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FAQ/WALKTHROUGH

VERSION 0.4

Authored by: BkStunt_31
( Gregorio31 @ gmail . com )






==============================================================================
- TABLE OF CONTENTS -
==============================================================================

Note: Press Ctrl+F and enter in the code to skip to that section.




THINGS TO KNOW BEFORE YOU PLAY

- Introduction........................................................[INT01]
- Follow Me!..........................................................[FOL02]
- Donations...........................................................[DON03]
- Controls............................................................[CON04]
- Game Basics & Tips..................................................[TIP05]


MAIN WALKTHROUGH


CHAPTER 1:

- Vale of Tears.......................................................[AMR01]
- Hatter's Domain.....................................................[AMR02]
- Smelling & Regurgitating............................................[AMR03]
- Cranking Up & Pressing Down.........................................[AMR04]


CHAPTER 2:

- Tundraful...........................................................[AMR05]
- Deluded Depths......................................................[AMR06]
- Chores Unending.....................................................[AMR07]


CHAPTER 3:

- Vale of Doom........................................................[AMR08]
- Murals Pt. 1........................................................[AMR09]
- Murals Pt. 2........................................................[AMR10]
- Murals Pt. 3........................................................[AMR11]


CHAPTER 4:

- Cardbridge..........................................................[AMR12]
- Queensland..........................................................[AMR13]
- Tormented...........................................................[AMR14]
- Tormentor...........................................................[AMR15]


CHAPTER 5:


- Dollhouse...........................................................[AMR16]
- .........................................................[AMR17]
- .........................................................[AMR18]
- ...........................................................[AMR19]


ENEMIES.......................................................... [0400]
SNOUTS........................................................... [0500]
MEMORIES......................................................... [0600]
RADULA ROOMS..................................................... [0700]
BOTTLES.......................................................... [0800]
EQUIPMENT........................................................ [0900]

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

ACHIEVEMENTS..................................................... [1000]



==============================================================================
Introduction
====================================================================[INT01]===


Hey guys, it's Bkstunt with a guide for Alice: Madness Returns, the follow-up
to the decade-old 'American McGee's Alice'. This game presents a very
twisted version of 'Wonderland' for the player, all warped by Alice's fragile
mind after her parents are burned alive.

This guide is still VERY much in progress, and I could definitely use YOUR
help putting it together. See anything I missed? Please, email me above.
ANYTHING in this guide is subject to change at ANY moment.



So you guys know, this guide was written FOR (and inspired by):

================
RelyonHorror.com
================

My updates will be on the ABOVE site FIRST (Just an FYI).

Chances are that if you are reading this, you are ALSO probably interested in
the 'HORROR' genre, and if you are there is NO better place to hang out than
the above website. In fact, I'm even working on posting this guide there. In
the future they will have guides with fancy 'pictures' and 'videos'. Oh la la!
Anyway, come check out our horror website, if you're into the genre you won't
be disappointed.


==============================================================================
Follow Me!
====================================================================[FOL02]===


Want to talk about some games!? Maybe throw out some ideas for what YOU want
to see me write about next? I made a facebook account for just that reason!

You can 'Like' me at:

Facebook.com/Bkstunt

I've also got a webpage underway (it is currently being built), but come
check it out once it's done! It is:

Bkstunt.com


==============================================================================
Donations
====================================================================[DON03]===


First of all, let me say that my primary motivation for writing guides is,
and always will be, for the gamer. However, as I've learned by writing just
a few guides on new games, it can hit your pocket book! I wish they'd give me
these games so I could crank out great guides, but they don't! Ah, maybe one
day!

Until then, if you've found this guide helpful please consider donating to
help me offset my costs. You can donate to my paypal account below:

Paypal ID:

Gregorio31 @ Gmail . Com


Hey, it's WAY better than paying $20 for a guide, right? Even the smallest
amount will be appreciated.

Please be sure to send me an email so I can thank you personally as well! Or
just send me an email to say "Thanks!" Every one of those I read makes my day!

~ Bk



==============================================================================
Controls
====================================================================[CON04]===



Here are the controls for playing Alice: Madness Returns.




_,.--.,_ _,.--.,_
| _____ | | _____ |
|-' `'.__________________________,'` `-|
,' __ `. ,' .,. `.
/ | | \ SONY / (/_\) \
! __ \/ __ | ! ,-. `-' ,-. |
| |__ > < __| !__SELECT START__| ([ ]) ( O ) !
! /\ ___`-. ,-' `-' ,-. `-' |
|\ |__| ,' `. \ / ,' `. ( X ) /|
| `. / \ | | / \ `-' ,' |
| `-.____,-. \ / |____| \ / ,-.____,-' |
| ,'\ `.___,' / \ `.___,' /`. |
| / `-.___,-' `-.___,-' \ |
\ / \ /
\ / \ /
`.__,-' `-.__,'




*Note: This control list is taken directly from the game's manual.


==================
Game Play Controls
==================

Left Stick: Move

Right Stick: Camera/First Person Camera mode (available in London only)

R3 Button: Aiming mode (available in Wonderland only)
*Note: You can use 'R1' to aim when Alice is not focused on a target.

L2 Button: Shrink

L1 Button: Focus on target

R2 Button: Dodge

R1 Button: Fire ranged weapon

Circle Button: Clockwork Bomb

'X' Button: Jump

Triangle Button: Hobby Horse

Square Button: Vorpal Blade

L3 Button: Activate Hysteria

Directional Buttons: Toggle ranged weapons

SELECT: Skip cinematic

START: Pause menu


====================
HMS Gryphon Controls
====================

Left Stick: Move

Square/'X' Button: Fire cannon

Triangle/Circle Button: Fire depth charge


====================
Shadow Path Controls
====================

Left Stick: Move

'X' Button: Jump (Hold to float)

L2 Button: Shrink


====================
Giant Alice Controls
====================

Left Stick: Move

Right Stick: Camera

Circle/Triangle Button: Stomp

'X'/Square Button: Swipe


==========================
Off With Her Head Controls
==========================

Left Stick: Move

Square Button: Charge cannons



==============================================================================
Game Basics & Tips
====================================================================[TIP05]===


Be sure to read the "past memories" section before playing. It will give you
some backstory on Alice.

You can hit 'Triangle' on the menu screen to see your game progress, including
the amount of items you've collected.


As you play through the game, be sure to collect the teeth! Each chapter and
area often has teeth hidden in break-able containers. Be sure to go around and
bash EVERYTHING.


Probably the most important tip I can give you is to USE SHRINK SENSE
EVERYWHERE YOU GO! It is the single best way to ensure you find everything
you can!


Also, those many violet and pink flower pods that you come across? You can
SHRINK yourself and walk into them. Doing so will REPLENISH your health and
give you some teeth afterwards.

Be sure to note that there is ALWAYS some invisible platforms / path near the
violet and pink flowers. They are a clue!


You can only float for so long before you start falling. However, with Alice's
triple-jump, you have QUITE the jumping range, especially if you can time your
floating right.

Falling to your death isn't the end of the world! The game will place you back
on safe ground automatically. You even keep all your teeth!


[More Tips Coming Soon!]



==============================================================================
Main Walkthrough
==============================================================================


Start up the game and watch the rather interesting opening. It's clear that
Alice is still haunted by the fire that claimed her family, and her
'wonderland' (her mental sanity) has been clearly affected by it.



==============================================================================
Prologue
==============================================================================


After the scenes, the doctor will ask Alice to go pick up some pills, giving
us control of Alice for the first time. Head through the rather large house,
learning the controls along the way (the game will teach you a few controls
as well). The only real things you can do here are walk up to the groups of
kids (who say some VERY mean things) and hit the square button when prompted
to get Alice to comment on various things (such as her family portrait in her
room).


As you leave the house you can see the board on the gate calling it the
'Houndsditch Home' for wayward youth, the property of Dr. Bumby. This outside
area is VERY linear, with every path blocked off except the one they want you
to take. Follow the path until you meet a stray cat, who Alice will decide to
chase. Keep chasing it until you get to another cutscene and meet Nurse
Witless. You'll find out more about the people in Alice's "life" in the next
cutscene.


Afterwards you will be at the nurse's pigeon coop. Go across the nearby bridge
and walk towards the nurse to see another interesting scene, plunging Alice
back into her wonderland.





.:| CHAPTER 1! |:.



[*NOTE: I am currently missing TWO (2) memories in Chapter 1. I have NO idea
where they are right now. Send them in to me if you know! Thanks!]


==============================================================================
Vale of Tears
====================================================================[AMR01]===



Now that you are back in wonderland the first person... er, animal you will
meet is the Cheshire Cat. He will of course be a bit cryptic, but WILL warn
you to be on your guard.


Head up the incline in front of you and you will see a glowing shiny object.
This my friend is a MEMORY, and is one of the things we will be aiming to
collect throughout the game. Hit square to collect the memory, which will
play a small audio clip praising Alice's jumping ability.

This is our first memory! When you press START you can see that 'Chapter 1'
has 26 of these buggers for us to collect. To make it easy, I will make them
stand out in the text AND count them. Like this: .: MEMORY 1/26 :., so you
can easily spot them!


Keep going up the incline path. The game will have you jump over a small gap
as you head upwards, and further in it will teach you to 'twirl'. Twirling is
essentially a double jump with a slow descent (I can guarantee you right now
I will be calling it "double jump" from here on in).

Past the double jumping section (see, I've started already) you'll recover
your second .: MEMORY 2/26 :.. It sounds like Alice was quite a handful as a
child. This next area will have some toadstools for you to use as platforms,
so use them and continue to the glowing toadstool. THIS thing will vault you
up in the air, so use it to get to the ledge above you. There is another one
of the 'trampoline's' here, but more important is the .: MEMORY 3/26 :. behind
it! Also keep the SMALL KEYHOLE here in mind!


Jump to the next higher ledge. To the left is ANOTHER SMALL KEYHOLE that we
must keep in mind for now. Head down the ledge to see a scene with Cheshire
Cat. The famous shrinking potion will be pouring out like a waterfall, giving
Alice the ability to hold L2 to SHRINK. While you are shrunk, you will gain
'Shrink Sense', the ability to see things that your bigger self just cannot
see.

In this enclosed area, grab the nearby .: MEMORY 4/26 :. and then use your
shrink power by the memory and the convienent SMALL KEYHOLE. This path will
lead to the FIRST small keyhole we saw, so use the mushroom to jump back up
to the ledge and take the keyhole on the left. Past that keyhole will be three
'TEETH' that we can collect. If you haven't read the online manual yet, teeth
are what we will use to POWER UP our weapons. Oh yeah!


This path is very linear, so head downwards and through the small door. You'll
pick up more teeth along the way, but keep going until you get to a open area
with a blue-ish mushroom on the ground. BEFORE you step on this mushroom pick
up the .: MEMORY 5/26 :. from behind the rock nearby. It'll mention a giant
slide. NOW feel free to jump on the blue mushroom.

You'll find yourself at the top of... *gasp* A GIANT SLIDE! Jump down it and
ride! Do your best to collect the TEETH on the way though! At the end, you
will find yourself in a river of blood. Keep going to see a cutscene.


And... we have obtained the VORPAL BLADE!


The Vorpal Blade is our SWIFT weapon... well, it's also our ONLY weapon right
now, but keep the 'SWIFT' part in mind. You can use it with the square button.
You can also see your HEALTH bar now (The ROSES in the upper left-hand corner)
and you can DODGE as well by pressing the R2 button. Alice has SUCH a pretty
dodge animation.


After the scene (and when your done swiging your shiny new weapon around), be
sure to grab the .: MEMORY 6/26 :. from the left. Also, be SURE to break open
those shell looking things. They contain TEETH! Press onwards to meet your
first enemy!

These slime-things are called 'Insidious Ruin', and are a suitable target for
our new vorpal blade. Remember to FOCUS on an enemy with L1 and to DODGE with
R2. Take out the monster and the two that follow it to make some nearby tree
roots disappear. Head down the new path and grab the .: MEMORY 7/26 :. on the
right. Use the mushroom trampoline (with a float) to get up to the upper
ledge.


As you move on, the game will pause and tell you about Alice's float, and
how you can EXTEND it by pressing and holding 'X' multiple times. To test your
competency, we will have to jump to the far ledge. Get a good start, jump, and
press and hold 'X' to float. This first jump is easily crossed with one hold,
but go ahead and try out multiple holds to get a feel for the game's
platforming.


Next, jump to the next ledge in the distance. Up the incline to the RIGHT here
is a BOTTLE! Bottles in Alice serve to unlock extra content which you can
enjoy from the main menu. We will count them in the same fashion that we
count memories in! So, this one is .: BOTTLE 1/18 :.. Yeah! Be sure to break
the shells for the teeth too! Now jump over the next gap, where .: BOTTLE
2/18 :. is waiting for you! Keep going to meet with the DUCHESS. Approach her
to trigger a cutscene.


It seems the Duchess has learned her manners, and is now asking for your help.
She will give you a PEPPER GRINDER if you will shoot it at PIG SNOUTS for her.
Well, I guess we can help. After the scene, pick up the PEPPER GRINDER! This
weapon will act as our RANGED weapon, as you'll soon see once you go to the
back yard.


Once you are out here you will meet a new enemy. This enemy is made out of
bolts and flies around, trying to attach itself to you and hurt you (dodge
away if it gets you). You can use your pepper grinder to kill it by focusing
on it and hitting R1 to fire the pepper grinder. As you can see, the pepper
grinder acts like a machine gun, but be careful! Using it TOO much will make
it overheat! We want SHORT, CONTROLLED bursts here people!

Kill the bugs AND their 'nest' to stop them from respawning (alternately you
could also 'farm' some teeth here). Head deeper into the yard to make more
nests drop down, giving you some EXCELLENT pepper grinder practice. There's
also an Insidious Ruin here as well. After killing everything, you will be
told to find the pig-snout (up the trail) and shoot at it. You can enter
'free aim' mode by using the 'first person view' (R3), so shoot the pig
snout to make it fly into the kitchen. These pig snouts are ALSO going to be
a collectible, and we will count THESE down as well. This one was .: PIG SNOUT
1/14 :..

Head back into the kitchen, where a bread basked full of teeth will be your
reward for helping the Duchess. The keyhole door will also open up as the
Duchess gets rid of you. Go through the hole into the next area.


Here you will see a .: PIG SNOUT 2/14 :. off in the distance. Go ahead and
pepper the bugger. Doing so will make some dominoes appear to the far ledge in
front of you, but will also drop down three bolt nests (one bolt nest is
DIRECTLY underneath you on the floor below. Shoot down the bolt nests and
cross the dominoes to the far side where a couple of ruin monsters await.
Kill them off as well. Here another .: PIG SNOUT 3/14 :. will hang out, near
the back of this cubby. Fill HIM full of pepper to make even more dominoes
further down the path appear.


Take a moment to collect things now, including the .: MEMORY 8/26 :. by the
globe with Mock Turtle in it (and the many teeth that are hanging around).
Also, explore the bottom area. There are shells down here, but in the very
back (by the waterfall cliff) is a FAKE ROCK. Use your SHRINK SENSE to find
that the rock on the wall to the right is fake and HIDING a KEYHOLE DOOR.
Behind the door is some gold teeth and a .: BOTTLE 3/18 :..


Go ahead and use the dominoes to continue onwards. As you do you'll come upon
a bust of Alice which introduces a new enemy: the Slithering Ruin. These
things are quite easy to take down with a pepper spray, so kill them fast.
Jump to the next ledge and kill the ruin that pops up. The shells will have
teeth in them but also some slithering ruins, so get ready. If you use the
shrink sense here, you will see that the gap on the left has a keyhole, and
further on are enemies.

Now, I KNOW what you're thinking. That ledge where the keyhole is is WAY too
far up. Trust me. Jump to the small piece of land and you'll see it has a
trampoline mushroom on it that you can use to reach the keyhole door. Go
inside for some teeth and another .: BOTTLE 4/18 :..


Continue onwards after that little distraction and you'll see that you'll
have some jumping to do. The spurts that you see before you are SLIME, and you
DON'T want to touch them. Thankfully, there are trampoline mushrooms before
each spurt. Jump to the small ledge on the left and use the trampoline to get
over the slime (do a jump float at the apex of your jump). There are some ruin
for you to kill on the next ledge. Now jump to the next ledge, which leads UP
to go onwards, but go DOWN and jump over the slime to the right (and the one
after it) to reach a cliff with a .: MEMORY 9/26 :..

Make your way back to the cliff going up and you'll see the foilage disappear
again. Jump past the divide and go into the open area. Here you will get to
fight some ruin and bolts again, making the nearby train fall when you're done
killing them.

After killing them all you'll get a chance to upgrade your weapon! By now you
will have enough teeth to upgrade the Vorpal Blade, so choose to do that if
you wish (you may as well). Be sure to explore this area for teeth. There is
a .: BOTTLE 5/18 :. on the ledge to the left! Once you have it, move forward
along the railroad lines. You'll have to jump to the far floating platform
here, and then use the trampoline to get to the next one. Follow the path and
you'll see a scene as you enter the tunnel.


Keep going (break the pitchers for teeth) and drop into the gully to meet a
NEW enemy. This goblin-looking thing is a MADCAP. It will ACTUALLY try to
dodge your pepper grinder fire and is a tad more intelligent than the ruin.
You may as well fire at the things from range as they approach. You will have
them half-dead when their tea-cup 'helmets' break, then finish them off with
the blade, dodging after your three-hit combo.


Once you deal with them, one will push down a nearby ramp. THIS madcap has a
SHIELD, rendering your long range ineffective! Wait until the creature goes to
strike you, then DODGE him. His weapon will be stuck in the ground giving you
a chance to kill him. Easy!

Head up the ramp and kill two more madcaps. Past them are two more, but one
has a shield. Once you kill them, a trampoline will appear in the distance, so
keep going. Drop down to the next area where the game will tell you to use
your SHRINK SENSE whenever you're by the violet flowers. Go into the keyhole
on the right to find a .: BOTTLE 6/18 :.. Now head back out and use the shrink
sence to see the invisible platforms leading over the air.

The platforms ARE there regardless of whether you are small or not, but its
better to be safe than sorry! Past the platforms is solid ground with a
.: MEMORY 10/26 :.. Keep heading onwards and you'll be in an open area.
Be sure to smash the pots on the right and left, and then hit the .: PIG
SNOUT 4/14 :. on the left! This will make a ledge and trampoline appear, so
use them to get up to a basket and some pots for some teeth!


Now go back to the big ledge. Here you can see a nice panoramic view of the
scenery. When you're ready, head over to the right and call the cable car.
This will lead you into the "Hatter's Domain".



==============================================================================
Hatter's Domain
====================================================================[AMR02]===


After you've had yourself a nice chat with Cheshire Cat and crashed into the
building, the game will teach you about air vents. Basically you can float in
them. Use the nearby one to see for yourself. By the wrecked cable car is a
.: MEMORY 11/26 :.. Head outside now. You'll find a valve out here that will
turn on some air vents. There are also madcaps out here that you can take
potshots at. Kill the first one on the lower ledge, then use the vent to get
over there. Don't go to the next vent yet though, instead double jump to the
higher ledge on the right. Here use your shrink vision to see that there are
invisible platforms moving back and forth to a ledge in the distance. This is
a BIT tricky, but we need to cross them. Shring to see the platforms, then
jump to them. Remember that they ARE moving!

Once you are on the floating platform, look back towards the main building to
see a .: PIG SNOUT 5/14 :. in the building shoot it up to make another vent
appear. Use this vent to float up to a higher ledge where you can find some
boxes to break for teeth and a .: BOTTLE 7/18 :.. You can now jump to the
starting point here.


NOW feel free to continue upwards with the second earlier vent and kill the
madcaps ahead. Enter the building again. Explore the room off to the left and
shrink to get past the keyhole and find another .: BOTTLE 8/18 :.. In the
right room, hit the lever to make the spinning gear move and jump over. There
is a madcap over here to kill. There's also a small opening to the left that
a small Alice can get through. Be aware of the madcap with a shield though,
as his area attack can hit a small Alice. There's teeth in there to nab.


When you're ready head back outside to kill some more madcaps and open
another valve. Use it to get to the platform in the distance, kill the madcap
that is there, and then jump to the ledge on the left. Follow this path and
vents as it leads to a more open area where you will have to fight some
madcaps.

Here TWO shielded madcaps will attack you with a regular one. You should be
fairly proficient at killing them by now, so bait them into swinging at you
(while dodging) and then attack! A ramp will open up afterwards leading to
another wave of madcaps to kill.


After that a gate will open. Go past it and collect the teeth, then look
ahead. Oh boy, more platforming! Jump down to the platform with the flower.
Once you are down there, use shrink sense and look behind you. You will see an
invisible platform leading into a lower room. Down here are teeth, a .: MEMORY
12/26 :., and a .: PIG SNOUT 6/14 :.. Nice!

Go back out and to the right platform. There is a gear you can jump to from
here which leads to a vent. Use the vent to get to another gear and another
vent. From this second vent you can get to a higer ledge on the left for a
box, then drop down to the platform below. You can open up a valve here. Now
you can go either left into the building again or right to the newly released
vent. Go into the building and you'll fight some madcaps, but its worth it as
there is a .: MEMORY 13/26 :. inside for you!


Head back out and make your way to the new vent. Use it to get to the platform
on the right when you can, then to the moving up & down gear. On the next
platform you'll hear the familiar pig snout. Jump to the platform leading into
the building and look behind you to see the .: PIG SNOUT 7/14 :.. Shoot it to
make a vent appear, which you can use to get some teeth and a .: BOTTLE 9/18
:.. Go into the building now and a ways in you'll hear another pig. Jump to
the far ledge and turn around to see the .: PIG SNOUT 8/14 :.. This one will
summon another vent. Use it to get to a ledge with a KEYHOLE, which houses
some teeth and another .: MEMORY 14/26 :..


Go back out to the main path and jump down to the big circular platform. This
will play a small cutscene, introducing a NEW enemy: the EYEPOT. This thing is
a mechanical teapot with a large eye in the middle. What you want to do is
pepper the eye to 'stun' the creature, then attack it. Two rounds of that will
do it in. After you kill the first one, two more will spawn, one below you and
one above you. Jump down to the lower platform and kill the eyepot there with
the ruin. After that, jump to the next higher platform (do NOT try and jump
into the watery areas around you) and you can turn a valve to summon an air
vent. This air vent will take you up to the higher eyepot, but when you get
up there another eyepot will come out with some ruin. Focus on one eyepot at
a time and dodge back when they get too close. Kill the ruin first if they
are annoying you.


After the battle the 'Lost & Found' door will open. Go in there and the game
will tell you to hit 'select' to call Cheshire. You can call him now for
tidbits of 'advice'. Jump over to where he was and hit the floor plate nearby
to call down a grate. QUICKLY jump over to it to get carried up. You can now
jump down to a ledge below you to continue. Follow this path as it leads into
a tunnel. You'll come to a room with a ramp in front of you and a small hole
in a door to the right. Go through the hole and follow that path to a wide
open area. Here use your shrink sense to see invisible platforms moving about.
These things are numbered, so take your time and jump from one to the next.
Your reward at the end is a .: BOTTLE 10/18 :..

Head back to the ramp room and go up the ramp, hitting the floor plate. This
will open the door ahead, leading to the previous room where a metal door was
closed before. You can use the lever up here to open it now. Follow it to get
on a slide and go into a new area.


Once you have control again, pick up the WHITE RABBIT looking thing to gain a
new weapon: The CLOCKWORK BOMB. This thing packs a punch. You can set it down
by pressing 'Circle' and let it go off, or you can hit circle again to remote
detonate it. You'll get the hang of it in no time as the game makes you blow
up a couple walls to escape this hole you got yourself into. Make your way
past the weak walls and destroy the boxes to reveal a trampoline. Use it to
get back to the 'Lost & Found'.


Continue on and into the next room. Stay on the floor and destory the boxes
on the left to reveal a KEYHOLE. You can follow it to find a .: MEMORY 15/26:.
then jump up to the doorway and interact with it for a scene.


