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Alice Walkthrough

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    Alice: Madness Returns: FAQ/Walkthrough by DomZ NinjaVersion: 1.0 | Last Updated: 2013-03-26 | View/Download Original File Hosted byGameFAQsReturn to Alice: Madness Returns (X360) FAQs & GuidesWould you recommend this FAQ? Yes No------------------------------------------------------------------------------ Winner of the GameFAQs FAQ of the Month for July 2011------------------------------------------------------------------------------

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    |\ /| __ __ __ __ __ | \/ | |__| | \ |\ | |_ (__` (__` | | | | |__/ | \| |__ .__) .__) ___ | ) __ ___ __ __ |--< |_ | | | |__) |\ | (__` | \ |__ | |__| | \ | \| .__)

    ______________________________________________________________________________

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

    ALICE: MADNESS RETURNS ----------------------

    FAQ/Walkthrough Copyright (c)2011-2013 DomZ Ninja

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

    Author: DomZ NinjaE-mail: domzninja[at]hotmail[dot]comUpdated: 03/26/13

    Version: 1.0

    NOTE: This guide does contain spoilers!

    ______________________________________________________________________________==============================================================================

    TABLE OF CONTENTS

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

    See that series of numbers to the right of each section? If you want to finda specific section in the FAQ, press CTRL + F to open a search box. Type inthe series of numbers for the desired section that you're trying to find andpress Enter. Whabam! The search function will take you there in an instant.

    [1] VERSION HISTORY.................................................. [0100][2] CONTROLS......................................................... [0200][3] WALKTHROUGH...................................................... [0300]

    Chapter 1: Hatter's Domain...................................... [0301] Chapter 2: Deluded Depths....................................... [0302] Chapter 3: Oriental Grove....................................... [0303] Chapter 4: Queensland........................................... [0304] Chapter 5: The Dollhouse........................................ [0305] Chapter 6: Infernal Train....................................... [0306]

    [4] ENEMIES.......................................................... [0400][5] SNOUTS........................................................... [0500][6] MEMORIES......................................................... [0600][7] RADULA ROOMS..................................................... [0700][8] BOTTLES.......................................................... [0800][9] EQUIPMENT........................................................ [0900]

    Weapons......................................................... [0901] Items........................................................... [0902]

    [10] ACHIEVEMENTS..................................................... [1000][11] THANKS/CREDITS................................................... [1100]

    ______________________________________________________________________________==============================================================================

    [1] VERSION HISTORY [0100]

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

    FAQ/Walkthrough #57-------------------

    Version 1.0 (07/06/11) - FAQ/Walkthrough complete and submitted.

    ______________________________________________________________________________==============================================================================

    [2] CONTROLS [0200]

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

    .-----------------------------.----------------------------------------------.| D-Pad | Toggle Ranged Weapons ||-----------------------------|----------------------------------------------|| Left Analog Stick | Move, Hysteria (Click) ||-----------------------------|----------------------------------------------|| Right Analog Stick | Move Camera, Aiming Mode (Click) ||-----------------------------|----------------------------------------------|| Start | Pause Menu |

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    |-----------------------------|----------------------------------------------|| Back | Skip Cinematic ||-----------------------------|----------------------------------------------|| X Button | Vorpal Blade ||-----------------------------|----------------------------------------------|| Y Button | Hobby Horse ||-----------------------------|----------------------------------------------|| A Button | Jump/Float ||-----------------------------|----------------------------------------------|| B Button | Clockwork Bomb ||-----------------------------|----------------------------------------------|| Right Trigger | Fire Ranged Weapon ||-----------------------------|----------------------------------------------|| Left Trigger | Focus ||-----------------------------|----------------------------------------------|| Right Bumper | Dodge ||-----------------------------|----------------------------------------------|| Left Bumper | Shrink (Hold) |'-----------------------------'----------------------------------------------'

    ______________________________________________________________________________==============================================================================

    [3] WALKTHROUGH [0300]

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

    NOTE: This walkthrough is based on the Normal difficulty.

    ==============================================================================CHAPTER 1: HATTER'S DOMAIN [0301]==============================================================================

    "In which Alice abandons the mundane - again"

    Snouts: 14 Memories: 26 Radula Rooms: 0 Bottles: 18

    ------------------------------------------------------------------------------

    +------------------+| Houndsditch Home |+------------------+

    The game begins in London, where Alice is sitting inside Dr. Bumby's office.After the opening cutscene, you are to pick up your medication. As you strollthrough the hallway, note the impressive visuals and art style the gameoffers.

    You cannot do much inside the building; you can inspect some objects with theX button, but that's really it. Once you make it out to the streets of London,go forward into the Whitechapel Market. You can check out the diverse range ofcharacters in the market. Alice spots a white cat around the corner andfollows it into an alley (while also mentioning her knack for followingcritters).

    Ignore the display of police brutality and continue your pursuit of the whitecat. Once you corner it in an alley, you'll witness a disturbing cutscene.Afterwards, you end up on top of a roof. Walk past the pigeon coops and check

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    out the pretty scenery before approaching Nurse Witless. Back to Wonderland!

    +-------------------+| The Vale of Tears |+-------------------+

    Take in the atmosphere of Wonderland before you move along. You can expect tofind a lot of odd sights and scenes during your stay. Start up the hill andcheck out the weird cow bird as it flies off, then collect the glowing LIDDELLMEMORY [1/26] up ahead.

    Cross the stream and continue up the hill. You are introduced to basic gamemechanics, such as jumping, double jumping, and floating. Alice can float andglide momentarily after a double jump (hold down A), allowing her to crosslarge chasms. Jump up the steps and across the gap, then use the dominoplatforms to cross the pit.

    Follow the mystery child down the steps to find another LIDDELL MEMORY [2/26].Use the mushroom caps here to climb up to the tall ledge, then step on thehalf-submerged mushroom: it acts as a spring and launches you to the upperplatform. Grab the LIDDELL MEMORY [3/26] behind the second mushroom spring andcheck out the small keyhole behind it. When you gain the ability to shrink,you can enter these openings.

    There is another keyhole at the next ledge and a strange purple flower. Again,these tools become available with the Shrink ability. Fall down for a shortcutscene with the Cheshire Cat.

    Alice steps inside the purple potion and gains the ability to shrink. Whileminiature, you can use Shrink Sense: this technique allows Alice to see thingsthat she normally couldn't see when regular size. These things appear aspurple drawings and will slowly disappear once you return to normal size. Theyare usually clues and directions among other helpful signs.

    Walk towards the keyhole nearby and recover the DR. WILSON MEMORY [4/26] nextto it, then hold down the Left Bumper to shrink (note that you cannot jump

    while shrunk). You exit out to where you found the third Memory; use themushroom to jump up to the other keyhole and shrink once more.

    Step inside the purple flower to make it shrivel up and disappear, leavingTeeth behind in its wake. Teeth are valuable collectibles that are used topower up your weapons. Go through the keyhole to exit out to an area filledwith gigantic snails! Don't worry, for they are harmless. Pick up the Teethand fall down to the bottom.

    Shrink down and enter the next keyhole. Stay shrunk and squeeze underneath thedice. In the next chamber, there is a blue mushroom spring. Do not step on itjust yet! Beforehand, search the other end of the room for a LIDDELL MEMORY[5/26]. Once it is in your possession, walk onto the mushroom spring. As you

    ride the giant slide, collect the floating Teeth and collide with the snailshells for more Teeth.

    Alice drops down into a bloodstained river. Walk forward to find the skeletalremains of some monster. The Jabberwocky, perhaps? Alice takes the VorpalBlade from the carcass.

    +-------------------+| Slug With a Shell |

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    +-------------------+

    The Vorpal Blade is yours! Press X to attack with your new weapon and hack upthe snail shells for Teeth and Roses, which replenish your health. Before youexit the pool, make sure to recover the DR. WILSON MEMORY [6/26] in the corner.

    Use the Vorpal Blade to smash the snail shells blocking the path and enter theclearing ahead. An enemy attacks Alice; a gooey creature with a doll mask,known as Insidious Ruin. The fiend is weak and can be destroyed with severalslashes. Hold the Left Trigger to lock on to your target and hack away. Youcan also dodge by pressing the Right Bumper.

    Take out the other Insidious Ruins for a path to open up for you. Walk throughthe tunnel and recover the BUMBY MEMORY [7/26], then follow the trail towardsanother mushroom spring. There is a large chasm presented in front of you, andyou'll need to use your Float ability to get across. Hold down A to glideforward and you can press A multiple times to put a little hop in your step(jump) in order to cross greater distances. Practice a bit, then float acrossthe first two gaps to reach another mushroom spring.

    Spring up to the ledge right above you to locate a BOTTLE [1/18]. Glide to theopposite end of the area to find a second BOTTLE [2/18], then walk towards thelarge kitchen for a scene. The Duchess orders Alice to fetch her some PigSnouts using the Pepper Grinder. Everything's better with bacon!

    Take the Pepper Grinder from the tree stump table and walk through the opendoor. Bolterflies attack Alice in the backyard. These pesky flies can latchonto you and drain your health; you can only shake them loose by dodging. Usethe Pepper Grinder to defeat the Bolterflies from afar and make sure todestroy their nests that drop from the ceiling. The Pepper Grinder hasunlimited ammo, but can overheat if used too frequently. Don't hold down thetrigger too long or you'll have to sit through a cooldown period.

