able to hit her enough times so that she will be killed, after which the longarm will collapse and withdraw into the throne. However, that is not the end of thefighting.

The queen‘s place in her throne is replaced by her real head, the head‘s mouth opens

to reveal the Mad Hatter‘s head, and his mouth in turn opens to show Alice‘s head. Thelatter harangues and threatens Alice for quite a while, after which Alice enters a darkplace in her subconscious and is confronted by a demon that is presumably her innerself, and was engendered by her guilt at escaping the fire while all else perished, as

related in the game introduction. This psychiatric demon is really what is wrong withAlice‘s Wonderland, and must be destroyed.

In the void of this dark space is a ring of rocks around which Alice must keeprunning and jumping to avoid the blasts of the demon in the center of the ring. Thedemon has many weapons, of course, all designed to destroy Alice either by direct hitsor blowing her into the void. The demon keeps sinking below the rock ring, giving Alicea little respite, then rising to attack.

There are many large metas on the rocks for Alice to regenerate her Sanity and Will,and whenever the latter is complete, she should stop on a large rock, advance towardthe inner edge, and fire the Blunderbuss at the center of the demon, an easy shot sinceit does not move much. (If she is not near the inner edge, or the rock too small, therecoil that knocks her down may also knock her off the rock.) Then she must be up andrunning and jumping again. The game may be saved to retain each success.

After perhaps five successful shots the demon will fly apart and the concludingvideo plays, wherein many game scenes and personnel are seen, and Alice leaves theasylum.

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Selected cheats 

The game designers of Alice have made provision for players to go into whatappears to be DOS code and make changes and shortcuts to the game response. There areabout 50 of these changes, though only a few have any real significance, and these aredetailed below. The entire list may be found at several sites on the Internet.

To facilitate the changes you must have Console mode activated. This is a defaultsetting, but you can check it by clicking on Settings in the Main menu screen, then on4 in the resultant Settings screen; there should be an X in the box following Console.

To install a cheat you must be actively playing the game, i.e., the game screen is

on the computer. Press the tilde (~) key to bring up the console, which consists ofseveral lines of code at the top of the screen, the last line of which should be blank,except for a >. Enter the code on this line, then press Enter on the keyboard, not onthe numeric keypad. Cancel the console display, and the cheat should be in effect asyou continue the game.

God Mode

In this mode enemy attacks on Alice have no effect. The code is god; to cancel thecheat repeat the code entry.

No Attack Mode

In this mode enemies will not attack Alice, she is in effect invisible. The code isnotarget; to cancel the cheat repeat the code entry.

Change View Mode

In the default/normal view of the scene you are behind Alice and see her as you lookat the screen. If you want to look at it as she sees it, the code is cg_cameradist -45; to return to the normal view the code is cg_cameradist 128.

Health 

The red level in the Sanity meter may be set with this cheat. The code is health #where # is a value from 1 to 100. 

Unrestricted Movement

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Use this cheat to move through walls and to fly. It has limited movement andusefulness, though it produces some interesting views. The code is noclip.

Weapons

Specific weapons may placed in their respective keyboard control keys. The codes are

Vorpal Blade give w_knife.tik 

Card Deck give w_cards.tik

Croquet Mallet give w_mallet.tik

Jackbomb give w_jackbomb.tik

Ice Wand give w_icewand.tik

Jacks of Death give w_jacks.tik

Demon Dice give w_demondice.tik

Jabberwocky Eye Staff give w_eyestaff.tik

Blunderbuss give w_blunderbuss.tik

Dead Time Watch give w_watch.tik

All of the weapons my be called using the code wuss or the 

code give all.