When you regain control, the game will teach you about HYSTERIA. Hysteria is
what Alice uses when her health is REALLY LOW (Like ONE rose bud). It makes
Alice INVINCIBLE and ups her damage, giving you time to gather up some health
and NOT die. The game will have you experience this too by taking away almost
all your health and having you enter hysteria. Go ahead and try it out!

After the slaughter (you monster!) you'll see a switch open up. Gather up
your teeth and go hit the switch with your pepper gun (like the game will
explain). This will open up the way. Go onwards to see a scene with the Mad
Hatter.

Well, it seems the hatter is in need of our help. Alice will have to find his
limbs for him. When you have control, gather up the teeth and bomb both of the
doors. Go into the right door for a .: BOTTLE 11/18 :. and to see a pressure
plate. The game will explain that you can use the clockwork bomb to hold down
pressure plates for you, so toss a bomb on the plate. Now go into the hole
across the way and get on the gear.


This will lead you up to a platform outside. In the middle of the platform,
pick up the UMBRELLA. This item will act as your SHIELD. When you FOCUS on an
enemy you can hit 'X' to BLOCK. You can even REPEL certain attacks with it. To
illustrate this, the game will bring up an enemy called 'Malicious Ruin'.


This thing is TOUGH. It's like the normal ruins but has THREE faces, can take
a LOT more pain, and has a wealth of attacks. First of all it has a fireball
that it likes to throw three times in a row. This is where you can get some
practice in REPELING attacks, which will hurt it. It also likes to fling slime
which you can block, and it likes to charge at you (dodge this). It also has a
'ground pound' move sends small fire waves at you for a limited distance.


Dodge the charging and repel the fireballs back to it. Get in close and do
some vorpal blade attacks as well. As you hurt the beast it will lose faces.
Just keep at it and put an emphasis on dodging and repeling attacks and you'll
do fine.


After the fight two switches will pop up. You'll notice that a .: PIG SNOUT
9/14 :. is by one of them so go ahead and pepper it when you can. This will
raise a platform in the distance that you can jump over to grab a .: MEMORY
17/26:.. Go back to the platform and hit both of the switches. We have a
choice now: to go LEFT or RIGHT. I choose the RIGHT path leading to the
'Smelling & Regurgitating' plant.



==============================================================================
Smelling & Regurgitating
====================================================================[AMR03]===


At the plant you can hear the mouse talking over the intercom. You can also
call Cheshire at the beginning if you wish. Move on in and jump to the
platform in the lava. Jump over to the next one and then find the switch to
your left. Turn in on to get this gear and the next one to move up and down so
you can continue.

In the next room you'll be locked in and have to fight two eyepots and two
small ruin. Fairly easy. After the fight, you can go collect a .: BOTTLE 12/18
:. from the left and a .: MEMORY 18/26 :. from the right, just wait for the
lava to go down before you jump. Continue on to the end of the platform and
jump down below. Turn around and jump down below again to find a KEYHOLE and
a lever. Hit the lever then you can get out the nearby door using the gears.
Go back up to the main platform again to fight two ruin (laughably easy) and
find a piston on the left you can use to continue. Be careful! It goes all the
way into the lava!


In the next room you will be told to hit the lever to cool the place down.
You'll fight an eyepot and some ruin on the first platform, but then you'll
have to make your way to the moving pistons on the RIGHT. Follow this path
around and it will lead to the higher platform where the lever (and an eyepot)
is located at. Turn the lever to make this boiling hot place ice cold! This
will also drop some enemies on you though!

Back on the first platform will be a MALICIOUS RUIN, with TWO bolterfly nests
above him. Those bolts are ANNOYING, so try to take out the nests from a
distance before focusing on the big baddie. Down on the ground there are also
some pots and teeth (and vents), along with some minor ruin enemies. You can
also easily pick up a .: MEMORY 19/26 :. from one of the frozen platforms in
here. There is also a .: PIG SNOUT 10/14 :. below the platform with the
malicious ruin on it. When *I* shot it, it didn't give me ANYTING though. I
may just be unlucky!


That's not all the goodies though, go to the right-side of the room. Up on the
ledge on the wall is a KEYHOLE that you can make appear with your SHRINK
SENSE. Go through it to find some teeht and a .: MEMORY 20/26 :.. Past the
memory you can get a open-air look at the factory. There's a .: PIG SNOUT
11/14 :. in the distance as well that you can get a basket form. Feel free to
move on once you're done.


The game will load you into a new area now. Go forward and get the teeth, then
go explore the hall on the right. Shoot the switch up ahead to make a vent
appear. Ride it up to the center and then use the next vent to get to the next
platform. Here, blow up the wall with a bomb and you'll find a KEYHOLE behind
it. This path leads to some teeth, and to a hole where you can see a giant
teapot eye. However, look too the left for a .: PIG SNOUT 12/14 :., which will
reward you with a basket.

Go back and shoot the next switch (to your right) and ride the vent up. Ride
another one up and you can get some teeth from a cubby on the right. You can
get some more teeth by following the outer wall, but chances are you'll have
to redo the whole ascent. Your call. The last vent can get you to a platform
on the middle structure (with some good gliding) which you can use to jump to
a higher-up platform. You may need to double or triple jump to get up there,
but it's possible! There is a pressure plate up here that you can put a bomb
on to open the way forwards.


Out here Cheshire will hope you have 'nine lives' (lame!) and you can turn a
nearby valve. Use the vent to get to the nearby gear and the next vent to the
platform. Up here is some madcaps and an eyepot for you to slaughter. You can
also get a .: BOTTLE 14/18 :. that is on the gear over the abyss. After that
collection you must get by the violet flower and jump to the trampoline in the
distance. Follow this path and you'll come to a cutscene with the mouse.


The mouse has the hatter's arms, so we must get them. This place is full of
lava though, so float from piston to piston. Easier said than done, as two
eyepots will be taking potshots at you from the left. On the fifth piston,
shoot the switch to your right. This will raise two columns from below, but
lava will be pouring on them. Time it right and cross them to the trampoline
mushroom and the opening on the right.

Up here you can break some boxes and kill some small ruin. Hit the lever when
you're ready and you'll cool off the lava you just crossed. Go to the left and
blow up the wall, then jump out. There will be two bolterfly nests out here
you can destroy. Go back to the trampoline and you'll see a KEYHOLE here.
There is a .: BOTTLE 15/18 :. down here. Get out and go hit the switch near
the fifth piston. This will turn on an air vent and take you higher.


Up here the door mouse will flood the chamber with lava, taunting you by
saying you can't cross. If you use shrink sense, you'll see a NARROW path.
Cross over it being mindful of the falling lava. Jump down to the ground
below and fight some eyepots and ruin. There isn't much room here, but you
can do it. Bombs help in tight quarters. Afterwards a switch will open up and
you can make debri float in the lava up ahead. Use the debri to continue on
and shrink past the KEYHOLE to pull the lever. This will let you get to where
the mouse WAS and hit another lever, freeing the hatter's arms. Follow the
arms down the hole and you'll wind back near the HATTER.



==============================================================================
Cranking Up & Pressing Down
====================================================================[AMR04]===


Ride the lift up again, but this time travel left to 'Cranking Up & Pressing
Down'. The MARCH HARE controls this place. Move in and you'll see a giant foot
stomping to the left. There's a switch behind it you can shoot to carry on.
You'll find a .: MEMORY 21/26 :. behind some boxes up ahead. Shoot the switch
to the left to move forwards. Further on you will see some metal hands pound
away. Move to the right and you'll see a pressure plate. Put a bomb on it to
stop the hands and get through them. The gears up ahead have holes in them so
be careful!

Follow the gears to another single hand pounding away. Jump under it when it
is raising and dodge out of there FAST. Up ahead drop off the right-hand side
to a KEYHOLE which leads to a .: BOTTLE 16/18 :.. You can use the mushroom to
get back up. Blow the door to the right apart. There's another door to the
right you can blow to reveal a pressure plate. Put a bomb on it and continue
on. The bomb will RAISE the gears, letting you move onwards. Follow the path
past ANOTHER fist. There will be a breakable door behind the fist you can open
to reveal a pressure plate. This will raise the gears even HIGHER, and open a
door in the distance. Once you get to the far platform, you may spot a
platform to the right with boxes on it. You CAN get to this with some GOOD
jumping, but it just leads back to the last pressure plate.


Go past the door and follow the path. Kill the eyepot and avoid the fists.
The path will lead up to a pressure plate, so throw a bomb on it and float
down through the open door below. This next room has some boxes and a room
full of FISTS POUNDING THE GROUND. Of course there area also ruin and eyepots
here. You can hang back at the starting area to avoid all the fists if you
wish, or any of the corners. Hit the switch afterwards and get the .: MEMORY
22/26 :. from the right-hand room. Take the center one to continue.


You will now be in the Dodo Miserarium. I can't make this stuff up...

Jump to the left platform and look to the left. There is a .: PIG SNOUT 13/14
:. here, which will reveal a .: BOTTLE 17/18 :. up ahead. Sweet. Go down the
right path now and you'll see a switch in the distance. Shoot it to drop some
cages and carry on to a ledge. Blow up the rubble here to reveal a switch and
another vent. Use it to get to a higher crate, then turn around to find yet
another switch. Shoot this one to drop some more crates up ahead. There is an
obvious .: MEMORY 23/26 :. up ahead to the right as well.

Continue on to the door up ahead. You will meet the hare in here, who will try
and crush you with his fists... Just take them one at a time and you'll be ok.
Past the fist go UP the stairs and throw a bomb on the pressure plate. Quickly
jump on the gear and go hit the lever past it. This will open up a new path
and stop the first set of fists.

Head through the new path being careful of the fists. The stair ones are
fairly easy, and you can jump through the other two easily by waiting a split
second before jumping once the path opens up.

On the platform below you will have a battle royale. The most annoying part
here is the bolterflies, who have THREE nests, one on the right wall, one on
the left wall, and one on the back wall. Take those out first if you can, then
spread bombs and try to kill the ruin. The Malicious Ruin will make it hard on
you, and he is joined by an eyepot, but you got this. Just keep moving and
dodging.

After the fight you can open a switch. Blow up the wall it reveals to find a
KEYHOLE leading to the .: BOTTLE 18/18 :.. That is ALL of them! Hit the lever
nearby to lower a crate. This crate leads to, yep, more FISTS. There are three
in a row here that you just plain need to sprint through to the safe square
(where the teeth are). Dodging helps. Do it one more time to round the corner.
There is a single one up ahead, so don't go lax now. Follow the path and you
will come to another lever, making the Hare leave and opening a path to his
lever. Go turn that one to deliver the legs to the Hatter.


You will see a scene now showing the Hatter being put back together. He will
ramble nonsense and then take you and make a grand escape. When you regain
control you will be outside. Shoot the .: PIG SNOUT 14/14 :. in the distance
to complete THAT collection. Follow the path and grab the .: MEMORY 24/26 :.
with the help of the vent. Get to the platform below and gather all the teeth
you can find.

Further in the Hatter will work on getting a door open for us, leaving us to
fight off a couple of waves of ruin. The game will also teach you about the
bombs DISTRACTING properties, so waste the easy ruin until a MALICIOUS RUIN
comes out. Kill off the distraction and handle him one on one. An easy fight
compared to the last Hare fight.

Go into the newly opened door and use the trampoline on the right. Ascend
until you get stuck then look around for a switch to shoot, clearing the path.
Continue on and you'll make your way to a lever (after blowing a hole in the
floor). Let the Hatter through and he'll open a path for you. Past that, just
watch the scenes to be finished with chapter one.

[Yes, I know I'm missing two memories. If you can email me where they are
I would appreciate it!].







.:| CHAPTER 2! |:.


[*NOTE: I am currently missing ONE (1) PIG SNOUT and ONE (1) BOTTLE in CHAPTER
2. I THINK I may know where they are, but send them in to me if you
know! Thanks!]



==============================================================================
Prologue
==============================================================================



After the scenes from the last chapter you will be in the 'real world' again.
May as well go chase some furry animals. I kid, I kid, but this section of
the real world, like the one before chapter one, is short and linear. Just
follow the path and go into the door after the scene. Alice will be mistreated
soon, launching her back into wonderland.




==============================================================================
Tundraful
====================================================================[AMR05]===


Welcome back! Not that you've been gone very long.

From where you start out turn around and use SHRINK SENSE. There's a KEYHOLE
here that leads to a .: BOTTLE 1/16 :.. Go back out and take the high groud to
grab the teeth, then go back and take the slide. Further in you'll battle a
MALICIOUS RUIN with some normal ruins. After beating them, you'll see a yeti
appear and start blowing cold air. Before you leave though, be sure to find
the thin wall of ice across from the owl and blow it up. Behind it is a .:
BOTTLE 2/16 :..

Head over to the trampoling now. On the way is an AWESOME ship in a bottle
and moon art in the distance. Also be sure to check the right for a .: PIG
SNOUT 1/15 :.. Jump by the yeti when you can and get the basket the pig
dropped for us. Continue on down the slide. Down here you will find a new
weapon: the HOBBY HORSE. This is our HEAVY HITTING weapon, used to break walls
and defenses. You'll also meet a new enemy: the Ice Snark (the weird fish we
saw earlier).

These things are capable of FREEZING you, so if you are about to get frozen
dodge out of it. They can also HIDE underground, but you can hurt them with
the hobby horse. Kill the one to get a feel for the enemy, then the three that
follow him. Some icicles will fall down for you afterwards.


Go up the steps and crush the wall on the right. Crush the wall after that
too. Jump to the far ledge then turn around and pepper the .: PIG SNOUT 2/15
:. which will raise up a platform which you can use to reach a .: MEMORY 1/15
:.. Go back out and use the mushroom now. Note that you CAN'T reach the duck
in the distance! Crush the ice wall ahead. You'll be in a new area with small
ruin and ice snarks (and a GIANT ice snark frozen in ice). They shouldn't be
any trouble to you. Once you kill them a path will open up further in, but
look for a small KEYHOLE to the right of the frozen giant... this will lead up
to the ledge with the teeth that you saw earlier and a higher ledge with a
.: MEMORY 2/15 :..



[NOTE: SEARCH THE LEFT PATH FIRST! I DIDN'T GET TO AND YOU CAN'T REDO A
CHAPTER UNTIL YOU COMPLETE IT!]


Follow the incline now and check out the floor on the right of the next room.
You can blow it up. Fall down there and gather up the stars/teeth. There are
invisible platforms in this room you can use to get to the gold teeth on the
ledge to the left. Do that, then look to your right to see a .: PIG SNOUT 3/15
:.. This one will lower a wall and reveal a breakable wall, so go visit it to
rake in the teeth.


For the record, I was able to fully upgrade my VORPAL BLADE at this point in
time! Sweet!


Now you can go jump on the mushroom, which will warp you away, right at the
start of a giant slide. There are a few paths to take on this slide and you
can fall off, but try to gather as many teeth as you can! At the end you will
be on an ice floe again, so go into the nearby cave and fight two ice snarks
and a MALICIOUS RUIN. Take out the snarks so you can have a one on one fight
with the ruin. Beating them all will open the path ahead. Follow the path down
and you'll see the game focus on a shell up ahead. Drop down and do a 180.
Break the wall you see here for a .: BOTTLE 3/16 :..



The shell that the game showed you is one of the RADULA ROOMS. Go ahead
and enter it to meet Cheshire, who will ask you a question:

"How is the Queen of Hearts like a typhoon?"

- Both are cruel.
- Both are indiscriminately destructive.
- Both are powerful.
- In all ways - but the typhoon doesn't mean to be.


Choose the LAST answer here, and Cheshire will reward you with some rose red
paint (which of course is used to give you more health). It's only 1/4 of what
we need though. Afterwards you will be transported out.


Use the nearby mushroom to continue. The game will show you a path to the
bottle we saw earlier. Drop down and float over to the RIGHT ice chunk. To
the right is a .: PIG SNOUT 4/15 :. in the distance. Shoot it up to make a
path to a KEYHOLE and a .: MEMORY 3/15 :..

Follow the correct path now and it will lead to a mushroom. Up above is an ice
snark waiting for you. Ok, we got some choices now. To the LEFT is a path you
can travel to get some hidden teeth, and to the right is the path that they
want you to take. Take the RIGHT path so you can get some teeth, but DON'T
go past the first invisible ledge. Once you get those teeth, go back and take
the LEFT path.

This ice chunk on the LEFT path will tilt depending on how you are standing
on it, so be quick to get to the ledge beyond. Break the ice wall and kill the
snark inside. Jump onto the left ledge and break that wall too. There are
invisible paths here with some good teeth on them. Head back and continue on
using the mushrooms to get to the main area. Up here head RIGHT and float over
the gap to the ledge you'll find (the upper left one). This path leads to the
RIGHT path from our earlier choice (you can see the teeth). Drop down to the
lower area here.

Use your shrink sense to find the board in the water then get on it. It will
start to go down the water, so stay on for the ride. After the hole, you can
jump off to collect the teeth and the .: BOTTLE 4/16 :.. Break the ice wall
near the bottle and shoot the .: PIG SNOUT 5/15 :. that you find behind it.
You can use the nearby mushroom to escape this place, landing in the big area
you were at before.

Now head towards the giant bottle. Jump down onto a chunk of ice. There are
several small chunks leading to further land, but be QUICK about jumping on
them as they DO SINK and can KILL YOU. As you approach the ship a scene will
take over.



When you regain control, the game will explain the HMS Gryphon controls to
you. It's simple, really, 'X' shoots forwards while 'Triangle' fires down.


This section of the game plays out much like a 2-D shooter (think Gradius or
something). You will have to shoot down the sharks and mines. About halfway
through you will start having crabs shoot missles at you (I've seen them shoot
at the sharks too!) and the sharks will occasionally come in from the LEFT.

It isn't a very long section and you have 10 lives, so you should be good
to go. Remember, always clear a path for yourself! You'll know you have beaten
it when you see a scene.



==============================================================================
Deluded Depths
====================================================================[AMR06]===



After the scene, you will be told to go to Carpenter's theatrical. When you
regain control, go hack the coral to the left of... um, Napoleon Cow.
That leads to a .: MEMORY 4/15 :.. Once you have it head the other direction.
You'll see some teeth off to the right on an invisible path you can collect.
Head down the path past the coral. You'll see a water jet here. These act
exactly like an air vent. Use it to cross over. Go into the room on the right.
Kill the snark here then use your shrink sense to find the KEYHOLE. THIS leads
to a .: BOTTLE 5/16 :..


Go back out and jump on the FIRST fish to the right. Turn around and find the
.: PIG SNOUT 6/15 :. behind you. This will put a basket in the clam down
below. Make your way over there. This clam will try to snap on you, but you
can pepper the basket to break it and get your teeth that way. Use the vents
to the left to get out of here (and more teeth on the higher ledge) and you
will make your way to the coral door in the background. This path leads to
the Liddell home and another scene.


Once you are done, jump to the area in front of you. Down here is a new type
of enemy, but the game gives you no introduction for him. It is a pirate ghost
who is invulnerable to damage until he brings out some bombs. When he does,
either send the bombs back or pepper them to make him vulnerable and then hurt
him. Ok, now we can either go left or right. Go left, it leads to some
invisible platforms and at the end a .: MEMORY 6/15 :.. Go back and head right
when you nabbed it. To go right, you must stand on a pressure plate and shoot
the switch that appears. This will make some platforms appear.


Go over to the next piece of land. Here head RIGHT. This path has invisible
platforms. First is a plank that shifts, then a jump to a mushroom and a
circular invis. platform. Use your shrink sense to line up the jump. Follow
the platforms to the right as you go over to the structure. Here you can
follow ANOTHER invisible path around the building. Be sure to look up to the
left for a .: PIG SNOUT 7/15 :., which opens the path to a basket. make your
way back now.


Now take the LEFT path. On the way there is some chests to the right and
black corral to the left (which you can make go away to see a KEYHOLE and the
path to a .: BOTTLE 6/16 :.). Head back out. Further down the path is a
coral door with a clam and teeth. You'll soon see 'Barrelbottom' and can
talk to Cheshire if you wish. Enter the town.


Stop a ways before the central monument. To the right is a .: PIG SNOUT 8/15
:. that you can shoot for a basket. Head past the monument and to the LEFT.
There is a piece of FLOOR over here you can break and drop through. Down here
is another pirate ghost, so kill him. Further in is a mushroom you can use to
find a .: MEMORY 7/15 :.. Jump down to the statue now. See the coral barrier
to the right? Break through it. This leads downwards. Stick to the left wall
and you'll come across teeth and a KEYHOLE leading to .: BOTTLE 7/16 :.. Grab
it and than find the RADULA ROOM nearby.

THIS room is unlike the last one.. no questions here. Instead is is a battle
royale with a bunch of madcaps; your only goal being to survive! Just do what
you do best (I used bombs to distract them) and survive. You'll get a bucket
of rose paint as a reward.


Head to the theater now (straight past the statue). On your way there you
will meet a new enemy: the Drifting Ruin. You can pick these guys out of the
water with your pepper. Follow the path to the wooden platform, where you can
go left for some teeth and right towards the theater.

Once past the entryway, go into the left room for teeth and a .: BOTTLE 8/16
:.. Now down the path head to the left (as the shrink sense will tell you).
There is a diagonal invisible path here leading to a house. More invis. path
surround the house, and a .: PIG SNOUT 9/15 :. is back here. Shooting it will
make a platform appear for the .: MEMORY 8/15 :.. Go back to the front of the
house and follow the white platforms to another house section. Here you will
fight another ghost pirate.


After killing him and gathering teeth, go to the back and you'll see a
pressure plate. This plate summons a switch. Try it out to see where you need
to go. What you need to do is put a bomb down and then quickly get over by
the switch (on the invisible platform) and shoot it to make a pathway to the
theater appear. Once you do that the rest is easy.



==============================================================================
Chores Unending
====================================================================[AMR07]===



Inside the theater head down the central stairs to meet the carpenter. This
will initiate a scene. After the scene, be sure to grab the .: BOTTLE 9/16 :.
from the floor. Exit the middle area, as the right hand area will now be open.
Go down the right hallway for the shells and the KEYHOLE for a .: MEMORY 9/15
:..

Go back and straight this time. Cheshire will stop himself from saying 'ass'
(what, this game is 'M' right?), and then you'll drop into a new area. Here
you will meet a new enemy: the CANNON CRAB. The secret to beating this guy is
to REPEL his cannon shot back at him, then go attack him. Do that TWICE and
you'll slice his cannon off. After that, use your HOBBY HORSE on him TWICE IN
A ROW (combo) to knock him on his back. You know what to do from there. After
you kill one they will throw TWO at you. Just keep your cool, repel both shots
and focus on one crab.


Once you've killed both of them a series of swiches will open up. Follow them
upwards on the maui heads until you can enter the shark mouth. In here you
will meet the OCTOPUS, who is apparently Irish. He'll want to play hide and
seek... ok. Head to the left and you can sense an invis. platform with some
teeth on it. You can also shoot a .: PIG SNOUT 10/15 :. from here, revealing
a basket. Go over and grab it.


Ok, I'm UNSURE for now if where he hides is random or not, but here's what I
did. From the basket I headed right, past a series of invis. platforms to a
new area FILLED with bottles. He was INSIDE one of the bottles here, on the
left side area of the place (the camera kind of zooms in when I was near him).
He was in a smaller bottle (you can break the bottles here releasing... um,
liquor I guess).


He'll zoom off to the right. Go follow him. You can use shrink sense to see
an arrow pointing off to the distance. Invis. platforms will be here too. Ride
them up to a wood platform with a pressure switch. Once again you must use a
bomb to hold the plate down and go shoot a switch off to the left. You can
actually shoot if from the invis. platform, so don't jump to the wooden one.

That will open the way on the right. Go over there, but be sure to check for
an invisible platform going up and down to the left that leads to a .: BOTTLE
10/16 :.. Keep going to reach another area FILLED with bottles. Stick to the
left hand wall and you'll see a .: BOTTLE 11/16 :. out in the distance that
you can get to with the help of some invisible platforms.

Go back to solid land and go through the KEYHOLE to the right. Break the
bottles you find and you'll 'find' him a second time. Out in the ocean you
will see some jellyfish platforms. Follow them, jumping over the spikes and
you'll come to another wooden platform with a pressure plate. You know what
to do. Open the path to the right. Once you get over there, check the left
hand side (past the gate) for .: MEMORY 10/15 :..