    Kill all of the Bolterflies in the forest (and a single Insidious Ruin) totrigger a scene. Click down on the Right Analog Stick to enter Aiming Mode andaim for the flying Pig Snout in the air. Shoot the SNOUT [1/14] with yourPepper Grinder to shoo it into the kitchen.

    Climb up the hill to find some more Teeth at a dead end. Return to the Duchessand break open the breadbasket that appears to receive some Teeth. The Duchesssends you on your way, so shrink down and enter the keyhole on the side of thewall.

    Walk towards the pool of water below you and stay on the ledge. Look forwardand shoot the SNOUT [2/14] as it disappears, leaving behind a domino bridge...and some Bolterflies! Shoot down the enemies and jump across the dominoes toreach a small alcove.

    Kill the Insidious Ruins here and look above to find another SNOUT [3/14] inthe alcove. Pepper the Snout to make some more dominoes appear ahead of you.

    Before you cross the dominoes, drop down into the pool and walk forward. Whenyou reach the waterfall, destroy the rainbow snail shells and look to yourright. Shrink down to reveal a hidden keyhole and slip inside to find a BOTTLE[3/18] along with some Teeth.

    Exit back out into the pool and use the mushroom spring at the entrance to getback up to the platforms. Recover the NANNY MEMORY [8/26] near the large snowglobe. Leap across the floating dominoes to the other side of the pool andbeyond. The crying girl statue drops down a group of Slithering Ruins, which

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    resemble slimey slugs. They are very weak and should give you no trouble atall.

    Jump over to the platform and take out s'more Slithering Ruins along with anInsidious Ruin, then float over to the tiny island to your left. A mushroomspring appears, and stepping on it flings you up to the upper platforms.Shrink down to reveal another hidden keyhole and another BOTTLE [4/18].

    Return through to the other side and float down to the main path. Up ahead,several platforms crumble in front of you as black slime geysers erupt frombelow. You must use the mushroom springs on the remaining islands to jump overthe deadly hazards. When you reach a fork, ignore the path in front of you andfloat down to the island on your right. Use the mushroom springs to travel tothe final island, where a BUMBY MEMORY [9/26] is waiting for you.

    Return to the intersection and jump up the steps. Some trees in your way fallapart and open up the path for you. Float across the gap to find themysterious child from before. Chase after him into the slime-covered roomahead. Destroy the Bolterfly nests and the Insidious Ruins.

    Once the coast is clear, you'll receive a message from Hollow Yves. You aregiven a chance to upgrade your weapons. You likely don't have enough Teeth forthe Pepper Grinder upgrade, so stick with upgrading the Vorpal Blade instead.The ruined train in the corner collapses, once again opening up a new trail

    for Alice.

    Before you head to the exit, shrink down and look on the left side of the areafor a message. Use the mushroom spring under the message to reach a ledgecontaining a BOTTLE [5/18]. Run to the left of the railway sign and head towhere the train once was.

    Follow the train tracks and use the mushroom springs to aid you, then enterthe tunnel at the end. You end up getting sealed inside the tunnel, so turningback is out of the question. Make your way through the tunnel and slide downthe slope to reach a new area.

    +--------------+| The Crockery |+--------------+

    Smash the teapots nearby and walk forward into the barren land. Madcaps dropinto the pit with you. These enemies resemble small green goblins and wieldvarious porcelain items, such as cups for helmets and tiny forks as weapons.You can destroy their armor with either of your two weapons, but watch out fortheir quick lunge attacks.

    Once you kill the first batch, a shielded Madcap lowers a ramp and approachesyou. You cannot target him head-on as long as his shield is intact, so youmust dodge his attack. Dodge the Madcap's lunging stab and attack while his

    fork is stuck in the ground.

    Go up the ramp when ready to confront another group of Madcaps. Once they areall taken care of, shrink down and step inside the purple flowers to replenishyour health (and collect Teeth). A mushroom spring appears up against a wall,so jump on it to reach the entrance to the Hatter's Domain.

    The game recommends you to use your Shrink ability often, because Shrink Sensecan reveal hidden paths and cool secrets. A seemingly giant pit in front ofyou is revealed to be an invisible bridge once you shrink. Before you go

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    across, shrink down and enter the hidden keyhole near the entrance sign; youwill find a BOTTLE [6/18] inside.

    On the subject of hidden paths, you do not have to stay shrunk while crossinginvisible paths such as this one. Shrinking down only reveals the path to you,but you can return to normal size and continue across, especially since ShrinkSense doesn't disappear until after several seconds of normal size.

    Grab the PRIS MEMORY [10/26] on the other end of the invisible bridge and takea gander at the city in the distance. Break the teapots in the surroundingarea for Teeth. If you haven't noticed yet, Slithering Ruins love to lurkinside breakable objects such as these teapots and snail shells.

    Shoot the SNOUT [4/14] flying on the left side of the area to reveal aplatform. Use this platform to reach the high ledge, then smash apart thebreadbasket and teapots for some Teeth. Drop back down and take the stairs onthe other end. As you call for the cable car, Alice will be transported to theHatter's Domain.

    +---------------+| Hatter's Gate |+---------------+

    Alice will have a conversation with the Cheshire Cat inside the cable car. ABolterfly attack leads to an... unconventional landing, but hey, at least youmade it there alive.

    Read the memo on vents, then approach the one in front of you. This one isalready turned on, so you should have no trouble reaching the walkway aboveyou. Turn around and take the LIDDELL MEMORY [11/26] before running throughthe hole in the wall. Walk to the left and turn the valve to make some flyingvents appear. Cross the first gap and defeat the Madcap, then float over tothe island with the violet flower.

    Shrink down and look to the right to find some invisible moving platforms.Carefully cross the platforms (while occasionally shrinking to make them

    visible) and jump onto the island. You may see the Bottle in the distance, butyou have no way of reaching it. Look on the side of the building for a holeand a SNOUT [5/14] on the other side. Pepper the Snout through the hole tomake a vent appear. Ride the vent to the platform and grab the BOTTLE [7/18].You can walk along the catwalk to reach the entrance to avoid backtracking.

    Return to the island where you killed the Madcap and use the second vent toreach the next platform. Defeat a couple Madcaps and go through the hole inthe wall to end up inside again. Pull the lever to make the spinning gearshift into the wall. Before you go any further, step into the side room andenter the keyhole for a BOTTLE [8/18].

    Return to the lever and float across the pit. There are some rotisserie Dodos

    hanging on the wall, but unfortunately you cannot have a share. Shrinkunderneath the half-open door and defeat the shielded Madcap, then destroy theboxes for a horde of Teeth. Go back under the door and head outside again.

    Deal with the Madcaps outside before turning the valve to activate some morevents. There's nothing important out here, so just navigate across the islandsand defeat any enemies until you reach another opening.

    Drop down below and fight some more Madcaps, then walk across the gear andride the vents to the balcony. A wave of Madcaps (shielded and regular)

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    appear, so deal with them to make an opening appear. Head up the ramp toencounter some more Madcaps. Deal with them, head through the new opening,then float down to the island and heal at the flower.

    Turn around and use your Shrink Sense to discover more invisible platforms.Carefully make your descent and instead of stepping onto the island, sneakthrough the crack in the wall instead. You'll find a LIDDELL MEMORY [12/26]and some Teeth here. Pepper the SNOUT [6/14] on the wall for even more Teeth!

    Go back outside on the invisible platforms, then maneuver across the movinggear platforms and the vents. When you reach a valve, turn it to make a ventappear straight ahead. Ignore the vent for now and glide towards the largehole on your left. Defeat the pair of Madcaps guarding the LIDDELL MEMORY[13/26] and take it.

    Backtrack to the vent and float over to the platform. Wait for the gearelevator to lower to your level before jumping on, then rise upward and jumpto the next platform. Leap to the balcony near the hole in the wall; beforeyou go inside, turn around to find a SNOUT [7/14] on the side of the previousisland. Once it's peppered, ride the new vent to find a BOTTLE [9/18]. Falldown and make your way inside.

    Immediately after entering, shrink to discover a hidden keyhole on your left.Go through to locate a PRIS MEMORY [14/26], then return to the hallway. At the

    end, float over the large gap and immediately turn around to spot a flying PigSNOUT [8/14]. Fill it up with your Pepper Grinder for a vent to float down,then fly up to the nearby ledge. Enter the keyhole when miniature, recover theDR. WILSON MEMORY [15/26], then exit.

    +------------------+| Always Elevenses |+------------------+

    Jump onto the circular platform to do battle with an Eyepot. As the nameimplies, these creatures are a teapot with a single eyeball on the side withspider-like legs. The trick to downing these beasts is to shoot its eye with

    the Pepper Grinder to stun it, then to capitalize with your Vorpal Blade upclose.

    Upon killing the first Eyepot, another platform rises from the depths withanother one of these things on it (along with an Insidious Ruin). Kill theInsidious Ruin first, then take on the nasty Eyepot. Turn the valve at thenext island to reach another pair of Eyepots, then clear the house to open upthe exit.

    Talk to the Cheshire Cat in the next room, then jump to his location and stepon the switch to make an elevator lower down to your level. Proceed to theelevator before it leaves without you and ride up to the second floor. Smashthe boxes, then float down to the hole in the wall above the switch.

    Avoid the liquid raining down from the ceiling as you navigate to the oppositeend of the three-doored chamber. One of the doors is closed, so the onestraight across is the only way to go. Head through the tunnel to reach alarge room.

