How many levels in american mcgee alice




















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

Once he's done talking, follow either of the two Rooks, who will lead you to a newly opened portal. Go through to enter the next area. Level Checkmate in Red This level is much like the White chessboard village, except that it's in white and red instead and black and white.

There will be plenty of Red chess pieces to slay. Start off by running straight forward and diving into the water. Swim around and look for an area with several Sanity Shards and a bubble jet. Swim through this area, then up to a small alcove with a rope. Climb the rope up. Run across the walkways until you come to a small house with a door you can walk through. Go in, and make your way to the alley out back. Here you'll witness the execution of the White Queen how morbid.

But don't worry --all is not lost! Follow the alleyways through several Chess Pieces until you come to an ornate set of double doors guarded by two Rooks.

Go through the doors, then drop down through the hole in the ground. You will then come to a drawbridge leading to a large chess board where you must battle the Red King. The Red King isn't that difficult to defeat. He can attack by swinging his scepter, or with a laser attack. Use the Ice Wand on him and keep moving. His attacks don't do that much damage if you keep moving, and if you need health you can scoop it up from where it regenerates around the edge of the map.

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

You'll start the next level in his clutches. Chapter Mirror Image Start off the level by turning right and following the twisted hallway into the mirror maze. If you like, you can grab the Rage Box by jumping up onto the wooden "ceiling" beam next to the wall and climbing up to the perch. Keep following the hallways, watching for ambushes, until you come to an area where one of the mirrors is cracked and there's some machinery exposed behind it. Throw your knife at the clock you find there.

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

In this area, you will have to watch out for Nightmare Spiders, which like to pounce on you from above once you come close enough. Unfortunately, they're invulnerable until they pounce, so you'll have to duke it out. The trick in this next area is to destroy all the clocks pumping gas into the Insane Children's rooms. Only after you've destroyed all the clocks will the large doorway leading out of this area open up. Go around and destroy the clocks. Note that you must also go back through the pipe, which has now swung around in a different direction, to access several other cells.

Once the pipe breaks and the outer door is open, head through the double set of double doors to the area with pieces of a clock face floating in space. Watch the platforms here, as they will tilt wildly and dump you off into space if the Boojums don't knock you off themselves. Make your way to the top and go through the outer double doors. Run along the walkway next to all the machinery, being careful to avoid getting blown off by the strong gusts of wind.

To your right you should see three giant rings hanging from the ceiling by cables. Make your way over to these and jump through them. Walk along the path and go through the double doors. Here you will face Tweedle Dee and Tweedle Dum. Both can pack quite a punch, with either swords or grenades, and both can drop down on top of you for big damage. Worst of all, they can spawn smaller versions of themselves that have the same attacks. Concentrate first on the smaller one main boss first, ignoring the creatures they spawn in if you can.

If you need health, defeat some of the "mini-tweedles", or grab it from where it spawns in on the staircase. Once the smaller tweedle is done for, it's easier to concentrate on the larger one.

There's no "trick" to winning this fight, other than knowing which creature to attack. After you defeat them, the Hatter will show up and whisk you away to the next level. The Hatter is obsessed with time and clockwork, and his mechanical creatures are everywhere. This level is also very surreal, testing your senses at every turn.

Level Crazed Clockwork Walk down the clockwork pieces and head for the door on the lower right. Go through, then follow the path until you come to a room with toxic water in the middle and hallways to the right and left that lead to levers.

Throw both levers to lower a gear over the water. Hop on the gear, then ride it around until you can jump to a new area look for the Sanity Shard and the words "You're Next" written on the wall. Go through the door and follow the path until you come to a room with several clock faces floating in the water. Look at the mirrored wall to see which clock faces will sink when you stop on them and which will not.

Jump across to the switch on the other side of the water and throw it. Then run around to the door that it opens and go through. You will now be in a long row with more cells.

Go straight forward until you come to a room with padded walls on your right. Drop down through the hole in the floor to the area below.