Down below you will have to fight another ghost pirate. Kick his ass and get
ready for some tedious shooting. Ok, there is a pressure plate to the left and
to the right. Putting a bomb on the left one raises a switch on the RIGHT, and
vice versa. So you must run over to the other side after placing a bomb. The
game DOESN'T help at ALL with it's forced camera angles after raising the
switch either (a poor development decision).

Once you get those two switches turned on (practice makes perfect) you'll have
to jump out to the wooden walkway on the left and put down another bomb. Of
course the switch is facing the entryway, so hurry over there and shoot it.
FYI, just pressing 'R1' starts shooting.


Once that is done a mushroom will pop up, so follow that path and you'll find
more bottles. The octopus is in one of them, so find him and he'll open the
nearby gate saying you won. He'll go on to say he'll deliver the script to the
carpenter. Grab the chests and be on your way.


Now, from where they drop you off, drop off the ledge and break the chests.
There is a .: BOTTLE 12/16 :. behind them. Jump back up to the ledge. There is
a .: PIG SNOUT 11/15 :. off to the right. You can see it by jumping to the
next ledge and looking past the stalk growing on it. Now go to the middle of
the area and talk to the fish. It will ask you to clean it's pipes...



Ok, let's do this. First, there are red, yellow, and blue pipes, so let's do
this in some sort of order, eh?


Yellow Pipes:


Head in and you can hit 'L1' to see a scene of the obstruction: it's ruin
alright. Jump down there and you'll have to battle three snarks and as many
weakling ruin. Not a very hard fight, to be honest. Afterwards you will be
warped out and drums will start playing.



Blue Pipes:


Same as the yellow pipes, head in and look at the blockage. This time though
you will fight a single cannon crab and a TON of weakling ruin. Focus on the
crab as much as you are able and take him out. Use a bomb to help while you
repel his fire. You'll be warped out as trumpets start playing.


Red Pipes:


Not much differnt than the previous pipes, you will face down THREE snarks
here and a MELICIOUS RUIN. Kill off the snarks asap so you can focus on the
ruin properly. Afterwards you will free some trumpets and be warped out.


Afterwards the fish will complain about not having her timing down. You will
now have to play a rather ridiculous mini-game. A bar will move left-to-right
down below and you must press the buttons as you pass them. It's rather easy
given how slow the bar moves; I'm sure you can do this.



Afterwards the door will open up, letting you leave. Past this door and to the
right is a .: MEMORY 11/15 :., but it's in a clam shell! Be careful! Continue
down the path. There is a coral door to the right you should take to get some
teeth from a clam, and ANOTHER one in THAT room on the right that leads to a
rare RADULA ROOM.


THIS RADULA ROOM will have you playing the HMS Gryphon game again, only a
little bit harder. You still have 10 lives though, so this shouldn't be too
much of a challenge. Just be sure to clear a path for yourself and you'll be
awarded a bucket of ROSE PAINT at the end.


After getting your paint, continue onwards. You'll enter another area where
you will have to fight three cannon crabs (only two at a time). Once you kill
them, the oyster performer will come down and say you woke her (him? it?) up
and then leave to the performance. Good! A door will open to let you out of
here as well. Follow the path and you'll see another platforming section needs
to be done.


Follow the path until you get to the SECOND BIT GREEN jellyfish thing. If you
drop off to the left there's some chests. To the right, use your shrink sense
to see some invisible platforms. Follow them and you'll hear a pig sniff. Look
backwards and up to find the .: PIG SNOUT 12/15 :. and get a basket. Continue
past the second big jellyfish to a trampoline one, then to another stable one.
See the violet flower!? Yep, invisible platforms to the left. This leads to a
KEYHOLE and a .: MEMORY 12/15 :.. Go back and take the proper path this time.


This leads to another oyster's bedroom. Here you'll fight some weak ruins and
a single cannon crab. Laughably easy compared to the last fight. Waste them
and the oyster will say they still need the star. YIKES. I guess we're off to
go get her. Her bedroom isn't far away so follow the path. You'll find her
asking you to help put together a poster. We need to find FOUR blocks before
we can do it though.


First, use your shrink mode and enter the KEYHOLE to your right. This leads to
the FIRST piece. The SECOND piece is the obvious one to the left of the
KEYHOLE we just went through. For the THIRD piece, go to the left side of this
room and into the adjacent room. Here you will have to fight three snarks and
a cannon crab (who is shooting from some high groud). Get near the ledge where
the crab is so he can't hit you and kill the snarks. Now you can kill the crab
without worry. This will open up the path to the THIRD PIECE.


For the FOURTH piece, head back out to the main room. To the right of the
oyster is a mushroom trampoline. Use it. Follow this path. Use your shrink
sense to find a path that leads to the upper left out here, where you can
break a coral door and find a .: MEMORY 13/15 :.. Go back and take the
right path now to reach a pressure plate. View the invisible platforms to
see how they go, then put a bomb on the plate. A door on the far side will
open up so make your way over there and collect the piece.



With all four pieces collected you now have to put the poster together. If
you've ever played those sliding puzzles you know how this goes. The missing
piece is in the bottom right. You are given 24 moves to do this in. Here is
what you need to do:


Move 1: Move the TOP MIDDLE piece DOWN.

Move 2: Move the TOP RIGHT piece LEFT.

Move 3: Move the CENTER RIGHT piece UP.

Move 4: Move the CENTER MIDDLE piece RIGHT.

Move 5: Move the BOTTOM CENTER piece UP.

Move 6: Move the BOTTOM RIGHT piece LEFT.


BINGO! Easy as pie! Enter the shark mouth when you are done. You'll now see a
scene with the Carpenter. When you regain control you will fight a Drowned
Sailor, but this guy will actually attack you as well as throw bombs. He's
not invulnerable all the time though, so pepper him and throw in vorpal blade
combo's when you can!


After killing him, explore the left side of the graveyard. Behind one of the
graves is a .: PIG SNOUT 13/15 :. which opens a KEYHOLE that leads to a
.: MEMORY 14/15 :.. A nice haul. The right side of this area has some teeth.
Continue on to fight a ghost pirate, but after the fight another pirate will
beg alice to help his shipmates, opening a door up ahead. Well, its not like
we have any choice here.


Through the door are THREE tombs, but only the one on the RIGHT will be open.
Go in and you'll fight a drowned sailor. This battle isn't much different than
before, but when you kill him his soul will flee. You need to chase it down!

Follow the blue light as you jump along coffins and cement. This part is
pretty straitforward, just bash the chest at the end.


The next tomb is the one on the LEFT. This one also has a drowned sailor, but
he has THREE drifting RUINS with him. Take them out asap as they can be
annoying. Just keep strafing to avoid damage and take them out. Afterwards
you will have to go after THIS would too. THIS section is also pretty straight
forward. Just be sure to stay with the light (the dark water hurts), GRAB THE
.: BOTTLE 13/16 :. from the CLAM on the left as you go on, and when you see
the violet flowers use your SHRINK SENSE to keep going on the invisible
platforms. The usual.


Next we'll take on the last tomb. In this one you will again fight a drowned
sailor, but he has CONSTANTLY RESPAWNING creeper ruins. It's best to just
throw out a bomb and let whoever attacks it attack it while you strafe and
focus on the sailor. Once you take him out you'll have a heck of a platforming
section to tackle. It's fairly easy at first, leading through some clams and
over to a platform. Throw a bomb on the plate here to use the four vents
without dying. From there, use your shrink sense often to follow the path.
There IS a .: BOTTLE 14/16 :. up ahead (on the right-hand side) that you can
nab. From there, float to a trampoline mushroom and then to a vent, landing on
the platform where the chest is.



The sailors will thank you afterwards and open the other gate for you (the
one we REALLY needed). Head through the other gate, but use your sense to find
a KEYHOLE to the left. This leads to a series of invisible platform jumps but
culminates with a .: MEMORY 15/15 :. at the end. All the memories. Nice. You
can also easily jump to the path below from here.


Follow the path. There is a coral door to the right with teeth inside, and
a trampoline at the end that will load a new area. This area is another slide,
and like the recent slides will have multiple paths and teeth to gather. Ride
it to the end where you are dumped in an arena with a new enemy... the BIGGEST
yet... the COLOSSUS RUIN!


This bad boy easily has half a dozen faces on his body... he'll try to charge
at you and will send out several packets of explosions. As you hurt him though
a face will disappear. All I did was kept a column between me and him while he
was trying to charge, and peppered the HELL out of him. Peppering alone will
actually kill this guy if you can keep a column between the two of you. If you
don't want to be a punk like me, just continuously dodge him and attack when
he is done charging.


Break the barrier afterwards. You can see a grisley scene here, but focus!
Use your sense to find a KEYHOLE on the RIGHT HAND WALL. This leads to the
levels last RADULA ROOM, and it's a doozy. Here you must KILL or BE KILLED.

The first wave will be TWO EYEPOTS and a MALICIOUS RUIN. Focus on the EYEPOTS
first. Since this 'arena' has a lot of holes, you can lure them over to you
and divide and conquer. Beware of each of their long range attacks though.
After that, you'll then have to kill THREE EYEPOTS and a MALICIOUS RUIN.
SHEESH! This is tough, I won't lie, but focus on luring away the pots and
killing them and you'll be ok. Afterwards, you'll get some rose paint, and if
that is your fourth one you'll have a NEW ROSE on your life bar.


Afterwards return to the main area. Use your sense yet again and look down
the doorway on the left (not the one you went into, the OTHER one). There is
a .: PIG SNOUT 14/15 :. floating around here you can shoot (for some reason
it is invisible). That will spawn a mushroom to your right where you can find
a .: BOTTLE 15/16 :.. Sweet. Head down into the carnage now. There's nothing
you can do about the poor fish that are still alive. The path is very linear
from here on in, so head into the theater to see several scenes, all of which
will end this chapter.





.:| CHAPTER 3! |:.



==============================================================================
Prologue
==============================================================================


You'll be back in the real world now, saved by the fire and with nanny. She
will tell you that she'll take you to Radcliffe as Alice insists on asking
about the fire.


Like the previous 'pre-wonderland' stints, this section is entirely linear.
Explore the streets and you'll come to Radcliffe's place soon enough. You
will find the man in his house and set off a cut-scene. After the cut-scene
the path is once again very much linear, so keep heading down it until you
come into wonderland once more.




==============================================================================
Vale of Doom
====================================================================[AMR08]===


After the scene you will be attacked right away! A malicious ruin will attack
with sevearl weaker ruins coming in from the sides. After dispatching them, go
break the nearby shiny rock to discover a hookah you can interact with. This
will make some ledges come down, so use it to get to a platform on the left.
A few slithering ruin will attack here. There is a vent to the right you can
use, but be sure to do a 180 and collect the .: BOTTLE 1/18 :..

Continue on the path to the next big platform and hookah. Now use the vent and
moving pillar to get to the ledge on the left for another .: BOTTLE 2/18 :..
You can jump down to a ledge on the right and use the vent past there to
continue. Jump down to the open area and go explore the left room for yet
another .: BOTTLE 3/18 :.. Finally, go out into the middle of the area to
claim another weapon: the TEAPOT CANNON.


This bad boy is another ranged weapon that acts a lot like the EYEPOT tea
attack. You can use it to destroy weak walls and the longer you hold the
attack button, the bigger the splash radius is. Once you get the weapon you
will get to try it out against a malicious ruin and some weak ruin. Once you
kill THOSE, a GIANT RUIN will come out. Keep your distance between the two
of you so he can't grab you, and switch between peppering him and scalding
him. A fully-powered teapot shot can stop him dead when he's in his 'train'
phase, letting you get in a lot of vorpal blade hits.


Afterwards, break down the wall with the cannon to continue. There are lots
of things to break in this next area, but keep your eye open on the lefthand
path for a .: MEMORY 1/19 :. behind a big slime wall (it's a ways down the
path guys. You have to cannon the slime than crush it with the horse). Further
on you will have to smoke another hookah and then you can explore the upper
ledges thanks to a vent. Get to the ledge above the hookah and look off to the
right to find a .: PIG SNOUT 1/11:.. Shooting it will make the gear below
rise up and down, so you can get up where the snout was. Here you will find
a KEYHOLE leading to a side area. Use your shrink sense here to make your way
to a RADULA ROOM.


In the room you will be quizzed by Cheshire:


"We welcome the arrival of a phantom at sunset, only to rue its departure at
sunrise. What is it?"

- Night Phlox.
- Dreams.
- Hope.
- May flies.


Choose 'Dreams' to win a bottle of rose paint.

Feel free to continue on the upper path once you win that rose paint. You'll
have to smoke another hookah up ahead and take out a couple of floating ruin.
Be sure to find the drop-down on the right of that first floating platform
you are on for a .: BOTTLE 4/18 :.. You can also jump over to the ledge on
the left and use the vent here to make your way to another .: BOTTLE 5/18 :.
Man, they are really giving those things to us.

Go back to the floating ruin platform and use the cannon to shoot down the
wall straight ahead (like the game will tell you to do). Jump on the rock to
ride over there. An eyepot and some madcaps will be waiting for you. On the
next platform is some ruin, but you can take them out from range if you
wanted to (you wuss!). Follow the path as it makes it's way to a broken down
train platform and beyond that to a boxcar. You'll fight some more madcaps
and some floating ruin.


After the fight, jump to the upper ledge on the left (the palm) to make your
way to some boxes and teeth. There is also a SWITCH in the distance, so shoot
it to turn on some vents straight ahead. You can use these to get to the far
ledge and the .: MEMORY 2/19 :. over there. You can head back now and use the
path you were SUPPOSED to take to get to the open area (which involves a lot
of invisible platforms).


Over on the open area, you'll fight some weak ruin, some drifter ruins, and oh
yeah, a COLUSSUS! Use the pillars to keep him away if you must and use the tea
cannon to really punish him. Head onwards now and smoke another hookah. This
will bring up a platform, so use it to get to the second vent. Now you can go
left or right. Right continues on but we want to go left. There are invisible
platforms here you can use to get some teeth, and then to the right you can
destoy the wall in the distance. This leads to a .: MEMORY 3/19 :.. Beyond
that is a keyhole that houses some enemies and teeth, so go wild.

Go back and take the right path now. This will lead to a scene, where the
caterpillar will take you to a new area entirely.



==============================================================================
Murals Pt. 1
====================================================================[AMR09]===


This area has an obvious Japanese-themed setting. You'll also see this area
is called the 'Mysterious East', but I named this chapter and the ones after
it after the murals we'll be playing in due to how utterly large the
'Mysterious East' is!



You'll see small platforms moving around bigger ones. Explore the ledge in
front of you for teeth and head right past the bridge. You'll come to a fish
with a chain you can pull, and beyond that is a .: BOTTLE 6/18 :.. Pull the
chain. Use the platforms and vent to get higher. In front of you on an island
is another .: BOTTLE 7/18 :. that you can get to using some more moving
tiles. Head back and you'll see a mushroom pop up. Jump forward to the next
island with the boxes and get the teeth, but do a 180 and check out left side
of the left column. You can JUST make out a .: PIG SNOUT 2/11:. here, which
makes a pathway behind you when you shoot it.


Go up there to find a .: MEMORY 4/19 :.. Head out and continue onwards to the
big area on the left. Don't go to far into it though: head to the right and
stand near the water by the fish on the line. Some tiles will pop up leading
you to a KEYHOLE with a .: MEMORY 5/19 :. in it.

Head up the path and it'll lead to some mandatory invisible paths you must
follow. Go down them, use the vent, and go down another invisible path to a
village looking place. Break down the obvious weak wall on the right for a
.: MEMORY 6/19 :.. Keep heading further into the village to encouter your
first enemy in this area: the SAMURAI WASP. Three of them will attack here,
so pepper them. You'll soon see their mask breaks when they are being damaged.
The hobby horse is great here as the wasps like to block. They are also
somewhat proficient at dodging. Not too hard to be honest.

Keep going and you'll have to drop down to a platform in a hole. There is a
breakable wall to the left you can break with a chain inside. Pull this to
continue to the next village area, where three more wasps await you. Gather
the teeth in this village and continue down the stairs. There are invisible
platforms here but before taking them use your shrink sense to find the
KEYHOLE on the right with a .: MEMORY 7/19 :..

Take the platforms now but watch out for the walls as they spit fire out at
you (just time your jumps). Up ahead you'll fight a couple of wasps and then
be introduced to a new enemy: the Daimyo Wasp. This guy is stronger than the
samurai's (he's a daimyo!). He likes to twirl his spear and charge at you. He
also likes to plant his spear in the ground, making it send a shockwave
towards you. An effective way I've found to kill him is wait until he plants
his spear and THEN shoot him with a cannon shot (he blocks ranged if he's not
attacking). THAT will stun him, letting you attack him however you want. His
armor will come off in shards as you defeat him.


Continue onwards up to the building once you are done. There will be LIVING
insects here! Amazing! To the left of the entrance is some boxes and a
breakable wall. Past that is a switch. Throw a rabbit on there and go stand
on the wall behind you, which leads to a .: MEMORY 8/19 :.. Explore the other
side for teeth. Go past the central statue and take a right down the stairs.
Our here is an invisible .: PIG SNOUT 3/11 :., which rewards you with a
.: BOTTLE 8/18 :.. Nice! Go back and continue on to meet the elder, who gives
you another one of those sliding piece puzzles.


Ok, we have collect the pieces. The first one is to your left out in the open.
Now go up the ramp by it and shrink for the KEYHOLE, which of course leads to
another puzzle piece. The THIRD one is past that incline and to the left,
behind the breakable wall. The FOURTH piece is once again by the ramp. South
of the ramp is a mushroom. Bounce up to the ledge and break the wall you find
there. Kill the samurai wasp and go find the pressure plate on the left. Put
a bomb on it, then go use the right platform to collect the last piece.

Ok, time to put the puzzle right. We have 24 moves again, but we don't need
nearly that many. Here's what you need to do:


Move 1: Move the TOP MIDDLE piece DOWN.

Move 2: Move the TOP RIGHT piece LEFT.

Move 3: Move the CENTER RIGHT piece UP.

Move 4: Move the CENTER MIDDLE piece RIGHT.

Move 5: Move the BOTTOM CENTER piece UP.

Move 6: Move the BOTTOM RIGHT piece LEFT.



[*NOTE: This is EXACTLY the same way that we solved the last puzzle. Why they
made the answer the same is BEYOND me.]


The door onwards will open up. Head down the stairs and look to the left for
a KEYHOLE that leads to a .: MEMORY 9/19 :.. Keep going past some more
floating tiles and you'll soon meet the Elder again, who will send you into
the Sacred Caves. Go forward and interact with the mural to load a new
section.


As you'll see, Alice is now in 2D! Crazy! You can move like normal and even
float and shrink. Gather the peach behind you and move forward. You'll soon
have to use a mushroom to bounce over a house. Keep going past the vent and
to the jump with some trees on each side of a gap. Be careful here as the
right tree will BREAK off. Soon you'll be dodging fire balls (remember you
can shrink to avoid some). Keep going and float over some bamboo spikes.

Further in you will see a bunch of statues chilling over some spikes. These
things will start to drop when you jump on them so quickly jump to the third
one and wait for it to fall a bit before jumping to a forth one. Don't wait
too long as the spikes can get you! This fourth one will RAISE and there are
spikes ABOVE you, so jump to the ground on the right when you can. Another
startue will pound the ground over here so be careful.

Past that mess you can continue up an incline, but be sure to use the incline
(the second one) and jump to a mushroom to the left. This path leads to a
peach. Continue to the right and you'll come across more statues and bamboo
you have to shrink under. Keep going until you go past the cloud. You'll
find a mushroom beyond it, but I want you to keep going to the right to find
another peach up a tree over there.

Go back and use the mushroom. This leads upwards to 4-5 mushrooms in a row.
Be sure to check the left side as you go up, because at like the fifth
mushroom to the left is another peach. Ride the shrooms up until you get to
the leaves. Jump to the swirling leaf on the right and use it to jump to the
branch ever higher (at 12 O'Clock). From there climb higher, but float over to
the branch on the left to find another peach.

Go back and head right. Climb the branches and go pull the fish chain. You'll
just have to go right a little bit more and then you'll be able to exit this
2D affair.



==============================================================================
Murals Pt. 2
====================================================================[AMR10]===


Continue onwards now and to the next open area. You can talk to Cheshire here,
but look off to the left for a .: PIG SNOUT 4/11 :. which leads to a .: MEMORY
10/19 :.. Follow the path across the gorge now. The bridges here will scroll
towards you but watch out for the firey symbols! Those will obviously hurt.
Also don't jump over them, dodge them. Past the first bridge you will meet a
new enemy: the wasp archer. Just use your pepper gun to take them out.


Make your way to the chain on the right. You'll have to cross another bridge
and take out more archers. Keep going and you'll find a large gap you need to
cross at the bottom of some stairs. Too big for a jump. You need to use the
invisible platforms below you to reach a room with a chain, which summons an
air vent. There's also a wasp in here along with a .: BOTTLE 9/18 :..

Head back now and continue onwards. In the next room is an archer and a new
enemy: the samurai ink wasp. This thing is BASICALLY a bolterfly, as the
glowing ink tile summons them non-stop until you kill them. Kill the archer
and use the cannon to destory the ink tile in one blast. Further in is another
tile and a samurai. Keep going past the mushroom to kill some more enemies.
Be sure to check the LEFT area for a RADULA ROOM.


This radula room challenge is to KILL or BE KILLED. It consists of a bunch of
madcaps and bolterfly nests. This one was actually laughably easy. An easy
thing of rose paint for you!


Heac back not and use the mushroom to jump to the higher ledge where you can
find a pressure plate. Put a bomb on it and procede through the spinning

doorway. This leads to a warp mushroom which takes us to... a slide! You know
the drill: gather as MANY teeth as you can and avoid the lava looking things.
At the end you will have to do some LONG FLOATING, so be sure to milk it. Once
you land you can look off to the right for a .: PIG SNOUT 5/11 :. in the
distance that you can shoot.


Head down this path now using the plates to open the drawers. You'll traverse
the wooden bridges fighting samurai wasps (hobby horse). Be sure to check out
the right path for the basket you unlocked earlier. Up ahead is a big circular
area that you'll fight a DAIMYO on, but be sure to take out the archers and
the ink wasp tablet first. After that use the nearby pressure plate to get up
to the chain.

That will open the path further down. Be sure to check out the left ledge with
a 'hidden' KEYHOLE for a .: MEMORY 11/19 :.. Further on you will use some
invisible platforms to get to a pressure plate that release a mushroom you can
get to another chain with. Follow the path to the split and go right for a
.: MEMORY 12/19 :.. Head onwards to reach the door for a scene.

After the scene you'll come across some samurai terrorizing the insects.
Battle them, and after defeating them you'll have to play the ridiculous music
mini-game again. The door ahead will open after that. Go about halfway up the
stairs and check to the right for a breakable wall that houses a .: MEMORY
14/19 :..

[*Note: I did a double-take here, and counted my memories! That last one was
indeed number 14. It seems the game counts the last scene as a memory
making the house scene .: MEMORY 13/19 :..]


Move onwards to an area absolutely FILLED with ink wasps... seriously there is
like 6 ink wasp nests here. AND you have a DAIMYO to fight. I like to run
around and kill all the ink tiles first, then fight the daimyo one on one.
Afterwards a spinning door will open, so go through it. Immediatly after
exiting it check to the right for a .: BOTTLE 10/18 :.. Head onwards to warp
to a new area.


You will now have another slide to go down, so as usual collect as many teeth
as you can. At the end you will have a mushroom to jump to solid ground. Up
here you have some slithering ruin and weak ruins to kill. Doing that will
make a pressure plate in the back accessible. You must put a bomb on the plate
(behind the rock) and use it to jump to the chain. This will make more columns
appear, but you'll probably run out of time and need to put a bomb on the
pressure plate again. Once you get up to the higher area you will kill two
more weak ruin. Check the right path for teeth and head into the cave. Here
go through the right KEYHOLE for a .: BOTTLE 11/18 :..