    Don't start up the side of the tall chamber just yet; shrink down and walkthrough the small opening in a gate (you should see a Bottle drawing above thegate) to enter a room with a tall pillar in the middle.

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    Use your Shrink Sense to view several numbered platforms surrounding thepillar. They move, so you'll have to be very careful when traversing theinvisible platforms. Once you reach the top, grab the BOTTLE [10/18] beforebacktracking to the previous room. Phew!

    Hit the switch to open up the exit. It'll start to close as soon as you stepoff, so hurry up and jump over to the exit and squeeze through before it slamsin your face. You'll end up at the top of the three-doored chamber. Open upthe third door and proceed through. Alice will slide down the slope and into adimly-lit room.

    Pick up the Clockwork Bomb in front of you. This new weapon allows you toplace Hatter bombs on the ground. Place a Clockwork Bomb on the ground with B,then detonate it by pressing B once more; these bombs can be used to damageenemies and destroy some walls.

    Continue up the ramp towards the weakened wall and tear it down using one ofyour Clockwork Bombs. Open up the next doorway with a Clockwork Bomb, thenfloat over and break the boxes to reveal a mushroom spring. Use it to reachthe exit.

    Go forward and you'll find a series of platforms that take you up the side ofthe wall. Ignore them for now and stay on the ground; head down the ramp andclear out the boxes, then shrink down and enter the keyhole opening to

    eventually reach a LIDDELL MEMORY [16/26].

    Return to the platforms and use them to reach a door; open it for a cutscene.You receive an ALICE MEMORY [17/26] after the scene. Alice Memories are foundin each of the game's chapters and can not be physically recovered. Everychapter has a white door like this one and you get the Alice Memory by goingthrough and watching the cinema. You can only view Alice Memories from themain menu

    Alice can now use Hysteria. Hysteria can be activated when your health isdangerously low, and it provides a brief moment of invincibility and super-strength. Click the Left Analog Stick to enter Hysteria. Your health isautomatically reduced, giving you an opportunity to test out your brand new

    technique.

    Wipe out all the Insidious Ruins before Hysteria runs out, then walk forward.A small box on the opposite end of the room opens up, revealing a red sphere.From your location, enter Aiming Mode and begin shooting the switch with yourPepper Grinder. Just like a traffic light, it is red when inactive and greenwhen ready to go. Activating the switch lowers a platform down to you.

    +------------+| About Face |+------------+

    Alice will find the Hatter (well, some of him) in the next room. He asks you afavor: find and return his limbs to him. Sounds easy enough, right?

    Destroy the two walls on either side of the Hatter with Clockwork Bombs. Onthe right side, collect the BOTTLE [11/18]. The Pressure Pad only works whenweight is applied. Stepping on the switch will lower the elevator on the otherend of the room, but stepping right off makes it rise back up. Place aClockwork Bomb on the Pressure Pad, then run onto the elevator before the bombblows up manually.

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    At the top of the elevator, you'll catch a glimpse of the surroundingenvironment. Pick up the Umbrella in front of you to receive a new weapon.While locked onto an enemy, you can shield yourself from attacks by pressingthe A button. You can also deflect some projectile attacks by timing yourblocks properly.

    A Menacing Ruin assembles in front of you, giving you a chance to test outyour new toy. The Menacing Ruin has a fireball attack that you can deflectback at it with your Umbrella. Doing so will damage the monster. When it usesits running slam attack, make sure to dodge so you can get several clean hitsoff with your Vorpal Blade. It'll take a while to defeat this hulking monster,but pay attention to the number of masks it has on to determine how far alongin the fight you are.

    Two switches appear once the Menacing Ruin bites the dust. Facing theelevator, look down to your left (below the switch) to find a SNOUT [9/14].Pepper it to make an island appear behind the elevator, so jump and float overto it and take the DR. WILSON MEMORY [18/26]. Jump back to the platform andactivate both switches with the Pepper Grinder.

    From here, you have two options: go to the building marked "Smelling &Regurgitating" on your left or the building marked "Cranking Up & PressingDown" on the right. Your choice has no affect on your playthrough, since youare going to have to visit both areas eventually.

    For the sake of the walkthrough I'll go left to right, which means I will becovering "Smelling & Regurgitating" first. Float over to the gear platform andstep into the funky mine cart to be whisked off to the building.

    +----------------------------+| Smelling and Regurgitating |+----------------------------+

    You will arrive in the "Smelling & Regurgitating" plant. You can hear theDormouse barking orders on the loudspeaker above. Destroy the crates and potsas you ascend the stairs and jump onto the column submerged in the lava pool.

    Shoot the red switch on the wall with your Pepper Grinder to make the column(and several others farther away) move up and down. Several pipes dispensinglava also get in your way, so watch your step as you float from column tocolumn.

    Once safe on the other side, enter the next room to have the door slam shutbehind you. Jump onto the column and to the other side of the room to have thecolumn sink into the magma. Boy, they really don't want to you leave!

    Attack the Eyepots and the Insidious Ruins on the platform here. Try using theClockwork Bombs on them, as it proves to be a valuable weapon. If an enemyruns into the bomb, it detonates automatically and takes a large chunk oftheir health.

    After defeating the enemies, survey the room a bit. You can find a LIDDELLMEMORY [19/26] on the right side of the room and a BOTTLE [12/18] on the leftside of the room. In both cases, float over to their locations and watch outfor the lava geysers that periodically rise up.

    Walk forward to the edge of the platform and press the Left Trigger to look atthe two giant teapot machines in the distance. Jump off the edge to a balconyacross the way, then turn around and leap underneath the platform. Shrink downand continue through the keyhole to find a lever. Once turned, columns rise up

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    from the lava. Use the first two to get back up to the platform (you'll haveto kill more Insidious Ruins), then ride the third one to the exit.

    You can get a hint from the Cheshire Cat in the the hallway, then proceed tothe next room. Like before, the exits are sealed as soon as you take a stepinside. Defeat the Eyepot and Insidious Ruins down near you, then use yourPepper Grinder to demolish the one on the upper ledge.

    As the Cheshire Cat mentioned, you must use the lever to cool the metal.Travel counter-clockwise around the room using the various platforms whileavoiding lava geysers. Once you've reached the valve, turn it to freeze theentire room.

    With the room totally frozen and the lava out of the equation, there are a lotof nooks to explore. First off, dispose of the enemies in the room. You haveto fight a Menacing Ruin along with two Bolterfly nests, and it may bedifficult, but try to shoot the nests first.

    Jump onto the frozen cauldron on the left side of the room and you should beable to reach the next cauldron in the corner. Recover the LIDDELL MEMORY[20/26] and drop down to the floor. There are plenty of Insidious Ruins on thefloor walking around. Go underneath the main platform to find a SNOUT [10/14];you are rewarded with a BOTTLE [13/18] for peppering it.

    Use the vents to reach the platforms and drop down onto the pipeline runningacross the room. Walk to the end of the pipe and shrink down into the keyholefor some Teeth.

    Last but not least, jump onto the now-frozen ledge on the far right end of theroom. There's a hidden keyhole against the wall, so shrink down and go throughto find some Teeth and a NANNY MEMORY [21/26]. Look through the opening in thegrate to locate a SNOUT [11/14], then shoot it to receive some Teeth inside abig breadbasket. Backtrack to the frozen room and take the tunnel on the leftside of the room.

    Grab the Teeth at the end of the tunnel, then walk through the crack in thewall. Call upon the Cheshire Cat and ask for his advice, which should help you

    in navigating the silo.

    Shoot the first red switch to raise a couple vents, then fly over to thecentral pillar. Walk around to the back and and use another vent to reach asmall island. From here, you can target another red switch with your PepperGrinder to summon more vents.

    Before you go any further, target the weakened wall (it looks like chunks ofscrap metal glued together) with a Clockwork Bomb to reveal a keyhole. Gothrough and look through the peephole at the end to spot a flying SNOUT[12/14]. Open the breadbasket for a bunch of Teeth and return to the island.

    Ride the vents to the next island to find some crates and pots. Jump onto a

    walkway against the wall and use Shrink to get underneath a pipe, then walk tothe end and shoot another red switch on the pillar. Fly over to the pillar,then use a second vent to reach the top of the room. Near the pillar, place aClockwork Bomb on the Pressure Pad to keep the exit door open, then runthrough.

    The Cheshire Cat's warning is a testament to how annoying the next platformingsection is. It features vents, moving platforms, and other hazards. Turn thevalve to get things started. Things aren't so bad here, and you should reachthe checkered platform with ease. However, the platform is crawling with

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    enemies: Madcaps, a shielded Madcap, and an Eyepot. You can now use ClockworkBombs to destroy the shielded Madcap's equipment, so he's much easier todefeat than before.

    Walk onto the platform jutting off to the side for a BOTTLE [14/18], thenproceed to the opposite end of the platform. Jump onto the mushroom spring toshoot into a hole in the wall.

    Up ahead is the Dormouse's lair. This goon is running the factory and hastaken possession of the Hatter's arms. He certainly isn't willing to give themup, so you'll have to trek through the lava-filled chamber in order to reachhim.

