Solution for Alice 

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Village of the Doomed

The first world that Alice will encounter on her journey is the underground 
Village of the Doomed. She stumbles upon this poor place after once again giving 
chase to the White Rabbit. Throughout this level (and the entire game for that 
matter), the Cheshire Cat will appear to give you advice as only he could.

Dementia



 

 


 

 


When you first arrive here, you will be in a mineshaft. The only way you can go 
is right, which will take you into a larger area of the village. It appears as if 
the bridge that leads across the small pool has been destroyed, so the only way 
across is to use the air current to hover into the air and float across. 

Once across you will speak to another little miner, and then continue down the 
hall where you will find your first small Meta-Essence capsule. These little red 
and blue items will fill both your health and weapon energy bars a small bit. 
Turn right and run forward a little bit to find your first weapon, the Vorpal 
Blade.

Run down the ramp and you'll see the White Rabbit shrink and run into a hole. 
Unfortunately, you do not have a shrinking potion yet, but you will soon travel 
to the place where you can get one. After you see the little cut scene, a Club 
Guard will appear and you'll have to do your first battle.

The Card Guards are weak in the back, so if you are able to circle around you can 
strike them in the back without much trouble. Since you are still early in the 
game, these enemies aren't extremely tough so they can be taken down in two or 
three hits.

After the battle, walk forward and then turn right. The cat will appear and give 
you another cryptic clue. Look to the left and pull yourself up onto the ledge 
where the cat was. Run along the plank to the right, and then run up the one to 
the left. If you look down you will see a ledge with a sign that says "Yur Mine". 
Jump down to that ledge and go through the door to enter the next area.

Pandemonium



 

 


 

 


After passing through the door, you will encounter your first lesson in swinging 
on ropes. You need to get to the small ledge on the right wall. To swing on the 
rope, jump towards it and Alice will automatically grab onto it. To climb up 
press ENTER, F climbs down, and by pressing forward or backwards you can swing in 
those directions. Once you have enough momentum, jump to the ledge on the wall, 
and then walk to your right to meet the Mayor.

He will tell Alice that he knows how to make her small, but he needs her to 
retrieve a key for him that is located in the Card Guard's Compound. Run through 
the archway behind him, turn to the left, and then run up the ramp. At the top 
you will run into a mine cart, so jump on top of it and watch the cut scene as 
Alice speeds through the tracks. 



 

 


Once off the cart, you'll encounter another Club Guard. Run forward and you will 
come to a large wooden door, with the Cards Toy floating in a corner. Grab the 
cards, and go through the door to enter the compound. 

As soon as you enter the compound, you will be attacked by two Club Guards and 
one Diamond Guard. Wipe out the tougher Diamond Guard first, and then turn your 
attention to the two Clubs. After they are defeated, run forward and you will 
find the key that you are looking for on a small table. Once you pick it up, a 
door to the left will open and you will be able to get back to the first room of 
this area.

As you enter this room, you will notice that there are two Diamond Guards. If you 
are fast, you can simply jump into the water, take some damage, run to the ledge, 
and pull yourself up to the portal and continue on to the Fortress of Doors. If 
you rather take is safe, you can use your new Card Toy to take out the two guards 
before crossing the room.

Once you complete that, you can enter the green portal to continue on to Fortress 
of Doors.



Fortress of Doors



 

 


The next destination in Alice's quest is where things start to resemble a real 
Wonderland. Rooms change before your eyes, and you'll even have to use flying 
books to cross some gaps



The Mayor will drop you off right outside the walls of the area. Walk forward and 
turn right into the little hole in the wall. Turn right again and walk forward 
through the doorway. As soon as you enter this room, two Boojum's will attack 
you. Instead of running into the room to fight them (the room will split in two 
as soon as you get to the middle), fight them near the entrance. The Card Toy can 
do a little damage to them, but two hits with the tossed Vorpal Blade is enough 
to take down one Boojum.

After you defeat them, run through the room, and watch out as it splits in two. 
Run up the stairs on the opposite side of the room, and jump across to the large 
Z-shaped walkway. This walkway will teeter as you walk along it, so quickly run 
across it and jump to the opposite ledge where you are able to pass through a 
portal on to the next area.

Beyond the Wall



 

 


 

 


After you pass through the portal in the previous room, you will arrive in what 
looks like a maze of walls with many patrolling Card Guards. In the center of 
this room is a rage box. Quickly run to it so Alice can become powered up, and 
then you can use your Vorpal Blade to slash through each guard with only one 
slice. 

Once you have taken care of all of the guards, you can find some Meta-Essence and 
Vial of Will container tucked into the corners of the room. Then go through the 
door that is past the platform where you got the Rage Box, go through three more 
doors, and you will enter the first room with a very strange way of crossing the 
gap.



Four pieces of floor will head towards you. Jump onto them, and move onto the 
farthest piece. One from the rear will appear in front of you. Move your cursor 
onto it so that you see the feet. Use that cursor to jump across to it, and then 
repeat that process to get all the way to the portal.

Pass through the portal to encounter yet another puzzle. When you enter the room 
you'll see a scene of multiple doors closing. In front of you will be a switch 
that closes the doors that you just passed through, and two Boojums will attack 
you. Take care of the ghosts, then run down the stairs that are to the left of 
the way you came. There you will find three switches that must be pulled in a 
specific order to open the locked doors on the other side of the gap.

Correct order is: Right, Left, Middle.

Once those are pulled, the doors will open. Stand on the checkered square that is 
hanging over the gap, and you will see one appear directly in front of you. Use 
those squares to reach the other side where both a Club and Diamond guard wait 
for you. You can either fight them or ignore them and then run through the doors 
to another portal.

The next room has a puzzle that at first looks very tricky, but it is actually 
extremely simple if use the cursor to jump from platform to platform. As soon as 
you enter the room, it will transform and there will be multiple moving 
platforms. Some are going slow, while others are moving quickly. Use the cursor 
to make the feet icon appear, and then use that to jump onto each platform all 
the way to the portal.

After you pass through the portal, you'll find yourself on the upper level of the 
room where you used the Rage Box. You'll see three doors, one of which opens to 
reveal a green portal. Before you pass through it, you must defeat two more 
Boojum's. Once you do that, you can pass through the portal (it usually is on the 
center walkway) to find yourself on the upper wall of the first Fortress of Doors 
area.

On this wall walkway you'll need to defeat two Diamond Guards followed by two 
Boojum's. What they stand in the way of is a small window on the far side of the 
teetering house. When the window is closest to the walkway, you need to make a 
leap of faith into it so you can enter the Scholl Daze area.

Scool Daze



 

 


 

 


Alice is now ready to begin looking for the ingredients for the shrinking potion 
that will allow her to continue her pursuit of the White Rabbit. 


As soon as you enter this room, a Diamond Guard will run towards you. Defeat him, 
and then run up the staircase and turn left to fight another guard and find a new 
Toy. On the ledge directly across from you is the Croquet Mallet, which will 
become your most useful weapon for the next couple levels. Jump across to get it 
and then drop down and enter the door directly below the ledge.

When you enter, you will see a cut-scene of Alice speaking to the Mayor. After 
that two Diamond Guard will storm in, and give you the perfect chance to play 
with that new toy of yours. You can hit them at a distance using the secondary 
attack, or you can rush in and club them using the primary attack. Once they are 
down, exit the room, run up the staircase, and enter the first doorway that you 
come to. 

Use your new Toy once again to wipe out the two Club Cards that appear when you 
pass through the door, then go through the next door and take a left. There will 
be another Club in the left alcove, and then a Diamond will come to attack you. 
Take a left after the Diamond Guard, and you'll enter the Library.

Once inside, you need to locate four blue books. The first one is on this level, 
head to the left and KO the Club Guard and simply touch the book. It will fly 
towards the top floor and sit there waiting. Then head to the large pole near 
where you came in to be attacked by two Boojums, and then take the platform to 
the second level.

The second book is to the left as soon as you get off of the lift. Be careful in 
that area, as there are two Club Cards and a Diamond Card. After you activate the 
book, run up the ramp that the Cheshire Cat created when you first entered the 
room. You can find the third book on this floor, and then take the elevator to 
the fourth floor where you can locate the final blue book.

Now that you have all of them activated, you can use them to hop across to the 
small alcove where Alice will find the book that gives the instructions for 
creating a shrinking potion. To get to the next area, you simply need to jump 
from your high perch down to the book. Since a cut scene will begin the instant 
you land on the book, you will not take any falling damage. 

Skool's Out



 

 


 

 


This next area will not only get Alice the shrinking potion that she needs, but 
also get her the first set of Demon Dice. 

When you first enter this area, two Boojums will attack you. Use your Mallet's 
secondary attack to kill them. You'll also notice two doors. The one to the left 
is a door with white light, while on the right there is a door with red light. If 
you pass through the left door, you'll have to fight two Boojums, and then you 
can jump to a small ledge where you can get the first set of Demon Dice.

The red door is your real destination. Go through it to enter the gym. To your 
left will be a stage with two alcoves with one of them having a lever. Pull the 
lever and the bleachers will expand out, creating a staircase that you can use to 
get up to the rafters. 

Carefully move along the rafters while avoiding the swinging pendulums and run up 
to the Mayor in the back, who will give you the first ingredient for the potion. 
As soon as he does that, a couple of Boojums will appear. Thankfully there is a 
Rage Box in the center of the rafters that will allow you to slaughter all of the 
ghosts very quickly.

Return to the entrance room, and go up to the second floor where you will run 
into a couple of Guards. Take them out and then go through the 2nd Grayd door. As 
soon as you enter there will be two Club Guards to take care of before you can 
continue forward through another door. 

When you enter the room, there will be two guards attacking the Mayor. Kill them, 
and then he will tell you that he has everything he needs to make the potion, 
except for poppy seeds. A vial of Jumbo Grow will appear in a cabinet toward the 
back of the room. Collect the bottle, and then return to the hallway. Go through 
either the left or right door, and then enter the 3rd Grayd door. Run up to the 
Poppy Sign, and Alice will use the Jumbo Grow to make the seeds appear. Take the 
seeds back to the Mayor, and he will disappear leaving you a star and a bottle 
that says "Drink Me" (the shrinking potion). Collect both the star and bottle 
(they are crucial items), and then enter the green portal.

You will find yourself in the entry room from School Daze, and you need to return 
to the library. So go back up the center staircase, and through the door to the 
right as before. When you arrive back in the library, run up the left ramp and 
you'll see the Observatory Door that has a star on it. That is where the star you 
picked up will be used.


Go through the door to encounter a couple of enemies, including Diamond guards. 
Run to the back of the room, and climb up the broken staircase and run towards 
the telescope. As soon as Alice approaches it, a cut scene will begin where the 
globe in the center of the room opens and Alice shrinks down small enough to 
enter the portal to get to the Vale of Tears area.



The Vale of Tears

Now that Alice has drunk the shrinking potion, she is able to follow the White 
Rabbit through the giant garden. Her first journey will be through the watery 
Pool area

Pool of Tears



 

 


The first area in the Vale of Tears is the Pool of Tears. Alice will start at the 
foot of a very large cliff, with two Army Ant Soldiers at the top tossing rocks 
down on top of her. Run to the left side of the cliff, and you will be able to 
jump across to the walkway. As you walk up, you will see cut scenes of the Ants 
tossing the giant boulders in your direction, and these things can kill you in 
one hit. 



For the first rock, as soon as you have control after the cinema, duck behind the 
waterfall to the left. If you need health, there will be a large Meta-Essence 
canister inside. Once the coast is clear, you can continue your ascent up the 
mountain. When you see the second boulder tossed at you, do not move until you 
see it pass out of the way on the walkway ahead of you. After the coast is clear 
again you can safely climb to the top of the cliff by running along the walkways.

At the top, you'll have to do battle with two Army Ant Soldiers, which are best 
defeated using the secondary attack on the Croquet Mallet, which will be able to 
hit them from a distance as their melee skills are deadly. The other thing you 
have to worry about are the flying beetles that toss exploding grenades at you. 
They can be killed by the Croquet Mallet's ranged attack, but are best avoided 
all together. 

Follow the stream to a large pool where you will find the Mock Turtle crying. 
Talk to him and he will tell you if you get his shell back from the Duchess, he 
will tell you where you can locate the Caterpillar. 

After you are done talking with the Turtle, a leaf will fall from the sky and 
land in the water. If you stand on this you'll be able to ride it pretty safely 
down most of the river. After you pass out of this pool area, and are still on 
the leaf, it will pass under some logs where you'll have to jump off the leaf, 
and then back on when it comes back into view.

Stay on the leaf, and then it will fall down one waterfall followed by another. 
Right after the second waterfall, jump onto the shore to the left where you'll 
have to fight two Army Ant Soldiers. As soon as you are done with them, there 
will be another leaf waiting for you in the water. Ride the leaf down the river 
some more and once you start to hear falls coming up, get ready to jump to the 
right where you can see a small walkway (it's right before the falls C you can 
see it via the dark soil).

From your high vantage point, you can see that there is a leaf down in the water 
waiting for you, so get down on it and once again continue your journey down the 
river. When you see the Mock Turtle run across a small bridge, that is your cue 
to get ready to jump to some rocks on the left at the very last minute before the 
end of the ride. There is also a vine here that you can grab onto, but that is 
easier to miss and will cause you to fall down into the spikes, so jumping to the 
left onto the rocks is much safer. Climb up the rocks and then run down the path 
to find the Turtle on another leaf, and a leaf waiting for Alice. Board that 
leaf, and ride down the river once again to view a cut-scene that leads to the 
next area.

Hollow Hideaway



 

 


When you recover from your large drop from the top of the waterfall, you will 
find yourself on dry ground for a moment. Run around the corner to the right to 
find two more Army Ant Soldiers who can once again be quickly taken out by using 
two Croquet Balls. Then use the two lily pads to get onto the large tree trunk to 
the right. From there, follow the path around to find a new leaf that you once 
again must ride on.

As you ride down the river once again, you must be careful to strafe left and 
right to avoid the thorns that are on the logs that you pass under. If one hits 
you, you may be knocked off the leaf, which is something you do not want to 
happen, as there is a very large fish that will swallow Alice whole if she falls 
into the water. There is nothing you can do to avoid the fish, so if you fall 
into the water, you are basically dead. The thorns are the only things you need 
to worry about, as this trip down the river is much slower than the previous one. 



Ride the leaf until it comes to a stop near a small shore, and then jump off and 
run up the shore onto a small plain. You'll find Mushrooms, Red Roses, and Army 
Ant Commanders up here. You can kill both the Commanders and Roses using the 
ranged attack of your Croquet Mallet, but the Mushrooms are best avoided for the 
time being. The Mallet doesn't do too much damage against them, and you don't 
have a more powerful weapon yet (although you will be getting one soon), so keep 
your distance from them and they won't even wake up to attempt to attack you.

Run up the hill where you will find an Army Ant Soldier and Red Rose. Since the 
Rose will toss thorns at you, try to take it out first by using the secondary 
attack of the Mallet while strafing to the left and right to avoid the flying 
thorns, and then turn your attention to the Soldier. By now, the Soldiers will be 
no problem for you to defeat, so continue along the path until you find another 
leaf.

This journey down the river will be extremely short. After a minute or two, 
you'll see a group of Army Ants standing near some torches. When the leaf gets 
near a large log, jump across and run up towards at Ants. If you want to fight 
them you can, but it is really just as waste of life and energy as you will have 
a boss fight coming up in just a second. Run past the group of Ants and head to 
the doorway of the house.

As soon as you approach the door, Bill McGill will appear and a cut scene will 
begin. Alice will learn that she has arrived at the Duchess's house, and the door 
will open and suck her into the house.

Boss Fight: The Duchess



 

 

Alice's first battle against a boss in the game isn't as tough as it could have 
been, as you receive a brand new weapon right before the fight begins.

When you first enter the area, you will be in a narrow hall. Run down the slope 
to enter a large room with Meta-Essence capsules lining the walls, and the 
Jackbomb weapon floating on one of the center tables. Jump onto the table to 
collect the weapon (and then arm it), then you'll view a cut-scene of the Duchess 
arriving to do battle with you.

The best way to take out the Duchess is to use the Jackbomb's secondary attack. 
Back away, and toss the Jackbomb in the direction that the Duchess is running, 
and she will get caught in the flames. Repeat that attack a couple of times, and 
she will die. If you happen to get low on life or weapon energy, you can collect 
the Meta-Essence that is on the wall shelves.

After you defeat the Duchess, the Mock Turtle will appear and congratulate you on 
retrieving his shell. He will then lead you through an underwater tunnel to the 
next area of the game, that journey can be found below.

Wholly Morel Ground



 

 

The trip through the underwater tunnel isn't too long, but it is not without it's 
dangers. Mock Turtle will swim just ahead of you, and leave a trail of bubbles 
that will supply you with air. You'll want to stay relatively close to him so you 
won't run out of oxygen, but you'll still want to be on your toes.

You're first real danger in the area will be objects falling from the ceiling. 
Whenever you see dust falling, that means that something big and heavy is about 
to drop on your head. When you see that, stop for a second and wait for it to 
fall before continuing on. This is also the most crucial thing to avoid, as most 
slabs of rock can kill you in one hit.

The next obstacle will be air vents that will try to blow you into spikes hanging 
from the ceiling. These are easily avoided by swimming around to the right or 
left. 

When the Turtle leads you through a temple, you'll also have to look out for 
small fish who want to take a bite out of you. As with all other fish, these can 
be killed by one swipe of your Vorpal blade, but if you swim quick enough you may 
be able to avoid them. 

The final major obstacle in the swim is right after the room with the falling 
columns. The Turtle will swim through a door, and immediately after that a giant 
fish will leap out of the ground and try to swallow Alice whole. Wait for him to 
get back into the hole he came out of, and then continue with the swim, which 
will end with the Turtle smashing through a wall.



Wonderland Woods

Alice's tiny adventures continue in the Wonderland Woods area. In these next 
levels, there will be many platforming areas, more vines to swing on, a new 
weapon or two to get, as well as another boss fight.

Dry Landing



 

 


 

 

The first area of the woods you'll have to journey through is Dry Landing. At the 
very start, you can grab some Meta-Essence on some ledges to your right. Also, 
directly behind you (in the air) will be a couple of flying beetles. If you want 
to take them out now by using the Croquet Mallet, you won't have to deal with 
them later when you are trying to climb up some ledges.

Walk toward the pool that is ahead of you to encounter two Amy Ant Soldiers. As 
always, use your Croquet mallet to turn them into bug chow, and then pause a 
second before diving into the pool. There is another Ant on the far shore C 
exactly where you want to go. Get him targeted and lob Croquet balls over to him 
until he is dead, then jump down onto one of the lily pads that are in the pool.

Before you go any further, jump in the water and use your knife to slash the few 
fish that are there. They can pull you into the water from the lily pad, so if 
you kill them while underwater they wont be able to do you much trouble.

From the lily pads, swing onto the shore and follow the path up around the 
waterfall. Youll come to a sheer cliff with a couple of ledges. Climb up to the 
highest one you can get to, and then jump over to the mushroom that is at your 
right. When you jump on it, you will be bounced into the air, where you can grab 
onto a vine, which you can use to climb up to the top of the cliff. 

Once at the top, run forward and the jump down onto the ledge that is on the tree 
ahead. Jump down one more time to another ledge and pause for a second. There is 
an Ant on a ledge ahead of you, so again toss some Croquet balls his way to knock 
him out before using the vine to swing over there. When you land youll have to 
deal with a Red Rose, followed by an Army Ant Soldier and Commander further down 
the path.

Further ahead you will come to what appears to be a very long drop that will most 
certainly kill you instantly. Instead of committing suicide, look closely into 
the hole and you will see some mushrooms not to far down. Drop down to the 
mushrooms, and you can bounce on them and use the ledges to reach the two vines 
to reach the inside of the hollowed-out tree. Right after the entrance to the 
tree (and after you pass a Red Rose), you will find a vine. Use that to swing to 
the mushroom, and you can use that mushroom to reach the exit.

Once outside of the tree, you will soon come to an intersection. Turn left, and 
you'll come to a bridge. The instant Alice gets close to the bridge, it will 
collapse. Thankfully, there are some bouncy mushrooms nearby that you can use to 
cross the large gap. Then follow the trail uphill to reach a large tree with a 
platform in the distance.

Use the vine directly in front of you to reach the small ledge against the tree, 
then jump to the next one. From there, you can grab another vine, which will take 
you to a ledge with an Army Ant Commander if you climb up the vine. After 
slaughtering the commander as usual, you can follow the small path to a stream. 
Hope from rock to rock to reach the far shore and the next area.

Herbaceous Border



 

 

As Alice is entering this area, you will see a cut-scene of the White Rabbit 
being stepped on and killed by a giant. You'll later learn that this murderer is 
actually the Mad Hatter, but there is still nothing you can do for the poor bunny 
rabbit now that he is a pancake. 

Look around for a path with mushrooms, as that is the way you need to go. Walk 
down the path and jump into the hole in the ground to enter a large underground 
area. Run through the tunnel and use the steam vents to float over to the ledge 
run to the intersection and take a left, which will lead you into a large room.

As soon as you enter this room, the Hatter will stomp on the ground causing the 
bridges to give out and leaving you with no apparent way to cross. Look around to 
find some bouncy mushrooms that will allow you to reach a high ledge connected to 
a bridge. On the other side of the bridge, you will see a floating weapon on a 
platform. It happens to be a Croquet Mallet, which you should have by now, but if 
you collect it your weapon energy will be completely filled. 

There will be a passageway right behind that platform, which will lead you across 
another long bridge and into another large room. Once you get into this room, use 
the steam vent to float up tot he vine, and then use that vine to reach another 
one, which will allow you to access some ledges with card guards on them. 
Eliminate the guards, and then run up the ramp to find yourself on the surface 
once again.

Follow the path outside until you come to a vine. Use that to swing towards the 
left side of the giant tree root and you can then drop down into another hole 
that will lead to the next area of this world.

Rolling Stones



 

 

After passing through the last couple of areas and killing countless beetles, it 
appears as if Alice has made them a little mad. In an attempt to squash Alice 
once and for all, the beetles get a giant marble and toss it down a hole. In this 
next area, Alice will be playing Indiana Jones as the giant boulder-like marble 
chases after her. 

NOTE: Throughout the first section of this level, it is extremely important that 
you keep moving at all times. The giant marble can crush you in one hit.

The first part of the area is pretty easy. Run forward (DO NOT stop to look back, 
it can slow you down), and stay along the left side of the room (it really is the 
only side you can be on). After that ledge ends, you'll arrive in a room with 
mushrooms and platforms. You use the first mushroom to reach the first platform 
and from there the other mushroom, which can propel you into the next tunnel.

In the next tunnel, you'll find a large bridge that looks like it was once the 
ribcage of some giant animal C possibly a mouse or rat (remember, you are tiny at 
this point in the game). Quickly run along the bridge and into the next tunnel 
that will lead you down to a frozen pool, which just happens to be located 
directly under the ribcage. Do not stop running, and speed across the ice as fast 
as possible since the weight of the marble will begin to make it crack and 
eventually shatter completely.

After you make it across the ice, you will arrive in a large cavern where you 
will get to take a short break from being chased by the marble.

Icy Reception



In this giant ice cavern, you'll be able to find one of the most useful items in 
the game C the Ice Wand. Also, towards the end, you will be re-introduced to the 
giant marble. 

Once you get out into the open, head to the right and climb up the small ledges. 
From the highest ledge, you can drop down to a below platform, and from there you 
can jump across to reach the Ice Wand that is on the center platform. As soon as 
you get onto the platform, more rocks will fall form the ceiling and once again 
destroy a bridge. From the platform where you picked up the weapon, you can jump 
back across to the ledges and reach the exit.

Shortly after you go through the exit, the marble will return and you will have 
to run once again. The only things you need to worry about during this chase 
(besides getting squashed) are some falling rocks near the end. They will fall in 
front of you and smash through a wall, creating an exit. Once the exit is open, 
step to the side and wait for the marble to come out, or else it can slam into 
you C killing Alice in one hit.

From there, follow the path along to the right until you arrive at some more 
vents. Hover on the vents until your get up to the very high ledge, and then walk 
forward to meet the Caterpillar and enter the next area. 

Fungiferous Area



 

 


 

 


As soon as you enter this area, you will notice multiple evil mushrooms ahead of 
you. Since you now have the Jackbomb, they can be easily defeated once they are 
awakened. Run forward, get the attention of the 'shrooms, and then back up and 
toss a jackbomb into their area to watch them cook.

TIP: If you want to avoid a lot of combat early on in the area, you can find a 
Darkened Looking Glass to the left of the spot where you start off. The item will 
make you invisible so you can run right past all of the sleeping mushrooms. 