Continue on and you'll fight some slithering ruin and floating ruins. There is
a big pit of tar here. Use the invisible platform to get to the ledge with the
pressure plate (which you can use once you kill everything). There is also a
KEYHOLE to the left that leads to a .: BOTTLE 12/18 :.. Now use the plate to
raise platforms that lead to a chain. This raised platforms that lead to a
wood structure. Break the wall to the left to get another plate that gets you
out of this area.


Further ahead is a fight with two samurai wasps. Check the left side of this
area for a KEYHOLE that leads to a .: BOTTLE 13/18 :.. Now head into the
building. The game will load and you'll be in a cave. Talk to the Elder and
drop down and defeat the two weak ruin and the malicious ruin. Afterwards you
can break the corruption on the right and free the ants. Be sure to grab the
teeth inside the room. The insects will make a trampoline appear. Use it to
get to a higher ledge. Shoot the .: PIG SNOUT 6/11 :. for a teeth basket.

Use the nearby mushroom to get even higher. Up here you have to use tiles to
get to a chain in the distance, which isn't hard in itself, but floating ruin
will constantly spawn. It's best just to ignore them and go activate the chain
since they don't stop coming. With the chain active, you can use the vents
near the start to continue. Be sure to notice the KEYHOLE to the right of the
third vent as a .: MEMORY 15/19 :. is nearby. Keep heading upwards from there.
The path is pretty linear, just break weak walls and corruption while jumping
on mushroom. Soon you'll come to a blue mushroom and a new area.


Here the ants will be praying. Cheshire will make a few comments here too if
you let him. As you continue you'll notice that the fans will become your
platforms. Be sure to look off to the RIGHT and you'll see a .: PIG SNOUT
7/11 :. that you can shoot, even from the FIRST FAN! Jump to the THIRD fan
and use your shrink sense. There are INVISIBLE platforms to the right, but
they are (*drumroll) PURPLE! What the heck!? These can be hard to see, but
they are there. This path will lead you to a platform moving up and down,
leading to a fan with a .: MEMORY 16/19 :. on it.


Follow the fan path to solid ground. Once you touch down, check out the path
on the right to find a KEYHOLE leading to a .: BOTTLE 14/18 :.. The incline
leads to some teeth and back to where you were. Head down the path and you'll
come to a cave.


In here, float across the LONG gap to get a quick panoramic of the place. The
lions in here do a 360 while spitting fire that WILL kill you, even if you
try to jump it or shrink. You're safe from the start, so run to the left when
the fire passes. On this path another lion attached to the wall will shoot
out fire every now and again. Time that too and break the wall in front of
you. Pull the chain inside to see your destination. Exit that small room, but
before heading left go straight into the KEYHOLE ahead. There is a RADULA ROOM
back here!


This radula room will be all about SURVIVAL. It will be filles with cannon
crabs and madcap, all of which re-spawn. After a certain amount of time has
passed you will win some more rose paint! Once you are done with the room,
follow the path to the right for a .: MEMORY 17/19 :..

[*Note: Alternately you could have just jumped on the first lions head to get
to the memory and radula room.]


Make your way through the KEYHOLE that has the statue pounding near it. It's
pretty obvious to use good timing here. The other end has another statue too.
Past that is a room where a door will shut on you. Two samurai wasps will
attack you with an archer. This is a SMALL platform you're on, but you should
have time to pepper the archer to death and than BLOCK the samurai. Use the
hobby horse from there.

Keep going up the stairs to the next room. Break the wall to get to another
room with a lion. Here you want to run counter-clockwise with the lions flame
to get past it to another breakable wall. Grab the .: BOTTLE 15/18 :. to the
right and pull the chain. This raises three columns outside that lead up to
a ledge.


The trick here is that columns 1 & 3 raise together while 2 lowers (and vice
versa). HOWEVER, whenever a column raises up to its peak, the nearby lion
breathes fire on it! Yikes! YOU want to go RIGHT AFTER the first lion is DONE
breathing fire. You'll jump on column one, hit column two as it is going up,
and then jump on column three as it is going down. NOW just get to the ledge
one it raises. Throw a bomb on the pressure plate you find and make your way
through the far end door! This leads to another one of those 2-D murals.


This mural will start by telling you how the poor ants suffer. Move up and
pull the chain. As you go right you'll have to dodge archer ants. Past that is
a ledge that you can float off of to a mushroom. Be careful of the lions!
Their eyes light up before firing! Keep going until you have to pull another
chain to move a lion. This drop is tricky! Be sure to FLOAT downwards as
sharpened bamboo is waiting for you. Go RIGHT, the LEFT, then to the CENTER,
then to the RIGHT.

Continue onwards! Once you get up the mushroom jumps and decide to head right
(remember to explore, for example to the left is a peach), the path leading to
the cliff will start to fall down (be quick!). Past that you need to use the
rooftops as platforms and time your jumps with the archer's arrows. The exit
is shortly after the house section.



==============================================================================
Murals Pt. 3
====================================================================[AMR11]===


With that the 'real' world path will be open. Go down it to fight TWO weak
ruins and TWO malicious ruins all at the same time. Obviously focus on
killing the two weaklings and then one malicious ruin. The bunny will help
here. After that continue on and you'll see the ants need you to do yet
another 'sliding puzzle'. We'll need to gather pieces, though.


To get the FIRST piece, go into the hole on the right. This drops you down
into a room with a TON of slithering ruin. Take them all out to be able to
break the door and grab the piece. To get the SECOND piece follow this path
past the vent to a room with some invisible platforms and a pressure plate.
Throw a rabbit on the plate and use the platforms to get up there. Return to
the main area now.

Let's get the THIRD one now. From the puzzle head left. Go to the right when
the path splits and a mushroom will bounce you up to a ledge with a KEYHOLE.
Follow the keyhole but go RIGHT when it splits to get to a room with a
.: BOTTLE 16/18 :. in it. Now take the left path. In this room the right
side will have a mushroom. Bounce up it and to a 180 to see a pressure plate.
Put a rabbit on the pressure plate to reveal the box. Go grab it and get back
outside once you do.

Now for the FOURTH one. Go down the left path now and it will be up on a
pillar. There are invisible platforms surrounding the pillar. Sense them and
go get the cube. Once you grab it you will be taken to the puzzle.


Ok, time to put the puzzle right. We have 24 moves again, but we don't need
nearly that many. Here's what you need to do:


Move 1: Move the TOP MIDDLE piece DOWN.

Move 2: Move the TOP RIGHT piece LEFT.

Move 3: Move the CENTER RIGHT piece UP.

Move 4: Move the CENTER MIDDLE piece RIGHT.

Move 5: Move the BOTTOM CENTER piece UP.

Move 6: Move the BOTTOM RIGHT piece LEFT.



[*NOTE: This is EXACTLY the same way that we solved the last puzzle. Why they
made the answer the same is BEYOND me. For those keeping count, that
is the THIRD TIME they have done that!]


The gate onwards will open. You'll get a panoramic of the upcoming area. Go
down the path jumping from cage to cage but beware of the archers. On the
second ledge, check the left wall for a .: PIG SNOUT 8/11 :., which opens up
a path on the left for a .: MEMORY 18/19 :.. Head back to the first ledge now
and use the teetering cages to continue on further upwards. You'll fight some
samurai wasps up ahead, but only two of them. Defeating them opens up a nearby
door.


Go through the door to talk to an ant and fight a COLOSSUS. This big guy is
accompanied by TWO samurai wasps and TWO ink wasp tablets. I like to get my
cannon and destroy the two ink-was tablets (to the left up above you and
in front of your to the right up above you), and then focus on dodging the
colossus and killing the samurai to make it a one on one fight. From there
it's easy to use the colossus killing strategy (Cannon shots) to win.


Afterwards the ruin blocking the frog's gong is gone. Here you need to
explore the left side of the wall in the back for a KEYHOLE. Go through it
and nab the .: BOTTLE 17/18 :. then jump on the mushroom and pull the chain.
This will make the frog VOMIT up a HUGE ball, opening the path up ahead.

Follow the new path and break the first left hand breakable wall. Use the
vent and follow the KEYHOLE to the last .: BOTTLE 18/18 :.. Nice. Go break
the other wall now. Be sure to note the teeth on the RIGHT as there is a
KEYHOLE by them. Follow the keyhole to a room with a wall you can break that
reveals the last RADULA ROOM.

This radula room puts you back in 2-D land. It's a pretty linear path, just
be careful of the bamboo spikes and further past the mushrooms are some lions
shooting fire. Once you reach the exit you will have earned another jar of
rose paint, and another rose to boot!


Go the right way now and you'll fight some samurai and archers. Break the
floor to continue and keep breaking floors until you reach a new open area.
Cheshire will have a comment if you'll listen. The tiles here will sink ALL
the way into the wall, so be quick about getting to the cage. Keep going past
the vents and you'll soon see a .: PIG SNOUT 9/11 :. up ahead. It will raise
some nearby platforms. Get ready for a fight when you jump down to the
circular area.

Here FOUR archers will fly up (surrounding you) while a DAIMYO walks down the
stairs. Take out the archers with pepper while the DAIMYO tries to attack
(strafe), and another archer and some samurai wasps will appear. Use a bomb
and cannon shots to distract the daimyo and samurai while you kill the last
archer. Then you can focus on the samurai with hobby horse combos so you can
face the daimyo in peace. Be sure to cannon him when he charges up something
in mid-air!


After that you can explore the area the pig snout opened up. Get up there and
you will find the last .: MEMORY 19/19 :. of the chapter and plenty of teeth.
Head back and go up the stairs to drop down into another mural area. You know
what that means...


In this mural the narrator will paint Alice as a hero. Head to the right and
use the mushroom to get higher and pull a chain. Keep on going. You can
collect extra teeth to the left of the big branch drop. Hit the next chain to
make a vent appear. Past that you have an area you must shrink to continue.
Be FAST here as the bamboo ceiling drops!

Past that you will ride a cloud. Watch your positioning and jump over the
bamboo. You'll have to shrink to fit through one point. Past that is a
second cloud. SHRINK from the get-go here. Further on you have to ride clouds
while lions shoot fire. It isn't too hard to avoid though. Hit the chain to
make more vents appear. Note that there is a lower area to the left once you
reach the house. Past that you'll ride a cloud upwards, but your jump will
be almost taken away (it's weird...). Lions will be on either side of the
ascent, so you need to run left or right accordingly (if the lion is shooting
fire on the RIGHT, run to the LEFT). The exit is right after that part.


Once again the path will be open to you. Continue on past the bridge and up
to the open area. See the LEFT statue? Go behind it and use 'shrink sense' to
see a decal of 'Spicy Horse' (this game's development studio). This will net
you the "Eyes on the Size" trophy. Head up the stairs to view a scene.

Once you have control you can slowly walk up the ramp while Alice and the
caterpillar talk. He will insist Alice can save her sanity by saving
wonderland, which is kind-of what we've been trying to do this whole time.
Walk to the end of the incline to see another scene and end this chapter.




[Wow, I missed TWO pig snouts!? How the heck did that happen? Well, as usual
let me know if YOU'VE found them and where they were! Thanks guys!]




.:| CHAPTER 4! |:.



==============================================================================
Prologue
==============================================================================


Well, you're in jail. Don't be too surprised, nutjob. The police will let you
go though, so head out of the building. Alice will react to freedom horribly
though. This next area just go straight ahead and you'll come to another
scene soon enough.






==============================================================================
Cardbridge
====================================================================[AMR12]===



Go forwards and the path will reveal itself (the cards fly in automatically).
Use the vent to get higher, then use you shrink sense. There is an invisible
.: PIG SNOUT 1/11 :. up ahead! Shooting it will make some cards appear in the
distance, leading to a .: MEMORY 1/17 :.. Keep going down the path. When you
get to the '2' card that is moving back and forth use your shrink sense to see
an invisible path straight ahead (the game wants you to go left). You can get
quite a few teeth out here along with a .: BOTTLE 1/18 :..

Head back and keep going down the cards. Once you get past the slide with the
trampoline use your sense to find a .: PIG SNOUT 2/11 :. in the distance that
leads to some teeth. Go into the castle after that.


In here, gather teeth and move through the doorway. Now go down the small path
to the left. You'll find teeth and a .: BOTTLE 2/18 :. down here, but you can
also go into the small gap at the end for a .: MEMORY 2/17 :.. Go back to the
start. The right path has teeth. Ok, now we have to get a little tricky. Up
ahead to the LEFT and RIGHT and pressure plates. Then there is an invisible
platform between this castle and the one up ahead. The LEFT pressure plate
LOWERS the invisible platform so you can GET on it, while the RIGHT pressure
plate opens the door to the second castle. What you need to do is put a BOMB
on the LEFT plate, then go and step on the RIGHT plate. The door in the
distance will open (and start to slowly shut). Now quickly go through the
middle door, get on the platform, explode the bomb, and go jump to the next
castle. Be sure to SHRINK so you can fit under the closing door. If you mess
up there is an invisible platform to your right you can use to try again.


Keep going down the path past the trampoline to the next stack of cards.
Here go right to a vent, leading up to a pressure plate. In the distance are
some cards on the right and left. DON'T try to jump to the ones on the right
(you will die). As you can see, the plate opens up a platform to the left, and
there is an invisible path that way too. Put a bomb on the plate and follow
the invisible path to the far platform. Get to the section that DOESN'T
disappear with the plate! Up ahead and to the left is an invisible .: PIG
SNOUT 3/11 :. which opens the path forward to a .: BOTTLE 3/18 :..

Now go and put a bomb on the next pressure plate. This opens up a path
straight ahead, so go float over there. Don't dilly-dally though: keep going
as the cards take you down to another trampoline. There will be another
castle ahead. It looks like a LONG float over there, but just for it as some
cards will make you a platform when you get near. A blue mushroom will warp
you to a new area here.



==============================================================================
Queensland
====================================================================[AMR13]===


You will have a new dress now. Neat. Up ahead is a slide, which of course
means dodging slime and collecting teeth. Be sure to take the LEFT path when
the slide starts to split for a .: BOTTLE 4/18 :.. Gather up all the teeth
below (jackpot) and keep going down the slide. It will drop you off on a
broken bridge. Move forwards for a scene.

Jump to the next piece of bridge. To the left is a lower area that you can
jump down to (as opposed to the next bridge ahead). Do so. Go past the moving
platforms to the vents. On the third vent do a 180 and jump to that broken
piece of bridge for a .: BOTTLE 5/18 :.. Jump over to the ground now to fight
three weak ruin. Use the mushroom after that and jump to the small platform
ahead. Now, look to the LEFT to shoot a .: PIG SNOUT 4/11 :. which opens a
path to the .: MEMORY 3/17 :.. Keep going to the heart gate, but BEFORE you
go in, break the wall to the right to find a mushroom leading to a RADULA
ROOM!


In this room, Cheshire will ask you a question:


"What comes next in the sequence: 1 3 4 7 11?"

- 18.
- 21.
- 13.
- 17.


The answer of course is 18. (1+3 = 4, 3+4 = 7, etc). Choose it to win a bottle
of rose paint.


OK, now head through the heart door. It will close off of course, and you'll
meet a new enemy: the CARD GUARD. These things aren't very threatening, but
they DO attack in number. They can also get back up after being knocked down.
I like to use the hobby horse combo, but really anything works. After the
fight, go explore the right path. Some invisible platforms will lead you to
teeth. When you get to the ledge past that, shoot the .: PIG SNOUT 5/11 :.
to the right. This leads to a room with teeth.


Head back now and go up the incline to talk to the statue. After the talk,
brutally murder the poor thing and go inside. To the left is a breakable wall
which houses a .: MEMORY 4/17 :.. Go further inside and you'll get a quick
panoramic of the place. Go up to the queen's picture as there is a .: MEMORY
5/17 :. on the left nearby. Now go put a rabbit on the pressure plate leading
off to the right. Jump past the platforms and go through the club door. Do a
180 and shoot the .: PIG SNOUT 5/11 :. that you find. This opens up the wall
back where you came from. Follow that and the KEYHOLE there to another
.: MEMORY 6/17 :..

Go back through the club door and bomb the two pieces of the floor that are
obviously weak. The far one has a .: BOTTLE 6/18 :. Go down the other hole to
find a chain that opens up the LEFT path past the picture. There's also some
teeth behind a breakable wall. Go back now and take that path. BEFORE dropping
down to the left, break the wall to the upper left with the cannon to find a
.: BOTTLE 7/18 :. Keep going to enter a room with some more card enemies, but
after finishing them off you'll meet a monster of an enemy: the EXECUTIONER!!!

This guy CANNOT be hurt, so don't even try! Just flee out of the nearby door
to escape him... for now. The peace won't last long though: just try and go
down the corridor. The executioner will break down the door and chase you.
The trick here is to DASH quickly towards the screen (stupid fixed camera)
and you will see a keyhole to the right. Quickly shrink and go into it. This
MAY take you a couple tries.


Once you're into the next room, explore the left side to find a breakable
piece of the floor with a .: MEMORY 7/17 :. in it. Go follow the right path
now and you'll end up outside. Drop to the right ledge to find a chain, which
lets you get higher and fight a bunch of cards and weak ruin. Once you kill
them all the executioner will appear out of nowhere and create a portal under
you, sending you down into the castle again.




==============================================================================
Tormented
====================================================================[AMR14]===


Grab the .: BOTTLE 8/18 :. from behind you. As you move forward the exectioner
will chase you again! Just keep dashing and soon you'll get to some stairs
where we will stop. Go up them to have a gate fall down. You'll now have to
fight some ruin and cards... after a certain amount of time, the executioner
will open the gate and join in the fight! Once you kill everything that you
CAN kill, the pathway onwards will open! Use the vent to get to a new area
and to leave the executioner behind.

You'll have a gate close behind you. The platforms in front of you go up and
down like a scale. Put a bomb on the first one, jump to the right, and then
onwards. Get to the second brick platform and look to the right. An invisible
platform move back and forth here. Ride it to the far ledge and look to the
LEFT for a .: PIG SNOUT 7/11 :., which places a basket down for you.

Go grab it than put a bomb on the southern plate of the next "scale platforms"
to get higher. A card is up here that you can kill. Go past that to another
scale. Put a bomb on the left one so you can get higher with the right one
so you can use the lever.

In this next room you will encouter your first CHESS PUZZLE. The rules are
fairly simple: there are two pawns. You control one of them (the alice one).
The other pawn will MIRROR your moves. You have to get BOTH pawns to the
goal at the same time (within the amount of moves they give you).

Here's what you do on this puzzle:


PUZZLE 1:


Move 1: Move FORWARDS.

Move 2: Move LEFT.

Move 3: Move FORWARDS.

Move 4: Move FORWARDS.


[*NOTE: This gets you the "Grandmaster" trophy!]


PUZZLE 2:


Move 1: Move FORWARDS.

Move 2: Move FORWARDS.

Move 3: Move LEFT.

Move 4: Move FORWARDS.


After that a door will open up in the distance. Go towards it to enter a new
area. Here a gate will slam shut behind you. Go inwards a little bit and look
up to the left for a .: PIG SNOUT 8/11 :.. This leads into a room with some
teeth and a .: MEMORY 8/17 :.. Go up the stairs and to the hallway to meet up
with the executioner again... did you miss him? Quickly dash towards the
camera and you'll get to a small slide, seperating the two of you. Down here
use your shrink to see a KEYHOLE. Go through it and bomb the floor. This leads
down to a .: MEMORY 9/17 :. and plenty of teeth. Oh, and !_RAZ_! from the game
PSYCHONAUTS is chilling down here too!


Say goodbye to RAZ and head back up to the hallway. Keep going and there is a
breakable wall to the right with a .: BOTTLE 9/18 :. in it. Go through the
breakable wall straight ahead to continue. Up ahead you'll meet a new enemy:
THE ARMORED CARD GUARD. This guy is a LOT like the SHIELDED version of the
MAPCAP: He swings his weapon at you and it gets stuck in the ground. He then
has a weak spot on his back you can hurt. BE CAREFUL! As you hurt his back he
will often get his weapon unstuck and swing it at you again!

After you kill the first one, a second one will spawn, accompanied by three
regular cards. After you kill them all, the path onwards will open up for you.
Go on to see a panoramic of the upcoming area and hear the queen ramble in the
background.

OK, we got more scales to play with. This first set is SPADES. Put a bomb on
the left spade and get on the right spade. Do a 180 to see a .: PIG SNOUT
9/11 :. in the distance. Shoot it to open up a pathway. Now put a bomb on
the RIGHT spade and ride the left spade up to a .: BOTTLE 10/18 :.. Thank god
for those mushrooms inbetween the scales!

Now let's go to that space we opened up. Put a bomb on the left spade and get
to the right spade. Up here is some teeth and a KEYHOLE, which leads to a
.: MEMORY 10/17 :.. You'll need to go put a bomb on the left spade again to
get to the ledge. Now get your teapot out and break the weak RIGHT wall up
ahead. This will let you nab a .: BOTTLE 11/18 :.. Now put a bomb on the
DIAMOND scale closest to the broken wall so you can use them to get to the
platform up ahead.

Here you can find the CLUB platforms. Put a bomb on the closest one and use
them to get to the BIG platform above. Here you will fight a couple weak
cards, an armored card, and two drifting ruin. A fun fight, but not very hard.
(You can alternately put a bomb on the farthest club scale and kill the two
weak cards from afar).

Once they are dead, you can float over to a higher platform to find a lever
you can pull. It will open the doors to the left, but BEFORE you go through
them, go back to the fighting platform. Use the newly spawned vents here to
reach a RADULA ROOM!


In THIS room you must KILL or BE KILLED! Two samurai wasps will spawn with
an eyepot. There will also be FOUR archer wasps spawned at each corner of the
area. You can either run around to all the corners and kill the archers or
move to a single corner, kill the archer, then focus on the samurai wasps (use
the hobby horse combo!). Once you get rid of the wasps the eyepot is easy.
Your reward, as usual, is some rose paint!


Feel free to continue on now. Up ahead is a mushroom you can use to get to
the room beyond. In here you will have a battle royale with regular cards,
armored cards, and the executioner! In the back there is a ledge that drops
and seperates the floor levels. You can use that to make ALL the cards stop
chasing you, despite how easy it is to jump up and down for you!

Once you kill everyone but the executioner, he will once again summon a hole
underneath you and you'll drop into a new area.



==============================================================================
Tormentor
====================================================================[AMR15]===


In this new area, go grab the .: BOTTLE 12/18 :. right behind you. Go
forwards and you'll see a pressure plate on the right. Go throw a bomb on it
and you'll see a switch pop up to the left. Go shoot it to open the path. In
the next room, cannon the far upper wall and go stand on the pressure plate to
drop another switch. Shoot this to open that path again.

Continue on to fight some weak RED ruin. After that you have a choice: go left
or right. Go right first. Jump down to the lower right platform with the
violet flower. Shrink to see the platform raising and lowering. Use the vent
to time the jump. Past that are four more invisible platforms that lead to a
.: MEMORY 11/17 :.. Go back now and take the left path.

Here use the vent and mushrooms to carry on. On the THIRD mushroom make sure
to land on the higher ledge on the left, as there is a .: BOTTLE 13/18 :. on a
ledge further in. Drop down now and go through the KEYHOLE. There will be a
path to the LEFT as you're in the keyhole, so take it to reach a .: MEMORY
12/17 :..


This next area is FULL of invisible platforms. Head off to the left first to
make your way to a chain. This will pop up a set of scales. From the first
scale, the path leads clockwise around the column. You need to put a bomb on
the first scale and make your way around the invisible path (go explore it
first if you want to get an idea/make it easier).

Now you can use MORE invisible platforms to get to the next set of scales.
Go explore the right area (teeth are calling). The upper area over here is
the way onwards. Throw a bomb on this far scale and run back to the first one.
You can reach an upper column with a .: BOTTLE 14/18 :. on it. Now put a bomb
on the first one to continue.


Head in and gather up some teeth. Ahead there is a pressure plate in front of
you and a path to the left and right. Go put a bomb on the pressure plate and
you'll see the switch appear to the right. You'll have to take that right path
now (with invisible platforms) and break the wall to the left with the cannon.
After that you can jump over there and shoot the switch. This will make a
column appear off to the left.

