Alice: Madness Returns Walkthrough

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Published by 9 years ago , last updated 1 year ago

Posted on June 11, 2011, GameFront Staff Alice: Madness Returns Walkthrough

American McGee is back after a long absence, and new title Alice: Madness Returns looks to be as dangerous and twisted as his initial offering. Given the potential for merciless death when you give the keys to Lewis Caroll’s imagination to an unhinged game designer, a walkthrough is definitely in order.

That’s not all, however. Fans of Madness Returns are advised to take a look at our achievements list, our trophies list, and our cheats page, which will act as a compendium for all the information about the game that can possibly found out.

The Walkthrough

Chapter 1

  1. All you’re technically doing right now is leaving the orphanage, but feel free to have a look around. In the children’s bedrooms, you’ll get  a quick tutorial on using the first-person camera (click in the Right Analog Stick) and see some drawings on the wall that you can investigate when prompted.
  2. Head down the stairs when you’re done up there. At the bottom, check under the stairs for something else you can investigate, as well as the newspaper on the table down the hall. Duck into Alice’s room on the left for a bit more about her background before pushing on into the corridor.
  3. You can check the painting in the sitting room before you head outside, where the street cuts to the left and right. The right is a dead end where a subway tunnel is being dug; head left, where you’ll pass a violinist. You can check down the alley behind him, but there’s nothing there but more ambient dialog from children.
  4. Enter the Whitechapel Market and continue left. You’ll see a white cat — follow it.
  5. There’s not much else to do. Keep up with the cat to trigger a cutscene when you get to the end of the alley. You can see a few things along the way, but they have little or no bearing on what’s going on.
  6. You’ll find yourself on a rooftop next. Cross to the far side for another cutscene, and you’ll finally be whisked off to Alice’s Wonderland.
  7. ACHIEVEMENT/TROPHY: The “No Happy Returns” Achievement or Trophy is unlocked after your arrival.
  8. MEMORY: Head up the ramp and you’ll find your first memory, which looks like a floating building. Recover it and it’ll go toward completing the game’s story, as well as an Achievement or Trophy.
  9. Keep moving up. You’ll eventually come to a place where you’ll need to jump across a gap, where the game will prompt you on just how to handle jumping. Press the Jump button again to twirl, which gives Alice an extra aerial boost up to three times.
  10. Follow the path to where the dominoes form a series of platforms out over the water below. You’ll see a laughing child ahead — follow her as you drop down when you reach the far side of the gap.
  11. MEMORY: Just below the dominoes is another memory you can snag, right on the path.
  12. Drop down ahead, where you’ll see pink toadstools functioning as platforms. Climb up to the nearby ledge and a toadstool in the ground will launch you up to the next level.
  13. MEMORY: Bypass the next toadstool to grab the memory behind it.
  14. Shoot up another level, then cross the ledge and drop down near the big purple pool. A cutscene will give you Alice’s shrinking ability, which you can use to move through the small keyhole doors scattered throughout the level.
  15. MEMORY: Standing at the pool, do a 180 and look for a glass syringe floating near the wall.
  16. Past the memory is a keyhole door in the wall. Use shrink to enter it — you’ll also see invisible drawings on the wall directing you toward it. That’s Shrink Sense, so use it when you’re struggling to find a way forward.
  17. Through the keyhole, you’ll find yourself at one of the toadstool launchers you just cleared a moment before. Hop up to the next level and turn left for another keyhole. Shrink down and slip through.
  18. On the other side of the keyhole, you’ll come on a huge snail. Grab the three teeth from right in front of it (it isn’t dangerous), then drop down. Continue around to another keyhole and shrink to get through. You’ll find a little cave room inside with three more teeth, and a door leading into another chamber. Avoid the blue toadstool for a second.
  19. MEMORY: Check to the left of the blue toadstool before you leave this room. The memory is behind a rock.
  20. Hit the toadstool and you’ll be rocketed out of the room and to the top of a slide. Jump on and grab the teeth along the way; further on, you’ll see shells that you should crash through for even more teeth. At the bottom of the slide, follow the red river to the skeleton and you’ll receive your first weapon: the Vorpal Blade.
  21. ACHIEVEMENT: The “Snicker-snack!” Achievement unlocks when you get the blade.