    First off, jump onto the columns inside the lava pool. Jump across to the nextas they each move up and down (wait until they are raised before movingforward). While you wait on each one, you must avoid Eyepot cannon fire in thedistance. You likely cannot target them from down here, so use your Umbrellato block their attacks. It's pretty easy for one shot to hit Alice and knockher into the lava. Also avoid the lava-spewing cauldron that moves back andforth.

    Once you reach the other end of the room, look to your right for a red switch.Activating it causes some square platforms to appear near you. Time yoursteps, for lava will rain down onto the platforms, so make sure it's all clear

    before you take your first steps. You may also notice a keyhole on the ground.Leave it be, since the lava on the floor prevents you from shrinking down andgetting inside.

    Spring up to the ledge above and attack the band of Insidious Ruins. Turn thevalve to drain the floor of lava. Now return to the keyhole you just passedand shrink down inside. Grab the BOTTLE [15/18] and exit to the floor (if youare concerned, the hallway to the left takes you right back to the same area,so you aren't missing out on anything there).

    A pair of Boltfly nests drop down onto the columns, so jump onto one of thelow ones in order to get a good shot. Walk back over near the keyhole and useany of the violet flowers to heal, then look inside the small alcove for

    another red switch. Use your Pepper Grinder to turn it green and turn on avent.

    Ride the vent up to the next section of the room; an apparently un-navigatablearea, according to the Dormouse. Unfortunately for him, he isn't aware of thepower of Shrink Sense. Use Shrink Sense to discover a hidden bridge across thelava pool. It's a straight line and covered with Teeth, so you shouldn't havea hard time getting across even when normal size. Watch out for the lava pipeson the ceiling, though.

    On the other side, drop onto the tiles and fend off some Eyepots and InsidiousRuins, all while avoiding another cauldron. Defeating the enemies causes a redswitch to turn on, so walk over to it and use your Pepper Grinder. Tiles will

    start flowing downstream, so jump on the tiles and move against the current tosafety. Shrink down into the keyhole and turn the valve.

    The Dormouse starts to get worried of Alice's progress and bails. However,with the remaining lava frozen and another vent in place, you can reach hishideout. Pull the lever to have the Hatter's arms detach from one of thecauldrons and fall down into the Rubbish Chute. Follow after them to return tothe Hatter.

    You're going to notice a Bottle here in this area, but don't get too excited.

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    Collectibles reappear when replaying through areas, but ones previously foundlose their glowing aura. This is Bottle #11 reappeared rather than a newBottle, so collecting it does not add to your total (assuming that youcollected it the first time you were here). I know that has confused somepeople, including myself, at first glance.

    Place another Clockwork Bomb onto the Pressure Pad to return to the roof, thengo to the right as you are transported to "Cranking Up & Pressing Down".

    +-----------------------------+| Cranking Up & Pressing Down |+-----------------------------+

    Right out of the gates, the Cheshire Cat is willing to give you some hints.This particular factory is overseen by the March Hare. Walk up the windingstaircase to reach a large pit. There is a red switch on the wall to theright, but a large mechanical foot blocks it off. As the foot stomps up anddown, wait until you can see the switch before shooting at it. A platformlowers, allowing you to continue to the next room.

    Break the boxes to your right to find a RADCLIFFE MEMORY [22/26] tucked awaybehind them. Shoot the red switch on the wall to make the platform move, thenhead to the next room. In here, you'll encounter large fist machines that slam

    to the ground. Use the Pressure Pad to disable the first two and rununderneath to the spinning gears.

    Walk onto the gears and approach the third fist. You can get through even ifit's moving, so time your jump as it ascends towards the ceiling and dodgeunderneath to the other side. As soon as you reach the other side, look overthe edge to your right to spot a keyhole below. Drop down, shrink, then walkthrough the keyhole - a BOTTLE [16/18] is waiting on the other end.

    Go back through and use the mushroom spring to get back to where you were,then bomb the wall with a Clockwork Bomb. Destroy a second wall to reveal aPressure Pad, then place a Clockwork Bomb on it. This will raise the gears upto the second level, so go up the nearby stairs and hop on the raised

    platforms. Quickly run across the gears to the opposite side of the room andjump onto the ledge.

    Shrink under the deactivated fist smasher, then dodge the second one to findanother weakened wall and another Pressure Pad. The same results as before:the gears rise up to your level, so dash across the gears and through the exitbefore the bomb blows up.

    Destroy the Eyepot and approach the set of crushers. These ones are open-palmed hands that clap together horizontally. Dodge the first set and rest inthe small section of the hall, then get past the second pair. Ignore theclosed door in front of you and hop on the mushroom spring instead. Head upthe stairs to a Pressure Pad and use it to open the door below. Don't worry

    about the Insidious Ruin that appears in front of it and just make a beelinefor the door.

    Float over the gap to the gated-in area for a fight. Battling against theEyepots and Insidious Ruins in here is a pain, because there are several fistcrushers. They are in each of the four corners and one in the middle of theroom, so the best place to stand is right in front of the entrance. Don'tstray too far (especially not under a crusher) when doing battle and err onthe side of caution.

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    Open the door by shooting the red switch and proceed through the open gate onthe right for a BUMBY MEMORY [23/26]. Take the exit door after.

    As the sign implies, you are now in the Dodo Miserarium. The place is litteredwith hanging cages and imprisoned Dodos. Jump onto the first cage on your leftand look in the left corner of the room. Inside a hole in the wall is a SNOUT[13/14], and once shot, makes a BOTTLE [17/18] appear on the left platform.

    Return to the entrance, then jump on the moving cage and head right. Targetthe red switch through the hole in the wall and turn it green to lower down acouple cages. Use the cages as stepping stones to reach the vent and ride itup to the ledge. Break down the wall with a Clockwork Bomb and you'll find alever; yanking it turns on a nearby vent, allowing you to continue.

    Step into the vent and land on some high cages, then turn around. There's ared switch above the ledge you were just on, so fire at it as a pair of cagesrotate into place. Jump onto the first one, then float over to the open cagewith the LIDDELL MEMORY [24/26] inside. Continue to the door and make your waythrough.

    Alice confronts the March Hare ahead, who has taken Hatter's legs and placedthem in a hamster wheel. The first couple fist crushers are easy to avoid. Puta Clockwork Bomb on the Pressure Pad and get across to the other side, thenpull the lever and return to the now-deactivated crushers. Enter the new path

    and avoid the fist crushers and palm clappers.

    You're not out of the woods just yet, for you have to fight three Bolterflynests, an Eyepot, several Insidious Ruins, and one Menacing Ruin. I'd leavethe big guy for last and take out the Bolterflies and Eyepot first, becausethey are especially pesky.

    Next, shoot the red switch to open up a small alcove. Before you pull thelever, blow up the weakened wall and shrink down into the keyhole. Take thelast BOTTLE [18/18] and then turn the lever to lower an elevator.

    Walk inside the elevator and ride up to the top of the room, where more fistcrushers are waiting for you. Study the order of when they drop before

    attempting to make a run for it. You'll have to go real fast in order to beatthem, so it's kinda tough. Heal at the violet flowers and maneuver past thetwo malfunctioning crushers to find yet another lever. Once pulled, a holeappears in the wall and the March Hare calls it quits.

    Head over to his glass bubble and turn the lever to free the Hatter's legs.Now that the Hatter is fully assembled, you can continue. Up up and away!

    +-----------------------------+| Assemblage (or Destruction) |+-----------------------------+

    As soon as the cutscene ends, you'll be able to see a Pig Snout and a Memoryin the distance. Float closer to the SNOUT [14/14] and pepper it to make theLIDDELL MEMORY [25/26] accessible. Slice open the breadbasket for a gaggle ofTeeth and take the door.

    The game recommends you to use Clockwork Bombs in battle, even though Isuggested it way earlier... anyways, you must deal with several waves ofInsidious Ruins (plus one Menacing Ruin) before you can escape. When theHatter gets the doors open, follow him through. At the first corner, look tothe left to find a keyhole and search through it for a LIDDELL MEMORY [26/26].

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    Glad to have that done with!

    Follow the Hatter into the next room, where he's having trouble with a lockeddoor. Help him out by springing up to the second floor and moving up the rampsto find a red switch. This makes a miniature door rotate into place; shrinkdown and continue through the tiny tunnel.

    Enter the keyhole ahead and fall down to the floor. A portion of the floor canbe bombed with one of your Clockwork Bombs, so go ahead and do that (use yourShrink Sense to help find it). Pull the lever to open up the door for Hatter,and the two of you will be reunited.

    Cutscene time! I know that there aren't any boss battles in the game, buttempting us like that is just plain cruel. :( With that, Chapter 1 ends.

    ==============================================================================CHAPTER 2: DELUDED DEPTHS [0302]==============================================================================

    "In which Alice sinks further into frigid discontent"

    Snouts: 15 Memories: 15 Radula Rooms: 4 Bottles: 16

    ------------------------------------------------------------------------------

    +--------------+| Billingsgate |+--------------+

    Alice washes up on the docks and is rescued by two... gentlemen...

    Follow the white cat here on the docks and walk through the warehouse. Makeyour way to the Mangled Mermaid. You won't be able to get inside from thefront entrance, so go around the back alley for a short scene. Take the backexit to enter the bar, then ascend the stairs. A cutscene will begin as youenter the first room up ahead, and Alice is transported back to Wonderland.

    +-----------+| Tundraful |+-----------+

    The scenery here is much different than anything you've witnessed prior, andit looks rather cool. Based on the name of the chapter, you can expect to seean entire underwater theme during your stay.