From there, fight the Nightmare Spiders and follow the path until you come to a set of double doors. Go through the double doors and have an encounter with the Mad Hatter's current house guests, the March Hare and the Doormouse. You'll also get to see how the Hatter creates his Automotons. Once done talking to these two, throw the lever next to the large machine. This will open a grateway elsewhere and prompt the Hatter to open the giant key-and lock. Backtrack to the newly opened grate it's not far and re-enter the long hallway full of cells.

They will now be open, however, and newly-formed Automotons will come out. Once they're clear, go back to where the Hatter opened the door with the giant key and go through. Follow the path to the next set of double doors and encounter the Griffin.

He'll tell you that the Hatter will return at to check his experiments. Once you're done talking, go back out through the door and continue following the path. Go through several doors, then a green portal. Upon going through the portal, you'll be on a gigantic tea table with four cups of tea. The trick to exiting this area is to use the seat cushions to bounce onto each teacup, then stand on the sugar cube to sink it into the tea. Once all four cubes are sunk, the exit will appear.

Just be careful --that tea is hot! Run into the next room and throw the lever in the middle of the floor. This will set the clocks to and prompt the Hatter to appear. Go through the new portal on your right and confront him. Level About Face This level is one big fight with the Hatter. After you grab the second piece of the Jabberwock's staff, he'll appear.

The Hatter can attack in a number of deadly ways, such as firing rockets, swiping you with his cane, or throwing toxic tea. There's precious little health on this level, so be efficient.

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

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

Keep wailing on the Hatter and he'll eventually go down. Using the Jacks in combination with other weapons and circle strafing are your keys to victory. Once the Hatter is dead, ride the clockwork counterweights up to the exit.

Make sure to grab the Dead Time Clock on your way out. You must find your way through the land and confront the Jabberwock so that you can get his eye to complete the Staff. It's unlikely he'll cooperate, but it's the only way you can breach the Queen of Heart's defenses. The Ice Wand works well for this. You'll then have to skip across several rocks poking up out of a pool of lava, then climb up the rock face on the other side.

At the top of the climb, you'll encounter a couple of Jabberspawn. Surprise them and take them out quickly. Jacks combined with Jackbombs or the Ice Wand work well. There's a Rage Box nearby if you need it. Go down the hill on the other side of the Jabberspawn, and follow the tunnel through or better yet, over some lava streams and up the lava river.

Eventually you'll empty out into another rocky area. Jump over the gorge and kill of the Phantasmagoria and Fire Imps on the other side. Follow this tunnel until the Oracle speaks to you again and reveals its identity. He'll tell you to confront the Jabberwock immediately.

It's the only way that you can save yourself and Wonderland. Exit the cave and find yourself looking at a house --your house-- perched atop a giant rock set in a river of lava. Make your way up to the house by jumping up the rocks around it, fighting Jabberspawn, Fire Imps, and Fire Snarks along the way.

The pack of Jabberwocks at the top of the stairs is a particular pain, and it's best to pick them off from a distance with your Knife, or lob a few Jackbombs up to them once you get close enough. Once inside the house, you're ready to confront the Jabberwock. Level Jabberwock's Lair This is your first encounter with the Jabberwock. He talks a mean talk, and will do his best to psych Alice out before the fight even starts. This is one of the most important fights in the game and its story, as Alice must overcome her own guilt over her parents' death and her inability to prevent it.

Like other fights, one of the keys to winning this one is to keep moving. You've got little room to run, and the Jabberwock's fire attack has a decent range. It's very hard to keep from being lit up like a candle. Keep on the move, though, and you should be able to avoid most of his melee attacks.

You'll then only have to worry about his eye beam attack and fire breath. But the Jabberwock isn't your only concern. Jabberspawn will periodically join the fray and hamper you. Jabberspawn are actually a good source of meta essence, however, and will nicely supplement the little that regenerates in the main arena.