Exploring the Vale of Tears

  1. MEMORY: Once you have control back, turn left from where you’re standing to see a glass syringe memory near the wall, away from the snail shells.
  2. You can break the shells with the blade to collect more teeth. Keep moving forward through the shells until you pass into a clearing with black oil on the ground. You’ll be accosted by some enemies called Insidious Ruin, which you can kill pretty easily with the Vorpal Blade.
  3. The path forward opens up when you’re done fighting. Head through the tunnel but don’t bear left just yet, because…
  4. MEMORY: …You can grab a memory floating on the right side of the path. Just jump up a level to snag it.
  5. Now double back left, following the dominoes in the ground, to find a toadstool to get up to the next level. Moving forward, you’ll see long gaps you have to cross using Alice’s Float ability, triggered by holding the jump button. Cross the chasm, snagging the tooth along the way, and use the toadstool on the next ledge to get enough lift to cross to the far side.
  6. BOTTLE: On the left of the cliff right where you land is another collectible, a Bottle. Grab it as if it were a memory.
  7. You can grab a few teeth from this ledge, and drop down the next cliff to find some more teeth right up against the wall behind you. Then advance into the hut ahead to get the Pepper Grinder weapon.
  8. ACHIEVEMENT: The “Ground Pork” Achievement is your reward for snagging the Pepper Grinder.
  9. Head out the door and you’ll be attacked by a new enemy called the Bolter Fly. They come out of those weird round hives, but the Grinder will handle them easily. Just Focus on them with the Left Trigger, then fire it with the Right Trigger.
  10. ACHIEVEMENT: Kill five bolter flies in a row with the Grinder and you’ll unlock the “Grind ‘em All!” Achievement.
  11. Destroy the hives and you’ll stop more bolter flies from harassing you. Clear them all out, plus one insidious ruin oil monster, and you’ll get a cutscene explaining pig snouts. Zap the snout with pepper using the first-person view mode and it’ll fly back into the hut.
  12. Before you head back, climb up and get some teeth. Double-back to the house, smack the basket for some more teeth, then shrink down and head through the door. On the other side, you’ll face some bolter flies in the distance. The Grinder should take care of them.
  13. SNOUT: When the enemies are cleared out, look just in front of the first ledge where you started this room for a floating pig snout. Pepper it and a path will appear to the ledge to the right. Follow that and keep moving until it dead ends to find another snout. Pepper that, and you can jump to the third platform to the left.
  14. MEMORY: This third platform, accessible after you get both snouts peppered, has a memory sitting in the middle of it.
  15. From here, follow the domino path toward the moving platform. Jump across when it comes nearby, then ride it for a golden tooth behind the waterfall to the left. When it comes back, you’re free to continue forward.
  16. When you land on the next ledge, you’ll be accosted by some slithering oil worms. Kill them, grab some teeth, and jump to the next platform where you’ll kill an insidious ruin. From here, we can get to a hidden area.
  17. BOTTLE: Turn and face off the side of this ledge, toward the small platform hanging in the chasm beyond. Jump to it and a toadstool appears. Hit it to get rocketed up to another ledge, then use Shrink Sense to see a keyhole door you can pass through. Inside is a bottle and a bunch of gold teeth around a corner.
  18. Exit the way you came and head left to another ledge, which will allow you to jump down to the path again. Keep following it around until you see several platforms fall and geysers erupt ahead of you. Hug the left wall and hop down to the platform below you.
  19. From here, you’ll get a toadstool that will pop you up in the air. Land on the next ledge and hit a second toadstool to get some real height. From here, you can access a memory.
  20. MEMORY: When you hit the second toadstool, float to the right rather than over the geysers ahead. You’ll see a platform you should be able to reach. Another toadstool will let you clear the geyser beside you on the right when you land. The platform beyond has the memory in the middle. Jump back down to the path when you have it.
  21. Hop the last geyser and fight off a pair of insidious ruin monsters when you land. Take the next toadstool and grab some teeth on the ledge to the right before climbing up further. Some trees will fall away, revealing a path and a couple of enemies to kill.
  22. Drop down and enter the next area. A bunch of enemies will attack you, in groups of insidious ruins and boltar flies. You shouldn’t have much trouble killing them if you make good use of Alice’s dodge maneuver. When you clear out some of the ground enemies, you can kill the flies’ hive with the Pepper Grinder. Look for it on a toadstool in the center of the room.
  23. ACHIEVEMENT: After the battle, you’ll get the opportunity to spend the teeth you’ve collected to upgrade your weapons. Do so and you’ll also get the “Strike a Deal” Achievement.
  24. BOTTLE: Before you go anywhere, after the cutscenes, face the Vale of Tears train platform, then spin around 180. You’ll see a ledge high above you — approach it on the left side (use Shrink Sense if you need help) to make a toadstool appear. Hop to the top for your bottole.
  25. Now head to the left of the train platform. Jump to the platform and use the toadstools to move along the tracks until you get down to the tunnel. At the far end, you’ll enter a little teacup village, where you’ll fight enemies known as Madcaps.
  26. Madcaps are goblins that have melee weapons and teacup helmets. You need to destroy the helmet before you can harm them, which is possible with any weapon. I find hitting them from a distance with the Pepper Grinder works well to soften them up, allowing the Vorpal Blade to do the heavy lifting. Use dodge to avoid their up-close attacks.
  27. There’s also a version of the Madcap that carries a shield, rendering him impervious to Pepper. You’ll need to use dodge to get around to his flank and attack him with the Vorpal Blade. It’s especially easy if you wait for his attack and dodge it, which is denoted by a slight slowdown in time as he winds it up. It leaves him stuck in the ground.
  28. Fight through the Madcaps and follow the path around to a toadstool. Hop up and kill a few more guys. You’ll get a tutorial on using Shrink Sense with flowers. Don’t cross the bridge that’s revealed just yet, though.
  29. BOTTLE: Instead, shrink and stand in front of the invisible bridge, then turn a quarter turn right. While shrunk, you’ll see a keyhole door that’s blocked when you’re at full size. Go through to find the bottle.
  30. Cross the bridge and head right. The way forward is up the stairs on the right side, but don’t go that way yet.
  31. MEMORY: It’s right on the path past the bridge.
  32. SNOUT: Look on the left side of the cliff that faces the floating city in the background. The snout is floating right in front of you, near the high ledge on the left side. Pepper it and you’ll gain access to that high ledge by toadstool, where a bastket will give you some teeth.
  33. Take the stair, cross the platforms and use the horn to call the gondola. A cutscene will take you to the Hatter’s Domain.
  34. ACHIEVEMENT: The “End of Innocence” Achievement unlocks when you exit the Vale of Tears.