    As soon as you gain control, turn around and shrink down to find a keyholehidden behind some rocks. Walk through and nab the BOTTLE [1/16] on the otherside before returning to the start point.

    It doesn't matter if you take the upper path or the lower path, because theyboth take you to the same place. Make your choice, then destroy the starfishto find some Teeth. A strange fish monster disappears out of sight as youreach here. Weird...

    You'll see the same fish guy just around the corner, but he disappears andAlice is forced into a fight against a Malicious Ruin and several InsidiousRuins. Afterwards, a Yeti peeks out of a hole in the mountain and startsbreathing a stream of cold air.

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    Ignore him for now and use your Shrink Sense in the battle area to find aBottle drawing on the wall. Just below the drawing, you can destroy the patchof ice with a Clockwork Bomb to be brought to a room with another BOTTLE[2/16]. Move along the icy walkway towards the Yeti; about halfway across,look down into the pit on your right to see a SNOUT [1/14] clinging to a wall.Pepper it, and a breadbasket appears farther along the trail.

    Spring yourself up to the Yeti and jump past him between his ice breath. Ifyou unfortunately get hit, the breeze will push you right off the edge. Grabthe Teeth inside the breadbasket here. Drop down into the tunnel and Alicewill slide down the icy ramp into a checkered room.

    In here, you'll find the Hobby Horse, a new weapon. This hard-hitting staffcan be used by pressing Y. Just as you pick it up, one of the fish beingstunnels into the room. The Ice Snark have the ability to encase Alice in asheet of ice, and dodging is the only way to break free. If they burrowunderground, use a Clockwork Bomb to blast them out of hiding. Test out theHobby Horse in action; it's a very slow, but very powerful weapon to yield.

    Icicles drop down from the ceiling, allowing Alice to escape the room. If youuse your Shrink Sense, two invisible platforms appear near the icicles. Jumpalong the invisible platforms to reach a small ledge. See the ice on the wallshaped like a horse head? What other tool would you use on this than the Hobby

    Horse? Duh! (though the Clockwork Bomb acts as an acceptable substitute).Break the ice to obtain some Teeth.

    In the next chamber, there is a mushroom spring to your left and a horse icesculpture on the right. Smash the ice horse with your new weapon and destroythe next one just beyond. Glide over the first pit onto the first island, butthe second island with the Memory on it is just out of reach. Look behind youto spot a SNOUT [2/15] and shoot it to gain access to the BUMBY MEMORY [1/15].

    Head back to the mushroom spring and shoot up to the ledge. Jump down over theother side and exterminate the Ice Snarks and Insidious Ruins here. By theway, check out the monstrous fish encased in ice. Whoah... There's a hiddenkeyhole to the right of the frozen fish, and going through leads you to the

    upper portion of the room and a PRIS MEMORY [2/26].

    Up ahead is an intersection. For now, go to the left: smash the ice horseblocking the way and then bomb the ground for a BOTTLE [3/16]. Return to theright and bomb the ground here.

    Drop in and look around the room while shrunk... with your Shrink Sense on,you should notice several invisible platforms. Climb across them to a highledge and survey the room to spot a SNOUT [3/15]. Shoot the Snout to lower awall and open up the new path using your Hobby Horse. Collect the Teeth frominside the breadbasket, then return to the previous room. Step onto themushroom spring to the next area.

    +--------------------------+| Sliding Towards Oblivion |+--------------------------+

    Judging by the area name, you can expect to find a slide or two here. In fact,there's one directly in front of you! The mega-slide features many twists andturns, multiple paths, and dangerous sections that lack railings. Press Downon the Left Analog Stick to slow Alice down when you reach the sharp turns.Also, it doesn't matter which paths you take during your descent.

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    Take down the various enemies in the next room to open up the exit. Proceedforward to find your first Radula Room: it's a large snail shell with anopening big enough for Alice to fit inside. Before you explore the insides,turn around and bash the ice horse for a BOTTLE [4/16]. Next, step inside theRadula Room.

    RADULA ROOM [1/4]: Radula Rooms provide Alice with an opportunity to receiveRose Paint, usually by solving riddles given to you by the Cheshire Cat.He presents you with a riddle as soon as you enter:Q: How is the Queen of Hearts like a typhoon?* Both are cruel* In all ways -- but the typhoon doesn't mean to be* Both are indiscriminately destructive* Both are powerful

    Pick the second option, "In all ways -- but the typhoon doesn't mean to be",and the Cheshire Cat will give Alice some Rose Paint. By collecting four ofthese items, Alice's overall health will increase.

    You'll be dumped back outside. Walk to the right and spring out of the room.Up ahead, there is a path leading to a pirate ship. Don't jump onto the road

    just yet and walk around the corner to the right. Pepper the SNOUT [4/14] inthe distance, then launch up to the keyhole to eventually discover a PRISMEMORY [3/15].

    Backtrack to the road and start making your way across. Slide down the slopeand hop onto the mushroom spring, then slay the lone Ice Snark. Heal yourselfat the violet flower if necessary. Here, there are two ways to go. Leap acrossthe invisible platforms on the right (use Shrink Sense to see where you aregoing, of course). Slide down to a pool of water, where there is an invisibleraft waiting for you.

    Hop onto the invisible raft and it begins to move. Stay shrunk so you can gounderneath the miniature archway. Once you're through, hop off the raft and

    onto the side of the river. Pick up the BOTTLE [5/16] and break the ice horsenext to it to enter the next chamber. Don't worry about the raft; it'll slowlymove downstream to meet up with you.

    Just after smashing the ice horse and stepping through, look above you to finda SNOUT [5/15]. Pepper it and break open the breadbasket it leaves behind,then wait for the raft and step on it to reach an island with a mushroomspring. Spring through the ceiling and onto dry land.

    There is another intersection up ahead. To the left are a few side roomscontaining Teeth (and it eventually takes you back to the first intersection).However, your main goal is to reach the pirate ship, so the right side is yourdestination. Don't worry about the black skeleton sharks and also do not

    linger on the stepping stones, for they sink into the icy waters after severalseconds. Approach the base of the ship.

    +-------------+| HMS Gryphon |+-------------+

    For your first mini-game, Alice will take control of the pirate ship, HMSGryphon. It is presented as a horizontal-scrolling shooter. Move the ship with

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    the Left Analog Stick, fire cannons with A and use depth charges with Y.Cannons fire straight ahead, while depth charges fire below your ship.

    Shipwreck Sharks often come in from the right, so spam your cannons and makeshort work of them. You don't have to kill every single one, and you may missfrequently, so make sure to simply avoid them at all costs. You lose a life bygetting hit just once, and you only have ten lives, so be careful.

    Eventually, bigger Shipwreck Sharks will periodically swim in from the left,so try not to hug the left side of the screen or you may get surprised. Also,Cannon Crabs at the bottom of the screen fire cannons of their own at you. Inaddition, explosive mines also start showing up.

    Keep your guard high and pay attention to your surroundings. It is best tostay safe rather than upping your score, since there is no reward based onyour overall score. However, you can unlock the "Ship of Fools" Achievement bycompleting the mini-game without taking any damage.

    +----------------+| Naval Disaster |+----------------+

    Following the ship crash, Alice is stranded underwater. Mock Turtle gives her

    a ticket to Carpenter's show, then goes off to sulk. Walk over to the cryingMock Turtle and break down the piece of coral, then go through the keyholehere for a RADCLIFFE MEMORY [4/15]. Run back through and continue past thewreckage of the HMS Gryphon.

    The scenery ahead is magnificent and there are tons of wild sea creatures thatswim around you. Even though you are underwater, you can still fall off ofedges and die, so watch your step. The path to the right is the way to go, butif you activate your Shrink Sense, you will find an invisible bridge in theleft corner. Run to the end of the bridge for some Teeth, then return to thecliffside and be on your way.

    Watch out for the spikey red jellyfish in the way. Let him get out of your way

    before hopping across the gap. Jump across the large pit with assistance fromthe geyser, then kill the Ice Snark and make a right. Inside the tunnel, breakthe coral and shrink down into the hidden keyhole to find a BOTTLE [6/16] onthe other side.

    Backtrack through the tunnel. You can jump on top of the flat white jellyfish,as they act as platforms. However, aim for the ledge below with the giant clamon it. Don't walk on top of the clam, or else he'll slam down on top of you.

    Across the way is a SNOUT [6/15] on the wall, which makes a breadbasket toappear inside the clam when shot with the Pepper Grinder. Be careful whenopening the breadbasket, then take the Teeth and use the nearby geysers to getacross to another platform (this is where the jellyfish would have taken you

    if you decided to take that route). Break the reinforced treasure chest withthe Hobby Horse for some Teeth, then drop down below and destroy the coral inyour way.

    Interact with the door for a cutscene. You automatically receive an ALICEMEMORY [5/15] following the scene.

    Jump onto the white jellyfish, then the blue one to be sprung up to the ledge.Here, you will duel against a Lost Soul. These freakish monsters areincredibly obnoxious and difficult to fight. The Lost Soul is transparent and

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    cannot be damaged with any weapon. The only way to weaken him is to shoot oneof the bombs in his hands. Before he manages to toss them at you, shoot itwith your Pepper Grinder to stun him and make him vulnerable. Repeat thisprocess until the Lost Soul is toast.