Run past the first mushrooms to find another one in the hall, and then a couple 
more at the end of the hall. If you are invisible, you can run right past them, 
if you are not you can use the Jackbomb to fry them. Past the mushrooms, you will 
run into a couple Ant Lions. Use the Ice Staff to freeze them until they die, and 
then continue forward. 

Move forward until you see a large tree trunk to the left. Under that is a 
puddle, which Alice needs to swim through to reach the next part of the area. In 
the water are several fish, which you need to slash at with your knife. 

When you get out of the water, you'll have to deal with another mushroom before 
continuing up the path. Follow that path, and after a little while, you will see 
the second set of Demon Dice in an alcove to your left. Soon, you will come to a 
dead end with the only way to go is through a hole in a tree. Inside, you will 
arrive in the Army Ant's base, and Alice will be quickly captured. 

Centipede's Sanctum (Boss Fight)



Alice's capture will trigger a cut-scene where she is tossed into the lair of the 
Centipede, who is the next boss. As with previous bosses, there are Meta-Essence 
canisters scattered along the surrounding area. 

The centipede himself only has one weak point. When he rears up to attack, there 
will be a red area on his belly that is where you are able to damage him. One of 
the good weapons to use here is the Ice Wand, which will hit him in the 
vulnerable spot. 

Mr. Centipede will also toss little baby bugs after Alice. If they make contact 
with her, they will attach themselves to her face until they die, but they will 
still do damage to you. There is no way to get them off of you once they attack, 
so just keep running backwards away from the centipede until they detach. If you 
use the Ice Wand, you may be able to kill them before they get on you. 

Continue to lure the Centipede around the arena as he exposes his soft spot, 
shoot it with the Ice Wand whenever you get the chance, and eventually he will 
finally be defeated, and you will be able to continue on to the next area.

Caterpillar's Plot



 

 


 

 

The next, and final, area of Wonderland Woods isn't even in the forest at all. 
Alice will be deposited into a rocky area with many pools of lava, as well as a 
couple new types of enemies. 

Right at the start, the small Fire Imps will attack you. These small demons are 
especially weak against Ice, so use the Ice Wand to take them down very quickly. 
They are even quite slow, so you'll have no problem hosing them down with the 
frozen stream of air.

Once you have them taken care of, you'll notice a Toy floating on a platform in 
the center of a small lava pool. It is absolutely necessary that you pick up this 
weapon, as it is the first part of the Jabberwock Eyestaff, which is needed to 
actually access some of the final areas of the game. There are two more pieces of 
the staff to collect, which you will find as the game progresses. 

In this area, there are three different paths that you can take. The left path 
leads to the Oracle, who will give you some advice. The right one leads to an 
area where you will eventually use the Jabberwock Eyestaff to open a path to the 
final areas of the game (in other words, do not worry about it right now). 
Finally, the middle path leads you to The Pale Realm in Looking Glass Land.

You'll want to go see the Oracle before heading to Looking Glass Land (the portal 
will be closed until you do), so head toward the left most path. In a small lava 
pool to the right of the entrance a Lava monster will begin to crawl out. While 
they are a little tougher than the Fire Imps are, they are still weak against the 
Ice Wand, which is what you'll want to use against them. Just keep your distance 
and spray them with the ice.

After you exit the tunnel, some Phantasmagorias will attack. The big dangers with 
this guy are the phantom chains that it fires at you. They can freeze Alice in 
place, and while it really won't attack you while frozen, other enemies in the 
area can. So when you see the monster open its wings, strafe to the left or right 
to dodge the chains, and then attack it while it recovers from the attack. You 
will also encounter more fire imps, Card Guards, and Boojums along the path to 
meet the Oracle. Keep following the path, and at the dead end, you'll encounter 
the Oracle who will tell Alice that she needs to find the last two pieces of the 
Jabberwock Eyestaff, the first of which she can find in The Pale Realm.

Go back to the main part of the area, and start down the middle path to make it 
to the Pale Realm. As you go down the checkerboard path, you'll encounter the 
first of the Chess Pieces form of enemies. Using the Ice Wand can easily kill the 
red pawns. They are almost as weak towards it as the Fire Imps, so it won't take 
too much weapon energy to down each one. Continue forward along the path, and 
then turn left and you'll see a large castle with the swirling portal that will 
lead you to Looking Glass Land and the Pale Realm. 



Looking Glass Land

Alice has now reached what is about the final quarter of the game. Looking Glass 
Land is just as it sounds. You'll be running around many familiar Alice in 
Wonderland type environments that have been twisted into an evil form. It is also 
here where the game gets very surreal

The Pale Realm



 

 

The first taste of Looking Glass Land that Alice will receive is the black and 
white area of the Pale Realm. Everything here is in grayscale colors, as this 
part of Looking Glass Land is the residence of the White Chess Pieces who are 
being attacked and tormented by the Red Chess Pieces.

As soon as you arrive here, Alice will approach a White Bishop, and be 
transformed into one herself. While in this form, you are only able to move as 
the actual chess piece can on a board. That means that you can only move at a 
diagonal angle. Simply move through the first area by using the arrows to show 
what squares you can move to and what ones you cannot. If you see that you are 
about to move into a square that has a spike that can kill you, backtrack and go 
a different direction. 

 


 

 

After you pass through that first experience as a chess piece, you will enter a 
large courtyard where you will have to do battle with tow pawns and one knight. 
You've dealt with the pawns before, but the knight is a new enemy. The horse is a 
little tougher than the pawns, and can take a little more damage, but once again 
you should use your Ice Wand to defeat them. When you do, they will drop a large 
Meta-Essence capsule.

Once you have defeated the three enemies, you can pick up the Croquet Mallet on 
the platform to completely fill your weapon energy, and then enter the large 
ornate White Doors that are near where you came into this courtyard. 

Inside the building, ride the elevator and then go through the door to your 
right. Follow the hall until you come to an area where you see spikes shooting 
out of the ground. The way to get past here is to follow the spikes as they reach 
the end of the step, and then run past them and head to the right where you will 
enter a courtyard with two Red Bishops. These guys are a little stronger than the 
Knights, and they can also fire an energy attack at you. As with previous chess 
pieces, the Ice Wand works well, and the energy beam attack is easily avoided by 
sidestepping to the left or right.



 

 

After those two Bishops, you'll run into a Red Knight that is trying to hurt a 
poor little white pawn. Run up the stairs nearby to find a switch on a balcony 
that opens up a close door. Return to the area where the door is and go through 
it.

Eventually, you'll come to an area where Alice will be transformed into a White 
Knight. This part is almost exactly like where you where turned into a Bishop, 
only that you must move in the "L" motion that a Knight does in chess. As before, 
when you see that you are getting close to a spike, you can back up until you 
find a safe path.

One you get past that final obstacle, follow the pathway around to the right to 
find what looks like to be a dead end. If you look to the right, you'll see a 
small door with light coming out, which just so happens to be unlocked. As you 
enter the room, it will once again look as if it is a dead end. Run up the stairs 
to the upper level and you'll see a section of the wall that is cracked. Equip a 
Jackbomb and toss it towards the crack using the primary firing mode. The bomb 
will explode and reveal a new opening that you can safely pass through. Outside, 
you'll find a large energy power-up, and after you collect that return inside. 

On the same upper level, you can pass through another door to find a bridge that 
leads to an area with a switch. By pulling the switch, the water level in the 
whole area will rise, and you'll be able to reach the next area of this level.

Castling



 

 

As soon as you enter this area, you will see one of the most impressive sights in 
the entire game. A giant castle that extends far into the air will confront 
Alice, as she has reached the home of the White Chess Pieces.



Enter the castle fight through the front doors and you will run right into a 
fight between the White and Red. Defend the White against their enemies, and then 
climb the staircase. Go through the door to the right, and then right again 
through another door. Climb the next set of stairs and go left upstairs to large 
double doors, which will lead you to the throne room.

Inside the White King will tell you that the Red has kidnapped the Queen. He will 
give you a pawn that will help you out, and then you will need to follow two 
Rooks to the portal that will take you to the Red Realm.

Checkmate in Red



 

 

When you arrive in the Red Realm, you'll be hit by a strange sense of Dj vu, 
the area looks exactly like the Pale Realm, but it is a very disturbing shade of 
red. 

This area is very short, and it simply leads you to the next boss fight, which is 
against the Red King. To get there, jump into the water left of the bridge, and 
you'll see a small alcove in the wall. If you swim to that, you'll find a rope 
that you can use to climb to the upper level.

At the top, you'll need to cross two bridges and then go through a red door. 
Inside, you'll find the final set of Demon Dice, and then continue through each 
door until you see a cut-scene of the White Queen being killed by the Red. Follow 
the hall, turn left at the first chance you get and then go through the large 
double doors and drop down a hole to encounter the boss fight against the Red 
King.

Boss Fight C Red King



 

 

The Red King's attacks are like a combination of all of the other chess pieces, 
as well as some Card Guard attacks thrown in for good measure.

As with the other chess pieces that you have fought, the Ice Wand works very well 
here. Keep you distance from him, since his melee attack can do quite a bit of 
damage, and keep the frozen stream of air targeted on him at all times. If you 
get low on energy, capsules will appear around the arena just as in other boss 
fights. By using the Ice Wand, he won't last long, and then you'll be able to 
continue onto the next area of Looking Glass Land, which is quite a bit more 
challenging simply due to a new enemy that you will encounter

Mirror Mirror 



 

 

Alice will awake and find that she is lying on a bed, which just happens to be 
hanging on a wall. She will also notice that things have become even more 
bizarre. In addition to be sleeping on a wall, strange little insane children are 
hobbling around the area as little mindless automatons. 

When you have control, Alice will drop to the floor and then be able to enter the 
main part of this area, which is what looks like a maze of mirrors. This section 
isn't too tricky to find your way through, as it is mainly a straight path with a 
few alcoves. The hard part comes in the form of the newest enemy that you will 
run into. The Clockwork Automatons in this level are a real pain. They smash out 
of glass walls and can toss powerful explosives. 



 

 

To defeat these guys, the secondary attack on the Jackbomb is probably the most 
damaging force that you can use. Run backwards while tossing the weapon and the 
enemy will be caught in the fire, which should take them out. If they survive the 
flames, you can toss a second one, which will definitely kill them. Also, you 
will be able to find an extremely useful item called the Jacks in this area, 
which are right in the open as you explore, and they are also very useful against 
the enemies here.

The way you get out of this area is after all of the enemies have smashed open 
the glass and you have killed everything you can, you will find one of the 
shattered walls leads to an area with pipes and a spinning gear. If you run along 
the pipes to the opposite end where you'll find a clock high up on the wall. Use 
your Cards weapon to shoot the clock and that will cause a door to open, which 
leads to a spinning tunnel. 


Enter the tunnel, and after it finishes spinning you'll see two different 
hallways. Go into each hall, and there will be doors that you are able to enter 
(some are locked, so there are only a set number that you can actually go 
inside). Inside each door is another clock that you need to shoot. It doesn't 
really matter what order you destroy the clocks in, but they all must be 
shattered to reach the next area.

Passing through the far hallway and going through the double doors begins your 
trip to the next area. You'll find yourself on tilting platforms that are 
affected by Alice's weight. If you stand in one place too long, the platform will 
tilt too far up and you will fall to your death. The goal here is to work your 
way up to the top platform by running along staircase to the right of the first 
platform (if it is to the left go back through the other hall to find the correct 
area). Once at the top, you'll see a set of doors. Run across and jump to them, 
then pull yourself up the ledge and go inside to reach a large mechanical area.

You'll immediately be greeted by another one of the Clockwork Automatons, so use 
a Jackbomb or Jacks to take him out and then run down to the center of the room 
where you'll find three swinging tubes. Jumping through these to the far platform 
would be fine, if it wasn't for yet another annoying robot on the other side. 
Since you cannot toss a Jackbomb over there, you need to rely on the Jacks to 
whittle him down. It can take anywhere from three to four attacks to kill him, 
but once he does simply jump from wheel to wheel to reach the far platform and go 
into the doorway, where you will encounter the final boss of Looking Glass Land: 
Tweedle Dee and Tweedle Dum

Boss Fight C Tweedle Dee and Tweedle Dum

The twins actually look a lot more intimidating than they actually are. They will 
bounce around the room and spawn more and more tiny little versions of 
themselves. You're key to defeating them is the secondary attack on the Jackbomb. 
Run along the outside of the room, and toss the flaming boxes into the center of 
the room, which will hurt both the small and large versions of the twins. Circle 
the room, and toss Jackbomb after Jackbomb into the center and after a while, 
Alice will win and you will be able to continue on to the next world.



Behind the Looking Glass

This world (and the one after it) are both rather short compared to the previous 
few, and are among the final few areas of the game that you will have to clear. 
Behind the Looking Glass is probably one of the most bizarre areas in the entire 
game, with stairs that are made out cards, floating clocks that are used as step 
stones, and a very twisted lab where the poor March Hare and Dormouse are found 
badly disfigured.

Crazed Clockwork



 

 

In the first area of the level, you need to first find two switches to continue 
farther in. Go through the door, and then go under the large clock to enter a new 
room. Both switches that you need to pull are located here, and once they are 
activated a platform will rise from the water, giving you access to a hall. If 
you go left at the end of the hall, you can enter a door that leads to a small 
puzzle.



 

 

You will find rows of clocks floating in water, but do not jump on them yet. If 
you look in the mirror on the wall, you will see that only some of the clocks are 
actually being reflected back. Those that you can see in the mirror are safe to 
jump on, while the others will sink into the water the instant you step on them. 
Use the mirror to tell which ones are safe to step on and then cross the water 
and pull the switch. Return across the clocks, turn left, and jump across the 
remaining clocks to reach a small ledge.



Follow the hallways (make note of the giant key near a locked door that you pass C
 you will need to return here later) and eventually you will come to the lab 
where you encounter the unfortunate March Hare and Dormouse. Pull the nearby 
switch, and that giant key that you passed will unlock the locked door, which you 
now need to return to and pass through.

With that door open, you can now pass through the final part of the level, which 
leads to a small portal. When you go through the portal, you arrive on a giant 
table laid out for a tea party. There are four cups with sugar cubes in them. 
These cubes act like switches, so you need to step on each one, and then a portal 
will appear that will take you to the boss fight against the Mad Hatter.

Boss Fight C Mad Hatter (About Face)



 

 

The Hatter is one of the first battles where the Jacks show their true power. By 
using them you can quickly decimate the tall psycho, but not before he pulls a 
couple tricks out of his hat. He likes to toss bombs at you, which are easily 
sidestepped. 

Another one of his attacks is to disappear while two Automatons appear and wreck 
havoc on you. You can switch to the Jackbomb to deal with them, or stay with the 
Jacks as they use up less weapon energy. Once they are destroyed, the Hatter will 
return and you will be able to continue your attacks. If you are unable to beat 
him, he will disappear again and two more Automatons will appear, and you will 
have to take them out once again.

Just continually shoot the Jacks at him and eventually his big hat will blow up, 
and the Clock towards the back of the arena will come to life. Jump on the rising 
weight, and you'll find one of the final weapons at the top level, which is the 
Dead Time Watch. Then exit to arrive at the Land of Fire and Brimstone.



Land of Fire and Brimstone

Alice's journey through the harsh and fiery part of Wonderland will re-introduce 
here to the Fire Imps and Card Guards, as well as bring the Jabberspawn into the 
game. As with the previous area, this one isn't too long, but it does lead you up 
to the final two areas of the game.

Burning Curiosity



 

 

This area is pretty straightforward. For about the first half, the only thing you 
need to worry about are Fire Imps. The first part of the area has you hopping 
from rock to rock across molten pools of lava. Be sure to NOT fall in as you will 
instantly die from the scalding heat. One of the ways to prevent that is to use 
the jump cursor whenever you can, which will allow you to safely make a jump. 
Also, it's very helpful to hit the quick save key every time you successfully 
cross a stretch of lava. 



Soon you will come to a cave where you will encounter two Jabberspawns on a small 
ledge. Going toe to toe with these things can be suicide, and as there are two 
using the Jacks will take too much time. Instead, toss a Jackbomb up there using 
the secondary attack and the flames will scorch them as you stand safely below. 
If one Jackbomb isn't enough, toss a second one up there to complete the job. 

Continue fighting your way forward, and eventually you'll come to a clearing with 
a large house in the distance. Climb up to the house by jumping along the ledges 
to the right of it's giant platform, and then enter the portal that is found 
right through the front door to be taken to the next boss fight C The Jabbberwock.

Boss Fight C Jabberwock's Lair 



 

 

This is the first of two times in which you will do battle with this evil winged 
beast, and you do not have to completely defeat him this time around. Equip the 
Ice Wand and strafe around him when he fires off his deadly fire breath at you. 
Whenever you get a clear shot, fire off the wand at his head/chest area.

After you do a bit of damage to him, the Griffon will appear and you will view a 
cut-scene of him and the Jabberwock doing battle, after which the Griffon will be 
injured and fly away. As he flees, his eye falls to the ground and Alice is able 
to finally complete the Jabberwock Eyestaff, which is now used to access the 
final two areas of the game.

Caterpillar's Plot



 

 

As soon as you arrive here, you will once again be struck by a sense of Dj vu. 
Since you now have the Jabberwock Eyestaff completed; you can access the Queen of 
Hearts Land area by going through the far right passage. But first, you can get a 
very powerful weapon here, which is hidden in a small passage in the left-most 
tunnel.

To open up the alcove, locate Humpty Dumpty against the wall (he is to the left 
of the entrance to the tunnel), and there will be a brick that you can push into 
the wall. Then run into the tunnel to find an open alcove, which contains the 
Blunderbuss. 

Once you have that weapon, head to the right passageway (it is the only one open 
now), and do battle with a couple of Card Guards. Then run up to the big, slimy, 
and purple wall and equip the Eyestaff. Charge up the weapon and unleash a blast 
of energy at the wall, which will shatter and give you access to the Queen of 
Hearts Land.



Queen of Hearts Land

Youre almost there, all you need to do is pass through this area of Wonderland 
and then you will arrive at Queensland where you will finally do battle with the 
Red Queen and discover exactly what has happened to Wonderland.

Majestic Maze



 

 

The Majestic Maze is a twisted version of the Hedge Maze that you would expect to 
see in Alice in Wonderland. Throughout the maze you will run into Card Guards and 
Jabberspawn, so use the same tactics and toys that you did throughout the game to 
deal with them as you run into them. 



To get through this maze, turn left just as you enter and you will need to run up 
a small slope. Turn left at the next two opportunities, and then go right twice. 
Next go right again, and then left one more time. Follow the arches to what looks 
like a dead end. 

The way to open the grate is actually pretty easy if you use a form of attack on 
one of the weapons that really hasnt had many uses yet. The switch on the left 
side of the room needs to be depressed to open the grate, so equip the Ice Wand 
and fire off its secondary attack at the switch and the Ice Wall will be formed, 
which will hold down the switch and open the gate. Go through the gate to enter a 
portal that leads to the next area.

Airborne Terror



 

 

This next part of the Queen of Hearts Land is perfectly named, as it has you 
floating high in the air over lava by using air vents to hover from platform to 
platform.

The beginning is pretty easy, and not much different than the other steam vents 
that you used earlier in the game. You just need to hover across a couple to a 
small platform that leads to even more steam vents. Once you leave that platform, 
however, things get a little more challenging. There will be facemasks on the 
walls that will spew steam at you, which can knock you to your death. When you 
see one of these, wait until it is done firing the steam before attempting to 
move past.

After the first section, you will get a small break in the form of a platform 
that leads to yet another room full of steam vents. Now would be a good time to 
save your game, as you will be hovering along a very big stretch of vents and it 
is quite easy to die. You need to follow the path of vents to the right, while 
avoiding the horizontal air streams, and then you will reach a platform. Hover up 
the last couple vents and youll arrive at a doorway that leads to the portal.

Mystifying Madness



 

 


 

 

After a short break, you will return to the hedge maze, but this visit will be 
quite different from the last. As before, you will be encountering Card Guards, 
Jabberspawn, as well as some Phantasmagoria and even some fish.

To get to your first goal in the level, take the first two rights from where you 
start. The place you are looking for is a small clearing with a square opening in 
the ground, which is filled with water. Dive into the water, and swim straight-
ahead. Continue swimming and you will arrive in a large cave opening, where you 
will be able to get up on dry land.

From there, you need to jump to a far ledge and pull yourself up. Then follow the 
path to find a stone tunnel with a man-made floor, which is very different from 
the caves that you just left. At the end of the first hall, you'll find a switch 
that you need to pull to access the rest of the level. Pull that switch and then 
continue farther into the tunnel, down a set of stairs, and across a pipe. 

Eventually, you will arrive at another pool of water. Dive in once again and swim 
through the underwater tunnel. When you arrive back on the surface, you will be 
back in the hedge maze again, so take a left and then a right, then left, right, 
left and then finally right again. You'll run into a switch that opens up the 
gate to the portal, but you cannot reach the exit from here. Simply backtrack to 
a place where you can jump down and you'll then be able to run to the portal.

Water Logged



 

 

If you thought you have done some swimming in past levels, you have not seen 
anything yet. This area makes you really glad that you have the Mock Turtle 
shell, as you will be spending a lot of time in the water. 

In this area there are several large cylinders that are capped by lids that open 
when the water rises above them. So you need to find a way to raise the water 
high enough to reach the portal, which is hidden in one of these cylinders. 



To make the water rise the first time, simply locate a small hanging platform 
that you can step onto from a ledge. The weight of Alice will cause it to go 
down, which will cause the water to rise, and the first cylinder to open. 

Jump into the water and swim into the cylinder, where you will find an underwater 
tunnel and be introduced to one of the few dangers here. Through the tunnel 
you'll run into fans, when you get near one of these, quickly tap the jump button 
so you will not get sucked in. Once you resurface, pull yourself up onto the 
ledge to step onto another hanging platform and make the water rise again.

From there, you can access another water tunnel. This one has a couple fans that 
can be problems for you. One is to your right as you are swimming down the tube, 
and another one is on the floor immediately after the previous. Again, tap the 
jump button repeatedly to get past those. Toward the end of the swim, you'll need 
to go up the tube, and avoid a spinning propeller by passing through the opening 
that its broken blade makes. 

Once on the surface again, you need to climb up a few ledges to find the final 
hanging platform. When you step on it, the water will rise for the last time, and 
you will be able to swim into the final cylinder to reach the portal to the next 
area.

Labyrinthine Revenge



 

 


 

 

From your starting position, go to the left and hop down the ledges that look 
like the spokes of a gear. Then jump on to the slowly spinning razorblade and 
from that, jump to the large gear-like structure in the water. Jump from that one 
to the smaller one, and then to the large one on the left side of the wall. Kill 
the Card guard, and run along the ledge to encounter two Boojums. At the end of 
the ledge, jump down to the spoke, and jump across to the opposite one where you 
can pull yourself up the ledge.

Run along this opposite ledge and you'll enter a room with a large rotating 
wheel. It is a good idea to save your game before attempting to jump on it as you 
may fall through and take a swim into the lava below. Follow the hall that leads 
into a room where there will be another rotating wheel. This one actually blocks 
your path and you need to wait for a hole to rotate into position so you can run 
through it. After that will be another wheel will block your path and you'll need 
to once again wait for it to pass by.

Continue running through the halls, and eventually you will find yourself in the 
cursed maze once again, but this time there are no branching paths and you only 
have to run down one narrow trail. One thing you need to be careful about at this 
part is there are two Jabberspawn waiting for you around one of the corner. When 
you run into them, back up and toss a flaming Jackbomb their way and repeat that 
if necessary until they are dead and you have a clear path. 

Your next obstacle comes after you get back inside form the maze. You'll enter a 
room with giant gears blocking the path. You need to wait until there is a space 
between the teeth of the gears to pass by, and you need to take it slowly, as 
there are more horizontal airflows that can knock you off the path.

Not too long after that room, you'll arrive in an area with a large gear 
rotating. You need to jump on the gear and ride it to the steam vent. That will 
raise you up to the next level. There you will find another couple vents that 
lead to another gear, which will allow you to exit the room. The next giant gear 
that you come to in the level intersects with a wall. To get past this part, you 
need to right on the teeth of the gear to reach a ledge with a door that will 
lead you out to the Maze.

Once outside once again, you will notice that this section of the maze is a lot 
like the previous as that there are no branches, only one long path. Towards the 
end, you will run into two sections of "traps" where giant metal spades will 
block your path and try to chop you up. Simply time your movements until there is 
an opening and then run through. 