Head off to the left path now and gather the teeth. Continue on to reach a
bigger platform where you will battle a malicious ruin and plenty of card
guards. The executioner will be GIGANTIC in the background. The cannon is
great here. Once you kill everything another hole will warp you away.

In this next area the executioner will once again chase you! Dash away and
you'll get to another slide, saving your ass once again from the exectuioner.
Move onwards to find another chess board. This one has a knight that CAN
kill you.



PUZZLE 1:


Move 1: Move LEFT.

Move 2: Move FORWARDS.

Move 3: Move RIGHT.

Move 4: Move FORWARDS.

Move 5: Move FORWARDS.

Move 6: Move FORWARDS.

Move 7: Move LEFT.

Move 8: Move LEFT.

Move 9: Move FORWARDS.

Move 10: Move RIGHT.



A little harder with the knight!


After beating that puzzle, the way forwards will open. Check the right path
for a KEYHOLE leading to a .: BOTTLE 15/18 :.. To the left are some cards for
you to kill.

[*Note: I got the "52-Pick-Up" trophy here.]


Move forwards to see the train on the left! Use the vents here to access
another RADULA ROOM. In this room all you have to do is survive. There will
be TWO daimyo wasps and a ghost to fight. Again, just survive and you'll have
your coveted rose paint.

After that move on. There is a breakable wall to the left with some teeth in
it. Move on and there will be a quick panoramic showing you this new area. Put
a bomb on the first scale here and use it to get to the big platform up ahead.
Here you will have to kill some weak ruin, a couple of drifting ruin, and an
armored card. After killing them, look straight ahead for a .: PIG SNOUT 10/11
:. under the ledge. It will give you a basket. Then, to the left of the snout,
use your cannon to break the weak wall over there. An invisible platform will
shuttle you over there to a KEYHOLE and a .: BOTTLE 16/18 :..


Ok, with the collecting out of the way now let us move on. Exit the keyhole
and go to the far scale. STAND on it and ride it down. Now put a bunny on it
and run to the middle of the area down below. A mushroom will pop up. Use it
to launch yourself up and float over to the higher scale. You'll reach a lever
doing this! It will open the gate! Now repeat the process, only ride the OTHER
scale down. Continue forwars into another chess room.


PUZZLE 1:


Move 1: Move FORWARDS.

Move 2: Move LEFT.

Move 3: Move RIGHT.

Move 4: Move FORWARDS.

Move 5: Move FORWARDS.

Move 6: Move LEFT.

Move 7: Move RIGHT.

Move 8: Move FORWARDS.

Move 9: Move FORWARDS.

Move 10: Move LEFT.


Afterwards continue on to the Lidell house door (and .: MEMORY 13/17 :.).
Listen to the revelation that Alice pieces together. Go up the stairs and
hang a left. Go out to the ledge and look to the right. You can shoot a
.: PIG SNOUT 11/11 :. from here for a basket (which was glitchy for me and
gave me NOTHING). Continue down the hall to have a talk with Cheshire.

To the left is a series of invisible platforms. Get to platform '3' and use
your cannon on the breakable wall to the right. Behind it is a hidden .:
BOTTLE 17/18 :.. Continue on to get into a fight with some weak cards, an
armored card, and a malicious ruin. Move forwards into the area so you aren't
trapped near where you landed! After defeating the pests, a giant wall of red
will lower. Also, be sure to destroy the ruin wall blocking the deck in the
middle of the area for a .: MEMORY 14/17 :..

[*Note: I got the "Tea Party" trophy here, for destroying the ruin barrier.]


Further on is a mushroom. There are some teeth and invisible platforms above
it, but you want to continue on after that. You'll see the entrance to the
rose garden. Hang a right when you go down to find a breakable piece of the
ground and a KEYHOLE (leading to .: BOTTLE 18/18 :.).

Head back to the entrance. To the left you can either hug the left wall or
go right. [*NOTE: I went the 'left wall' path and didn't get to go back
afterwards! Make sure to go right! I'll go there next time and fill this part
in!].


To the left you can keep following the wall for teeth, but you'll have to go
attack the enemies to the right sooner or later. There is a group of cards,
two drifting ruin, and an armored card. Be careful of the holes in this area.
Once you defeat them all a giant red wall will lower.

Continue on and you'll be chased once again by the executioner. Keep dashing
towards the screen and soon the game will take over and show you the BEST
SCENE EVER.


Now we are GIANT ALICE! Pretty much all we can do is STOMP stuff (Triangle &
Circle) and SWAT stuff ('X' and Square). Be sure to stomp on the chess pieces
and gazebo's for teeth! Move forwards and swat the gate open. You'll see a
swirling mass of red on the ground. These things spawn dozens of cards...
Be sure to go to the red mass on the ground and kill IT when you can!
Keep going and you'll have a cannon firing at you in the background. Kill
the red mass ASAP, then head left to kill the other one. You can then pull
up a nearby tentacle and smash the queens heart underneath the cannon's
tower (She says "'Tis only a flesh wound!").


Keep going collecting teeth and you'll soon have to face THREE card spawners
at once, with a cannon to the left. Still not very hard, just strafe whenever
the cannon is about to fire (it flashes before hand) and stomp on the cards.
Pull out a tentacle afterwards and stomp another heart. Soon after that, there
is another area with three card spawners and a cannon. Just do the same thing
to open up a gate to the queens tower. Go up there and rip her heart out to
see a scene...



Well, now that we're small again go and follow the right hand wall to a
breakable wall in the distance. You'll find a revealing .: MEMORY 15/17 :.
here. Now go back and through the 'mouth'. Just gather as many teeth as you
can, the path splits don't matter. At the bottom go find the hidden KEYHOLE
on the LEFT wall. This leads to a RADULA ROOM, and a rather fun one at that!
You will be GIANT ALICE once again! The cannon here is on a ledge in the
center, and really never bothers you unless you're somewhat near it, so
have fun! Just kill the red patches and pull tentacles! Easy! You'll get
your rose paint afterwards and, if this is your fourth room, a NEW ROSE!


After that, go back to the main room and pepper the blue heart. This opens
up a path further ahead. Here take note of the bile-covered floor (which WILL
kill you). Shoot the blue heart to the right, which pops up some rock columns
to the left. Time your jumps and travel that way. On the ledge over there do a
180 and shoot the next heart. Again, time your jumps to the next ledge using
the rock columns that appear. Over there the blue heart is on the right, but
this time it opens a door.

Move into the room to kill some more weak red ruin. Be sure to go down the
KEYHOLE on the right here for a .: MEMORY 16/17 :.. Head back and through the
left door. Look up to the RIGHT and the LEFT for TWO blue hearts to shoot
which open the way. Keep on going: the path is linear from here. Enjoy the
scenes that follow as you finish up what's left of Chapter 4.


[*Note: I missed a single memory in Chapter 4, even though I suspect it's in
that area I couldn't get to before! Be sure to go there! I'll check it
and confirm on the second play-through.]




.:| CHAPTER 5! |:.



==============================================================================
Prologue
==============================================================================


Well, we are back in the mental asylum, with our head shaved. Not too much of
a surprise. Like every other prologue, this area is extremely linear, but it
is PACKED with awesome scenes. Once you DO get out of the asylum, just follow
the lights from streetlight to streetlight. You will manage to make it back
to wonderland at the end!


==============================================================================
Dollhouse
====================================================================[AMR16]===


Ah, good to be back! From the FIRST vent turn and get to the LEFT platform.
This will lead to a house interior with a .: BOTTLE 1/13 :. and plenty of
teeth. Go back now and use the next vent to get to a pressure plate. This
plate raises a distant platform you need to continue. It may be better to
just explore and get the teeth NOW, then go for it when you're ready (doing
both can be pushing it...).

Once you do make it, use the trampoline to the left to get to a .: MEMORY 1/17
:.. Go into the house proper now and go through the KEYHOLE. On the way you'll
see it branch off to the right. Take that path. You'll be outside again and
will have to use two invisible platforms to continue. You'll find some teeth
and a .: BOTTLE 2/13 :. when you do though. Pull the nearby lever and drop
down. There is a BASKET down here! Go outside and shoot the nearby .: PIG
SNOUT 1/8 :. to make some platforms rise! Just so you know, the KEYHOLE
path earlier? Look off to the left? See the rotating spinners? That's where
it leads (so you missed out on some teeth but got a bottle!


Keep going onwards into the next house. Here hit the lever on the left and
drop down. Through the KEYHOLE you can talk to Cheshire. Now break down the
'gingerbread men' wall to find a lever. Now you can shrink and fall DOWN the
keyhole! Down here there's a breakable floor. Break it to get to an open
area!

Hey, there's enemies again! Let's fight them! There are a couple of drifting
ruin and a malicious ruin down here! No challenge for you! However, after you
kill them you will see a scene with the SCARIEST things we've seen so far!
After the scene we will get to fight a NEW enemy: The DOLLGIRL. This is a
rather large enemy, and as you damage it, it will break up into MANY parts.
The cannon is EXCELLENT in this fight. The pepper can be OK, but the doll is
more than capable of deflecting shots, rendering it useless at times. The doll
will attack with a wide arching swing (giving you time to dodge) and as it
breaks down it will throw in a fire-breathing attack! Keep the cannon pressure
on and you'll win!


After the fight it's time to explore! Go to where you first started this area.
To the right is a breakable wall that houses a .: BOTTLE 3/13 :.. 'Fort
Resistance" (where the kids are) is closed off to you, but to the right of it
are some teeth. There are teeth to the southwest, too! When you get them all,
head left. There is a hidden KEYHOLE by the flower that leads to a .: MEMORY
2/17 :.. Head into the baby to continue.


Continue down the path and you'll have a house wall fall for you. Use the vent
past that and pull a lever to make another wall fall. Keep going and you will
have to fight about FOUR drifting ruin in a open area, which is easy: just
keep strafing. After that look for a hidden KEYHOLE nearby to find a room
full of teeth and a .: MEMORY 3/17 :.. Go back and use the new vent to get
higher and reach the pressure plate. This baby opens a wall back where you
came from, so put a bomb on it and do some backtracking! You'll find another
vent that leads up to a lever (watch out for the swinging doll!). Pull it to
see more walls flip in the distance.

Time to go over THERE now. Use the mushroom to bounce AWAY from the lever into
the house's attic where another .: MEMORY 4/17 :. awaits. Hit the lever now to
make the wall where we just were spin to a mushroom. Head back over there and
use the mushroom to reach the vent. NOW you can float down to the right. Be
careful of the bears though! When you hit solid land, you will be in for a
fight! Another doll will attack, but this time it has several WEAK ruin to
help it. Take out the weaklings in a hurry so you can fight the doll one on
one. Use your cannon tactic to dismantle the thing and watch out for fire
breath and it's counterattacks! A wall will open up once everything is dead.


ENEMIES [0400]
______________________________________________________________________________

+----------------+
| Insidious Ruin |
+----------------+

"An unnatural and hostile combination of ruined mechanical parts vomits
pollution and slashes through the muck it dispenses. A mindless, industrial
disease, it oozes grease and organic slime and wields a dangerous weapon. Its
unseemly sound and stench completes its menacing aura. An awful head adds to
its revolting appearance."

Insidious Ruins are the most common and one of the least dangerous enemies in
the game. They appear very early on in your adventures and usually spawn in
small groups and also accompany other enemy types. Insidious Ruins only have
weak melee attacks and can be dispatched easily.


+-----------+
| Bolterfly |
+-----------+

"What pass for fauna in the Hatter's Domain resemble winged cros bow bolts.
They nest in the now wrecked machinery, of which they're very protective. They
become fractious when disturbed, and for dumb 'creatures' they're annoying
resourceful."

Bolterflies are very small flying insects that live in spherical nests made
from steel parts and other metal alloys. You often encounter two or more
Bolterfly nests at a time, so destroy the nests to prevent more insects from
appearing. These metallic bugs can latch onto Alice and slowly sap her health,
and the only way to shake them off is to dodge.


+--------+
| Madcap |
+--------+

"The erstwhile guardians of the Domain appear to be armed with outsized
versions of Hatter's household cutlery. Hatter was never particularly
discriminating in his guest list, but I never imagined he had giants for tea.
Like many long-time retainers, their loyalty has outlasted their usefulness
and their sense. Still, this 'old guard' can be dangerous."

Madcaps almost look like miniature versions of the Mad Hatter: they are short,
green, and very ugly. All Madcaps carry some sort of weapon (usually a fork or
spoon) and use it to damage Alice. Some carry large porcelain shields that can
only be destroyed after successfully dodging their attacks.


+-----------------+
| Slithering Ruin |
+-----------------+

"Ruined and repulsive, this reckless waste of protoplasm has as much in common
with maggots and leeches as it does with slimy garden slugs. Secretive by
nature, surprisingly aggressive when cornered."

Slithering Ruins are nothing more than oversized slugs, and just as dangerous
as one. These creatures can be killed in a single hit and don't do much other
than slink around and occasionally jump on you. Think of Slithering Ruins more
as a nuisance than a threat.


+--------+
| Eyepot |
+--------+

"These ornately-crafted beasts, once the pride of the Hatter's table, seem
destined for scrap. Understandably they're shirty, unsociable, bloody angry -
and dangerous. Because the eye is obviously vulnerable, they fire scalding
projectiles afar. But they're not cowards."

Eyepots have both a long-range tea blast and a melee attack, making them extra
dangerous. They are some of the tougher enemies early on because they cannot
be harmed normally. You cannot penetrate their bodies with your Vorpal Blade,
so you must stun them by firing at their eye. Once the Eyepot is down and
vulnerable, run over and slash at their lone eyeball.


+---------------+
| Menacing Ruin |
+---------------+

"A more perilous version of the Insidious Ruin. Every vile and depraved
feature of the former has evolved to become more loathsome, foul, and
hazardous in the latter. Who could have imagined it?"

The Menacing Ruin is basically a giant version of the Insidious Ruin, with
minor differences: it has a large slime arm in addition to two tiny doll hands
and three doll masks. The Menacing Ruin protects its trio of faces with its
small hands, making it impervious to attack. You must use Alice's Umbrella to
knock one of its fireballs back at it to destroy its two doll arms before
slashing the faces to oblivion. Watch out for the Menacing Ruin's ground pound
shockwave attack and its physical strikes.


+-----------+
| Ice Snark |
+-----------+

"Sightless eyes do not inhabit this vile predator from ruling the tundra.
Living flesh is no less at risk than carrion. While his parts seem mismatched,
his antenna provides protection and his teeth are lethally efficient."

The Ice Snark is a nasty foe that is very fast and can slide on the ground
like it's made of ice. Watch out for the Ice Snark's powerful bite. In
addition, the creature can burrow underground and ambush you, or simply hide.
Use a Clockwork Bomb or your Hobby Horse to unearth it, then fight back.


+-------------+
| Cannon Crab |
+-------------+

"Well-armed, with great size, an impregnable carapace, and a self-
declared 'honorable' mission, this noble crustacean is a formidable foe. One
may only hope it has a soft underbelly."

The cigar-smoking Cannon Crab is very powerful, as demonstrated by the massive
cannon on its arm and the ability to shoot huge cannonballs at its opponents.
The only way you can damage the Cannon Crab is to use your hard-hitting Hobby
Horse or Teapot Cannon. You can ultimately break off the crab's cannon arm and
flip it over, allowing you to strike at its belly.


+----------------+
| Drowned Sailor |
+----------------+

"Poor souls are eternally conflicted. Necessity sent them to the sea. THe
economy depends on them - but they do not profit; reluctant to sign on to a
two-year voyage - they are Shanghaied, complain about anything - they are
lashed and put on short rations. They are even discouraged from learning how
to swim. They trust none but themselves. Their shades do likewise."

Drowned Sailors (also known as Lost Souls) are encountered in the deep ocean.
Since they are ghosts, they can phase in and out of planes in order to stalk
their prey. When they are transparent, you cannot damage them. Drowned Sailors
can burrow underground and pop up at your feet or create bombs to throw at
you. When you see bombs appear in their hands, shoot them with your Pepper
Grinder to daze them; run over and attack until they go transparent again.


+---------------+
| Colossal Ruin |
+---------------+

"An infinitely more powerful and undeniably more disgusting manifestation of
the Menacing Ruin. What was formerly foul and detestable is heinous, even
monstrous here. The RUIN seems relentless. It just keeps getting worse."

The Colossal Ruin is one of the biggest foes you encounter in Wonderland and
is as tough to take down as it looks. The Colossal Ruin's entire body is
coated with around a half-dozen doll masks that you must destroy. The best way
to break them is using your Teapot Cannon. Once all the masks are gone, the
Colossal Ruin begins using a powerful flamethrower attack, in which a large
masks is revealed on its head. Stun it with your Teapot Cannon, then run over
and slash the beast when it's bent over.


+--------------+
| Samurai Wasp |
+--------------+

"Ravagers, despoilers, and murderers, these self-proclaimed Samurai have
corrputed the blameless and defenseless Origami Ants way of life. It's a cruel
lie. They've violated the philosophy of that noble warrior class: 'Bushido'.
They're merely expert killers who have expropriated the weapons of their
namesake - sword, shield, and long-bow. Unlike true Samurai, they protect
nothing, are loyal to nothing, and have no honor."

The strength of the Samurai Wasp lies in their agility: they are incredibly
fast and hard to hit with long-range weapons. They are also skilled with a
sword and block almost all of your melee attacks. However, repeated strikes
will eventually destroy their blade and you can promptly slash them to bits.
Samurai Wasps are often found in large groups, but I found that a close-range
Teapot Cannon blast does the trick.


+------------------+
| Samurai Ink Wasp |
+------------------+

"While not terrible clever, strong, or dangerous, there's a seemingly endless
supply of soldiers available to support the Samurai's mayhem. They remind me
of the Grubs. They're unpleasantly alike."

Samurai Ink Wasps are nearly identical to the Bolterfly enemies: they are
small, can swarm and suffocate Alice (dodge to shake them off), and emerge
from nests. The Samurai Ink Wasps emerge from stone tablets that are durable
and must be broken with the Hobby Horse or Teapot Cannon.


+-------------+
| Daimyo Wasp |
+-------------+

"Though each of the Samurai Wasps appear to act on their own authority, some
fraction of them seem to be of higher rank. More skill with their weapons may
give them higher standing in their diseased society. They may give orders to
the others. They are, of course, equally reprehensible. Perhaps more so."

The Daimyo Wasp wields a large halberd and is both bigger and stronger than
its Samurai Wasp lackeys. It can block your attacks by twirling its weapon and
also perform a shockwave stab move. Keep your distance and bomb the Daimyo
Wasp with your Teapot Cannon to knock off its armor, then run in for the kill.


+---------------+
| Drifting Ruin |
+---------------+

"Another arrow in this abomination's bulging quiver of mayhem. It moves
faster, it's bigger, and it can fly! What's next! Impregnability? Immortality?
Who dreamed this up?"

The Drifting Ruin is one of the most frustrating enemies in the game. They are
never found alone and can only be damaged when they reveal their face to you,
during which they will proceed to spit sludge at you (which materializes into
sharp crystals once it hits the ground). Fire at its doll mask face with your
Pepper Grinder to knock it to the floor, then slash it apart. Alternatively,
one shot with the Teapot Cannon destroys the entire thing.


+------------+
| Card Guard |
+------------+

"Without weapons, the Queen's reckless guards aren't much more than 'fodder'
in a fight. They were never really good with their hands; but this current
bout of clawing demands caution. There are so many of them! And they're eager
to give up their lives. Even dead, their corpora defecti and remnants can
cause a problem."

Zombified versions of the Card Guards first seen in American McGee's Alice,
these monsters are out for revenge. Unfortunately for them, they really are
considered fodder and are almost as pitiful as Insidious Ruins. Card Guards
attack in large numbers and try to take advantage of you, but a basic combo is
just about enough to do them in.


+---------------------+
| Armoured Card Guard |
+---------------------+

"The wicked staff they carry makes them dangerous, but ponderous. Still, were
their weapon to hit its target, they wouldn't need speed to deliver the coup
de grace."

The Armoured Card Guards are slow enemies due to the thick chain mail covering
their bodies and the large staff they drag along. It requires two hands to
swing the staff, so it's pretty easy to avoid getting hit, but they really do
pack a punch if you're clumsy. You cannot pierce the Armoured Card Guard
anywhere except the red suit displayed on their back, so wait for a swing and
a miss before you capitalize.


+----------+
| Dollgirl |
+----------+

"The female of the species, so to speak, is equally objectionable. Their
depraved maker played no favorites. Her voluminous clothing appears to conceal
more than her body would demand."

The Dollgirl is certainly more than meets the eye, because one may expect that
fighting a doll may not prove to be a challenge. Wrong. Dollgirls are massive,
wield various sharp weaponry, and can also breathe fire. You must begin by
targeting one of its arms (only held on by a single bolt) and using your
Pepper Grinder to detach it. Once the Dollgirl has no arms, it resorts to its
flame breath and slam attack. At this point, use your Hobby Horse and Teapot
Cannon to expose its beating heart and eventually slay it.


+------------+
| Bitch Baby |
+------------+

"To construct a flying, vomiting, killing machine in the guise of four-legged
female infant is certainly the proof of a diseased mind - if more proof were
needed!"

These are truly strange creatures: Bitch Babies are essentially a flying doll
head with four legs that act as a propellar. The Bitch Baby is very fast and
has an easy time evading your Pepper Grinder or Teapot Cannon. Wait for it to
dive towards you and dodge, then strike the downed target. You can also wait
for the Bitch Baby to spit out acid globs at you, then deflect them back with
your Umbrella for an instant kill.

______________________________________________________________________________

[5] SNOUTS [0500]
______________________________________________________________________________

One of the game's collectibles, Snouts resemble pink pig snouts. You must use
the Pepper Grinder on them in order for the game to register that you have
located one. Snouts help open up paths and often reveal hidden items.


+-----------+
| Chapter 1 |
+-----------+

+- Snout #1 -+

Found: Slug With a Shell. In the forest behind the Duchess' kitchen. Kill all
of the enemies to make it appear, then pepper it to cause it to fly
into the kitchen.


+- Snout #2 -+

Found: Slug With a Shell. In the large pool past the kitchen, floating near
where you enter the area. By shooting the Snout, you make a domino
bridge appear.


+- Snout #3 -+

Found: Slug With a Shell. The Snout is inside an alcove just past the previous
one and it can be found by crossing the domino bridge. Once peppered,
it causes more dominoes to appear further on.


+- Snout #4 -+

Found: The Crockery. Found floating in the sky near where you found the
Memory, "Spontaneous Combustion" (near the entrance to the Hatter's
Domain). Shoot it to make a platform appear, allowing you to reach a
ledge containing many Teeth.


+- Snout #5 -+

Found: Hatter's Gate. The Snout is inside the building, but is visible through
a hole in the wall. After crossing the invisible platforms near the
region's entrance, shoot the Snout to make a path to the seventh Bottle
appear.


+- Snout #6 -+

Found: Hatter's Gate. This Snout is in the same room as the Memory, "No Key
to My Heart", hanging on the wall near the cooked Dodos. Pepper the
Snout to find a breadbasket full of Teeth.


+- Snout #7 -+

Found: Hatter's Gate. Found shortly after obtaining the Memory, "Rock of
Gibraltar". Ride the vent and the gear elevator to reach another
entrance to the building. Before you go inside, stay on the balcony
and turn around to find the Snout on the side of the previous island.
Pepper it to make a vent appear, leading you to a Bottle.


+- Snout #8 -+

Found: Hatter's Gate. This Pig Snout is found close by to the last one. Head
inside the building and run down the hall until you reach a big shaft.
Glide across to the opposite end, then turn around to find the flying
Snout up against the wall. Pepper it to make a vent drop down.


+- Snout #9 -+

Found: About Face. After you receive the Umbrella and defeat the Menacing
Ruin. Facing the elevator, look off the edge of the platform to the
left to find the Snout floating below the switch. By peppering it, a
platform appears behind the elevator.


+- Snout #10 -+

Found: Smelling & Regurgitating. This Snout is found in the frozen room. Once
you freeze the room, fall down to the ground and go underneath the main
platform to find the Snout on the wall. Shooting the Snout causes it to
drop a Bottle.