The Hatter’s Domain

  1. Head forward to the steam vent and jump onto it to let it raise Alice in the air. Twirl to the left to make it to a ledge.
  2. MEMORY: Turn left when you land and look behind the big teakettle gondola that Alice was riding in to find a memory.
  3. Move through the hole in the wall and get outside. Head to the red steam valve and turn it to activate some new jets. Hop onto the first one and ride it to the piece of floor ahead, where you’ll fight a Madcap.
  4. SNOUT: Time to find some hidden stuff. Standing on this piece of floor, face out, toward the expanse of yellow nothing away from where you started. You should see another chunk of floor just ahead. Jump to it and shrink, the enter the nearby plant to illuminate some invisible platforms using Shrink Sense. Jump across all three of them (use shrink to make sure you know where they are) and you’ll land on a new piece of floor that’s to the right of the last platform. Look toward the building, where you’ll see another platform you can’t get to — beneath it, to the right of a large gear and hidden in a hole in the wall, is the snout. Grind it.
  5. BOTTLE: The snout opens a path forward by creating a new steam vent right in front of you. Jump into it and float across to the platform, where you’ll get the Bottle you came for. Hop back down to where you started when you’ve got it.
  6. Ride the steam vent to where you fought the Madcap, then jump into a second vent to float back toward the main building. Kill another couple of Madcaps and enter through the hole in the wall. To your right is a lever, but ignore it for a second. Instead, enter the hole in the wall on the left, just ahead of you.
  7. BOTTLE: Use shrink and enter the plant here to illuminate a hole in the wall you can slip through while small, to your right. Go through the keyhole and you’ll come out next to a Bottle.
  8. Return to that lever and pull it, which clears a gear out of the way so you can proceed. Hop across, kill a Madcap, but instead of going back outside to the right, shrink and slip under the big metal door. You’ll fight a Madcap with a shield, but you’ll find a lot of teeth as a reward.
  9. Back outside. Kill the two Madcaps, grab some teeth from the crates nearby, and turn the steam valve. Jump across to the next piece of floor and kill another bad guy, then ride the big gear to a new platform. Jump and float to get back inside and drop down.
  10. Another Madcap to slice up. Check by where you dropped down for teeth and proceed around the corner. Follow the path around and hit the steam valve when the gear nearby moves close to you — be careful about your timing or you’ll fall. Get across to the next ledge, where you’ll have some fighting to do.
  11. Two waves of four Madcaps attack you during this section. The first group approaches as soon as you land, and includes two standard Madcaps and two with shields. You can actually drop at least one of them with the Pepper Grinder as he approaches, so do that to even up the odds.
  12. Make sure you use dodge to avoid the Madcaps’ attacks and hack away with the Vorpal Blade. When you kill the first set, a door will open that will allow you to advance, where you’ll find the second set. Kill them all, follow the path to a ledge, and hop down to another platform with a flower on it.
  13. MEMORY: Shrink and step into the flower and look around. Back the way you came and down, you should see several invisible platforms outlined by your Shrink Sense. Jump down to the first, then get to the crack in the wall nearby. Head in and around the corner to the left to find the memory.
  14. SNOUT: Now look up. You should see a big snout sticking out of the wall, but it’s above you so it’s easy to miss. Grind it to make a basket appear with a bunch of teeth.