Next, you will run into three large steam pipes that lead up to the final stretch 
of the level. Right before the portal will be another path blocked by gears, and 
you pass them just as you did the earlier once by waiting until there is an 
opening in between the teeth.

Machinations



 

 


 

 

Machinations is the ultimate test of platforming prowess in the game, but 
thankfully it is a little forgiving on you. If you happen to fall off one of the 
platforms to the depths below, you don't die, but rather just restart right at 
the beginning of the area you were trying to get past.

From the start, jump across to the giant slow-moving gear. Then jump to the gear 
to the right, and then forward from that gear. The one that you land on has two 
gears connecting to it, but jump to the right one first, and then from that one 
you can get to the final small gear to the large double gear that connects to the 
hall.

In the next room, you'll be presented with rotating petals, as well as a large 
wheel in the distance, and then a giant gear near the exit. You need to jump from 
pedal to pedal, and eventually get on the lower part of the double gear that is 
next to the wheel. From there, jump inside the wheel, onto the pedal on the 
opposite side of it, then you can get to the top of the wheel, onto the top of 
the double gear, and then to the giant gear and the hall.

The final room has a giant ticking saw in the middle with a smaller saw rotating 
the bottom of the room. Wait at the entrance, and then jump down to the gear that 
is moving up and down in front of you. Ride it down, and jump on the small buzz 
saw, and then run along its arm to the other side of the room. From there jump 
from each seesaw to the large gear, all the way to the top where you are able to 
jump to the middle buzz saw of the giant one in the center. From there you can 
jump to a large gear that will take you up to the spokes. Ride them between the 
gap in the arm, and then jump on top of that and run up to the portal to end this 
area.



Queensland

This is it, the final stretch. You only have three short (five if you count boss 
fights) levels to speed through before the final confrontation with the Red 
Queen. So grab your toys and get ready to leave this twisted Wonderland once and 
for all

Royal Rage C Final Jabberwock Battle



 

 

After your last battle with the Jabberwock, he is naturally kind of ticked off. 
Really, if a giant griffon flew by and ripped out your eyeball, you'd be pretty 
miffed as well. Thankfully, since Alice retrieved his eye, she was able to 
complete the Jabberwock Eyestaff, which is what your primary weapon should be for 
this fight.

Whatever you do in this battle, DO NOT stop moving. Run, circle strafe and keep 
your distance as the Jabberwock will continually fire off his fire attack at you. 
Equip the Jabberwock Eyestaff and fire off the powerful beam of energy at the 
weak spot on his chest. The Jabberwock doesn't necessarily have more health this 
time around, but he does move faster and attack more often, which makes the fight 
much tougher. As always, if you need energy or health capsules will appear around 
the arena for you to pick up

Once you have done a lot of damage to the beast, he will stop flying around and 
result to using ground attacks to try to kill you once and for all. Since he is 
on the ground he will be much easier to hit by using the energy attack of the 
staff. Just continue to fire the energy beam at him, keep moving, and eventually 
he will die and a drawbridge will fall that gives you access to the rest of the 
area.

Battle Royal



 

 

As Alice arrives in this area, the bridge collapses basically trapping her here. 
This level is the final stand of the Queen's forces before you get to the castle. 
Wave after wave of Card Guards will arrive to do battle with Alice, but 
thankfully you are armed to the teeth.

The easiest way through this level is actually the slowest, but if you use this 
strategy you have a much better chance of surviving. Your key weapon will be the 
Jackbomb and it's secondary rate of fire, which is able to fry multiple enemies 
at once.

At the first corner a large group of Card Guards will drop down. Toss a flaming 
Jackbomb into their mix and sit back as you watch the barbecue. If the first bomb 
doesn't wipe them all out, toss a second one and then creep forward to make sure 
that no more guards appear. Once the coast is clear, walk forward to the next 
corner and repeat the process. 

This time you will encounter a couple Magma Men in addition to the guards, but 
the Jackbomb still works its magic perfectly. Just toss it in, and back up while 
the enemies are toasted to perfection. After they are charred and blackened 
enough to die, continue down the path to another corner where a very large amount 
of Card Guards will appear to mess with you.

Initially, only a couple will jump down to do battle with you, and you can again 
toss a Jackbomb their way. Once they are dead, and you get a little closer, more 
will appear, and you'll have to back up and throw more fire their way. 

At the very end of the path, you'll arrive at a cave opening marked by two giant 
pillars that stretch far into the sky, as well as two Heart Card Guards ready to 
rip you apart. You can either stick with the Jackbomb, or switch to the primary 
attack of the Jacks as they will automatically lock on. Or, you can simply risk 
it and run past them because as soon as you pass by the arches and into the cave 
you will instantly be transported to the next area.

Ascension



 

 


 

 

This is the final area that you must pass through before you get inside the 
castle of the Red Queen. Alice will start off to the far left of the castle 
gates, with no apparent way to get in. The only way she can arrive at her 
destination is to find a way inside the giant walls that surround the castle, and 
sneak her way to the bridge leading to the gates.

From the start of the area head forward and follow the path that are you on until 
it ends. Jump over the lava pool to the continuation of that path. Jump up the 
ledge and follow it around to the right. You'll encounter two Card Guards that 
you can use the Jacks or Jackbomb to dispose of, then run across to there they 
were and run up the metal beam that is to the left. Run along the beam and then 
jump to another one nearby. Continue up that one and at the end there will be a 
very small opening in the brain-covered wall to the right.


Go down into the little whole, and it will lead you to another ribcage bridge 
similar to the one that you saw in when the giant marble was chasing you. At the 
far end will be a solo Card Guard that you can easily mow down using the Jacks or 
Ice Wand. Cross the bridge, dispose of the guard, and then turn left to climb up 
a ledge to access another metal beam outside. Run along this beam and jump across 
to the ledges on the far wall. 

Follow this ledge to the left where you will come to a cave entrance guarded by 
Fire Imps, a Jabberspawn, and a couple Boojums. Since there is not much room for 
you to safely use a Jackbomb and not be damaged, the Ice Wand is a good bet as it 
does plenty of damage (especially against the imps). It also has a wide enough 
range of attack, that you can safely wave it around and definitely hit an enemy 
somewhere.

Run into the small passage and head forward. You'll come to the steam flow that 
will allow you to float up to the upper level where you'll then need to jump and 
climb along little bricks that are sticking out of the walls. Hop and jump along 
those bricks until you come to an opening, which leads to a far drop down to the 
bridge that connects to the castle gates.

You're almost there, but one more surprise awaits you as you open up the large 
double doors of the castle. There are Card Guards right inside, on both sides of 
the doors (which you can't really see once you open them) in front of you, and in 
the back of the room. To live past this last stand of guards, open the door and 
toss in a Jackbomb to either the left or right to hopefully take out one of the 
guards that are to the side of the doors. As soon as you toss the weapon, back 
out of the room so the fire won't hit you, and the guards won't be able to attack 
you as you wait for the weapon to do its job. 

Once the guard of your choice is taken care of, repeat the process by throwing 
another Jackbomb inside the doors to the opposite direction of the one you just 
tossed and once again back out and allow the doors to close. Then rush inside and 
toss some Jacks at the one in the center, and then run right past the one in the 
back to board a round platform that will raise you up inside the castle. Inside, 
you will have one small puzzle to solve before doing battle with the Red Queen.

Castle Keep



 

 

When the elevator comes to a rest, the Cheshire Cat will appear and give you 
another cryptic message about his desire to see the Queen dethroned. I think that 
you'd probably share that thought, so run forward through the doors directly 
ahead.

You'll enter a large room with thee Card Guards, a large mirror in the center, 
and two walkways leading up to a large set of double doors that are locked at the 
moment. Dispose of the guards however you want, but the faster you do it the 
quicker you can get to this small puzzle and then on to the final battle.



In front of the double doors is a lever that rotates the giant mirror below. If 
you look at the mirror, it will be facing one of the portraits on the wall, but 
the reflection will be showing a Spade, Diamond, or Club. Pull the switch once to 
notice that it is reflecting a Club where there was once a painting of 
Tweedledee. Return to the room where the elevator is, and run to the back where 
you will find a steam vent to lift you up to a higher level.

You will arrive in a hall with three doors to match the three different symbols 
that the mirror reflects. Go forward into the Club door and run to the center of 
the platform in front of you. As soon as you step into the spotlight, the entire 
area will light up and three paintings matching the portraits will appear. Since 
you are in the Club room, and the Tweedledee portrait shows up as a Club in the 
mirror, use your Card Toy or Vorpal Blade to shoot the hanging picture of 
Tweedledee.

Return to the room with the large locked door and the mirror, and pull the switch 
once again to make the mirror reflect the Jabberwock painting. Jump down and look 
into the mirror to see a Diamond reflected. Go back to the upper level and go 
into the Diamond room. Once again as you enter the spotlight, three paintings 
will appear. Since you are in the Diamond room, and the Jabberwock portrait shows 
up as a Diamond in the mirror, use your Card Toy or Vorpal Blade to shoot the 
hanging picture of the Jabberwock.

With those two taken care of, there is only one portrait left in the mirror room, 
and it is of the Mad Hatter. Repeat the process by turning the mirror with the 
lever, and then run to the upper level to get into the Spade room. Shoot the 
painting of the Mad Hatter, and the large double doors will finally be unlocked 
and you will gain access to the final battle against the Red Queen!

Heart of Darkness C The Final Battle



 

 

After fighting her way through the hell that was the Dark Wonderland, Alice has 
finally reached the throne room of the evil Red Queen. 

As soon as you enter the room, run towards the throne, and after a very short cut-
scene showing her true form, the Queen will attack you. Immediately sidestep to 
the left or right and take cover behind the pillars that are right next to the 
entrance. These will be your saviors throughout this battle, as only one of the 
Queens attacks will be able to harm you behind here. Also, a small life/energy 
power-up will spawn behind each pillar, so if you continue to run between the two 
you will always have life and weapon energy. The best weapon to use against her 
is the Jabberwock Eyestaff due to how precise it's attack is. Keep the beam 
focused on her chest and head area as you dodge back and forth. 



 

 

The Queen will toss green energy blasts at you that you can sidestep, as well as 
very slow moving frost balls. Occasionally, she will fire three laser beams from 
her tentacles, and these are easily avoided by hiding behind one of the pillars. 
Also, she tends to thrust a tentacle into the ground that will come back up and 
attempt to skewer you, and those are also avoided by being behind a pillar or 
moving quickly.

One of her most dangerous attacks is a force attack that can toss you into a 
wall, or pull you into her where she will bite and tear at you. Both attacks do a 
lot of damage, but you can avoid them if you have the sound up while you are 
playing. The attack can be noticed by a high pitch chime sound accompanied by a 
glowing blue cloud of particles. When you head this sound or see the cloud, move 
immediately or else you will be trapped in a cloud of orange particles and unable 
to escape until the damage has been done.

After you have done a bit of damage to her, some of the tentacles will break off 
and her attacks will change slightly. She will thrust a tentacle into a ground 
more often, and fire more off more lasers at you, but by this point she is nearly 
dead. A few more seconds of the Eyestaff attack will do here in, and you'll view 
a cut-scene. Even though it looks as if the Queen has been defeated, you are not 
done yet.

Alice will be transported to a very dark place in her subconscious where she will 
confront and kill the inner demon that has transformed Wonderland into the dark 
and twisted place that it is.



 

 

Once again, the Eyestaff comes to use here, but if you want a more challenging 
battle you can use the Blunderbuss. With the Eyestaff, you won't be using up as 
much weapon energy and you'll have a slightly easier time that way. On the other 
hand, the Blunderbuss uses up an entire bar of energy, which means that you will 
have to run around more as you wait for a weapon/health power-up to spawn. The 
good news is that two giant life/energy power-ups spawn on opposite sides of the 
ring, both of which can keep you in the battle.

The demon doesn't move much, but it has several very damaging attacks. For one, 
it can breath the same current of air that the Boojums do, which can knock you 
off one of the small platforms that you will be using. Also, it fires gas similar 
to some of the other enemies in the game, and missiles that can knock you off the 
platforms. The good news is that all of these are easily avoided, as the demon 
won't really move to face you once he starts firing. So when he pops up from 
hiding to say "hello" you can jump and move to another platform to avoid the 
attacks. 

Whenever you have a clear shot, let him have it with the Eyestaff (or Blunderbuss 
if you are going the harder route), and then jump around the ring to collect the 
health and energy when the demon ducks out of the way. That's the pattern to beat 
him. Fire when he pops up, and then run around the ring to avoid his attacks and 
collect the health/energy hearts.

Eventually, the demon will start to shake and then stop moving completely. The 
beast will explode into little tiny bits and the ending will play out. Wonderland 
will be restored, Alice will be released from the mental institution, and 
everyone will live happily ever after.




Solution for Alice 

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


Chapter 1: Village of the Doomed 

Alice starts the game in the Village of the Damned, where the inhabitants 
redefine "downtrodden". This chapter serves as a nice easy introduction to the 
game, and sets up the story. You must find the Troll Elder and ask him for his 
help. 

Level 1: Dementia 

This is an extremely straight-forward level that gets you used to controling our 
heroine and mastering a few of her basic moves. You'll find next to no danger 
here, but a careless step or complete incompetence in battle could get you 
killed, I suppose. 

Simply follow the cave, walkways, and planks, talking to the trolls as you go. 
You'll pick up a Vorpal Blade, then see the White Rabbit shrink down and go 
through his door. You'll have to find a way to make yourself small to follow him. 

Near where the White Rabbit went through the door, you'll fight a Card Guard. 

 


Keep following the cave until you come to an area with several planks running up 
and down. Climb up the ledge to your left, then up the ramp and talk to the 
Troll. Follow the plank to your left again, and notice where the Cheshire Cat is 
perched when he appears. Jump down to that ledge and exit the level. 

Level 2: Pandemonium 

The beginning of this level will test your skill with climbing and swinging from 
ropes. Jump onto the nearest rope, then swing back and forth until you can jump 
to the opposite ledge. Run down and talk to the Village Elder. He'll tell you 
that you must retrieve some items for him before he'll help you.  


Proceed through the mine entrance near the Elder, and take a ride on the mine 
cart. Once done, kill the CG and grab the Playing Cards. Go through the door to 
your right and clear out the guard compound. Grab the key from the table, then 
climb the nearby stairs and go through the portal.  

This will open another portal in the area, but will also force you to defeat 
several more CG's. Make your way to the second portal and go through. The Elder 
will take you to your next destination. You will have to use the key to free the 
Elder's companions. 


Chapter 2: Fortress of Doors 

With a little help from the Troll Elder, Alice is off on the next leg of her 
journey. In order to follow the Rabbit, you'll need to become very small. The 
Elder can help, but he'll need your help in finding the recipe for a special 
potion, then gathering the ingredients. All of these can be found in the Fortress 
of Doors and the Skool House, but it won't be easy. 

Level 3: Fortress of Doors 

Go through the door straight ahead and to your right at the beginning of this 
level. Ignore the Card Guards overhead now, and proceed to the gate in the wall 
to the right. 

 


In the next room, kill the Boojums and watch out for the floor when it splits 
asunder. Jump to the opposite side, then climb the stairs and run across the see-
saw piece of floor floating between the two balconies. Balance the piece by 
standing on the far end to make it tilt, then run to the other end while it's 
high in the air and jump to the other side. 

Level 4: Beyond the Wall 

 


Walk forward into the maze of columns, killing any Card Guards's that appear. You 
can grab the Rage Box from the pedestal if you like, as it will make things much 
easier. Once done, find the door at the back of the maze 

 


Going through the doors will bring you to a checkerboard area where a great 
tempest swirls around you and sections of the floor flip in and out of place. 
Time your movements across the floor sections to get to the other side. 

Note the short cut-scene where the three doors close, each one playing a note. 
Note the notes (heh...) and the order in which they are played --Low, high, 
medium. 

 


This corresponds to a puzzle in the next room. There is one lever on the upper 
floor of this area, and three in the lower. Pulling one of the trio of levers 
will produce a note. The trick is to pull the three downstairs levers so that 
they reproduce the tunes you hear when the three doors are locked. Pulling the 
lever on the upper floor resets the puzzle. 

The correct order is: right, left, middle (or, low, high, medium tones). 

Once done, cross the chasm by walking across the flipping tiles, and kill the 
Card Guards's on the other side. Go through the portal. 

 


In the next room, floor pieces rearrange themselves, then move up and down. Kill 
all enemies in this area, then climb the moving floor pieces to the exit above. 
While you're at it, though, turn around and check out the mural above the portal 
you entered through. It's a chilling foreshadowing of events to come. 

 


The next room contains three doors that periodically shuffle themselves around. 
Defeat the enemies in the area. If you fall into the pit below, ride one of the 
bobbing pillars up. Once done, watch for the door that is green go through it. 

Level 5: Return to the Fortress of Doors. 

 


You'll now be on the top of the Fortress's outer wall. Kill any enemies, then run 
around to the opposite part of the wall. Jump from he wall to the open door in 
the Skool House. 

Level 6: Skool Daze 

 


Go through the doors, ignoring any Insane Children you come across. Clear the 
entryway of enemies, then grab the Croquet Mallet. Once done, go through the 
double doors to the left of the fireplace and meet with the Troll Elder again. 
He'll explain that you need to retrieve the Book of Bizarre Things from the 
library so that he can look up the recipe for making you small. 

 


Once done talking to him, clear out the Card Guards's, then proceed to the 
library, which on the second level of the entryway. The trick here is to find the 
four glowing blue books and touch them. Each one you touch will fly away and form 
a segment of a bridge leading to the Book of Bizarre Things. Find all the blue 
books, then reach the magical tome at the top of the library. You will have to 
fight many foes along the way. 

Once you get the book, go back to the library floor to get the recipe and exit 
the level. 

Level 7: Skool's Out 

 


In this next level, you get your first chance to pick up the Demon Dice. Find the 
exit to your left. This will take you to a room where the Dice hare sitting on a 
segment of floor hovering in space. Grab it, but be ready for a fight with 
Boojums that will be very difficult. Their scream will likely knock you off the 
edge, so be ready. 

Once done, go through the door marked "1st Grayd" on the lowermost level. Make 
your way to the gymnasium, then pull the lever in the alcove. Once the bleachers 
are out, use them to climb the rafters and meet with the Troll Elder. When you 
are attacked by Boojums, grab the Rage Box and clear them out. It's then time to 
catch up with the Elder again. 

 


Go back out into the entryway and climb the stairs to the second level. Go 
through the door marked "2nd Grayd". Help the Elder out, then get the scoop on 
the recipe. You now must go and get some Poppy Blooms to finish the potion. Grab 
the flask from the cupboard and head out. 

To get to the "Third Grayd" where the Poppy Blooms wait, go through one of the 
side doors outside the lab. This will teleport you up to the next level. Go 
through the 3rd Grayd door and clear out the enemies. Grab the Lolly Pop and 
return to the laboratory so that the Elder can finish the potion. 

You will now be ready to follow the White Rabbit's trail, but you must take a 
short-cut through the Observatory (which was previously inaccessible). The Elder 
will give you a gold star that will unlock the room, so grab it AND the "drink 
me" potion sitting on the table. Doing so will open a portal that will exit the 
level 

Level 8: More Skool Daze 

At the start of this level, you will return to the Skool entryway. Return to the 
library via the second-story doorway, fight off any enemies you encounter, then 
find the entrance to the Observatory on the third floor. Enter and use the Gold 
Star to ride the elevator up. 

Once in the Observatory, clear out any enemies, then walk up to the telescope on 
the balcony. Alice will drink the potion and jump through the tiny portal to 
enter the next area. 


Chapter 3: Vale of Tears 

Now that you're itty-bitty, you're free to pursue the White Rabbit and find out 
what's going on in Wonderland. The Rabbit has a head start on you, though, and 
catching up with him will be difficult. These woods are full of dangers, and the 
Vale is still filled with the river of tears from your last visit. 

Level 9: Pool of Tears 

 


The Army Ants way up on the cliff will start off by blocking your pursuit of the 
White Rabbit. Climb up the cliff side, avoiding the boulders as you go, until you 
get to the top and teach them a lesson. (Note that there is a large Sanity Shard 
hidden behind the waterfall on the second tier of cliffs.) 

 


Follow the river upstream until you encounter the Mock Turtle. He'll agree to 
help you find the Rabbit in exchange for a favor. Seems the Duchess has stolen 
his shell, and he wants it back. 

You must now ride the river downstream, using the falling leaves as rafts. There 
are many tricks along the way, such as jumping over branches, surviving 
waterfalls, and avoiding enemies. Do your best not to fall in the water, lest you 
be snark-bait. If you do fall in, get out immediately and wait for the next leaf 
to come by. 

 


After you drop down the waterfall, take out the Ants, then skip across the lily 
pads to the next leaf. Make your way downstream, then jump off to the bank on the 
right just before going over the waterfall. Drop down to the ground below and on 
to the next leaf. 

Again, go down the river, and again avoid going over the waterfall just past 
where you see the Mock Turtle disembark (going over the falls is fatal). Climb up 
the ledge to the left of the falls and follow the Turtle. Once again, jump on the 
leaf raft and follow him down the river. This time when you come to a waterfall, 
the level will change. 

Level 10: Hollow Hideaway 

Follow the riverbank until you come to a pond with a few lily pads. Jump across 
them to the tree root, then to the other bank. Follow this bank around until you 
can jump on a leaf. Ride it down the pond a little bit until it drops you off on 
the other side. Run along the bank and clear the area of enemies. 

 


There is a Killer Mushroom here guarding a large Sanity Shard. Don' try to get 
the shard until the area is cleared of Ants and Blood Roses. Otherwise you might 
have more than you can handle. 

Follow the path until you come to a Blood Rose guarding a large Sanity Shard. 
Defeat it, then look down the slope to the right for another leaf raft. Board it 

 


Ride the leaf until you see the Duchess's card hose on your right. Defeat the 
guards, then talk to Bill McGille. 

Level 11: Just Desserts 

 


This level is basically one big fight with the Duchess. Once you grab the 
Jackbomb from the table in her kitchen, she'll appear and try to eat you. 

The Duchess is annoying, since she can turn to a cloud of pepper and evade most 
of your ranged attacks, and going toe-to-toe with her is a bad idea. The best way 
to deal with the Duchess is to use the Jackbomb. Run away from her, and drop the 
bomb at your own feet, and keep running. She'll run straight into it. If you get 
low on health, grab any of the Sanity Shards that you can find on your opponent's 
shelves. 

Once she's dead, Bill and the Mock Turtle will join you, and the Turtle will 
reward you. 

Level 12: Wholly Morel Ground 


This whole level is pretty straight-forward, if difficult at times. In order to 
avoid drowning, stay close to the Mock Turtle's bubble trail. The bubbles provide 
you with air. 

The only things to watch out for here are Snarks, which can be nasty if you 
ignore them. If you take a moment to fight them off, be careful of losing the 
Mock Turtle, though, for if you stray far from his bubble trail you're doomed. 

Other dangers include clams that can trap you and bubble jets that can push you 
into sharp spikes. Be wary of both. 

Once you reach the end of the level, the Mock Turtle makes you an "honorary 
reptile" and gives you the magic of his shell. The shell will enable you to stay 
underwater for longer without drowning. 


Chapter 4: Wonderland Woods 

The Rabbit is now at your side, or soon will be, and it's time to find out why 
things have gone so badly as of late. The Caterpillar is the wisest creature in 
Wonderland, and he has the answers you need to know. Finding him isn't going to 
be easy, though. You're not out of the woods yet (pardon the pun). 

Level 13: Dry Landing 

You must now continue your quest for the Caterpillar, who is the only one who 
might be able to help you track down the White Rabbit. Follow the path to your 
right until you come to a pond. 

 


Jump onto the lily pad, then across to the next, then up the rope. Run around the 
path behind the waterfall until you come to a ledge guarded by a Blood Rose. 
Climb up the ledge to your left, then use the glowing mushroom to bounce up to 
the hanging rope. Climb it up, then jump onto the ledge overhead where the White 
Rabbit awaits. 

Follow Rabbit down the cliff side ahead of you. Go from the fungus growing out of 
the tree's side to the rope, then to the ledge guarded by the Army Ant. From 
there, follow the path. 

 


You will eventually come to a great pit with several glowing mushroom caps below. 
Drop down onto the ledge. then use the mushrooms to bounce to the other cliff 
side. From there, climb up the next rope and use some more mushroom caps to 
bounce up inside the dead tree. 

Follow the path until you come to a narrow bridge in front of a Blood Rose. The 
bridge will collapse, forcing you to use the bouncing mushrooms once again to get 
to the other side. Ignore the Jackbomb next to the Killer Mushroom, and instead 
follow the path to the right. 

