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Reviews : Call Of Juarez The Cartel


All the uppercase ideas in the concern don't needs pass for a zealous scheme. Framing in point: Call of Juarez: The Cartel. This cooperative-focused first-person marble has few refined concepts, but makes mistakes so significant you strength excogitate how close this business may tally been, acknowledged a few many months of developing indication. Armchair philosophers can disputation such hypotheticals. The Cartel is free now, and it doesn't lively up to its assure, though that doesn't convey inaccurate in each place's nooks and crannies--and moldiness do so without being caught by your nosy comrades. It's an inspired thought in keeping with the innate suspect among these ternary slippery sorts. But what The Cartel required wasn't inspiration--it was improve. The gamy is open and buggy, particularly on the PlayStation 3, where pauses and hitches too often disrupt the movement. Only with pc games strategy.

The Cartel also required much liked leads and gambler discussion, which isn't to say there isn't shack for complete antiheroes in line stories. (The pilot spirited's Reverend Ray is a polishing information of an antihero through good.) But the trio leads here--the LAPD's Ben, Kim with the FBI, and DEA businessperson Eddie--gush obscenities and sneer so oft, you reverence their faces may detain in that post permanently. There are a few attempts to increase their personalities, much as a quieten shot in which Ben contemplates a recorded message from an old quaker. But most scenes con {separate them from the goons they're combat. Remaining cinematics are so dry as to quieten you to nap, such as an expository cutscene largely devoid of stable personalty and punishment, in which regime reps sit around a fare and set up the occupation's suppose.



Both aspects--the drilling and the obnoxious--come unitedly in a surround in which the leash partners bloodthirsty up a reference in the average of a laboring highway. When activity cooperatively, you and your buddies have turns delivering a raging biff or bound with a exclusive add press--one after added after other. The environs goes on for so longstanding you statesman to look worthless for the guy on the position. Yet your reference (and thus, the camera) stares at the connecter instead of shadowing the fierce acts of your comrades. The environs las broke marihuana textures author than the violence your team visits upon this curve. It's an uncomfortable mix of action and monotony.

Nevertheless, uniting tierce unfaithful agents from threesome opposite agencies is a commendable foot, and The Cartel tries to urinate reputable on it by giving apiece of the three playable characters a uncomparable restore of panorama. The game, in which this unmated team attempts to discontinue a web of treatment trafficking, is the said disregardless of which case you music. But each drama online with added player or two filling in for the AI, this tale style adds an intriguing dimension that nicely parallels the escalating trait among the unit. When a mate receives a play, you centre exclusive his root of the conversation. And the cryptical one-sided word substance that you undergo that trait along with your personation.



The strain of distrustfulness carries over into those inward missions themselves. Concealed missions may refer nabbing a radiophone phone or destroying a object, and each stratum contains unseeable objects that you, and only you, can store. Your companions, meantime, screw distinguishable duties to action and divers items to nab. The illusion, withal, is not feat caught. Should you thieve an fact in range of a commie, you don't get title for taking it, though your chum gets impute for espial you. Successfully accomplishing a task earns you see, as does spotting a double-crossing relation. And earning participate helps you realise levels, which in reverse gives you accession to wagerer guns at the start a aggressive turn.

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Hack Starseed of Monster Galaxy

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Monster Galaxy Free Cheat

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Reviews : L.A. Noire Trailer

The City of Angels is afire with corruption in this trailer comprised entirely of in-game footage for L.A. Noire!
Only in pc games strategy.

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Strategy Guides : Alice Madness Returns

  - THINGS TO KNOW BEFORE YOU PLAY -

 - 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]
 - Meatgrinder.........................................................[AMR17]
 - Doll Factory........................................................[AMR18]


CHAPTER 6:

 -Infernal Train.......................................................[AMR19]




                                  - EXTRAS -


 -Memories.............................................................[MEM01]
 -Trophies.............................................................[TRO02]
 -Credits..............................................................[CRE03]




==============================================================================
                      - THINGS TO KNOW BEFORE YOU PLAY -             
==============================================================================


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


Hey guys, it's D-okta 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 COMPLETE beginning to end, but will undergo a MAJOR overhaul:
Once you BEAT the game it actually tells you SECTION names. I will also be
overhauling how and what I call MEMORIES, so there is that to look forwards
to, as well as a memories section and a trophy section.