Weapons to use here are the Jacks o' Death combined with either the Jackbomb alternat fire or the Ice Wand. If you need a breather, don't forget to use the Deadtime watch. Keep moving and keep hammering on the Jabberwock until he is defeated with a little help from a friend. He won't be dead, however, and it won't be the last time you face him. You will now have the Jabberwock's eye, and with it the last piece to the Jabberwock Eye Staff.

Grab it and exit through the portal. Clear if of enemies, then go look at Humpty-Dumpty. Notice the small brick protruding from the wall next to him. Press against this brick to open a secret area nearby. Go down the hill towards the grate and look for the opening in the wall on your left. Here you can grab the mighty Blunderbuss! Once you have the weapon, follow the signs leading to the Magestic Maze.

Once you come to the wall blocking your path, use the Jabberwock Eye Staff on it to open it and grant you passage. Run on through to the next level. Chapter 8: Queen of Heartsland You're now deep into the Queen's territory, and things will start to get pretty difficult from here. The most elite of the Queen's forces now blocks your path, and taking them out can be difficult. The Spade and Heart Card Guards have deadly projectiles that can knock you into further danger, so be wary.

Level Majestic Maze This maze can be a nightmare if your combat skills aren't up to snuff. You will constantly be ambushed by Card Guards and Jabberspawn, so be ready to fight. The Jacks and Jackbomb combination are really necessary here. It features twenty original compositions by Chris Vrenna , including a previously unreleased theme and a remix of Flying on the Wings of Steam.

McGee heard "wonder" in a song on the radio he later clarified it was "Trip Like I Do" by The Crystal Method , which reminded him of Wonderland and inspired him to create a dark re-imagining of Alice , so if McGee never happened to hear the song that day, then his entire Alice franchise may not have been made. McGee mentions he became bored of developing generic space games and wanted to create something unique, as opposed to "recreating the movie Aliens over and over again", inspiring him to create a sense of uniqueness for the game.

The game uses a modified build of the id Tech 3 engine; Ritual Entertainment's version, which was used for Heavy Metal: F. During the recording of the game's screaming sounds, because the team did not have a proper sound booth, someone in a nearby office thought someone was being tortured and called police.

McGee was responsible for the game's lava levels because he thinks lava is cool. The game took a year and a half to create. McGee wanted a PlayStation 2 port of the game, as he always wanted it to be a console game, feeling the PC version was primarily meant to show EA that they were capable of making the game. American McGee's Alice received mostly positive reviews from critics, and the graphics and music were well-praised for its time. The game was a success and is considered a cult classic.

Common criticism included clunky, awkward, and slippery controls. Alice has little "weight" to her and if she is attacked by a monster while jumping, it is common for her to be flung off the level and into pits, leading to lots of deaths. Some players also felt the combat was loose, unsatisfying, frustrating, and tedious at times. The game was also criticized for a lack of unlockables and replayability, with McGee himself stating it is very much a "one and done" game.

American McGee's Alice has been noted and commended by many critics for its representation and portrayal of mental health issues in the video game medium. It could be thought that the game was one of the few video games at the time to respectfully portray victims of poor mental health without portraying them in a negative way, such as "psychopathic crazy murderers who want to kill everyone" which are considered harmful stereotypes.

American McGee's Alice does not portray Alice's mental illness as a joke, taking it seriously from start to finish. The Insane Children are also not enemies and do not attack Alice.

American McGee's Alice allows players to walk in the shoes and explore the demented mind of a fragile and vulnerable catatonia victim and sufferer, showing that the mentally ill could be intelligent and creative, and that those who suffer from mental illness also have their own mental battles to fight. The game also does not glamorize mental illness or promote it, showing the horrors of dealing with mental illness through its hostile world.

In a trailer for the game, Alice mentions she does not want "go among mad people", a quote from the original novel. Alice weeps and wonders why she should live if it only result in others being hurt or killed i. Alice is portrayed as lonely, sad, miserable, depressed, damaged, traumatized, tortured, emotionally and mentally unstable and suicidal protagonist.