+- Snout #11 -+

Found: Smelling and Regurgitating. Go through a keyhole on the right side of
the frozen room. It is near the Nanny Memory, "Paper Pile Ignites".
Once you pepper the Snout, a breadbasket containing some Teeth plops
onto the floor.


+- Snout #12 -+

Found: Smelling and Regurgitating. Go into the big silo from the frozen room.
Use the first set of vents to reach the other side of the room, then
destroy the weakened wall with a Clockwork Bomb. Squeeze through the
keyhole to find a Snout on the other side, through a circular window.
Shooting it reveals a breadbasket with Teeth.


+- Snout #13 -+

Found: Cranking Up & Pressing Down. Upon entering the Dodo Miserarium, leap
onto the first cage on your left and look in the back left corner...
you should see a Pig Snout through a hole in the wall. Shoot it to
make a Bottle appear not too far away.


+- Snout #14 -+

Found: Assemblage (or Destruction). After getting the Hatter's arms and legs
back, you'll end up in a new area. Float down to the ground and shoot
the flying Snout to turn a vent on. The Snout is pretty hard to miss,
since you can see it right away.


+-----------+
| Chapter 2 |
+-----------+

+- Snout #1 -+

Found: Tundraful. Once the Yeti appears, follow the narrow bridge towards his
location. Along the way, look into the hole on the right to find the
Snout on the side of the wall. Shooting it drops down a breadbasket.


+- Snout #2 -+

Found: Tundraful. After obtaining the Hobby Horse, head to the next room and
break the ice horse on the right wall. Smash the next one to reach a
dead end. Float to the other end of the room and look behind you to
find the Pig Snout just below the ledge you jumped from. By peppering
the Snout, a platform falls down and allows you to reach the nearby
Memory.


+- Snout #3 -+

Found: Tundraful. Near the intersection where Bottle #3 is located. Go to the
right and fall down into the room. Activate your Shrink Sense to find a
couple invisible platforms and use them to get to the top of the room.
The Snout is up here, attached to the wall. Peppering it reveals a
secret alcove containing many Teeth.


+- Snout #4 -+

Found: Sliding Towards Oblivion. Before stepping on the ice road that leads to
the pirate ship, go around the corner to the right to find the Pig
Snout high up on the wall. By shooting it, you are able to reach a
keyhole containing a Memory.


+- Snout #5 -+

Found: Sliding Towards Oblivion. After taking Bottle #5 from inside the river
with the invisible raft, break the ice horse and step through to the
adjacent room. As soon as you enter, you should spot the Snout nearby
on the wall. Once you pepper it, a breadbasket materializes.


+- Snout #6 -+

Found: Naval Disaster. Right after crashing the HMS Gryphon, walk past the
wreckage and use the first geyser you come across to get up to the
high ledge. Look over the edge and glide down to where the clam is.
Survey the area and you should find a Snout on the wall; shooting it
makes a breadbasket appear inside the clam.


+- Snout #7 -+

Found: Naval Disaster. Before heading inside the tunnel that takes you to
Barrelbottom, walk to the right side of the cliff and use Shrink Sense
to notice a string of invisible platforms. First, stand on the rotating
bridge, then inch closer and travel across the invisible platforms.
When you reach an island, continue out onto another invisible bridge.
Face the house and look up towards the roof to find the Snout. Shoot it
to make a geyser turn on and a breadbasket appear.


+- Snout #8 -+

Found: Barrelbottom. As soon as you enter Barrelbottom, walk over to the
statue in the center of town. Look up and to the right: the Pig Snout
is hanging on the side of one of the buildings. When you pepper it, a
breadbasket appears in front of you.


+- Snout #9 -+

Found: Barrelbottom. On the path leading to the theatre, use the invisible
walkways on the left side to reach an island with a small house and a
violet flower. Go behind the building and shoot the Pig Snout flying
high in the air to make the nearby Memory accessible.


+- Snout #10 -+

Found: Inky Veil. At the start of the hide and seek game, leap across the
white jellyfish and make a quick detour to the island floating off to
the left. Once you land, you can easily see the Pig Snout on the
island. Shoot it to make a Teeth-filled breadbasket pop up nearby.


+- Snout #11 -+

Found: Choral Coral. As soon as you are done talking to the Music Fish, look
on the right side of the area to see the Pig Snout on the wall. Pepper
it, then open the breadbasket for some Teeth.


+- Snout #12 -+

Found: Oyster Garden: Beds Available. After rescuing the first oyster, head
across the chasm via the floating jellyfish. When you reach the second
giant white jellyfish, look up to the right and survey the giant rock
wall to find a Snout in the distance. It can be a little difficult to
find at first. By peppering it, a breadbasket with Teeth appears.


+- Snout #13 -+

Found: Oyster Garden: Beds Available. The Snout is flying in the air and to
the right of where you find the fourth block. If you followed the order
of my walkthrough in obtaining the blocks, then you will likely need to
revisit here after completing the puzzle. Pepper the Snout to receive a
breadbasket filled with Teeth.


+- Snout #14 -+

Found: Lost Souls Locker. After defeating the first Drowned Sailor, search the
cemetery to find a Snout on the back of one of the tombstones. Shooting
the Snout makes a tombstone sink into the ground, revealing a keyhole.


+- Snout #15 -+

Found: Barrelbottom Revisited. Found near the back entrance of the theatre,
in front of the trail of blood. When you're in front of the pool of
blood, use your Shrink Sense to find an invisible Pig Snout. Aim at its
location and then shoot it when normal size to make a mushroom spring
pop up next to you.


+-----------+
| Chapter 3 |
+-----------+

+- Snout #1 -+

Found: Vale of Doom. This Pig Snout is found not too far from the Radcliffe
Memory, "Accidents Do Happen". Walk up the ramp and past the hookah,
then ride the vent up to the stone bridge. Take out the enemies and go
forward, then make a right when you reach the lava streams. Glide over
to the platform, then look high up on the walls to find the Snout.
Pepper it to open up a path that ultimately leads you to a Radula Room.


+- Snout #2 -+

Found: Vale of Doom. Near the Liddell Memory, "Smoking on the Sky". Once you
kill the Colossal Ruin and his friends, approach the violet flower near
the edge of the cliff and check out the floating rock. There is an
invisible Pig Snout on the side of the rock, so use your Shrink Sense.
By peppering it, you'll be able to reach the top of the rock and the
breadbasket.


+- Snout #3 -+

Found: Scorched Earth. Just after obtaining Bottle #7. Return to the island
with the mushroom spring on it after grabbing the Bottle and bounce up
to the platform. Drop down the other side and float over to the island,
then spin around. The Pig Snout is on the side of the platform you
were just on. Peppering it creates a path that leads you to the
Radcliffe Memory, "Aesthetic Opinion".


+- Snout #4 -+

Found: Scorched Earth. Located in the area after encountering a Daimyo Wasp
for the first time. Once the coast is clear, walk over to the river on
the left side of the area. Facing the river, look between the bamboo
stalks to your left to see a Pig Snout resting in the shade. By
peppering it, you will be able to reach the breadbasket on the other
side of the river.


+- Snout #5 -+

Found: Scorched Earth. As you exit the shrine, hug the right side of the path
to enter a narrow trail in the bamboo forest. At the end of the trail
is a violet flower, but more importantly, an invisible Pig Snout. Once
you shoot it, a Bottle appears right next to you.


+- Snout #6 -+

Found: Scroll of Happy Times. After the 2D mini-game, exit the chamber and
onto the edge of the cliff. Before you jump over to the scroll conveyor
belt, look at the rock wall to your left; a little ways down the wall
is the Snout, and shooting it gives you access to a Memory.


+- Snout #7 -+

Found: Monastery Shelf Valley. After going down the slide, you can see a Snout
flying in the distance; you'll likely notice it on the right side of
the screen when floating down to the wooden table. Shoot it from afar
to activate a tile that can be ridden over to a breadbasket.


+- Snout #8 -+

Found: Trunk. Once you have freed the insects in the sand pit, jump onto the
mushroom spring and bounce up to the second floor. Before you continue
up to the third floor, shoot the Snout right next to you and break open
the breadbasket.


+- Snout #9 -+

Found: Trunk. In the open area with the paper fans; it is pretty easy to spot
due to the harsh white backdrop of the afternoon sky. Once peppered, a
paper fan rotates, allowing you to access it.


+- Snout #10 -+

Found: West Peak Prison Village. When you reach the canyon with the hanging
cages, proceed up to the rock ledges. The Pig Snout is on the wall and
to the right of the green ying-yang door. Shooting it opens said door.


+- Snout #11 -+

Found: Hellish Hive. The Pig Snout is found floating above the circular
island where you fought the army of Samurai Wasps and other related
foes. Pepper the Snout to create a path leading to a honeycomb wall.


+-----------+
| Chapter 4 |
+-----------+

+- Snout #1 -+

Found: Cardbridge. When you reach the two Ace of Hearts, look to the right
and shrink down to locate an invisible flying Pig Snout. Pepper it to
create a few moving card platforms.


+- Snout #2 -+

Found: Cardbridge. This is another invisible flying Snout that can be spotted
if you shrink down right before entering the house of cards. By
peppering it, you can jump over to a card that contains several Teeth.
Yeah, that's it! Lame.


+- Snout #3 -+

Found: Cardbridge. In the location with the two Pressure Pads and the
growing/shrinking platforms. When you reach the card platform with the
second Pressure Pad on it, face the switch and look to the left while
shrunk to locate another invisible Pig Snout. By peppering the Snout,
you will be able to cross over to a Bottle.


+- Snout #4 -+

Found: Least Wing. Before entering the heart door at the end of the ruined
stone bridge, stand on the floating platform right before it and look
to the left. If you look over the edge and below a lil' bit, you can
find a Pig Snout on the side of another floating island not too far
away. Shoot it to make some airlifts appear.


+- Snout #5 -+

Found: Least Wing. After killing the Card Guards, ride the invisible platforms
on the right. While standing on the one with a "3" on it, you should be
able to find the Pig Snout on the nearby wall. Pepper it to gain access
to a keyhole, which in turn leads you to a breadbasket.


+- Snout #6 -+

Found: Least Wing. Located on the right end of the castle foyer. As soon as
you walk through the doorway shaped like a club, turn around and look
at the top of the doorway to find the Snout. It reveals a keyhole when
peppered.


+- Snout #7 -+

Found: Least Wing. In the area with the chained platforms that rise up and
down. Head over to the pair of Club platforms and use your Shrink Sense
to find an invisible platform on the left. Ride it over to the island
with the flower on it and you can find the Snout nearby. After you
shoot it, a breadbasket appears.


+- Snout #8 -+

Found: Waste Wing Part 1. As soon as you enter the first room, you'll hear the
Pig Snout. It's straight ahead, on the side of a column on your left.
Pepper it to open a nearby door.


+- Snout #9 -+

Found: Waste Wing Part 1. Located in the spot with the chainlinked platforms,
near where you locate Bottle #10. The Snout is up on the wall near the
two Spade platforms, and shooting it causes a slot to open up on the
wall nearby.


+- Snout #10 -+

Found: Waste Wing Part 2. The Snout is found in the room with the chainlinked
platforms. When standing on the central island, look between the two
columns to spot it; pepper it to reveal a breadbasket.


+- Snout #11 -+

Found: Labyrinthe Revenge. At the entrance, go up the stairs and make a left.
Walk to the very edge of the cliff and look to the right to catch sight
of the Snout flying in the corner. Once you shoot it, a breadbasket
appears behind you.


+-----------+
| Chapter 5 |
+-----------+

+- Snout #1 -+

Found: Fort Resistance. Go through the keyhole inside the "A" house and make a
right at the fork. Once you exit, glide down to the rainbow platform
and you should see the Snout flying in front of you. Peppering it makes
some more colored platforms rise up from below.


+- Snout #2 -+

Found: Frog's Way. In the arena containing the Drifting Ruins, Dollgirl, and
Menacing Ruin, there should be a large doll head on the perimeter of
the area. The Snout actually makes up the nose of the doll, so look
on the doll's face to see it. Pepper it to open up two hidden paths.


+- Snout #3 -+

Found: Frog's Way. This Pig Snout is found in the room just past where you
found Snout #2. For reference, it's a large area with a ton of doll
swings on it. Use the Pressure Pad to reach the ledge on the far end of
the area, then stand on the left side of the ledge. Use your Shrink
Sense to discover some invisible platforms and ride them down to
another ledge directly below. The Snout is found here, and shooting it
reveals a breadbasket.


+- Snout #4 -+

Found: Frog's Way. In the area with the rotating red pillars and invisible
platforms, right next to the Pris Memory, "Soul of Practicality". Face
the red columns and look to the right. The Pig Snout is to the right
of the shadowy doll mask. Shooting it reveals a long path that leads
you to a Bottle and a Radula Room.


+- Snout #5 -+

Found: Dolltown Cellar. After going down the slide, destroy the enemies and go
up the stairs. The Snout is inside a busted trophy case, above a
diagram of a human brain. Once peppered, the diagram falls over and
reveals a large doll head.


+- Snout #6 -+

Found: Dolltown Cellar. After going down the second giant slide, work your way
through the first chainlinked platform room to the second one. Before
you mess around with the platforms, drop onto the lower landing and
walk out onto the invisible platform; the Snout is found underneath
the support beams. Pepper it to make a Bottle appear.


+- Snout #7 -+

Found: Fort Resistance Delivered. Facing Fort Resistance, look to the right at
the teal-colored house. There should be an open window on the second
floor of the dollhouse with a Snout inside. Once you pepper it, a
compartment opens up inside the house to reveal a breadbasket.


+- Snout #8 -+

Found: Off With Her Head Part 2. Before you head up the stairs towards the
Jack-in-the-box, walk behind the stairs and survey the left wall; the
Snout is resting on the left wall behind the staircase. Once you shoot
it, a platform with a breadbasket rises up from below you.

______________________________________________________________________________

[6] MEMORIES [0600]
______________________________________________________________________________

Memories are hidden items that unlock bits of Alice's past. They can be found
in the main game and are specified towards certain characters. Memories look
like glowing crystal objects.


==============================================================================
ALICE (5 MEMORIES)
==============================================================================

+-----------+
| Chapter 1 |
+-----------+

+- The Library was a Firetrap -+

Found: Always Elevenses. Automatically rewarded to you after the cutscene
where Alice learns how to use Hysteria.


+-----------+
| Chapter 2 |
+-----------+

+- The Last One in the Library -+

Found: Naval Disaster. Found automatically when entering the white door at the
end of the jellyfish path.


+-----------+
| Chapter 3 |
+-----------+

+- Dinah Saved My Life -+

Found: Monastery Shelf Valley. You receive this Memory after going through the
door at the end of the first valley section.


+-----------+
| Chapter 4 |
+-----------+

+- Lizzie Hated Locked Rooms -+

Found: Waste Wing Part 2. Go through the white door at the very last room to
automatically recover this Memory.


+-----------+
| Chapter 5 |
+-----------+

+- Centaurs Don't Live in Oxford -+

Found: Off With Her Head Part 2. After the huge fight against the Dollgirls,
Menacing Ruin, and Bitch Babies, climb the mushroom springs to reach a
door; inspect it to get the Memory.


==============================================================================
BUMBY (16 MEMORIES)
==============================================================================

+-----------+
| Chapter 1 |
+-----------+

+- Slave to Memory -+

Found: Slug With a Shell. After defeating your first enemies, proceed down the
trail that opens up for you and you'll locate the Memory on the side of
the road.


+- Upsets to Ear & Eye -+

Found: Slug With a Shell. In this area, you are to avoid slime geysers. Use
the mushroom springs to jump over them and slay the enemies on the
platforms along the way. Before you step off onto the main trail,
continue around the circle of islands to find the Memory at the end.


+- Insects Eat Their Own -+

Found: Cranking Up & Pressing Down. In the room where you fight Eyepots and
Insidious Ruins while dodging multiple fist crushers. Shoot the red
switch with your Pepper Grinder, then proceed through the open gate on
the right side of the room to locate it.


+-----------+
| Chapter 2 |
+-----------+

+- Ship Sinks In Arctic -+

Found: Tundraful. This is in the same room as the second Snout, right after
receiving the Hobby Horse. Shoot the Snout with your Pepper Grinder to
reach the Memory.


+- Leaving One's Troubles -+

Found: Inky Veil. This spot is found in the clearing just before the annoying
Pressure Pad/red switch area. As soon as you see the gate close behind
you when entering, look immediately to the left to see the Memory in
plain sight.


+- Time Trumps Memory -+

Found: Oyster Garden: Beds Available. In the area with the fourth puzzle
block. Ignore the bouncy blue jellyfish and hop across the invisible
platforms and walkways. Destroy the coral wall to find the Memory.


+-----------+
| Chapter 3 |
+-----------+

+- The "Guy" on Fire -+

Found: Scorched Earth. As soon as you enter the village, stay near the right
side of the area to find a honeycomb wall. Destroy it to reach the
Memory inside.


+- Flush Away Pain -+

Found: Trunk. In the room with the unlimited amount of Drifting Ruins. After
activating the air pots, ride them towards the upper ledge. Before you
go any further, look down and to the right to spot a small ledge
between the two levels. Glide down there instead and go through the
keyhole for the Memory.


+- A Precious Lock -+

Found: West Peak Prison Village. Inside the canyon with the hanging cages.
After peppering Snout #10 (which opens the green door), proceed through
the now-open door for the Memory.


+-----------+
| Chapter 4 |
+-----------+

+- River of Forgetfulness -+

Found: Cardbridge. After going inside the house of cards, a door should open
up. Instead, walk down the trail to the left of the door and smash the
paper boxes in the corner. This reveals a small hole that takes you to
the Memory.


+- The Golden Mean -+

Found: Least Wing. This Memory is found at the end of the area, just before
entering the Chess Puzzle room. There is a landing to the left of the
exit door with a breakable wall on it: shoot it with your Teapot
Cannon, then place a bomb on the right Diamond platform to be able to
reach the Memory.


+- Season For All Things -+

Found: Dark of Heartness. After exiting the room with all the acidic green
bile, kill the enemies and search the room for a hidden keyhole. Slip
through to locate the Memory on the other side.


+-----------+
| Chapter 5 |
+-----------+

+- Defining a Leech -+

Found: Dolltown Cellar. After killing the Dollgirl and Insidious Ruins, you'll
be able to destroy several patches of black slime in the vicinity. Go
to the outer perimeter of the room (the pink-lit area) and destroy the
slime to reveal a keyhole. Go straight ahead to find the Memory.


+- A Creature's Purpose -+

Found: Frog's Way. In the room with the Drifting Ruins, defeat them all and
then shrink down: there's a hidden keyhole to the left of the "3" on
the wall. Once inside, walk behind the table to reach the Memory.


+- Each Child's Purpose -+

Found: Frog's Way. It is actually in the same building as the previous Memory,
but you must flip some levers in the vicinity. Once a mushroom spring
appears on the top floor, bounce into the nearby attic and recover the
Memory.


+- Fix What's Broken -+

Found: Looking Glass Railway Station. After playing the note-playing mini-game
on the third floor of the dollhouse, an exit appears. First, enter the
side room and smash the gingerbread wall, then shrink down into the
keyhole to reach the Memory.


==============================================================================
LIDDELL (34 MEMORIES)
==============================================================================

+-----------+
| Chapter 1 |
+-----------+

+- Intermingling of Species -+

Found: The Vale of Tears. This is the first Memory you locate in the game. As
soon as you enter Wonderland, start up the hill and it is in plain
sight.


+- Parental Palpitations -+

Found: The Vale of Tears. After jumping across the domino platforms, you'll
catch sight of a small child as he drops down from a ledge. Follow
after him and you will find the Memory along the way.


+- When What Reeks Can Kill -+

Found: The Vale of Tears. Use the first mushroom spring to shoot up to the
upper ledge. Before stepping on the next one up here, recover the
Memory behind the mushroom and near the keyhole.


+- Fun by Oneself Revealed -+

Found: The Vale of Tears. Inside the chamber with the blue mushroom spring,
before the area with the giant slide. Shrink down and you'll find a
drawing on the wall indicating the Memory.


+- Nearly an Indecency -+

Found: Hatter's Gate. Ride the first vent at the beginning of the region and
search the walkway for the Memory.


+- No Key to My Heart -+

Found: Hatter's Gate. Use your Shrink Sense to find some invisible platforms
that help your progression. Jump down on the platforms to reach an
island where you can continue your journey. Before stepping on the
island, stay on the invisible platform and enter the crack in the wall
to locate the Memory.


+- Rock of Gibralter -+

Found: Hatter's Gate. Not long after finding the Memory, "No Key to My Heart".
Turn the valve to make a vent appear, but ignore the vent and glide to
the left of the valve towards the large hole in the wall. Once inside,
kill the two Madcaps and claim the Memory.


+- Roast in Our Beds -+

Found: Always Elevenses. After receiving the Clockwork Bomb, use it to exit
the room and make your way down the passage. Ignore the platforms
hanging on the wall and stay on the ground to reach a keyhole; shrink
down and continue through to locate the Memory.


+- A Trip to Brighton -+

Found: Smelling and Regurgitating. Located inside the factory, inside the room
with the Eyepots, Insidious Ruins, and moving columns. It is on the
right side of the room inside a tiny alcove.


+- Cursing the Darkness -+

Found: Smelling and Regurgitating. The Memory is inside the room that you have
to freeze. After freezing the room, jump and float onto the frozen
cauldron in the corner of the room to find it.


+- Sleeping Birds Lie -+

Found: Cranking Up & Pressing Down. This Memory is inside the Dodo Miserarium,
near the exit. There should be an open cage on the side with the
Memory inside. It's pretty hard to miss if you look for the glow.


+- Lethal Smells -+

Found: Assemblage (or Destruction). After putting the Hatter back together,
you will end up in a new area with a Pig Snout and a Memory right in
front of you. Shoot the Snout to make a vent appear, then ride it up to
the Memory.


+- Tupper's Tragedy -+

Found: Assemblage (or Destruction). After defeating the waves of Insidious
Ruins using your Clockwork Bombs, Hatter gets the door open. Continue
through, and at the first corner, shrink down and enter the keyhole for
the Memory.


+-----------+
| Chapter 2 |
+-----------+

+- Photographic Memory -+

Found: Naval Disaster. After executing the Lost Soul, look to the left while
shrunk; jump over to the invisible islands to the small cliff. Destroy
the coral and grab the Memory from inside the clam before it snaps shut
on you.


+- Domestic Dustups -+

Found: Barrelbottom. On the left side of town, ascend the stairs and blow a
hole through the ground. Make your way through the tunnel and take out
the Lost Soul, then use the mushroom spring to reach the Memory resting
on a balcony.


+- Wisdom of the Ages -+

Found: Lost Souls Locker. After freeing the souls of the three sailors, head
through the gate next to the captain's grave. Shrink down and enter the
hidden keyhole to reach a giant pit. Use your Shrink Sense and traverse
across the series of invisible platforms to get to the Memory.


+-----------+
| Chapter 3 |
+-----------+

+- Smoking on the Sky -+

Found: Vale of Doom. After fighting a bunch of Drifting Ruins, start making
your way across the invisible platforms. Pass by the first vent and
continue up the platforms onto a ledge. There is a red switch across
the way that makes a couple vents appear when shot. Ride the vents over
to the Memory.


+- The Pathetic Sailor -+

Found: Scorched Earth. Just past Snout #3; head down the main trail to reach a
staircase, but don't ascend them just yet. Stay near the waterside and
follow the narrow strip of land (and some tiles) to a keyhole. Shrink
down inside to reach it.


+- One Night Light -+

Found: Scorched Earth. Upon entering the shrine, go to the left and smash the
honeycomb wall. Toss a Clockwork Bomb onto the Pressure Pad to lower an
elevator across from you. Stand on the elevator, then blow up the bomb
to activate it. You will rise up to a balcony containing the Memory.


+- Music Must Soothe -+

Found: Monastery Shelf Valley. After completing the musical note mini-game,
start going up the stairs. There is a honeycomb wall to the right of
the doorway that can be blasted open, which contains the Memory.


