American McGee's Alice FAQ American McGee's Alice FAQ #2 American McGee's Alice Hint American McGee's Alice Solution American McGee's Alice Solution #2 American McGee's Alice Solution #3 American McGee's Alice Cheat-code American McGee's Alice Cheat-code

See American McGee's Alice FAQ, FAQ #2, Hint, Solution, Solution #2, Solution #3, Cheat-code here!

FAQ for American McGee's Alice


American McGee's Alice
Boss Strategy/FAQ

Created by: Rapskallion (AKA BrianR755)
Date: January 2001
Copyright 2001 Brian Renbarger


Table of Contents:

I. Introduction
II. General Boss Strategies
III. The Bosses
      -1. Got Alice?: The Duchess
      -2. General's Revenge: The Centipede
      -3. Checkmate!: The Red King
      -4. Double Vision: Tweedle Dum and Tweedle Dee
      -5. Tea Time!: The Mad Hatter
      -6. Flyin' Fiend: The Jabberwock
      -7. Flyin' Fiend on Steroids: The Jabberwock part 2
      -8. Big Bad Momma: The Queen of Hearts
      -9. Bigger Badder Momma: The Queen of Hearts part 2
IV. Frequently Asked Questions
V. Credits
VI. Legal Stuff

-----------------------------------------------------------------------
I. Introduction
-----------------------------------------------------------------------


Having trouble with those hard to beat bosses in American McGee's Alice?
Have no fear, Rapskallion is here!  I've gone back and beat every boss
numerous times, trying out many different strategies at all difficulty
levels, and now I'm here to tell you the easiest way to beat these
freaks.  If you have any suggestions, ideas, comments, complaints, or
criticisms, please let me know.  E-mail me at Brian755@home.com with
whatever you have to say.  I appreciate your ideas and also appreciate
your praise :).  Oh, and please don't email me spam, I really do not
like it.  If you think you've got an easier way of beating a particular
boss, send it to me.  If it is something good, I'll add it to this FAQ
and give you the credit you deserve.
Oh, and one more thing.  Please do not use this FAQ on any other site
without my permission.  If you are interested in using this FAQ on a
webpage other than GameFAQ's, e-mail me at Brian755@home.com to get
permission first.  Thank you, and enjoy!

-----------------------------------------------------------------------
II. General Boss Strategies
-----------------------------------------------------------------------


There are a few things to remember when fighting the bosses in Alice.
If you follow these basic strategies, it should make your battles easier
and less frustrating.

Save all the time:  Possibly the most important thing to do is to
remember to save your game whenever you get the chance.  My suggestion
is to just use the quicksave feature (f4 by default) during the battle.
Every time you get in a hit without taking too much abuse, save your
game.  Every time you pick up some meta-essence, save your game.  That
way you don't have to start over if the boss gets in a good shot or you
fall over the edge.

Don't forget about the meta-essence:  On all of the bosses, there is an
unlimited supply of meta-essence.  It usually moves from place to place,
but there is always a pattern.  Once you learn the pattern, just run
from one to the other, attacking the boss in the process.  Also, certain
bosses (such as the hatter, centipede, and tweedles) send minions to
attack you.  When you kill them, they will also drop some meta-essence.
However, this meta-essence will eventually disappear, so grab it fast!

Don't count on your stopwatch or demon dice against bosses, because they
don't work:  Both the stopwatch and demon dice are useless against all
bosses, so don't try it.  Trust me on this one folks, the bosses are
immune to their charms.

Be aggressive:  You will never kill anything if you don't attack it.  Be
aggressive against the bosses.  The worst thing that can happen is
you'll die and have to reload!  Go out on a limb and give up some of
your life for a good attack.  Who knows, maybe that last effort
offensive move is all that it takes to finish the boss off.  Suicidal
attacks (attacks where you don't worry about your own life) does more
damage than you can imagine.  Of course, don't get into a habit of being
overly aggressive, either.

Use your surroundings:  Against some bosses, you can use your
surroundings to your advantage.  Hide behind a pillar while you wait for
another meta-essence to appear.  Use objects on the ground to block
attacks.  Run around tables in circles so that the boss can't get to
you.  These are all examples of using your surroundings to make the
fight just a little bit easier.

-----------------------------------------------------------------------
III. The Bosses
-----------------------------------------------------------------------


1. Got Alice?: The Duchess
Difficulty: Medium, in an easy sort of way
Word of Advice: If you don't panic and keep moving, you'll be fine.

This is it, the first boss of the game.  Scared?  You should be, she
wants to eat you!!!!  If you don't want to become a snack for this
freaky looking ogre/woman/thing, my advice is to try out your newest
toy; the jackbomb.  The easiest way to kill this bitch is to run circles
around the outer walls of the room, throwing alternate fire jackbombs
right in front of you.  Yes, in front of you.  If you do this correctly,
they will just miss you and instead will light up that freaky looking
woman chasing after you.  Don't look back, or else she'll catch up to
you and munch on your head.  Yummmm!  When you run out of Will or are
low on life, grab some meta-essence on the walls.  The most important
thing is to keep moving.  Her missile attacks don't do that much damage,
but if she catches you, you're in trouble.  Be careful, because she's
fast!

The other way to do it is to run around and throw knives when you are
far enough away from her.  This works well, but it will take longer and
is more dangerous.  The advantage is that knives use no Will.  My advice
is to use the jackbomb, and then resort to the knife when you are out of
Will and are having trouble getting to the meta-essence.

CHEAP WAY TO KILL THE DUTCHESS:  If you are having trouble killing her,
there is another very, very cheap way to kill her.  All you have to do
is jump up onto the fireplace and toss knives onto her from above.  She
won't be able to touch you.  (special thanks to JCastroo for this
strat.)