    After defeating the Lost Soul, there will be a Pressure Pad for you to push.Don't worry about it for now and look to the left of the switch to find someinvisible platforms off in the distance. Get a feel for where they are usingyour Shrink Sense, then float across the series of islands. Break the coraland pick up the LIDDELL MEMORY [6/15] from inside the clam before it snapsdown onto you.

    Back at the Pressure Pad, drop a Clockwork Bomb onto it for a red switch torise up from the deep. Before the bomb goes off, make sure to turn the switchgreen; doing so makes a couple platforms raise up, and you are free to go.

    Heal up at the flowers and stay near the right side of the cliff. Shrink downand check out the invisible platforms to your right. There's a spinning bridgeright in front of you, followed by a couple invisible platforms farther away.Move to the edge of the spinning bridge and shrink down to get a better lookat the location of the two platforms.

    When ready, step onto the bouncy blue jellyfish and bounce up to the firstplatform. Find the second platform and float over to it, then glide over to an

    invisible bridge past the red jellyfish. Once you're on solid ground, walk tothe other end and shrink down to find another invisible trail.

    Walk out onto the invisible path and stop when you reach the circular joint.There is a SNOUT [7/15] high up on the roof of the nearby shack; pepper it fora geyser to turn on. Head to the end of the invisible path and jump into thegeyser to reach a breadbasket up on the roof. Now you get to follow yourfootsteps all the way back to the cliff!

    Continue along the side of the cliff and you will soon enter a tunnel. Bustopen the two treasure chests with your Hobby Horse, then take a few stepsalong and shrink down to find a hidden keyhole; it'll eventually bring you toa room housing a BOTTLE [7/16] and several chests.

    Return to the tunnel and continue along towards the building. Welcome toBarrelbottom, boys and girls.

    +--------------+| Barrelbottom |+--------------+

    Talk to the Cheshire Cat upon entering the town and check out the atmosphere.Walk up to the statue in the town square and look up to the right to find aSNOUT [8/15] on the side of a building. Collect the Teeth inside from thebreadbasket afterwards and stay on the right side of the town.

    When you come across a wall of coral, tear it down and descend the stairs toend up underneath Barrelbottom. There is a Radula Room straight ahead, butfirst stay to the left to find some breakable urchins and a keyhole. Gothrough the keyhole and collect the BOTTLE [8/16].

    RADULA ROOM [2/4]: This Radula Room is far different than the first. Insteadof having to answer a riddle, you are tested by having to survive against anarmy of Madcaps. They aren't much of a threat and I just kept backing upwhile spamming Clockwork Bombs (it really helped in trying to unlock the

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    "Beware of the Lagomorph" Achievement, to boot). The White Rabbit rewards youwith a Rose Paint once your make it out alive.

    Return to town and take the stairs on the left side of town. Destroy the coralon the floor with a Clockwork Bomb and drop down. Proceed through the cavern,taking down the Lost Soul along the way, until you reach a mushroom spring.Bounce on up to a LIDDELL MEMORY [7/15] and then jump off the edge of thebalcony back down to the town square.

    Proceed straight ahead towards the "Dreary Lane Theatre" sign. Make the longdrop down to the island, where a Drifting Ruin gets in your way. This thing isa cross between an Insidious Ruin and a jellyfish. As it floats around, lockon with your Pepper Grinder and fire once you see the doll head stick out.Knock it down to the ground before running over and hacking it apart.

    Float up into the geyser and step onto the island, then take out a few moreDrifting Ruins. Collect the Teeth out on the invisible platforms, then crossthe white jellyfish to the next area.

    By holding down the Left Trigger, you can see the theatre in the distance.Make a sharp left to enter a small cave filled with clams. One of them is inpossession of a BOTTLE [9/16]. Head back to the edge of platform.

    Activate Shrink Sense and move along the invisible catwalk on your left to a

    house with a flower on it. Break the urchins and the chest, then walk acrossthe next invisible platform behind the building. Look up in the sky to find aflying SNOUT [9/15] and pepper it. Now you can jump over and claim the DR.WILSON MEMORY [8/15].

    Return to the island and use the myriad of white jellyfish to inch closer tothe Dreary Lane Theatre. Kill the Lost Soul here. Near the violet flower is aninvisible walkway, but ignore it for now. Walk forward and place a ClockworkBomb on the Pressure Pad to make a red switch appear back near the invisiblewalkway. Step onto it and turn the switch green... now you can float your wayover to the theatre.

    Inside, you are presented with a hallway straight ahead flanked by two

    staircases. The stairs don't take you anywhere, so proceed down the passagefor a cutscene. The Carpenter is an odd fellow, eh? Well, so are most of thecharacters in this game... anyways, you need to get the script from the writerto get the Carpenter to go on with the show. You probably noticed the BOTTLE[10/16] tucked away on the left side of the room, so go ahead and grab it oncethe scene ends.

    Go back one room and up the stairs on the left now that the door has beenopened. Before going through the second doorway, head down the hall on theright and enter the keyhole. Collect the NANNY MEMORY [9/15].

    Backtrack to the doorway and jump through for a chat with the Cheshire Cat.Hardy har har. As you exit outside, the doors behind you close and cigar-

    puffing (how does that work underwater?) Cannon Crabs attack! Their shells aretough and can only be damaged by your Hobby Horse or Clockwork Bombs. Aftertaking enough punishment, the Cannon Crab will flip over on its back. You canuse your Vorpal Blade to attack its soft underbelly.

    Once the coast is clear, a couple red switches are revealed to you. Shoot thered switch just above the Cannon Crab's nest. Jump up the stone heads andbounce on the mushroom spring to a balcony. From up here you can target thesecond red switch.

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    With the switch now green, you can reach the shark mouth exit. The whitejellyfish seem to be there without a purpose other than collecting one or twoTeeth; otherwise you can climb up the stone head to the area exit.

    +-----------+| Inky Veil |+-----------+

    The writer is Scottish, rude, vile, and seems to be strangely fond of hide andseek. Oh, and he is also an octopus. You have no choice but to play along withthe Octopus and complete a game of hide and seek.

    Grab the Teeth on the invisible walkway and start hopping across the jellyfish(while avoiding the red ones). When you reach the geyser, jump off onto ajellyfish and make your way towards the island to the left. Pepper the SNOUT[10/15] on the wall, then break apart the breadbasket for your reward. You canuse the intricate invisible walkway on the other side of the island to get towhere you need to be.

    Make a pit stop at the violet flower to heal and be on your way. Up ahead is alarge clearing littered with tall purple bottles. Break them all open and youwill find the octopus hiding inside one of them. He runs off in search ofanother hiding spot.

    Follow after the octopus by going to the right side of the clearing. Use theinvisible platforms to get to the wooden island and throw a Clockwork Bombonto the Pressure Pad. To reach the red switch that appears, use Shrink Senseto find another nearby invisible platform. Once you activate the switch,return to the Pressure Pad and continue across the wooden islands.

    On your way across, make a quick detour on the moving invisible platformnearby, which takes you over to a BOTTLE [11/16]. Return to the path andcontinue across. Make the long jump/float onto the mushroom spring and bounceup to another area filled with bottles.

    Even though there are plenty of breakable bottles here, the octopus isn't in

    any of them (destroy them anyways just for good measures). Approach thekeyhole, then look past it to find a few invisible platforms in the distance.Navigate across each one and take the BOTTLE [12/16] floating in the airbefore returning to the keyhole.

    On the other end, there will be a few more bottles... you can actually see theoctopus inside one of them! Just like before, he will run away once he hasbeen caught. Jump across the floating jellyfish over to another Pressure Pad.You know the drill. Get across the invisible bridge to the red switch and turnit green, then jump on the bouncy blue jellyfish to the next area.

    A gate closes behind you, so you are sealed in here. Immediately walk to theleft and take the BUMBY MEMORY [10/15] before dropping down into the clearing.

    Destroy the Lost Soul and move over to the series of wooden walkways.

    In this spot, there are multiple Pressure Pads and red switches you mustshoot. It can be a little tricky since you have to do some backtracking fromthe Pressure Pads in order to shoot their respective switches. There are threePressure Pads and three red switches in total.

    Ultimately, you will be able to reach a geyser. Spring up to the ledge andwalk over to the geyser to the next bottle room. Break them all and you willcatch the octopus for a third time. A fair sport, the octopus agrees to send

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    the script over to the Carpenter in the theatre. Before you leave, make sureto rob him of the Teeth inside his house. :)

    +--------------+| Choral Coral |+--------------+

    The Music Fish up ahead is normally a good singer, but she cannot hear her ownnotes due to the clogged-up pipes surrounding the area. The yellow, blue, andred pipes all need to be unclogged by Alice in order to save the day.

    Look immediately to the right while on the platform to find a SNOUT [11/15] onthe wall. Collect the Teeth from inside the breadbasket, then drop down to theground. Look near the large step where you entered the area and you should seesome treasure chests right at the base. Break them apart with your Hobby Horseto reach the BOTTLE [13/16] hiding behind them.

    It does not matter which route you take, so I'll go left to right and startwith the yellow path. Scanning the area will reveal black sludge covering upthe yellow pipe. Inspect it to initiate an ambush from Insidious Ruins and IceSnarks. Once they're all toast, smash the sludge with your Hobby Horse toclear up the yellow path.

    The situation in the blue path is more or less the same. This time, you musttake on Insidious Ruins and Cannon Crabs. Use your Hobby Horse to free up theblue pipes.