Alice is constantly haunted by the memories of the fire that claimed the lives of her parents and her sister mentioned in the sequel , causing her to suffer from post-traumatic stress disorder and survivor's guilt as a result, which can manifest into extreme self-loathing and suicidal tendencies.

During the game, Alice reveals she is not afraid of death because she has wished for it at times, and questions the point in living if she is only going to hurt others. It is implied Alice cut her wrists in an attempt at suicide. Despite this, Alice is also treated with sympathy, dignity, and respect.

American McGee's Alice also received praise for its portrayal of Alice as a female protagonist in the video game medium. It was released in a time when more in the industry were concerned that having a female protagonist would detract from sales and it was viewed more as a risky gamble.

It is clear Alice is the main protagonist and not a woman who shares a video game with a male counterpart such as the first two Resident Evil games. Alice is also not sexualized or objectified in any official material or commercials, conveying she is not meant to be ogled at.

In the s and early s, if a woman was a protagonist for a video game, such as Lara Croft or Joanna Dark, their sexuality would often be included in the game's marketing in some way, such as artwork of Lara being groped by Duke Nukem or Joanna getting dressed in a commercial.

After a fairly long trek through the tunnels and mirrored hallways she will come upon another weapon for her arsenal, the Jacks. After leaving the alcove where Alice found the Jacks, move straight ahead to the hallway end. Before her is a mirror wall, but on the left is a display window through which can be seen a clock with pendulum swinging. Recall in this venue starting video all the breaking clocks—-that was a hint.

Turn around and proceed through the tunnel on the right and continue bearing right, looking for the room where the clock was seen. It will be found behind a mirror that has been broken, where there is also a large vertical pipe and a large horizontal pipe, as well as a turning gear. Throw the knife at it, and when it breaks, through the window the mirror wall will be seen to rise, so return there to see what awaits.

What awaits is the end of a large tube about the size of the mirrors. Carefully and slowly approach this tube and when Alice gets to a critical distance it vanishes to show on each side a pair of corridors facing each other.

Continue ahead, the tube reappears, and she can leap into it. When she gets to the center a Phantasmagoria approaches from the other end; after finishing it off with the Ice Wand she will find that the tube has rotated a quarter turn connecting to the two facing corridors.

Looking at them it may be seen that they are mirror images of each other; in fact, most of the rest of this venue is a mirror image subsequent to this point. Alice could go into either one of these corridors, but for this walkthrough continue to the one ahead, and in the rooms behind all the doors with windows use the knife or cards to break the clocks and stop the gas coming from the ceiling pipes.

Each time she does this immediately key the Ice Wand again so that she will be able to take care of the several Spiders that drop from the walls as she moves along the corridors. After four rooms go back through the tube and repeat this clock breaking action in the other corridor for another four.

In one of these eight rooms the clock is already broken. When she breaks the clock of the last room there is a cutscene of a vertical pipe that begins to leak and then explodes along with a door next to it. The glimpse of the room behind the burst door is too brief to tell what it contains. Now go through the two sets of big wooden double doors at the end of the corridor. When Alice goes through them she will be attacked by one to four Boojums, so be ready for them.

Try to do this close by, maybe get them to follow Alice inside the outer door, so that their metas will not be out of reach. She may have to wait a bit to be sure that all appear that are going to. Beyond the doors is a short section of solid floor followed by three tilting platforms, the first and last tilt front to back, the middle one side to side. When Alice steps out onto the first one it starts to sink under her weight; run up and get to the second one, and if she stays in the middle it will not tilt and she can walk to the third.

Walk out onto this one and it will sink beneath her. Alice will slide down to the edge but not off. Continue walking up the steeply tilted platform and as she approaches the center it will start to level itself. When the far edge is near the ledge below the doors that she must reach, run up, jump to the ledge, and climb up to face another of the big wooden double doors.