2. General's Revenge: The Centipede
Difficulty: Medium
Word of Advice: Take your time when you are aiming!

I tried lots of different ways against this guy, and it seems that the
easiest is to just stick with the knife.  Despite how much fun all your
new toys are, the good old blade seems to work best.  Keep a good
distance from him, but not TOO far.  If you are too close, his melee
attacks will rip you apart, but if you are too far, he won't rear up and
expose his weak spot.  Be patient, and don't attack until he rears up.
When he does rear up, you should see a red scar on his belly.  That is
his weak point.  Throw your knife at his scar and then start running
again.  He'll cry out in pain and start chasing after you again.  If you
need more life (and you probably will), either get it from the sides of
the arena or from his little minions.  These minions are a pest.  They
grab onto your back and bite your neck.  Luckily, they don't do that
much damage.  The best way to kill them is either the ice wand or
primary fire of the knife.  After hitting his scar quite a few times,
the centipede will finally die.

3. Checkmate!: The Red King
Difficulty: Easy
Word of Advice: Keep an eye on your life and this one's simple.

This guy is the easiest boss in the game, so enjoy the break.  Just go
right up to him with your ice wand and hold it down on him.  When you
run out of Will or get to about half life, go and get the meta-essence.
Since the arena is so small, you can stock up on meta-essence really
fast.  That is the key to victory against the King.  Once you have full
life and Will again, ice him down.  After awhile, he'll begin to blast
you with a laser like the one the bishops use, but don't worry about it.
It does quite a bit of damage, but don't bother trying to avoid it since
you will always have that handy meta-essence nearby.  Keep spraying him
with your ice wand and he'll be dead before you can say "When does this
S.O.B. get hard?"

4. Double Vision: Tweedle Dum and Tweedle Dee
Difficulty: Medium
Word of Advice: Again, never stop moving.  Try your best to stay out of
the Tweedle's way and you should do just fine.

These boys are your toughest foe yet, and if you have a slower computer,
be prepared for some slowdowns.  Just run around in circles, going up
the ramp and collecting the meta-essence at the top.  Never stop
running, except to shoot your jacks.  The jacks are definitely the
weapon of choice against the Tweedles.  Also, focus on the big ones, not
the little ones that come out of their bellies.  If you kill the little
ones, Dum and Dee will just spawn new ones to replace them.  However,
the little fellows die very easily and leave some meta-essence in their
place, so don't avoid killing them; just try and focus on the two big
boys.  Fling the jacks at them and then keep moving while the jacks do
their work.  Once the jacks stop, shoot 'em out again right away.  If
you keep moving and focus on the big Tweedles, they'll be down in no
time.
Also, if you find yourself overwhelm with dozens of Tweedles bouncing
around, you may want to use a jackbomb.  Use the alternative fire of the
jackbomb and set it in the middle of the crowd.  The Tweedles will fall
like flies, leaving valuable meta-essence in their places.  This trick
may come in handy when dealing with these pests, but if you have a
slower computer, it will only increase the already outrageous lag that
all of the bouncing Tweedles are causing.

CHEAP WAY TO KILL THE TWEEDLES:  Another way to kill the Tweedles is to
go and hide in the small crevice on the wall just to the left of the
door.  You can fit in there, but the fat old Tweedles cannot!  Just
stand in this crevice and throw the jacks at them, going out and
grabbing meta-essence when needed.  It isn't fool proof, but it's a
helluva lot easier than running around like a madman, especially if you
lag.  (Special thanks to Jashan A'al for this strat.)

5. Tea Time!: The Mad Hatter
Difficulty: Easy
Word of Advice: Don't let his size intimidate you; he's not as tough as
he looks.

The Hatter's attacks do quite a bit of damage, so try to avoid them if
possible.  The best way to avoid his attacks while still being able to
attack yourself is to strafe around him using the sidestep right and
sidestep left buttons.  By doing this, you should easily avoid his
relatively slow missile attacks.  Throw your jacks at him and then go
grab the meta-essence while the jacks do their thang.  If you keep
throwing the jacks at him, pretty soon he'll summon some of his machines
to fight you and he'll disappear.  Watch out for their rockets and kill
them with jacks.  Now take their meta-essence and start going at the
Hatter again.  After a few more flings of the jacks, the Hatter's head
will go boom and he'll fall down.  Hope your sick of these easy bosses,
because your not gonna see any more of their kind....

6. Flyin' Fiend: The Jabberwock
Difficulty: Hard
Word of Advice: Save more than ever in this battle, because you will die
a lot, trust me...

This guy is pretty damn tough.  Stay as far away from him as possible,
because his fire attacks do mucho damage.  Strafe from right to left,
throwing jacks at him whenever possible.  After you throw the jacks, run
over and grab the meta-essence, being careful not to fall off the cliff.
Be wary of the Jabberwock's little minions, they like to push you
around.  A spray of the ice wand will show them who's boss though!  The
battle is really tough, but thankfully its also very short.  After just
a few throws of the jacks, Griffin will come save your skin.  Be patient
and save often!  As the Jabberwock flies away, his little old eyeball
will fall down to the ground, giving you the last piece to the godly
jabberwocky eye staff which will be essential to the rest of the bosses.