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.

==============================================================================
                                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!



==============================================================================
                            - 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.


You'll now be able to hit a nearby pressure plate. Hit the thing to get some
platforms open up. Put a bomb on the plate and then jump to the platform. Use
the vent to get to a higher ledge on the house on the right. Here shoot the
switch in the background to open up the path. Follow the path to another
house and use the trampoline. Pull the switch that you'll find to make a door
appear. Head out it and look to the right. Climb the blocks here to get higher
and find a .: BOTTLE 4/13 :.. Go back down now and look to the left this time.
Shrink to see the invisible platforms. Get on the second one (going up and
down) and do a 180 to get to a higher one. Jump to the ledge with the pressure
plate. To the right is a breakable door with a .: BOTTLE 5/13 :. inside.

Ok, now put a bomb on the pressure plate and you'll see the house on the right
lower. Jump over there and follow the path. You'll have to break a door down
and jump past a swinging doll. Down here you will have a challenging fight on
your hands. You have to fight a DOLL, a malicious ruin, and two drifting ruin!
Thankfully, there are stacks of presents here that you can use as cover! Try
to pick off the drifting ruin with pepper so you can focus on the doll and the
malicious ruin. After that a house nearby will open up. Gather up your teeth
and head into it.


Here gather up teeth and head up the stairs. This leads to a vent and a lever,
which opens up the way. Use the mushroom it spawned to continue out to an open
area with lots of swinging dolls. Use the vent to get by a doll and get to a
pressure plate platform. Beware of the two drifting ruins that will attack.
This plate pops up another platform, so put a bomb on it and time your jumps
well! Land on the platform BY the vent so you can kill a couple more drifting
ruin. Now, use the vent to get on the house ledge nearby. Here, I want you to
drop OFF the ledge and land on the lower ledge (still inside the house!).
You can see a .: PIG SNOUT 2/8 :. for you to shoot.

[Note: Alternately you could have used some invisible platforms by the vent to
       get down by the pig snout.]


Grab your reward and go back to the vent. Follow the vents higher to the
lever. Pull it and follow the path it shows you to a new house. Beware of the
drifting ruin on the way. Once you are IN the house, it will close up, and
show you another sliding puzzle that we obviously have to collect blocks for.

Go down the stairs and into the first room on the left. Here the desk will
have a pressure plate on it. Put a bomb on it so you can enter the door it
opens. You'll find a mushroom here that lets you get higher and collect
PIECE ONE on the left. Now, there is an invisible path to the right that
leads to another door! This one opens with the below pressure plate as well,
so drop back down and put a bomb on the plate. Go back up and shrink to see
the path, then go through that far door as well for PIECE TWO.


Head back to the stair room and take the other door. Down here you'll fight
a malicious ruin with never-ending slithering ruin. Obviously just focus on
the malicious ruin. Once he's dead, take a look under the stairs for a flower
and a KEYHOLE that leads to the THIRD PIECE. Now go back and break the ruin
barrier for the FOURTH PIECE.

You will now be taken to the puzzle. We have to put together a kid's face,
and we got 24 moves to do it in.



   Move 1: Move the MIDDLE LEFT piece DOWN.

   Move 2: Move the MIDDLE CENTER piece LEFT.

   Move 3: Move the TOP CENTER piece DOWN.

   Move 4: Move the TOP RIGHT piece LEFT.

   Move 5: Move the MIDDLE RIGHT piece UP.

   Move 6: Move the MIDDLE CENTER piece RIGHT.

   Move 7: Move the BOTTOM CENTER piece UP.

   Move 8: Move the BOTTOME RIGHT piece LEFT.