If Alice falls into the void during any of this, she will end up between the first two doors and can try again. Boojums already eliminated will not reappear, but there may be others. Inside the doors is the scene that was seen in the cutscene that so briefly showed when she broke the last clock. Be prepared for a couple of immediate enemies. Looking down the long room it appears to be one of mechanical activity with a wide walkway reaching to the other end.

At intervals along both sides are large pipes with openings pointed upward; these are suction sources that will pull Alice off the walkway into the water below if she gets too close to any of them. Possibly she will land on a ledge instead of in the water, in which case she may be able to reach a rope and swing back to the walkway, or even jump back.

Down near the middle of the walkway may be seen a Clockwork Automaton. Select the Jacks and move toward it, being careful not to get caught by a suction pipe, until a rotating targeting reticle appears on it.

Throwing the Jacks a couple times should take care of the Automaton. The Demon Dice may work as well. However, depending on how effectively the weapons are used, the Automaton may be able to reach Alice, in which case quickly switch to the Ice Wand. The way to get past the suction pipes is to run. Off to the side of the walkway center where the Clockwork Automaton was first seen are three large rings in a row swinging from chains, and a narrow walkway leading to them.

What Alice must do is run down to and out on this latter walkway to the rings, go through them, and onto another walkway that leads to an exit from this area.

Of course this not that easy, because there is a Boojum that will scream her off the narrow walkway, and if she manages to dispose of it, there is another Clockwork Automaton hidden near the second walkway to blow her off by the explosives it throws.

Difficult or not, it must be done. Before Alice runs down to the rings, try waiting for the Boojum to come up to her, as it will be easy to use the Ice Wand to dispose of it near the long room entrance. Then, Jacks in hand, make the run to the rings and look for the Automaton by the right hand ring and get it in the swirling reticle so the Jacks toss will be effective.

Getting so that she is shielded by the rings is one possibility. With no more attacks imminent, she can take her time passing through the swinging rings to the far walkway and then to the exit door. Going through the door Alice meets Tweedle Dum and Tweedle Dee for another running battle such as those that she has had before.

Again the Jackbomb is the weapon of choice, or maybe the Jacks, with the Ice Wand perhaps being used after a while. As she races around the arena look for a raised area on the sides of it, as there will always be one or two metas on it to lift the Sanity meter level. The Dums spawn miniature versions of themselves to aid in their attack, and these leave behind metas when destroyed.

At the successful conclusion of the battle there is a cutscene in which the Mad Hatter appears for an enigmatic conversation with Alice, as follows:. Reliable help is so hard to find these days. I mean honestly. Oh, I quite forgot. You and the truth are not on familiar terms. You fear much A return to the asylum, for example The memories that drove you there More years in, shall we say, supervised hospitalization Ah yes, you fear much. All that might be avoided. Tell me, what do you mean?

The Hatter does not answer. Instead the roof falls in and Alice goes to the next venue. It looks as though the Mad Hatter has placed Alice in a padded room. Go out the opening and she is in another maelstrom of suspended fragmentary platforms and swirling skies with objects, mostly clocks and watches this time, floating by.

Move forward onto the large astrological female symbol in front of the big clock which will be revisited later. Take two hops to the chessboard and the door on the right, go through it and down the steps of tiles past the turning double helix, and into a circular gallery with a pool in the center and a gear high above it.

Go in either direction around the gallery to a floor lever and pull it to start the gear rotating. Go back around the gallery to another floor lever and pull it to lower the rotating gear so that Alice can hop onto it. Anticipate the passing of this opening so that she can jump to it, then proceed through the door and up another set of tile steps to a pool containing thirteen pillars with clock faces on them.

Across the pool is another floor lever and to the right is an opening closed off by panels. Jump over to the floor lever, pull it, and jump back. The panels in the opening to the right have moved aside, so now jump over there. The corridor to the right has several locked doors and a vertically barred gate, also locked, through which may be seen more tile steps leading down. Ahead a bit from the opening at the clock pillars and to the left is another short corridor in which are two busts of the Mad Hatter, an enormous key protruding from a keyhole in the floor, locked doors, and a Phantasmagoria.