 


You will come to more ropes hanging in front of the giant tree. Jump to the rope, 
then to the fungus growing out of the tree. From there, jump to the next vine and 
climb it up to the ledge overhead (watch out for enemies above, though). 

Follow the riverbank until you come to a path leading out of this level and into 
the next. 

Level 14: Herbaceous Border 

 


This level starts out with the White Rabbit meeting an unfortunate end at the 
hands (or rather, foot) of a mysterious foe. Once you're done grieving, speed 
through the clearing and drop down the hole on the other side. 

 


Go down the tunnel until you come to a pair of geysers spitting out jets of hot 
air. Clear the level above of any enemies, then ride the jets up to the tunnel 
above. 

 


When the path splits, go to the left. When the bridge crumbles, jump to the 
bouncing mushroom to the lower left and ride up to the ledge above. Follow the 
bridgeways and tunnels out. You'll come to an area where you have to ride several 
more air jets across a large chasm. Ride the jet up until you can jump to the 
rope. Go from that rope to the next, then climb up it to the ledge overhead. 

Jump over to where the cards are, then run up the tunnel to exit the tunnels. 
Follow the path around to the left, then jump across to the vine hanging down 
from the tree. From there, follow the path until you come to another hole in the 
ground. Jump in and follow the tunnel. 

Level 15: Rolling Stones 

This level will start off with the Ladybugs dropping a giant marble down the 
tunnel after you. From there, it's a race against the marble. You can't stop for 
any period of time, or you'll get squished. 

 


The first really sticky point you come to is a large chasm. Use the bouncing 
mushrooms to get across to the tunnel on the far side. But don't stop! The marble 
will keep coming. 

 


The next chasm is connected by the bones of some creature, so don't hesitate to 
run across. Soon you will come to a large ice sheet. Don't hesitate at all, and 
jump at the last second to keep from falling through. On the other side of the 
ice patch, you'll fall through a hole in the ground and start the next level. 

Level 16: Icy Reception 

 


Follow the path until you come to a deep chasm with ice bridges and rocks. Go to 
the right and grab the Ice Wand on the ledge below. Be careful in this area, 
though, for many of the surfaces are slick and may send you sliding to your doom. 

Follow the path, watching for the collapsing bridge, until you climb up the rocks 
next to the frozen Army Ant. Continue to climb the rocks until you come back to 
where you started the level. Go back to were you jumped down to grab the Ice 
Wand, but instead of jumping down to the left, jump down to the right to the blue 
ledge. 

It'll now be another race against the marble. Follow the tunnel until it exits to 
a area full of fire. Watch out for the marble behind you, though. 

 


Once the coast is clear, follow the path to the right until you come to two 
geysers leading to a far ledge. Ride the air vents up, then follow the path to 
your encounter with the Caterpillar. 

The Caterpillar will explain the situation to you, and insist that you must 
confront the Queen of Hearts. You must now travel to the Centipede's lair and 
nibble from the Mushroom of Life in order to regain your normal size. 

Go through the portal to exit the level and proceed to the next. 

Level 17: Fungiferous Flora 

 


You start off in the middle of a patch of Killer Mushrooms. To avoid them, look 
for the nearby Looking Glass behind a pillar and grab it. You can walk right past 
the mushrooms while invisible. If you're quick. you can make it through the whole 
next area without having to fight. 

 


When you come to a large fallen tree to your left, crawl under it through the 
water to the other side. Clear out the enemies there, then follow the path until 
you come to a great hollow tree. Climb in to get ambushed and enter the 
Centepede's lair. 

Level 18: Centepede's Santum 

 


This whole level is just a fight with the Centepede. He can attack a number of 
ways, such as nasty melee attacks, spitting out smaller centipedes at you, and 
spitting venom. 

The secret to beating him is to attack his vulnerable underbelly. You can only do 
this when he rears up and gets ready to attack, so a good strategy is to dash in 
close and bait him into a melee attack, then back away quickly. When he rears up, 
let loose with a ranged weapon like your Vorpal Blade's secondary attack. Hit him 
enough times and he'll go down. 

If you need health, there's some scattered around the level, but your best source 
are the small centipedes that the boss spits out. One hit with the Cards toy and 
they go down, leaving meta essence behind. 

Once the Centepede is dead, climb up the fallen spikes to the mushroom to exit 
the level. 


Level 19: Caterpillar's Plot 

This level has exits to several other parts of Wonderland, and you'll be 
returning here regularly to travel to them. Right now, however, only one of them 
will open --the Oracle's Grove. But you have to do something first. 

Wipe out the Fire Imps, but beware the Magma Men that dwell in the lava pools, as 
well as the Phantasmagoria that lurk about. 

 


Grab the first part of the Jabberwock Eye Staff from the rock pillar in the 
middle of the lava pool. You'll need to collect the other piece and the eye 
before you're done, but it's a start. It'll also open up the gateway leading to 
the Oracle. 

Follow the path, fighting through enemies, until you come to the cave of the 
mysterious oracle. He'll tell you that you must defeat the Jabberwock so that you 
can complete its staff and open the doors to the Queen's final stronghold. 

To get the next piece of the staff, you'll have to enlist the help of the "Pale 
Royals", or the White King and Queen. After your conversation with the Oracle is 
over, the doorway to the Pale Realm will open. Backtrack to it just off of the 
area where you found the first piece of the staff.  


You can fight your way through the chess pieces and Card Guards, but there's a 
much easier way. There's a Looking Glass hidden underneath one of the tiles near 
where the checkerboard pattern starts. Grab it and simply run past your foes. 
Enter the portal to go to the next area. 


Chapter 5: Looking Glass Land 

You'll spend much of this level going through the chess villages. The eternal 
battle between the White and Red sides is going on all around you, so watch your 
step. The White chess pieces are friendly, while the Red are not. 

Level 20: Pale Realm 

Start the level by talking to the White Bishop. This will transform you into a 
bishop chess piece. You will only be able to move diagonally on the chessboard 
floor, and must navigate the next area without falling into a pit or being killed 
by spikes. 

 


Once through, walk into the next area. Here you must defeat several chess pieces 
(the Jackbomb works very well against chess pieces), then head through one of the 
doors. 

 


This will take you to a room with an elevator, which will take you to a balcony 
where there are spikes jutting up out of the floor. Time your movements right to 
bypass the spikes and get to the next area, where you will have to defeat a pair 
of Red Bishops. 

 


Follow the path, going through doors as needed, into the large structure and up 
some stairs, until you find a lever on a small balcony. Pulling the lever will 
open the doors next to the White Rook. Backtrack down to the courtyard and go 
through the doors. 

Fight more chess pieces and follow the path until you come to a White Knight that 
transforms you into a chess piece of the same type. This time you can only move 
in "L" shapes, so navigating your way through the maze is a little more tricky. 
You can still do it relatively easily, though. 

 


Walk up the stairs to your right and go through the smaller white door to the 
inside of the building on your right. Go up the stairs, then out the door at the 
top. Cross the walkways to a guard house with a lever. Throw the lever to raise 
the water levels below. 

 


With the higher water, you will now be able to swim to a place nearby that you 
couldn't reach before. Dive into the water and find the ledge (there will be two 
Red Pawns nearby), climb up, and go through the double doors to the next level. 

Level 21: Castling 

Walk forward and through the doors, then towards the large gate on your right. 
This will trigger a cut-scene where the White Queen is captured. Fight off the 
chess pieces, then go through the castle doors. 

 


Fight off the Red chess pieces, then follow the hallway until you come to a 
throne chamber. Here you will talk to the White King, who will charge you with 
rescuing the White Queen and taking a Pawn with you to the Red Chess land. 

 


Once he's done talking, follow either of the two Rooks, who will lead you to a 
newly opened portal. Go through to enter the next area. 

Level 22: Checkmate in Red 

This level is much like the White chessboard village, except that it's in white 
and red instead and black and white. There will be plenty of Red chess pieces to 
slay. 

 


Start off by running straight forward and diving into the water. Swim around and 
look for an area with several Sanity Shards and a bubble jet. Swim through this 
area, then up to a small alcove with a rope. Climb the rope up. 

 


Run across the walkways until you come to a small house with a door you can walk 
through. Go in, and make your way to the alley out back. Here you'll witness the 
execution of the White Queen (how morbid). But don't worry --all is not lost! 

 


Follow the alleyways through several Chess Pieces until you come to an ornate set 
of double doors guarded by two Rooks. Go through the doors, then drop down 
through the hole in the ground. You will then come to a drawbridge leading to a 
large chess board where you must battle the Red King. 

 


The Red King isn't that difficult to defeat. He can attack by swinging his 
scepter, or with a laser attack. Use the Ice Wand on him and keep moving. His 
attacks don't do that much damage if you keep moving, and if you need health you 
can scoop it up from where it regenerates around the edge of the map. Just keep 
moving and keep moving. 

Once the King is defeated, you can drop the White Pawn down, which will turn into 
a White Queen (remember that rule from chess?). Unfortunately, you don't get to 
witness the ass-whooping the White Queen gives to the rest of the red chess 
pieces, as the Mad Hatter makes and appearance and knocks you unconscious. 

You'll start the next level in his clutches. 

Chapter 23: Mirror Image 

Start off the level by turning right and following the twisted hallway into the 
mirror maze. If you like, you can grab the Rage Box by jumping up onto the 
wooden "ceiling" beam next to the wall and climbing up to the perch. 

 


Keep following the hallways, watching for ambushes, until you come to an area 
where one of the mirrors is cracked and there's some machinery exposed behind it. 
Throw your knife at the clock you find there. This will open up a passage on the 
other side of the glass. 

 


Turn back around and continue to follow the mirror hallways until you come to a 
giant tube suspended in place (this will only appear if you destroy the clock). 
After you grab the nearby Jacks (opposite the pipe), go through the pipe to the 
next part of the level. 

In this area, you will have to watch out for Nightmare Spiders, which like to 
pounce on you from above once you come close enough. Unfortunately, they're 
invulnerable until they pounce, so you'll have to duke it out. 

 


The trick in this next area is to destroy all the clocks pumping gas into the 
Insane Children's rooms. Only after you've destroyed all the clocks will the 
large doorway leading out of this area open up. Go around and destroy the clocks. 
Note that you must also go back through the pipe, which has now swung around in a 
different direction, to access several other cells. 

 


Once the pipe breaks and the outer door is open, head through the double set of 
double doors to the area with pieces of a clock face floating in space. Watch the 
platforms here, as they will tilt wildly and dump you off into space (if the 
Boojums don't knock you off themselves). Make your way to the top and go through 
the outer double doors. 

Run along the walkway next to all the machinery, being careful to avoid getting 
blown off by the strong gusts of wind. To your right you should see three giant 
rings hanging from the ceiling by cables. Make your way over to these and jump 
through them. 

Walk along the path and go through the double doors. Here you will face Tweedle 
Dee and Tweedle Dum. Both can pack quite a punch, with either swords or grenades, 
and both can drop down on top of you for big damage. Worst of all, they can spawn 
smaller versions of themselves that have the same attacks.  

Concentrate first on the smaller one main boss first, ignoring the creatures they 
spawn in if you can. If you need health, defeat some of the "mini-tweedles", or 
grab it from where it spawns in on the staircase. Once the smaller tweedle is 
done for, it's easier to concentrate on the larger one. There's no "trick" to 
winning this fight, other than knowing which creature to attack. 

After you defeat them, the Hatter will show up and whisk you away to the next 
level. 


Chapter 6: Behind the Looking Glass 

You are fully within the Mad Hatter's realm now, and things are not pretty. The 
Hatter is obsessed with time and clockwork, and his mechanical creatures are 
everywhere. This level is also very surreal, testing your senses at every turn. 

Level 24: Crazed Clockwork 

 


Walk down the clockwork pieces and head for the door on the lower right. Go 
through, then follow the path until you come to a room with toxic water in the 
middle and hallways to the right and left that lead to levers. Throw both levers 
to lower a gear over the water. Hop on the gear, then ride it around until you 
can jump to a new area (look for the Sanity Shard and the words "You're Next" 
written on the wall. 

 


Go through the door and follow the path until you come to a room with several 
clock faces floating in the water. Look at the mirrored wall to see which clock 
faces will sink when you stop on them and which will not. Jump across to the 
switch on the other side of the water and throw it. Then run around to the door 
that it opens and go through. 

You will now be in a long row with more cells. Go straight forward until you come 
to a room with padded walls on your right. Drop down through the hole in the 
floor to the area below. From there, fight the Nightmare Spiders and follow the 
path until you come to a set of double doors. 

Go through the double doors and have an encounter with the Mad Hatter's current 
house guests, the March Hare and the Doormouse. You'll also get to see how the 
Hatter creates his Automotons. 

 


Once done talking to these two, throw the lever next to the large machine. This 
will open a grateway elsewhere and prompt the Hatter to open the giant key-and 
lock. Backtrack to the newly opened grate (it's not far) and re-enter the long 
hallway full of cells. They will now be open, however, and newly-formed 
Automotons will come out. Once they're clear, go back to where the Hatter opened 
the door with the giant key and go through. 

 


Follow the path to the next set of double doors and encounter the Griffin. He'll 
tell you that the Hatter will return at 6:00 to check his experiments. Once 
you're done talking, go back out through the door and continue following the 
path. Go through several doors, then a green portal. 

 


Upon going through the portal, you'll be on a gigantic tea table with four cups 
of tea. The trick to exiting this area is to use the seat cushions to bounce onto 
each teacup, then stand on the sugar cube to sink it into the tea. Once all four 
cubes are sunk, the exit will appear. Just be careful --that tea is hot! 

Run into the next room and throw the lever in the middle of the floor. This will 
set the clocks to 6:00 and prompt the Hatter to appear. Go through the new portal 
on your right and confront him. 

Level 25: About Face 

 


This level is one big fight with the Hatter. After you grab the second piece of 
the Jabberwock's staff, he'll appear. The Hatter can attack in a number of deadly 
ways, such as firing rockets, swiping you with his cane, or throwing toxic tea. 
There's precious little health on this level, so be efficient. 

The best way to beat the hatter is to use a combination of Jacks and either 
Jackbombs or Ice Wand attacks. Hit him with the Jacks, then go after him with 
another weapon. You should also do your best to circle-strafe the Hatter --run 
circles around him so that he can't get a good track on you. 

Every once in a while the clock bells will ring and the Hatter will leave the 
battle field for a moment. Two Automotons will appear to fight you. Don't waste 
your ammo on them! Instead, run from them, jumping to throw off their missiles. 
When the Hatter reappears after a moment, he'll slay the Automotons in the 
process, leaving their Meta Essence for you to take. 

Keep wailing on the Hatter and he'll eventually go down. Using the Jacks in 
combination with other weapons and circle strafing are your keys to victory. 

Once the Hatter is dead, ride the clockwork counterweights up to the exit. Make 
sure to grab the Dead Time Clock on your way out.





FAQ for Alice 

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


AMERICAN McGEE's ALICE
Walkthrough version 0.80
1/9/2001

     All right.  Ask and you shall receive well a rushed version that is.  A 
lot of people seemed to want a walkthrough to be available, so I decided to 
release a preliminary version so that at least those who need it will have 
something to work with until the final product is done.  The in-depth 
walkthrough still needs to be ironed out, and I'm now working on the maps and 
a shorter version of what you see here.  I hope this helps.
     Here's the big part.  I am doing this for you guys, so I want to know 
what you think.  Any questions or comments you may have are very welcome.  If 
you have a tip or secret I have overlooked you can send it and I will give you 
credit if it is included.  E-mail me at:  EllipsusD@aol.com.
     Special thanks to katbird and IGN.com for their contributions.
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I.           Version History
II.	Controls.
a.                Screen Elements. 
b.	Basic Controls.
c.	Jumping.
d.	Swimming.
e.	Floating.
f.	Climbing.
g.	Saving.
III.         Items.
IV.         Weapons.
V.	Enemies.
VI.	In-depth Walkthrough
VII.	Extra
a.	Idle Hands.
b.	Codes.  
VIII.      Copyright.             


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                                                                 I. Version 
History
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     The first release, version 0.80 was started on 12/15/2000 and completed 
on 1/9/2001.   It is the version you have now.  To see what it includes, look 
to the table of contents.  I'll make this more informative when the next 
version is released.


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                                                                      II. 
Controls
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     A bit of advice I usually tell people: never play a game without reading 
the manual.  It's as simple as that.  If someone can't read a simple manual, 
then I have no respect for them when they complain about not being able to 
control the game.  With Alice, the Case Book is a second piece of literature I 
suggest you read.  It has some information, but otherwise helps the story.  If 
you haven't read these, please read them now.
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II. a.  Screen Elements
     The first thing you need is to understand the basic elements of the 
screen.  
     The red meter on the left side of the screen is your 'sanity' meter.  
Since this all takes place in Alice's mind, you are surviving on sanity (the 
hope of getting better), and not life.  
     The blue meter on the right side of the screen is your 'will' meter (also 
referred to as power or energy).  The only way that you can get better is to 
have the will power to do so, and this is just a symbolization of that.  Think 
of it as an all occasion ammunition.
     The box under the red meter hold your current weapon.  There are a total 
of ten weapons, and each has its own uses (as specified below).  A note of 
interest, it seems your weapons get stronger when you pick up more of the same 
kind.
     The box that sometimes appears under the blue meter shows any special 
items you may have.  The box slowly gets smaller the longer you have the item, 
and each item has different 'lengths'.
     Alice is in the lower middle of the screen.  Think of this game as a 
first person shooter with a different camera angle.
     Now that all of that is taken care of, we'll get to the Settings menu.  
There are four sections of the head diagram, each referring to a different 
attribute that you can customize.  Section one is video, section two is audio, 
section three is control, and section four is game options.  Make sure that 
you customize all four of these areas to your liking before you start playing.


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II. b.  Basic Controls
     Once again, this is coming right from the Gameplay Guide.  These are the 
set key configurations for Alice.  If you are not used to this type of game, 
then I suggest you take a few minutes to familiarize yourself with them.  If 
you don't know the controls, you won't get very far.

Look:                                                     Mouse
Move forward:                                       W
Move backward:                                     S 
Strafe left:                                              A
Strafe right:                                            D
Jump/swim up/jump off vines:                [Spacebar]
Turn left:                                                [Left Arrow]
Turn right:                                             [Right Arrow]
Climb down vines:                                  F
Camera look:                                         [Tab]
Walk:                                                     Hold [Shift] while 
moving
Use:                                                       [Enter]
Summon Cheshire Cat:                          C
Pause to main:                                       [Esc]
Pause:                                                    [Pause]
Quickload:                                             [F1]
Quicksave:                                             [F4]
Primary attack:                                       Left mouse button
Secondary attack:                                  Right mouse button
Cycle toys forward:                                [
Cycle toys backward:                             ]
Vorpal Blade:                                         1
Cards:                                                    2
Mallet:                                                   3
Jackbomb:                                              4
Icewand:                                                5
Jacks:                                                     6
Demon Dice:                                          7
Eyestaff:                                                 8
Blunderbuss:                                          9
Deadtime Watch:                                   0

     If you don't like this configuration, that's fine by me.  Go to Settings 
and the Controls and you can change the keys up however you want to.  But know 
where the keys that do specific things are.  If you can't remember something 
like that, you shouldn't be playing a game like this.


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II. c.  Jumping
     Jumping puzzles are seemingly the easiest to incorporate into a game.  
There really isn't that much thinking involved, just control over the 
character.  If you don't know how to jump, then you had better learn.  You 
will be jumping, and jumping a lot.
     The first thing you should know is that, when you are jumping to certain 
areas, a pair of footprints will appear on the ground to show you where you 
will land.  When you are not jumping long distances, this will help a lot.  
Test it in the first level so you can get a feel for how far you jump.
     Next you should get used to the running jump.  You can get almost twice 
as much distance by running before pressing the jump button.  The problem with 
doing this is the uncertainty of your landing position.  Only practice will 
help you here.
     Ledges will help you on areas where you cannot jump high enough, or far 
enough.  As long as the ledge had a sharp angle and your hands can get above 
the level of the ledge, you will grab on.  From here you can move to the side 
or climb up by pressing forward.  You will use this more than once.
     Unlike in real life, you can control your movement in air.  What does 
this mean to you?  You can reach distances in-between the running jump 
distance and the standing jump distance.  You can even jump to the side by 
pressing strafe right before you jump.  Practice this as well.
      Bouncy mushrooms seem to be a large problem for some people.  True, the 
risk is much greater when you are high in the air, but you can still control 
your jumping in almost the same way.  Realize that the area of the mushroom 
you step on will determine the direction you jump in.  Try to jump facing the 
area you want to land at/grab on to.  There are only four mushrooms in the 
game that you have to jump on, so don't worry.


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II. d.  Swimming
     The only problem people have more than jumping is swimming.  The only way 
to do something is to try it.  That is part of gaming.  Swimming is just like 
walking,; the only difference is the added z-axis movement.  
     Now, to swim in any direction, look in that direction and press forward.  
To move backwards, press backwards from this position.  Strafing works the 
same too.  So what's so hard?  Air supply.
     You at no time in the game have an infinite air supply.  Never assume you 
do.  The only way you can survive underwater is to find bubbles or the surface 
and get a breath of air.  I estimate that you have about twenty seconds of air 
before you die.  During this time you will 'glug' once.  At this point, it is 
imperative that you seek air immediately.  If not, you will die.
     Attacking underwater does, however, present a problem.  The only weapon 
you can use is the knife.  The only enemy you will see is the Snark.  But 
remember, Snarks always hunt in packs.  It's best to isolate them.
     You really shouldn't have too much trouble in the water.  It doesn't take 
much to get used to it, and you won't spend much time in it.  If you simply 
can't get the hang of this, just grin and bear it (and never play Decent).


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II. e.  Floating
     There really isn't much to say here.  You will know if you can float or 
not by the bursts of white steam coming from the ground.  Jump on top of it 
and Alice's dress will puff outwards as it fills with air.  This will help 
propel you upwards.  You can hover in place and use the directions to move in 
almost any way you want.  When coming off a vent, make sure you were not 
dropping down of the steam jet when you do, you will fall sharply right off 
the bat.  Come off while the air is still pushing you upwards.


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II. f.  Climbing
     This really shouldn't be a problem if you read the manual.  The only 
problems I hear with this are simply not knowing what you can do on the rope.  
When you jump towards a rope, release the jump button before you catch it.  If 
you don't, you will grab it and immediately jump back off.  While you are 
holding a rope, use the movement keys to swing in various directions.  Also 
note that pressing [Enter] will allow you to climb higher on the rope, while 
[F] will have you climb down.  Put all of this together to greatly add to your 
versatility.


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II. g.  Saving
     This really isn't imperative, but I thought it would help.  Quickloading 
and quicksaving will drastically help you through the tougher areas of the 
game by making it so you can afford to make mistakes without restarting the 
level.  Not being afraid may take some atmosphere from the game, but it allows 
you to explore more extensively your surroundings.  The default keys are [F1] 
to quicksave and [F4] to quickload.  


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                                                                         III. 
Items
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     There are a number of items to be found in Alice, though must of them are 
just upgrades versions of each other.
Health:  Red amulets that restore a small amount of health.
Large Health:  A larger amulet that restores a medium amount of health.
Energy:  Small blue vials that restore a small amount of power.
Large Energy:  A larger vial that restores a medium amount of energy.
Triangle Meta-Essence:  A small triangle that restores a small amount of 
energy and health.
Diamond Meta-Essence:  A diamond twice as big as the triangle and twice as 
restorative.
Heart Meta-Essence:  A large heart that restores a large amount of energy and 
health.
     The following three items are 'special' items.  They are not found very 
often, and the give Alice powers that she would not normally have.  It usually 
pays to pick these up.
Demon Vial:  This gives Alice increased strength for about fifteen seconds.  
Think Quad Damage.
Mirror of Invisibility:  As the name states, Alice becomes invisible for about 
twenty seconds.
Cricket Tea:  This will increase Alice's speed and jumping ability for about 
fifteen seconds.


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                                                                      IV. 
Weapons
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     Weapons in this game are called 'toys' and rightfully so.  Like 
everything else in Alice's mind, these simple toys have become quite deadly.  
There are ten toys that Alice can find, and only three of them do not have a 
secondary fire.  In essence, you have seventeen ways of attacking in the game.  
To make things even more interesting, picking up two or more of the same 
weapon will increase the strength of that weapon.

Vorpal Blade:  This weapon is named after the blade used to kill the 
Jabberwock in the original poem.  It will be used throughout the entire game.
                     Primary Attack:  Slash.
                     Secondary Attack:  Throw.