+- Naughty Times Two -+

Found: Trunk. Located on a paper fan that becomes accessible by peppering
Snout #9. It can be hard to reach because you have to cross several
invisible platforms; the platforms are difficult to see due to the
bright white backdrop.


+- A Desperate Plea -+

Found: Trunk. Inside the cavern with the fire-breathing statues, on the far
right side. Jump on top of the nearby statue's head to reach the ledge
containing the Memory. A Radula Room is directly behind it.


+- Suffer for Art's Sake -+

Found: Hellish Hive. After peppering Snout #11, use the floating tiles to get
over to the honeycomb wall. Destroy it and follow the twisting path
towards the Memory.


+-----------+
| Chapter 4 |
+-----------+

+- Incident at Waterloost -+

Found: Cardbridge. A few moving cards appear once you've peppered Snout #1,
near the area entrance. Ride the cards over to the Memory.


+- Taxidermy Forbidden -+

Found: Least Wing. After finding and shooting Snout #6, a secret opening will
appear. Float over to it and enter the keyhole to reach the Memory.


+- Gun or Sword -+

Found: Least Wing. After your first run-in with the Executioner, exit through
the keyhole and into a dark room. Walk to the back left corner of the
room to find a weakened part of the floor you can destroy. Just below
is a Memory you can recover.


+- Another Name For Prison -+

Found: Waste Wing Part 1. Found in the very first room. After peppering Snout
#8, go through the door that opens up to find the Memory alongside a
bunch of Teeth.


+- A Cry For Help -+

Found: Waste Wing Part 1. In the strange realm, when you reach an intersection
on your journey, go to the right. Ride the airlift and follow the
series of invisible platforms up to the Memory.


+- The Ladies Washroom -+

Found: Waste Wing Part 1. Found in the hidden keyhole just after collecting
Bottle #13. At the fork inside the keyhole, make a left and follow the
path to the Memory.


+- Slimy Like an Eel -+

Found: Dark of Heartness. Walk past the tongue slide to find a wall you can
destroy. Do so, then pick up the Memory.


+-----------+
| Chapter 5 |
+-----------+

+- One Life to Live -+

Found: Frog's Way. After shooting Snout #2, two openings appear at the top of
the area, and you can access them both via a mushroom spring and a
vent. While in the vent, float over to the platform on the right to
reach the Memory inside the room.


+- Bunch of Toadies -+

Found: Dolltown Cellar. Found inside the second chainlinked platform room. Put
a Clockwork Bomb on the one farthest away from you, then use the vent
to fly up to the raised platform. From up here, you can float over to a
balcony containing the Memory.


+- No Time for Tears -+

Found: Dollmaker's Workshop. Go down the hall to approach the entrance to the
workshop. Before heading up the stairs to the entrance, walk along to
the left and grab the nearby Memory.


+- Not a Toy! -+

Found: Dollmaker's Workshop. Once inside the Dollmaker's Workshop, proceed
through the first room while warding off the Insidious Ruins and
Drifting Ruins. When facing the flight of stairs, jump into the alcove
on the left and enter the keyhole to locate the Memory.


==============================================================================
PRIS (8 MEMORIES)
==============================================================================

+-----------+
| Chapter 1 |
+-----------+

+- Spontaneous Combustion -+

Found: The Crockery. Use Shrink Sense to get across the invisible bridge near
the Hatter's Domain entrance sign. The Memory is right on the other end
of the bridge.


+- Reckless Obstinance -+

Found: Hatter's Gate. After shooting Snout #7 and collecting Bottle #9, go
inside the hole in the wall and immediately turn to the left. Shrink
down to find a hidden keyhole and go through to discover the Memory.


+-----------+
| Chapter 2 |
+-----------+

+- A Pitiful Waste -+

Found: Sliding Towards Oblivion. Before you start on the path leading to the
pirate ship, walk to the right and go 'round the corner to find Snout
#4. By shooting it, you will gain access to a keyhole with the Memory
through the other side.


+-----------+
| Chapter 3 |
+-----------+

+- Ode to Blistered Skin -+

Found: Vale of Doom. On the main path right before reaching the waterfall, use
the vent to get on top of the rock with the violet flower on it. Now
navigate across the invisible catwalk. At the end of the walkway, shoot
the destructable wall with your Teapot Cannon and float over to get it.


+- A Medical Opinion -+

Found: Scorched Earth. In the section of the village past the second fish
statue/chain. Walk to the left to find a pit and several invisible
platforms and shrink down. Before you jump on the platforms, you can
go inside a hidden keyhole next to the first platform. Inside the
keyhole is the Memory.


+-----------+
| Chapter 4 |
+-----------+

+- Cold Madame Defarge -+

Found: Waste Wing Part 1. After escaping from the Executioner for the first
time, you will slide down into a cave. Search the right side of the
cave for a hidden keyhole. Walk through and bomb the floor, then go
down the stairs to find the Memory.


+-----------+
| Chapter 5 |
+-----------+

+- A "Persuasive" Teacher -+

Found: Frog's Way. Two openings well, open up after you pepper Snout #2. Ride
up to the vent, then float over to the room on the left. There is a
keyhole in the back corner of the room that takes you to the Memory.


+- Soul of Practicality -+

Found: Frog's Way. After collecting Bottle #6, drop back down to the wooden
platform and float over to the nearby dollhouse. Bounce on the mushroom
spring to get onto the roof, then turn around to locate the Memory.


==============================================================================
DR. WILSON (12 MEMORIES)
==============================================================================

+-----------+
| Chapter 1 |
+-----------+

+- The Desire to Disappear -+

Found: The Vale of Tears. After gaining the ability to shrink in size, walk
over to the keyhole and pick up the Memory here before you shrink and
go inside.


+- Take Flight or Fight -+

Found: Slug With a Shell. After obtaining the Vorpal Blade, you can find this
Memory in the corner of the blood pool.


+- A Lonesome Child -+

Found: Hatter's Gate. After collecting the Memory, "Reckless Obstinance", go
down the hall and leap across the gap. Turn around and pepper Snout #8,
then use the newly-made vent to reach a keyhole containing the Memory.


+- Childish Things -+

Found: About Face. Collect the Umbrella and slay the Menacing Ruin, then turn
near the elevator and look over the edge of the platform to find a Pig
Snout. Shoot it to make an island containing the Memory appear.


+-----------+
| Chapter 2 |
+-----------+

+- Brittle Fish Scales -+

Found: Barrelbottom. On the path leading to the Dreary Lane Theatre, go behind
the building on the left and pepper Snout #9 to make a platform rise up
underneath the Memory. Now you can glide right over to the Memory and
take it.


+- Different Friends -+

Found: Lost Souls Locker. Inside the cemetery, pepper Snout #14 to reveal a
keyhole behind a tombstone. Go through the keyhole and recover the
Memory you find at the end.


+-----------+
| Chapter 3 |
+-----------+

+- A Life in Chains -+

Found: Scorched Earth. Go through the double doors after completing the slider
puzzle and walk to the edge of the cliff. Turn to the left to find a
keyhole near the bamboo and go inside to find the Memory on the other
end.


+-----------+
| Chapter 4 |
+-----------+

+- No Painless Sacrifices -+

Found: Least Wing. Found in the hallway leading up to the Queen's castle.
Smash the breakable wall on the left of the hall to find the Memory.


+- Let Her Eat Cake! -+

Found: Labyrinthe Revenge. In the trail leading to the hedge garden maze is a
gazebo covered in sludge. Destroy it and look inside the gazebo to find
the Memory.


+-----------+
| Chapter 5 |
+-----------+

+- Beloved Toys -+

Found: Fort Resistance. Located inside the "A" house. Before going through the
main entrance, jump on the mushroom spring directly to the left to
reach the upper level. The Memory is up here.


+- Science vs. Quakery -+

Found: Dollgirl Pursuit. Before entering the room with the Dollgirl and the
other enemies, stay at the top of the stairs and face to the left. Jump
on the platform and go around the corner to find a keyhole. Head on
through and take the Memory that's found inside.


+- A Broken Mind -+

Found: Fort Resistance Delivered. Go inside Fort Resistance and look for a
keyhole underneath the set of stairs (more like a ramp). Shrink down
and continue through to reach the Memory.


==============================================================================
NANNY (7 MEMORIES)
==============================================================================

+-----------+
| Chapter 1 |
+-----------+

+- Mock Turtle Soup -+

Found: Slug With a Shell. In the same area where you find the two Pig Snouts
and the third Bottle. Use the domino bridges left behind by the Snouts
to cross the area and find the Memory near the snow globe.


+- Paper Pile Ignites -+

Found: Smelling and Regurgitating. Inside the frozen room. Once you freeze the
room, climb onto the icy ledge on the right side of the room to find a
hidden keyhole. Once through to the other side, you will discover it.


+-----------+
| Chapter 2 |
+-----------+

+- Taste for Blue Ruin -+

Found: Tundraful. When you enter the room with the gargantuan fish monster
enclosed in ice, wipe out the enemies first and then look for a secret
keyhole to the right of the frozen fish. Going through leads you up to
a walkway at the top of the room, where the Memory lies.


+- Perfecting Practice -+

Found: Barrelbottom. After talking with the Carpenter, take the stairs on the
left and follow the hallway to a keyhole. Shrink down and squeeze
through to locate the Memory on the other side.


+-----------+
| Chapter 3 |
+-----------+

+- Oriental Artifacts -+

Found: Monastery Shelf Valley. At the geisha statue, make a left and jump over
to the violet flower. There is a secret keyhole you can search inside
if you use your Shrink Sense, with the Memory on the other side.


+-----------+
| Chapter 4 |
+-----------+

+- Pictures Tell All -+

Found: Least Wing. As soon as you enter the Queen's castle, walk forward and
approach the painting on the wall. The Memory can be found directly
next to the painting.


+-----------+
| Chapter 5 |
+-----------+

+- Cutlery and the Devil -+

Found: Fort Resistance. There is a hidden keyhole to the right of the entrance
to Frog's Way. Shrink down inside and destroy the weakened wall at the
end to enter a cellar. Look around inside for the Memory.


==============================================================================
RADCLIFFE (12 MEMORIES)
==============================================================================

+-----------+
| Chapter 1 |
+-----------+

+- Industrious Suffering -+

Found: Cranking Up & Pressing Down. In the second room of the factory, break
the cluster of crates to find the Memory behind them.


+-----------+
| Chapter 2 |
+-----------+

+- Grotesque Headgear -+

Found: Naval Disaster. As soon as you gain control, walk over to the Mock
Turtle and continue past him. Destroying the piece of coral along the
wall reveals a keyhole that leads you to the Memory.


+- Macabre Speculation -+

Found: Choral Coral. After clearing the three pipes and pleasing the Bottle
Fish, head through the central door to reach an intersection. Take the
right path and grab the Memory at the dead end; be careful of the nasty
clam, though!


+- Brick Homes Do Burn -+

Found: Oyster Garden: Beds Available. After locating and shooting Snout #12,
continue along the jellyfish platforms until you land on one with a
flower on it. Straight ahead are a few invisible platforms that lead to
a secret keyhole. You'll end up on a cliff overlooking the previous
area and the Memory right at the edge.


+-----------+
| Chapter 3 |
+-----------+

+- Accidents Do Happen -+

Found: Vale of Doom. After receiving the Teapot Cannon and subsequently
vanquishing all the monsters, break down the glowing wall and proceed
forward. Head up the slope and inspect the hookah. Before going any
further, turn around and walk back down the ramp; a nearby wall begins
glowing, so destroy it to find the Memory behind it.


+- Aesthetic Opinion -+

Found: Scorched Earth. A series of platforms and tiles appear after peppering
Snout #3. Use them to reach a honeycomb wall and destroy it to locate
the Memory on the other side.


+- Marmoreal Memory -+

Found: Scroll of Happy Times. As soon as you complete the 2D mini-game. After
peppering Snout #6, float into the air pots and shrink down into the
keyhole towards the Memory.


+- Conflagration's Origin -+

Found: Monastery Shelf Valley. Past where you found the Nanny Memory,
"Oriental Artifacts". Go across the invisible platforms and pull the
chain to open up a new path. When you reach an intersection, make a
right to reach a dead end and the Memory.


+-----------+
| Chapter 4 |
+-----------+

+- Monarchical Doubts -+

Found: Least Wing. Found resting on the floating rock island where Snout #4 is
located. After peppering the Snout, float across the airlifts to the
island and the Memory.


+- Closed Caskets -+

Found: Waste Wing Part 1. In the first chainlinked area. After you pepper
Snout #9, a portion of the wall opens up. Use the Spade platforms to
reach this location and go inside the secret keyhole for the Memory.


+-----------+
| Chapter 5 |
+-----------+

+- An Executor's Duty -+

Found: Dollhouse Cellar. You can find Snout #5 at the bottom of the slide,
just above a diagram of a human brain. After you pepper the Pig Snout,
the diagram slides down to reveal a large doll head. Float over to it
and shrink down inside its mouth to collect the Memory.


+- Guilty and Innocent -+

Found: Dolltown Cellar. When you reach the room with the glass floor and the
inner workings underneath, walk across to the far end of the room. Hop
up on the ledge to the right to find a lever and pull it. Facing the
lever, jump onto the upper ledge to your right to find the Memory.

______________________________________________________________________________

[7] RADULA ROOMS [0700]
______________________________________________________________________________

Radula Rooms are secret chambers hidden inside giant snail shells. Inside, you
are confronted by the Cheshire Cat, who forces you to complete a task or
answer a riddle. Successful attempts lead to Alice receiving a Rose Paint;
collect four of these items to increase her maximum health.


+-----------+
| Chapter 2 |
+-----------+

+- Radula Room #1 -+

Found: Sliding Towards Oblivion. After going down the large slide and fighting
some enemies, the game directs you to the Radula Room. Inside, the
Cheshire Cat asks you a question:

Q: How is the Queen of Hearts like a typhoon?

Answer with the response, "In all ways -- but the typhoon doesn't mean
to be" to obtain a Rose Paint.


+- Radula Room #2 -+

Found: Barrelbottom. Smash the coral wall on the right side of the town square
and follow the stairs to end up below Barrelbottom. Straight ahead is
the Radula Room. In order to receive the Rose Paint, you must defeat a
large army (around 15) of Madcaps.


+- Radula Room #3 -+

Found: Choral Coral. After clearing up the three pipes, proceed through the
exit door and go left. Before you go through the doorway, break the
two coral walls on the right and climb across the invisible platforms
to reach the Radula Room. You must complete the HMS Gryphon mini-game
once again for the Rose Paint to be yours.


+- Radula Room #4 -+

Found: Barrelbottom Revisited. After battling the Colossal Ruin, break down
the glowing wall and activate your Shrink Sense. Enter the hidden
keyhole, then shoot the red switch to gain access to the Radula Room.
Inside, you must fight two waves of Eyepots and Menacing Ruins before
you can claim the Rose Paint as your prize (it's a lot harder than it
sounds, trust me!).


+-----------+
| Chapter 3 |
+-----------+

+- Radula Room #1 -+

Found: Vale of Doom. By peppering Snout #1, a gear will float down to your
position. Jump on and hop over to the keyhole, then go through. Use the
rocks and the invisible platforms to reach the Radula Room. Inside, the
Cheshire Cat provides you with another riddle:

Q: We welcome the arrival of a phantom at sunset, only to rue its
departure at sunrise. What is it?

Pick the response "Dreams" to successfully complete the riddle and get
a Rose Paint for your troubles.


+- Radula Room #2 -+

Found: Scroll of Happy Times. In the chamber after first encountering Samurai
Ink Wasps. A side tunnel with the Radula Room opens up after clearing
the room of enemies. Inside, you must survive against a single wave of
Bolterflies and Madcaps. Ridiculously easy.


+- Radula Room #3 -+

Found: Trunk. In the cave with the fire-breathing statues, directly behind the
Liddell Memory, "A Desperate Plea". In order to obtain the Rose Paint
inside this Radula Room, you must survive against Madcaps and Cannon
Crabs until the timer runs out. You don't have to kill a single enemy
if you don't want to; just run away until you are victorious.


+- Radula Room #4 -+

Found: West Peak Prison Village. Enter the tunnel created by the Origami Frog
and blast open the second honeycomb wall. Go through the tunnel and
search the right side for a keyhole near the Teeth. Head through to the
Radula Room. Play through another 2D mini-game to win the Rose Paint.


+-----------+
| Chapter 4 |
+-----------+

+- Radula Room #1 -+

Found: Least Wing. Stand in front of the heart door and look to the right for
a breakable wall. Destroy it and use the mushroom spring to reach the
Radula Room on a high ledge. Here, you must answer a riddle:

Q: What comes next in the sequence "1 3 4 7 11"?

Pick "18": if you add the first two numbers, you get the third. Add
the second and the third, and you get the fourth. Add the third and the
fourth, and you get the fifth. Continuing the trend, the sixth number
should be 18. The Rose Paint is yours after a successful attempt.


+- Radula Room #2 -+

Found: Waste Wing Part 1. In the area with the chainlinked platforms. After
pulling the lever to open the door, float back to the island where
you fought all the enemies. There are now two airlifts here, so ride
them over to the Radula Room. Inside, you must survive against Samurai
Wasps, Samurai Wasp Archers, and Eyepots.


+- Radula Room #3 -+

Found: Waste Wing Part 2. Right at the start of the area. When you see the
Infernal Train pass by, walk forwards a lil' bit and use the airlifts
in the left corner to reach the Radula Room. Several Drowned Sailors
and two Daimyo Wasps are your opponents, but you do not have to slay
them, but just withstand the time limit. This is also the easiest way
to unlock the "Cold Arms, Cold Heart" Achievement.


+- Radula Room #4 -+

Found: Dark of Heartness. After sliding down the tongue slide, search the left
end of the chamber for a hidden keyhole and go through. In this Radula
Room, you must replay the Giant Alice mini-game. The controls and your
goal are exactly the same: clear out the enemies, rip the tentacles out
from the ground, then destroy the tower.


+-----------+
| Chapter 5 |
+-----------+

+- Radula Room #1 -+

Found: Frog's Way. After shooting Snout #4, drop through the green door and
follow the path to a dollhouse. As you enter, a wall will lower and
reveal the Radula Room to you. The Cheshire Cat asks you a riddle and
you must correctly answer it.

Q: The one that uses it never knows that he's using it. What is it?

The answer is "Coffin", which is a pretty obvious answer considering
the other choices.


+- Radula Room #2 -+

Found: Dolltown Cellar. After slaying the Dollgirl and Insidious Ruins, you'll
be able to destroy several patches of black slime in the vicinity. Go
to the outer perimeter of the room (the pink-lit area) and destroy the
slime to reveal a keyhole. Go inside and to the right to reach the
Radula Room. Inside, you must kill waves of Card Guards, Armoured Card
Guards, and Ice Snarks to claim your prize.


+- Radula Room #3 -+

Found: Fort Resistance Delivered. After exiting the first dollhouse, follow
the moving platforms over to a Pressure Pad. There are some invisible
platforms past the switch that lead you to the Radula Room. Inside, you
must withstand a time limit while fighting Samurai Wasps, Samurai Ink
Wasps, and an Executioner. Since you cannot kill the aforementioned
monster, all you can do is run away until time runs out. I suggest
using Alice's dodge (Right Bumper) to keep your distance.


+- Radula Room #4 -+

Found: Looking Glass Railway Station. Once you're at the railway station, walk
to the right and across the invisible catwalk; doing so takes you to
the Radula Room. You must replay the doll head obstacle course mini-
game, with it being a bit tougher than the first. It's still easy and
straightforward: navigate the doll head through the obstacle course
and try not to die so much (it's not like dying has any consequences in
this game).

______________________________________________________________________________

[8] BOTTLES [0800]
______________________________________________________________________________

Bottles are just what they sound like: it's a glowing, floating bottle strewn
throughout the game's chapters and can be collected in Wonderland.


+-----------+
| Chapter 1 |
+-----------+

+- Bottle #1 -+

Found: Slug With a Shell. Near the large pit where you have to use your Float
ability. Float over to the mushroom spring and launch yourself to the
ledge directly above you to find it.


+- Bottle #2 -+

Found: Slug With a Shell. This Bottle is found in the same area as the first
one. Simply float over to the ledge on the opposite end of the area.


+- Bottle #3 -+

Found: Slug With a Shell. In the area where you find the second and third Pig
Snouts. Fall down into the pool and walk to the end of the area near
the waterfall. Shrink down and you'll spot a hidden keyhole on your
right with the Bottle inside.


+- Bottle #4 -+

Found: Slug With a Shell. After you first encounter Slithering Ruins, glide
over to the tiny floating island to make a mushroom spring appear.
Launch up to the platforms above you and shrink down to find another
hidden keyhole. The Bottle can be found inside.


+- Bottle #5 -+

Found: Slug With a Shell. In the railway entrance, after killing the monsters
and upgrading your weapons. Search the left side of the area (opposite
the railway sign) and step on the mushroom spring to reach the Bottle.


+- Bottle #6 -+

Found: The Crockery. There is a hidden keyhole next to the entrance sign to
the Hatter's Domain. Go through while shrunk to find the Bottle on the
other side.


+- Bottle #7 -+

Found: Hatter's Gate. Near the entrance to the region, shrink down to find
some invisible platform and leap across to reach the fifth Pig Snout.
Shoot it to make a vent appear, then ride the vent up to a platform
containing the Bottle.


+- Bottle #8 -+

Found: Hatter's Gate. Once inside the building, ignore the lever for now and
continue into the side room. Break all the boxes and stuff, then shrink
down into the keyhole. A Bottle is waiting for you on the other end.


+- Bottle #9 -+

Found: Hatter's Gate. After shooting the Snout #7, jump into the vent and fly
up to the platform, where the Bottle is waiting for you.


+- Bottle #10 -+

Found: Always Elevenses. Deep inside the building, you should find a Bottle
drawing above a semi-open gate with your Shrink Sense. Slip through the
opening to reach a large shaft with a column in the room's center.
While using Shrink Sense, jump across the invisible moving platforms to
reach the Bottle at the top of the pillar.


+- Bottle #11 -+

Found: About Face. Found inside the Hatter's chambers. Destroy the wall on the
right side of the room with a Clockwork Bomb to find the Bottle near
the Pressure Pad.


+- Bottle #12 -+

Found: Smelling and Regurgitating. In the room with the Eyepots, Insidious
Ruins, and moving columns (the same spot where you find the Liddell
Memory, "A Trip to Brighton"). It's on the left side of the room.


+- Bottle #13 -+

Found: Smelling and Regurgitating. After you freeze the room using the valve,
drop to the ground and look around underneath the main platform to
find Snout #10. Peppering the Snout gives you this Bottle.


+- Bottle #14 -+

Found: Smelling and Regurgitating. After exiting the silo, float over to the
checkered platform using the vents and take out all the monsters. Step
onto the platform jutting off to the side for the Bottle.


+- Bottle #15 -+

Found: Smelling and Regurgitating. Found inside the Dormouse's lair. Once you
have drained the lava from the lower level, go through the keyhole at
the far end of the room to find the Bottle inside.


+- Bottle #16 -+

Found: Cranking Up & Pressing Down. When you first encounter the fist
crushers, dodge the first two and cross over the gears. Get past the
third and look over the edge to the right. There is a keyhole down
below, and the Bottle is in there.


+- Bottle #17 -+

Found: Cranking Up & Pressing Down. Right inside the entrance of the Dodo
Miserarium. By targeting and peppering Snout #13, a Bottle will appear
on the left side of the room.


+- Bottle #18 -+

Found: Cranking Up & Pressing Down. Inside the March Hare's room, after
defeating the army of monsters, shoot the red switch to reveal a tiny
alcove with a lever. To the right of the lever is a wall you can bust
open with a Clockwork Bomb. Do so, then head through the keyhole for
the Bottle.



+-----------+
| Chapter 2 |
+-----------+

+- Bottle #1 -+

Found: Tundraful. As soon as you enter the area, turn around and shrink down
into the hidden keyhole near the mound of rocks. Walk through and you
will be brought to a dead end with the Bottle.