Have Alice take care of it now or it will follow her. Go back out and continue to the left. Around the corner and near the corridor end on the right is an alcove with some floor tiles displaced so that she can jump down to the room below.

Do that, and be ready for Spiders from here on. There is another floor lever for Alice to pull, and when she does that there is a cutscene of the vertically barred gate rising and another of the Hatter striking the enormous key, which then sinks to the floor. Alice can't do anything for the Hare and Mouse, so leave and return to the room into which she jumped from above.

Go up the tile steps to the now open gate and on to the corridor with the key recessed into the floor. The doors there are now open. Go through them to a half gear platform, down and up tile steps to another half gear and through the doors there. There follows a video where Alice has a conversation with a gryphon in a cage:.

But the Hatter does come at 6 on the dot. To check his experiments. With gears, springs, levers, and mechanical gizzards. He seeks an impossible precision like a watchmaker obsessed with infinitesimal fractions of seconds or a mathematician who tries to square the circle.

Perhaps 6 comes early today. Leave the room and go down the tile steps to the right and continue ahead out into the maelstrom to be confronted with a portal. Through the portal and Alice is on a giant table set for tea, with two candles, four teacups, and four chairs-—each with a Spider on it. Get them to attack and get them out of the way.

Each of the teacups is filled with hot tea and a floating sugar cube. What Alice is to do is leap to a chair cushion, and if gauged correctly she will bounce back into the teacup and sink the sugar cube. She must jump out quickly because the tea is hot, and she must turn so that she lands on the table. After all four sugar cubes have been sunk, the clock floating above the end of the tea table lowers and a portal appears in it. Going through this portal allows Alice to enter the clock seen at the beginning of this venue.

In it there is a floor lever. Move to the other side and pull it, and a cutscene shows the clock hands moving to 6, and the clock in front of the gryphon now also shows this time.

A door down some tile steps is open and contains a portal. The other side of the portal shows the arena in which Alice is to have another running fight, this time with the Mad Hatter. In the center of the arena is the second part of the Jabberwock Eye Staff. Select the Jacks, then move to pick up the Staff part. As it happens, she—-thankfully--does not actually need to engage in a running fight with the Hatter though she could ; just as soon as he materializes, repeatedly hit him with the primary Jack attack and he will be defeated before he can defeat Alice.

With the Hatter lying headless on the arena floor, move straight ahead to the clock on the edge of the arena where a pair of weights is going up and down. Hop on either one and ride it to the top, where she can get off and collect the Dead Time Watch, which when called shows flags at the bottom of both the red Sanity column and the blue Will column.

When used, everything but Alice stops for about 20 seconds as the Will flag slowly disappears; after the Watch is used it cannot be called again for a presently undetermined period. When the Cat gets through speaking, the doors will open on yet another portal.

After Alice goes through a video begins in which the cage holding the gryphon is pulled apart and he flies out to land by Alice, who happens to be waiting below.

The gryphon is grateful to her for disposing of the Mad Hatter and thus releasing him, and he tells her so:. I am destined to battle the Red Queen. The outcome is uncertain. Permit me to serve as your commander. Let us right the wrongs of the world, together. She climbs on his back and he flies with her to Jabberwock country, the Land of Fire and Brimstone. This is a bleak place, all rocks.

The gryphon puts Alice down on a flat area surrounded by huge boulders. He tells her get what allies she can, and he will come back with reinforcements, and he then flies away.

Have Alice move ahead, dealing with Fire Imps as needed, and she will come upon a lava pool that she can cross by hopping from rock to rock to the far side. The way to the Jabberwock is up the formidable cliff that she is now facing.

Start by going to the first meta on the left, then to the rock below the second one. From there she can walk up a light grey slope, where at the top is a Will that she perhaps can use. Continue ahead and she will soon see another up on a rock.

Jump up to it, and a short way past it is a cleft between two rocks that leads to another slope, at the top of which from behind a rock can be seen two Jabberspawn.

