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Alice: Madness Returns: FAQ/Walkthrough by Tricky Version: 12.

10 | Last Updated: 2012-10-17 | View/Download Original File Hosted by Return to Alice: Madness Returns (X360) FAQs & Guides Liked this FAQ? Click here to recommend this item to other users. ___________ .__ __ \__ ___/______|__| ____ | | _____.__. ______ | | \_ __ \ |/ ___\| |/ < | |/ ___/ | | | | \/ \ \___| < \___ |\___ \ |____| |__| |__|\___ >__|_ \/ ____/____ > \/ \/\/ \/ Guide through: ALICE, THE MADNESS RETURNS Version: 12.10

This is an automated plain text conversion of a FAQ primarily written in HTML. This conversion was done for sites like GameFAQs.com who don't allow HTML for security reasons. To see the full, properly lay-outed version of this FAQ, please look it up on http://faq.tbbs.nl I'll try to make this TXT version is complete as possible, but nothing promised, and on the website mentioned above you are 100% certain you got the latest official version of this FAQ.

******************************************************* * * FAQ Index ***** * * *************************************************** *

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*** *** = Introduction ............................................... INT00000001 = Parental Warning! .......................................... INT00000002 = Important Characters ....................................... INT00000003 *** Walkthrough *** = Introduction on how to use my walkthrough .................. WLK00000001 = = = = = = = = Chapter 1 Overview ................................................... Real World ................................................. Vale of Tears .............................................. Hatter's Domain ............................................ Hatter's Domain - After burning house scene ................ Hatter's Domain - Legs ..................................... Hatter's Domain - Arms ..................................... Hatter's Domain - Epilogue ................................. WLK00000002 WLK00000003 WLK00000004 WLK00000005 WLK00000006 WLK00000007 WLK00000008 WLK00000009

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

Chapter 2 Overview ................................................... Real World ................................................. Tundraful .................................................. Mini-Game: Ship Shooting ................................... Deluded Depths ............................................. Deluded Depths - After burning house ....................... Deluded Depths - Looking for Octopus ....................... Deluded Depths - 'Singing' bottle fish ..................... Deluded Depths - Oysters ................................... Deluded Depths - Sailor Ghosts ............................. Deluded Depths - Epilogue .................................. Chapter 3 Overview ................................................... Real World ................................................. Vale of Doom ............................................... Mysterious East ............................................ Scroll of Destiny - Round #1 ............................... Mysterious East - After Scroll #1 .......................... Mysterious East - After Burning House ...................... Scrolls of Destiny - Round #2 .............................. Mysterious East - After Scroll #2 .......................... Scrolls of Destiny - Round #3 .............................. Mysterious East - Epilogue ................................. Chapter 4 Overview ................................................... Real World ................................................. Cardbridge ................................................. Queensland ................................................. Queensland - After Burning House ........................... Queensland - Oh Alice, you've become so big. ............... Queensland - Epilogue ...................................... Chapter 5 Overview ................................................... Real World ................................................. The Dollhouse .............................................. Head rolling - Round #1 .................................... Dollhouse - After Head Rolling #1 .......................... Doll Head Rolling - Round #2 ............................... Doll house - After Head Rolling #2 ......................... Doll House - After Burning House - Epiloge ................. Chapter 6 Overview ................................................... Real World ................................................. Infernal Train ............................................. The boss ...................................................

WLK0000000A WLK0000000B WLK0000000C WLK0000000D WLK0000000E WLK0000000F WLK00000010 WLK00000011 WLK00000012 WLK00000013 WLK00000014 WLK00000015 WLK00000016 WLK00000017 WLK00000018 WLK00000019 WLK0000001A WLK0000001B WLK0000001C WLK0000001D WLK0000001E WLK0000001F WLK00000020 WLK00000021 WLK00000022 WLK00000023 WLK00000024 WLK00000025 WLK00000026 WLK00000027 WLK00000028 WLK00000029 WLK0000002A WLK0000002B WLK0000002C WLK0000002D WLK0000002E WLK0000002F WLK00000030 WLK00000031 WLK00000032

*** Collections *** = Pig Snouts ................................................. = Memories ................................................... = Radula Rooms ............................................... = Bottles .................................................... = Enemies .................................................... = New Game + ................................................. = Trophies ...................................................

COL00000001 COL00000002 COL00000003 COL00000004 COL00000005 COL00000006 COL00000007

*** Ending Notes *** = Bugs ....................................................... END00000001 = Copyright and license ...................................... END00000002 = How do you contact me? ..................................... END00000003 INT00000001 * ** *** * * * * * * ** * * * * * ** ***

******************************************************* * * Introduction ***** * * *************************************************** * Hi folks;

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Welcome to my FAQ for this very cool game. Alice seems to be in some kind of shock because her house burned down killing everybody inside leaver her as the sole survivor. The game starts when she's under treatment of a guy named Dr. Bumby, to forget the event. The insanity that Alice still carries from that event has affected Wonderland and Alice has to go back there to set things right. That's the basic idea. The game has a very basic setup. It contains 6 chapters. Chapter 6 is only the boss, which has been codenamed "The Dollmaker", the game makers gave the boss that name in order to prevent spoilers, and for that reason I'll copy that codename. The Dollmaker is the only boss in this game, so that makes things easy, doesn't it? Chapter 1 till 5 do basically all have the same setup. Each of these chapters start in the 'real world', where Alice mostly got herself in a messy situation. In those sections you gotta escape from that but while doing it, you can see that Alice is losing her mind and things get odd and on a certain moment she gets herself transported into wonderland. With the exception of chapter 5, all these chapters will first start with an introduction level, in which Alice wears a blue dress with a skull on her back. These levels can sometime be separated in a few sublevels though. When you completed that Alice will get a new dress unique to that chapter and she will have to do the real thing. Halfaway those levels you'll find in each chapter a door to a burning house, in which Alice recovers a bit of her memory of the burning house event. If you really want to get ahold of the story these memories recoveries are very important. After that another part of the chapter takes place. Then you'll get into some odd situation bumping out of Wonderland into the real world where the next chapter begins. In the real world Alice can only walk and examine some insignificant stuff. Mostly it's better to get through those parts ASAP, as there's nothing important there. In Wonderland Alice can jump and fight and puzzle. Now the emphasis of the game does not lie in fighting, but rather in jumping and puzzling, but some fights will happen.

A quick overview is in order I think: (Please note, the buttons I note are the buttons as they are in the PlayStation 3 version!) - Jump Alice's jumping capabilities are superb. Not only she can jump, she can triple-jump, meaning she can jump twice while in the air. If you hold your key pressed you can float a brief moment. Your jumping ability is very important during the game. = Default button: X = Available from chapter: 1 - Auto Aim Whenever you get into a fight you can use this to make Alice automatically aim to and track the enemy closest to her as when you started tracking. Keep the button pressed. = Default button: L1 = Available from chapter: 1 - Shrink Traditional to the "Alice in Wonderland" story you get to drink a liquid with "drink me" on the label of the bottle. From that moment you can shrink at will. Not only can you then go through passages otherwise impassible, you can also see hints drawn on the wall (in symbols, so if you don't speak English so well, they are still clear) :) You can also see invisible floors, and you need that a lot. You may even see other things otherwise invisible. While shrunk you cannot jump or fight. = Default button: Hold L2 = Available from chapter: 1 - Manual Aim You can do this to shoot with your peppermill or teapot to a target you choose. It's pretty crappy in battle but for solving puzzles this ability is a must have. = Default button: Press right analog stick = Available from chapter: 1 - Vorpal Knife This is your first weapon. You can do close combat with it, and destroy some stuff for bonus stuff. You have to find this weapon before you can use it, but as you find it early in the game, no prob. = Default button: Square = Available from chapter: 1 - Peppermill Your second weapon. The Dutchess will give it to you. You can fight with it at long distance (you auto-aim for that), or hit faraway puzzle targets (use Manual Aim for that). You can also use it to shoot pig snouts. Doing so will mostly open secret passages. Overusing it will overheat it, but after a brief moment it cools off, so you can use it again. = Default button: R1 = Available from chapter: 1 = Note: When you got the teapot as well, you can switch between the two weapons with the directional buttons.

- Bunny Bomb Place it and it will explode after awhile. You can use it to fight (enemies may get mislead by it) and you can open some passages with it. It's primary function will be to weight pressure plates allowing you for a brief time to get things right. These puzzles can be a bit frustrating. = Default button: Circle = Available from chapter 1 - Hobby Horse Your third weapon. It can hit very hard and sometimes through the enemies defenses. It can also be used to break open some walls. A very cool close-combat weapon. = Default button: Triangle = Available from chapter: 2 - Teapot Cannon It can hit hard through enemies defenses but aiming it is pain. It overheats easily. I recommend to only use it when you have to. When you have to break open a wall at a distance with a horse normally, you can use this teapot in stead. = Default button = Available from chapter: 3 = Note: use the directional buttons to switch between this and the peppermill. - Hysteria When your health is critical you can use this to become stronger and invincible for a brief time. Use with care as Hysteria is mostly your last resort in tricky situations. = Default button: Press left analog button = Available from chapter: 1 = Note: Can only be used when your health is critically low.

What's also interesting are the collectors items. They are memories, radula rooms, bottles and pig snouts. Let's sum them up - Memories They won't affect the game whatsoever, but collecting them all can get you a trophy. Collecting these memories can give you a better understanding of Alice's past, so you may want to collect them all. - Bottles Other than being collectable for a trophy I really didn't find much use for them. - Pig Snouts When you shoot them with your pepper mill they count as collected. They open up secret passages. - Radula Rooms Except from chapters 1 and 6 there are four of these each chapter. The entrance of these rooms look like a slughorn. Enter this horn and you can get a trial. These trials be be the following = Question The cat will appear and ask you a question. When you answer correctly

the room counts as solved. = "No time to waste, no time at all" You stand on the table with the Hare and the Hatter and a bunch of enemies. Don't bother killing them as they respawn just as quickly. Just survive for awhile and the room is solved = "Kill or be killed" Once again on the table with the Hare and the Hatter, but this time with enemies you must kill. Kill all of them and the room is solved. Lastly there can be a replay of a minigame specific to the chapter your in. For each Radula room solved you can get a quarter of a rose, for each complete rose you get an extra life. This makes going for the Radula Rooms very important. And that puts everything in order I think....

INT00000002 ******************************************************* * * ** *** * * * * * * * Parental Warning! ***** * * * ** * * * * * * * *************************************************** * *** * ** *** This game has an 18+ rating in some countries, which is extremely rare and mostly only given to sex-products. Well, this game is not of the sexual type, so that makes you wonder this extreme rating, eh? I'll put the things they rate on in a list and tell you how I think it's present in this game. - Violence Is present in this game, however compared to DOOM and Duke Nukem 3D, this game is pretty sissy on that. It is posted as a reason for the 18+ rating on my box of this game, but that's way over the top. The game has violence, but not too much. - Discrimmination Not present in this game as far as I could see. - Sexual content / Pornography Not present in the game, though a few references to prostitution are made, but those references are in a very clean way, so sex is not the reason to rate this game this high for. Chapter 5 did a few suggestive things with some dolls you see there. If that's a reason for a rating like that.... Well, that's your choice. - Foul Language There is some strong language here, but really I've heard worse. - Alcohol / Drugs usage In chapter 3 there is some hooka smoking.... Based on the caterpillar doing the same in the original "Alice in Wonderland" story. There are also some crabs with a sigar, and an old woman named Pris likes to drink gin (we don't see her drinking, but some remarks in that direction were made) - Horror This was not stated in the rating report and I was shocked by that, as

the ending of chapter 4 and the start of chapter 5 are really really terrible on this front. It may be too sissy for Horror fans, but for children it's downright too horrible. You should really know your kids if you want them to play this game, but I recommend against it. That having said, it's not in my place to say what your children should or should not play, but this game does need thinking twice. I've said why I recommend against letting your children play this game, what you do with my advice is up to you.

******************************************************* * * Important Characters ***** * * *************************************************** * Let's sum up the most important characters here, shall we.

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- Alice Our heroine. She's close to insanity due to a past she never recovered from and Wonderland is affected by it. Can you help her to set things right? - The Cat He acts as a hintkeeper with cryptic quotes. Heed his hints as they may help you further. - The Hatter You need to help him in order to complete chapter 1. He's as crazy as ever. - Dr. Bumby Alice's psychiatrist. His therapy should make Alice forget her trauma caused by losing her family to a burning house. - Pris Witless An old woman. She's the bad habit of drinking too much gin. - Nanny A prostitute. She seems to be preparing Alice for adulthood. - Radcliffe A researcher researching the cause of the fire that destroyed Alice's house and family. - Lidell Family Alice's Lost family. You can find their memories (along with those of Bumby, Pris, Nanny and Radcliffe) all over Wonderland.

WLK00000001 ********************************************** ********************************************** ** ** ** W A L K T H R O U G H ** ** ** ********************************************** ********************************************** This game is divided in levels. With the exception of Radula Rooms, I consider each time the loading screen appears the next part as a "new level". Once completed you can mostly never get back to levels you've been in before (not counting a tiny few exceptions). Eachin time you enter a new level I start the line with a "-", and if applicable I'll describe a few things for you so you know you're reading the correct pointer. After that I'll use "=" to sum up all your actions. Sometimes I'll note "SAVING!" as an action. You don't have to do anything when I say that, but the game should then make a savegame. I may have missed a few though and I won't note it at the start of a level, as the game nearly always saves there. Sometimes I'll note a part as "OPTIONAL:", then it's up to you if you want to perform the action or not. If you do, you need to get back at the point you were before doing it after perfoming it. Sometimes I may tell you about some optional parts. Then I bundle some parts together, like this. =============== OPTIONAL ============================================= Everything in this marked area is optional, so you can do it if you want, but also skip it all the same. =========== END OPTIONAL PART ======================================== Wel, I believe that's all you need to know

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WLK00000002 CHAPTER 1 - Pig Snouts: 14 - Memories 26 = Bumby: 3 = Liddel: 14 = Pris: 2 = Dr. Wilson: 4 = Nanny: 2 = Radcliffe: 1 - Radula Rooms: 0 - Bottles: 18

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Real World *

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*************************************************** You just left Dr. Bumby's office. Let's get going - = Move forward = Ignore the door ahead, go left in stead = Ignore all doors, just follow the corridor = Go downstairs = Go left and follow the corridor = Pass to the big hall = From here you can see the door leading outside, leave the builing = Once on the street turn left = When you see a white cat follow it

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Eventually you'll see odd things, and after awhile you'll meet Pris Witless. Allow her to talk and in the end you'll eventually end up on the roof with the pigeon coops. - = Turn the camera a bit left and you'll see a bridge. Hit it. = Turn right = Walk to Pris Now you'll get back to Wonderland (and also get your first Trophy for it). WLK00000004 ******************************************************* * * ** *** * * * * * * * Vale of Tears ***** * * * ** * * * * * * * *************************************************** * *** * ** *** Perhaps the friendliest looking level you'll pass through. All you can do is jump. If you didn't read it from my FAQ the game will tell you soon anyway. Let's get going, sal we. - = Forward up the ramp = OPTIONAL: Collect the memory = Pass over the waterflow right and hit the other ramp = The game will tell you how to jump. Doso to make your way up. = At the top turn left = Jump over the "domino gap" = Move to the statue of a crying girl, but DON'T JUMP OFF = Some dominos will form bridge, cross it. = Move forward and jump down = OPTIONAL: Collect the Lidell memory = Try to jump onto the mushroom from here (don't worry when you miss it. You can jump onto it from the lower floor as well). = Jump onto the next two mushrooms = At the top a pink tiny shroom appears. It's a trampoline, jump ontoit to get onto the higher area ahead. = Move forward to hit the next trampoline (OPTIONAL: A memory is here too) = Move forward = Drop off to the area with the giant "Drink Me" bottle = Sit out the scenario and from now on you can shrink. = Go to the tiny doorway = OPTIONAL: Pick up the memory from Dr. Wilson here = Hold the L2 button and go through the tiny doorway = Jump up the trampoline

Just to inform you, when you shrink and stand in the flower it will heal you as long as you remain shrunk. When you become big again, the flower will shatter leaving some teeth. Collect those teeth. You need them later. = Shrink and go trough the tiny doorway = Forward and jump down = At the bottom is another tiny doorway, hit it. = Go to the domino-dice doorway and shrink to get past it Here you'll see a blue trampoline. Blue trampolines will end the level you're in and advance to then next level. = OPTIONAL: Collect the memory before hitting the trampoline = Hit the trampoline - Well, the memory you just collected was a hint. You'll see a slide ahead. On slides you can slide down and stear a little left and right. = Have fun going down. = When you get off, jump down into the red water = Move forward = Go to the skeleton and pick up the Vorpal Blade. = OPTIONAL: To the left under the crying-girl-statue is another memory from Dr. Wilson = Go forward (you can destroy the slughorns with your blade to get some teeth). = Some slughorns block your path, use your blade to get rid of them. = Move forward = Some enemies appear. Time to test out fighting. Just kill them all. = A cave opens up. Hit it. = OPTIONAL: Recover the first memory of Dr. Bumby. = Further ahead a trampoline will apear. Hit it. = Follow the road, Alice. (You don't mind if I call you that, do you?) :P = The game will explain floaing. Use that knowledge to get across to the next platform. = And now float to the next platform = Trampoline up = OPTIONAL: Up the ramp is a bottle. = Float over to the road ahead = OPTIONAL: Collect the bottle to the left. = Continue the way = Enter the room = You'll meet the Dutchess. Hear her out. = Pick up the pepper grinder = A door opens, hit it = Here you'll meet the bolterflies. Just killing them is useless. They'll just keep on coming. Destroy the hives they come from first. You may need the pepper grinder for that as they are often placed out of reach of melee combat. When the hives are destroyed you can start killing all the flies that have been released. Destroy all the hives and then the flies and the first part of this task is done. = When all enemies are gone, you'll see the pigsnout. The game will explain how they work. 99% of them lead to optional stuff, like bottles or memories or just lots of teeth. You can ofte hear them groink. Read the tutorial well = Pepper the snout (this one is not optional) :) = Go back to the Dutches = A basket will apear. Use any weapon to destroy it and you can collect stuff. = Hit the tiny door that opens = SAVING!