Cards:  A fairly weak toy, use this only when you have no other choice.
                     Primary Attack:  Two card throw.
                     Secondary Attack:  Sixteen card blast.

Croquet Mallet:  This has longer reach than the knife, and is better for 
knocking back enemies.
                     Primary Attack:  Bash.
                     Secondary Attack:  Electrified croquet ball.

Jack Bomb:  Best used at a distance, this explosive device will be used often.
                     Primary Attack:  Explosion.
                     Secondary Attack:  Flame-thrower / explosion.

Ice Wand:  The Ice Wand will suck will power like nothing else, but it is the 
weapon to use for some bosses.
                     Primary Attack:  Ice beam.
                     Secondary Attack:  Wall of ice.

Jacks:  This will soon replace the knife as your most used weapon.  It gets 
quite powerful.
                     Primary Attack:  Jack barrage.
                     Secondary Attack:  Jack throw.

Demon Dice:  There are three types of demons that can be summoned, with this 
group destroying weapon.
                     Dud:  No demon appears.
                     Small Demon:  Uses ? will meter.  Small, and winged, and 
has a mild electric beam.
                     Medium Demon:  Uses ? will meter.  Snake-like, with both 
slashing and flame attacks.
                     Large Demon:  Uses ? will meter.  Large and mean, has 
electric and pounding attacks.

Jabberwock's Eye Staff:  It takes time to charge, and drains like the Ice 
Wand, so use it sparingly.
                     Primary Attack:  Eye beam.
                     Secondary Attack:  Meteor shower.

Blunderbuss:  This most powerful toy in the game, it takes a full will meter 
to use.  Drills through enemies.
                     Attack:  Burst of will.

Deadtime Watch:  This watch will freeze time about once per level, giving you 
twenty seconds of freedom.
                     Attack:  Time freeze.


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                                                                        V. 
Enemies
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     In the eyes of a number of people, the enemies make the game.  Without 
good foes, no amount of level design can save a game.  Take Unreal for 
example.  Beautiful levels, but many people did not like the enemy AI, and 
therefore the game suffered.  Alice boasts a cast of original and interesting 
enemies.  Though the AI is slightly lacking, these guys will give Alice a hard 
time in her quest.  The following are their descriptions and tactics you 
can/should use to beat them.  They are in order of appearance.
NOTE: All 'hits' are based off using the knife.
NOTE: All of the Life counts are based on the Nightmare difficulty setting.  
Enemies may be easier.

Club Card Guards:  The weakest and most basic of all the card army.  This 
doesn't mean that they are pushovers though.  When you face them, your weapons 
will be just as weak.  Take them out from a distance, otherwise you will get 
cut.
                       Attack:  Various types of blade slashes.
                       Life:  Three hits.
                       Meta:  Diamond.

Diamond Card Guard:  This guy's only upgrade is that he can attack you from a 
distance.  He is just as deadly at close range, so distance is still the 
advantage.  The knife works best here as well.
                       Attack 1:  Various types of blade slashes.
                       Attack 2:  Laser diamond.  It's easy to dodge.
                       Life:  Three hits.
                       Meta: Diamond.

Boojum:  Many people hate Boojum's because they are usually in groups, and 
they can deal a lot of damage in the time it takes to beat them.  The knife is 
best until you get the Ice Wand, which is best until you get the Jacks.  The 
knife is the only weapon that will give the Boojum much of a chance to hurt 
you, so run under him if possible to avoid damage after throwing the knife.  
It's funny to think that these were supposed to be passive.  Looks like 
someone botched the AI.
                       Attack:  Scream.  It can throw you distances, so be 
careful.
                       Life:  Three hits.
                       Meta:  Heart.

Mechanical Ladybug:  One of the more annoying creatures in the game, this 
Ladybug (no, it's not a beetle), will have you pulling your hair out if you 
don't get out of it's way.  You can hear it coming, and it can be killed 
before it does any damage to you.  The knife is about the only thing you'll 
have that works.  
                       Attack:  Explosive acorn drop.  Just run as soon as 
it's overhead to avoid it.
                       Life:  Two hits.
                       Meta:  Diamond.

Army Ant Soldier:  Again, it pays for you to take out your enemies at a 
distance, but it would be better if you found some cover while doing this.  
Strafe in and out of cover and use the knife, or Jack Bomb when you have it.
                        Attack 1:  Rifle shot.
                        Attack 2:  Bayonet slash.
                        Attack 3:  Pincer toss.
                        Life:  Five hits.
                        Meta:  Diamond.

Snark:  Snarks are by far the most annoying creatures in the game.  The only 
way you can beat them in the water is with the knife, and if you are lucky 
enough to be on land, you're still not safe.  I strongly recommend that you 
take these guys on one at a time, and in the water if possible.
                        Attack 1:  Bite.
                        Attack 2:  Tongue whip that will pull you into the 
water.
                        Attack 3:  Poison spit.
                        Life:  Two hits.
                        Meta:  Diamond.

Army Ant General:  The General is more deadly than his troops, and keep that 
in mind.  I can't overemphasize the importance of getting this guy one on one, 
and make sure you have cover.  They are almost always found with other troops, 
so be wary of that as well.  The knife, and Jack Bomb are the recommended 
weapons.
                        Attack 1:  Poison grenade.
                        Attack 2:  Sword slash.
                        Attack 3:  Pincer toss.
                        Life:  Ten hits.
                        Meta:  Heart.

Mushroom:  You can't hurt them until they 'activate', and they won't do that 
until you get close.   Once close they will pull you in, so press backward and 
strafe to get away.  Once they get you it's about over.  They aren't too much 
trouble one at a time, but you will see them in groups also.  Use the knife, 
the Jack Bomb, or avoid them entirely.  
                        Attack 1:  Inhale/bite.
                        Attack 2:  Toxic mist.
                        Life:  Eight hits.
                        Meta:  Heart.

Pink Rose:  The only rule here is to seek cover.  If you don't then be ready 
to do some strafing.  The knife works best.
                        Attack:  Multiple dart toss.
                        Life:  Three hits.
                        Meta:  Diamond.

Antlion:  Ugly doesn't describe it.  They are fairly dangerous, but not very 
mobile.  If you find some high land, you can cut them up with the knife.
                        Attack 1:  Bite/gash.
                        Attack 2:  Dig underground and re-appear.
                        Life:  Five hits.
                        Meta:  Diamond.

Fire Imp:  Not really much trouble alone, but if you find them in a group, 
things may be a little harder.  Fortunately they are weak, and finding cover 
isn't a big deal.
                        Attack:  Pitchfork poke.
                        Life:  Two hits.
                        Meta:  Triangle.

Lava Man:  Fighting these guys is not much fun.  They seem to be taken from 
Dhalsim from Street Fighter 2, and they are quite resilient.  Make sure you 
are at a good distance when you start attacking.  Burning is not worth the 
mistake.  The knife or Jacks work best.
                        Attack 1:  Fireball spit.
                        Attack 2:  Extended arm punch.
                        Life:  Nine hits.
                        Meta:  Heart.

Phantasmagoria:  I would award this guy the title of most-frightening-enemy-
upon-first-glance.  He is creepy at first, but he does no physical damage to 
you.  To top that off, he is a wimp and you will be glad to see him when you 
are low on health because of the reward for killing him.  Strafe to the side 
when his cloak opens, and attack with the knife or Jacks.
                        Attack 1:  Ice beam.
                        Attack 2:  Will drain.
                        Life:  Nine hits.
                        Meta:  Heart.

Spade Card Guard:  I would rather see these than a heart any day, but that 
doesn't mean that they are a highly welcoming thing.  They carry explosive 
blasts, so strafing is a must.  As with all cards, distance is needed.  Use 
the knife, Jack Bomb, or Jacks.
                        Attack 1:  Explosive spade dart.
                        Attack 2:  Various types of blade slashes.
                        Life:  Five hits.
                        Meta:  Diamond.

Heart Card Guard:  These guys are just plain mean.  The blasts they shoot are 
homing, so you will need to find cover when fighting them.  Distance, and 
cover.  Kill them as you would any other card, and remind yourself that it's 
only a game there's no reason to get mad.
                        Attack 1:  Explosive homing heart darts.
                        Attack 2:  Various types of blade slashes.
                        Life:  Nine hits.
                        Meta:  Heart.

Red Pawn:  They may seem weak, but if they hit you once, they will usually hit 
you twice.  Head for the high ground and hit them with the knife or the Jack 
Bomb.  As long as they can't touch you, there is no need to isolate them.
                        Attack:  Jump into you.
                        Life:  Five hits.
                        Meta:  Triangle.

Red Knight:  These guys move fast, so it definitely pays to keep the high 
ground.  They rarely appear alone as well, so the prime weapon is the Jack 
Bomb.  It can burn several of them at once.
                        Attack 1:  Jump into you.
                        Attack 2:  Sword slash.
                        Life:  Seven hits.
                        Meta:  Heart.

Red Rook:  Rooks are tough, and they like to get in your face.  Once you see 
them, you may not have time to find high ground, but doing so is imperative if 
you want to survive.  The Jack Bomb is a good choice if you can get it into 
the middle of the rook's path.
                        Attack 1:  Run into you.
                        Attack 2:  Punch.
                        Life:  Ten hits.
                        Meta:  Heart.

Red Bishop:  More powerful than the other chess pieces, but weaker in life, 
the bishop is the only piece you will need to find cover to fight.  He will 
try to take you out at a distance, so be careful.  If you see him, he can 
attack you.  Again, the remoteness of the Jack Bomb makes it ideal.
                        Attack 1:  Cane hit.
                        Attack 2:  Laser beams.
                        Life:  Six hits.
                        Meta:  Diamond.

Clockwork Guard:  Well, they are the most durable of all enemies.  Until you 
get the Jacks, you will have your hands full taking care of these, though 
throwing the knife while running backwards will conserve the most will.  Stay 
back.  Far back.  It's rocket hands are deadly, and homing, so you'll need to 
be far enough away to find a corner to hide behind.  
                        Attack 1:  Arm swing.
                        Attack 2:  Steam blast.
                        Attack 3:  Explosive homing arm rockets.
                        Life:  Sixteen hits.
                        Meta:  Heart.

Lantern Spider:  You'll see them hanging on the wall long before they attack, 
but they will attack, and violently.  Don't only avoid, but just seek a hiding 
place from these guys.  The Jack Bomb works best, but anything that keeps them 
at bay will do.
                        Attack 1:  Slash.
                        Attack 2:  Poison bite.
                        Attack 3:  Poison spit.
                        Attack 4:  Web-string escape.
                        Life:  Seven hits.
                        Meta:  Diamond.

Fire Snarks:  The only thing worse than a snark, is a fire snark.  Not only 
are they vicious,  but they have good aim, and will set you on fire at the 
worst possible moment.  It pays to move quickly and just avoid these, because 
they are hard to see, and harder to hit in the lava.  If you must fight, the 
Jack Bomb and Jacks work best.
                        Attack 1:  Fire spit.
                        Attack 2:  Tongue whip into the lava.
                        Life:  Eight hits.
                        Meta:  Diamond.

Jabberspawn:  I really don't see the resemblance here to the Jabberwock, but I 
guess it must be there somewhere.  Anyway, always take cover when fighting 
Jabberspawn.  They are wicked up close, and still strong at a distance; top 
that off with the fact that they usually appear in groups of two or more, so 
be careful.  The two best weapons are the Jacks or the Jack Bomb.
                        Attack 1:  Pounce.
                        Attack 2:  Bite.
                        Attack 3:  Electric burst.
                        Life:  Eleven hits.
                        Meta:  Diamond.

 

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------------------------------------------------------------------------------
-------------------------------------------------
                                                             VI. In-Depth 
Walkthrough
     -(o)-|{}|-(o)-|{}|-(o)-|{}|-(o)-|{}|-(o)-|{}|-(o)-|{}|-(o)-|{}|-(o)-|{}|-
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------------------------------------------------------------------------------
-------------------------------------------------
     I assume that you have read or have knowledge of Chapter 2 of this 
walkthrough before starting.  Choose a difficulty setting you feel comfortable 
with and get ready.
     The game starts off with a cinema of Dinah (Alice's cat) inadvertently 
knocking over a gas lamp.  The liquid gas hits the embers from the fireplace 
and a fire starts which kills Alice's parents.  Being the only survivor, and 
heavily injured Alice is sent to a mental institution (read the journal).  
______________________________________________________________________________
________
Village of the Doomed             2 levels
------------------------------------------------------------------------------
-------------------------------------------------
Dementia
------------------------------------------------------------------------------
-------------------------------------------------
     You find yourself falling, only to land on the ground surrounded by a few 
mushrooms.  After a few words from the WHITE RABBIT and CHESHIRE CAT you 
begin.
     This level is basically introductory.  You will get the hang of Alice's 
controls and you'll begin to learn of Wonderland's peril.  The map is fairly 
self-explanatory.  Follow the tunnels until you reach the area marked 'wind' 
on the map.  Notice, as you jump over it, that your dress fills with air 
allowing you to glide over the gap.  You will need to be able to control this 
later.  Soon you will get the knife, and, after another cutscene, you will be 
able to use it on the one and only enemy in the level: a CLUB CARD-GUARD.  
After dealing with him, follow the upper route to the mine entrance.  Thus 
ends level 1.
Map:

X = cutscene
t = triangle meta
O = weapon
CG = Club Card Guard
& = health 
                           ___
                          /   \ start
                          \   /
                           | |
                           | |
   _______ 	               | |
  |  _____|________________| |
  |_|     X__________________/
  |_______|
    wind
   _______
  |     X |____________           
  |_________________  t|
                    |O|        __________
                   _| |_       |_      _|   ____ ___
                  |     |_______|t|  |t|____|  |_|  |
                  |      ____________________  CG   |door
                  |_____|                    |__ ___|
                                               | |  _ 
                                          _____|_|_| |
                                         |X____|_|_ &|
                                         | |   | |_|_|
                                         | |   |     |
                                         | |   |_    |
                                         | |___  |_  |		
	           
                                         |____&|   | |
                                         ______    |_|
                                        |______|
                                    __
                           to mine |__|

------------------------------------------------------------------------
Pandemonium
------------------------------------------------------------------------------
-------------------------------------------------
     In pandemonium your task is to find the ELDERLY MAN and get from him the 
potion which will make you small enough to follow the rabbit through his door.  
     Ropes will meet you as you start out.  To grab onto them simply 'jump' at 
them. 
NOTE:  holding 'jump' will cause you to let go of the rope as soon as you 
catch it OR you won't grab it at all.
     You can climb up and down ropes and pressing forward and backward will 
cause you to swing in that respective direction.  'Jump' releases.
     After crossing the acid water, you will speak to the OLD MAN who will 
tell you to find a key for him.  Move forward to the mine cart and enjoy the 
ride.
Map:

X = cutscene
t = triangle meta
* = rope
                     _____
                    |  |__/
                    |_t|
                                     _
                         *          | |
                                    |_|
   __                         *  
  |  |_________           ___         
  |  |         |_________|   |
__|__|          ____________t|
|  __ X        |
|  | |         /
|__| |_ ______/
      | |
      | |___________
      |_____________|mine cart to A


     After the ride is over you will be confronted with a guard.  Kill him and 
move to the deck of cards beside the door.  Enter and kill the guards, 
including new DIAMOND CARD GUARDS.  Get the key and enter the portal in the 
newly opened doorway.
Map:

t = triangle meta
d = diamond meta
h = heart meta
O = weapon
CG = Club Card Guard
DG = Diamond Card Guard
        _____
       A__   |
          |t |
           |CG
           | |_
           |  d|
      _____|   |
     / ____|   |
  __|  |__ |O__|
 |        |
 |h  CG   |
 |   CG   |
 |    DG   | 
_|_      _|_
|_       |  |
|_|_key__|DG|to B
|_|______|__|


     You are back in the area you started.  Kill the guards and cross the acid 
to enter the door the OLD MAN opened.  Once inside you will be carried via 
balloon to the next area.
Map:

t = triangle meta
CG = Club Card Guard
DG = Diamond Card Guard
* = rope
                     _____
                    |DG|__/
                    |_t|
                                     _
                         *          | | B
                                    |CG
   __                         *  
  |  |_________           ___         
  |  to C      |_________|HG |
__|__|          ____________t|
|  __          |
|  | |         /
|__| |_ ______/

________________________________________________________________________
Fortress of Doors                       4 levels
------------------------------------------------------------------------------
-------------------------------------------------
Fortress of Doors    part 1
------------------------------------------------------------------------------
-------------------------------------------------
     From here on out, the game starts getting progressively tougher.  After 
the intro in which you jump off of the balloon to the side of the castle, you 
will spent most of your time trying to get into the school.  Easier said than 
done.  The only entrance is an open window overlooking one of the upper walks 
of the castle.  Again, getting up there is easier said than done.
     As you start, you should be at full sanity and power.  If not, you can go 
around the castle perimeter to get several items, but they are guarded by 2 
guards.  
     Once your power is full, you will find an opening by the area you 
started.  This takes you inside the castle walls.  There really isn't that 
much to do here.  You can't get into the school here, a clip brush has made 
sure of that, so all that is available is a doorway on the wall.
Map:

S = start
& = health
% = power
DG = Diamond Card Guard 
____                    ____
| | |  _______________ | | |
| | | |               || | |
| | | |               || | |
| | | |               || | |
| | | |_______________|| | |
| |_|_                _| | |
|S _  |______________| | | |
| | |_                 | | |
| | |_|_____ to A______| | |
| |____DG_________DG_____| | 
|_______DG__DG   ______| |_|
            |___|      |_| __
              __          |__|
             |__|     __
               __    |%_| 
              |&_|


     A room in the void.  You will almost immediately be confronted with 2 
BOOJUMS.  After they are dead you may need to get the heart energy hidden in 
the area near where you entered.  Cross the floor (which will open underneath 
your feet, climb the stairs and cross the tilting angular walkway.  Just make 
sure that you hurry across or the end facing the top of the exit platform will 
be too low to make the jump.  Enter the portal to exit the level.
Map:

h = heart meta
BJ = Boojum

bottom          top
 __________      __________
|A     ||h |    |    to B  |
|          |    |__________|
|__________|     _        
   BJ           | |________
 __________     |________  |
|          |       BJ    |_|
|__        |     __________
|  |       |    |          |
|__|_______|    |__________|

------------------------------------------------------------------------------
-------------------------------------------------
Beyond the Wall
------------------------------------------------------------------------------
-------------------------------------------------
     You start off in a large room with towering walls and a number of CLUB 
GUARDS.  Use the cover to your advantage and lure the cards to their doom one 
at a time.  On the raised circular platform is a DEMON VIAL.  Drinking it will 
allow you to kill the guards with one hit each but it will also summon at 
least four more guards to deal with.  The choice is yours.
     You will see several CLUB GUARDS on the upper level.  Don't worry about 
them unless they jump down.
Map:

S = start
d = diamond meta
% = power
^ = demon vial
CG = Club Card Guard
  _________________________
|  _________________|S|_  |
| |____%_cg_   _________| |
|  _________| |_________  |
| |cg__   _CG  ______CG_| |
|  ___d| |^|  |_________  |
| |cg_______   __CG_____| |
|  _________|cg_________  |
| |_   CG__________d_cg_| |
|___| |___________________|  
    | |
    | |
   to A


     After passing through a series of doors you will be confronted with 
another void.  All you have to do here is get to the other side of the 
expanse, but to do this you will have to keep up with the four puzzle pieces 
that constantly build a path to guide your way.  The BOOJUM won't attack until 
you reach the other side, and you should be able to enter the portal before it 
can even reach you.
Map:

d = diamond meta
BJ = Boojum

        |A|
    ____| |____
    \         /
     \_______/
        |_|

     _
    |_|
            
           _
          |d|
    BJ
   _____________
  |    _____    |
  |___|to B |___|


     The first real puzzle of the game.  Quickly kill the three BOOJUMS that 
attack you (preferably from the safety of the lower level).  The point of this 
puzzle is to pull the switches in the order that their sounds played when you 
entered the area.  The switch on the top level resets the bottom switches in 
case you make a mistake.  The correct order is 3-1-2.  
     Take care of the guards from the safety of the top level and cross on the 
puzzle pieces, which move with you this time.  Follow the hallway, killing the 
guard at the end to reach the portal.
Map:

d = diamond meta
CG = Club Card Guard
DG = Diamond Card Guard
BJ = Boojum

       top             bottom
    _________        _________
   |    B    |\      |  3d2 1 |
   |____)____| \     |__)_)_)X|
        _    |  |           \  
    BJ |_|    _/             \__/
       BJ
    BJ

    _________
   | DG  CG  |
   |___   ___|
       | |
       | |
       | |
       |DG
        to C


     This is the second to last part of the level and the least difficult.  
When you enter the room the ground will flip, break apart, and turn into steps 
so you can climb to the portal.  The map below shows the order to follow.  If 
a number is shown twice, it means you have a choice.
Map:

 ____C____
|  _ _ _  |
| |2|1|2| |
| |4|3|4| |
| |6|5|4| |
| |7|7|8| |
| |8|9|9| |
| |_|_|_| |
|  _____  |
|_| to D|_|


     Back to the first area, this time on the upper level.  But not for long.  
You will soon be assaulted by four BOOJUMS.  Not very good odds.  The easiest 
way to deal with them is to jump down quickly and take them two (or less) at a 
time.  It's no use trying to run.  You can't progress until you beat them.  
The circular platform will lift you back to the top level, and the middle door 
will be your exit.
Map:

d = diamond energy
h = heart meta
& = health
% = power
BJ = Boojum

BJ
 _________________________
|% _____________________  |
| |____%____   _________| |
|  _________| |_________  |
| |____   _    _________| |
|  ___d| |_|  |_end_____ D|
| |_________   _________| |
|  _________| |_________  |
| |_   ____________d____| |
|___| |__________________%|  
    | |
BJ  | | BJ   BJ

------------------------------------------------------------------------------
-------------------------------------------------
Fortress of Doors	   part 2
------------------------------------------------------------------------------
-------------------------------------------------
     This short little area is hardly worth the load time, but it adds 
continuity.  You are now at the top of the castle wall.  Kill the two DIAMOND 
GUARDS and the two BOOJUMS (using the cover of the room you start in) and 
proceed to the open school house window.  Jump in to end the level.
NOTE:  Falling off the edge will have you repeating all these tasks over again
NOTE:  The BOOJUMS won't appear until you cross the first corner of the castle 
wall.  Kill the guards before you do this.
Map:

S = start
& = health
% = power
DG = Diamond Card Guard
BJ = Boojum 
____                    ____
| |S|  _______________ | | |
| | | |               || | |
| | | |               || | |
| | | |               |exit|
| | | |_______________||BJ |
| | |_                _| | |
| | | |______________| |BJ |
| | |_                 | | |
| | |_|________________| | |
| |____DG_________DG_____| | 
|___________     ______| |_|
            |___|      |_| __
              __          |__|
             |__|     __
               __    |%_| 
              |&_|

------------------------------------------------------------------------------
-------------------------------------------------
Skool Daze    part 1
------------------------------------------------------------------------------
-------------------------------------------------
     This is another level that you will have to visit twice, one of 3 in the 
entire game.  You start out in the room that you jumped into, except that the 
window is gone and a door is in its place.  Oh, well.  It's not like this 
level could possibly fit into that little school house from the previous 
level.  
     Enter the next room and kill the guards.  Before entering any of the 
doors, go upstairs and grab the CROQUET MALLET sitting on the platform next to 
the fireplace.  You can't jump from one platform to the next, so jump on the 
fireplace and then on to the platform.
Map:

S = start
O = weapon
DG = Diamond Card Guard
@ = insane child
                __
               | S|
               | @|
        _______|__|_______
       |  |__          |O||aduitorium
       |  |  |  DG      _||
       |  |  |  __     |  |
       |  |__| |  |    |  |
          |____|__|____|  |
library DG|____|__|____|DG|
       |__|_____  _____|__|
               |  |
               |__|


     Go in the lower door to go to the auditorium.  Inside you will find the 
OLD MAN.  He will tell you of a book that contains the ingredients for the 
potion.  Talking to him will also cause two DIAMOND GUARDS to enter the room 
and attack you.  Kill them.  After they hit the floor, you will see the OLD 
MAN pull a book that opens the way to the library.  To get there take the 
upper door. 
NOTE: The swinging doors in this level and the next will never open.  It's 
just there for looks.
Map:

X = cutscene
DG = Diamond Card Guard
@ = insane child
     _________________
main  X            |@ |
        | | | |    | @|
    |dg | | | |    |  |
    |dg | | | |    |@ |
    |   | | | |    |  |
    |   | | | |    |@ |
    |_________________|


     There isn't much to do in the area before the library, but I suggest you 
kill the CLUB GUARD in the book-filled walkway while you have the chance.  He 
won't hesitate to call his friends into battle.
Map:

CG = Club Card Guard
@ = insane child
    ___
   |@  |
   |   |_________
   |   | CG
   |   |_CG______
   |   |
   |---|-opens after auditorium
   |   |
   |   |___
   |    CG |
   |    ___| 
   |   |
  _|   |
to A   |
 ______|


     The library itself is four stories high.  Each story has a large blue 
book that will act as a stepping stone to the book of ingredients once 
'activated'.  These books are marked with numbers on the map.  Use the stairs 
to get to the second story, the right bookcase to get to the third story 
(remember that the book is on the left side of the second story), and the 
elevator to get to the fourth story.  Jump across the books to get to the 
package looking object.  It's the book of ingredients.
     Once you push the book off the wall, make you way down to the second 
story.  The only way down from here is to jump.  To avoid getting hurt, jump 
so as to land on the fallen book.  Your fall will be interrupted with a 
cutscene.
Map:

X = cutscene
CG = Club Card Guard
DG = Diamond Card Guard
    __________             ______________
   |          |           | CG  |  |  CG |
   | _        |           |____ |  | ____|  
  _| ||       |           |____ |  | ____|
 |   ||       |           |____||  ||____|bookcases
 |1  ||       |           |_CG_ |  | _DG_|
   | ||       |           |     |__|     |
   |CG  DG  DG|           |2             |
   |___   _____A          |______  X_____|
       |__|stairs               |__|stairs
                                 __ book 
 ______________            _____|__|_____
|  CG |  |   DG|          |      1       |
|____ |  | ____|          |        2     |
|____ |  | ____|          |           3  |
|____||  ||____|bookcases |_____    ___4_|
|___DG|  | __DG|          |____ |  | ____|
|     |  |    3|          |     |  |  4  |
|  ___|__|___ _|          |_____|__|_DG__|
 observ.    |_|elevator               |_|elevator

------------------------------------------------------------------------------
-------------------------------------------------
Skool's Out
------------------------------------------------------------------------------
-------------------------------------------------
     In this level you must search three the school's three stories to find 
the four ingredients (mushrooms, poppies, sugar, and spice).  You will also be 
confronted with a new concept: for every good thing you do, something even 
worse will be there to greet you because of it.
     You start out in a large circular room.  Kill the BOOJUM and the two 
guards.  At this point you are presented with a number of choices.  Seemingly, 
that is.  You can go into either of the two lower doors first.  This 
walkthrough, however, will start with the room on the right.  
     In side this room is mainly void.  But you can get the DEMON DICE here.  
I say can, because it isn't necessary.  You'll end up summoning seven enemies 
if you choose to take the bait, but I suggest you take on the challenge.  
     Jump over to the platform holding the dice and turn to face the way you 
came BEFORE you grab the dice.  Trust me, the three BOOJUM that appear will 
easily blow you off the platform if you don't get back to the other side as 
soon as you can.  Besides, you are much safer with the staircase blocking you 
than anywhere else.  
     After you enter the main room again, you will be attacked by four CLUB 
GUARDS.  Use the dice and save yourself some trouble.