7. Flyin' Fiend on Steroids: The Jabberwock Part 2
Difficulty: Very Hard
Word of Advice: Don't break your computer in frustration; this guy may
be tough, but he is not impossible.
He's baaaaaaack!  Without a doubt, this punk is the hardest boss in the
entire friggin' game.  Luckily, I've beaten him about 3 dozen times and
have prepared the ultimate strategy to make him a lot easier on you.
Your welcome :)
The best way to take him down while he is in the sky is to just take a
stand.  Start spraying the jabberwocky eye staff at him while he flies
around.  If he starts to come in for an attack, get the hell outta his
way.  If he gets a direct hit, his attacks will take down more than 3/4
of your life.  Run around, grabbing the meta-essence as they appear and
spraying him with the jabberwocky staff as you go.  Whenever you get a
successful hit, save the game.  Eventually, he'll stop flying and attack
you from the ground.  It only gets tougher here.  Run around Griffin in
circles, and when the Jabberwock tries to do his deadly fire attack on
you, he will hit Griffin instead of you (don't worry about Griffin, he's
as good as dead already).  If one of the fire attacks does hit you....
it will hurt, bad.  One direct hit can kill you.  So keep running around
Griffin, spraying the Jabberwock with the staff when you have a clear
shot.  The best time to attack him is right after he does his fire
attack.  Remember, save often!  If you do this right, his attacks will
never touch you.  If you want, you can use your knife instead of the
staff so that you don't have to risk running over to the meta-essence
containers to refill your Will.  However, this takes quite awhile to do
and is generally much more difficult.  Either way, the Jabberwock will
eventually die, and the worst will be behind you.

8. Big Bad Momma: The Queen of Hearts
Difficulty: Medium
Word of Advice: For once, you don't have to run around a lot!  Take your
time against the queen and you'll be fine.

This is it, the Queen herself!  This battle is surprisingly easy, thanks
to the two pillars in the back of the room (where the meta-essence
appears).  All you gotta do is stand behind them, running from side to
side in between the two pillars.  While running across, stop and blast
her with your jabberwocky staff.  If you have the blunderbuss, you can
use it instead of the staff.  Both work well.  Just run from side to
side, shooting her when you are in the middle, and saving after every
successful attack.  The only other advice I have for her is when you see
some bluish/purplish spots around you and hear some strange music in the
background, move quickly.  That happens right before she uses her
telekinesis, where she'll either throw you into the wall or suck you
towards her and give you a big bear hug.  If you move right when the
purple cloud is on you, she'll miss.  If she does manage to catch you
don't worry; she doesn't do that much damage.  If you want, you can stab
her with the knife while she is sucking you in.  For the most part, the
Queen is a surprisingly easy opponent in this first battle.  Her attacks
are easy to dodge and do little to moderate damage, and there is plenty
of cover as well.

9. Bigger Badder Momma: The Queen of Hearts Part 2
Difficulty: Hard
Word of Advice: Jump, shoot, jump, shoot, jump....

Okay folks, here it is, the final battle!  The Queen is now a huge,
butt-ugly..... thing.  She's pretty damn big, but don't let her size
intimidate you; she falls quite quickly.  The hardest part of this fight
is the platforms.  Her attacks do mucho damage, but she doesn't attack
that often.  The best way to take care of her is to jump from platform
to platform, taking your time and making sure you don't fall.  Once you
reach the heart of meta-essence, turn and unleash the jabberwocky
staff's primary fire on her.  Be mindful of her attacks; while they
won't kill you in one hit, they could knock you off the platform.
Again, save all the time here.  You may see a weapon on a platform below
you; that is the blunderbuss, but I wouldn't advise getting it.  If you
already have it, you can use it if you want to, but I found that just
using the staff works better due to the fact that the Blunderbuss uses
all of your Will.  Jump from platform to platform, ignoring the Queen
for the most part and focusing on the jumps.  Right when you collect
another meta-essence, unleash the pain.  After a surprisingly short
fight, the overgrown bitch will blow up into a billion pieces!  Boom!!
Congratulations, you've now returned Alice to her sanity and Wonderland
to its good ol' happy self!

-----------------------------------------------------------------------
IV. Frequently Asked Questions
-----------------------------------------------------------------------


Here are some questions about the game.  Some of these have been from e-
mails I've received, others I've just made up.  The FAQ is not just
limited to boss questions, either.  There are many general game
questions that I have gone ahead and answered.  However, I will not
answer any specific puzzle questions on this FAQ.  Sorry.

1. Q: Why are there those tentacle thingies all over the place?
   A: That's a very good question, and one that I'm afraid I don't have
an answer to.  It could be there for decorative purposes, or possibly it
is supposed to represent how Wonderland is alive or something... maybe
it's part of the Queen?  I dunno.

2. Q: I don't remember the Jabberwock from the Alice books, is that a
character that McGee and his crew made up?
   A: No.  The Jabberwock is actually from a poem in Through the Looking
Glass called "The Jabberwocky".  In this poem, the vorpal blade is also
introduced, which is the name of the knife you begin the game with.
(Special thanks to SgtScruffy and Valiento for their contributions to
this answer.)

3. Q: Did you know that your FAQ really sucks?
   A: Did you know that you really suck?

4. Q: Why don't the white chess pieces attack me?  Is that a bug?
   A: No, the white chess pieces are on your side.  Consider yourself a
white chess piece if you will.  In many cases, the white chess pieces
will help you out in killing the red chess pieces, and a little later in
the game, you're going to do the White King a favor....

5. Q. How do I get past ____________ ? (insert any puzzle here).
   A: Notice that this is a boss FAQ, and while I'll be happy to answer
any of your questions regarding the game, I won't do it here.  Sorry.

6. Q: How can I get in contact with you?  I wanna tell you something!
A: You can E-mail me at Brian755@home.com.  I reply to all e-mails I
receive unless they are completely idiotic or spam.

7. Q: Did you know that "Rapskallion" is supposed to be spelled
"Rapscallion"?
   A: Yes, I did know that.  Next question?

8. Q: The Jabberwock keeps killing me!  Are you sure that he can be
beat?
   A: Yes, the Jabberwock is very beatable.  Just keep trying and
remember to never stop moving when fighting him!