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Shoot the pig snout Destroy the hives and the flies they spawn Hop onto the domino bridge Turn around and use the grinder to shoot the hive below Kill the ruin enmies that appear at the end of the bridge Now go to the platform where they used to be. Pepper the snout Step onto the 3/5 domino tile Make your way across Pick up the memory from Nanny Jump onto the domonino bridge ahead Cross it, but keep in mind there's a platform moving At the crying girl some slugs apear. Kill them. Jump over and KILL the enemy that appears. Follow the road SAVING! After you saw some rocks fall down jump down to the lower platform to the left side = Trampoline to the next = Trampoline over the oil fountain (that fountain kills you) = Kil the enemies =============== OPTIONAL ============================================= = Jump over to the platform between the two fountains = Jump over the fountain to the right with the trampoline = Collect the Bumby Memory = The only way out is by jumping to the spot you began this fountain puzzle. = Hop over to the platform where you had your last fight. =========== END OPTIONAL PART ======================================== = Hit the way (you need to jump up) = Jump over = Kill all enemies. Once you did, you'll get the tutorial about weapon upgrades. Read it well = SAVING! Well you'll see a railway station here. There's one in nearly all chapters. It's a kind of pattern. = Move forward = Jump over to the rock with a part of railway on it = Trampoline your way over = Hit the tunnel (the way closes behind you) = Move forward = Slide down = SAVING! = Go forward an you'll be introduced to the new enemy "Mad Cap". Kill them all. = A ramp will open up, and another cap will come with a shield. Kill him (can be hard). = Go up the ramp and kill everything which tries to stop you. = A trampoline will appear when the massacre is complete. Use it. = Go forward and you'll see a sign ("The ......s domain". Easy to guess whose domain it is, eh). = Shrink and you'll see an invisble bridge, cross it. = OPTIONAL: At the end collect the memory from Pris Witless. = Follow the road When you see an odd castle in the distance: = OPTIONAL: Fire at the pig snout to the left for a bonus basket = Go up the stairs to the right = Go up the other set of stairs = Blow the horn to go to the next level.

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WLK00000005 ******************************************************* * * ** *** * * * * * * * Hatter's Domain ***** * * * ** * * * * * * * *************************************************** * *** * ** *** First of all, you finished the first introduction level, and thus now chapter 1 starts for real. Alice will now wear her first chapter-bound dress. Cool, huh. Also you will now get th tutorial about usng vents. Read it well as the game is swamped with these things. - = = = = = = = # # # # # # # # # # = = = = = = = = = = = = = = = = = = = = = = = You = # # # # # # = = = = = = = Use the vent to go up OPTIONAL: Collect the memory Go outside OPTIONAL: Turn left and when you pepper the crack in the wall ahead a pig snout will get peppered. You can not cash in right away though Up the ramp Turn the valve Use the vent to get onto the platfom ahead and kill the Madcap over there. =============== OPTIONAL ============================================= To the right are invisible moving platform. Hop over them to the normal platform ahead. If you didn't aleady do it pepper the snout in the crack of the wall Use the vent to float over to the platform Pick up the bottle. You can destroy the boxes for teeth and HP Jump over to the start platform Up the ramp and use the vent. =========== END OPTIONAL PART ======================================== Use the next vent to go to the next platform. (And kill the Madcaps) Enter the building OPIONAL: Left leads to a small hole, that hides a bottle Pull the lever Leave the gate be (don't be tempted to shrink under the door unless you wish to die). Go outside (Kill the enemies. I won't note it any more unless killing the enemies is an obligation to move forward). Open the valve Vent up the next platform Use the moving gear to get onto th next platform Enter the building and jump down Follow the road Use the vent and jump onto the gear. Time it right as it moves. Use the next vent to get onto the next platform Kill everybody A fence will open up. Pass it and once again, kill everybody. Another passage will open. Hit it! can hear the pig groink here. Let's look for it, or skip it! Straight from the doorway you can drop down onto an invisble platform. =============== OPTIONAL ============================================= Enter the building at the crack Shoot the snout Cash in, a basket and a Lidell memory. Get back outside =========== END OPTIONAL PART ======================================== Go to the platform Jump onto the gear and into the vent Via the next gear and vent onto the next platform

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= Turn the valve =============== OPTIONAL ============================================= = Jump to the lower platform ahead and enter the building = Follow the corridor and collect the Lidell memory at the end = SAVING! = Go all the way back = Jump onto the trampoline to get back to the valve. =========== END OPTIONAL PART ======================================== = Go to the vent and use it to get onto the up-down going gear = Jump onto the next platform I know you can hear the pig snout, but let's not be hasty. = Jump to the next platform = OPTIONAL: Turn around to find the snout leading to a bottle. = Enter the building and follow the way. = Float to the next platform = OPTIONAL: Turn around for a pigsnout. Via a vent and a shrink hole it leads to a Dr. Wilson Memory = Jump up and walk to the big clock = SAVING! = Turn right = Jump onto the lower platform = A new enemy will appear. Eyepot. Kill it! = Jump onto the lower platform and then the smaller to reach a platform against the wall = Turn the valve = Vent over to the next platform = Move around here and a door will open (if all enemies around are dead, I presume, but not sure). = SAVING! = Hit the door You can now see the cat's face at the top of the screen. Press select to ask for a hint (very cryptic). I'll quote the hint (if he has multiple ones, I'll only quote the first) to give you a way to track me. = CAT: "He's obsessed with time, find him, or your own time may be rshort" = Jump to the platform to the right = At the end is a platform. Step onto it and an elvator lowers. = Now you have a short time (10 seconds) to get around the room (jumping) to reach the elevator. = Jump and float to the platform beside the teafalls (or whatever that stuff is). = Don't be hit by the liquid (probably tea), or you'll be dead. Hop over the platform to the other side of this room = Hit the corridor and follow it = At the end you'll enter a room. = Up the ramp and stand onto the switch = As soon as you get off the door closes slowly, try to get through it in time. Shrinking can help if it's to far closed at the end. = Pull the lever = Jump across the room = Hit th slide to end this level. - = The first thing to do is to pick up the Clockwork Bomb, or Bunny Bomb as I like to call it. When you set one you have 16 seconds before it explodes. You can also set it off manually. = Up the ramp and jump to the platform = Bomb the wall

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Up the corridor behind it and blow up the next wall. Jump over to the other side Destroy the crates to reveal a trampoline Use it and pass through the "Lost & Found" arch. OPTIONAL! Follow the way down and shrink to find a Lidell Memory Hop over the gears to reach the burning house exit Hit that exit.

You'll see the first out of 5 memories of Alice of the past. WLK00000006 ******************************************************* * * ** *** * * * * * * * Hatter's Domain - After burning house scene ***** * * * ** * * * * * * * *************************************************** * *** * ** *** - = Kill all enemies, but beware, your lives have been reduced to near death (to demonstrate the Hysteria mode, press the left analog stick to activate it). = Follow the road until you get the clockshoot tutorial = Use the pepper grinder to shoot the clock = Hop over and hit the gate above the clock you just shot Here you'll meet the Hatter (or what's left of him). Hear him out. = ADVICE: Now check your health, as it may be low as you had to start the last battle with low life. Destroy all vases and recover your health. = Now destroy both bomb walls in this room = Go to the room with the switchplate = OPTIONAL: Grab the bottle = Put a bomb onto the plate to weight it = Run across the room ad hit the elevator before your bomb explodes. - = Grab the umbrella = Kill the enemy, but take note: As long as its tiny white arms are present you cannot kill it. Wait until it throws a fireball and use your umbrella to bounce it back. This will break the tiny arms, after that aim for his faces, when all three are out it will die. Please note that spells will only bounce back when you open your umbrella at the last possible moment, so you need to time it just right. = Shoot both clocks = OPTIONAL: Next to the elevator is a snout pepper it to find a memory from Dr. Wilson Now the game splits up in two sections. Arms and legs. It's up to you which you do first, you have to do them boh anyway. I chose (with my face to the elevator) to go left first = Hop over the gears = Hit the tea cup cart WLK00000007 * ** *** * * * * * * ** * * * * * ** ***

******************************************************* * * Hatter's Domain - Legs ***** * * *************************************************** *

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- = CAT: Saying something about the track being known to anyone but the inhabitants. = Follow te way up the stairs = At the end is a foot with a clock to shoot. Only shoot when the foot is going down, time it well, or the overheating of your weapon will cost you. = Once succesful ho over to th doorway at the end = Behind the boxes is a memory from Radcliffe = To the left is another clock to shoot. Shoot it. = Hop over the gear to the other side. (Warning! The gear moves up and down). = Go to the next room. You can see two fists bumping and you can guess you have to get past that. Don't do so right away. You won't make it (if you do, tell me, then I may get you a psychiatrist) = Jump to the fists and to the platform with the two boxes. = Stand on the switch plate (the fists will stop) = Place a bomb = Now go past the two fist contraption = Jump onto the big gear = Jump onto the big hand ahead = Jump onto the platform as soon as the smashing fist rises (and not a second later) and move forward immediately (or you're dead). = OPTIONAL! Turn right and you can jump to a shrinkhole for a bottle (a trampoline will help you back). = Bomb the wall ahead = Forward and bomb the wall to the right = Stand on the plate You have 16 seconds to do this. = Place the bomb = Up the stairs = Move of the two gears (in the same direction as the gear go) to reach the platform. Ok safe (for now) = Up the stairs = Shrink to go under the fist = Pass under the smasing fist and go left = Blow up the wall = In 15 secs go over the hand left, over the gears (in same direction as the gears go) to reach the next platform = Pass through the game = Follow the road = Avoid being crushed = Trampoline = Follow the road hopping over = Stand on the switch and kill the enemy below = Place a bomb onto the switch and jump to th gate (When you float, you can void the crushers) (When the door remains closed, get off the switch and try it again) = Hop over to te other side of this room. = Kill all enemies in the next room (avoid the crushers. They stop when the last enemy is dead). = A clock appears, shoot it = A sideway beside the door contains a memory from Bumby. = Pass through the arch to complete this level - You see a lot of cages here. = OPTIONAL: To the left onto the cage you can reach a spot to shoot a snout for a bottle

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Get on the moving cage and hop to the next Jump to the next cage Shoot the clock behind the crack Hop your way over the cages that lower Into the vent To the platform in the corner Blow up the wall Pull the lever behind Into the vent that just appeared Onto the next platform Turn around and shoot the clock Two cages move, hop onto them OPTIONAL: A memory is in the cage to the right. From the first cage you can get there. = Go to the next platform and follow the corridor = SAVING! = Go to the door labeled "Engine room" = = = = = = = = = = = = = = = = = = = = = = = = Go past the fist smashers Stand on the switch and drop a bomb Go over the gear to the next platform Pull the lever Jump back onto the gear (and watch out not to fall THROUGH it) Jump onto the platform (if you fail you die and end up on the spot you want to be. How cool is that?) Go back to the (formerly) smashing fists and hit the passage that opened there. Jump onto te next platform and hit the "red tunnel" Forward and the camera will turn to the ideal position Jump through the two smashing fists (best moment to start is when the first goes up). Jump to te next platform with floating hen the first crushing hand opens up. (In other words, time it right). Kill everybody Shoot the clock above A passage opens, hit the switch inside Enter he cage that lowered and it will act as an elevator Get past the firt two fist and wait there When the first fish smashes behind you continue and watch out for the switch around the corner Shrink to get past the "crusher" near the flower Go up with the moving platform Jump onto the next plaform Pull the lever Go back jump onto the fist an drop off into the area with between the two fences Follow the way into the cabin where the hare used to be. Pull the lever to end this part

- You'll be back with the Hatter. Just do the plate-bomb combo to get to the next level (you've done it before) - = Turn left = Jump over the platforms = Hit the cup ******************************************************* * * Hatter's Domain - Arms ***** * * * WLK00000008 * ** *** * * * * * * **

* * * * * * * *************************************************** * *** * ** *** "A good worker is a live worker, they work and live...." - = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = CAT: He babbles about enlightment Follow the way Shoot the clock Jump onto the circle platform Jump onto the next ones but avoid the lavastreams Turn left at the end and hop over Follow the way and the door closes behind you Hop over to the other side and kill everybody OPTIONAL: Past a lavafountain (right from the way you came) is a Lidell memory OPTIONAL: On the left same kind of jumping leads to a bottle Jump down from the back Turn around and hop over Shink and pass the doorway Hit the lever Stand on the opened grill Turn right and jump over onto the elevator And the next (watch out for fountains) Turn right and get onto the platform (take the bottle if you didn't do that before) A elevator will rise, turn left an hit the door there, do it quick or the elevator wil drop meaning you'll die. Follow the coridor CAT: "Flip the lever to cool the metal" Proceed to th next room and kill everybody SAVING! You can hear a snout, but you cannot shoot it right now Turn riht ad hop over the moving platforms to the corner And another hop over Hop ove the platforms but only whn no lava drops down Turn the valve (kill everybody, but you can escape as this fight can be tough). OPTIONAL: Drop off onto the frozen lava. Under the platform is a pig snout. Reward = Bottle. A vent brings you back up. Go to the platform where you started Hop over the lavapot into the tube to the next level

- = Follow the tube and hit the road left = CAT: Hints on following the vents THE VENT SPIROL = Shoot the clock = Hit the vent and land onto the platform in the center = Hit the next vent and the next platform on the outer ring = OPTIONAL: You can bomb the wall for some gold teeth and a nice view. In that view is a pigsnout. = Shoot the clock = Hit the vent, the platform under the clock, the next vent and the next platform = Jump onto the next platform = Shrink to get to the 'teeth area' = Shoot the clock (up left) = Get on the center platform = Go to the outer platform with the two boxes = Hit the next vent from here = Go to the center = Put a bomb on the switch plate and hit the door.

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SAVING! CAT: They say a cat has nine lives, Alice. I hope you have as many Turn the Valve Use the vent to get onto the moving platform Turn left towards the flower Hop over the other side using the trampoline in the gorge Go through to the corridor. You'll find the arms, but taking them will come later. Hop over all platforms, but take note that they move up down and that the lavapot with the arms drops lava From the last platform shoot te clock Go over the platforms (but mind the lava pouring down) and hit the trampoline on the circular platform Go right and turn the valve Hit the corridor behind the arch Bomb the wall and jump down. (Now that the lava underneath is frozen, no danger). Destroy the hives if you need, but you need to be on a platform or you you're out of the line of fire. Shoot the clock in the back Use the vent to reach the platform above Follow the invisible path (shrink to see it) but mind the lava pouring down Drop down and kill all enemies (mind the lava bucket) Shoot the clock in the back Hop over the plates against the flow direction to get onto the platform the stream comes under from. (When you are inexperienced in games like this, you'll hate this challenge). Up the stairs and hit the shrink-hole Turn the valve (more frozen lava and the mouse will leave) Go back through the shrink-hole Drop off Go to the mouse's room and use the vent to get inside Pull the lever Now go to the trash hole the arms fell in to end this level.

WLK00000009 ******************************************************* * * ** *** * * * * * * * Hatter's Domain - Epilogue ***** * * * ** * * * * * * * *************************************************** * *** * ** *** Well, the hard work for this chapter is done. The Hatter will be re-assembled and bring you to the last part of this chapter, but no hard tasks there. - = = = = = = = = = = = = Hop over the gears to the other side OPTIONAL: The pig snout leads to a Lidell Memoy Go the door and it will open Kill all enemies in the next room, the Hatter will open the door when they are all dead SAVING! Hit the door OPTIONAL! A shrink-hole left leads to the last Lidell Memory of this chapter Follow the corridor until you meet the Hatter again Trampoline Shrink through the hole and hop over Follow the way up Shoot the clock

= = = =

Pass though the shrink hole Follow the way through the shrink tunnels Drop down There's a weak spot in the floor. Bomb it.

You can see the Hatter, but you can't reach him from here. = Pull the lever = Go trough the dorway the Hatter kicks open for you. The game will now pretend to start a boss fight, but well... see for yourself what happens.. Oh, bummer. This ends chapter 1.

WLK0000000A CHAPTER 2 - Pig Snouts: 15 - Memories 15 = Bumby: 3 = Liddel: 3 = Pris: 1 = Dr. Wilson: 2 = Nanny: 2 = Radcliffe: 3 - Radula Rooms: 4 - Bottles: 16 The 'real world' won't show anything spectacular here. Once back in Wonderland things will mostly take place underwater. You can just breathe underwater and gravity is all the same as in the last chapter. Don't give me any crap about 'unrealistic'. Since when had Wonderland anything to do with reality anyway? ******************************************************* * * Real World ***** * * *************************************************** * - = Get off the pier = Turn right and then left = Get around the boxes and go upstairs = Follow the catwalk and go outside = Downstairs = Follow the road = Downstairs and next stairs up = Walk to th carnival poster = Go left from there = SAVING! You you'll Nanny here = Go left = Enter the house = SAVING! = Follow the way through the rooms and go upstairs = Hit the room ahead A man will knock you out and you'll wake up in Wonderland * * * * *** WLK0000000B * ** *** * * * * * * ** * * * * * ** ***

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WLK0000000C ******************************************************* * * ** *** * * * * * * * Tundraful ***** * * * ** * * * * * * * *************************************************** * *** * ** *** - = Go forward and follow the road = At the end you can see a creature down below, but you can't hurt it (for now). Jump to it and it will disappear. = Continue the road (to see the creature disappear on you again) = Kill all ruin enemies that appear = OPTIONAL: When you destroy the ice door with a horse head on it with a clockwerk bomb you can get a bottle. = Continue the road. Ignore the pig snout sound for now = Go around the icicle and trampoline up = OPTIONAL: Turn your face in the direction to came to see the snout below, pepper it. = Jump over to the next creature, but don't get touched by the wind he blows or you'll get yourself killed = OPTIONAL: When you peppered the snout a basket is here for you = Drop off = Hit the tunnel and drop off once more and slide down = Pick up the Hobby Horse, a new weapon, and a creature will appear for you to try it on. Kill it. Kill eveything! = Some platforms drop, use them to get to the next section =============== OPTIONAL ============================================= = Break the ice wall with horse head with the hobby horse = Break another ahead = Jump and float to the platform with golden tooth (very tricky) = Turn around = Pepper the pig snout below the platform you came from. = Get onto the platform that appears = Turn to the right and jump to the platform and obtain Bumby's memory = Jump to the lower platform and jump then to the exit = Pass over the exit of this part =========== END OPTIONAL PART ======================================== = Trampoline = Break the horse-icewall = Drop off and kill all enemies = A doorway opens. Hit it. = OPTIONAL: You can find a bottle in the section behind the horse wall left = Break the horse ice floor = Exit trampoline

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- = Slide down, but be warned. The game makers upped the stakes. There are oil pools on the slide now, avoid them, or you'll get hurt, and the edges are not all properly bordered, as in chapter 1, so you can easily fall off. = Hit the arch = Drop off = Kill all enemies = SAVING! = Open the door that opens = Continue the way = Drop down = OPTIONAL: To the left is the entrance of a radula room (see radula room section for more info). Enter it. The cat will ask you a question "How

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is the Quen of Hearts like Typhoon?". The answer is "In all way, but the Typhoon doesn't mean to be" = Trampoline = Continue the way = OPTIONAL: Platform right leads to a pig snout. It leads to a memory of Pris = Hit the ice catwalk = Slide down at the end and jump over the water = Trampoline = Go to the flower = Go over the invible road, jump over and slide down =============== OPTIONAL ============================================= THE INVISIBLE RIDE = There's a invisble platform in the pool, jump onto it and shrink = Once through the tunnel get off = Collect the bottle = Break the horse wall and get through = Turn right and pepper the snout for a basket = Jump onto te platform the fish thing circles around and trampoline =========== END OPTIONAL PART ======================================== You end up at a diferent spot, so I couldn't note how to skip the last part. Sorry. = Go to the ship in the bottle (the platforms to it sink, so be quick) ******************************************************* * * * * Mini-Game: Ship Shooting ***** * * * * *************************************************** * *** You are in your ship. You sail from left to right. Steer with the left analog stick X = shoot to the right Triangle = shoot down WLK0000000D * ** *** * * * * * * ** * * * * * ** ***

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Avoid the enemies. Fish boats just swim. Easy hits Some come form behind. Start slow and will then go fast. If you are lucky you can hit them by shooting down crabs shoot, avoid their projectiles. YOu can kill them when you aim well. Shoot mines at a distance. They hurt everybody nearby when they go off including you. So navigate your way through this. You have 10 lives, each time you get hit you lose one. When you are out, you gotta start over. Be glad that this is the only time you have to do this (unless you count the Radula Room lateron). WLK0000000E ******************************************************* * * ** *** * * * * * * * Deluded Depths ***** * * * ** * * * * * * * *************************************************** * *** * ** *** The real stuff begins. Alice wears a new cool dress that even lights up in the dark. - = Follow the roa = Jump over, but don't let the red jellyfish touch you (it means DEATH, but I suppose you already figured that out).