     Go to the second doorway on the first story.  It leads to the gym.  Pull 
the lever to the left of the entrance to extend the bleachers.  Climb the 
bleachers to jump into the rafters.  Make your way across, avoiding the 
swinging balls, and talk to the OLD MAN.  He gives you the MUSHROOMS, but 
leaves you to three BOOJUM.  Grab the DEMON VIAL to get increased strength.  
You should be able to kill two BOOJUM by throwing your knife before the effect 
wears off.  Going back into the main room also leaves you with two more 
BOOJUM.

     There is only one door on the third story.  It leads to Second Grayd.  

     Enter second grayd and save the OLD MAN to get the SUGAR-SPICE DROPS and 
the JUMBO GROW.  
NOTE: You can only meet the old man AFTER you have seen him in the GYM.
     Go back into the hall and enter one of the doors on the side.  It doesn't 
matter which, they both lead to the same place.  You can go out to the third 
story here, or the third grayd room.

     Third grayd contains seven guards and two BOOJUM, as well as your second 
chance to get the CROQUET MALLET and the POPPY in the last room.  Be sure to 
actually pick up the POPPY LOLLIPOP.  Simply creating it won't count.

     Now that you have gathered everything, go back to the lab in second 
grayd.  Pick up the FINISHED POTION and the STAR to open the portal back to 
Skool Daze.
------------------------------------------------------------------------------
-------------------------------------------------
Skool Daze   part 2
------------------------------------------------------------------------------
-------------------------------------------------
     Kill the guards and make your way back to the library. 
Map:

S = start
h = heart energy
CG = Club Card Guard
                __
               |  |
               |  |
        _______|__|_______
       |  |__          |h||aduitorium
       |  |  |          _||
       |  |  |  __     |  |
       |  |__| |  |    |  |
          |____|__|____|  |
library   |_CG_|__|CG__|  |
       |__|_____  _____|__|
               | S|
               |__|


     Don't rush in.  Learn here the advantage of the 3rd person view the game 
provides.  You can see the three BOOJUM in the library, but they can't see 
you.  Use the DEMON DICE to keep them company.  You will have to give the 
demon a hand  in order to kill all three.  The level one demon isn't all that 
strong.
Map:

CG = Club Card Guard
DG = Diamond Card Guard
BJ = Boojum
    __________           ______________  
   | BJ BJ    |         |  DG |  |     | 
   | _  BJ    |         |____ |  | ____|
  _| ||       |         |____ |  | ____| 
 |   ||       |         |____||  ||____|bookcases   
 |_  ||       |         |___DG|  | __  |  
   | ||       |         |     |  |     |   
   |CG        |         |  ___|__|___ _|   
   |___   _____A         observ.    |_|elevator   
       |__|stairs


     The entrance to the observatory is on the left side of the third story. 
Map:

& = health
% = power
CG = Club Card Guard
DG = Diamond Card Guard
 ____________________
|      %  %CG%     __|
|        /   \    |__|
|       |     |DG |__|
|        \ _ /    |  |
|_________________|  |
 |_|    | |  | DG    |
        |__\/________|


     The star will allow you entrance to the observatory elevator.  Enter the 
observatory and fight the three guards.  Jump over the gap in the stairs and 
walk up to the telescope to start a cutscene that will take you to the next 
area.

______________________________________________________________________________
________
Vale of Tears                                   4 levels
------------------------------------------------------------------------------
-------------------------------------------------
Pool of Tears
------------------------------------------------------------------------------
-------------------------------------------------
     As you start out, you will see the WHITE RABBIT dash into a cave just as 
a boulder blocks the way for you to follow him in.  It seems you have to take 
the long way around.
     Jump across the pit on the left most side to begin your ascent, and make 
your way to the boulder and over to the edge of the waterfall.  As you jump to 
the second platform a scene will play where an ARMY ANT pushes a boulder off 
the edge.  Stay where you are till it passes. 
     Continue upward until right before the waterfall the second time.  The 
same thing will happen, but this time you must rush behind the waterfall to 
avoid being crushed.  There is a heart back there so don't it will pay off.  
Continue upward (to the left when exiting) until you get to the switch-back.  
You will be attacked by two MECHANICAL LADYBUGS.  After they are gone, it's up 
to the top.  This map is from the side.


          ___to A
        _|   
 _     |________
|_|  _
    |_|   _________   _______ 2LB
         |_________| |______ |
                        __ |_|
             __   ____ |__|
     ______X|__| |____|
 __ |______|
|  |___   _X   ________   
|______| |_|  |________| ____
                       _|_|_||
                   ___/
S_________________/



     Once at the top you will have to deal with four ARMY ANT SOLDIERS.  Take 
them out one at a time from the safety of the slanted piece of land you walked 
to the top on.  Following the path will lead you to the pool of tears.  As you 
enter (and before you can do much else) the MOCK TURTLE will tell you his 
woes.  He will then jump on a leaf, leaving you to follow him.


to B
 | |          _________
| L |____    |AS      AS|__A______
|        \    \___         AS    _\
|         |_       \    _AS_____/
|           \__     |  |
|              |    |  |
|              |    |  |
|     ___     X \__/  /
 \___/   \___/\______/


     During this trip you will be bombarded with bombs from the MECHANICAL 
LADYBUGS at every worst moment.  Get over it.  If they drop their load while 
you are on the leaf, you will not get hit.  If you are unfortunate enough to 
run into them on dry land, all I can tell you is to run.
The waters also hold an abundance of SNARKS.  Seeing as you should only be in 
the water once (and no more) this will not be as big a problem.  There are 
only two more ants in the level, so don't get excited over that either.  
     Stay on the leaf.  You will be changing leaves 3 times during this level, 
so it would do you good to stay on.  I'm going to tell you when to jump and 
when to strafe, so there are no excuses for falling in the water.  If you are 
so unlucky as to fall in the water, you might want to know how to swim.  All 
you do is jump.  You won't have unlimited air for another four levels, so get 
used to going up for air. 
     Let's begin.
     Follow the river until you see the sharp left turn.  The leaf will go 
under some roots here, so jump on them, get the health, and get back on the 
leaf.  If you miss the leaf, another will come so don't sweat it.


  B
 | |
 | |
 \ \_
  \_ \
    | |
   / /
  / /
 /  | 2LB
/   \___
|    ___to C
| _ /
\|d|


     Continue on till you hit the waterfall.  Jump to the left as much as you 
can to minimize your time in the water.  Kill the ants and get on the second 
leaf.


              __|_|_   _____ 
             / ___  \_/_/_2AS\
            | |   \__ |SN    P\__
            | |      \|       P_L to D
        ___/ /        \__3SN__/     
       C____/


     Soon there will be a branch.  Either stay to the left or jump and get the 
diamond meta.  The stream will go through a log and around under it.  Refill 
your life with the heart on the shore behind the log before you continue. 

  ___         __
 / _ \       /  \
D / \//SN   /\_  \
     \ \3LB/ /h| |
      \ \_/\/____/    
       \___/ to E


     Another waterfall.  This time jump to the land on the right before you go 
over the edge.  Head down and jump to the third leaf.


         to F
         /  |
        /__  \
       / _ |  |
      /|| ||  |
     |___     |
     |___|    |
     | 4SN  L |_
      \______/__\
        |  |___/
        |  |
        |  \____
         \_____E


     Stay to the right of the first branch you come to, jump onto the second 
(with the heart on top), and continue till you see the bridge.  Here lies the 
third falls, and if you fall in, you die.  Jump to the left or onto the vine 
before you go over.


    ____
   /    \
  |  *   |
  _\____/_   
_|_||__|/ |
to G____  |
    |  |\_|
    |  |
    /  /_
   /  /__
  |  |
  \__\
   \  \
    \/ \
    |  |
    |__|
   ||_h|
    |_ |4LB
   R|_||
    |  |
     F


     Follow the path to get to the fourth leaf.  Strafe right, left, then 
right again to avoid falling.  And the level ends.

    ___
   / __G
  / |
 /_/_
| L  \____
|3SN_____  \
         \  \___________
          \____||_||_||_end
               R  L  R

------------------------------------------------------------------------------
-------------------------------------------------
Hollow Hideaway
------------------------------------------------------------------------------
-------------------------------------------------
     This level is fairly short, but a pain in the neck none-the-less.   There 
will be two groups of ARMY ANT GENERAL, 2 ARMY ANT SOLDIER combinations.  Kill 
the one at a time, and get to the lily pads near the second trio.  A word of 
warning  you can't swim here.  It doesn't help that two ladybugs are here to 
welcome you.  A fish will swallow you whole is you stay in the water too long.   
Go from the lily pads to the root to the leaf near the lower, smaller root.

     You won't stay on the leaf long.  Ride it to the end and get ready to 
fight.  3 ARMY ANT SOLDIERS, an ARMY ANT GENERAL, a MUSHROOM, and a PINK ROSE, 
followed by another general, 2 soldier, a MUSHROOM, and a flower.  Take out 
the ants from behind the ledge you landed at, then the first flower, the 
second general, then the shroom.  Go down to the other side of the hill to 
kill the remaining enemies.  A new leaf awaits you.

     Sail onward until you get to the next root.  Jump on it as soon as you 
can.  Kill the two guarding ARMY ANT GENERALS one at a time, and approach the 
house to view the cutscene.  End level.



------------------------------------------------------------------------------
-------------------------------------------------
Just Desserts
------------------------------------------------------------------------------
-------------------------------------------------
     Wow, the first boss ready?  Here you will fight the Duchess herself.  As 
you walk into the room you will see a JACK BOMB on the table.  Get it.  The 
room will expand into a giant pentagon and the Duchess will come out of the 
chimney.  Diamond meta appears on all of the walls except for the one with the 
door.

Weapons to use:  The jack bombs secondary fire works well, as does the knife.  
Duchess's health:  Ten gasps.
Attacks:   Pepper- mildly dangerous, but worth avoiding.
                Pepper Bomb- a direct hit is fatal
                Shaker Hit-  you'll get conked on the head if you get too 
close- mildly dangerous
                Bite-  close range as well- takes off ? of your life.
                Pepper Teleport-  annoying but not directly harmful.
Strategy:  Run around the smaller table that you picked up the JACK BOMB from.  
It blocks her attacks.  If using the knife, sidestep around the table and 
throw.  If using the bombs, throw onto the ground near the direction she's 
walking to set her on fire.  Fire can get up to five gasps in one attack, but 
it hurts you.  The knife is slow and steady.
When done:  A cutscene where you and the MOCK TURTLE enter the next area.
------------------------------------------------------------------------------
-------------------------------------------------
Wholly Morel Ground
------------------------------------------------------------------------------
-------------------------------------------------
     There isn't much I can tell you here, other than you need to follow the 
turtle.  Keeping up with him has been difficult for some people, but there are 
shortcuts you can take, and you can stay out of the bubbles for almost 20 
seconds and not die.  
     The first 2 areas have tall weeds near the top of them (to the right in 
the first, and to the left in the second).  If you need to, use that to keep 
up with the turtle.

     The next three areas have collapsing pillars, the in the first on both 
sides of the middle, none in the second, and in the third one near the end on 
the left.  Avoid the clams and the air vents as much as possible and don't be 
afraid to cut corners.  The area after this is empty.  

     The next area is tricky.  It contains a SNARK and a collapsing ceiling.  
Stay near the middle of the room as much as possible if you can't keep up, 
momentarily swimming into the bubbles.  The exit is opposite of the way you 
came in.

     This area isn't much better with two collapsing pillars (go around the 
other way) and another SNARK added to the chase.  Again the exit is across 
from the entrance.  The next area is empty except for any SNARKS you bring 
with you. 

     The last area has a heart.  Grab it and take heart that it's almost over.  
The turtle will break through the wall to the left of the entrance ending the 
level.

______________________________________________________________________________
________
Wonderland Woods                         7 levels
------------------------------------------------------------------------------
-------------------------------------------------
Dry Landing
------------------------------------------------------------------------------
-------------------------------------------------
     If you haven't hated being small yet, you will now.  Wonderland Wood has 
more enemies than you can shake a stick at.  At to that that the next few 
levels are very maze-like, finding your way won't be tougher until you get to 
Queen of Hearts Land, but that isn't for a while yet.  
     In Dry Landing, you start off by getting a turtle's shell.  This 
drastically increases the amount of time you can stay underwater.  Follow the 
path until you see two white fungus growing on the side of a tree.  The 
topmost one has a triangle meta on it, and it provides a nice area to take out 
the ARMY ANT SOLDIER waiting below.  
     Next you will be by a stream.  SNARKS just got a lot more difficult as 
they will spit poison at you if you don't go in the water and kill them.  I 
highly suggest you kill them in the water, then the soldier waiting at the 
area above the vine.  Climb the vine, follow the path and kill the PINK ROSE.  
Climb the rocks until you are level with the bouncy mushroom.  
     A lot of people have trouble getting from the mushroom to the vine.  To 
do this, face the vine and have the mushroom directly to your left.  Strafe-
jump onto the mushroom and let it throw you to the vine.  Climb it and swing 
to meet the rabbit on the ledge.

     Welcome to the big tree.  You will see this guy again as you will travel 
in the four compass directions from it.  Consider yourself to be at the south 
end.  You need to get to the east end.  You can easily jump onto the white 
fungus from the edge you are on, and from there you can dispense with the ARMY 
ANT SOLDIER.  Use the vine to get over to the area the ant was standing, go 
forward until you hear the buzzing of the MECHANICAL LADYBUGS, then go back to 
the big tree and seek shelter under the large branch near the vine.  Kill all 
three of the pests from here and use the vine to get back to the east side.

     After you kill the PINK ROSE, you should notice that you are just above 
where you started.  Don't fall off the edge.  Kill the second flower and the 
ARMY ANT GENERAL and go into the next 'room'.  This room has two vines, 4 
mushrooms (all of which are unnecessary) , an ARMY ANT SOLDIER, and another 
PINK ROSE.  Stay to the left, killing the flower first, and use the vines to 
get from platform to platform.  Swing from one vine to the next to get to the 
platform the ant was on.  Head into the tree trunk.

      People also seem to have trouble getting to the upper ledge in the tree 
trunk.  Just climb the vine, jump onto the trippy mushroom, and bounce 
backwards onto the fungus.  From here you can jump to the exit ledge.  If you 
want to risk injury, there is a DEMON VIAL on a fungus farther up.  Drop down 
from the fungus, onto the trippy mushroom, and grab the closest ledge of the 
fungus to pull yourself up.  Simply drop down onto the exit ledge to minimize 
damage.

     Again you are above where you have already been, so don't fall.  This 
time it would be fatal.  Make your way around the loops, being careful of the 
four MECHANICAL LADYBUGS that will attack you.

     As you enter the next area, the bridge leading to the other side of the 
gap will fall out.  To get across, bounce from the near trippy mushroom, to 
the far one, to the edge of the bridge.  A PINK ROSE and a MUSHROOM await your 
arrival, and the guard a JACK BOMB.  Follow the trail to the far right.

     Welcome back to the giant tree.  You are at the north side.  Head west.  
Use the vine to get to the fungus, and climb the second vine for a dangerous 
face-off with an ARMY ANT GENERAL.  Notice that there is an arrival-end portal 
here.  This is for if you get swept down the rapids.  Take out the 2 PINK 
ROSES, and avoid the MECHANICAL LADYBUGS.  Jump from the second of the three 
aligned stepping stones onto the rock where the second flower was.  Run to 
avoid being hit by the SNARKS, and enter the cave to end the level.


------------------------------------------------------------------------------
-------------------------------------------------
Herbaceous Border
------------------------------------------------------------------------------
-------------------------------------------------
     This is a headache level,  pure and simple.  It will be a long while 
before you come to another level this non-linear.  I could spend the next 
three pages describing this entire level in detail, but I'm not going to.  I'm 
going to tell you the easiest and shortest path to the end of the level, and 
then provide you with the maps to go explore if you truly insist.
     You will start by saying goodbye to a friend in the opening cutscene, and 
then you will be left to figure out where you are trying to go, with only the 
knowledge that you must eventually find the CATERPILLER.
There are three tunnels for you to choose from.  The third, hardest to find 
will be the one we will be taking.  Go straight forward until you see the 
stone steps leading up to the two triangle meta.  When you get to the top, 
turn right and go until you see two vines to the right again.  Kill the PINK 
ROSE, and cross the vines to the ledge and a hole in the ground.  Go inside.

     Fight the MUSHROOM and then the ARMY ANT GENERAL just a little ways 
further. 

     You will find yourself in a large area with a number of walkways.  The 
one you are on has to possible exits.  Stay to the right.  IT IS HIGHLY 
IMPORTANT that you do not touch the center of this walkway.  The three 
walkways will crumble leaving you stranded in the center.  Jump when you get 
close to the middle, and land safely on the right handed walkway to continue.

     You are in another simpler room, still without enemies.  Walk over to the 
vent to lift yourself to the first of the two vines.  Go to the second vine 
from the first, and climb/jump to the ledge above the two fungus.  Jump to the 
ledge with the cards, and follow the path out of the tunnel.

     Kill the PINK ROSES, and jump down by the blue POWER VIAL.  Follow the 
ledge around, killing the flowers and ladybugs you come across.  Ignore the 
first vine, and jump over the root to face the two ANTLIONS.  Just past them 
is another tunnel the exit.


------------------------------------------------------------------------------
-------------------------------------------------
Rolling Stones
------------------------------------------------------------------------------
-------------------------------------------------
     Just one more reason to hate the MECHANICAL LADYBUGS.  This time they 
have dropped a marble (enormous at your size) down the tunnel after you.  Get 
ready to run.
     This level is incredibly straightforward.  Just make sure to be running 
full speed and you won't have any problems.  
     Run down the looping path until you get to the room with the broken path.  
Jump from the mushroom to the right (automatically guided, but you still need 
to press forward), to the central platform, to the mushroom on the left, and 
the trail.  Keep running.

     In a few seconds you will be in another room.  Stay on the ribs and 
follow the tunnel to the ice underneath.  Don't stop running until you get 
past the ice.  It will crack open, and if you're on it, you'll fall.  Walk 
through the icy tunnel until the ground breaks, taking you to the next level.


------------------------------------------------------------------------------
-------------------------------------------------
Icy Reception
------------------------------------------------------------------------------
-------------------------------------------------
     Another relatively easy level.  The only enemies you will find will be 
three MECHANICAL LADYBUGS at the very end.  Don't be surprised to see and here 
ants and SNARKS they are trapped in the ice and can't harm you.  
     At the start, head down the icy slope, but be careful not to fall off the 
ledge.  Head to the right, keeping along the wall.  Jump from the highest 
ledge to the ICE WAND below.  A walkway behind you will crumble.  And that is 
the way you need to go.  You'll have to go back around to the far left in 
order to go right again.  Follow the remaining walkways, and jump onto the 
steps by the frozen ARMY AND SOLDIER.  Head back to the wall, and start to the 
right side of the room.  When you get to the right-most ledge, jump into the 
tunnel's opening.

     Upon doing this you will trigger the marble to resume it's chase.  Follow 
the tunnel until you get to the last icy room before the inferno.  You'll know 
it when you see it.  Run to the left side of the room and wait for the marble 
to pass.

     Kill the ladybugs, grab the JACK BOMB to the left, the head along the 
path to the right.  When you see the two air vents, use them to boost yourself 
up to the ledge high above.  A short distance away is the CATERPILLAR 
(finally).  He will tell you to seek the mushroom guarded by the CENTIPEDE, 
and will summon a portal to send you there.


------------------------------------------------------------------------------
-------------------------------------------------
Fungiferous Flora
------------------------------------------------------------------------------
-------------------------------------------------
     Magically you appear in a cave surrounded by MUSHROOMS.  It isn't worth 
trying to kill them, so grab the MIRROR OF INVISIBILITY to your left (behind 
the pillar).  Switch to the JACK BOMB and run out of the cave.  You will 
notice an ARMY ANT SOLDIER and 2 ANTLIONS.  Throw a bomb using the secondary 
fire and run back into the cave.  The fire will take out these three while you 
knife the MUSHROOM guarding the cave's entrance.  Kill the PINK ROSE and the 
second ant that follow.

     Four more MUSHROOMS await you.  Stay as far right as you can and throw 
another JACK BOMB at the group of ants to quickly end their days.  Beware the 
3 SNARK that infest the nearby pool, you'll have to swim through it to 
continue.  

     The next area holds a MUSHROOM, 2 ANTLIONS, a PINK ROSE, and then 2 more 
MUSHROOMS.  But the bounty is sweet, indeed.  In a cave on top of the rocks 
you will find the second DEMON DICE location.  Grab them.  When you fall into 
the mouth of the tunnel after the 2 MUSHROOMS, get your JACK BOMB ready again.  
Throw in before you enter the larger cave so that it burns the ants during the 
cutscene.  Run forward until the level ends.


------------------------------------------------------------------------------
-------------------------------------------------
Centipede's Sanctum
------------------------------------------------------------------------------
-------------------------------------------------
     You have been taken captive and are thrown into the pit of the CENTIPEDE 
commander.  