  15. Head back out of the crack and hang a right to the piece of floor waiting there. From here, you can jump across to a gear that moves back and forth, and reach a steam vent beyond that. Ride it up to another gear and use that to get to a central platform.
  16. MEMORY: There’s a steam valve here, but ignore it for the time being and face the big main building to the left of it. You’ll see a big hole in the wall across from you. Float down and enter, then turn right to fight a couple of Madcaps. Round the corner ahead to the left, where the memory waits.
  17. Back to the valve. Open it to add more vents to the path ahead. Jump to the first, get to the rising gear beside it, and float to the platform beyond. Hop to the ledge in front of the hole in the wall, but don’t enter yet.
  18. SNOUT: Instead, turn and face where you just came from and you’ll see a snout on the lower section of the platform. Grind it and a vent appears on your left.
  19. BOTTLE: Jump into the vent to get raised up to a nearby platform, where a Bottle waits for you.
  20. Back inside. Keep walking until you have to jump a big chasm and float to the other side. Stop when you reach the far ledge.
  21. SNOUT: Turn back and face the ledge you just left. A snout floats beneath it, just behind you. Grind it and a new steam vent appears.
  22. MEMORY: Ride the steam vent and you’ll be able to reach a new ledge to the side of the chasm you crossed. Shrink to go through the keyhole door when you get there. Inside is the memory.
  23. ACHIEVEMENT: Stay on steam vents for seven minutes total and you’ll unlock the “Venting Frustration” Achievement. This is the last vent in this chapter, so if you want the Achievement or Trophy, now’s the time.
  24. Backtrack, jump back across the ledge, and head through the door to a big room filled with flowing tea below. Jump down to the circular platform, where you’ll engage a new enemy: the Eyepot. These guys are easier than they look; wait for it to rear back to strike and dodge backward while locked on to stay alive. Hit it in the eye with the Pepper Grinder to stun it, then come in close and hack the eye with the Vorpal Blade.
  25. After the first Eyepot is dead, more enemies appear. Jump down to the lower circular platform and kill off the two Insidious Ruin enemies before you engage the Eyepot. Kill all three and you can move forward, hopping onto a platform and climbing to a steam valve. This opens the path forward to the Eyepot that has been lobbing tea mortars at you all this time.
  26. It looks like there’s only one Eyepot here, but the situation is more tense: two Eyepots, plus two Insidious Ruins. Kill the oil enemies first, steering clear of the Eyepots’ attacks. Then focus on one and use the Pepper Grinder to stun it so you can get in close. Try to keep an eye on where the other Eyepot is so it doesn’t hit you in the back.
  27. Kill all the enemies to open a door to the next room. Head through, where you’ll be able to summon the Cheshire Cat when prompted and get some advice. Jump across and step on the pressure plate at the end of the walkway to lower a platform, which you’ll need to run to quickly to access before it rises again.
  28. When the platform rises up, you can grab some teeth from some crates before jumping down to the exit. Go through and jump to the center platform, then work around to the door and go through into a corridor. Follow it until it ends in a room with ramps.
  29. BOTTLE: Beside the first ramp is a half-closed door you can slip under while small. Through it is another corridor: Follow it until it dead-ends in a big round room with no floor. Use Shrink Sense to see four moving platforms you can jump to. Use them to get to the top, snag the bottle, and jump back down to return to the ramp room.
  30. Go up the first ramp and stand on a pressure plate there to open the door at the end of the path. Jump up and run through, then pull the lever. Jump down to the newly opened door and you’ll ride a slide down to a new room.