= Destroy the barrier with either a bomb or the horse = Use the vent to get over = OPTIONAL: Sideway right leads to a shell, shrink to reveal a shrinkhole leading to a bottle = Jump to the shell left, but get off it immediately or you'll die. = OPTIONAL: Turn around to in a pig snout. It will give a basket in the shell, shoot it, and quickly go in and out to collect. = Jump into the vent = Into the next = And the next but avoid the red jelly = Jump onto the white jellyfish (it's safe, trust me) :) = Hop over to the platform = TIP: Chests can be destroyed for teeth and healing with the Hobby Horse = Drop off = Destroy the barrier and hit the road ahead = SAVING! = Hit the burning house door WLK0000000F ******************************************************* * * ** *** * * * * * * * Deluded Depths - After burning house ***** * * * ** * * * * * * * *************************************************** * *** * ** *** Don't worry, no life reducing this time after the burning house. That was only done in chapter 1 to explain Hysteria. Take a look. You see the blue jellyfish? It acts like a trampoline. - = Hope ove the white onto this trampoline to the other side and beware of the red ones. = Kill the ghost here (a proper intro comes later). = OPTIONAL: A memory can be found when hopping over the invisible platforms. Beware the memory's position! = Stand on the switch plate = Pepper the clock from here = Hop over the platforms that appear to the other side = OPTIONAL: Tere ae invsible plates here, follow the track and nar the end is a pigsnout at the top of the building. = Go left and follow the track = OPIONAL: Shrink to uncover a shrink hole. It leads to a bottle. = Keep going = You'll find a gate saying "Barrelbottom". Hit it. = CAT: What lies beneath is petina civlia. Something wicked I'll wager. = OPTIONAL: To the right is a pigsnout = OPTIONAL: Barrier to the right hides a radula room. = OPTIONAL: Up the stairs left and crushing the floor leads to a Lidell Memory = Straight ahead past the arrow saying "Dreary Lane Theatre" = Jump to the lower platform were you'll meet new enemy. Drifting Ruin. Kill it. = Jump into the vent = Hop your way to the platform with enemies and kill them all. = SAVING! = Hop over to the cave head an enter = SAVING! = To the left is a road leading a a snout with a memory of Dr. Wilson = Hop over to the vent and then the wooden platform close to it. = Look for a plate and weight it with a bomb = Go past the left rock and shoot the clock from here. = Hit the vent and hop over to the theatre. = Enter

- = Enter the main hall to meet the carpenter = Go back to the entrance = Turn right = Hit the door = OPTIONAL: to the right then is a shrink hole with a memory from Nanny = Up the steps = CAT: wants to say "Kick some ass", but.. well.... nah = Follow the way = Drop off = You'll meet the cannon crab. Kill them = Shoot the clock above the cave = Hop over the stone faces and trampoline = Shoot the next clock = Hop over the stone faces If you can tell where the white jellyfishes lead to, lemme know. = Hit the exit WLK00000010 * ** *** * * * * * * ** * * * * * ** ***

******************************************************* * * Deluded Depths - Looking for Octopus ***** * * *************************************************** * - = = = = =

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Walk to Octopus but he'll go away CAT: "He can't conceal the way he moves" (hint) Hop over the white jellies nd avoid the red OPTIONAL: Left of the jelly trail is a pig snout You'll find a bunch of bottles. One of them contains Octopus. Break it (you can see him from the outside) = Try to find and area with a platform (it's too high I know) = Some invisible elevators will get you up. = Weigth a plate, jump to the platform left (there's an invisible one between) = Shoot to clock = Go back to the plate = Hop over the circle to the next platform = Float to the trampoline and use it None of the bottles here have Octopus, so don't waste your time = OPTIONAL: To the right is a bottle. Invisible plates can get you there. = Hit the shrink hole = Left bottle = Octopus = Over the jellies and vent to the next platform = Stand on the plate and weight it = Cross the invisible bridge and pepper the clock = Back to the switch plate = Over he trampoline jelly and hit the cave = SAVING! = OPTIONAL: Left a memory from Bumby = Drop off ============================================================================= = Weigt plate = Left over platforms (ignore plate on your way) = Shoot clock = On the way back and weight plate you first ignored = Go to the clock and shoot it = Now go to plate #2 and from there you can reach plate #3 now

= Weight it and you can shoot the clock from plate #2 = Go to the cave (which is the way you came) = Trampoline = Follow the way and hop over the wooden platform and vent ============================================================================= = Destroy the bottle in the back to find Octopus = Follow the Octopus and he'll tell you he'll bring the script = Hit the door that opens up WLK00000011 ******************************************************* * * ** *** * * * * * * * Deluded Depths - 'Singing' bottle fish ***** * * * ** * * * * * * * *************************************************** * *** * ** *** - = Jump to the big fish (and cover your ears) = OPTIONAL: Pigsnout at the wall = OPTIONAL: Bottle beind a chest Now the drill is easy so I'll cut it short. Three roads, take them all in random order, kill all enemies and destroy the stuff blocking the instrements. After all that is done you get a melody mini-game (which you can skip if you fail) = Hit the door that opens = OPTIONAL: Shell contains a memory from Radcliffe. Beware its position! = Follow the road = CAT: Oysters are stars, if you can wake them = OPTIONAL: To the left the barriers hide a Radula Room. (Ship Shooting Mini Game) = Hit the exit WLK00000012 ******************************************************* * * ** *** * * * * * * * Deluded Depths - Oysters ***** * * * ** * * * * * * * *************************************************** * *** * ** *** = Drop off and kill both crabs and Oyster #1 will wake = Hop over the stoneheads and hit the exit = Follow the road = Hop over the jellies and stuff = OPTIONAL: Near the end is a shrink hole giving a Radcliffe Memory = Hit the exit = Kill all enemies to wake oyster #2 = Hit the exit = Follow the road ============================================================================= REPAIR THE POSTER = CAT: A proper order was aways a mystery to me. You too? Cube #1: = Up the rocks right Cube #2: = Shrinkhole right Cube #3: = From shrinkhole straight ahead = Kill all enemies = Trampoline Jelly = Collect the cube = Go back to the Oyster = Cube #4: = Go left

= Trampoline = Proceed = OPTIONAL: From the plate you can follow an invisble trail to a Bumby Memory = Trampoline Jelly = Weight the plate = A fast going invisible plate you must land on = From there float to the door = Collct the cube Solve the puzzle A B C 1 x x x 2 x . x 3 x x x = = = = = = = = = B1 C1 C2 B2 B3 C3 Hit the exit SAVING! Hit the exit * * * * *** WLK00000013 * ** *** * * * * * * ** * * * * * ** ***

******************************************************* * * Deluded Depths - Sailor Ghosts ***** * * *************************************************** * - = = = = = = - = = = = =

Now the proper introduction will come to this enemy. Kill it. A gate opens, hit it And hit the other gate Kill the next sailor and he'll reappear to make you a request. Hit the gate that opens The tomb to the right opens. Enter. Kill the ghost A path appears, hop over it Teeth lights the path, follow them Trampoline Jelly Smash the chest with the horse to end this part

- The tomb straight ahead opens. Enter it. - = = = = = = = = = Kill the ghost, ignore the other enemies (they'll respawn) Hit the hopping path that appears Drop to te big platform (use the flower if you need) An invisible path leads further on. Shrink to see it and hit it. Weight the plate Hop over the path that appears OPTIONAL: Bottle left. Getting it is tricky Use the vents and get onto the slide Smash the chest

- The tomb to the left opens. Enter it. - = Kill the ghost and ignore the other enemies as much as possible

= Hit the hopping path and beware of the killing shells = Slide down at the end = Weight the plate in the middle (shrinking can help if it's too dark to see it) = Now run the vents in 16 seconds = Now hop over the invisible moving plates = Over the killer oysters This was the easy part here (if you don't agree, you won't make it in what comes next. From the moment you place the bomb you got 16 secs to reach the chest to smash, so good luck = Weight the plate = Hop the invisibl plate and onto the moving one = turn left = Hop over the plates = Trampoline = Vent = Smash the chest - = Go though the gate = Hit the gate left = Exit trampoline WLK00000014 ******************************************************* * * ** *** * * * * * * * Deluded Depths - Epilogue ***** * * * ** * * * * * * * *************************************************** * *** * ** *** - = Slide Down = Kill the $$*()$*)$ that appears here = When it's gone break the barrier ahead = OPTIONAL: To the righ is a way to the last Radula Room = OPTIONAL: In the doorway in an invisible Pig Snout. Shooting it leads to a bottle = Hit the doorway = CAT: Every picture tells a story. Sometimes we don't like the ending, sometimes we don't understand it. = Keep going straight ahead to get back into the theatre = Follow the way to the stage room where the chapter ends

WLK00000015 CHAPTER 3 - Pig Snouts: 11 - Memories 19 = Bumby: 3 = Liddel: 7 = Pris: 2 = Dr. Wilson: 1 = Nanny: 1 = Radcliffe: 4 - Radula Rooms: 4 - Bottles: 18 In the 'real world', you'll be riding with Nanny after that you'll be

dropped at Radcliffe's place which is pretty short After that things will look a bit bizzare before you end up in Wonderland. Wonderland will make a bit of Asian style now. ******************************************************* * * Real World ***** * * *************************************************** * - = Ahead is an archway, hit it = At the end turn left = Alice will automatically Radcliffe's house - = Upstairs = Left = Hit the door right Now you'll hear Radcliffe's report about the fire. When you want to gain proper understanding of Alice's ranting you should listen to it carefully. - = = = = = = = Turn around Leave the room Downstairs Left Hit the door left Follow the room to get outside Follow the streets and eventually you get back in Wonderland * * * * *** WLK00000016 * ** *** * * * * * * ** * * * * * ** ***

WLK00000017 ******************************************************* * * ** *** * * * * * * * Vale of Doom ***** * * * ** * * * * * * * *************************************************** * *** * ** *** - = Cool... Enter with a fight. Kill all enemies = Smash the stuff blocking the hookah and smoke it = Hop onto the elevator = Turn left and get onto the platform there = Hit the vnt = Try to get onto the moving platform by jump-'n-float and correct timing = Kill the enemies from here and get onto the platform they used to be on. = Free and smoke the hookah = Hit the elevator and then the vent = Get onto the gear = Use the moving rock to reach the bottle (take it if you like) = You can shoot the enemies below, do so and jump down (don't touch the liquid) = Go to the other side of this platform and hit the vent = Hop over the platforms to reach the next section = Pick up the teapot, your final weapon, and kill all enemies that appear = SAVING! = Destroy the barrier in the back = Proceed = Up the ramp ad kill the enemy up there = OPTIONAL: A Radcliffe memory is now available behind the barrier at the start of the ramp

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= Hop onto the platform where the ruin used to be and free and smoke another hookah = Hop onto the elevator and into the vent = Get into the platform and kill all enemies = Cross the bridge and kill all enemies there =============== OPTIONAL ============================================= Radula of Doom = Hop onto the platform right of the end of the bridge = Up here is a pigsnout hit it = Hop on the elevator gear and the platform ahead = Destroy the stuff to the left = Hit the shrinkhole = Cross the room ahead = Hop over the platforms left at the end = At the end hop over the invisible platforms to reach the Radula Room Question: We welcome the arrival of a phantom at sunset, only to rue its departure at sunrise. What is it? Answer: Dreams = After completing the room hop over the invisible platforms and regular platforms to the main land. = Hit the shrink hole = Hop to the higher gear = Drop off on the other side = Cross the bridge =========== END OPTIONAL PART ======================================== = Go to the back = Free and smoke the hookah = Onto the platform and into the vent = Onto the platform right = OPTIONAL: The platform left and the vent and gears lead to a bottle = OPTIONAL: On the right is another bottle for the taking = Destroy the barrier with the teapot = Kill the chapter 1 creatures = From the platform on which they used to be kill the ruin enemies = Hop over to the platform they used to be on = Hop over the vents to the railway station (yes, there it is again!) = Hop over the vents to the next platform = Drop off = SAVING! = Kill all enemies = Ride the vent to the left platform = And ride the other vent to the next = Go to the lower platforms = Follow the invisible roads and shoot the clock halfaway = From where you can shoot the clock and use invisible elevator (marked '4') to get onto the 'mainland' = Hop over the vents = OPTIONAL: Pick up the Lidell Memory = Right and trampoline = Drop off on the other side = Jump and float to the cave and enter it = CAT: The sight, the sound, the stench, what have you imagined, Alice? = SAVING! = Kill all enemies (best save the Colosal Ruin for last) = SAVING! = Free and smoke another Hookah = Hop over the platform into the vent = Over the next platform into the next vent = Land onto te higher platform =============== OPTIONAL =============================================

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# The Invisible Road of Doom # = From the flower is an invisible road. Follow it. # = At the end use te teapot to remove the barrier # = Hop over to find a memory of Pris # = You can free and hit the shrinkhole if you like but there is nothing of # interest there. # = Go back and run either the regular or the invisible road to end up on # the platform you started this subsection on. # =========== END OPTIONAL PART ======================================== = Go to the lower platform = Proceed to end this introduction level. WLK00000018 ******************************************************* * * ** *** * * * * * * * Mysterious East ***** * * * ** * * * * * * * *************************************************** * *** * ** *** Now the chapter truly begins at last. Alice will now have a "lovely" flower dress, which was actually meant to be a crossover between a Victorian English young girl dress and a Japanese Kimono. And with that taken in order it's a bit of an Asian look the rest of this chapter will show. Japanese in particular. Well, enough talk, let's get this show on the road. - = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Get onto the moving platforms circling around a center platform Get onto the bridge, and from the top of he bridge onto the road ahead OPTIONAL: From the fish forward wil get you a bottle Pull the chain at the fish Hop over the vent and two rising pillars Drop off to the lower area and jump to the island Shoot the pigsnout from here Hop over to the isle that appeared and trampoline Smash the wall for a Radcliffe Memory SAVING! Get back out Jump over the isle ahead below To the next isle and trampoline Turn left and jump to the next isle And so on until you reach a stairway Up the stairs Through the gate and upstairs Follow the invisible road and jump into the vent Jump to the platform below Cross the invisible bridge SAVING! Follow the road OPTIONAL: To the right there's a wall to smash to obtain a Bumby Memory (wow, Bumby, you can Mimic Pris Witless well). A new enemy will come in. Samurai Wasp. Very easy. Hobby Horse will do A gate will open. Hit it. Jump to the isle in the middle Shoot the honeywall with the teapot Jump into the hole and pull the chain Get back onto the 'isle' (easiest way to do that is by committing suicide and you'll respawn on the higher platform you came from). Into the vent Hit the gate Kill the wasps

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= SAVING! = Go to the back and go left = OPTIONAL: To the right of the edge is a shrinkhole. A memory of Pris is there. = Go over the invisible platforms by beware of the fire breating statue = From platform #3 (the numbers are on it), teapot the wall next to the firebreather = Hit the passage it hid = Pull the chain (SAVING!) = Jump ont the rising pillar = OPTIONAL: Left vent leads to insigniicant treasure = Hit the vent to the right = And the next vent = Over the moving platform to the "main land" = CAT: "She who saves a single soul saves the universe", remember? = Kill the Samurai Wasp = A new enemy will be intrudoced. Daymo Wasp. = SAVING! = OPTIONAL: Left there's a snout hidden in the bamboo against the wall. Hard to spot due to the darkness = Hit the gate = Upstairs = Go inside = OPTIONAL: To the left, destroy the barrier and a weightplate (use your bomb) leads to a Lidell memory. = Hit the exit straight ahead from the entrance = Mind the ravine. Wait for the platform to grand you passage and hop over = Proceed an you'll get another cube puzzle ============================================================================= EAST CUBE PUZZLE #1 Cube #1: = Left = Trampoline = Smash the barrier = Weight the plate = Get onto the block (you may fail due to its height but it is possbble). = Get onto the platform (see previous note) and get the block = Go back to the main hall Cube #2: = Next to the ramp Cube #3: = Hit the ramp = Hit the shrink hole = Collect the block and go back to the main hall Cube #4: = Go to the exit and turn left just before it = Smash the honey barrier = Follow the way and find the cube Solve the puzzle: = B1 = C1 = C2 = B2 = B3 = C3 ============================================================================= = Hit the exit = Hop over the (moving) platforms and vents = Go to the elder

= Hit the door he opens = SAVING! = Enter the painting WLK00000019 ******************************************************* * * ** *** * * * * * * * Scroll of Destiny - Round #1 ***** * * * ** * * * * * * * *************************************************** * *** * ** *** You will now be in a 2D level. You can jump and shrink the same, but that's all you can do. You just have to make your way through and reach the exit. That's all, but trust me, that's easier said than done. Optionally you can collect peaches, they only award a tooth, but if you manage to collect them all you can get a trophy. - = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Right and drop off Trampoline over the house Cross the bridge Cross by using the vent Get over by the tree branches, but watch out, they can and probably will break meaning DEATH! Continue right Trampoline Go to the lower platform and go rigt while avoiding the fireballs Hop over the face and proceed and avoid the fireballs, time your jumps well, Alice. Hop over the fireball throwers and land onto the platform behind them Use the vent to cross over Float over the spikes and land onto the treebranch. Get on main land ASAP. Go right and use the tree branch to get over the next gorge Don't be afraid of the statue coming down. As long as you don't jump, it won't hurt you. Hop over the statues over the spikes, but beware, as soon as you touch them they'll sink, so be quick. At the second last one sink a little to reach the last one The last one rises, shrink or DIE Proceed right Beware the smashing statue Over the next gorge And the next Over the statues, and these ones will sink as well. Shrink to get past the next set of spikes Trampoline Over the vent Jump onto the moving platform Now you need to go up with trampolines (5 in total) and at the end hit the tree branch A treebranch going in circles is your way to proceed At 2 o' clock is the way to get out of the circle Hop your way over the branches to reach the fish chain Pull the chain Cross the bridge Hit the vent Press square to exit when the game prompts you to