Mission accomplished! The far wall will now open up. You'll also be introduced
to a brand new enemy: the BITCH BABY. Like the drifting ruin, these things
will float along. They have TWO attacks: one where they CHARGE at you and one
where they SPIT at you. Try and deflect the shots they do (there's a trophy
for doing it 10 times). PLUS it will kill them automatically.


Ok, now you'll have to use the vents to make your way to the lever on the
left. Pull it to spawn a platform that lets you continue and two more bitch
babies. Go over to the platform now and take the right path. Use the mushroom
here to find a .: MEMORY 5/17 :. up above. Go explore behind you. There is a
.: PIG SNOUT 3/8 :. on the right and a flower. Shooting the snout opens a door
nearby, so take it and follow the path to a mushroom. The right room here has
a .: BOTTLE 6/13 :. in it and a quick way back to the central platform.

Go back and check out the nearby RADULA ROOM.

Here Cheshire will ask us another question:



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

  - Coffin
  - Sugar
  - Necktie
  - Insurance


The answer of course is a coffin. What else could could be?! Collect your rose
paint afterwards. Now go back to where you shot the pig. There is a flower
here which of course means invisible platforms. Follow them to a jack in the
box. Alice will automatically interact with it, leading to a new area.

[Note: The game once again whisks you off to a new area. Be SURE to explore
       this previous area! I will have to replay and update later on!]


Ok, like me you may be wonder "What the $!@# is going on!?" This is a mini
game. You actually CONTROL the head that will soon be hit by a flamingo. The
goal here is to SURVIVE while picking up as many teeth as possible. There will
be THREE stages here. Hit the ARROWS (which speed you up) as often as you can
as they are often needed to jump ramps. When you get to the CANNONS, you can
hold SQUARE to charge them. Keep those tips in mind and make your way through
this section.



==============================================================================
                                Meatgrinder
====================================================================[AMR17]===


After those three levels, you will be in control of Alice again. Next up is a
giant slide! Pick either path, just gather up as many teeth as you can while
avoiding the slime. At the bottom you'll fight two weak ruin and a bitch baby.
Now, go up the left stairs and the next set after that. Straight ahead is a
.: PIG SNOUT 4/8 :.. This opens the path to a .: MEMORY 6/17 :.. Now use the
pressure plate down below to lower the nails in the room past the stairs. Be
quick about getting past the spikes, as the camera focusing on the pressure
plate doesn't help! Past that is a series of boxes that will try and CRUSH
you, as you can see by the ruin getting crushed!


Time your movements and get past the first two, shrinking when you have to.
The third one has TWO in a row, but get to the right and you'll make it. Go
past that to an open room. There is a breakable wall in front of you and a
path to the left and right. Break the wall to find a pressure plate. Use it
(with a bomb) to open the path on the right. Follow the path to the breakable
floor. Drop down and kill whatever ruins survive the traps. The left one has
some teeth behind it. Take the right one when you're ready to go on. Remember
to SHRINK as you cross!


The area here has two pressure plates; one on the left, one on the right. You
want to put a BOMB on the RIGHT one, then go stand on the left. You will have
enough time now to move onwards. Quickly DASH to the LEVER in the distance.
Pulling this lever will OPEN UP the path you just went to as well as several
doors in the area. By the way, this area is the same as if you went to the
LEFT from the breakable wall from before.

Go back the way you just dashed through. To the left of the left pressure
plate is an open door to a .: BOTTLE 7/13 :.. Now, go back to the lever area.
There are some stairs leading downwards. Down here is a hidden KEYHOLE that
leads to another .: BOTTLE 8/13 :..


Now go back through the area you dashed to, but straight ahead to a new area.
There are some BITCH BABIES out here for you to kill. After that take note of
the surrounding area. To the left are a bunch of invisible platforms. Past
that is a scale which is connected to another scale on the right. The idea
here is to RIDE the RIGHT scale down to the bottom, put a bomb on it, then
use the nearby mushroom to get out quickly while you run to the LEFT scale.
Note that you'll need to use the path that wraps around the column to get high
enough to reach the scale.