One of them appears to be dancing. Since Alice is sheltered by the rock, toss a couple of Jackbombs at them. When things settle down, go past where they were and a Ragebox will soon be seen.

Move toward it, then slide down the steep slope on the left and follow the valley into a cave. Inside are more lava pools and streams, and more rocks for jumping.

She will soon come upon a lavafall, and up to the right are two more Jabberspawn, which the Jackbomb should again take of. Alternatively, she can jump up and use the Ice Wand when they come to her. Move onward to a rock pillar. She can go around it on either side; to the right she will meet a Magma Monster, to the left she will not. In the distance on the other side of the lava river can be seen another weapon on a ledge, and when Alice gets to it after some rock hopping she will find another set of Jacks.

As a precaution, perhaps take just a moment to toss a couple Jackbombs into the lava, though that may not be effective, in which case the delay could be costly. Continue quickly rock hopping to get to the other side of the lava stream.

Move along the rocks a short way and there will be a fairly long jump across the lava, then jump to and climb a rock face to a level area with a couple Fire Imps running around, and more in the distance. Cross the area to a rock on which there is one Fire Imp.

Eliminate it, then jump up and toss a couple Jackbombs into the lava because there is a Fire Snark lurking there. Maybe toss one in before jumping up on the rock. From this rock it is a long leap, but possible, across the lava to a ledge on the left side of the stream. From here Alice has a long and perilous rock hopping trip upstream.

Other than Fire Imps, the only enemy she will encounter is a Jabberspawn that she can take care of with Jacks. Maybe another Fire Snark. Eventually she will arrive at a grey sloping area on the right bank from where can be seen a Ragebox on the other side and more Fire Imps. Go around a big rock to the right away from the lava and up a valley enemies! There is a long discussion about why Alice is here in Wonderland and also that she must hurry and complete her mission.

The reason for this haste is not stated and in fact it is not necessary. After this, head up to the left to a black rock on which there is a small meta to which she must jump. Standing on the level area where the meta is, jump up to the next meta, then turn about and jump and climb to a third one. Getting there is not easy. There are two Fire Imps to be seen; get rid of the closer one because Alice needs to get on that rock. Start from the left and keep jumping until she gets there, then make a giant leap to a rather large long rock to the right that is near the lava surface.

Have the Ice Wand ready because a Magma Monster may come out of the lava. Begin rock hopping toward the wall on the right, and toss Jackbombs into the lava along the way to take care of Fire Snarks.

When Alice gets to the wall jump upward on ledges. There is one that is a high jump that can be difficult, she has to be in the correct location and have the right view. When she makes it she must then leap to a ledge on the wall below the house, and from there to the top. For this last jump hold the jump key down so that Alice makes it to the ground by the house in a double jump.

Go around to the front of the house, where the door shows a portal for Alice to enter and meet the Jabberwock. The Jabberwock is a grotesque creature, and when he confronts Alice as she comes through the portal he spends considerable time taunting her and giving her a bad time about her actions during the fire that seems to be assuming more and more importance as the game progresses.

When he finally finishes she is to have a running fight with him. He has several powerful ways to attack and it appears to be an impossible contest, but there is a relatively easy way to survive. The thing to do is equip her with the Ice Wand, then she must immediately start running as the confrontation begins. Keep her far from the beast, dashing and swerving near the edges and doubling back so that she will be harder to hit. Shortly a Jabberspawn will join the fray and she can annihilate it with the Wand, then resume the chase.

Another Jabberspawn will arrive, and when she Ices it and runs just a little more, the gryphon will arrive to take on the Jabberwock.

During the fight the gryphon will tear out an eye from the Jabberwock, who will then fly away leaving Alice with the final part for the Jabberwock Eye Staff. On to the next venue. This is a familiar place, as Alice has been here before when she got the first part of the Jabberwock's Eye Staff.