WLK0000001A ******************************************************* * * ** *** * * * * * * * Mysterious East - After Scroll #1 ***** * * * ** * * * * * * * *************************************************** * *** * ** *** - = Forward = CAT: Only a fool believes suffering is just wages for being different = Hop over the vent to the Japanese Letters bridge = The letters move in your direction. Avoid being touched by the orange ones and cross the bridge = Kill the archer = Over the vents = Kill the wasps and go to the platform with the Japanese Lady Statue = From there turn right = Below is a trampoline. Use it to reach the fish = Bac to the statue = Hop over to the vent and use it to reach the next circular platform = To the next letter bridge = Cross it avoiding the orange letters = Hit the door which opens = Follow the stairs down = At the bottom you can get onto another invisible road, follow it to the cave at the other side = Enter the cave = Pull the chain = OPTIONAL: Get the bottle = Go back over the invisible way and hit the vent = Hit the door you see up here = Kill all enemies and also their slabs = SAVING! = Hit the trampoline = Continue = Kill all enemies = OPTIONAL: Sideway left = Radula Room (kill) = Trampoline = Weight the plate = Stand in the 'portal' that opens = Wait until the bomb goes of or set it off manually = Leave the place = Exit trampoline

- = = = = = = = = = = = = = =

Hit the slide but mind the oil spots and lack of proper borders At the end float to the platform SAVING! Weight the plate Go over the drawing table into the gallery, or whatever you call that thing. Jump to the next but mind the wasp Continue the way If you take the sideway (with the lady statue) you can hit a pig snout. It rewards a basket Continue the way and kill all enemies Destroy the stuff covering the plate Weight it Hop over the platform that just rose to the platform after it Set off the bomb and weight the plate here Now your way to the drawer closet with the fish

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

Pull the chain Drop off to the bigger platform You saw a bridge to a statue. Cross it. Hop over the vent to reach the statue OPTIONAL: To left let is a keyhole (hop over to get by it). There's a memory frm Nanny Behind the statue is a way of invisible platforms, hop all the way down over them. Weight the plate A trampoline will appear on a platform below use it to reach the fish Pull the chain A block with a girl's face will move back and forth. Get onto it Enter the next wooden section and follow the road OPTIONAL: At the T-Cross right is a Radcliffe Memory Left Follow the way to reach the burning door WLK0000001B * ** *** * * * * * * ** * * * * * ** ***

******************************************************* * * Mysterious East - After Burning House ***** * * *************************************************** * - = Hop over to the next area (x2) = Kill all enemies = Play the melody (you can skip it if you fail) = Pass through the door = Upstairs, the door will open for you. Pass it. = Kill all enemies = Hit the gate that opens for you = Exit trampoline

* * * * ***

- = Hit the slide = Jump to the platform at the end = Trampoline ============================================================================= STONE SERIES JUMP #1 = Go to the back and kill all enemies = Free the weight plate with your horse = Weight it = Pillars have risen, hop over them to reach the fish = Pull the chain, drop down = Weight the plate again and hop over pillars and include the pillars you rose with the chain (second one is tricky, as it's a tiny bit too high. You need Lady Luck's help here). = Hit to the gate (mouth) ============================================================================= = OPTIONAL: On rightside is a keyhole to a bottle ============================================================================= STONE SERIES JUMP #2 = Kill all enemies you see = You can get onto the isle in the middle by a invsible plate. Do so. = From there kill the last enemies in case there were some left = Hop over to the platform with the plate = Free the plate and weight it = Hop over the pilars (and the invisible plate) to reach the fish = Pull the chain = Float to the lower white pillar and jump onto the higher one to reach

the next area = Jump towards the barrier = Destroy it and pass through = Weight the plate and go back = Over the next pair of pillars to the next area ============================================================================= = Forward = Cross the bridge = Enter the cave ahead

- = Go to the elder = Hit the door beside him once he stops talking = Kill all enemies = Destroy the barrier ahead = Hit the trampoline the prisoners summon for you = OPTIONAL: Pigsnout behind you. = Trampoline ============================================================================= THEY JUST KEEP ON COMING! You'll find some drifting ruins here. Ignore them as much as you can as they respawn immediately after you kill them. = Go to the oil pool = Hop over the platform, but beware, they appear and disappear according to set pattern. Watch that pattern well and hop over. = Pull the the chain (AND PRESS SELECT TO SKIP THE ANIMATION! THE ENEMIES WILL STILL SHOOT YOU WHILE YOU WATCH IT!) = Hop back over the appearing-disappearing platforms = Once you made it hit the vent (note that the enemy can kick you out of the vent) = And into the next vent onto the platform left = Cross over and hit the next vent = Hit the platform at the end = Destroy the barrier in the back = Hit the two trampolines = Hit the ruin walking here = Free the trampoline he guarded and use it = Exit trampoline =============================================================================

- = CAT: The grateful often benefit to the source of their gratitude = Get on the first fan = OPTIONAL: Pigsnout to the right, shoot it from here. To get the prize you need to find invisible platforms the right of the fan trail. Reward Lidel Memory. Shortest way out = Suicide :P = Hop over the fans and use the vents to reach the next part of land = OPTIONAL: To the right is a keyhole leading to another bottle = Onto the platform left = Use the vent to get onto the tile (yes it works even though it looks like it doesn't) = Float to the double fan = To the next platform and follow the road = Hit the cave = SAVING! = Float over the gap

CAT: Observe, learn and react Follow the road but mind the rotating fire beam Jump over Follow the road but beware the firebreather OPIONAL: Hop over right for a radula room and Lidell Memory Destroy the barrier Pull the chain Walk out Go to the keyhole just mentioned for Radula Room and Memory and hop onto the pillar in the crack before it. = Turn left and float to the platform below = Hit the keyhole, but don't get crushed (and there's a crusher at the exit as well) = Hit the gate (mouth) and it closes behind you (SAVING!) = Cross the bridge, but don't get crushed (cheap way, jump and float, beside the bridge) :P = Hit the mouth = Turn right and destroy the barrier ============================================================================= ROTATING FIRE DOOR = Jump over and go to the platform left and avoid the fire beam in the process = To the next platform and destroy the barrier = Pull the chain behind it and walk back out (There is a bottle in this room) = Hop over the moving pillars, but beware, just before they lower a fire beam will go over them. = At the end weigth the plate = Jump and float to the door and pass through it ============================================================================= = Slide down = Enter the painting

= = = = = = = = =

WLK0000001C ******************************************************* * * ** *** * * * * * * * Scrolls of Destiny - Round #2 ***** * * * ** * * * * * * * *************************************************** * *** * ** *** - There are three of these and this is the hardest of the three. Let's go. = Trampoline right = Hop over left = Pull the chain = Hit the passage that opens = Proceed, but avoid the archers arrows. You cannot kill the beast, so you gotta avoid it. = A bit further on are 3 archers. Proceed right, and time it right not to be hit by an arrow. = Cross the bridge and proceed right = Float onto the trampoline onto the statue but beware for fireballs = Drop off right an shrink to get below the next statue (avoid fireballs) = Go to the next fireball thrower and stand onto it = Hit the trampoline from here = Go right = Jump over the firebreathers when they DON'T breath fire and hit the vent to reach the next area. = Drop off between the fireballs.

= = = = = = =

Go right and get onto the platform right OPTIONAL: Peach can be reached with trampoline Trampoline right Push the rock Over the rock to the next platform Pull the chain beside the house Go down and float right, then left, then center, and right... You follow? = Go right = Trampoline all the way up (chain halfway = peach) = Go right (but ground will colapse) = Onto the roof of the burning house = Onto the roof most right and immediately to the center house = Onto the house up left = Onto the roof up righ and immediatly right = Jump over the archer to the house behind it = Onto te next room = In one go, to the house right, imediately up left and immediately up right and void the arrows Well, the hard work is done now = Onto the next house = Onto the platform right = Hit the exit WLK0000001D ******************************************************* * * ** *** * * * * * * * Mysterious East - After Scroll #2 ***** * * * ** * * * * * * * *************************************************** * *** * ** *** - = Forward = Drop off = Kill everybody = Hit the gate = Through the vent over the tiles ============================================================================= EAST CUBE PUZZLE #2 Cube #1: = Straight ahead = Drop into the hole = Kill all enemies = Destroy the barrier ahead = Collect the cube Cube #2 = Over the hole = Destroy the barrier = Into the vent = Use the moving tiles to reach the cave ahead = Walk around the ant statue = Weight the plate and use the invible platforms to reach the cube Cube #3 = Back to the weight plate = Drop off here = Hit the vent and tiles to reach the platform = Go to te puzzle and turn left = Go forward and past the rock turn left = Hit the cave = There are invisible tiles around the pillar use them to get onto the pillar

= Get the cube Cube #4 = Go a bit back = Trampoline = Hit the keyhole = OPTIONAL: Sideway in key corridor = botle = Trampoline x2 = Flat to the ant statue = Jump to the platform with teeth = There's plate here (hard to see). Weight it = Hit the trampoline = Hit the door and the last cube Solve the puzzle = B1 = C1 = C2 = B2 = B3 = C3 ============================================================================= = Hit the gate = Follow the road = Over the first two cages = Time your jump to the 3rd cage = Time it right to the next cage and into the vent = Between the cages to the platform = Turn around = Jump onto the right cage = From there into the vent right = Onto the next cage (from here you can shoot a snout leading to a Bumby memory) = Next vent and next area = SAVING! = Kill your enemies = Hit the arch ============================================================================= WAKE THE FROG = Kill all enemies = Hit the road left of the frog = Keyhole = OPTIONAL: Bottle = Trampoline = Pull the chain and the frog will wake and open the way = Hit the exit = Hit the cave ahead ============================================================================= = OPTIONAL: Barrier left leads to bottle = Over the gap = Hit the barrier = OPTIONAL: Keyhole right + Barrier === Radula Room = Smash honey raster floor and fall though it = Smash the barrier and pass through = Keyhole = Smash the floor and fall through = CAT: Something about pain is measure of worth = Hit the gate = Hop over the tiles, but they disapear completely inside the wall, so time it right to get onto the cage = Hop over the vent, platform, vent, cage and platform = Over the tiles to the next platform

= = = = = =

To the platform with stairs and gate Kill all enemies OPTIONAL: Shoot the snout from the stairs for a Lidell Memory Hit the gate Slide Painting

WLK0000001E ******************************************************* * * ** *** * * * * * * * Scrolls of Destiny - Round #3 ***** * * * ** * * * * * * * *************************************************** * *** * ** *** This is is a lot easier than round #2, so let's go. - = Over the spikes = Trampoline to the highest layer right = Pull the chain = Go to the layer below = Shrink to get past the low crusher = Drop off = Push the rock = Follow the route the rock rolled = Go right = Trampoline = Over the platforms left = Trampoline = Go to the right while in the air = At the end drop off = OPTIONAL: Dangerous spike route left = Peach = Jump to the fish = Pull the chain = Use the blower to reach the upper layer = Right === TIMED === = Jump down = Shrink and all the way right (and jump over the obstacle on the way) === END TIMED === = Onto the platform and it'll move = Over the big spikes = Avoid big ones when going up = Shrink when it goes right = Trampoline onto the next platform = Remain shrunk until the platform reached its destination = Hit the trampoline = Try to get onto the moving platform above (it goes in circles) = OPTIONAL: Left = Peach = Go right = Into the vent but beware the fire ball = Onto the platform = To the fish = Pull the chain = Over the blowers onto the fireball thrower = With the next blower to the platform right = At the edge jump off right = Hop over the platform = Onto the plaform it goes up. When a fireball thower is right go left and when one is left go right, keep doing this until you reached the destination and the fireballs can't hit you. = Jump to the area right

= Over the gorge = Hit the exit WLK0000001F ******************************************************* * * ** *** * * * * * * * Mysterious East - Epilogue ***** * * * ** * * * * * * * *************************************************** * *** * ** *** The hard work in this chapter has been done. Let's now just pass some formaities to end it. - = Leave the building = Cross the bridge = Follow the pass up = Enter the temple Now Alice will have a chat and be sent to the next section. While you hear talkig you walk slowly, when it stops you can run again. No matter = Go up the path to end this chapter

WLK00000020 CHAPTER 4 - Pig Snouts: 11 - Memories 17 = Bumby: 3 = Liddel: 7 = Pris: 1 = Dr. Wilson: 2 = Nanny: 1 = Radcliffe: 2 - Radula Rooms: 4 - Bottles: 18 The real world is very short. Alice will be set out of jail (the guards will talk about how she got there) but you'll soon lose it again and go to Wonderland. This time you'll be in the domain of the Queen of Hearts. So I hope you like card games :P I'll explain more when you get there

******************************************************* * * Real World ***** * * *************************************************** * - = Forward = Hit the door left at the end of the corridor = Downstairs = Turn right

* * * * ***

WLK00000021 * ** *** * * * * * * ** * * * * * ** ***

= Forward = When you reach the reception desk turn left = Hit the door to leave the building You'll lose conciousness and end up in some kind of limbo between the real world and Wonderland = Forward out of the dark = Turn you back to the camera and keep going forward until you reach Wonderland WLK00000022 ******************************************************* * * ** *** * * * * * * * Cardbridge ***** * * * ** * * * * * * * *************************************************** * *** * ** *** You'll learn to hate this level :P It's entirely made of cards. Don't worry, only this introduction part is like that. The cards appear when you get close to them and disappear when you move furter away. This makes jumping quite hard as you cannot always see your destination, and you gotta jump A LOT! Well, let's get on with this :) - = = = = = = = = = = = Forward Hit the vent Onto the 2 of clubs OPTIONAL: Straight ahead is an invisible pig snout. Peppering it will give you an Ace of hearts go to a Lidell memory Follow the road Hit the vent In the vent turn left and jump onto the 5 of clubs Slide down (though the slide only shows what is close to you. Backside up cards = trampoline. Land on a set of 4x 5 of clubs that will appear while you are in the air OPTIONAL: Another snout can be shot from here, and this one too is invisible. Reward = gold tooth Enter the card casle

- = Go to the next room = Forward until a door made of Aces of spades open = OPTIONAL: Go left and left again and find a shrink hole leading to a Bumby memory. Close to that hole is also a bottle ============================================================================= TWO PLATES, ONE BOMB The upcoming puzzle is a thoughy. Read well before you proceed as you won't make it when you don't know what you are doing. = Step on the plate in the right section first to see the animation. It won't repeat on later attempts, but if you don't do it, you run out of time when doing it for real. = Place a bomb onto the plate in the LEFT section = Step onto the plate in the RIGHT section = Go through the center get and step onto the invisible elevator = Set the bomb off = Go over the invisible bridge, and jump to the next castle = Shrink to make it to the door If you mess up (and on your first attempt you will), there is an invible

brigde right of the main door back to the first castle. ============================================================================= = Exit the castle on the backside = Follow the road = Trampoline onto the set of 3x 4 of clubs = Go to the layer below = Trampoline to the card tower = To the right = Hit the vent = Onto the next platform ============================================================================= SPEED CARD JUMP Listen closely, I shall say this only once = Weight the plate = Left ahead is an invisible elevator and road, go over it to reach the next platform in time and don't stop until you are ON the next switch plate = OPTIONAL: Left ahead is an invisible snout leading to a bottle Next one is easier = Weight the plate = Jump and float to the tower = Run forward, when you're standing on a Queen of Hearts you're safe when the bomb goes off = Hop over to the 2 of clubs (don't worry when it disppears on ya, it should come back and when it doesn't you didn't jump right anyway). = Onto the 5 and then 4 of clubs = Then the 2 and 5 of clubs = Slide down and trampoline, the tower to land on will appear while you are in the air = Exit trampoline and be glad this is all over WLK00000023 ******************************************************* * * ** *** * * * * * * * Queensland ***** * * * ** * * * * * * * *************************************************** * *** * ** *** You start in a card castle, but that's really the last you'll see of that. This level brings up the balance platforms, when one goes down the other goes up, the heaviest one goes down. You'll learn when we get to the first one. You'll find out soon enough that there is only one emotion right for them: HATE!!!! Then there's the Executioner. You cannot kill it in any way and it will bother you throughout this entire chapter. By the time it can die you'll soon find out how. When you meet one, run away, when accompanied by other enemies, kill all of them and you can continue. Well, let's get on with it. - = Leave the cardhouse and take a slide = Jump onto a stone bridge (or what's left of it) and move forward over the other bridge pieces. Beware, the bridge collapses as you walk over it, so be quick. = Hit the vent at the end = Jump to the last bridge piece and onto te platform = Kill all enemies here = OPTIONAL: Blower left leads to a bottle = Trampoline = Drop to the lower platform ahead = OPTIONAL: To the left is a pig snout leading to a Radcliffe memory

= Trampoline = Hop over to the gate = OPTIONAL: BUT BEFORE YOU ENTER! Smash the wall to the right to find a Radula Room Question: "What comes next in the sequence 1, 3, 4, 7, 11? Answer: 18 = Hit the gate and fight the card guards = Go right = OPTIONAL: There's a horrible section of invisble plates and a pig snout before you, Alice. Reward: A basket. Getting to the basket is easy. Getting back is terrible, and no! Committing suicide won't get you back. = Go to the chess king = Kill him (the true meaning of sacrifice) = Go straight ahead and hit the door = OPTIONAL: Next to the painting is a memory from Nanny = Go right = Weight the plate and get over the clubs platforms = Go to the next room = OPTIONAL: Crush floor in the back is a bottle = Smash the closest floor = Trampoline = Pull chain = Go back to the previous room = OPTIONAL: Pigsnout above the entrance. The blower in the next point can help you getting into the passage it opens to collect a Lidell memory. Alas, the only way out is suicide or a well timed jump to the right = Weight the plate = Use the vent to get over = Cross to the other crack = Over the platform to the corner = Turn left and cross over with the vent = Down the stairs and hit the gate = and another gate = OPTIONAL: A barrier you can destroy with the teapot hides a bottle = To the platform below = Hit the vent to get to the next room = Go to the next room = Kill all enemies = Now the exectioner comes, just run around the room to outrun him until Alice says to be an idiot, then a door will open. Hit that door to escape. = Now you got a short rest (and the game will be SAVING!), when you are ready proceed and the executioner will come after you run down the corridor and don't touch his blade = At the end is a keyhole, escape through it. Well, I warned you. Your misery has begun. You'll have to outrun this guy A LOT. So I hope you are up to it. = Run through the tunnel and enter the room at the other side = OPTIONAL: Remove the orbs next to the organ to the left and there's a smash floor behind it leading to a Lidell memory. = Turn your back to the organ = Smash the wall ahead = Follow the tunnel and smash the next barrier = CAT: The Queen's guardian rarely leaves his filthy lair, but you're special. = To the lower platform and pull the chain = Hit the vents to get ahead

= Kill all enemies and the executioner will send you to the next level. - = OPTIONAL: Walk towards the camera to collect a bottle = Move forward and outrun the executioner.... AGAIN! = When a gate closes you come in a new room. Kill all enemies there, after awhile the executioner will join the fight. Just kill all the others and the way will open = Hit the vent to escape the executioner = CAT: Find the Queen. Ignore her pledge to decapitate intruders only at your peril. = Proceed! = SAVING! You got some rest for awhile. Time for a little tutorial. As I told you, the balance plates. They always come in pairs. In this chapter two of the same pair always shows te same card suit, so that makes things a litle bit easier. When you weight one by either standing on it, or dropping a bomb, the other will rise, and allow you acces to higher areas. You must be quick though, as of course as of course the bomb explodes in 16 seconds, but you are also heavier than the bomb, and you must always take that into account = Get onto the the first diamonds balance plate. = Quickly drop a bomb and hop to the other to reach the next platform = No for clubs. Drop a bomb on the first, use the isle to get onto the other to reach the platform after that. = Hit the vent = Jump to the first hearts plate and hop over to the gate (it's still closed, but now you don't have to start the clubs part over if you die). = Turn your back to the gate = Go to the right hearts plate weight it = Jump to the other to reach the platform with the switch = Hit that switch = Hop over to the gate and pass through it ============================================================================= CHESSBOARD #1: = Left = Forward x3 ============================================================================= CHESSBOARD #2: = Forward x3 = Left ============================================================================= = Hit the door

- = = = = = = = = =

OPTIONAL: Pig snout left of you. Lidell Memory for a reward Follow the corridor Outrun the executioner until you slide down CAT: Look for the Queen, but remember, she also has eyes for you. OPTIONAL: Ahead is a heard, shrink to see it hides a keyhole, there's a smash hole and a Pris memory behind it. OPTIONAL: Furter on a barrier to the right hiding a bottle Follow the corridor Hit the barrier ahead Hit the door

= New enemy. Armored guard. Hit him with your teapot, or by any other weapon on the heart on his back. = Kill the next round of enemies too = To the next room and drop off = Hit the tunnel = OPTIONAL: Turn right and look up before hitting the spades balace plate to find a pig snout. You'll need to balance plates to obtain your reward. A Radcliffe memory behind a keyhole, and that's very freaking hard to do. = Hit the balance plate weight it = Use the trampoline to get onto the other to make it to the next platform. = OPTIONAL: If you go back over these plates you can grab the bottle above the entrance. = Use the teapot to remove the barrier next to the diamonds weight plate. = Hit the passage behind it (take the bottle if you please) From here you got better access in my humble opinion. = Get onto the diamond balance plate and place a bomb = Hop over the clubs platform, to the other plate and reach the next area (if you don't get high enough, jump a few times on the spot to gain height on your plate and try it then) = Hop on clubs balance plate #1 and place a bomb = Over to the next and go to the platforms with monsters = Kill them = Now the same seqence over the clubs balance plates to reach the lever. = Remove the stuff blocking the lever and pull it = Jump over to the gate and pass through it = CAT: To the royal guards in this realm. We are all victims in waiting. = Jump to the platform below and trampoline to the other side of this corridor = The executioner will appear. Kill all the monsters helping in and you'll be sent to the next level.