To The Mad Hatter

  1. Pick up that rabbit thing on the ground. That’s a Clockwork Bomb, and it’s a new addition to your arsenal. Grab teeth from the crates and then head up the ramp, where you’ll get a tutorial on the bomb and info on how to get through the sealed wall.
  2. Blow the wall, keep moving up, and blow a second one. Jump across to the next ledge and clear the crates out, then use the toadstool to pop up a level.
  3. MEMORY: There are a lot of things to look at in this next room, but if you ignore them and walk down the hill and then turn left, you’ll find a keyhole behind crates. Go through and at the top of that room is a memory.
  4. Now get back to the top of the hill and use the gear platforms to get across to a door with flames behind it. A cutscene is triggered when you get there. Through the other side, you’ll fight about 10 Insidious Ruins. When you’ve killed them, you can move forward along the path.
  5. You’ll come to a chasm. Use the Pepper Grinder to shoot a switch and lower the platform above. Hop across and you’ll finally reach the Mad Hatter.
  6. BOTTLE: After a cutscene, check the walls on either side of the Hatter for weaknesses. Blow both open and you’ll discover the Bottle in one, along with a pressure plate.
  7. Set a bomb on the pressure plate but don’t blow it, which will lower an elevator in the other small room. Ride the elevator up and you’ll reach an outside area. Grab Alice’s Umbrella from the center of the platform and get ready to do battle.
  8. The Menacing Ruin has a lot of powerful attacks, but it isn’t invincible. Get your dodge ready and get clear of anything that’s not a projectile, as the Menace has a lot of powerful melee attacks. When it does chuck something at you, use your Umbrella to reflect it. Expect those fireballs to come in sets of three.
  9. It’ll take a lot of damage to put down the Menacing Ruin, and waiting for projectiles to kill it will take all day. When you can risk it, get in close with the Vorpal Blade and hack away, then dodge clear. The battle will go much faster if you dish out all the punishment you can.
  10. Before long, the Ruin will buy it and you’ll be free to go. Two switches appear afterward — ignore them for a second.
  11. SNOUT: Look for a long, thin loudspeaker beside one of the switches (left of the elevator). Stand at the edge and look down for the snout near the elevator, a little to the right. Blast it and a new platform appears.
  12. MEMORY: Reach the new platform by going around to the right of the elevator. Just jump over and claim your memory.
  13. Pepper those two switches. You now have a choice: either right or left. We’ll start with the right path, toward Smelling and Regurgitating.