+- Bottle #2 -+

Found: Tundraful. Slay the Menacing Ruin and Insidious Ruins to make the Yeti
show up. Stay down on the ground and walk over to the frozen bird; to
the right is a patch of ice covering the wall (use Shrink Sense to find
the Bottle drawing nearby). Use a Clockwork Bomb to blow the ice apart
and reach the Bottle.


+- Bottle #3 -+

Found: Tundraful. Just past the room with the frozen fish monster is an
intersection. Go to the left first and break down the ice horse, then
bomb the floor to reach a Bottle lying at the bottom of a pit.


+- Bottle #4 -+

Found: Sliding Towards Oblivion. When you encounter the game's first Radula
Room, turn around and face the opposite direction to find an ice horse.
Break it with your Hobby Horse to reach the Bottle.


+- Bottle #5 -+

Found: Sliding Towards Oblivion. As you make your way towards the pirate ship,
you will go through an underground river via an invisible raft. As soon
as you enter the tunnel, jump off of the raft and collect the Bottle
on the left side.


+- Bottle #6 -+

Found: Naval Disaster. Once you reach the first geyser and get up to the high
ledge, take care of the Ice Snark and enter the tunnel on your right.
The keyhole at the end leads you to a Bottle.


+- Bottle #7 -+

Found: Naval Disaster. As you make your way through the tunnel and towards
Barrelbottom, shrink down and hug the left side of the tunnel to
eventually come across a hidden keyhole. Take it and you'll spill out
into a room with the Bottle and some treasure chests.


+- Bottle #8 -+

Found: Barrelbottom. Break the coral wall on the right side of town and
descend into the basement. Walk around on the left end to discover a
keyhole. The Bottle is right through the keyhole.


+- Bottle #9 -+

Found: Barrelbottom. At the spot where you are able to view the Dreary Lane
Theatre from a distance. Instead of moving towards the theatre, make a
hard left to enter a clam-filled room. A Bottle is lying right on top
of a clam, so be swift when claiming it.


+- Bottle #10 -+

Found: Barrelbottom. After the scene with the Carpenter inside the theatre,
search behind the random junk on the left side of the room to find the
Bottle tucked away.


+- Bottle #11 -+

Found: Inky Veil. On your way to the Octopus writer's second hiding spot, you
should come across a moving invisible platform (it's on the island just
before the mushroom spring. Hop onto the platform to be taken to a
Bottle.


+- Bottle #12 -+

Found: Inky Veil. Found near the second bottle-filled clearing (though the
octopus isn't inside any of 'em). Near the keyhole is a cliff and some
nearby invisible platforms. Ride them over to the Bottle floating out
in the distance.


+- Bottle #13 -+

Found: Choral Coral. There are some treasure chests in the corner of the
ledge where you entered the Music Fish's room. Drop down from this
ledge and turn around to see the chests, then destroy them to find the
Bottle tucked away behind them.


+- Bottle #14 -+

Found: Lost Souls Locker. Found in the crypt on the left. As you chase after
the soul, the Bottle is resting on a clam, not too far off the beaten
path.


+- Bottle #15 -+

Found: Lost Souls Locker. Located inside the middle crypt, during your journey
with the glowing seahorse for the final soul. When you reach the second
Pressure Pad, throw a bomb on it and begin making your way across the
set of invisible platforms. You should be able to see the golden glow
of the Bottle; you can reach it by getting onto the platform with a "2"
on it and floating off to the right.


+- Bottle #16 -+

Found: Barrelbottom Revisited. Near the back (bloody) entrance to the theatre.
Pepper the invisible Pig Snout, Snout #15, to make a mushroom spring
appear. Jump on it to find the Bottle on a wooden balcony.


+-----------+
| Chapter 3 |
+-----------+

+- Bottle #1 -+

Found: Vale of Doom. When you reach your first vent, stay floating on it and
look around a bit. To the right of the moving rock (where you are
supposed to go) is a gear sticking out of a huge rock spire. Jump onto
the gear and take the Bottle.


+- Bottle #2 -+

Found: Vale of Doom. The Bottle is laying on a platform not too far from the
first Bottle you found, next to some snail shells. You have to jump on
this platform in order to continue, so there is no way you can miss it.


+- Bottle #3 -+

Found: Vale of Doom. Not long after finding the second Bottle, you will end up
at an intersection. Head to the left first and go under the archway to
locate the Bottle at a dead end.


+- Bottle #4 -+

Found: Vale of Doom. You should be on a small island with a tree on it. Slay
the Drifting Ruins, then look behind the tree to spot the Bottle on a
lower ledge.


+- Bottle #5 -+

Found: Vale of Doom. Right near the previous Bottle. From the tree, jump over
to the left and fly up the vent onto a gear. Hop across the gears to
reach the Bottle.


+- Bottle #6 -+

Found: Scorched Earth. When you reach the first fish statue and chain, ignore
it and continue along the path. Jump on the floating tile and ride it
over to the island, where you will find the Bottle hiding behind some
pots and boxes.


+- Bottle #7 -+

Found: Scorched Earth. After pulling the chain in the fish statue's mouth,
use the stone pillars and the air pot to get to the platform ahead.
Fall down to the island below. You can use the floating tiles to your
right to reach the far-away island, which contains another Bottle.


+- Bottle #8 -+

Found: Scorched Earth. After exiting the shrine, stay near the right side of
the trail to enter the bamboo forest. Shoot Snout #5 to make the Bottle
appear out of thin air.


+- Bottle #9 -+

Found: Scroll of Happy Times. Inside the cave, after going across the long
invisible catwalk. The Bottle is found right next to the fish statue.


+- Bottle #10 -+

Found: Monastery Shelf Valley. After defeating the army of Samurai Ink Wasps
and the Daimyo Wasp, proceed through the rotating doorway. As soon as
you exit out the other side, turn to the right to spot the Bottle in
the corner.


+- Bottle #11 -+

Found: Monastery Shelf Valley. Inside the small tunnel that leads to the lava
pool. There is a keyhole on the right side of the tunnel that will take
you to the Bottle.


+- Bottle #12 -+

Found: Monastery Shelf Valley. Make your way across the pool of lava and walk
past the first Pressure Pad on the ground to find a keyhole on an
adjacent island. Squeeze through to reach the Bottle.


+- Bottle #13 -+

Found: Monastery Shelf Valley. In the area just past the lava pool. Once you
reach the top of the dresser, walk forward and kill the enemies. Head
across the walkway and approach the flight of stairs. To the left is a
keyhole with a Bottle inside.


+- Bottle #14 -+

Found: Trunk. After crossing the paper fan area, drop down onto dry land and
immediately walk to the right to end up in a side tunnel. Go through
the keyhole to find the Bottle and you'll end up on a ledge overlooking
the trail.


+- Bottle #15 -+

Found: Trunk. After getting past the rotating flamethrower statue, jump up the
platforms to find a fish statue behind a honeycomb wall. Before you
yank the chain, look in the right-hand corner of the tiny room for the
Bottle.


+- Bottle #16 -+

Found: West Peak Prison Village. Inside the keyhole tunnel leading to the
third block. At the fork inside the keyhole, make a right to find the
Bottle.


+- Bottle #17 -+

Found: West Peak Prison Village. After slaying the enemies inside the frog's
chamber, jump over the rubble to the left of the central column and
enter the keyhole. The path leads up to a fish statue, and there is a
Bottle you can take along the way.


+- Bottle #18 -+

Found: West Peak Prison Village. Once the frog wakes up and blasts open a new
tunnel, go on in to find two honeycomb walls. Bash the one closest to
you and proceed through the keyhole to locate the Bottle.


+-----------+
| Chapter 4 |
+-----------+

+- Bottle #1 -+

Found: Cardbridge. Ride the moving Two of Clubs towards a portion of the card
bridge that bends to the left. Before you continue any further, use
your Shrink Sense to find a few invisible platforms. There is a Bottle
floating in the air, and you can use a rotating invisible catwalk to
reach it.


+- Bottle #2 -+

Found: Cardbridge. This is in the same area where you find the Bumby Memory,
"River of Forgetfulness". Instead of going inside the tiny hole that
leads you to the Memory, search behind one of the cards to your left
to spot the Bottle.


+- Bottle #3 -+

Found: Cardbridge. Found in the area with the switches and growing/shrinking
card platforms. After shooting Snout #3 next to the second Pressure
Pad, ride the moving card over to the Bottle.


+- Bottle #4 -+

Found: Least Wing. During the slide sequence, make sure to take the left path
when you reach the fork. As you slide off towards the house of cards,
make sure to first jump onto the upper ledge of the card house so you
can reach the Bottle.


+- Bottle #5 -+

Found: Least Wing. Found in the stone bridge area right after the slide. Take
either route to reach a circular island with Insidious Ruins. Once they
are taken care of, look towards the left path (opposite the mushroom
spring up ahead) and use the airlift to reach the raised section of the
bridge to find a Bottle.


+- Bottle #6 -+

Found: Least Wing. On the right side of the castle foyer, through the club-
shaped doorway. Destroy the weakened portion of the floor (the one on
the left side of the room) to discover the Bottle.


+- Bottle #7 -+

Found: Least Wing. When you are able to, cross over to the left side of the
castle foyer and jump up to the balcony. Continue into the next room
and destroy the weakened wall with your Teapot Cannon. Jump up to it to
find a Bottle. You basically have to pass through the breakable wall to
continue, so it's hard to miss.


+- Bottle #8 -+

Found: Least Wing. This can be found after encountering the Executioner for a
second time. Once the scene is over, immediately turn around to find it
right next to you.


+- Bottle #9 -+

Found: Waste Wing Part 1. Inside the cave after escaping from the Executioner.
At the end of the cave is a breakable wall that leads back inside the
castle. Instead of going through, look for another wall you can destroy
just to the right. Smash this one and head through for the Bottle.


+- Bottle #10 -+

Found: Waste Wing Part 1. In the area with the chainlink platforms, just after
you first encounter Armoured Card Guards. At the set of Spade
platforms, use the mushroom spring to bounce high into the air and
float over to the landing above the area entrance to reach the Bottle.


+- Bottle #11 -+

Found: Waste Wing Part 1. In the same area as the previous Bottle. When you
reach the Diamond platforms, destroy the weakened wall to the right of
the rightmost platform to find the Bottle inside.


+- Bottle #12 -+

Found: Waste Wing Part 1. After being dragged through the portal to the
strange realm by the Executioner. As soon as you emerge through the
portal, turn around and follow the catwalk to the Bottle.


+- Bottle #13 -+

Found: Waste Wing Part 1. At the intersection, go straight ahead and jump on
the three mushroom springs. At the third one, aim for the high ledge
instead of the floor. Once you land, jump and glide over to the next
ledge to collect the Bottle.


+- Bottle #14 -+

Found: Waste Wing Part 1. In the second area with chainlinked platforms. Once
you're at the pair of Heart platforms, cross over to the farthest one.
Throw a Clockwork Bomb onto the platform, then double back to the first
platform. It should be raised up and you should be able to reach the
Bottle up on the island here.


+- Bottle #15 -+

Found: Waste Wing Part 2. Near the beginning of the area. Just before you
reach the area with the two Card Guards, make a right instead of going
to the left. In the corner is a secret keyhole with a Bottle inside.


+- Bottle #16 -+

Found: Waste Wing Part 2. When standing on the central island in the room
with the chainlinked platforms, look to the left of the Pig Snout while
shrunk down. An invisible platform moves back and forth near a
breakable wall. Break the wall, then ride over to it. Proceed through
the keyhole for the Bottle.


+- Bottle #17 -+

Found: Labyrinthe Revenge. When you reach the series of invisible platforms,
jump across until you are standing on the one marked with a "3". Peer
towards the wall to find a breakable portion and shoot at it. Once
destroyed, jump through and take the Bottle.


+- Bottle #18 -+

Found: Labyrinthe Revenge. At the entrance to the hedge garden maze, make a
right and bomb the floor. Drop down inside and enter the keyhole to
locate the Bottle on the other end.


+-----------+
| Chapter 5 |
+-----------+

+- Bottle #1 -+

Found: Fort Resistance. At the beginning, ride up to the Pressure Pad and put
a bomb on it to shift the two platforms. Instead of taking the high
road to your next destination, float across the lower platforms on the
left to reach a small house. Go inside and search the bottom floor for
the Bottle.


+- Bottle #2 -+

Found: Fort Resistance. Found in the bedroom just past the "A" house (make a
right inside the keyhole intersection). The Bottle can be found between
the beds and across from the lever.


+- Bottle #3 -+

Found: Fort Resistance. There is a weakened wall in the area where you first
fight the Dollgirl; it's actually right next to the basement where you
emerged from just before. Smash it apart for the Bottle.


+- Bottle #4 -+

Found: Frog's Way. Found on the third floor of one of the houses. Use the
mushroom spring to bounce up to the second floor, then pull the lever.
When the wall turns, walk through the doorway and jump up the blocks on
the right to reach the third floor. You can reach the Bottle from up
here.


+- Bottle #5 -+

Found: After claiming Bottle #4, go to the left and jump across the invisible
platforms. Ride the invisible elevator up to a Pressure Pad, then smash
the gingerbread wall nearby to find the Bottle.


+- Bottle #6 -+

Found: Frog's Way. After first encountering the Bitch Babies, glide over to
the lever and pull it, then float towards the mushroom spring. Spring
up to the house with an "8" on it and enter the back room to find the
Bottle in the corner.


+- Bottle #7 -+

Found: Frog's Way. Shoot Snout #4, then drop through the door and smash the
gingerbread floor. Follow the trail and bounce into the dollhouse
window to find the Bottle (in addition to a Radula Room).


+- Bottle #8 -+

Found: Dolltown Cellar. Avoid the first series of spike crushers to enter a
room with two stairs. Take the one on the left to descend to the
basement. Down here is a hidden keyhole with a Memory inside.


+- Bottle #9 -+

Found: Dolltown Cellar. In the room with the two Pressure Pads, put a bomb on
the right one and step on the left one. Run underneath the spikes and
through the two glass doors before they close on you. Pull the lever to
permanently open all the glass doors here. Return to the previous room
and go to the right to reach a Bottle.


+- Bottle #10 -+

Found: Dolltown Cellar. Down in the hallway inhabited by many Slithering
Ruins. The Bottle is found behind one of the many breakable walls, and
in particular, it is on the left side of the passage.


+- Bottle #11 -+

Found: Dolltown Cellar. Located inside the room with the glass floor that you
can go underneath. Once you are able to go underneath the floor, work
around the various hazards into the corner to get the Bottle.


+- Bottle #12 -+

Found: Dolltown Cellar. This Bottle appears right after you pepper Snout #6
after the second slide sequence. Step onto the island that appears and
take it.


+- Bottle #13 -+

Found: Fort Resistance Delivered. As you walk through the first dollhouse, you
will come to a large hole in the wall. Before you go outside, use your
Shrink Sense to find a hidden keyhole on the left (next to the mirror)
and head through to find the Bottle.

______________________________________________________________________________

[9] EQUIPMENT [0900]
______________________________________________________________________________

==============================================================================
WEAPONS [0901]
==============================================================================

+--------------+
| Vorpal Blade |
+--------------+

Alice's first weapon and often considered her signature tool, the Vorpal Blade
is swift and easy to wield. It will probably be your most used weapon through
the game, since it is powerful, fast, and elegant. Repeatedly tap X to string
together combos to help defeat your foes.


+----------------+
| Pepper Grinder |
+----------------+

Given to you by the Duchess in Chapter 1, the Pepper Grinder has several uses.
It's primarily used as a long-range weapon; you can enter Aiming Mode or lock
onto an enemy. It isn't particularly strong, but it's useful in targeting
enemies from afar. The one downside is that it can overheat if used for long
periods of time. You can also use the Pepper Grinder to activate switches and
pepper Pig Snouts.


+-------------+
| Hobby Horse |
+-------------+

The Hobby Horse is found in Chapter 2 and serves as Alice's strong weapon. It
is a heavy hammer that takes a lot of effort to swing, but it certainly packs
a punch. The Hobby Horse is best used on slower enemies; the weapon can also
be used to break weakened walls and other durable objects.


+---------------+
| Teapot Cannon |
+---------------+

The Teapot Cannon - found during Chapter 3 - is probably my favorite weapon in
the game. The weapon acts as a powerful cannon that shoots globs of hot tea at
its targets (it is arguably the strongest weapon in your arsenal, to boot).
You can hold down the Right Trigger to charge it up, resulting in a
catastrophic projectile blast. Like the Pepper Grinder, the Teapot Cannon can
overheat if you use it too much. You can also use it to destroy breakable
walls as a substitute to the Hobby Horse.


+----------------+
| Clockwork Bomb |
+----------------+

One of Alice's two sub-weapons, the Clockwork Bomb is mainly used to solve
puzzles and activate Pressure Pads. Press B to drop a White Rabbit bomb that
will detonate after several seconds (or you can manually detonate it by
pressing B again). Enemies will target these bombs in a fight and using them
as a diversion is also a great battle tactic.


+----------+
| Umbrella |
+----------+

This isn't really a weapon, but more of a defensive tool. When locked onto an
enemy (Left Trigger), you can press and hold A to have Alice shield herself.
Not only can the Umbrella protect Alice from some enemy attacks, but you can
also deflect projectiles back at their sender.


==============================================================================
ITEMS [0902]
==============================================================================

+-------+
| Teeth |
+-------+

Teeth are found high and low in Wonderland. They are received after defeating
enemies and are also stowed away in various breakable objects, but can also be
found out in the open in small clusters. Alice can use Teeth in order to
upgrade her four main weapons. White Teeth count as one unit while Gold Teeth
are worth five units.


+-------+
| Roses |
+-------+

Red roses help replenish Alice's health. You can normally find roses by
killing monsters in Wonderland, but some breakable objects will yield roses if
you are not at full health.


+----------------+
| Shrink Flowers |
+----------------+

Large flowers can be found in Wonderland and are generally pretty hard to
miss. If you shrink and stand inside the flower, it will wrap around Alice and
begin to heal her. Stay shrunk until you are completely healed, then let go to
receive a couple Teeth as a bonus. There are usually invisible platforms near
Shrink Flowers.


+--------------+
| Collectibles |
+--------------+

The game boasts many various collectibles and they are neatly tucked away into
various hiding spots throughout Wonderland. Memories unlock small snippets of
Alice's past, Pig Snouts can reveal hidden locations, Rose Paint can
ultimately increase Alice's maximum health and are found inside Radula Rooms,
and Bottles have no purpose in the game other than to help towards 100%
completion.

______________________________________________________________________________

[10] ACHIEVEMENTS [1000]
______________________________________________________________________________

Here are all the achievements found in the game, in alphabetical order.


+-----------------+
| 52 Pick-Up (20) |
+-----------------+

Defeat 52 Card Guards


+-------------------------+
| Armed to the Teeth (30) |
+-------------------------+

Fully upgrade all weapons


+------------------------------+
| Beware of the Lagomorph (20) |
+------------------------------+

Kill 30 enemies with the Clockwork Bomb


+----------------+
| Brollyant (20) |
+----------------+

Kill 10 Bitch Babies with Deflection


+--------------------------------+
| Calm In the Face of Death (30) |
+--------------------------------+

While on your last Rose, kill 5 enemies without activating Hysteria


+----------------------------+
| Cold Arms, Cold Heart (30) |
+----------------------------+

Defeat the Drowned Sailor without taking any damage


+------------------+
| Dead Hatter (10) |
+------------------+

In American McGee's Alice, Complete Behind the Looking Glass



+--------------------------+
| Death by Darjeeling (10) |
+--------------------------+

Acquire the Teapot Cannon


+----------------+
| Dress-Ups (10) |
+----------------+

Equip a Different Domain Dress


+-----------------------+
| End of Innocence (10) |
+-----------------------+

Complete Vale of Tears


+---------------------------------+
| Everything Fit To Remember (30) |
+---------------------------------+

Find all Memories


+-----------------------+
| Eyes On the Size (10) |
+-----------------------+

Find the hidden Shrink Sense Decal


+-------------------------------------+
| Family Memories Fond and Faded (10) |
+-------------------------------------+

Find all Liddell Memories


+--------------------+
| Full Recovery (50) |
+--------------------+

In American McGee's Alice, Complete the Game


+------------------+
| Grandmaster (10) |
+------------------+

Complete a Chess Puzzle without failing


+-----------------+
| Grim Folly (10) |
+-----------------+

Complete Wonderland Chapter 2


+---------------------+
| Grind 'em All! (10) |
+---------------------+

Kill 5 Bolterflies in a row with the Pepper Grinder


+------------------+
| Ground Pork (10) |
+------------------+

Acquire the Pepper Grinder


+----------------------+
| Hatter's Demise (10) |
+----------------------+

Complete Wonderland Chapter 1


+------------------+
| Just Peachy (20) |
+------------------+

Collect all Peaches in the Scroll of Destiny


+-------------------+
| Level-Headed (50) |
+-------------------+

Finish the game using Hysteria only once


+---------------------+
| Madness Begins (10) |
+---------------------+

In American McGee's Alice, Complete Village of the Doomed


+-----------------------+
| Madness Prevails (80) |
+-----------------------+

Complete the game on Nightmare Difficulty


+---------------------------+
| More than a Mouthful (20) |
+---------------------------+

Fully upgrade a weapon


+------------------+
| Neighslayer (10) |
+------------------+

Hit 4 enemies With a single Hobby Horse Ground Smash


+-----------------------+
| No Happy Returns (10) |
+-----------------------+

Back to Wonderland


+----------------------------+
| No Quarter! No Mercy! (20) |
+----------------------------+

Defeat 100 Ruin enemies


+--------------------------------------+
| Nothing Like the Smell of Bacon (10) |
+--------------------------------------+

Pepper all Snouts in a chapter


+-----------------------+
| Out of the Woods (10) |
+-----------------------+

In American McGee's Alice, Complete Wonderland Woods


+----------------------------+
| Painting the Town Red (30) |
+----------------------------+

Complete all Radula Rooms


+----------------------+
| Pulling Strings (30) |
+----------------------+

Defeat the Dollmaker without taking any damage


+---------------------+
| Royal Approach (10) |
+---------------------+

In American McGee's Alice, Complete Queen of Heartsland


+--------------------------+
| Seasoned Campaigner (30) |
+--------------------------+

Pepper all Snouts in the game


+--------------------+
| Ship of Fools (20) |
+--------------------+

Complete HMS Gryphon without taking damage


+------------------------+
| Shooting the Moon (10) |
+------------------------+

Collect 4 jars of Rose Paint


+-------------------+
| Skool-Leaver (10) |
+-------------------+

In American McGee's Alice, Complete Fortress of Doors


+---------------------+
| Snicker-Snack! (10) |
+---------------------+

Acquire the Vorpal Blade


+--------------------+
| Strange Hobby (10) |
+--------------------+

Acquire the Hobby Horse


+--------------------+
| Strike a Deal (10) |
+--------------------+

Upgrade a weapon


+----------------+
| Tea Party (10) |
+----------------+

Destroy 10 Ruin Barriers


+-----------------------------+
| That's Using Your Head (20) |
+-----------------------------+

Complete Off With Her Head Part 2 in under 6 minutes


+-------------------------------+
| The Beginning of the End (20) |
+-------------------------------+

Complete Chapter 1 on Nightmare Difficulty


+----------------------+
| The End of Daze (10) |
+----------------------+

Complete Wonderland Chapter 5


+---------------------------+
| The Harder They Fall (10) |
+---------------------------+

Complete Wonderland Chapter 4


+-----------------------------+
| The Imaginative Endure (50) |
+-----------------------------+

Complete the game on Normal Difficulty


+------------------------------+
| The Persistent Flourish (75) |
+------------------------------+

Complete the game on Hard Difficulty


+-------------------------+
| The Strong Survive (25) |
+-------------------------+

Complete the game on Easy Difficulty


+--------------------------+
| Venting Frustration (10) |
+--------------------------+

Spend 7 minutes on steam vents


+--------------------+
| Weapon Schizo (10) |
+--------------------+

Hobby Horse to Vorpal Blade to Hobby Horse combo


+--------------------------+
| When Worlds Collide (10) |
+--------------------------+

Complete Wonderland Chapter 3

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