    Again, the red pipes are also covered in slime, and you must fight your way inorder to clean it up. Kill the wave of Ice Snarks and the tough Menacing Ruinand smash the sludge with the Hobby Horse.

    With all the pipes cleared up, you must assist the Music Fish in getting hertiming down. You do so with a mini-game, where Alice must press the desiredbuttons onscreen. The buttons act as notes and as the bar moves from left toright, press the required button just as it passes over the bar. Do this twotimes in total to complete the mini-game.

    The exit opens up, so go through the central door. At the fork, head to theright and grab the RADCLIFFE MEMORY [11/15] inside the clam. Double back andhead left this time. Talk to the Cheshire Cat here. Ignore the exit for nowand slice down the coral on the right. Grab the Teeth and break the next coralwall. Heal at the flower and use the invisible platforms to reach the RadulaRoom on the other side of the chasm.

    RADULA ROOM [3/4]: You must complete a rehash of the HMS Gryphon mini-gameexperienced earlier in the chapter. It is identical to your first playthroughand is rather simple - press A to fire cannons and Y for depth charges.Either kill or avoid the enemies onscreen until you reach safety. By winning,you will get a third Rose Paint.

    Backtrack to the exit door and proceed through.

    +-------------------------------+| Oyster Garden: Beds Available |+-------------------------------+

    You have the script and the singer, and now all you need are the oysters.Unfortunately for you, they are sleeping and it's up to you to wake them up.

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    In the area in front of you, you are to destroy the multiple Cannon Crabsscurrying around. Take on one at a time and you should be fine. The firstoyster wakes up and runs off to the show once the enemies are gone.

    Jump along the rock faces to the next room. Hop into the geyser and avoid thered jellyfish as you make your way over to the first giant white jellyfishplatform. Continue to the second giant white jellyfish, then stay put. Look tothe right and all the way up the side of the rock wall to locate a SNOUT[12/15]. This one is particularly easy to miss since it's so far away and youcannot hear the "oink" noise it makes.

    Make a quick detour over to the breadbasket that appears, then make your wayacross the jellyfish. When you reach a violet flower on one of them, shrinkdown and heal.

    Shrinking here also provides an opportunity to spot the invisible platformsnearby. Hop across to the secret keyhole and crawl through to end up on acliff overlooking the area you were just in. Pick up the RADCLIFFE MEMORY[12/15] and float (or backtrack) to the final jellyfish. Step off onto dryland and set off to find the second oyster.

    In order to wake up the oyster, you must defeat the whole lot of enemies;mainly just Insidious Ruins and Cannon Crabs. Once the clam wakes up andleaves, a door opens up.

    The third clam is awake, but you need to help her fix the movie poster. Inorder to complete the challenges, you must first collect the four blocks inthe surrounding area. Once you have all the pieces, it turns into a sliderpuzzle.

    Back away from the puzzle and proceed down the tunnel to the left. Here, youmust fight a couple Ice Snarks while a Cannon Crab fires down at you from ahigh ledge. Take out the Ice Snarks first before worrying about the CannonCrab. Once the coast is clear, hop onto the blue jellyfish to collect thefirst block.

    Return to the puzzle room and jump up the steps to the right of the puzzle for

    the block. That was easy. Right near the steps is a hidden keyhole; grab thethird block on the other side. Run past the puzzle and use the mushroom springto bounce up to the high ledge.

    In here, there are invisible platforms to the left and a bouncy blue jellyfishto the right. Leap across the platforms first and you'll end up finding aBUMBY MEMORY [13/15] behind a piece of coral. Go back and jump on the bluejellyfish. Placing a bomb on the Pressure Pad opens up the cage that's holdingthe fourth block. In order to reach it, you must quickly move across the fast-moving invisible platforms. It may take a couple tries.

    Alice will be automatically transported to the puzzle room once she has allfour blocks. You must slide the blocks in order to form the proper picture,

    and it must be done in a certain number of moves (24, to be exact). Lets makethings very simple and label the squares in the 3x3 block. You shouldn't needanywhere near 24 moves in order to complete this puzzle, just follow thesesteps for an easy victory:

    +---+---+---+ * move the block at "2" down| 1 | 2 | 3 | * move the block at "3" to the left|---|---|---| * move the block at "6" up| 4 | 5 | 6 | * move the block at "5" to the right|---|---|---| * move the block at "8" up

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    | 7 | 8 | 9 | * move the block at "9" to the left+---+---+---+

    Voila. Easy enough, right? With that, the exit opens up and the oyster leavesin order to rejoin her companions. Before you leave, head back to where youfound the fourth block. Jump onto the single white jellyfish next to the tikihead that the block was found in. Shoot at the flying SNOUT [13/15] to receivea breadbasket for your efforts. Make your way back to the shark mouth andcontinue through.

    +-------------------+| Lost Souls Locker |+-------------------+

    After the shocking cutscene, Alice will fight a new enemy. The Drowned Sailoris similar in appearance to the Lost Soul and is fought in a near-identicalmanner.

    Like his counterpart, the Drowned Sailor is transparent and cannot be harmed.He burrows into the ground and tracks you down before uprooting himself. Dodgehis diving knife strike and the Drowned Soldier will be vulnerable. Attackuntil he becomes transparent again. He also uses the same bomb attack as theLost Soul and can be damaged the same way.

    A gate opens up at the end of the cemetery, but don't go anywhere. There is aSNOUT [14/15] on the back of one of the tombstones that reveals a keyhole whenshot with your Pepper Grinder. Pick up the DR. WILSON MEMORY [14/15] andreturn to the cemetery.

    To enter the next section, you can either go through the gate straight aheador proceed through the tunnel on the right side of the cemetery. Deal with theLost Soul and the Ice Snarks in the next room to trigger a scene. A ghostreveals himself as a captain and asks Alice to free the souls of his men.

    The gate past the captain opens up. There are three crypts up ahead; the oneon the right opens up first, so go inside.

    Once you destroy the Drowned Sailor, the sailor's soul will begin to floataway. A glowing seahorse and helps light the way. As you jump across thenarrow platforms, try to take it slow so the seahorse can follow close behindand illuminate your path. At the end, smash open the treasure chest to freethe soul.

    The crypt on the left now opens for you. This sequence is the same as before,but first you must defeat three Drifting Ruins that accompany the DrownedSailor. Once again, follow the glowing seahorse towards the trapped soul.

    Note that if you go too far ahead or linger behind, the darkness willoverwhelm Alice and begin to slowly drain her health. Drop a bomb on the

    Pressure Pad about halfway to raise the next series of platforms. As youcontinue, pick up the BOTTLE [14/16] just up ahead and continue across thegeysers to the soul. One swing from your Hobby Horse will free it.

    Now for the middle crypt. The Slithering Ruins that appear during your fightwith the Drowned Sailor are in endless waves; you can place a Clockwork Bombto distract the slime slugs while you focus on the main target. As always, thesoul is whisked away and you must enlist in the help of a glowing seahorse inorder to chase after it.

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    The first few steps are easy, but just beware of the clams. When you reach thePressure Pad, wait up for the seahorse and then throw a Clockwork Bomb ontothe switch to make some geysers appear. Ride them to the upper balcony andheal at the flowers. Slowly make your way across the series of invisibleplatforms towards a second Pressure Pad.

    Place a Clockwork Bomb on the switch and make your way across the second setof invisible platforms. You may notice a faint golden glow in the distance;this is a Bottle. When you reach the square invisible platform with a "2" onit, float over to the right to reach the BOTTLE [15/16]. Return to the mainpath and proceed to the third soul.

    With all three shipmates reunited (at least in the afterlife), the gate to theright of the captain's grave flies open. Before you continue to the exit, lookfor a hidden keyhole using your Shrink Sense. On the other side is a long andintricate set of invisible platforms that lead up to a LIDDELL MEMORY [15/15].If you drop down from the left side of the island, you will end up near thecemetery exit.

    +------------------------+| Barrelbottom Revisited |+------------------------+

    Another monster slide awaits in front of you. Again, there are multiplebranches, but they all lead to the same destination. Just don't fall off theedge during!

    Something much more perilous than a giant slide is at the bottom: a ColossalRuin. This hulking freak is very powerful and can shoot projectiles that aretoo tough for you to block with your Umbrella. When they appear, target themultiple doll heads on its stomach with your Pepper Grinder. Once you shootoff all the faces, the Colossal Ruin escapes.

    Smash apart the glowing wall with your Hobby Horse and walk through. Althoughintriguing, ignore the bloody trail at first and use your Shrink Sense to finda hidden keyhole. Shoot the red switch, then rise the invisible platforms up

    to the Radula Room.

    RADULA ROOM [4/4]: Similar to the second Radula Room, you must simply survivein order to be rewarded. You must battle Eyepots and Menacing Ruins. Evenwith your heavily upgraded weapons, this is quite a challenge (personally,the first type of challenge I have experienced in the game). Try to take outthe Menacing Ruin first, since his fireballs get annoying. Even though youcan attack Eyepots directly with your Hobby Horse, stick to the PepperGrinder + Vorpal Blade combo.

    Return to the bloody trail. You may hear a Pig Snout, but you sure won't seeit! That's because this one is invisible, and you can only see it with yourShrink Sense. You can still shoot it when normal size, so locate it when

    shrunk, then place your targeting reticule and fire at the invisible SNOUT[15/15] to make a mushroom spring pop up. Jump on it and take the BOTTLE[16/16], then fall back down.