Leap across the narrow lava stream and head for the arch above the gate. A feature not here before is Humpty Dumpty sitting on a ledge and smoking a cigar. Alice must jump up on the ledge next to him, and as she does note the brick in the wall slide inward. Go down to the gate, which is closed again. To the left of it there is now an opening to a crypt in which Alice will find the last weapon for her arsenal, the Blunderbuss.

A very powerful device, but it will completely empty the Will meter when used. From here go to the only path left open, the one to the Majestic Maze. When Alice starts up the path and turns the corner she will come up against several Spade and Heart Card Guards, both close and at a distance.

These Guards are more powerful than the other two suits, and the best weapon to use against them at a distance is probably the Jacks, closeup the Ice Wand. Move up the valley, fighting Guards until coming to a large curtain blocking it off.

Running and jumping will get her past Guards, but at the expense of some Sanity. Equip Alice with the Jabberwock's Eye Staff, get close to the curtain, and hold down the left mouse button to make a spectacular opening to the Majestic Maze. The first thing to be aware of now that Alice is in Queen of Hearts Land is that enemies are more numerous and frequently come in groups, and in light of this much increased danger this walkthrough is annotated by an E where this happens.

Perhaps the general weapon of choice is the Jacks, though the Jackbomb has its place if used judiciously. The Ice Wand is still the best for closeup fighting, including Boojums, if the Sanity meter is near full.

Remember that the Card Guards now throw explosives rather than cards. Alice has just entered the first maze of this Land. There is more than one path to get to the exit, but the following is probably a little shorter than others. Exchange the Jabberwock's Eye Staff for one of the above weapons and head into the Maze.

From the large vase at the entrance, go left, around the corner, up a slope in a tunnel, up steps that turn right, and ahead to a junction. Go right. Follow the path around the corner E , up a slope, under an arch and right, down a slope to a junction E at which there is a Ragebox.

Go right and down a slope to a portal E she cannot enter it. Continue down the slope, around the corner E , passing through a sort of heart-shaped tunnel, and around the corner E to a really heart-shaped tunnel that divides just after the entrance. Proceed through either side—they join again—and enter another sort of heart-shaped tunnel where a portal can be seen at the far end. About half way through an Insane Child dashes across the pathway and a gate closes over the portal. When Alice gets to the end of the tunnel she can see that the Child has gone through another portal the one she could not enter from the other side of it , and had been standing on a stack of tiles containing a floor switch that held open the gate.

If Alice steps on top of the stack the gate opens again, but when she steps off it closes quickly before she can get to it. Move close to the switch plate and use the secondary Ice Wand attack to build an ice wall on it; the gate opens and Alice can approach and pass through the portal.

Take a moment to look around. Alice is in a tower built over a lava pool showing many chimneys emitting vapor, and by now it is pretty well established that she is going to have to float on them. There are quite a few platforms connected by rather rickety walkways, and high above is a portal that past experience indicates is probably her destination. Be warned that this place is full of Boojums, really a lot of them, but no other enemies.

If possible, when they appear try to get her in a position so that she will not be blown off the platforms and walkways, and that metas can be retrieved when Boojums are destroyed. Things are pretty easy at first.

From the entry platform float straight ahead on vapors across a short space to another platform, then repeat to the right.

Follow the walkway around the pillar to the next platform higher up. Now things get more difficult: floating on the vapors is not so bad, but there are three masks in the wall on the left that can blow Alice off the vapors to the lava below. Fortunately, these masks blow intermittently, so she must watch and hover until it momentarily stops, then move ahead before it starts again. The fact that there are three complicates this process. She may also have a little problem getting off the vapors to the platform at the end.

If you're not an Insider, you'll still want to check out IGN Guides, as we feature plenty of free and sponsored guides as well. Please help improve this wiki if you can, and remove this notice if appropriate. Last Edited: 3 Apr pm. Contributor Assistance If you're unfamiliar with editing our wikis, this simple How-to Wiki guide shows you how to get started. If you are unsure about something, do not hesitate to ask the staff or flag the page you are having trouble with please don't forget to tell us about the problem or reason.



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