Weapons to use:  The newly found ice wand is the only weapon worth using.
Centipede's health:  Six 'gasps'.
Attacks:   Claws- if you get too close the claws will mildly drain your 
health.
                Ram- moderate to heavily damaging- strafe to avoid if 
possible.
                Poison- heavily damaging, but easily avoided.
                Thump- hard to get hit by this, but it reveals weak spot.
                Babies- more like face huggers- drain health- jump to shake 
off.
                Bite- don't get too close- moderate to heavy damage.
Strategy:  This is why it pays to read the CASEBOOK.  1 June 1874 C "note the 
Centipede has a tender underbelly".  Now that you know where to hit him, I'll 
tell you how.  Stay at a moderate distance from the Centipede (trial and error 
will tell you what this is), and wait for the centipede to raise up to do his 
thump attack.  You'll see a red light under him when he's about to do this.  
Hurry and blast the red area with the ice wand until he scream.  Continue 
until he dies.  
NOTE:  If you kill the centipede in the area to the left (when you enter) and 
front of the pillar with the mushroom on it, the falling stalactites will 
impale him.
When done:  Jump from the fallen stalactites to the area with the mushroom.  
You'll eat it and grow big.
------------------------------------------------------------------------------
-------------------------------------------------
Caterpillar's Plot
------------------------------------------------------------------------------
-------------------------------------------------
     Only one path to endgame?  What's that all about?  Oh, yeah, you have to 
take all the other paths to open that 'one path'.  Hmm for a second there, I 
almost thought there was some non-linearity.  Oh, well.  
You might as well kill the FIRE IMPS they get in the way otherwise.  While 
you're at it kill the PHANTASMAGORIA (near the entrance to the ORACLE'S path) 
and the two LAVA MAN (in the lava pools) as they will get in your way 
otherwise.  Go to the center pillar in the lava and take the first piece of 
the JABBERWOCK'S EYE STAFF.  With this done you will open the way to the 
ORACLE.

     The path to the ORACLE is filled with BOOJUMS.  Take advantage of your 
level 2 DEMON DICE to help you get rid of them.  Once you get to the large 
open area you will be interrupted by a cut scene.  The ORACLE will tell you 
that you can't kill the QUEEN until you kill the JABBERWOCK which you can't do 
until you get the remaining pieces of the JABBERWOCK'S EYE STAFF.  In order to 
complete the staff you must journey to the PALE REALM (which has now been 
opened to you).  Do not stray any farther into the open area unless you want 
three BOOJUM to greet you.  As it is, you will have to fight 3 BOOJUM, 5 FIRE 
IMPS and a PHANTASMAGORIA.  Make you way back to the central area and take the 
path directly to your left.

     The path to the PALE REALM starts off with three BOOJUM.  Kill them as 
well as the RED PAWNS that hop around the chess area.  Underneath the ramp of 
chess board is a diamond meta and a MIRROR OF INVISIBILITY.  Take the mirror 
and kill the DIAMOND CARD GUARD and the SPADE CARD GUARD just ahead.
NOTE:  There is a secret area behind the cards.  Climb up to where they stood 
and drop down where you see the RED PAWN.  Under that is a tunnel leading to 
10 triangle meta.  Climb the steps and jump back towards the ledge to get out.  
It looks as though there may be a path under the steps, but I can't get to it.  
If you know what this is mail me and let me know.
     The path from here is very self-explanatory.  Beware the DIAMOND CARD 
GUARD on the upper ledge to the left when you enter the final room and enter 
the portal.

NOTE:  It is possible to enter the path to the MAJESTIC MAZE, though you can't 
get past the colorful wall at this point.  A bug in the game at this point, if 
you go back through this area twice, you can see the area in the wall that you 
destroy later missing from the wall.  You can't go through it, but it is 
invisible.


______________________________________________________________________________
________
Looking Glass Land		4 levels
------------------------------------------------------------------------------
-------------------------------------------------
Pale Realm
------------------------------------------------------------------------------
-------------------------------------------------
     Welcome to the land of chess pieces.  Take notice in the opening sequence 
where the WHITE ROOK is standing.  You will need to go through this door 
later.
     Start of by going over to the WHITE BISHOP.  He will move out of the way 
and change you into a bishop to complete the first chess piece challenge.  I'm 
not going to map this area, as it would be a waste to do so, but here is the 
path you follow:  U = up, D = down, L = left, R = right.  Since you move 
diagonally, each move has two directions.  U-L, U-R, U-R, U-L, U-L, U-L, U-R, 
U-R, D-R, U-R, D-R, D-R, D-L, D-R, D-R, U-R, U-R, U-L, U-R, U-L, U-L.

     You are now in the court yard.   After grabbing the CROQUET MALLET from 
atop the pedestal, you will face a total of 2 RED PAWNS and 3 RED KNIGHTS.  
There is only one door open-able at this point.  Go through it.  After killing 
the RED PAWN and the RED ROOK, use the elevator and take the door closest to 
the entrance to this room.

     At the end of the hall, there will be a trap.  A number of spikes will 
come up from the ground at intervals.  Be sure not to get poked.  You will 
next be confronted by 2 RED BISHOPS and a RED KNIGHT.  Kill them, enter the 
door across the bridge, kill the next knight, get the cards, and go out the 
door at the end of the hall.  Pull the switch to open the door guarded by the 
WHITE ROOK.  Jump down here and enter the door.

     Another large open area awaits you.  Help the WHITE ROOK kill the RED 
BISHOP, then kill the RED KNIGHT hiding on the ramp to the right further down.  
Simply follow the path around the second tower to meet up with the WHITE 
KNIGHT for the second chess piece challenge.  In chess, knights move in an 'L' 
shape, so use these directions to get through the obstacles: U, L, U, U, R, R, 
U, D, R, D, D, D, D.

     Kill the RED BISHOP, head up the ramp to the right, and enter the smaller 
door.  Throw a flaming JACK BOMB around the corner inside the building to take 
care of the three RED PAWNS.  At the top of the stars is a JACK BOMB. 
NOTE:  Notice the cracked wall behind the barrels?  An explosion will destroy 
it, allowing you access to the out-of-reach sanity power up you may have seen 
earlier.
     Head out the door to get to the two guard towers  The switch in the 
second tower will turn on the water wheel, raising the water level.  This 
allows you to get to the area to the left of you (as you head out of the 
tower)  Swim to it and hurry through the doors to get to the next level.


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-------------------------------------------------
Castling
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-------------------------------------------------
     This level is nice and short.  All you have to do is get to the WHITE 
KING to ask him about the second piece of the JABBERWOCK'S EYE STAFF.  
     The courtyard you start in is empty until you get too close to the castle 
door.  You will see the WHITE QUEEN being taken away by some RED BISHOPS.  You 
are left to fight 2 RED PAWNS and 2 RED KNIGHTS.  

     Upon entering the castle, you will see a WHITE KNIGHT and a WHITE BISHOP 
fighting a RED BISHOP, a RED ROOK, and a RED PAWN.  Give them a hand.  Enter 
the door on either side that is farthest away from the entrance.  
NOTE:  Take a second to look at the paintings on the wall.  There are six 
different ones from past and recent interpretations of Alice in Wonderland.  

     The path following the door leads to a second room, and a second battle.  
Kill the reds and go into the larger door.

     In the king's chamber simply walk up to the WHITE KING to start a 
cutscene.  The king will tell you that is the WHITE QUEEN dies, the (chess) 
game will be over.  He gives you a pawn and tells you that stopping the red 
pieces will help you both, and it is the only way to the second staff piece.  
Follow the WHITE ROOKS (one of them at least) out to the exit.


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-------------------------------------------------
Checkmate in Red
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-------------------------------------------------
     This level is almost exactly like it's white counterpart, but you will 
not have to see as much of it to get to the end.  You start already in the 
open area with the two guard towers, and that is where you will be going 
first.
     Kill the RED PAWNS at the start, and jump into the water to your left.  
Turn around and head toward the two triangle meta.

     Climb the vine and take out the RED BISHOP directly in front of you, as 
well as the three pawns ahead.  Enter the room to get, *gasp*, the third DEMON 
DICE.  If you've collected every one so far, you will have the fully upgraded 
dice at this point (seeing the fully upgraded demon will take trial and error, 
though).  As you head through the next door you will see a cutscene of the 
WHITE QUEEN being beheaded.

     Follow the looping halls, dispatching any enemies that come your way, 
until you get to the two RED KNIGHTS.
NOTE:  To kill the two rooks, lure them out into a flaming JACK BOMB, and  use 
the knife from the safety of the top of the two-high barrel.
     Enter the door and drop down the hole at the end of the hall.

     It's time to face the RED KING in order to save the white pieces.

Weapons to use:  Primarily use the ice want.  Nothing else is as effective.
Red King's health:  Nine gasps.
Attacks:   Bat- moderately damaging attack for if you get to close.
                Beam- mildly damaging attack- about the same at the diamond 
shots.
                Multi-beam- moderately damaging attack using a number of 
beams- replaces the beam several hits
Strategy:  Start out by emptying you ice wand into the kings face.  You may 
not notice more than one gasp.  Keep in mind that the king doesn't show his 
damage very evenly just keep blasting.  Run around constantly, avoiding what 
you can until your energy meter is full for another ice attack.  You will 
constantly be taking damage, but don't worry, you'll be able to beat the king 
without much trouble.
NOTE:  If you use the croquet mallet when the king is low on health and near 
the edge, you can knock him off.
When done:  The end-of-the-board platform will come down, allowing the pawn to 
change into a queen.  But as this happens a number of strong red pieces will 
enter.  Before you can help the queen, the Mad Hatter clubs you from behind 
and you blank out.  You awake to see his portrait.


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Mirror Image
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-------------------------------------------------
     This level isn't that long, but it is terrible aggravating.  In the intro 
cutscene you see a clock breaking.  This is your clue on how to get through 
the level.
     You can start by going in either direction.  Heading left, however, is 
the shorter route.  Breaking mirrors will greet you the whole way, and they 
usually contain CLOCKWORK GUARDS.  From the left route, go into the curved 
tunnel (beware the breaking glass), then go right directly after the second 
tunnel (beware breaking glass).  To the left at the end of the hall is an 
opening with two pipes, a gear, and a clock.  Break the clock. 

     Follow the right side of the hall this time, and go through the two 
tunnels to come face to face with the wall (or lack thereof) that opened.  
Before you enter this next area, go to the end of the hall behind you.  The 
glass will break revealing 2 CLOCKWORK GUARDS and the JACKS.  Now jump into 
the tunnel from the opening. 

     There is a PHANTASMAGORIA in the middle of the tunnel, and once you reach 
the middle, the tunnel will spin 90 degrees clockwise.  
NOTE:  At the 45 degree point there is a MIRROR OF INVISIBILITY outside the 
tunnel.  Jump out to get it and use the teleporter to get back.
     On either side of the newly turned tunnel is a hall, and each tunnel has 
four open-able rooms, each room containing a clock that you must break.  Avoid 
the LANTERN SPIDERS and break the clocks.  

     The doors at the end of either hall lead to large open areas with 
platforms that rotate when you step on them.  You need to get to the door way 
located at second-level height at the opposite end of the room.  It is easiest 
to do this from the left side.  The bottom turning plank is actually three 
planks, the first and third tilting forward and back ward, the middle tilting 
from left to right.  At the third platform, stay on the end further back until 
the frontward end lifts above being level with the ground in front of the 
door.  Run and jump when you are near the edge and you will grab on.  Pull 
yourself up, enter the door and dispatch the PHANTASMAGORIA and the CLOCKWORK 
GUARD.
NOTE:  The tops of the clocks with the children inside hold a heat meta and a 
DEMON VIAL.  To get to these, make your way up to the asylum room across from 
the clock, then jump to the roman numeral 10, the 3, the 5, and then onto the 
item.

     This last loops area has three statues that suck in air (and you if you 
aren't careful).  Avoid them, the CLOCKWORK GUARDS, and the 3 BOOJUM that 
inhabit this area.  Head to the walkway extending from the middle.  It leads 
to three swinging pieces of pipe.  The easiest way to get rid of the CLOCKWORK 
GUARD at the end of the pipes is to hurry through and jump onto the ledge near 
the ground past him.  From here 16 hits with the knife will take him out of 
the game.  Use the vine to get back to the walkway and enter the door.
NOTE:  A BOOJUM resides in the middle pipe.  If you're lucky he'll 'scream' 
you across to the door.

     Get ready to face another boss.  This time it's TWEEDLE DEE (large) and 
TWEEDLE DUM (small).

Weapons to use:  The jack bomb works best to Dum, while the ice wand will 
finish off Dee.
Dee's and Dum's health:  It really is hard to say.  I estimate eight gasps a 
piece.
Attacks:   Wooden Swords-  mild attack if you get too close.
                Gas Bomb (Dum)-  a moderately damaging distance attack.
                Ground Thump (Dee)- moderate to heavily damaging attack the 
has a 'blast radius'.
                Mini Dee/Dum- these miniature bosses will pop out of their 
respective 'parents' stomach.
Strategy:  Run around the room avoiding what attacks you can while throwing 
flaming jack bombs by Tweedle Dum's feet.  Before too long he'll bite it.  
Collect his heart meta and switch to the ice wand.  Whenever Tweedle Dee gets 
too close, blast him.  This fight with one of the games easiest bosses will 
soon be over.
When done:  The Mad Hatter will speak to you, telling you he's your friend.  
Before long the ground will crumble beneath you leading to the next level.

______________________________________________________________________________
________
Behind the Looking Glass                2 levels
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Crazed Clockwork
------------------------------------------------------------------------------
-------------------------------------------------
     You begin in your asylum room facing towards a giant clock out the open 
door in front of you.  There is only a single BOOJUM in this first area, and 
he can be taken care of without much difficulty.  Make your way to the doorway 
to the right.

     The walkway of stone cards will lead you to a semi-circular room.  Each 
side of the walkway has a switch, and both must be activated in order for you 
to continue.  The first starts the gear, while the second lowers in and opens 
the door behind it.  Use the gear as a bridge.  Once through the door, it will 
close and stay closed.

     The next area is reached by crossing another bridge of stone cards.  If 
you drop down onto the platform near the water, you can grab the CRICKET TEA 
under the last step.  A lift will raise you back to the top of the steps.  Use 
the boosted jump the tea gives you in order to jump over the scalding water 
and pull the switch.  It will open the door in this same room.  Follow the 
CHESHIRE CAT'S advice and look in the mirror to see which clocks are safe to 
jump on and make your way to the next room.

     Your choices are very limited here.  There is nothing open to the hall to 
your right, and the opening to the far left only holds a PHANTASMAGORIA and a 
locked door (which will soon be opened).  Go all the way down the hall and to 
the right.  There will be an open area to the right in the middle of the hall, 
and that room will have a hole in the bottom.  The room below has two LANTERN 
SPIDERS.  A JACK BOMB is the best way to deal with them.  The only way you can 
go here is to through the hall behind where you landed.  Go through the door 
to view a cutscene.  The lab you are in turns the INSANE CHILDREN into 
CLOCKWORK GUARDS (at least there is some way to get rid of those brats).  It 
also holds the DOOR MOUSE and MARCH HARE.  Pull the switch in this room to 
open the gate at the top of the stairs (from the previous room), open all the 
doors without bars (which contain CLOCKWORK GUARDS), and will cause the MAD 
HATTER to hit the key in front of the locked door causing it to open.  Make 
your way to this door.

     The next area is filled with LANTERN SPIDERS.  The only one that won't 
attack you instantly is the one over the door across the first stone card 
bridge (he waits till you come out the door).  Make your way over the bridge 
to this door.  Inside you will view another cutscene, with the GRYPHON this 
time.  He will tell you of the Hatters twisted plans, and you learn that the 
hatter will appear at six sharp.  On either side of the walkway in this room 
are items: a heart meta to the left, and the fourth DEMON DICE location to the 
right.
     Exit this room and  take the bridge you the right to reach the newly 
opened door.
NOTE:  In order to reach the DEMON VIAL on the ledge above, jump onto the 
smaller gear until it is almost completely submerged.  Jump, and the gear will 
raise above the level of the ledge with your prize.  Jump down to collect it.

     Following the hall will lead you to the bridge that was to your left when 
you first entered the building at the levels start.  Go through the door at 
the end to come back to the portal on the side of the clock (which is now 
open).  Go in.

     You appear on a large table with four cups of tea and four chairs.  Each 
chair has a LANTERN SPIDER on it, so take care of them first.  The end of the 
table has a clock floating in the air which contains a portal.  The only way 
to get the clock down to your level is to bounce off the seat of the chairs 
and land on the sugar cube inside the tea.  The tea is hot, and the sugar will 
sink, so be careful, but once you dunk them all, you will be able to go 
through the portal.

     Once again you are near the large clock.  Enter it and pull the switch to 
set the clock to 6'.  Enter the second opening in the clock and go through the 
portal.


------------------------------------------------------------------------------
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About Face
------------------------------------------------------------------------------
-------------------------------------------------
     Enter the room by crossing the bridge.  Notice the setup of the large 
clock.  You'll need it later.  In the middle of the arena is the second piece 
to the JABBERWOCK'S EYE STAFF.
NOTE:  The Hatter can be seen watching you from above the entrance to the 
level.

Weapons to use:  The jacks work best, but the jack bombs fire is also 
effective.
Mad Hatter's health:  Nineteen gasps with the jacks, and twenty four gasps 
with the jack bomb
Attacks:   Swat- moderate attack used when you are in range.
                Cane Swat- has the same damage as a normal swat.
                Tea Bomb-  heavily damaging attack that has a 'splash' radius.
                Finger Rocket- a moderate to heavily damaging attack that 
poisons you.
                Clockwork Guards- two of them will appear at a time- avoiding 
works best.
                Tea Drop- only kills the guards, so don't worry.  
Strategy:  As the clock on the ground spins it will 'dong' every three 
'hours'.  Every 'round' consists of: two 'dongs' Hatter, one 'dong' guards, 
one 'dong' rest.  This means that every time the clock strikes '6', the Hatter 
will appear (and in the same place too).  Run around avoiding attacks, and 
using either of the suggested weapons.  For the jack bomb: throw the secondary 
fire into the middle of the room and run past it before the flames reach you 
so that the Hatter walks through it.  For the jacks: throw and run.  If you 
don't get good results, run back wards to make sure the jacks focus on the 
Hatter.  Near the end of the second set of 'hours', make sure that you are 
near the clock.  When the Hatter vanishes at '12', hide behind the 'cord' of 
the left pendulum.  The 'cord' will help block the blasts from the guard's 
hand rockets.  When the clock 'dongs' the guards die.  Collect their meta-
essence and wait for the Hatter to reappear.
NOTE:  The diamond meta will appear only once per 'round'.
When done:  Hop on one of the pendulums for a ride to the top of the clock.  
Collect the dead-time watch and exit through the portal.  You will free the 
Griffin and he will tell you that he'll gather the forces against the Queen 
while you challenge the Jabberwock.

______________________________________________________________________________
________
Land of Fire and Brimstone              2 levels
------------------------------------------------------------------------------
-------------------------------------------------
Burning Curiosity
------------------------------------------------------------------------------
-------------------------------------------------
     The GRYPHON will give you a ride to the path leading to the JABBERWOCK'S 
lair.  And lucky for you, this is one of the most annoying levels in the game.  
If you fall into the lava, you die instantly, and, luckily, you'll be spending 
a lot of time near the lava.  The lava might not be as bad if it were not 
inhabited by more FIRE SNARKS than you would ever want to see in your life.  
If you thought the MECHANICAL LADYBUGS were bad, you haven't seen anything 
yet.  Get ready for the FIRE IMPS as well.  They'll try to gang up on you.
     You start in a large canyon.  Make your way to the cliff side, 
dispatching any imps that get in the way. There are two ways to climb the 
cliff: one is the slanted side to the right, and the other is the stone filled 
side to the left.  The choice is yours.

     At the top of the cliff you will find two JABBER SPAWN, a DEMON VIAL, and 
more FIRE IMPS.  Head down into the cave.  Be care full as you run around 
corners, three BOOJUM await you.  When you get to the room filled with lava, 
hurry as fast as you can to get to the top of the rocks and take out the FIRE 
IMPS and JABBER SPAWN that appear. 

      The fire area isn't over yet.  It's just started.  When you get to the 
ledge, climb up the left side and take the left side (again) of the pillar.  
Use the stones to make your way to the JACKS sitting on the rock on the right 
side of the room.  From here use the stepping stones to go forward to the left 
wall.  Unless you have a death wish, I suggest you stay on your toes.   Follow 
the wall and use the stones at the end to climb up to the next area.  

      If things weren't already difficult enough, it's time for more jumping.  
Start on the left side, and stay against the wall until you find a group of 
stepping stones that will allow you to jump across to the right corner where 
two FIRE IMPS are running.  Beware the FIRE SNARK that rests by these stones, 
he could cut your journey short.  Hurry and ignore all enemies.  You will end 
up better off if you just press onwards as fast as you can and make it to the 
shore on the far right.

      This cave starts with three BOOJUM, and you will soon come face to face 
(to face to face to face) with two PHANTASMAGORIA and four FIRE IMPS.  After 
you get rid of them, you will enter a cutscene where you find the ORACLE'S 
true identity to be I'll let you figure it out.  Climb the rocks past the 
ORACLE to enter the final part of this level.

      If all the lava here were water add a few trees for shade it would 
make a wonderful place to go boulder jumping.  Too bad that it is lava.  Head 
to the far right until you can go no further.  Above you is a ledge the same 
color as the wall.  The only way you will be able to notice it (unless you 
know where it is already) is to see the triangle meta sitting on it.  Jump up 
and grab onto the ledge to get on top of it.  Hop from ledge to ledge to get 
up to top of the cliff side.  You've made it up to Alice's house.  Three 
JABBER SPAWN await you here, as well as two last FIRE IMPS.  Enter the house 
to end the level.
NOTE: at any time during this level you may choose to use the DEAD TIME WATCH 
to ease the trouble.


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Jabberwock's Lair
------------------------------------------------------------------------------
-------------------------------------------------
     The Jabberwock is easily the most wicked of all the bosses you will 
fight.  He is seemingly guilt incarnate.  But as such, he is rather 
intelligent, and will put up a good fight.

Weapons to use:  Jacks.
Jabberwock's health:  Non existent (two Jabber Spawn)
Attacks:   Swat- moderately damaging and will sometimes knock you down.
                Fire Breath- moderate to heavy damage- stay back to avoid 
this.
                Eye Beam- heavily damaging attack that is slightly weaker than 
the Eye Staff's beam.
                Jump- not directly painful, but will prevent you from avoiding 
his swats.
                Jabber Spawn- two of these guys will appear during the battle, 
and they are the key to victory.
Strategy:  The secret to the Jabberwock is that only the Eye Staff can beat 
him.  He's unstoppable at this point.  But the Jabber Spawn aren't.  Avoid the 
Jabberwock's attacks as much as possible and kill the two Jabber Spawn when 
they appear by using the jacks.  Once they die the battle ends.
When done:  The Griffin will enter and tear out one of the Jabberwock's eyes.  
The one-eyed beast will escape and the eye will be waiting for you to pick it 
up and complete the Eye Staff.

______________________________________________________________________________
________
Caterpillar's Plot                              (part 2)
------------------------------------------------------------------------------
-------------------------------------------------
     Once again you are at this, the last hub of the game.  All enemy 
locations are the same as the first time you were here, and, this time, the 
paths to the ORACLE and to Pale Realm are closed.  Make your way to the end of 
the Majestic Maze path and use the eye staff on the wall of souls to blast it 
up.  Fire the beam just above your head until the wall shatters (or at least 
part of it will).  Go through the gates to enter the next area.
NOTE:  Humpty Dumpty?  Yeah he's here.  You can find him outside the tunnel 
leading to the ORACLE.  If you jump on his head and step in the right place 
you will hear him scream, but it only works once.
NOTE:  So what's Humpty doing in the game?  Showing you the way to a switch, 
of coarse.  To the eggs right is a stone that can be pushed in.  What does 
this do?  Thanks to katbird for pointing this out.  If you go down to where 
the gate is blocking the way to the ORACLE and turn left you will see a hole 
in the wall.  Follow it to the end it find the BLUNDERBUSS.  You normally 
wouldn't find this until the last boss, so this is quite a discovery.


______________________________________________________________________________
________
Queen of Hearts Land                      6 levels
------------------------------------------------------------------------------
-------------------------------------------------
Majestic Maze
------------------------------------------------------------------------------
-------------------------------------------------
     If you look at the in-game map picture of Queen of Hearts Land, you will 
see the location of the progression of the next six levels.  Three towers 
separated by hedge mazes.  Such a headache, but if you know what to do, you 
can minimize the pain.
     You start out in the first hedge maze.  Take a left and kill the two 
HEART CARD GUARDS that appear.  When the path splits again, take a right past 
the JABBERSPAWN and the two SPADE CARD GUARDS.  Near the end of the next path 
is a DEMON VIAL.  It will help you with the upcoming JABBERSPAWN, BOOJUM and 
two PHANTASMAGORIA.  