9. Q: What is the Blunderbuss?
   A: The Blunderbuss is a secret weapon that can be found in two
places.  It can be found in the Caterpillar's Plot Part 2 right next to
Humpty-Dumpty.  There is a brick junting out of the wall.  Push it to
find a secret room with the Blunderbuss in it.  Also, it can be found on
the second fight against the Queen on a lower platform.  The Blunderbuss
does mega damage to a really wide area, but it takes all of your Will to
use.  It takes down almost anything in one hit (besides bosses, of
course).

10. Q: What does the alternate fire of the Blunderbuss do that is
different from the primary fire?
   A: Nothing.  The Blunderbuss only has one mode of fire, so the
alternate fire button does the same thing as the primary fire mode.
This also applies to the Demon Dice, which also have one mode of fire.

11. Q: I'm really having trouble with this jumping puzzle.  Please help
me?
   A: Look, I just told you, this isn't the place for those kind of
answers!  This FAQ is for boss questions and certain general game
questions only!  No specific puzzles!

12. Q: I've been stuck at Tweedle Dum and Tweedle Dee for hours!  I kill
them and they just come back!  Help!
   A: I'm sorry, please put your request in question form.

13. Q: Okay... How do I kill Tweedle Dum and Tweedle Dee?
   A: That's better.  Now, you are probably just killing the minions
that pop out of the big brother's bellies.  Look for the one's who open
up their bellies and let out the little ones... those are the guys you
have to target with your jacks.  After a few hits, they will die.  You
must kill them both before the fight is over.  After that, the minions
will all disappear.

14. Q: In a screen shot I saw, it showed the cat fighting at your side.
I've beaten the game, but the cat hasn't fought by my side!  Did I miss
something?
   A: Sadly, no.  While there were some early screenshots showing the
Cheshire Cat fighting by your side, it never happens in the final
version of the game.  It seems that McGee and his staff took that out.
Such a shame... that would have been really cool.

15. Q: Is there going to be an Alice movie?
   A: It appears so.  McGee himself has confirmed rumors that he and his
crew have agreed to create a film based on Alice.  In numerous
interviews, McGee has said that Wes Craven (director of the Nightmare
series) will direct the film and McGee himself will assist in its
production.  No word on whom will play Alice yet.  The film is being
created by Dimension Films, who, ironically enough, are owned by Disney.

16. Q: There is this jumping puzzle that is really really hard!  I need
your help!  It's the part where...
   A: NO!!!!!!!  I told you, no specific puzzle questions on this FAQ!


If you have any questions you would like added to this FAQ, e-mail them
to me.  I'll happily reply to you and, if your question is good enough,
I'll post it as well.

-----------------------------------------------------------------------
VI. Credits
-----------------------------------------------------------------------


I'd like to thank American McGee and his talented crew for all of their
hard work in creating this awesome game.  This game really kicked ass,
and I can't wait to see what you guys do next!

I'd also like to thank GameFAQ's for giving me an opportunity to waste
so much of my time writing FAQ's, reviews, and talking on the message
board.

Also, special thanks to all whom contributed to this FAQ.  All of you
who helped me along the way have been credited somewhere up above, but I
thought I'd thank you again.

One more time.  If you want to contact me for any reason, e-mail me at
Brian755@home.com.  I'd love to know if you have some ideas for
improving this FAQ.  Thanks to you all for reading this, and enjoy your
trip through the twisted world of Wonderland....


-----------------------------------------------------------------------
VII. Legal Stuff
-----------------------------------------------------------------------


This document is protected by federal law. That means that you have to
ask my permission before copying it onto any other website, message
board, etc.  Feel free to print it out for your own personal use,
provided that you do not claim credit for it.  E-mail me if you have any
questions.


Rapskallion (Yes, with a K!!!!!)





American McGee's Alice
Boss Strategy/FAQ

Created by: Rapskallion (AKA BrianR755)
Date: January 2001
Copyright 2001 Brian Renbarger


Table of Contents:

I. Introduction
II. General Boss Strategies
III. The Bosses
      -1. Got Alice?: The Duchess
      -2. General's Revenge: The Centipede
      -3. Checkmate!: The Red King
      -4. Double Vision: Tweedle Dum and Tweedle Dee
      -5. Tea Time!: The Mad Hatter
      -6. Flyin' Fiend: The Jabberwock
      -7. Flyin' Fiend on Steroids: The Jabberwock part 2
      -8. Big Bad Momma: The Queen of Hearts
      -9. Bigger Badder Momma: The Queen of Hearts part 2
IV. Frequently Asked Questions
V. Credits
VI. Legal Stuff

-----------------------------------------------------------------------
I. Introduction
-----------------------------------------------------------------------


Having trouble with those hard to beat bosses in American McGee's Alice?
Have no fear, Rapskallion is here!  I've gone back and beat every boss
numerous times, trying out many different strategies at all difficulty
levels, and now I'm here to tell you the easiest way to beat these
freaks.  If you have any suggestions, ideas, comments, complaints, or
criticisms, please let me know.  E-mail me at Brian755@home.com with
whatever you have to say.  I appreciate your ideas and also appreciate
your praise :).  Oh, and please don't email me spam, I really do not
like it.  If you think you've got an easier way of beating a particular
boss, send it to me.  If it is something good, I'll add it to this FAQ
and give you the credit you deserve.
Oh, and one more thing.  Please do not use this FAQ on any other site
without my permission.  If you are interested in using this FAQ on a
webpage other than GameFAQ's, e-mail me at Brian755@home.com to get
permission first.  Thank you, and enjoy!

-----------------------------------------------------------------------
II. General Boss Strategies
-----------------------------------------------------------------------


There are a few things to remember when fighting the bosses in Alice.
If you follow these basic strategies, it should make your battles easier
and less frustrating.