Past the scale will be ANOTHER set of scales, with some vents and platforms
to help you out. There are TWO paths here: one to the upper left (the left
scale) and one to the upper right (the right scale). To get to the left path
you need to put a bomb on the right scale (don't ride it, just a bomb) then
quickly get on the left scale. To get to the right path, you need to do THAT
but WHEN YOU ARE ON the left scale at the top you need to EXPLODE the right
bomb, then put a bomb on the left scale, then jump to the invisible platform
to your right. This will let you get to the right path.


[Note: I took the right path here and COMPLETLY missed checking out the left
       path, as the game locks you into the right path... Damn them! Another
       part I'll play through and update on.]


Once you take the right path you'll be shut into a room. Here there are some
creepy babies on the wall ahead. This entire area is invisible platforms, with
some teeth to collect below. Follow the platforms to the right to find a
switch that leads onwards. Here, put a bomb on the pressure plate and quickly
leap to where the spikes WERE on the right. There is a switch you can shoot
to the left that will stop the spikes from coming back up entirely.

You can now explore this area. Note that there is a pressure plate on the
upper ledge, but there is also a breakable wall nearby AND invisible platforms
which both lead to teeth. Now, put a bomb on the plate and blow it up. The
camera in this game is awful and will focus on what the plate did, wasting a
quarter of your time. Put a second bomb on the plate now and head over to
where the camera focuses in at to shoot another switch. The wall below you
will open up.

This leads back to the FIRST pressure plate, but a door has opened up in the
distance. Put a BOMB on the first plate again and head to the door. The
columns up ahead will have their spikes lowered, so be quick! You have to get
past two columns and a spiked room to a vent. Past that drop down to the
corridor. Lots of slithering slimes await you here. Kill them all and bash
down the LEFT breakable wall for a .: BOTTLE 9/13:..

Up ahead are some more pounding traps. DASH past the first one as it locks
you in this area. Continue down the path dashing past the traps until you get
to an opening. Here you will be attacked by a DOLL and several weak ruin. Kill
off the weaklins so you can have the doll all to yourself. Once they are all
dead the barriers will be breakable. Go down the right path to find a barrier
blocking a KEYHOLE (there should be a picture of glasses nearby). Take this
KEYHOLE and to the RIGHT will be an opening to a RADULA ROOM.


Here you must KILL or BE KILLED. Your will have to face some cards, armored
cards, and some ICE SNARKS. Haven't seen those in awhile. Use the cannon when
they group up, and the bombs are great for distracting. Past that just divide
and conquer! Collect your well deserved rose paint. Go back into the KEYHOLE
and take the RIGHT path for a .: MEMORY 7/17 :.. Now go back to the main area.
You can take the right path for teeth and a Cheshire talk, but break the ruin
to continue.

Down here there is a lot going on under the glass. Use the violet to heal if
you want, then go find the #1 lever on the right. Pull it to unlock the way
ahead. Be sure to investigate the path to the right of the lever as there is
a .: MEMORY 8/17 :. past the doll heads. Now, go back to the start and go
through the #2 KEYHOLE.

You'll be in the area below the glass now. Be careful as the meat tiles pop up
spikes every now and again. Be sure to grab .: BOTTLE 10/13 :. on the right
(it is safe to do so when the spike wall is coming AT you). Continue on. Use
the rotating platforms to reach KEYHOLE #3. Here there is a pressure plate you
can put a rabbit on to make a switch pop up outside. Go out there and shoot it
to open a nearby door where another switch awaits you. This opens the way
ahead, which is all linear leading to the '666' door and a blue mushroom that
warps you away.