    Proceed past the pile of mutilated sea creatures and up the stairs into thebuilding. As you go down the hall, you will find the Octopus and the MusicFish; go into the theatre for a cinema. My oh my, I wasn't quite expectingthat!

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    ==============================================================================CHAPTER 3: ORIENTAL GROVE [0303]==============================================================================

    "In which disintegrating Alice recklessly conjures up a nightmare - andenters it"

    Snouts: 11 Memories: 19 Radula Rooms: 4 Bottles: 18

    ------------------------------------------------------------------------------

    +---------------------+| Threadneedle Street |+---------------------+

    Alice wakes up with Nanny on a wagon. There really isn't much to do when youstop and get off: follow the streets and look at all the characters roamingaround. In under a minute, you'll end up at the doorstep of the Radclifferesidence. Once inside, head up the stairs and enter his study.

    +--------------+| Vale of Doom |+--------------+

    After the cutscene, exit the desolate house through the back door and followthe snowy streets. The snow quickly turns into embers and you end up trottingon the path of the Infernal Train! Alice makes a quick transition toWonderland.

    A Menacing Ruin and some Insidious Ruins appear as soon as you regain control.Kill them all, then smash the glowing pile of junk with your Hobby Horse.Inspect the hookah to make a rock platform appear and jump on top of it. TheSlithering Ruins up ahead should not pose much of a threat. After, jump ontothe vent. Before you go anywhere, survey the area. If you look straight aheadat the moving rock, look to the right of the rock to find a BOTTLE [1/18]sitting on a gear. Grab the Bottle, then go across to the island.

    Take out the Insidious Ruins and clear the junk away from the hookah. Take apuff out of the hookah and jump on the platform that appears. Hop into thevent and ride the next rock over to a platform with a BOTTLE [2/18] on it.

    From here, fall down to the ledge below and defeat all of the monsters. Notsure if that's lava or slime, but it's dangerous either way; avoid it when youtake on the enemies. Jump into the next vent and hop across the tiny islandsto eventually reach a fork in the road. At the fork, go under the archway onyour left to find a BOTTLE [3/18], then double back and continue right.

    In the clearing ahead, Alice receives the Teapot Cannon. The Teapot Cannon isused by pressing the Right Trigger, so you must use the D-Pad to cycle between

    the game's final weapon and the Pepper Grinder. The Teapot Cannon is a blastto use and shoots destructive cannonballs with ease. You can hold the RightTrigger to charge a more powerful shot, but this will cause the weapon toautomatically overheat.

    Try it out in combat! Use the Teapot Cannon on the Insidious Ruins, then onthe Colossal Ruin that shows up. Like before, target the multiple doll maskson its stomach. The Colossal Ruin will stick around this time once they areall destroyed. Wait for it to use its flamethrower attack; a larger doll maskappears on its head. Shoot at the mask with your Teapot Cannon, then lash out

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    with your Vorpal Blade when the monster doubles over.

    Once you come out on top, you can destroy the large glowing wall with yourTeapot Cannon to escape. Smash the boxes at the base of the ramp for somegoodies, then head up the slope. Smoke out of the hookah, then turn around andwalk back down the slope; a wall begins glowing, which means you can destroyit. Collect the RADCLIFFE MEMORY [1/19] on the other side, then return to thehookah and ride the vent up.

    Bombard the Insidious Ruins and Menacing Ruin up on the stone bridge. When youreach the streams of lava/slime/harmful stuff, stop and make a right instead.Float over to the platform and break the junk and the crates. You can find aSNOUT [1/11] on the adjacent wall.

    Once peppered, a gear will lower down to you. Ride the moving gear to find akeyhole; walk through and hop across the rocks. Shrink down and start jumpingacross the invisible platforms over to the Radula Room.

    RADULA ROOM [1/4]: Put your weapons away, for there is no combat in thisRadula Room. The Cheshire Cat appears and asks Alice a question:Q: We welcome the arrival of a phantom at sunset, only to rue its departure at sunrise. What is it?

    * Dreams* Night Phlox* Hope* May Flies

    By selecting the answer "Dreams", you will successfully complete the riddleand get a Rose Paint for your troubles.

    Return to the lava and get across to find another hookah. Take a puff and rideon over to the island with the tree on it. Take out the pair of DriftingRuins, then look behind the tree for another BOTTLE [4/18]. Follow the path tothe left and use the vents to reach a series of gears. There's a BOTTLE [5/18]on the last gear.

    Jump back down to the tree and shoot at the wall with your Teapot Cannon. Ridethe floating rock to the checkered island. The Eyepot and Madcaps should be nomatch for your awesome Teapot Cannon (and neither should the Menacing Ruin nottoo far away). In fact, you can stay where you are a bomb the Menacing Ruinfrom across the gap!

    Leap over when you're ready and dispatch the two Drifting Ruins. Ride theseries of vents past the train stop and to the next area. Kill the InsidiousRuins that emerge from the lava and fly across the vent. Walk down the hallwayto encounter some Madcaps and Drifting Ruins, then walk off the edge of thegear to the platform below you.

    Use Shrink Sense to discover the invisible platforms and head across. Ignorethe first vent you find. You'll need to go there, but you should take the longway instead... continue across the remaining invisible platforms to a ledge.Look across the pit to find a red switch and shoot it. Several vents rise up;ride them over to the LIDDELL MEMORY [2/19], then bounce on the mushroomspring to reach your destination. See, the long way wasn't so bad!

    Talk to the Cheshire Cat, then walk forward. A Colossal Ruin and several othervarious Ruin types are summoned onto the battlefield. Try to take out theweaker guys before you focus on the Colossal Ruin. There is a violet flower

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    Eventually, your trip is interrupted by a Samurai Wasp. These nasty buggersare very fast and block most of your attacks with their swords. You can eitheruse a Clockwork Bomb or your Teapot Cannon to stun them, or you can destroytheir weapon with repeated melee attacks. After defeating a handful of SamuraiWasps, a doorway opens up.

    From the edge of the cliff, look down and shoot at the honeycomb wall withyour Teapot Cannon (or you can do it from the pillar below you). Either way,destroy it from a distance and then proceed through to find another fishstatue. Pull the chain to make the pillar rise up a bit. Float through the airpot to the next part of the village.

    Slaughter the group of Samurai Wasps and proceed to the left. There are a fewinvisible platforms up ahead, but first shrink down and slip inside the hiddenkeyhole near them. Recover the PRIS MEMORY [7/19], then go back and cross theplatforms. On the last platform, fire a Teapot Cannon shot at the honeycombwall and glide in. Yank the chain and proceed to the next area.

    Speak with the Cheshire Cat and walk through the gate. The Samurai Wasps hereare easy, but a much badder foe follows them. The Daimyo Wasp looks similar tothe Samurai Wasp, but is much bigger, is wearing thick armor, and wields alarge halberd. Your best bet is to stay back and stun him with a Teapot Cannonshot. Once the Daimyo Wasp is dazed, run in and attack with your Vorpal Bladeor Hobby Horse.

    Check out the left side of the area and stand near the edge of the river.Facing the river, on the left side of the edge is a SNOUT [4/11] between somebamboo stalks. Pepper the Snout and jump into the air pot to reach thebreadbasket on the upper balcony. Now you can continue through the doorwayinto the shrine.

    Inspect the statue the insect folk are worshipping. Search the left side ofthe building for a honeycomb wall. Bash it apart and place a Clockwork Bomb onthe Pressure Pad to lower an elevator across the way. Stand on the elevator,then destroy the bomb to ride up to a balcony with a LIDDELL MEMORY [8/19].

    As you exit the shrine, stay to the right and you can sneak through the bamboo

    forest. At the end of the trail is a violet flower and an invisible flyingSNOUT [5/11]. Once peppered, collect the BOTTLE [8/18] that appears and returnto the main path. Float across the tile and through the torii. This place lookfamiliar? Just like in the last chapter, you must collect blocks and completea slider puzzle to continue.

    First off, pick up the block directly to the left of the puzzle. Boy, what ajourney. Next, go up the ramp and enter the hidden keyhole for the secondblock. Exit and jump onto the mushroom spring to reach a honeycomb wall. Breakit open and enter the cave. After killing the single Samurai Wasp, put a bombon the Pressure Pad in the back of the cave; quickly make your way up thepillar and to the third block before the bomb explodes.

    For the fourth piece, walk past the puzzle to find another honeycomb wall onthe left side. Destroy it and you'll find the final block in the back end ofthe cavern. Now that you have all four, you will automatically begin thepuzzle slider challenge. The puzzle is a spitting image of the puzzle back inChapter 2.

    +---+---+---+ * move the block at "2" down| 1 | 2 | 3 | * move the block at "3" to the left|---|---|---| * move the block at "6" up| 4 | 5 | 6 | * move the block at "5" to the right

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    |---|---|---| * move the block at "8" up| 7 | 8 | 9 | * move the block at "9" to the left+---+---+---+

    Spitting image, right? Not only do you have to complete the puzzle in the sameamount of moves, the sequence to complete it is identical to the first sliderpuzzle. The game developers were too lazy to, at the very least, change up thepuzzle's solution? Whatever.

    Walk through the double doors and walk to the cliff edge. Shrink down into thekeyhole behind the bamboo for a DR. WILSON MEMORY [9/19].