Save all the time:  Possibly the most important thing to do is to
remember to save your game whenever you get the chance.  My suggestion
is to just use the quicksave feature (f4 by default) during the battle.
Every time you get in a hit without taking too much abuse, save your
game.  Every time you pick up some meta-essence, save your game.  That
way you don't have to start over if the boss gets in a good shot or you
fall over the edge.

Don't forget about the meta-essence:  On all of the bosses, there is an
unlimited supply of meta-essence.  It usually moves from place to place,
but there is always a pattern.  Once you learn the pattern, just run
from one to the other, attacking the boss in the process.  Also, certain
bosses (such as the hatter, centipede, and tweedles) send minions to
attack you.  When you kill them, they will also drop some meta-essence.
However, this meta-essence will eventually disappear, so grab it fast!

Don't count on your stopwatch or demon dice against bosses, because they
don't work:  Both the stopwatch and demon dice are useless against all
bosses, so don't try it.  Trust me on this one folks, the bosses are
immune to their charms.

Be aggressive:  You will never kill anything if you don't attack it.  Be
aggressive against the bosses.  The worst thing that can happen is
you'll die and have to reload!  Go out on a limb and give up some of
your life for a good attack.  Who knows, maybe that last effort
offensive move is all that it takes to finish the boss off.  Suicidal
attacks (attacks where you don't worry about your own life) does more
damage than you can imagine.  Of course, don't get into a habit of being
overly aggressive, either.

Use your surroundings:  Against some bosses, you can use your
surroundings to your advantage.  Hide behind a pillar while you wait for
another meta-essence to appear.  Use objects on the ground to block
attacks.  Run around tables in circles so that the boss can't get to
you.  These are all examples of using your surroundings to make the
fight just a little bit easier.

-----------------------------------------------------------------------
III. The Bosses
-----------------------------------------------------------------------


1. Got Alice?: The Duchess
Difficulty: Medium, in an easy sort of way
Word of Advice: If you don't panic and keep moving, you'll be fine.

This is it, the first boss of the game.  Scared?  You should be, she
wants to eat you!!!!  If you don't want to become a snack for this
freaky looking ogre/woman/thing, my advice is to try out your newest
toy; the jackbomb.  The easiest way to kill this bitch is to run circles
around the outer walls of the room, throwing alternate fire jackbombs
right in front of you.  Yes, in front of you.  If you do this correctly,
they will just miss you and instead will light up that freaky looking
woman chasing after you.  Don't look back, or else she'll catch up to
you and munch on your head.  Yummmm!  When you run out of Will or are
low on life, grab some meta-essence on the walls.  The most important
thing is to keep moving.  Her missile attacks don't do that much damage,
but if she catches you, you're in trouble.  Be careful, because she's
fast!

The other way to do it is to run around and throw knives when you are
far enough away from her.  This works well, but it will take longer and
is more dangerous.  The advantage is that knives use no Will.  My advice
is to use the jackbomb, and then resort to the knife when you are out of
Will and are having trouble getting to the meta-essence.

CHEAP WAY TO KILL THE DUTCHESS:  If you are having trouble killing her,
there is another very, very cheap way to kill her.  All you have to do
is jump up onto the fireplace and toss knives onto her from above.  She
won't be able to touch you.  (special thanks to JCastroo for this
strat.)


2. General's Revenge: The Centipede
Difficulty: Medium
Word of Advice: Take your time when you are aiming!

I tried lots of different ways against this guy, and it seems that the
easiest is to just stick with the knife.  Despite how much fun all your
new toys are, the good old blade seems to work best.  Keep a good
distance from him, but not TOO far.  If you are too close, his melee
attacks will rip you apart, but if you are too far, he won't rear up and
expose his weak spot.  Be patient, and don't attack until he rears up.
When he does rear up, you should see a red scar on his belly.  That is
his weak point.  Throw your knife at his scar and then start running
again.  He'll cry out in pain and start chasing after you again.  If you
need more life (and you probably will), either get it from the sides of
the arena or from his little minions.  These minions are a pest.  They
grab onto your back and bite your neck.  Luckily, they don't do that
much damage.  The best way to kill them is either the ice wand or
primary fire of the knife.  After hitting his scar quite a few times,
the centipede will finally die.

3. Checkmate!: The Red King
Difficulty: Easy
Word of Advice: Keep an eye on your life and this one's simple.

This guy is the easiest boss in the game, so enjoy the break.  Just go
right up to him with your ice wand and hold it down on him.  When you
run out of Will or get to about half life, go and get the meta-essence.
Since the arena is so small, you can stock up on meta-essence really
fast.  That is the key to victory against the King.  Once you have full
life and Will again, ice him down.  After awhile, he'll begin to blast
you with a laser like the one the bishops use, but don't worry about it.
It does quite a bit of damage, but don't bother trying to avoid it since
you will always have that handy meta-essence nearby.  Keep spraying him
with your ice wand and he'll be dead before you can say "When does this
S.O.B. get hard?"

4. Double Vision: Tweedle Dum and Tweedle Dee
Difficulty: Medium
Word of Advice: Again, never stop moving.  Try your best to stay out of
the Tweedle's way and you should do just fine.