==============================================================================
                                Doll Factory
====================================================================[AMR18]===


You'll now have to slide down a small section of slide leading to another
scale room. There are some bitch babies to kill here as well. Ok, what you
have to do here is jump on the LEFT scale and put down a bomb. Immediately
use the two vents on the right to get to the RIGHT scale. Throw the lever
that you find. NOW... jump on the scale by the lever and ride it ALL THE WAY
down. Put down a bomb and jump to the nearby platform. Ride the vent up.
Shrink at the top to see a circular invisible platform that you can use to
reach the original LEFT platform to continue on.


This next area has scales as well. Before playing with them, jump down to the
lower platform. There is an invisible path here you should take to find the
.: PIG SNOUT 5/8 :. on the right. This gives you a .: BOTTLE 11/13 :.. Now go
back to the first scale and put a bomb on it. Quickly move on. The second
scale will be quite high now. Shrink and follow the invisible path to the
right. Chances are if the second scale hasn't started descending yet, it is
STILL too high for you. Wait until it starts to descend to jump on it, and
then past it to a new room.


Here check out the right jar to see the three blind mice! Hehe... Ok, to get
past the spikes smashing everywhere, wait until the box ones and the FIRST set
of wall spikes go, then stand where the were. The SECOND will smash now; dash
past them when they do. Past that there are four tiles of meat. Spikes will
smash 1, 2, and 4 at the same time while another alternatly hits 3. Just use
some good timing here to get under 3 after it goes. Past the breakable wall
you will need to continue to the left. Just avoid getting crushed. Past those
first two crushers you need to USE the next ones to keep going to a vent.

Have a chat with Cheshire here and break the right wall. Put a bomb on this
pressure plate and jump to the far horizontal column that appears. This leads
to another vent that winds around to the FIRST crushers you passed. Use THOSE
as ledges now and wind your way around to a smashable wall. Keep going until
the path ahead starts having its CEILING falling down. Just go slow here and
you'll be okay. Past that there will be a BIG room with quite a fight in it.

You will be facing off against another DOLL, but this one carries SICSSORS!
There will also be plenty of weak ruin as well as drifting ruin AND bitch
babies. Yikes! I HATE those bitch babies and drifters, so first take out the
weak ruin enemies and then use the walls around this place to seperate the
doll and you while you take out the floating nuisances. The doll will be easy
after that.

BEFORE pulling the nearby lever, go check out the END of the LEFT HAND WALL.
Use the camera to find a ledge hanging out over here. This has a KEYHOLE which
leads to a .: MEMORY 9/17 :.. Now ride the house upwards to a new area.


In this area go up the stairs to a mirror, where you can talk to Cheshire and
find a hidden room on the LEFT that houses a .: BOTTLE 12/13 :.. Head outside
now. To the right is a path that leads to some teeth. Make your way down the
path but IGNORE the pressure plate. Instead, look to the right for some
invisible platforms leading over to a RADULA ROOM.


The point of this room is to SURVIVE! You're old buddy the EXECUTIONER will
be back! With him are several samurai wasps and some ink wasps. Whatever you
do just stay alive (run!), but do try to kill the ink tiles and bother the
samurai's with cannon fire! Collect your rose paint after the time is up.


Now go back to the pressure plate and put a bomb on it. As you'll see, the
doll head from earlier will rise up, but they'll give you a vent to get to
it. Head through it and float to the platform afterwards.

Here you will fight a COLOSSUS. He has a bunch of slithering ruin spawning
around him too! Use the blocks here to put some distance between the two of
you if you need to. After killing him, go break the ruin blocking the far
pressure plate. Stand on it while the head comes down, then put a bomb on it
so you can continue. Quickly head through it to find another platform with a
pressure plate. Explode your previous rabbit and put one on here. A doll head
further down the line will come down. Head towards it but BE CAREFUL of the
swinging dolls! Follow this path down to the 'Fort Resistence' area.