- = = = = = = = = = = = = = = = = = = =

OPTIONAL: Behind you is a bottle Up the steps Weight the plate See the plate left? Jump to it and shoot the clock from there Back to the weight plate Hop over to the second platform Destroy the barrier with your tea pot Hop over through the barrier Hop over the trampolines (they appear as you jump to them) Destroy the barrier above with the tea pot Stand onto the weight plate Shoot the clock from here Hop over the platform that appears Proceed and kill all enemies OPTIONAL: Right vent + Invisible platform + more invisible = Lidell memory Hit the vent straight ahead Hop over the platforms with trampolines and at the end, land onto the upper layer OPTIONAL: Float over to get a bottle Now go to the lower level

= Shrink and hit the key-hole = OPTIONAL: Sideway is Lidell Memory ============================================================================= BIG DOOMFULL CROSSING (The names I have to make up sometimes) :( = Turn right = Go to the chain (there's invisible plate between you and that chain, so don't try to make the jump in once). = Pull it = Go back to the entrance of this room Now read first then act. = Weight the first spades balace plate = Turn left and there an invisble track starts, follow it to the other spades plate = Op onto the center platform That's one part solved of this place (if you die now you'll respawn here) = Hop over invisible plates to the hearts balance plate = Drop a bomb and go over the invisible platforms to hit the other hearts plate = Use it to reach the upper level = OPTIONAL: Going back over these hearts place by weighting the one here, can get you a bottle. I warn ya, it's not an easy catch. A way to make your last jump succesful is to jump a few times on the last balance platform to make sure it's on maximum height, and keep in mind that there's an invisible plate before it. ============================================================================= = Go to the spade gate but don't hit it yet = Turn right = Go to the end of the invisible road and turn left = From here use the teapot to destroy the barrier = Go back to the Spade Gate = Weight the plate behind it = Now over the invsible road to the room behind the barrier you just destroyed = Pepper the clock from here = Now go back to the Spade Gate = Hit the vent = Hop over the hearts platform to the big platform = You've reached the end of this level. You'll see a gigantic version of the executioner, but he won't take part in this battle. Just kill all enemies, and you'll be sent to the next

- = Outrun the executioner until you fall and slide down = CAT: A reflection sometimes shows more reality than the object it echos = Go to the next room ============================================================================= CHESS PUZZLE #3 = Forward = Left = Right = Forward x3 = Left x2 = Forward = Right =============================================================================

= Hit the door

Forward to the main corridor Hidden keyhole right = Bottle Go left and kill all enemies Wait awhile to see the doom train pass OPTIONAL: Hit the vents to reach a Radula Room (Time trial) Back to the ravine and hit the left gate Weight the clubs balace plate and hop to the isle ahead Kill all enemies OPTIONAL: Snout ahead With your back to the ravine you came from hit the right balace plate and wait until it reached the bottom = Run through the corridor = Trampoline to the next clubs = Hop over to the next platform = Pull the lever = Go back to the platform with the balance plate = Now weight the other plate trampoline etc. to reach the exit = SAVING! = Follow the corridor = CAT: Only a few find the way. Some don't recognize it when they do, some don't want to ============================================================================= CHESS PUZZLE #4 = Forward = Left = Right = Forward x2 = Left = Right = Forward x2 = Left ============================================================================= = Hit the door = Follow the corridor = Hop over the cracks = Hit the buring house door

- = = = = = = = = = =

******************************************************* * * * * Queensland - After Burning House ***** * * * * *************************************************** * *** - = Forward = OPTIONAL: Left is a pig snout = CAT: Confront what frightens or offends you. = Turn left = Hop over the invisible platforms = OPTIONAL: Teapot the barrier for a bottle = When you reach #5 jump to the lowest layer ahead = Kill all enemies ahead = OPTIONAL: The small paviljon contains a Dr. Wilson memory = Follow the road and trampoline

WLK00000024 * ** *** * * * * * * ** * * * * * ** ***

You'll arrive in a maze. It's not as heart as it looks = OPTIONAL: Right = Smashfloor = Bottle = Turn left = Ignore 1st sideway = Over the crack = Hit the next sidway to the right = Everbody must DIE!!! :-) = Hit the passage that opens = Outrun the executioner for the last time and this time you can rid yourself of him when you reach the end. OH THAT FEELS GOOD!

******************************************************* * * Queensland - Oh Alice, you've become so big. ***** * * *************************************************** * X or Square = hit with your arms O or Triangle = Crush under your feet - = = = = = = = = = = = = = = = = = = = = = = = = = = = =

* * * * ***

WLK00000025 * ** *** * * * * * * ** * * * * * ** ***

Forward Crush obtacles in your way Crush the gate to the right and proceed Crush the pink stuff and then the barrier ahead And the next At the chessboard there is a barrier to the right cross and pass it Destroy the pink stuff and continue Destroy the next pink stuff and turn right Rip the tentacle and go to the tower, but avoid its cannon shots Destroy the tower Crush the heart that's reveal SAVING! A big barrier is now removed, go to where it used to be and continue Crush your way to the chess board Exit chess board in the back a bit right Follow the road Hit the barrier right at the end Destroy all the pink stuff Turn left Rip the tentacle and destroy the tower behind it Crush the heart Crush your way to the next room Destroy all pink stuff Rip the tentacle in the corner Destroy the tower and the heart To the corridor (or what counts for it) To the main tower from here Rip out the heart

******************************************************* * *

* *

WLK00000026 * ** *** * * * *

Queensland - Epilogue

* * * ** * * * * * * *************************************************** * *** * ** *** - = CAT: You were both one of the same psyche. So where does that lead you. = OPTIONAL: Don't run the slide just yet. A smash wall beside it leads to a Lidell Memory = Hit the slide (and things look a bit horrible here) = SAVING! = Use the pepper grinder to destroy the heart = OPTIONAL: Before you proceed, a hidden keyhole hides the last Radula Room here = Hit the door and follow the corridor, or whatever this odd place is = Hop to the isle = Up right is the heart, pepper it = Get over the platforms that appear, but beware, but they sink under the acid and rise again, so time it right. = Turn around and shoot the heart above = Go back to the first isle = From there over the next ploatforms to the platform against the wall = Up right is a heart. Shoot it = Hit the door that opens = Kill all enemies = Go down the next room = Hearts on both sides. Destroy them both = To the next room = Shrink hole = All the way down to find the heart. Shoot it = Hit the door = Keep walking until you meet the queen and end this chapter. *

*****

WLK00000027 CHAPTER 5 - Pig Snouts: 8 - Memories 17 = Bumby: 4 = Liddel: 4 = Pris: 2 = Dr. Wilson: 3 = Nanny: 1 = Radcliffe: 2 - Radula Rooms: 4 - Bottles: 13 The real world is shocking and takes place in the madhouse. You'll see things unsuitable for children. Wonderland will skip the intro, but can still be divided in two parts. A Dollhouse section and a wood wreck section. Let's go for it

WLK00000028 ******************************************************* * * ** *** * * * * * * * Real World ***** * * * ** * * * * * * * *************************************************** * *** * ** *** - Well, you are in a straightjacket, but you can still move. Let's go. = Leave your cell (the door is oddly enough open) = Left = At the end of the corridor go right = Follow the corridor to see an horrific scene and the room will look even more horrible. = Hit the door = Follow the corridor = Hit the doors that open for you and see another bad scene = Hit the door ahead = Hit the next room = Hit the door behind the upside down guys = Follow the corridor until you see Alice's memory of several people (at least how Alice believes they are). = Hit the doors ahead and follow the corridor - You'll be in a misty street. = Just follow the lamposts until a dying child begs for help = Walk to the burning house to reach Wonderland WLK00000029 ******************************************************* * * ** *** * * * * * * * The Dollhouse ***** * * * ** * * * * * * * *************************************************** * *** * ** *** - = Ventup the catwalk = And again This must be well timed. = When the rotating platform comes close weight the plate = Over the vent and the wooden platform to the building = OPTIONAL: Trampoline left side house = Dr. Wilson memory = Enter the house = Hit the keyhole The road splits in two. You can take both, but for the good of this FAQ I went straight on (sideway may be handled in future version). = Over the rotating platforms to the platform ahead = Hit the sink hole = At the other side hit the pig snout, turn around and then left of the house it is. = Hop over the platforms that appear to reach the house ahead = Claim your reward inside, a basket and hop back = Hit the vent = Hit the door with a "D" above. = Pull the lever tothe left = Drop into the hole that opens = Keyhole = CAT: "Seek and you shall find", they say. But they don't say what you'll find. = Smash the cookie wall

Hit the lever Drop in the keyhole (you don't have to shrink) Find the cookie floor and smash it Forward and kill all enemies Hear out the er.... children. Kill the Dollgirl The er... welll.... er... the doll opens... pass trough it Follow the catwalk Jump down to the next Enter the house when the wall comes down CAT: I've heart self-reliance is a virtue. Now you've heard it. Left Vent To the next houes Pull the lever Through the wall that opens, jump to the next house Vent over to the next platform Kill all enemies OPTIONAL: The keyhole is NOT closed. Hit it for a Bumby memory Hit the vent Turn left inside the vent Hit the platform ahead Weight the plate Use the vent to reach the opening you now created within 16 secs. WARNING! Make sure you are out of the way or you'll be swiped back outside, and most likely killed = Left = Drop off = Float to the other platform (if you mess up you can use the letter-blocks to do it) = Hit the vent to reach a higher layer = Turn right = Jump over but don't get touched by the swing (it will kill you). = Pull the lever = Use the vent to reach the next lever = Pull it = Turn around = Float to the vent = Float onto the trampoline to get to the next vent = When you face the 8 turn right = Float to the platform ahead, but mind the swing. Best shot is just before it starts to move back. = Kill all enemies = SAVING! ============================================================================= CHECKERBOARD SHOT RUN = Weight the plate = Hop over the plates and vent to the top = Shoot the clock from here (don't mind the swing too much) ============================================================================= = Jump over and avoid the swing = Turn right = Jump to the checkerboard and MIND THE SWING! = Forward = Hit any door = Trampoline = Pull lever = Hit the door = OPTIONAL: Blocks right = Bottle = Use the invisible plates to get onto the layer above you (so NOT ahead!

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

It works only in your disadvantage) = OPTIONAL: Cookie wall right = Bottle lua newbottle("Behind cookie wall, just before Moving House Section") ============================================================================= Moving House = Weight the plate and the house will lower = Float over to the lower part run through the house over the blocks and break the cookie wall and exit it on the backside, all in 16 seconds = SAVING! ============================================================================= = Hop over the swing gap = Kill all enemies = Jump into the house that opens = Upstairs = Into the vent = Turn around and jump to the lever = Pull it = Go to the ground floor of this house = Trampoline = CAT: What is truly sought is often found, if it's findable = Hit the door = Turn right and destroy the cookie wall = To the vent and avoid the swing = To the next platform and avoid the swing = Weight the plates (some enemies will appear. Killing them is not required but recommeded) = Jump to the next platform avoid the swings and hop into the vent after swing #3 = OPTIONAL: The invisible plates left help you to get to the level below where there's a pig snout = Pass the swing = Into the vent beside the slide = Hit the platform past the swing = Pull the lever = Slide down = Hit the trampoline, but watch out for the swing = Pass through the room and jump to the platform ahead = Jump to the stairs ============================================================================= DOLLHOUSE CUBE PUZZLE Cube #1: = Downstairs = Turn right at the bottom of the stairs and hit the door straight ahead = On the table is a weigt plate weight it and hit the door = Trampoline = Grab the cube Cube #2: = Over the invisble bridge to the next door before the bomb explodes = Jump to the cube and take it Cube #3: = Down = Leave this room to the stairs room = Turn left = Hit the door = Fighting time. Only aim for the big guy. = Hit the keyhole under the stairs = Collect the cube Cube #4: = Go back to the room in which you just battled = Remove the barrier

= Collect the cube Solving the puzzle: = A2 = B2 = B1 = C1 = C2 = B2 = B3 = C3 ============================================================================= = New enemy. Bitch Baby. Kill it. (and any other that spawns too) = Hit the vent = Turn left = Get past the swing into the next vent = Turn right = Past the swing making the entire circle to the next vent (that it makes the entire circle only makes it easier) :) = Turn left and jump to the platform = Pull the lever = Into the vent = Now we got jump pretty far to the wooden platform with the trampoline. Time it well because of the swing. Just when it's about to move backward is yourbest bet and float as long as possible = OPTIONAL: Trampoline = Bottle = Hop to the next platform = Trampoline = OPTIONAL: Memory of Pris in this place = OPTIONAL: There's a snout here too leading to a Radula Room (and there is a bottle too) Q: The one that uses it never knows that he's using it. What is it? A: Coffin = The rotating pilars have invisble plates hit them to get across = CAT: Looks like a perfect fit and I'm a perfect judge. Time to put your noggin to use = Go to the box to start the mini game WLK0000002A * * ** *** * * * * * * * * ** * * * * * *** * ** *** That's the

******************************************************* * * Head rolling - Round #1 ***** * * *************************************************** * A doll's head wil roll like a ball and you got to steer it. idea. - = Watch what happenstill you come to a stand still = Roll over the arrows and try to make the top layer = Hit the marbles = Roll the moving halfpipe = Get through it around the poles = Roll through the heads to the exit - = = = = = = = And you'll shot off again Make extra speed to get over Take the lower way Roll down the stairs with marbles Roll to the cannon Aim the cannon a bit up right Hold the square for 2 seconds and fire

= Roll to the next cannon = Aim into the circle above, hold square for 2 secs and FIRE! = Make extra speed on the ramp down and hit the exit - = = = = = = = = Roll over the track Through the funnel onto the halfpipe Roll down the halfpipe Through the funnel into the next Roll down the halfpipe Through the funnel Roll down the ramp into the cannon Aim for the opening and fire (don't need to tell to hold square 2 secs anymore, I hope) = Roll into th big wheel = Try to come into the funnel at 6 o' clock = Roll the way as quickly as you can to the exit to end this place.