These boys are your toughest foe yet, and if you have a slower computer,
be prepared for some slowdowns.  Just run around in circles, going up
the ramp and collecting the meta-essence at the top.  Never stop
running, except to shoot your jacks.  The jacks are definitely the
weapon of choice against the Tweedles.  Also, focus on the big ones, not
the little ones that come out of their bellies.  If you kill the little
ones, Dum and Dee will just spawn new ones to replace them.  However,
the little fellows die very easily and leave some meta-essence in their
place, so don't avoid killing them; just try and focus on the two big
boys.  Fling the jacks at them and then keep moving while the jacks do
their work.  Once the jacks stop, shoot 'em out again right away.  If
you keep moving and focus on the big Tweedles, they'll be down in no
time.
Also, if you find yourself overwhelm with dozens of Tweedles bouncing
around, you may want to use a jackbomb.  Use the alternative fire of the
jackbomb and set it in the middle of the crowd.  The Tweedles will fall
like flies, leaving valuable meta-essence in their places.  This trick
may come in handy when dealing with these pests, but if you have a
slower computer, it will only increase the already outrageous lag that
all of the bouncing Tweedles are causing.

CHEAP WAY TO KILL THE TWEEDLES:  Another way to kill the Tweedles is to
go and hide in the small crevice on the wall just to the left of the
door.  You can fit in there, but the fat old Tweedles cannot!  Just
stand in this crevice and throw the jacks at them, going out and
grabbing meta-essence when needed.  It isn't fool proof, but it's a
helluva lot easier than running around like a madman, especially if you
lag.  (Special thanks to Jashan A'al for this strat.)

5. Tea Time!: The Mad Hatter
Difficulty: Easy
Word of Advice: Don't let his size intimidate you; he's not as tough as
he looks.

The Hatter's attacks do quite a bit of damage, so try to avoid them if
possible.  The best way to avoid his attacks while still being able to
attack yourself is to strafe around him using the sidestep right and
sidestep left buttons.  By doing this, you should easily avoid his
relatively slow missile attacks.  Throw your jacks at him and then go
grab the meta-essence while the jacks do their thang.  If you keep
throwing the jacks at him, pretty soon he'll summon some of his machines
to fight you and he'll disappear.  Watch out for their rockets and kill
them with jacks.  Now take their meta-essence and start going at the
Hatter again.  After a few more flings of the jacks, the Hatter's head
will go boom and he'll fall down.  Hope your sick of these easy bosses,
because your not gonna see any more of their kind....

6. Flyin' Fiend: The Jabberwock
Difficulty: Hard
Word of Advice: Save more than ever in this battle, because you will die
a lot, trust me...

This guy is pretty damn tough.  Stay as far away from him as possible,
because his fire attacks do mucho damage.  Strafe from right to left,
throwing jacks at him whenever possible.  After you throw the jacks, run
over and grab the meta-essence, being careful not to fall off the cliff.
Be wary of the Jabberwock's little minions, they like to push you
around.  A spray of the ice wand will show them who's boss though!  The
battle is really tough, but thankfully its also very short.  After just
a few throws of the jacks, Griffin will come save your skin.  Be patient
and save often!  As the Jabberwock flies away, his little old eyeball
will fall down to the ground, giving you the last piece to the godly
jabberwocky eye staff which will be essential to the rest of the bosses.

7. Flyin' Fiend on Steroids: The Jabberwock Part 2
Difficulty: Very Hard
Word of Advice: Don't break your computer in frustration; this guy may
be tough, but he is not impossible.
He's baaaaaaack!  Without a doubt, this punk is the hardest boss in the
entire friggin' game.  Luckily, I've beaten him about 3 dozen times and
have prepared the ultimate strategy to make him a lot easier on you.
Your welcome :)
The best way to take him down while he is in the sky is to just take a
stand.  Start spraying the jabberwocky eye staff at him while he flies
around.  If he starts to come in for an attack, get the hell outta his
way.  If he gets a direct hit, his attacks will take down more than 3/4
of your life.  Run around, grabbing the meta-essence as they appear and
spraying him with the jabberwocky staff as you go.  Whenever you get a
successful hit, save the game.  Eventually, he'll stop flying and attack
you from the ground.  It only gets tougher here.  Run around Griffin in
circles, and when the Jabberwock tries to do his deadly fire attack on
you, he will hit Griffin instead of you (don't worry about Griffin, he's
as good as dead already).  If one of the fire attacks does hit you....
it will hurt, bad.  One direct hit can kill you.  So keep running around
Griffin, spraying the Jabberwock with the staff when you have a clear
shot.  The best time to attack him is right after he does his fire
attack.  Remember, save often!  If you do this right, his attacks will
never touch you.  If you want, you can use your knife instead of the
staff so that you don't have to risk running over to the meta-essence
containers to refill your Will.  However, this takes quite awhile to do
and is generally much more difficult.  Either way, the Jabberwock will
eventually die, and the worst will be behind you.

8. Big Bad Momma: The Queen of Hearts
Difficulty: Medium
Word of Advice: For once, you don't have to run around a lot!  Take your
time against the queen and you'll be fine.

This is it, the Queen herself!  This battle is surprisingly easy, thanks
to the two pillars in the back of the room (where the meta-essence
appears).  All you gotta do is stand behind them, running from side to
side in between the two pillars.  While running across, stop and blast
her with your jabberwocky staff.  If you have the blunderbuss, you can
use it instead of the staff.  Both work well.  Just run from side to
side, shooting her when you are in the middle, and saving after every
successful attack.  The only other advice I have for her is when you see
some bluish/purplish spots around you and hear some strange music in the
background, move quickly.  That happens right before she uses her
telekinesis, where she'll either throw you into the wall or suck you
towards her and give you a big bear hug.  If you move right when the
purple cloud is on you, she'll miss.  If she does manage to catch you
don't worry; she doesn't do that much damage.  If you want, you can stab
her with the knife while she is sucking you in.  For the most part, the
Queen is a surprisingly easy opponent in this first battle.  Her attacks
are easy to dodge and do little to moderate damage, and there is plenty
of cover as well.