Back down here, look to the RIGHT of this area to find a .: PIG SNOUT 6/8 :.,
which reveals a basket. After that, be sure to explore the INSIDE of the fort,
which is open to you now. The place has a bitch baby in it and plenty of ramps
and teeth, but on the ground floor check for a KEYHOLE which leads to a tiny
room with a .: MEMORY 10/17 :. in it. Head outside to the open to kill some
more bitch babies. Now feel free to continue down the path... y'know... INTO
the doll. You'll load into a new area when you do.


Head into this area and gather the teeth on the right. Go into the house now
and you'll have to fight a DOLL. However, there will also be a malicious ruin
on the right and one on the left. You can get up near them and take them down
first using the boxes on the left, OR you can just strafe during the fight
and take down the doll first. Afterwards find the lever up on the second level
and pull it to get even higher. Here, find and break down the 'gingerbread'
man door. Past that is some teeth boxes, and then a KEYHOLE leading to a
.: MEMORY 11/17 :..

After that, go back and inspect the pipe organ. You'll have to play another
music game here, so hit the buttons when the line passes over them (easy
stuff). Head out to the train yard area now. Explore the right side first to
find an invisible path to the last RADULA ROOM.


THIS room will be another one of those 'off with her head' rooms. Let the
flamingo launch you forwards and pray the game lets you keep your momentum
for the jump. After that just manuever past the other flamingo's and cross
the moving platforms when it's safe. Note that the incline platforms CAN and
WILL drop you to your death. Also, past that is a tube that you need to wait
for it to turn right, then get on the LEFT side. Then when it rightens itself
out you can continue.

Past that are some cannon sections. These are in 2D, so they are a bit easier.
You will have to use the twirling ramps to angle yourself to the next cannon,
and break the floors. Practices does indeed make perfect! Past the cannons is
one more rotating tube and than you are home free! Collect your red rose paint
afterwards! You should also get another rose if this is your fourth room!


Head back to the train area now and take the steps up to the house. Once
inside, go to the RIGHT of the next set of steps and look too the left for a
.: PIG SNOUT 7/8 :., which gives you teeth. Keep going up to come to the
second 'off with her head' in the chapter (the Radula Room doesn't REALLY
count...). This one is EASIER than the radula room anyways. There really
isn't anything TOO hard here, the main pointers I could give you would be
to MAINTAIN YOUR MOMENTUM: I.E: Using the curves of the track to maintain
speed is ESSENTIAL here. The cannon sections just basically require GOOD
TIMING to get through. Oh, and it's almost ALWAYS worth it to CHARGE your
cannon shot before you fire (press/hold square). There are THREE sections
to this run, but they are all pretty short.


[*Note: You can get the "That's Using Your Head" trohpy here by getting
        through that track in under 6 minutes. Having trouble? Read my tips
        above, but more importantly PRACTICE! Remember, you can always hit
        RESTART to try it over. And they give you PLENTY of leeway... I died
        MANY times and I managed to get it...].


After that section, you will be in a new area. Ride down the slide here. Use
any path you want: it really doesn't matter. At the end you'll drop down into
a GREAT fight. There are TWO dolls down below and a malicious ruin in the
middle of this area. You CAN drop down to the middle and fight the ruin, but
it's kinda close-quarters. When you are fighting them, don't be surprisec to
see 3-4 bitch babies join in. Just keep strafing and running around the square
here and you'll be ok.

After the fight follow the mushrooms to the breakable wall. Behind it you will
find a Liddell house door (and .: MEMORY 12/17 :.). Enter it to see another
scene.


You'll be in a new area now. Head to the end of it and outside to the left is
another .: MEMORY 13/17 :.. Head down the path and you'll soon load into a new
area. Here, head into the open space and jump across to the far ledge to
battle some weak ruin. Drifting ruin will come too! Before going up the stairs
on the far side of the room, go check out the LEFT side of the room to find a
KEYHOLE that leads to a .: MEMORY 14/17 :.. Go onwards now. The path from here
is linear until the end, where you will meet the doll maker... and unveil all
sorts of revelations. This will also end this chapter.


[*NOTE: As you can see, I missed ALL SORTS of things this chapter... 3
        memories, a snout, and a bottle! Sheesh! I'll definitely be updating
        soon!]