WLK0000002B ******************************************************* * * ** *** * * * * * * * Dollhouse - After Head Rolling #1 ***** * * * ** * * * * * * * *************************************************** * *** * ** *** - = Time for a traditional slide (mind the trampoline halfaway depending on the route you take) = Kill all enemies. Well, a different twist to the level. It will look like a ghost house now more than a dollhouse. We'll see these more during this run = OPTIONAL: Going upstairs first gives you access to a snout revealing a Radcliffe memory = Smash the barrier next to the stairs = Weight the plate = Upstairs = Down in the spiked area = Hit the exit (look well to find it and be quick) = If you wait awhile some enemies will die before they can reach you :D = Go to the statue = Past the first crusher = Time your way to the second and the shrinkhole after that Don't worry about the enemies. They can't reach you though they may die trying... litterally. = Time it right... run through the crushers and turn left to get out = OPTIONAL: Downstairs is a keyhole hidden by an illusion skull hiding a bottle = Smash the barrier = Weight the plate = Upstairs = CAT: Be careful, Alice. = Run past the crushers in shrunken state = Right = Smash the floor at the end = Around the corner = Go past the crusher right in shrunken state immediatetly after it rises from touching the ground = If there are any enemies here I recommend you to kill them. Remember the dual plate puzzle in Cardbridge, at the start of chapter 4? This puzzle is the same only A LOT easier. = Weight the right plate then step on the left

= Run through the spiked area to the switch. Shrink if you need to. = Run back to the two plates = Hit the door that just opened ahead ============================================================================= BALANCE AT THE INVISIBLE = First look in the ravine and kill all enemies, they'll spook this and time is short = Now shrink to look how the invisible plates go, when you go over them you got no time to sort them out. = Now walk right = Stand onto the balance plate = When it lower to the bottom place a bomb and trampoline out START TIMED = Turn right = Straight ahead onto the invisible road = After the pillar turn right and go furter = Jump to th plate next to the balance plate. = Hop over it to reach the area behind this END TIMED Practise makes perfect, and expect it to go wrong several times before you make it. A few things help. Know the way, know when to jump. Don't wait to reach the bottom turn the cam to your face when you jump on the first balance plate place the bomb and immediatly steer forward to trampoline saves very valuable time. And be glad that you just past the puzzle I hate most :) ============================================================================= = Hit the road the skeleton hand ============================================================================= DOUBLE GO BALANCE Read before you act, as this is easy to perform but hard to figure out = Go down the platforms = Weight the balance plate here with a bomb = Go back over the platforms to the start (ignore the lower vent. If you think you need it you already messed up). = Use the vent to reach the other = Set of the bomb and place one here and jump off platform right off you. (you must do this all in less than a second) = Step onto the invisible plate right = Wait for the balance plate to reach its max height = Jump over it to the area left Easy, huh? ============================================================================= = Hit the crack in the wall = Hit the invisible platform ahead = Make your way to the most right of this room = Shoot the clock here = Now an invisible floor in the spikes you see. Go to them and cross them. ============================================================================= WEIGHT PLATE ROUND = Weight the plate = Turn right and go to the spiked area = Shoot the clock from here (do it quick, or you'll die) = Hop over the platform that apeard to the next room = Cross the room = Hit the vent = Weight the plate = Jump to the next spike room

= Shoot the clock from the back window = Leave the room and drop down = Turn around and go to the next room Yup, you went in a circle = Weight the plate again = Go to the next room = Exit it right = Jump over the spiked platform into the vent (your're safe once you are in that vent) = Jump to the platform ahead then to the one with the flower ============================================================================= = In the distance is a moving invisible plate. Wait for it to come close and jump onto it = Hit the invisible road it brings you to = Hit the corridor ahead = OPTIONAL: Left smash wall = Bottle = Straight ahead and jump over = Forwad and make it past the crusher = Contineue the same way = Kill all enemies = CAT: Threats, promics don't compare to action = OPTIONAL: This room hides a Bumby memory after a keyhole hidden in a barrier. = OPTIONAL: This same keyhole also hides a radula room (kill) = Remove the barrier in the crack = Pass it ============================================================================= DOUBLE LAYER FUN = Cross the glass floor area (TIP: Don't look what's below the glass. It only makes you afraid for nothing) = At the end turn right and hit the passage = Pull the lever = OPIONAL: A sideway contains a Radcliffe Memory = Go back to the start of this room = Hit the keyhole = Follow the corridor and mind the spikes = OPTIONAL: Ahead is a bottle = When the spiked plate is close to you get behind it to continue the way = Get onto the moving plates = Get off further on and hit keyhole "3" = Weight the plate = Bak through the keyhole onto the moving plates = Shoot the clock from here = Get of the plate at number 4 = Shoot the clock behind the plate (easier than it appears) = Hit the moving plates and hit the exit that just opened = Follow the road and mind the spikes = Hit keyhole #5 = Pull the lever = Turn around and jump onto the glass from here = Hit the exit that just opened (666. That number had to turn up in this game I guess). = Exit trampoline

- = = = =

Time for another slide At the end float to the next area Follow the skeleton hand Jump onto the balance plate

= = = = =

Weight it and use the vents to get onto the other From there enter the room left Pull the lever Get back onto the balace plate and drop a bomb Immediately hit the vents to reach the other (be careful or Alice will ignore the second vent) = From there get onto the next room = Hit the gate Now this one is fun.... really = OPTIONAL: The lower platform has an invisble road leading to a snout hiding a bottle = Jump onto the balance plate, weight it and jump to the 2 flower platform (the upper one) = Go to the next room and go over the invisible road here. = Set off the bomb and hop over the balance plate to the exit as it comes down Fun, huh? = = = = = = = = = = = = = Make your way past the crushers Smash the wall and proceed Turn left Over the platforms but mind the spiked crushers Turn right at the end Now the crushers are your friends. Use the crusher to get onto the next platform Hit the next crusher and the vent to the right to reach the next platform CAT: Saving Wonderland means saving yourself Smash the barrier Weight the plate beind it Float to the platform that came out into the vent around the corner Jump OVER THE SPIKES(!!!) to the area behind them. Turn right

At the start but now you are higher on = Over the crusher to crusher #2 and go right here but beware the spikes under the step = Follow the road = Jump over, but avoid the scissors = Smash wall = Follow the room, but beware, relax or parst of the ceiling might fall onto you. = Up the stairs = Kill all enemies = Pull the lever to end this level

- Well, back into the Dollhouse (for now). Let's go. = Leave the room = Follow the way = CAT: Annihalate what treatens to destroy you = Over the moving platforms into the doll's head = Over the platfroms. = Weight the plate = Use the vent and platform and cross the doll's head = Jump onto the platform ahead = Kill the Colosal Ruin (his sidekicks will die with him if he dies) =============================================================================

DOUBLE DOLL HEAD This one is rather tricky, so read first, act then. = Weight the plate = Get to the lower doll head (swing before it is yet harmles) = On the other side jump out, mind the swing and land onto the platform = Set off the bomb and place a new one here onto the plate = Pass enter the first doll head and wait for it to rise = Hit the second doll head (the first harmless swing is harmful now) and pass through it and jump out on the other side PFWEW! ============================================================================= = Slide down and jump over = SAVING! = Jump down = OPTIONAL: Up to the right is a pig snout = Ignore the castle, hit the doll's... eh... eh... you know... to continue

- = = = = = = = = = = = =

Enter the house Kill all enemies A barrier at the upper level can now be removed. Do so. Pull the lever Hit the block stairs Go to the doll head organ and play it (You can skip it if you fail) Go to the wall that opens and jump to the station (yup, there it is again) OPTIONAL: Invisible road right = Radula Room. Doll head rolling. Solution maybe in a later version. Up the ramp and enter the building with the eye above the door Under the stairs you can find a snout Up the stairs Go to the box

WLK0000002C ******************************************************* * * ** *** * * * * * * * Doll Head Rolling - Round #2 ***** * * * ** * * * * * * * *************************************************** * *** * ** *** - = Shoot off = When you are in a hole roll forward, but be careful not the be knocked off = Make speed to go up = Shoot off #2 = Fire the cannon to 3 o' clock = Fire the cannon 6 o' clock and make sure you land onto the UPPER layer to the right = From there make speed to reach the exit - = = = = = = = Right Hit the switch hole Roll left into the cannon Fire 12 o' clock Fire the next 4 o' clock Aim the cannon 2 o' clock Fire when the next cannon is uncovered

= = = = = = = = = = = = - = = = = = = = = = = = = = = = =

Aim betweer 3 and 4 o' clock and fire to break the wall Hit the switch hol Hit the tube Roll through it and maneuver the poles Enter the wheel and hop twice over to the next Roll down to a castle to fal into a cannon Shoot 2 o' clock when the next cannon is uncovered Shoot 2 o' clock when the way is free Shoot into the wheel and mind the barrier (tricky) (aim 1 o' clock) Fall out the wheels right into the next cannon Fire 3 o' clock Fire 12 o' clock to the exit Shoot off into the cannon Fire 12 o' clock Aim 10 o' clock Fire to the next cannon when the barrier lets you Aim between 1 and 2 o' clock Shoot when the larrier lets you Next cannon, aim 11 o' clock and FIRE Roll down the marble trail When on the conveyor look well not to miss the next trail At the end a cnnon fire between 2 and 3 o' clock Hit the swich hole Roll to the next cannon Fire 2 o' clock Fire between 3 and 4 o' clock Aim the camera to the track and shoot straight ahead Hit the exit

WLK0000002D ******************************************************* * * ** *** * * * * * * * Doll house - After Head Rolling #2 ***** * * * ** * * * * * * * *************************************************** * *** * ** *** - = Sliding time = Try to land on the middle isle and kill the ruin (the dolls can hurt you as long as you stay on with the Ruin alive) = When the Ruin Dies, the dolls can get to you. Kill them. (Baby bitches will spawn when the first doll dies. They gotta be killed too) = Use the trampolines to reach the next area = Smash the wall = Enter the buring houes

WLK0000002E ******************************************************* * * ** *** * * * * * * * Doll House - After Burning House - Epiloge ***** * * * ** * * * * * * * *************************************************** * *** * ** *** - = Forward = Follow the road and use vents when you stumble upon them until the Dollmaker is revealed at last. And there this chapter ends

WLK0000002F CHAPTER 5 - Pig Snouts: None - Memories: None = Bumby: = Liddel: = Pris: = Dr. Wilson: = Nanny: = Radcliffe: - Radula Rooms: None - Bottles: None Let's keep this short. All this chapter is about is some last scenario and the boss. No intro levels, no snouts, bottles, radula rooms or bottles whatsover It's just between you and him. WLK00000030 ******************************************************* * * ** *** * * * * * * * Real World ***** * * * ** * * * * * * * *************************************************** * *** * ** *** - = Go Forward = Enter the tunnel to theunderground train to the left = Follow the way down = Go to the platform and go back to Wonderlan for the last time WLK00000031 ******************************************************* * * ** *** * * * * * * * Infernal Train ***** * * * ** * * * * * * * *************************************************** * *** * ** *** Easy, always move forward to the next wagon until you meet the guy at last WLK00000032 ******************************************************* * * ** *** * * * * * * * The boss ***** * * * ** * * * * * * * *************************************************** * *** * ** *** This fight has three stages. During all three stages ruins spawn. As soon as you kill one a new one spawns. You can get rose petals that way to heal, but otherwise it's useless to focus on the boss and nothing else.

* * * * * * * * * * * *

* * * * * STAGE #1: * You'll fight a hand. * It's weak spot is the face (the same as all ruin enemies have). Fire at it * when it's white. * Avoid it when it tries to hunt you. If it fails on that it will lie on the * floor. Keep hitting it with the horse quickly and this round is won quickly * *

* STAGE #2: * * The other hand. * * Weak spot is the same, but a tiny bit of a different fighting style is in * * order. * * It tries to wack you avoid that. It hunts you too. That's hard to avoid. * * When it points in the air waving use your umbrella to block his firewall * * attack. * * When it sits on the ground face exposed, hit it with the horse * * * * STAGE #3: * * Completely invulerable. Hands fight in the same manner, but they both fight * * and lost their weak spot. * * Every once in while the hands both grab a pillar and the boss will stick * * out his tongue. THAT is the moment to strike. Pepper his tongue until he * * dies. * ****************************************************************************** You can just walk through the streets until you meet the cat, and there the game ends. CONGRATULATIONS! YOU COMPLETED ALICE - THE MADNESS RETURNS

COL00000001 ******************************************************* * * ** *** * * * * * * * Pig Snouts ***** * * * ** * * * * * * * *************************************************** * *** * ** *** During the game you can find several pig snouts. Except for a few in chapter 1 all of them are optional leading to either a basket filled with teeth or healing, or to a secret passage, which might contain a bottle, a memory or even a 'radula room'. It can be really worth the trouble to seek them all out. The trick is most of all to keep your ears open. When you hear a pig-groink, then there is a snout nearby. You may not be able to see it from where you are at the moment, as they are sometimes below the platform you're on. Sometimes they are even invisible, requiring you to shrink yourself to see them. Use your pepper grinder to shoot them (and the press the right analog stick to get into 'manual aim' mode) and when you shot them enough the secret reward in the form of a basket or a secret passage opening, is yours. Here's a list of all snouts I found in the order in which I found them. Here goes: - The Dutchess requires you to pepper this snout in her backyard = This one is required to finish the game = You do still get a reward in the form of a basket which you must open

as well to finish the game - After the Duchess tells you to go away, you'll find this one immediately in the next secton = This opens the way to continue the game - This one is soon afterward, and... = is also required to finish the game - On the left when you see the hatter's castle in the distance = Awards a bonus basket - Crack in the wall, start hatter's domain = Opens up a way to a bottle. Hard to get to! - After the the rounds of madcaps in Hatter's domain = Basket and Lidell memory - At the end of the vent jumping section 1st level Hatter's Domain = Reward: Bottle - At the end of the corridor, after the vent jumping section level1 Hatter's Domain = Dr. Wilson Memory 2 - Right next to the elevator where you find the umbrella = Reward: Dr. Wilson Memory - Entrance cage level = Bottle - Under one of the platforms after you froze the lava there is a snout below one of the platforms = Bottle - In a bomb-sideway in the 'vent spirol' = Basket - Right after you re-assembled th Hatter = Lidell memory - Near the blowing creature = Basket - Horse break wall, after obtaining the horse = Bumby Memory - A platform right, shortly after the first Radula Room = Memory of Pris - In the 'invisible ride' = Basket - Drop off to a shell after the first vent in this chapter to find it behind you = Basket. Shoot it to collect or DIE! - At the end of the invisible track, shortly after the first clock 'puzzle' after the first sailor ghost = Basket - To the right as soon as you enter 'Barrelbottom' = Basket - After some invisible roads, after your first encounters with Drifting Ruins. = Dr. Wilson Memory - Left of jelly trail, after first meeting with octopus = Basket - On the wall at the bottle fish = Basket - Invisible one (shrink to see it). In the doorway in the room after the Colosal Ruin. = Bottle - After first fishchain in Mysterious East = Radcliffe Memory - After beating the Daymo Wasp, there is one hidden in the bamboo. Against the rock, hard to spot = Basket - After taking exit trampoline close to a statue of a Japanese woman in the

section after Scroll #1 = Basket - After saving the prisoners after your 2nd meeting with the Elder = Basket - Where the ants are praying to their elder is a snout right of the fans. An invisible road leads to your reward = Lidell Memory - Cage jumping after slidepuzzle #2 = Bumby Memory - After the big wasp fight after waking the frog = Lidell memory - Invisble Snout, right after first vent when you enter Wonderland = Lidell Memory - Invisible one next to entrance first card castle = Gold Tooth - Invisible one in Cardbridge, during Speed Card run = Bottle - On the broken bridge at the beginning of Queensland = Radcliffe memory - In the ravine with invisble plates right next to where you fought your first card guards = Basket - In plate weight puzzle after killing the king. = Lidell memory - After first chess puzzles = Lidell Memory - At the start of the second balace plates puzzle set = Radcliffe memory - In a wall near the balance plates in the floor = Basket - To the left after Burning House memory = Basket - Beside a house (with keyhole) in Dollhouse. = Basket - After the plateweigt triple swing puzzle, the snout is on the level below you reachable by dropping off left and getting below. The invisible plates help to do it safely = Basket - Near Pris memory about a tool for every task. = Follow the way down for a Radula Room - Upsairs after the slide that follows up the first rolling head minigame = Radcliffe Memory - Below second set of balance plates after 2nd slide = Bottle - After Double Doll Puzzle = Basket - Under the stairs when you enter the house with the eye after the Doll Head Organ COL00000002 ******************************************************* * * ** *** * * * * * * * Memories ***** * * * ** * * * * * * * *************************************************** * *** * ** *** In Wonderland, there are memories all over the place. Most of them are in hidden areas, so you'll need to search. As far as I found out, they don't grant any bonusses or anything, except for awarding a trophy for getting them all. They do give you some insight of Alice's situation (but since they are quoted here, you may not need them for that), plus they are quite fun to collect. Below are two overviews. One

per person, and one in the order in which I found them. Overview by person *** Nanny - Chapter 1 = "Finish your soup, girl. Bovine juveniles gave their all for it." On your way jumping after shooting your first 3 snouts. - Chapter 2 = "If you spend as much time practising as you do in "Wonderland" you'd be the next Sullivan or Gilbert, or one of them." In the theatre, after speaking to Carpenter - Chapter 3 = "Radcliffe asked me in just the once. Odd duck. Very proud of artifacts of artifacts. Ming, I think he said. And partil to Tokagowa Japan. Doesn't seem the samurai type. Perhaps that's why." Sideway near one of the Japanese Woman statues. - Chapter 4 = "Every picture tells a story. You wouldn't tolerate a book without pictures when you were a girl" Straight on after killing the king. - Chapter 5 *** Dr. Wilson - Chapter 1 = "Look how small she's become. All curled up. A vixen in her hiding hole." Near the small doorway, after the 'Drink me' bottle. (A pun to your new ability to shrink yourself) = ""Flight or fight" implies a permanent choice, but "Flight" often just means puttng of the fight for another day. Choose your battles wisely, Alice." Under the crying-girl-statue near the Vorpal Blade = "Alice was always alone; an interior and lonesome child I suspect. Her sister, though loving and much loved, was too old to be a playmate." Pig Snout reward, end of corridor, after vent jumping section, Hatter's domain, lv1 = "It's been years now, Alice; time to put away childish things." Pepper Snout Reward, near the place where you can find the umbrella - Chapter 2 = "...epidermis was singed to the 3rd layer, and the rest of her skin was as brittle as carp scales." Snout reward, shortly after you first Drifing Ruins encounter. - Chapter 3 - Chapter 4 = "Food looms large in your dreams, Alice. But cake occupies a special place. Never rejected desert I suspect. Nor tea, if cake was on offer" In a paviljon (or whatever it's called in English) after your first fight after the burning house - Chapter 5 = "As beloved toys often are to children, children often are to grown-ups: objects of fancy and imgination eventually discarded." Trampoline beside first building in The Dollhouse. *** Bumby - Chapter 1 = "A flower's purpose is simple and immutable. Human purpose is fickle and because it is a slave to memory. Memories must be strictly managed, Alice. Unproductive ones must be eliminated"

Cave after your very first fight = "The railroad through Wonderland sounds charming but insufficient. 'Noise and smoke' like 'snips and snails' perhaps. Best to forget that train. A mock turtle as conductor? Oh no, I don't think that wil do at all" In the oil fountain section = "Some insects eat their young, they have much to teach us, alife or dead." Sideway enemy + Crush room Chapter 2 = "Grave news. The ship was crushed and her crew lost. She was was not built for navigating the arctic ice fields. The recent competition of governments in fittingout Polar expeditions is a needless waste of human life." Break ice walls and pepper a snout, after obtaining the horse. = "Unpleasanness, remote in time and space, has only as much as vivid memory offers it." Near the 3rd collections of bottles, you can hardly miss it. = "Keep troubles and torments at a distance were they may be easily forgotten." Jelly runwhen finding cubes Chapter 3 = "What Nurse Witless said was: (mimicking Pris Witless) "The fire whoosed in; lit her up like the 'guy' on Cracker Night. None knows how she survived except Alice, and she's shtoom. Remember?", heh." Break a wall in 1st level Mysterious East = "Lovers often exchange a lock of hair to symbolize their vows. The human heart is opened by a vast asortment of keys." Snout reward, cage jumping after 2nd slide puzzle. Chapter 4 = "Light? Light is useless if what it illuminates is pain and suffering. Better to cast such things into the dark depths of Lethe, the river of forgetfullness" Shrink hole first card castle in Cardbridge Chapter 5 = "Damaged people feed on the emotions of others, Alice. Their strenghts and weaknesses" Hidden in keyhole after barrier in the enemy room where the cats says something about threats don't compare to action = "Every child has a purpose. It is the beholding duty of knowing adults to fit every young person to her calling." After the cat told you that self-reliance is a virtue in the first fight, there's a keyhole that looks closed, but is not. It hides this memory.

*** Radcliffe - Chapter 1 = "Industrusty thrives on suffeing, obsolescence and ruination, Alice. It' made the East Ed into a privy! Consider a simple a simple farm life, in Australia, perhaps. We might liquidate wha remans o inheritance." After the clock-foot puzzle at the start of legs search part - Chapter 2 = "Not burned beyond recognition as I recall. It was th smoke, you see. One day you'll join them in the Oxford famility vault I imagine." After bottle fish = "Odd indeed. Unsual perhaps. Even extraordinairy. But not nearly nothing unique, Alice. Yours was not the first home to be destroyed by fire." Side shrink way in jelly run, after first oyster.