9. Bigger Badder Momma: The Queen of Hearts Part 2
Difficulty: Hard
Word of Advice: Jump, shoot, jump, shoot, jump....

Okay folks, here it is, the final battle!  The Queen is now a huge,
butt-ugly..... thing.  She's pretty damn big, but don't let her size
intimidate you; she falls quite quickly.  The hardest part of this fight
is the platforms.  Her attacks do mucho damage, but she doesn't attack
that often.  The best way to take care of her is to jump from platform
to platform, taking your time and making sure you don't fall.  Once you
reach the heart of meta-essence, turn and unleash the jabberwocky
staff's primary fire on her.  Be mindful of her attacks; while they
won't kill you in one hit, they could knock you off the platform.
Again, save all the time here.  You may see a weapon on a platform below
you; that is the blunderbuss, but I wouldn't advise getting it.  If you
already have it, you can use it if you want to, but I found that just
using the staff works better due to the fact that the Blunderbuss uses
all of your Will.  Jump from platform to platform, ignoring the Queen
for the most part and focusing on the jumps.  Right when you collect
another meta-essence, unleash the pain.  After a surprisingly short
fight, the overgrown bitch will blow up into a billion pieces!  Boom!!
Congratulations, you've now returned Alice to her sanity and Wonderland
to its good ol' happy self!

-----------------------------------------------------------------------
IV. Frequently Asked Questions
-----------------------------------------------------------------------


Here are some questions about the game.  Some of these have been from e-
mails I've received, others I've just made up.  The FAQ is not just
limited to boss questions, either.  There are many general game
questions that I have gone ahead and answered.  However, I will not
answer any specific puzzle questions on this FAQ.  Sorry.

1. Q: Why are there those tentacle thingies all over the place?
   A: That's a very good question, and one that I'm afraid I don't have
an answer to.  It could be there for decorative purposes, or possibly it
is supposed to represent how Wonderland is alive or something... maybe
it's part of the Queen?  I dunno.

2. Q: I don't remember the Jabberwock from the Alice books, is that a
character that McGee and his crew made up?
   A: No.  The Jabberwock is actually from a poem in Through the Looking
Glass called "The Jabberwocky".  In this poem, the vorpal blade is also
introduced, which is the name of the knife you begin the game with.
(Special thanks to SgtScruffy and Valiento for their contributions to
this answer.)

3. Q: Did you know that your FAQ really sucks?
   A: Did you know that you really suck?

4. Q: Why don't the white chess pieces attack me?  Is that a bug?
   A: No, the white chess pieces are on your side.  Consider yourself a
white chess piece if you will.  In many cases, the white chess pieces
will help you out in killing the red chess pieces, and a little later in
the game, you're going to do the White King a favor....

5. Q. How do I get past ____________ ? (insert any puzzle here).
   A: Notice that this is a boss FAQ, and while I'll be happy to answer
any of your questions regarding the game, I won't do it here.  Sorry.

6. Q: How can I get in contact with you?  I wanna tell you something!
A: You can E-mail me at Brian755@home.com.  I reply to all e-mails I
receive unless they are completely idiotic or spam.

7. Q: Did you know that "Rapskallion" is supposed to be spelled
"Rapscallion"?
   A: Yes, I did know that.  Next question?

8. Q: The Jabberwock keeps killing me!  Are you sure that he can be
beat?
   A: Yes, the Jabberwock is very beatable.  Just keep trying and
remember to never stop moving when fighting him!

9. Q: What is the Blunderbuss?
   A: The Blunderbuss is a secret weapon that can be found in two
places.  It can be found in the Caterpillar's Plot Part 2 right next to
Humpty-Dumpty.  There is a brick junting out of the wall.  Push it to
find a secret room with the Blunderbuss in it.  Also, it can be found on
the second fight against the Queen on a lower platform.  The Blunderbuss
does mega damage to a really wide area, but it takes all of your Will to
use.  It takes down almost anything in one hit (besides bosses, of
course).

10. Q: What does the alternate fire of the Blunderbuss do that is
different from the primary fire?
   A: Nothing.  The Blunderbuss only has one mode of fire, so the
alternate fire button does the same thing as the primary fire mode.
This also applies to the Demon Dice, which also have one mode of fire.

11. Q: I'm really having trouble with this jumping puzzle.  Please help
me?
   A: Look, I just told you, this isn't the place for those kind of
answers!  This FAQ is for boss questions and certain general game
questions only!  No specific puzzles!

12. Q: I've been stuck at Tweedle Dum and Tweedle Dee for hours!  I kill
them and they just come back!  Help!
   A: I'm sorry, please put your request in question form.

13. Q: Okay... How do I kill Tweedle Dum and Tweedle Dee?
   A: That's better.  Now, you are probably just killing the minions
that pop out of the big brother's bellies.  Look for the one's who open
up their bellies and let out the little ones... those are the guys you
have to target with your jacks.  After a few hits, they will die.  You
must kill them both before the fight is over.  After that, the minions
will all disappear.

14. Q: In a screen shot I saw, it showed the cat fighting at your side.
I've beaten the game, but the cat hasn't fought by my side!  Did I miss
something?
   A: Sadly, no.  While there were some early screenshots showing the
Cheshire Cat fighting by your side, it never happens in the final
version of the game.  It seems that McGee and his staff took that out.
Such a shame... that would have been really cool.

15. Q: Is there going to be an Alice movie?
   A: It appears so.  McGee himself has confirmed rumors that he and his
crew have agreed to create a film based on Alice.  In numerous
interviews, McGee has said that Wes Craven (director of the Nightmare
series) will direct the film and McGee himself will assist in its
production.  No word on whom will play Alice yet.  The film is being
created by Dimension Films, who, ironically enough, are owned by Disney.