                            .:| CHAPTER 6! |:.



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


Just like the other chapters, follow the path. It's very linear.
Soon you will enter wonderland once again:


==============================================================================
                                Infernal Train
====================================================================[AMR19]===


This area ISN'T very long. Just simply move through the train and you will
encounter the many wonderland characters you have interacted with (except
for the ones from chapter 2, apparently). Each character and scene is broken
up by having you run from door to door while you are inside of the train
(which LOOKS like a freaking church, to be quite honest).


At the very end, you will once again meet up with the doctor. This will
ignite the FIRST (and ONLY) boss fight in the game against the doctor:


                           /------------------------\
                           |   BOSS: Doctor Bumby   |
                           \------------------------/


Ah, our first boss fight! Too bad it's so late in the game! The good doc will
be in the background, out of our reach, really. His main method of attacking
us will be using his HANDS.

He has a LEFT hand and a RIGHT hand. Also, during the fight, serveral WEAK
ruin enemies will spawn from time to time (at least in the beginning phase).


LEFT HAND:

His LEFT hand will attack first. Notice it has a face in the middle of it
that can turn BLACK and WHITE (white meaning you can hurt him). The hand will
move around the areana on it's strings and will likely try to CRUSH you. When
it does, you are given some time to dodge away and hurt it.

It also likes to fling itself at you (easily dodgeable), as well as scrunch up
and screech along the glass (making a grating sound). You will just plain need
to use the COLUMNS in the areana to dodge this (dashing helps as well!). He
will also get UP on the column (grabbing it) and spit FIRE at you.

As you fight it is IMPORTANT to watch for the FACE to turn WHITE. Also, MANY
of the hand's attacks will outright KILL the weak ruin enemies that may be
trying to attack you. After hurting the LEFT hand enough, the RIGHT one will
come out to attack you.


RIGHT HAND:

This hand ISN'T much different than the left hand: it too has the black face/
white face thing going on. A LOT of its attacks are also similar. For example,
it will try to crush you as well, just with a different animation. It will
also do a move VERY similar to the GRATING move the LEFT hand does where it
STOMPS towards you. It will also fling itself horizontally at you.


One thing that it DOES do that is indeed different is that it will wave a
single finger at you (like a parent telling their child 'No!') and than draw a
line on the ground. It will than send a WAVE of dust (or fingernail paint) at
you! This CAN be avoided by either dodging to the side PAST the wave or by
inflicting DAMAGE on the hand (as it's head is WHITE while its doing this).

Continue to lay down the pain to make the RIGHT hand go away, which leads to:


BOTH HANDS:

That's right! They will BOTH attack you now. However, your MAIN target is NOT
the hands, as the doctor will move into the foreground. Every now and again
he will show his TONGUE, which has several WHITE FACES on it. THAT is your
main target.

In the meantime, the hands will often try to rush forwards and GRAB you.
You can tell they are about to do something when they start moving their
fingers. This is fairly easy to dodge, just know which one is about to try
(the left or the right) and then run the opposite direction. Also, be sure to
put a PILLAR between you as you run (to try and make the hand wrap around it)
and you have a VERY good chance of it missing you. Also, there are NO more
weak ruin enemies. Instead, DRIFTING RUINS will periodically appear. Take them
out when you can.

Keep harming the hands and the doctor will occasionally grab the two columns
with both of his hands and stick his tongue out, giving you a chance to hurt
it. He will also occasionally use the tongue to try and shoot slime at you,
giving you another chance to hurt it. Keep hurting his tongue and you will
have defeated the doctor in no time flat.

Once you are victorious, watch the remaining scenes. There is nothing left I
can do for you: you've earned your rewards.

Congratulations on defeating Alice: Madness Returns with pc games strategy!


- If you liked this guide, please recommend it above. Also, my contact info is
  up above as well if you want to follow me on facebook (and recommend games
  to write guides on) or just say 'Hi!'.

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