- Chapter 3 = "Catastrophe may strike evn the best regulated family families, Miss Lidell. Of course, one family's disaster may be another family's oppertunity. And the same goes for a surviving family member, if you know what I mean" Behind barrier after obtaining the teapot = "Whoever said true art serves neither ornament nor use is ignorant to the estetic of the East (wrongly quoted in subtitles)" Snout reward, after first fishchain = "The conflagration's point of origin was obvious. First the library caught fire; and it spread disasterously when the gas line exploded." After the trampoline in a box, you can find it in a sideway - Chapter 4 = "I do support the monarchy-in principle. I'm sure the Queen is very at what she does. Whatever that is. But is she not a person? Just like ourselves?" Pig snout reward, broken bridge, start of Queensland = "Lovely service. Beautiful music. Closed Caskets, though I'm told your sister could have shown an advantage. The flames never got to her" This one is @$(@*$)@*! Shoot the pig snout at the start of the second balace plate puzzle. Then use the plates to get up to the platform with a hidden keyhole to obtain the memory. Sounds easy, but it freaked the hell outta me.Then a note, this memory contains a important hint in resolving Alice's family disaster. - Chapter 5 = "I was required to identify your family in the Oxford morgue. Your sister was completely recognizable; I can't say the same for you parents." Snout reward, after slide that follows up the first rolling head minigame = "The undiscovered guilty and the wronged innocent share similar fates. Prison and chains have many forms" While going over the glass plate with creepy things below you can get this memory after hitting the first switch *** Pris - Chapter 1 = "It could have happened that way, Alice. You remember poor Mr. Kook? Died, didn't he? Dr. Wilson rejects spontaneous combustion, but I trust Mr. Dickens." Right after the first invisible bridge of the game. You can't miss it - Chapter 2 = "So I says to Dr. Bumby, I says, "Model making is all fine and good, but waste of a perfectly good bottle. I could fill it with gin for thru'pence."" Pig snout shortly after first Radula Room - Chapter 3 = "Skin burned by fire or scolded by steam looks wrinkled, like toadstool in winter" The invisible road of Doom section of this FAQ = "Some smells one off. You'd never mistake burning human flesh for burning a lamb chop" Keyhole, next to ravine, after meeting the first sets of samurai wasps - Chapter 4 = "Born in the wrong century I was, Alice. Picture me, Madame Defarge, knitting away as deserving heads rolled from the guillotine. Ah, those were good days." ??? - Chapter 5 = "There's a tool for every task. Even the humble funl has a special job.

How would you get gin from a barrel into a bottle?" After the 2nd trampoline after long jump after looping swing *** Lidell - Chapter 1 = "You're part frog, Alice, I swear. You jump so well." Up the ramp at the start of the game. You can't miss it. (It's a hint about jumping) = "If you leap from that table again, Alice, I'll expire. You're two times too reckless, my girl." Can't miss it. Just across the first domino bridge = "Amanita Muscaria, Alice, is merely a stinky toadstool. A spongy consistency, but poisonous." Beside the first shrink-hole(A bit of a 'hint' about the trampoline shrooms) = "I'll never have more fun than when I rode the big slide in Hyde Park. Papa will take you soon, Alice." Near the exit trampoline in the first Wonderland level. (This is a hint about sliding) = "Lizzie, remember when a burst of steam blew your dress around your neck? Just outside Harrods it was. Fortunate your undergarment had just been laundered." Next to where you end up, after using the game's first vent = "My heart is always open, Alice. Never closed, never locked. It needs no key" Pig Snout bonus after the two rounds of Madcaps in the start level of Hatter's Domain = "Bricks are rocks, Alice. A brick house, like Gibralter, is imperverius to fire, weather and the indecencies of Barbary Macaques, should the need arise." Lower platform, in the jump series after the previous Lidell Memory = "We'll all roast in our beds, Alice, for the sake of your father's unnatural devotion to printed paper. Thishorde of flammables wants only a malignant spark, an poof.. Our flesh and blood is smoke and ash." Behind a minidoorway, close to the burning house exit = "With gas laid on, Alice, we'll go to Brighton on what save on bees wax candles and oil." After first enemies when going for the Arms on the right = "Cover its cage and the canary goes to sleep, Alice. Out like snuffed candle. Sleeps the sleep of the "just". Like mama and papa. After 10:00 they're unconcious." In a cage in the cage jump section = "Papa, your enthusiasm for photography makes the library smell like rotted fruit. And I'm certain these solutions are toxic" Snout after re-assembling the Hatter = "Whoever said "There is no book so bad, but something good may be found in it" never read Martin Farquhar Tupper's Porverbial Philosophy." Shrink hole, right after the Hatter opened the first door for ya, in the epilogue - Chapter 2 = "I'm pleased you love my sea creatures, Alice. Photographs are a kind of imitation. A great painter captures a true image. A camera helps an amateur come close." Invisible plates after th frist ghost sailor enemy = "Most theotricals an gaffs are unsuitable for your persons. Punch and Judy dustup are no more that vulgar domestic arguments." Up stairs left and crush the floor as soon as you enter Barrelbottom. - Chapter 3 = "I've smoked a cigarette, Alice. No fun at all. One day I'll try a clay pipe"

Hard to explain in a few words. Just read the walkthrough to find it. Sorry. = "When Papa grounded me, I climbed down te trellis. The tree branch makes a bridge, and it's much of a drop. Keep our sisters, Alice, or we're not sisters." Snout reward at ant gathering = "Fire Alice Fire!" "Save yourself, Lizzie! Wakeup Lizzie! Lizzie, open the door!" "The key Lizzie, unlock the door. You'll burn!" When you meet the fire breathers after the fan hopping, hit the keyhole right. It's next to the radula room. = "We'll keep just the lamp Alice -- as a night light, but it stays in the upstairs hall, and only till you turn 12." After you go upstairs, after your first Daymo Wasp, go left, then smash the barrier, weight the plate with a bomb then hit the elevator it lowers. = "Regretably the creature has to die for its image to be properly captured. The subjects of art often suffer" Snout reward after big wasp fight after waking the frog - Chapter 4 = "..told me I'd stolen his heart. "Trifling with his affections!" Creepy sod. Told papa to never invite him for tea again" Pig snout bonus, start of Cardbridge = "No bearsin rug before the hearth, no deer antlers on the wall, no taxidermic abominations in the hous. Demeans the creature's dignity." Pig snout reward in plate weight puzzle after killing the king. = "A weapon's intended function is almost beside the point. Ultimately it's only as good as the person who wields it" Behind some smash orbs and a smash floor after your first outrun with the executioner = "A locked room is little more than a cage. A prison by another name. I despice consealment of any kind" Pig snout reward, after 1st chess puzzles. = "Help us, Alice! Save us, Alice. Don't abandon us, Alice. Stay with us!" In a vent + invisible plate combo. Sorry I got nothing to make it more clear. = "Once the bounder followed me to the Ladies in at Waterloo station. I had to call the attendant" Sideway in keyhole = "His hands are slimy, Alice, like and eel from the Isis. And his name won't help XXXXX! If he ever qualifies, his bedside manner will require improvement" Smash wall after being big part, beside the start of the slide. I left the name out. Hover above the XXX in th HTML version to see it. - Chapter 5 Overview in order in which I found them - Chapter 1 = Lidell: "You're part frog, Alice, I swear. You jump so well." Up the ramp at the start of the game. You can't miss it. (It's a hint about jumping) = Lidell: "If you leap from that table again, Alice, I'll expire. You're two times too reckless, my girl." Can't miss it. Just across the first domino bridge = Lidell: "Amanita Muscaria, Alice, is merely a stinky toadstool. A spongy consistency, but poisonous." Beside the first shrink-hole(A bit of a 'hint' about the trampoline shrooms) = Dr. Wilson: "Look how small she's become. All curled up. A vixen in her

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hiding hole." Near the small doorway, after the 'Drink me' bottle. (A pun to your new ability to shrink yourself) Lidell: "I'll never have more fun than when I rode the big slide in Hyde Park. Papa will take you soon, Alice." Near the exit trampoline in the first Wonderland level. (This is a hint about sliding) Bumby: "A flower's purpose is simple and immutable. Human purpose is fickle and because it is a slave to memory. Memories must be strictly managed, Alice. Unproductive ones must be eliminated" Cave after your very first fight Nanny: "Finish your soup, girl. Bovine juveniles gave their all for it." On your way jumping after shooting your first 3 snouts. Bumby: "The railroad through Wonderland sounds charming but insufficient. 'Noise and smoke' like 'snips and snails' perhaps. Best to forget that train. A mock turtle as conductor? Oh no, I don't think that wil do at all" In the oil fountain section Pris: "It could have happened that way, Alice. You remember poor Mr. Kook? Died, didn't he? Dr. Wilson rejects spontaneous combustion, but I trust Mr. Dickens." Right after the first invisible bridge of the game. You can't miss it Lidell: "Lizzie, remember when a burst of steam blew your dress around your neck? Just outside Harrods it was. Fortunate your undergarment had just been laundered." Next to where you end up, after using the game's first vent Lidell: "My heart is always open, Alice. Never closed, never locked. It needs no key" Pig Snout bonus after the two rounds of Madcaps in the start level of Hatter's Domain Lidell: "Bricks are rocks, Alice. A brick house, like Gibralter, is imperverius to fire, weather and the indecencies of Barbary Macaques, should the need arise." Lower platform, in the jump series after the previous Lidell Memory Dr. Wilson: "Alice was always alone; an interior and lonesome child I suspect. Her sister, though loving and much loved, was too old to be a playmate." Pig Snout reward, end of corridor, after vent jumping section, Hatter's domain, lv1 Lidell: "We'll all roast in our beds, Alice, for the sake of your father's unnatural devotion to printed paper. Thishorde of flammables wants only a malignant spark, an poof.. Our flesh and blood is smoke and ash." Behind a minidoorway, close to the burning house exit Dr. Wilson: "It's been years now, Alice; time to put away childish things." Pepper Snout Reward, near the place where you can find the umbrella Radcliffe: "Industrusty thrives on suffeing, obsolescence and ruination, Alice. It' made the East Ed into a privy! Consider a simple a simple farm life, in Australia, perhaps. We might liquidate wha remans o inheritance." After the clock-foot puzzle at the start of legs search part Bumby: "Some insects eat their young, they have much to teach us, alife or dead." Sideway enemy + Crush room Lidell: "Cover its cage and the canary goes to sleep, Alice. Out like snuffed candle. Sleeps the sleep of the "just". Like mama and papa. After 10:00 they're unconcious." In a cage in the cage jump section

= Lidell: "With gas laid on, Alice, we'll go to Brighton on what save on bees wax candles and oil." After first enemies when going for the Arms on the right = Lidell: "Papa, your enthusiasm for photography makes the library smell like rotted fruit. And I'm certain these solutions are toxic" Snout after re-assembling the Hatter = Lidell: "Whoever said "There is no book so bad, but something good may be found in it" never read Martin Farquhar Tupper's Porverbial Philosophy." Shrink hole, right after the Hatter opened the first door for ya, in the epilogue - Chapter 2 = Bumby: "Grave news. The ship was crushed and her crew lost. She was was not built for navigating the arctic ice fields. The recent competition of governments in fittingout Polar expeditions is a needless waste of human life." Break ice walls and pepper a snout, after obtaining the horse. = Pris: "So I says to Dr. Bumby, I says, "Model making is all fine and good, but waste of a perfectly good bottle. I could fill it with gin for thru'pence."" Pig snout shortly after first Radula Room = Lidell: "I'm pleased you love my sea creatures, Alice. Photographs are a kind of imitation. A great painter captures a true image. A camera helps an amateur come close." Invisible plates after th frist ghost sailor enemy = Lidell: "Most theotricals an gaffs are unsuitable for your persons. Punch and Judy dustup are no more that vulgar domestic arguments." Up stairs left and crush the floor as soon as you enter Barrelbottom. = Dr. Wilson: "...epidermis was singed to the 3rd layer, and the rest of her skin was as brittle as carp scales." Snout reward, shortly after you first Drifing Ruins encounter. = Nanny: "If you spend as much time practising as you do in "Wonderland" you'd be the next Sullivan or Gilbert, or one of them." In the theatre, after speaking to Carpenter = Bumby: "Unpleasanness, remote in time and space, has only as much as vivid memory offers it." Near the 3rd collections of bottles, you can hardly miss it. = Radcliffe: "Not burned beyond recognition as I recall. It was th smoke, you see. One day you'll join them in the Oxford famility vault I imagine." After bottle fish = Radcliffe: "Odd indeed. Unsual perhaps. Even extraordinairy. But not nearly nothing unique, Alice. Yours was not the first home to be destroyed by fire." Side shrink way in jelly run, after first oyster. = Bumby: "Keep troubles and torments at a distance were they may be easily forgotten." Jelly runwhen finding cubes - Chapter 3 = Radcliffe: "Catastrophe may strike evn the best regulated family families, Miss Lidell. Of course, one family's disaster may be another family's oppertunity. And the same goes for a surviving family member, if you know what I mean" Behind barrier after obtaining the teapot = Lidell: "I've smoked a cigarette, Alice. No fun at all. One day I'll try a clay pipe" Hard to explain in a few words. Just read the walkthrough to find it. Sorry. = Pris: "Skin burned by fire or scolded by steam looks wrinkled, like toadstool in winter"

The invisible road of Doom section of this FAQ = Radcliffe: "Whoever said true art serves neither ornament nor use is ignorant to the estetic of the East (wrongly quoted in subtitles)" Snout reward, after first fishchain = Bumby: "What Nurse Witless said was: (mimicking Pris Witless) "The fire whoosed in; lit her up like the 'guy' on Cracker Night. None knows how she survived except Alice, and she's shtoom. Remember?", heh." Break a wall in 1st level Mysterious East = Pris: "Some smells one off. You'd never mistake burning human flesh for burning a lamb chop" Keyhole, next to ravine, after meeting the first sets of samurai wasps = Lidell: "We'll keep just the lamp Alice -- as a night light, but it stays in the upstairs hall, and only till you turn 12." After you go upstairs, after your first Daymo Wasp, go left, then smash the barrier, weight the plate with a bomb then hit the elevator it lowers. = Nanny: "Radcliffe asked me in just the once. Odd duck. Very proud of artifacts of artifacts. Ming, I think he said. And partil to Tokagowa Japan. Doesn't seem the samurai type. Perhaps that's why." Sideway near one of the Japanese Woman statues. = Radcliffe: "The conflagration's point of origin was obvious. First the library caught fire; and it spread disasterously when the gas line exploded." After the trampoline in a box, you can find it in a sideway = Lidell: "When Papa grounded me, I climbed down te trellis. The tree branch makes a bridge, and it's much of a drop. Keep our sisters, Alice, or we're not sisters." Snout reward at ant gathering = Lidell: "Fire Alice Fire!" "Save yourself, Lizzie! Wakeup Lizzie! Lizzie, open the door!" "The key Lizzie, unlock the door. You'll burn!" When you meet the fire breathers after the fan hopping, hit the keyhole right. It's next to the radula room. = Bumby: "Lovers often exchange a lock of hair to symbolize their vows. The human heart is opened by a vast asortment of keys." Snout reward, cage jumping after 2nd slide puzzle. = Lidell: "Regretably the creature has to die for its image to be properly captured. The subjects of art often suffer" Snout reward after big wasp fight after waking the frog - Chapter 4 = Lidell: "..told me I'd stolen his heart. "Trifling with his affections!" Creepy sod. Told papa to never invite him for tea again" Pig snout bonus, start of Cardbridge = Bumby: "Light? Light is useless if what it illuminates is pain and suffering. Better to cast such things into the dark depths of Lethe, the river of forgetfullness" Shrink hole first card castle in Cardbridge = Radcliffe: "I do support the monarchy-in principle. I'm sure the Queen is very at what she does. Whatever that is. But is she not a person? Just like ourselves?" Pig snout reward, broken bridge, start of Queensland = Nanny: "Every picture tells a story. You wouldn't tolerate a book without pictures when you were a girl" Straight on after killing the king. = Lidell: "No bearsin rug before the hearth, no deer antlers on the wall, no taxidermic abominations in the hous. Demeans the creature's dignity." Pig snout reward in plate weight puzzle after killing the king. = Lidell: "A weapon's intended function is almost beside the point. Ultimately it's only as good as the person who wields it" Behind some smash orbs and a smash floor after your first outrun with

the executioner = Lidell: "A locked room is little more than a cage. A prison by another name. I despice consealment of any kind" Pig snout reward, after 1st chess puzzles. = Pris: "Born in the wrong century I was, Alice. Picture me, Madame Defarge, knitting away as deserving heads rolled from the guillotine. Ah, those were good days." ??? = Radcliffe: "Lovely service. Beautiful music. Closed Caskets, though I'm told your sister could have shown an advantage. The flames never got to her" This one is @$(@*$)@*! Shoot the pig snout at the start of the second balace plate puzzle. Then use the plates to get up to the platform with a hidden keyhole to obtain the memory. Sounds easy, but it freaked the hell outta me.Then a note, this memory contains a important hint in resolving Alice's family disaster. = Lidell: "Help us, Alice! Save us, Alice. Don't abandon us, Alice. Stay with us!" In a vent + invisible plate combo. Sorry I got nothing to make it more clear. = Lidell: "Once the bounder followed me to the Ladies in at Waterloo station. I had to call the attendant" Sideway in keyhole = Dr. Wilson: "Food looms large in your dreams, Alice. But cake occupies a special place. Never rejected desert I suspect. Nor tea, if cake was on offer" In a paviljon (or whatever it's called in English) after your first fight after the burning house = Lidell: "His hands are slimy, Alice, like and eel from the Isis. And his name won't help XXXXX! If he ever qualifies, his bedside manner will require improvement" Smash wall after being big part, beside the start of the slide. I left the name out. Hover above the XXX in th HTML version to see it. - Chapter 5 = Dr. Wilson: "As beloved toys often are to children, children often are to grown-ups: objects of fancy and imgination eventually discarded." Trampoline beside first building in The Dollhouse. = Bumby: "Every child has a purpose. It is the beholding duty of knowing adults to fit every young person to her calling." After the cat told you that self-reliance is a virtue in the first fight, there's a keyhole that looks closed, but is not. It hides this memory. = Pris: "There's a tool for every task. Even the humble funl has a special job. How would you get gin from a barrel into a bottle?" After the 2nd trampoline after long jump after looping swing = Radcliffe: "I was required to identify your family in the Oxford morgue. Your sister was completely recognizable; I can't say the same for you parents." Snout reward, after slide that follows up the first rolling head minigame = Bumby: "Damaged people feed on the emotions of others, Alice. Their strenghts and weaknesses" Hidden in keyhole after barrier in the enemy room where the cats says something about threats don't compare to action = Radcliffe: "The undiscovered guilty and the wronged innocent share similar fates. Prison and chains have many forms" While going over the glass plate with creepy things below you can get this memory after hitting the first switch