16. Q: There is this jumping puzzle that is really really hard!  I need
your help!  It's the part where...
   A: NO!!!!!!!  I told you, no specific puzzle questions on this FAQ!


If you have any questions you would like added to this FAQ, e-mail them
to me.  I'll happily reply to you and, if your question is good enough,
I'll post it as well.

-----------------------------------------------------------------------
VI. Credits
-----------------------------------------------------------------------


I'd like to thank American McGee and his talented crew for all of their
hard work in creating this awesome game.  This game really kicked ass,
and I can't wait to see what you guys do next!

I'd also like to thank GameFAQ's for giving me an opportunity to waste
so much of my time writing FAQ's, reviews, and talking on the message
board.

Also, special thanks to all whom contributed to this FAQ.  All of you
who helped me along the way have been credited somewhere up above, but I
thought I'd thank you again.

One more time.  If you want to contact me for any reason, e-mail me at
Brian755@home.com.  I'd love to know if you have some ideas for
improving this FAQ.  Thanks to you all for reading this, and enjoy your
trip through the twisted world of Wonderland....


-----------------------------------------------------------------------
VII. Legal Stuff
-----------------------------------------------------------------------


This document is protected by federal law. That means that you have to
ask my permission before copying it onto any other website, message
board, etc.  Feel free to print it out for your own personal use,
provided that you do not claim credit for it.  E-mail me if you have any
questions.


Rapskallion (Yes, with a K!!!!!)



Top of page | 



FAQ #2 for American McGee's Alice


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

     All right.  Ask and you shall receive… well… a rushed version that is.  A
lot of people seemed to want a walkthrough to be available, so I decided to
release a preliminary version so that at least those who need it will have
something to work with until the final product is done.  The in-depth
walkthrough still needs to be ironed out, and I'm now working on the maps and
a shorter version of what you see here.  I hope this helps.
     Here's the big part.  I am doing this for you guys, so I want to know
what you think.  Any questions or comments you may have are very welcome.  If
you have a tip or secret I have overlooked you can send it and I will give you
credit if it is included.  E-mail me at:  EllipsusD@aol.com.
     Special thanks to katbird and IGN.com for their contributions.
______________________________________________________________________________
________

I.           Version History
II.	Controls.
a.                Screen Elements.
b.	Basic Controls.
c.	Jumping.
d.	Swimming.
e.	Floating.
f.	Climbing.
g.	Saving.
III.         Items.
IV.         Weapons.
V.	Enemies.
VI.	In-depth Walkthrough
VII.	Extra
a.	Idle Hands.
b.	Codes.
VIII.      Copyright.


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


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


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

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

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


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


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


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


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


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


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


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

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

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

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

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

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

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

Demon Dice:  There are three types of demons that can be summoned, with this
group destroying weapon.
                     Dud:  No demon appears.
                     Small Demon:  Uses ¼ will meter.  Small, and winged, and
has a mild electric beam.
                     Medium Demon:  Uses ½ will meter.  Snake-like, with both
slashing and flame attacks.
                     Large Demon:  Uses ¾ will meter.  Large and mean, has
electric and pounding attacks.

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



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

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

                                         |____&|   | |
                                         ______    |_|
                                        |______|
                                    __
                           to mine |__|

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

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


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

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


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

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

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

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


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

h = heart meta
BJ = Boojum

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

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

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


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

d = diamond meta
BJ = Boojum

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

     _
    |_|

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


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

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

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

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


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

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


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

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

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

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

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

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

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


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

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


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

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


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

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

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

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

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

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

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

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

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


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

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


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

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


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

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


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



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


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


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


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


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


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


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

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


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


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


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


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


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

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

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

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

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



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

Weapons to use:  The jack bombs secondary fire works well, as does the knife.
Duchess's health:  Ten gasps.
Attacks:   Pepper- mildly dangerous, but worth avoiding.
                Pepper Bomb- a direct hit is fatal
                Shaker Hit-  you'll get conked on the head if you get too
close- mildly dangerous
                Bite-  close range as well- takes off ½ of your life.
                Pepper Teleport-  annoying but not directly harmful.
Strategy:  Run around the smaller table that you picked up the JACK BOMB from.
It blocks her attacks.  If using the knife, sidestep around the table and
throw.  If using the bombs, throw onto the ground near the direction she's
walking to set her on fire.  Fire can get up to five gasps in one attack, but
it hurts you.  The knife is slow and steady.
When done:  A cutscene where you and the MOCK TURTLE enter the next area.
------------------------------------------------------------------------------
-------------------------------------------------
Wholly Morel Ground
------------------------------------------------------------------------------
-------------------------------------------------
     There isn't much I can tell you here, other than you need to follow the
turtle.  Keeping up with him has been difficult for some people, but there are
shortcuts you can take, and you can stay out of the bubbles for almost 20
seconds and not die.
     The first 2 areas have tall weeds near the top of them (to the right in
the first, and to the left in the second).  If you need to, use that to keep
up with the turtle.

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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


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

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


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

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

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


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

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

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


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

Weapons to use:  The newly found ice wand is the only weapon worth using.
Centipede's health:  Six 'gasps'.
Attacks:   Claws- if you get too close the claws will mildly drain your
health.
                Ram- moderate to heavily damaging- strafe to avoid if
possible.
                Poison- heavily damaging, but easily avoided.
                Thump- hard to get hit by this, but it reveals weak spot.
                Babies- more like face huggers- drain health- jump to shake
off.
                Bite- don't get too close- moderate to heavy damage.
Strategy:  This is why it pays to read the CASEBOOK.  1 June 1874 – "…note the
Centipede has a tender underbelly…".  Now that you know where to hit him, I'll
tell you how.  Stay at a moderate distance from the Centipede (trial and error
w