     Take another right here and follow the path to the wall, but be careful 
of all BOOJUM and guards that will be there and in the following room.  Follow 
the brick wall around until you see the portal.  A child will run away closing 
the gate in front of the portal.  It is many people's first response to give 
chase, but don't.  The child was stepping on a switch that opens the gate.  
The problem is that the gate closes whenever you leave the switch.  Freeze 
this moment in time with the DEADTIME WATCH in order to keep the door open.
NOTE:  Going through the portal after the child will cause every enemy in the 
level to come back to life.  


------------------------------------------------------------------------------
-------------------------------------------------
Airborne Terror
------------------------------------------------------------------------------
------------------------------------------
     This is the first tower, the tower of air.  Steam, to be precise.  The 
only enemies you will meet here will be BOOJUM, so have your JACKS or ICE WAND 
ready.  The only trick here is to ride the drafts from one area to the next, 
circling the level, trying to get to the portal high above.  
The only trouble you should have with this level are the stone faces on the 
wall.  As you ride from vent to vent, realize that you are hovering in the 
air.  You can control this hovering and don't always have to go forward.  
These stone faces will blow air at you when you get close.  To get past this, 
hover just before the face until the blowing stops, and hurry past before it 
starts up again.  
Other than this, the level is very straight forward, so you shouldn't have 
mush trouble with it.  If you get lost, just float on the next vent you 
haven't used before.


------------------------------------------------------------------------------
-------------------------------------------------
Mystifying Madness
------------------------------------------------------------------------------
-------------------------------------------------
     Welcome to hedge maze two.  The puzzle here is that you need to venture 
where you least want to: in the water.  When you get to the first open grate, 
you can ignore the lower hedge area almost entirely.  And I suggest you do so.  
It's getting to the point in the game where enemies by sheer number will be 
used instead of puzzles.  To do this a SPAWNING BRUSH is used.  A BRUSH is a 
'wall' area inside of a level.  If it is built using the level editor and is 
not an item/enemy, it is usually a BRUSH.  Certain BRUSHES are used so that 
when you cross them (they are invisible and have no 'substance'), you will 
cause an enemy to appear.  Since this is the case, you can never fully rid 
this level of enemies.  
Start by going up the steps and following the path until you find the fork in 
the road.  Take the path to the right and go into the tunnel (just don't rush 
into the three SPADE GUARDS waiting there).  The next room will have an 
opening in the ground.  Jump in it.  You are now in the water tunnels.

     Even if you have the TURTLE SHELL, you still don't have unlimited air.  
Keep an eye open for bubbles coming up from the ground, or an opening in the 
ceiling so you can get some air.  Upon jumping into the tunnel, turn right and 
swim into the cave-like tunnel.  Air will come up from the ground here, so 
stop for a breath after taking care of the SNARKS.  

      You will soon be in a large room where the water level doesn't meet the 
ceiling.  There will be a fairly large number of SNARKS here, so hurry onto 
land by going into the area to the right and climbing onto the shore.  Follow 
the land around and jump to the ledge to the far end of the room (from 
entrance).  Looking around you will see an area with two guards.

     Jump over to this area and run to the far end of the hall to find a 
switch.  This switch opens a locked area in the water tunnel under this 
building.  It will also open two doors in the hall behind you, each containing 
a CLOCKWORK GUARD.  There was a turn to the left when you were running down 
the hall the first time, and that is where you will need to go since your way 
in is now blocked.  Two HEART CARD GUARDS await you at the end of this hall.  
Climb the spiral staircase in this room and follow the walkway until the path 
splits.  

     Go to the right and climb over the pipe to get past the first drop into 
the water.  The next room has a heart meta and another drop into the water.  
Drop in here as it will put you jut before the cave-room with the tunnel you 
need.  

     Enter the tunnel under the building and follow it to it's end.  There 
will be another heart meta here, as well as a few SNARKS.  Swim up the tunnel 
to get to the top level of the hedge maze.

     Card guards and PHANTASMAGORIA abound in this area.  It is short, but 
you'll be in for a fight.  When the path splits, kill the SPADE CARD GUARD to 
the right and head to the left.  The next right turn will take you past some 
guards and to another switch.  
NOTE:  If you go past the right turn you will find a MIRROR OF INVISIBILITY.
     This switch will open the gate blocking the exit.  You will now want to 
drop down in from the opening to the left of you.  The problem is, you haven't 
killed all the enemies in this area yet.  Use the DEADTIME WATCH before you 
drop to keep yourself from being hurt, and enter the portal.
NOTE:  In these outdoor levels, you can see the tower you were just in near 
the start, and the tower you are heading to near the exit.  Use this if you 
ever get lost.


------------------------------------------------------------------------------
-------------------------------------------------
Water Logged
------------------------------------------------------------------------------
-------------------------------------------------
     This is the second tower, and it's (you guessed it) the tower of water.  
There are nothing but SNARKS in this level.  At least you have the advantage 
of being able to make sure that some of them don't ever appear.  
In room one that you start in, there are two SNARKS; in room two, there are 
four.  Go into room two and swim under the platform at the far end.  This will 
lead you up to the first water switch.  It will raise the water level and open 
the stopper on the lowest of the three pipes.  It also adds three SNARKS to 
the room you are in.
     Head to room one by using the same way you entered.  The pipe in this 
room will now be open, so enter it and follow the tunnel around to the exit 
(which will be just to the left of where you enter).  This will take you to 
the second water switch.  The water will raise high enough for you to get to 
the back part of the first room, but it will also put four SNARKS in that 
area.  This matters because the second pipe is also in the newly accessible 
area.  Ignore the SNARKS and swim into the pipe's opening.  
     Kill the one or two SNARKS that follow you, and take the tunnel to the 
fork, get some air on the left, and get ready to avoid some fans.  Start by 
swimming near the upper left corner to avoid the fan on the right and on the 
bottom, then swim as far left as you can to avoid the one to the front.  Look 
up to see a fan on the ceiling with a broken blade.  Swim up through this and 
get back on dry land.  
     You are now near the third switch.  Climb up to it, avoiding the SNARK 
spit (there should now be about seven of them in the first room), and step on 
it to raise the water to it's final level.  Use the DEADTIME WATCH to stop the 
SNARKS to you can get to room two safely.  Use the tunnel you did originally, 
and ignore the heart meta towards your front unless you absolutely have to (it 
causes SNARKS to spawn in the next room).  Swim into the last pipe in room two 
and enter the portal.


------------------------------------------------------------------------------
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Labyrinthine Revenge
------------------------------------------------------------------------------
-------------------------------------------------
     The last maze level takes place outside as well as inside.  Just be glad 
it's the last one.  
     You start on a large gear surrounded by lava.  Head down to the left and 
cross the gears over to the right.  A SPADE CARD GUARD awaits you near the 
last gear, so take him out from a distance. 

     Follow the twisting land and gear teeth to the two BOOJUM.  Use the last 
two gear teeth to get from one side of the lava to the other, and follow the 
path to the doorway.

     Follow the hall until you get to a spinning gear.  Cross over it to get 
to the next hallway and a heart meta.  The next room has vertical gears near 
the entrance and exit.  Jump through the opening in them to get past.  The 
middle of the room has a CLOCKWORK GUARD, but he can be taken care of without 
much trouble.  The room at the end of the next hall has two more of these 
guards.  A rope by the second one leads up to a heart meta.  Enter the door.

     You will soon be in a room full of water.  Don't try to swim in it.  The 
exit of this room leads outside to a hedge maze area.  Enemies will never be 
just one, there will always be an ambush.  So use the secondary fire on the 
JACK BOMB to take out the enemies at the first turn, behind the fourth turn, 
and near the seventh turn.  You will soon be near a heart meta, and will be 
back inside.

     The next room has another vertical gear, this one facing you.  Run 
between the teeth so as not to get crushed, and don't let the bellows blow you 
into the lava below.  Follow the next hallway to the room full of vents and 
gears.  Use the vents to climb the gears, and take out the BOOJUM.  Jump onto 
the edge of the hallway that overlaps the gear's track.  The will be another 
BOOJUM and a CLOCKWORK GUARD at the end of this hall.  Beyond the door, two 
gears intertwine.  Ride the horizontal one around to get to the next hallway 
(which is guarded by a SPADE CARD GUARD).  You will now be in the next outdoor 
area. 

     This area really isn't that bad.  Follow the path past the two guards and 
kill the JABBERSPAWN that appear in the area by the CHESHIRE CAT'S statue.  
Two more guards await you once you get past the falling heart spikes, so 
thrown a flaming JACK BOMB to take care of them.  The hearts swing in the next 
area, but you get past them the same way.  You will next be in a large area 
with three vents (from above the water area) leading up to a building.  Ride 
them up.  Go to the right and be ready to face 2-3 BOOJUM in the next area.  
Run between the teeth of the next three gears and go into the exit at the end 
of the hall.


------------------------------------------------------------------------------
-------------------------------------------------
Machinations
------------------------------------------------------------------------------
-------------------------------------------------
     Finally, a break!  This level has no enemies, and all you have to do is 
jump from gear to gear to get to the exit.  Welcome to tower three, the tower 
of time.
Jump from the start, to the slanted gear, to the large gear to its right, to 
the first of the four gears in front of that.  Make your way to the farthest 
gear, to the gear that is moving up and down, and into the hallway.

     This second room has a number of pedals that are spinning instead of 
gears.  Jump from the start to the right side to the first pedal, to the 
second pedal, to the ledge with the triangle meta, to the swinging pedal, to 
the second ledge, to the right side of the third full pedal, to the rising 
gear, to the middle of the 'barred' gear, to the fourth pedal, to the top of 
the barred gear, to the top of the rising gear, to the next hall.

     This last room is the most interesting, but it is easiest for you to 
fall.  Jump from the start to the first gear, to the spinning gear on the 
track.  Go to the end of the pivot bar and jump to the ledge, to the first 
rising gear, across the platform, to the second rising gear, to the second 
platform, to the top of the first rising gear, to the huge gear with the empty 
middle.  Ride it until you get to the third rising gear, and rid it to the 
huge horizontal gear.  Jump on one of the teeth and ride it up in the notch of 
the large metal bar.  Run up on one of the bar's slats and  you will end up by 
the exit portal.  Enter it.
NOTE:  Behind the exit portal is the area you started at.


______________________________________________________________________________
________
Qeensland                                        5 levels
------------------------------------------------------------------------------
-------------------------------------------------
Royal Rage
------------------------------------------------------------------------------
-------------------------------------------------
     Upon entering the last area in the game, you will bear witness to the 
battle between the GRYPHON and  the JABBERWOCK.  You can guess who loses.  The 
bridge behind you burns and you are left to face an angry JABBERWOCK.

Weapons to use:  It is said that only the eye staff may kill the Jabberwock, 
but the blunderbuss is better.
Jabberwock's health:  Sixteen gasps with the eye staff, and four blasts of the 
blunderbuss.
Attacks:   Fire (air/land)-  heavily damaging attack that is hard to avoid.
                Swoop (air)-  moderately damaging if he lands on you.
                Eye Beam (air)- heavily damaging, be glad it isn't used often.
                Swat (land)-  moderately damaging attack for if you get too 
close.
                Jump (land)- used to get closer, but will trap you if you are 
landed on.
                Fire Blast (land)- heavily damaging explosion of fire that is 
hard to avoid.
                Mouth Beam (land)- extreme attack that is almost always fatal.  
It will throw you across the arena
Strategy:  With the eye staff:  Blast him from behind when he swoops down at 
you.  His flight pack is his weakness.  After eight hits he'll revert to using 
the ground.  With the Griffin as a shield from his attacks, hit him in the 
head eight more times.  With the blunderbuss:  When the Jabberwock swoops 
down, blast him in the chest area.  Two blasts should have him on the ground.  
Run around, using the Griffin to block attacks until you have enough energy to 
use the gun again.  Two blasts to the head on land should win you the battle.
When done:  The Jabberwock is dead, but the Griffin isn't much better off.  
The drawbridge will drop, leading you to the next level.
NOTE:  On a cliff to the left side of the arena, and back towards the 
collapsed bridge, is a flaming item that looks like the level of an explosive 
fuse (detonation) box.  If anybody knows what this is, let me know.
------------------------------------------------------------------------------
-------------------------------------------------
Battle Royale
------------------------------------------------------------------------------
-------------------------------------------------
     This is nothing but a 'run' level.  There is very little time to think, 
as unlimited enemies will meet you toward the end of the level.  You start off 
running along a bridge to see that the white chess pieces are fighting the 
wicked cards.  
     At the first corner you will fight a HEART CARD GUARD and four SPADE CARD 
GUARDS.  Use a flaming JACK BOMB to stop them.  The second corner has two LAVA 
MEN.  Use the JACKS on them.  The third, fourth, and fifth corners have no 
enemies, but get ready to start running.  Then next two corners on the right 
side have seemingly unlimited enemies, while the corners on the right side 
have heart meta to refill your life.

     Run as fast as you can, but you will still be surrounded by SPADE CARD 
GUARDS when you get to each corner.  Jump through them, and strafe/jump to 
avoid their blasts.  When you get to the last corner before the HEART CARD 
GUARDS, get the heart meta and use the DEADTIME WATCH.  This will freeze 
everyone just long enough for you to get in the cave/exit behind the guards.


------------------------------------------------------------------------------
-------------------------------------------------
Ascension
------------------------------------------------------------------------------
-------------------------------------------------
     It's a short level but the hardest in the game.  Forget the spades, you 
are stuck with overwhelming numbers of HEART CARD GUARDS.  As tempting as it 
is, you must wait till the end of the level to use the DEADTIME WATCH.  Trust 
me and wait.
     Start out by walking along the edge, and going to the right side of the 
first pillar.  Do NOT get the meta essence on the rock across the lava.  It 
will only summon two more HEART CARD GUARDS.  Run along the steel walkway near 
the spot of coal, and climb up the ledge in front of the pillar.  Hurry and 
hide behind it, using it as cover for the two HEART CARD GUARDS on the ledge 
you were just under.  When they are dead, make your way over to them.  By the 
second one is a tunnel.  Jump in.

     This tunnel will lead to a ribcage/bridge and three guards.  Beyond that 
is a number of FIRE IMPS.  Kill them and use the walkway to the left to get to 
the land area across the lava.  Two more FIRE IMPS await you here, as well as 
a JABBERSPAWN and three BOOJUM at the mouth of the cave to your left.  Go in 
the cave.

     The first of three rooms in the cave has three FIRE IMPS and a 
PHANTASMAGORIA.  Kill them and climb up to the vent.  Don't go on the vent 
just yet as there is a HEART CARD GUARD above and to the right.  Kill him and 
use the vent to get to the second room.  This room leads to another vent, but 
it is guarded from above and below by HEART CARD GUARDS.  Dispense with them 
to use the vent to get to the third room.  There are a number of life power 
ups here.  Get them and follow the tunnel to the large bridge.  Jump down.

     The only enemies on this bridge are two HEART CARD GUARDS.  Kill them 
before they deal too much damage.  The doors at the end of the bridge lead 
into the Queen's castle, but there is a large ambush waiting for you here.  As 
soon as the doors open use the DEADTIME WATCH.  Up and to the left, there will 
be a CRICKET TEA.  Grab it.  Now climb past all of the guards and drop down in 
the area behind them.  The tea will have worn off by now, but the timer 
stopped counting down on the clock when you go the tea, so you will have 
plenty of time to jump into the elevator to end the level.


------------------------------------------------------------------------------
-------------------------------------------------
Castle Keep
------------------------------------------------------------------------------
-------------------------------------------------
     Another short level, your only task here is to open the heart door at the 
end of the second room.  But doing so will have you going back and forth 
several times.
     Start by entering the door in front of you and kill the five guards.  You 
will see three portraits on the wall; of the HATTER, the JABBERWOCK, and 
TWEEDLE DEE.  There is also a mirror in the middle of the room, and a switch 
above the paintings.  Pull the switch.  It will point to a portrait revealing 
a card suite behind it.  

     Go back into the first room and go to the area behind the wall near the 
two HEART CARD GUARDS.  There is a vent here leading to another area and 
another guard.  

     This area contains three doors, one for each suite of cards: spades, 
clubs, and diamonds.  You can only go into the door that the mirror was 
pointing to.  Upon entering the room, the three portraits will appear.  Throw 
the knife at the portrait corresponding to the card suite you are in to 
complete the room.  A wrong answer will send you back to the portrait/mirror 
room and five guards. The order of level pulls/portrait/suite is:
One, TWEEDLE DEE, club.
Two, JABBERWOCK, diamond.
Three, HATTER, spade.
     Every time you complete a room and come back, two more HEART CARD GUARDS 
will appear in the main room.  When all three rooms are done, the heart door 
will open.
NOTE:  If you are ever in a room and don't know which portrait to pick, choose 
the one closest to the light source.

     The heart room has nothing but a cutscene with the CHESHIRE CAT, and the 
exit to the last level.


------------------------------------------------------------------------------
-------------------------------------------------
Heart of Darkness
------------------------------------------------------------------------------
-------------------------------------------------
     There are two phases of the final boss.  
Phase one:  This takes place in the throne room.  Walk up to the Queen to 
start the battle.  Diamond meta appear behind the back two pillars.

Weapons to use:  The blunderbuss if you have it, otherwise the eye staff.
Queen's health:  Six blasts of the blunderbuss, twenty one gasps with the eye 
staff.
Attacks:   Psychic Throw- heavy damaging attack.  Run from the sparkles that 
appear
                Ice Beam- moderate damage, but easy to avoid.
                Claw- very heavily damaging, so keep moving.
                Tri-Beam- moderately damaging.
                Gold Beam Grab- little if any damage to you.
                Green Blast-  more deadly than the Jabberwock's blast.
Strategy:  With the blunderbuss:  Stay safe by running around the back two 
pillars while getting energy for the beam, then run close and blast the Queen 
head on.  Repeat this five more times until the Queen is dead.
With the eye staff: The first twelve hits are hard to connect simply because 
the beam from the staff, though hitting the face, is not actually connecting 
with the face because the queen is moving so much. After number twelve she 
slows down and you can get in 4 hits with each fully charged beam without much 
trouble. 
When done:  The Queen you fought was just a puppet.  The after you are given a 
golden body shielding, the true Queen's head will burst through the wall.  In 
her mouth is the Mad Hatter's head, and in his mouth is Alice's head.  You are 
warned to go back and stop the futile fight.

Phase two:  Instead of leaving you choose to stick it out and fight the Queen.  
The blunderbuss can be found under the large platform to your right.  Get it 
even if you already have it.

Weapons to use:  The secondary function of the eye staff to start out, and the 
blunderbuss to finish.
Queen's health:  Four staff bursts and two to six blunderbuss blasts 
(depending on if you got it earlier).
Attack's:  Either Left Arm- Bash- heavily damaging, and almost unavoidable.
                Upper Right Arm- Rockets- moderately damaging, and easy to 
avoid.
                                             Acid- moderate to heavily 
damaging, but easy to avoid.
                                             Blue Eye Beams- moderate to 
heavily damaging.
                                             Jabberwock's Mouth Bursts- nearly 
fatal, but easy to avoid.
                 Stomach- Scream- heavily damaging.
                                 Green Blast- nearly fatal, but easy to avoid.
                                 Heart/Spade barrage- nearly fatal if direct, 
heavy damage if partial.
Strategy: You will be using the secondary fire of the eye staff. Yes, there is 
a secondary fire, and I didn't know about it myself until I stumbled upon it 
by accident. Wait until the Queen lowers out of view and then charge the 
secondary fire until about 3/4 of your blue meter is gone and release. All you 
will see happen is that some purple gas-like orbs fly into the air. About the 
same time the Queen rises, these BOMBs will fall onto her killing a tentacle. 
But you MUST BE LOOKING AT HER FOR THIS TO WORK. The bombs fall in front of 
you even if you aren't facing the queen, and they tend to backfire this way. 
Four times, four tentacles. Lower right, lower left, upper right, and upper 
left. Now the tentacles are gone and only the body remains. From this point on 
you will use the blunderbuss and nothing else. Wait till the Queen rises and 
fires the first wave of attack before you use this, as you won't move for a 
few seconds afterwards. Try for the head.
When done:  DON'T MOVE when the Queen dies.  For some people, this will stop 
the end cinema from running.  It's short but sweet, predictable, and badly 
decompressed.  But it's the end.  Congratulations.


______________________________________________________________________________
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                                                                         VII. 
Extra
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     There are a number of bonuses in Alice.  A few of them are listed here.
______________________________________________________________________________
________VII a. Idle Hands
     Have you ever left Alice standing still for a long period of time?  If 
so, you will have noticed that you will do some entertaining things with her 
toys.  Here are some examples:

Vorpal Blade:  Spin on fingertip.
                       Clean nails.
                       Toss into the air and catch.
                       Test the edge of the knife on her thumb.
Cards:  Pick a card and look at it.
            Perform a disappearing card trick.
            Toss a card into the air and catch it.
            Toss a card into the air, and it lands in Alice's head.
Croquet Mallet:  Knock against her shoes to clean them.
                          Toss into the air and catch.
                          Toss into the air and drop.
                          Hit herself in the head.
Jack Bomb:  Put on the ground and stand on for a better view.
                    Peek inside the lid.
                    Drop on her foot.
Ice Wand:  Pretend to blast in front of her.
                  Hold near ground then slip and fall.
                  Check her nails while a blast of ice goes out behind her.
Jacks:  Spin and toss into the air.
           Loose grip and drop.
           Bounce the ball from her foot into her pocket.
Demon Dice:  Balance on her foot.
                      Spin of fingertip.
                      Toss into the air and catch.
Jabberwock's Eye Staff:  Hit against the palm of her hand in a threatening 
way.
                                       Lean on.
                                       Poke at the eye and wipe goo on dress.
Blunderbuss:  Aim the weapon at something.
                      Inspect the weapon.
                      Go through a series of military attention stances.
                      Look down the barrel of the gun while holding the 
trigger.
Deadtime Watch:  Kick the ground.
                             Knock shoes together to clean them off.
                             Check nails.

______________________________________________________________________________
________
VII a. Cheats.
     The purpose of cheats is to help the developer get an uninhibited view of 
a level, to make sure that it is correct from all angles.  But when those 
codes are left in, people will be there to use them.  There are two reasons 
people cheat in a game.  The first reason is that they need to cheat in order 
to beat a game.  The second reason is that they just want to play around and 
experience the game in a different way.  I personally can't abide cheating in 
order to beat a game.  But because some people will be using these codes for 
other reasons, I will include them.
     To enter these cheats, you first need to activate the console.  To do 
this, go into the settings menu and click on options (the front of the head).  
There will be a box you need to place a check in if you want the console 
activated.  Once that is done, and you are in the game, press the tilde key 
(~) in order to access the console.  Type in a cheat and press enter to 
activate it.  If it can be turned off, enter it again to do so.  Here are the 
codes:

God mode:                  'god'
All weapons:               'give all' or 'wuss'
No Clipping:               'noclip'
Health:                        'health #'  # is how much you want.
Enemies don't move:   'notarget'
Frame rate:                  'fps'
First person:                'cg_cameradist C45'
Third person:              'cg_cameradist128'
Get an item:                'give #' where # is one of:  _knife.tik, 
w_cards.tik, w_mallet.tik, w_jackbomb.tik, 
                                                                             
w_icewand.tik, w_jacks.tik, w_demondice.tik,                                    
                                                                             
w_eyestaff.tik, w_ blunderbuss.tik, w_watch.tik, and the 
                                                                             
curious w_ragebox.tik
Go to level:                 'map #' where # is one of:  centipede1, 
centipede2, facade, fortress1, fortress2, 
        funhouse, garden1, garden2, garden3, 
garden4, grounds1,
                                                                             
grounds2, gvillage, hedge1, hedge2, hedge3, jlair1, jlair2, 
                                                                             
keep, pandemonium, potears1, potears2, potears3, qlair, 
                                                                             
rchess, skool, skool2, tower1, tower2, tower3, utemple,
                                                                             
wchess1, whchess2, wforest

     As you can probably guess, I didn't get these codes by my own intellect.  
These were taken from www.IGN.com.  They have some great codes there, so you 
should check them out.


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                                                                   VIII.  
Copyright
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     This document is Copyright 2001 Daniel Ortosky (D).  
     So how can this be distributed?   You may distribute this document as 
freely as you want PROVIDED that you give credit to the author (myself), and 
to everyone I give credit to for helping out.  If you wish to post this 
walkthrough on an internet site or widely distribute it, you first need my 
written permission.  Chances are that I will give it, but I would like to keep 
up with this file, and I'm sure you would like the updates I make to it.  I 
can be contacted at EllipsusD@aol.com.  Thank you.