COL00000003 ******************************************************* * * ** *** * * * * * * * Radula Rooms ***** * * * ** * * * * * * * *************************************************** * *** * ** *** Radula Rooms are some kind of sub-levels in which you get a special task, when you perform that task correctly a quarter of the rose in your main menu gets painted red. When all four quarters are red you'll obtain an extra life. Except for chapter 1 and 6 all chapters contain 4 radula rooms, which makes four chapters that can fill a full rose, making that you can score 4 extra lives in total this way. Don't you worry when you missed one, 2 rooms from chapter 2 plus 2 from chapter 3 makes still a grand total of four resulting into an extra life. Radula rooms appear in the game in the form of a slughorn. Enter it, and you can fulfill the task, as soon as you completed it, you'll resume the level you were in and the Radula Room gets sealed off permanently. Let's have an overview of the rooms per chapter, shall we? *** CHAPTER 2 - Question You pass it. You can't miss it = Q: How is the Queen of Hearts, like a Typhoon?A:In all ways, but a Typhoon doesn't mean to be - "There's no time to waste, no time at all" When you reach 'Barrelbottom'. It's beind a barrier - Chapter Mini-Game Barriers soon after Bottle Fish - Kill or be killed Shrink hole after the first Colosal Ruin *** CHAPTER 3 - Question Found in the 'radula of doom' section. Shortly after obtaining the teapot = Q:We welcome the arrival of a phantom at sunset, only to rue its departure at sunrise. What is it? = A:Dreams - Kill or be killed A sideway shortly after fighting your first Ink Wasps - "There's no time to waste, no time at all" When you meet the fire breathers after the fan hopping, hit the keyhole right. Next to the Lidell Memory! - Chapter Mini-Game Sideway keyhole + Barrier after 'Wake the Frog' = Scroll of destiny section. Solution in future version of this FAQ *** CHAPTER 4 - Question Smashwall, next to the Queen's castle's main gate = Q: What comes nxt in the sequence 1, 3, 4, 7, 11? = A: 18 - "There's no time to waste, no time at all" After Chess puzzle #3 and some enemies, and seeing the 'doom train' pass, hit the vents to reach it. You can hardly miss it. - Chapter Mini-Game In the room where you destroy the first heart after the being big part is a hidden keyhole

= Alice is big once more. Destroy all pink stuff, destroy barriers and rip tentacles. Destroy the tower to finish this room. *** CHAPTER 5 - Question Pigsnout near Pris memory about a tool for every task = The one that uses it never knows that he's using it. What is it? = Coffin - Kill or be killed Hidden in keyhole after barrier in the enemy room where the cats says something about threats don't compare to action - Chapter Mini-Game After playing the dollhead organ COL00000004 ******************************************************* * * ** *** * * * * * * * Bottles ***** * * * ** * * * * * * * *************************************************** * *** * ** *** Thoughout Wonderland, you can find bottles all over the place. They seem to contain a note inside, and they all wear a label saying "Alice". The meaning of these bottles is quite obscure to me. but they might be fun to collect. Below is a list of all bottles I found in the order I found them. - Chapter 1 = On the way near the floating tutorial = And another one's there too = Reward pig snout puzzle, start of Hatter's Domain = Lockhole, after first vent series, Hatter's domain = Reward for pig snout at the end of the vent jumping setion in the 1st level Hatter's Domain = Next to the switchplate where you met the Hatter = Sideway after the third smasing fist when going for the legs = Snout reward, start of cage level = Past a lava fountain after first fight when you go for the Hatter's Arms = Under one of the platforms after you froze the lava there is a snout below one of the platforms - Chapter 2 = Destroy horse wall with a bomb, after your first fight in chapter 2 = Behind a horsewall, after a big hall of fighting. Sorry I know that's not vague enough, I should be less specific, but this is the best I can do :( = A reward for the 'invisble ride' = Secret shrinkhole, after first vent in this chapter = Invisible plates, near second section of ink bottles, while looking for Octopus = Behind a chest at bottle fish = Snout reward. In room after Colosal Ruin - Chapter 3 = On your way jumping after the second hooka. You can't miss it. = Platform jumping after the hookah after the 'radula of doom' section = Sideway after the hookah after the 'radula of doom' section = At fish chain start Mysterious East = After scroll #1 and the first big invisible crossing that comes after that, it's near the fish chain. Hard to miss, actually = Keyhole after "Stone Series Jump #1" = Keyhole after fan jumping at ant gathring = Close to fish chain in "Rotating Fire Door" section. = Sideway in keyhole tunnel = bottle = On the road in 'Wake the Frog' section

= Sideway behind barrier, after 'Wake the Frog' - Chapter 4 = In the first card castle in Cardbridge = (Invisible) Snout reward, during speed card jump in Cardbridge = Sideway blower after your first enemies on the collapsing bridge at the start of Queensland = Smashfloor in area after killing the king = After plate weight puzzle, after killing the king, behind a barrier to destroy with the teapot = Walk towards the camera after the executioner sent you through a blackhole for the first time = Behind a smashbarrier, after outrunning the executioner after the first chess puzzles = Above the entrance of the 2nd hall of balance plates. Use the balance plates to get up there. = In second hall of balance plates, behind a barrier next to diamonds plate = Behind you right after the Executioner sent you through a black hole = At the end of a trampoline series = In 'Big Doomfull Crossing' section of this FAQ, go back over the hearts balance to reach it. = Behind barrier from invisible plates after burning house memory = When you arrive in the maze, right smash floor + keyhole leads to it. - Chapter 5 = Climb blocks after the Checkerboard shot run section of this FAQ = After the long jump after the looping swing the trampoline leads to this one = Near question radula room = At second weightplate puzzle after the first rolling head puzzle, it's in a keyhole hidden by a skull = Smash wall after Weight Plate Round = Under the glassplate you passed over earlier, behind some spikes = Big snout below second set of balance plates after 2nd slide

COL00000005 ******************************************************* * * ** *** * * * * * * * Enemies ***** * * * ** * * * * * * * *************************************************** * *** * ** *** Here's a list of all enemies. The order might be a bit irritating. That's because Lua (which I used to script this FAQ) is a bit hard to keep organized at some points. - Cannon Crab = Chapters: 2 = Backfire their cannon wih the umbrella. After a few goes of that it will break making them helpless and easy to kill. When plain a 'New Game +', you should just use the Teapot to kill them quickly. - Samurai Wasp = Chapters: 3 = Just attack with the Hobby Horse and you got a dead wasp - Eyepot = Chapters: 1 = Its only vulnerable spot is its red eye. Fire only at it when it's open

and keep as much distance as you can. - Bolterfly = Chapters: 1 = Just killing them is useless. They'll just keep on coming. Destroy the hives they come from first. You may need the pepper grinder for that as they are often placed out of reach of melee combat. When the hives are destroyed you can start killing all the flies that have been released. - Dollgirl = Chapters: 5 = Kill it piece by piece. They hit hard, can breathe fire, make short jump and have a though defense. You can see how far they are gone by missing clothes, limbs or if their belly is destroyed. Accoding to my wife, the Teapot is a wonderful weapon here. - Menacing Ruin = Chapters: All = As long as its tiny white arms are present you cannot kill it. Wait until it throws a fireball and use your umbrella to bounce it back. This will break the tiny arms, after that aim for his faces, when all three are out it will die. Please note that spells will only bounce back when you open your umbrella at the last possible moment, so you need to time it just right. - Bitch Baby = Chapters: 5 = Pepper it and it will die soon! - Drowned Sailor = Chapters: 2 = When transparent invincible. They can throw bombs. Wait for him to get visible and attack then. - Armored guard = Chapters: 4 = Hit him with your teapot, or by any other weapon on the heart on his back. - Ice Snark = Chapters: 2 = When it goes underground its totally invincible, but then it can't attack you either. When they freeze you to the ground, use R2 to get out. - Slythering Ruin = Chapters: All = Very easy enemies, they don't require any special knowledge to kill. Just hack-'n-slash. They can sometimes come out when you destroy stuff for teeth and stuff, be alert. Also very annoying as some enemies summon a crap-load of them. - Card Guard = Chapters: 4 = It's weak and killed easily, but it comes often in large groups and that can take the better of ya. - Mad Cap = Chapters: 1 = These fellows are bothersome. Most of them are easily killed, however the ones using a shield can take the price. Once you can use your bomb bunnies they are easy, just use a bomb and you'll destroy that shield, before that, you need to make it come close and attack just a fraction before he attacks you. Not fun. - Samurai Wasp Archer = Chapters: 3 = They fly. Just pepper them and avoid their arrows. - Daymo Wasp = Chapters: 3 = Mindless attacking will get you nowhere but killed. Wait until it tries

to attack you and counter before he can hurt you. - Insidious Ruin = Chapters: All = Very easy enemies, they don't require any special knowledge to kill. Just hack-'n-slash. - Samurai Ink Wasp = Chapters: 3 = They spawn from slabs. Destroy those first with either the Hobby Horse or Teapot, or fighting them takes forever - Drifting Ruin = Chapters: 2 and later = They float, and fire all nasty stuff at you. When you cannot see their face, you cannot hurt them either, so don't even try. After a few shots they'll fall down. Finish them off when that happens. - Colosal Ruin = Chapters: 2 and later = King of the Ruin Family. Hard to kill and impossible to avoid. You need a lot of lives to get past one of these.

******************************************************* * * New Game + ***** * * *************************************************** *

* * * * ***

COL00000006 * ** *** * * * * * * ** * * * * * ** ***

It's nowhere really stated what this does, so a lot of questions about it on the internet, and not full answers to it. I'll try to enlight you in everything the "New Game+" (which you can start once you finished the game at least once) brings you.

- You'll keep all your weapons from the start, including all updates you did to it. Please note that if they are all updated to level 4 that teeth have become useless. - All extra lives you have collected will transfer into the new game. - All teeth you have collected will transfer into the new game. - They say you can change dress at will in the "New Game+". I never found out how, though, perhaps I need to download the extra dresses for it, what I never did (just extra dresses is a waste of money). - All Radula Rooms are open and can be completed again, however you can only score a part of your rose painted on rooms you didn't complete before, nor will rooms you completed before count towards the trophy. - Pig Snouts will appear as normal and grand you all the same rewards as normal, but only the ones you didn't pepper before count towards the trophies. - Both memories and bottles will appear all the same as before, but the ones you collected before don't count toward trophies and they don't glow. The ones you missed in your previous playthrough will glow. This makes it easy to see if you found a new memory or bottle. - Teeth and healing items just appear and count all the same as in a 'normal' new game. Well, that should cover it all ;) ******************************************************* * COL00000007 * ** ***

Trophies * *************************************************** You can earn the next trophies in the game

* * *****

* * * * * ***

* * * *

* * * * ** * * * ** ***

- No Happy Returns = When you reach Wonderland in chapter 1. Easy, huh.... - End of Innosence = Complete Vale of Tears = (into part chapter 1) - Hatter's demise = Complete Chapter 1 - Grim Folly = Complete Chapter 2 - When Worlds Collide = Complete Chapter 3 - The Harder they fall = Complete Chapter 4 - The end of Daze = Complete Chapter 5 - The Strong Survive = Complete game in easy mode - The imaginative Endure = Complete game in normal mode - The Persistent Flourish = Complete game in hard mode - The Beginnin of the End = Complete Chapter 1 in Nightmare mode - Madness Prevails = Complete Game in Nightmare mode - Snicker Snack = Acquire Vorpal Blade - Ground Pork = Acquire Pepper Grinder - Strange Hobby = Acquire Hobby Horse - Death by Darjeeling = Acquire Teapot - Strike a deal = Upgrade any weapon at least once - More than a mouthful

= Fully upgrade any weapon - Armed to the teeth = Fully upgrade all weapons - Soothing the moon = Complete 4 Radula Rooms - Painting the town red = Complete all Radula Rooms - Family Memories Fond and Faded = Find all Lidell Memories - Everything Fit to remember = Find all memories - Nothing like the smell of bacon = All snouts in a chapter peppered - Seasoned Campaigner = All snouts peppered - Ship of fool = Complete ship shoot minigame without taking damage - Just peachy = Find all peaches in the scroll of destiny - Grand master = Complete a chess puzzle without failing = (Easy, tutorial puzzles count too) :P - That's Using your head = Complete 2nd doll head rolling puzzle under 6 minutes - Dress ups = Change dress at least once - Weapon schizo = Strike with horse-dagger-horse in that combo at any time of the game - Grind them all = Kill 5 bolterflies in a row with pepper - Neighslayer = Strike 4 enemies in ONE horse blow - Tea Party = Destroy 10 ruin barriers - Venting Frustration = Total time of 7 minutes spent in a vent - Level Headed = Finish game with using Hysteria only once - Eyes on the Siez = ???

- Brollyant = Kill 10 Bitch Babies by bouncing back their spells - Beware of the Lagomorph = kill 30 enemies with clockwerk bomb - Cold Arms, cold Heart = Defeat Drowned Sailor without being damaged - Pulling his strings = Defeat dollmaker (boss) without taking damage - No Quarter no mercy = 100 ruins defeated - 52 pick up = 52 card guards defeated (that makes a deck) :) - Calm in the Face of Death = 5 enemies defeated while only 1 rose left. - Platinum for all Other Trophies = Collcet all other trophies

END00000001 ******************************************************* * * ** *** * * * * * * * Bugs ***** * * * ** * * * * * * * *************************************************** * *** * ** *** Bugs (often falsely called "glitches") are errors made by programmers making the program not function as it should. There is no big program in existence that doesn't contain at least one. And thus Alice is no exception. Here are a few I could find. = GAMEPLAY BUG: Sometimes when you shrink while standing on an invisible plate you'll fall straight through it = COSMETIC BUG: Pulling levers or chains sometimes causes Alice to do the job without touching the chain or lever (seen in many 3D games) = CONTROL BUG: Sometimes when you hold L1 Alice doesn't respond to it at all, so always check Alice's stance when in combat holding that key. = SCRIPTING BUG: The two big gears in Hatter's Domain do not always rise when you stand on or weight the plate. This bug occurs when you activate the plate in less than 10 seconds after its last deactivation. = ODDITY: Sometimes when you jump Alice may go forward, but won't gain height as she normally should. I'm not sure if this is a bug or meant to be that way and in the latter case what triggers it. = GAMEPLAY BUG: Wearing the classic dress at all times gives you the bonus of healing when you shrink. This does not always work. = COSMETIC BUG: Sometimes when you press select to hear the cat the cat's

response comes with a very long delay or even not at all. = INTERFACE BUG: I had a game menu without memories, when I cancelled it and got back it was suddenly there.... Hmmm... These bugs don't deny me having fun in the game, but you should take them in mind as they can affect certain situations.

END00000002 ============================================================================= Copyright and License ============================================================================= This FAQ is copyrighted by Jeroen P. Broks. It's not officially authorized by the creators of this game or any relations of them. This FAQ is licensed under Tricky's Public FAQ license v1.0 - Definitions: = Copyright Holder - Jeroen P. Broks = I, me - Copyright Holder = You - Person who uses this FAQ in any possible way - You may download, store, read and print this FAQ for personal uses. - You may freely distribute this FAQ in any way you see fit under the condition that: = No fee in form of money, goods or services were paid for it. = You don't require the people you give this FAQ to or who can read the FAQ on your website any form of membership = When posting on a site, the site on which this FAQ is posted must be free of virusses, trojans, spyware, (webbrowser) toolbars and any other sort of software that can be considered 'malware'. = You, your site, or any other medium you distrubute this FAQ by may not be noted in the black list below when you want to distribute this FAQ. - I do allow modifications to this FAQ and even to distribute them under condition that: = The license stays as it is! = That you note clearly in a good visible spot easy for people to see that it handles a modified version of this FAQ. = You can not claim credit for the original work, you must credit me as the original writer of the FAQ. = That you include a section where all modifications are noted. = If modified versions reach me, I have the right to copy your modifications, unconditionally, into the original version of this FAQ, and brand them as "official". (I will credit wherever possible, but I've no obligation to do so). = You don't steal from other people's work and put that in my FAQ. - I = = = allow quotes under the condition that: You always credit me for the FAQ you quoted from. Up to 30 sentences, you can still license your FAQ the way you want to. With 31 or more sentences are quoted, your FAQ automatically gets the

same license as this FAQ. - Disclaimers: = This FAQ comes "as is" and I grant no warranties or guarantees that everything is 100% correct. Guarantees for being it free of spelling and grammar errors can also not be given. = If modified versions contain 'stolen work' I disclaim responsibility. = When modifications make it into my official version, I'll try to make sure that the modifications are not based on plagiarism, but you gotta admit that I can't 100% guarantee it. If you find anything, notify me, I'll try to work it out. - The copyright holder keeps the right to change the terms of use without obligation to announce it publicly. Always read the terms well.

Blacklisted sites: - Neoseeker.com

= ===== You may freely us this license in to license your own FAQs. I do recommend to only use this license for GameFAQs or other informative documentation.

END00000003 ============================================================================= How to contact me? ============================================================================= If you want to contact me I recommend NOT to use my e-mail address. It's there because GameFAQs and other FAQ sites hosting my FAQ require it, but as with all e-mail addresses shown to the public on a website. It's completely full of spam, and I can NEVER guarantee how long it will take to read your mail, if I ever see it at all. I tend to change that adress on a regular ocasion in order to bother spammers. And thus I recommend that you go to my own website at http://faq.tbbs.nl and use the contact system the site has in place there. It will ALWAYS send your mail to an active mail address. Furthermore there are some mails that I regulary get and to which I "cba" to respond to them. Here is what I got to say if you got to tell me this: - Mail You know nothing of "Alice, the Madness Returns" - Reply Indeed, that's why I wrote a FAQ on it! You also got something INTELLIGENT to say? - Mail Fix your English! - Reply If I spoke my own language you probably couldn't read it at all. - Mail Not to be rude, but your list doesn't cover even half of what it

should cover - Reply Such mails are worthless unless you give me the items I should add. I'l even credit you for your trouble - Mail Hadsdajdkaskldandiwjoiudaojiwoidjowaijdw! - Reply Me not understand! I only speak English and Dutch I will accept German, but I'll reply in English - Mail I got the best viagra for sale - Reply If I would actually NEED that stuff, I'd go to a pharmacy! Thank you for your trouble. - Mail Your boss strategy doesn't work, dick! - Reply Then send me yours, dick! - Mail Some bosses you brand hard are easy. Some gamer you are! - Reply On paper one's always more careful than in reality! I always take so-called "noobs" in mind when I write my FAQs. - Mail You suck in levelling up! - Reply You need to level up? Some gamer you are!There are two things I hate. Wasting time and cheating!Constant levelling up falls in both categories in my humble opionion Okay that's the kind of mail I don't wish to get, and which I already replied to by now. I do understand that you don't agree with me on some points, or that I forgot the cover parts. I'm human, errors are as much my nature as they are yours. If you find some errors, mail me in a civil way and I will update my FAQ (when I got the time) and credit you for your trouble. That's the way I work. No need to get offensive, is there?

Alice: Madness Returns: FAQ/Walkthrough by Tricky Version: 12.10 | Last Updated: 2012-10-17 | View/Download Original File Hosted by Return to Alice: Madness Returns (X360) FAQs & Guides

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