Smelling and Regurgitating

  1. Upon entering Smelling and Regurgitating, you’ll have a chance to converse with the Cheshire Cat. Afterward, head up the stairs and around the corner, where you’ll find a platform to jump to. Look up at the wall a little to the left to find a switch you can activate with pepper — Shrink Sense makes it a little more obvious.
  2. Blast that switch and the platforms in this room will start to rise and fall. Jump from one to the other, avoiding the molten columns, until you cross the expanse and reach the ledge on the other side.
  3. Through the next tunnel, you’ll enter a large room with a central platform. Jump across and you’ll have to fight two Eyepots and two Insidious Ruins. Judicious use of the Pepper Grinder should keep them all at a distance and you’ve got plenty of room to dodge around here.
  4. BOTTLE: After all the enemies are cleared up, check the left side of the platform if you’re facing away from where you first jumped across (forward, otherwise). You’ll see a geyser of molten whatever coming up from below. Wait for it to subside and then jump across for a bottle.
  5. MEMORY: On the side opposite the bottle is another geyser, another distant ledge and another collectible. Just wait for the geyser to drop and then jump and twirl to reach it.
  6. Head to the front of the platform and jump down to the ledge below. Pull a 180 and you can jump down one more time to a keyhole. Slip through and pull the lever to open another path on the other side, where you can reach a couple of rising platforms to your right and reach the high ground again.
  7. Watch for more enemies when you return to the central platform. Head to the left and jump onto the rising platform that can get you to a new door and follow the corridor to another huge room.
  8. Two Insidious Ruins are your first fodder, followed by an Eyepot. Drop all three while dodging incoming tea fire from another Eyepot further away. When the first three are clear, turn right from the door where you entered to see platforms you can jump to. You need to work around the edge of the room to the Eyepot’s platform.
  9. Make your way to the far wall and jump over the geyser to the corner. There you’ll have to deal with two platforms where molten metal falls from pipes above. Watch for the timing, then jump across.
  10. Kill the last Eyepot and turn the valve nearby. That’ll cool all the molten metal in the room, allowing you to advance as well as find a secret area.
  11. First, though, you’ll have to kill more enemies. Two bolterfly hives appear at high points across the room from you — use the Pepper Grinder at a distance to deal with them. Then jump to the middle platform, where you’ll have to fight a Menacing Ruin, the three-faced big monster you fought before entering this area. Deal with it the way you did last time and you should have no trouble.
  12. That does it for the primary enemies. Next, look to the side of the platform where you jumped to the wall to reach the valve. You should see a small, thin walkway beneath you that was formerly a chute filled with molten metal. Jump down to it and head left, where you’ll find a keyhole that you can shrink through. Some teeth are waiting for you.
  13. SNOUT: Back outside, hop down to the floor of this room. Fight off an Eyepot and some Insidious Ruins and head into the center of the room, beneath the central platform. You’ll see a snout above you on the wall.
  14. BOTTLE: Peppering this snout reveals a bottle.
  15. MEMORY: Use one of the steam vents to get back up to the central platform, where you can jump to a hanging pot and reach the exit of the area. Stop right when you get to the second ledge at the wall and turn right — there’s another pot with a memory on it, which you can reach easily by jumping.
  16. You’re finally ready to head out. Follow the corridor to its end, where you’ll have to pepper a switch. It activates a steam vent that you can jump to, then use to jump to the central column where there’s a ledge. Follow it around to another vent; jump on, then jump across to the platform at the wall.
  17. SNOUT: Here you’ll find a wall you can blow up. Use a clockwork bomb to clear it, then head through the keyhole behind it to a long corridor. At the end, look through the porthole to the left to find the snout. Pepper it and your reward is a basket full of teeth.
  18. Backtrack out and turn right to find another switch to pepper. That adds two new vents — jump to them and get to the next ledge above you. Through the hole in the wall are some teeth; after you have them, look for a ledge along the wall to your right, where you can shrink beneath some pipes to get to more teeth.
  19. From here, face the central pillar to find another switch. It brings up more vents. Hop into the first and then use it to get to the central pillar, where there’s a ledge. From there, look for another platform against the wall, right of the next vent. Jump to it, collect some teeth, and ride up to the walkway above you.
  20. Turn left and find a pressure plate where you can put down a clockwork bomb. That opens the door across the walkway. Head through and turn the valve to activate some vents. Use the first to jump to the floating gear when it moves all the way right; hop off the gear when it reaches the second vent and use it to get to the big platform.
  21. Lots of enemies here, including three Madcaps and one with a shield, as well as an Eyepot. Use the large space and try to kill them all quickly.
  22. BOTTLE: Face back toward the way you came in and you should see a small walkway and platform to your left. Walk out to it to find some crates with teeth and a bottle.
  23. Back to the central platform. Head around the corner and you’ll find a flower you can interact with using Shrink Sense. Across from you, you should see a toadstool that’ll pop you up to a further ledge. Jump across and go through the hole in the wall.
  24. Time to fight the mouse. First, you’ll need to cool down all the molten metal in this area. Jump down to the rising platform on the right when it lowers, then time your jumps across the molten metal while dodging the teakettle dumping more molten metal from above. You’ll need to wait until the platforms are either raised or lowered. Watch out for mortars from Eyepots above you as well.
  25. As you head across this first chasm, you’ll come to a junction where you can head right. First, use Pepper on the nearby orange switch. Then jump down to the new square platforms, but wait for the vents above to dump their molten metal before you go. A toadstool will appear that will allow you to get up to a nearby ledge.
  26. Here you’ll find a valve around the corner that freezes all the metal. You can proceed to the left of the valve to get closer to the mouse, but first, let’s go find some hidden stuff. Drop down the way you came to the now-frozen metal floor.
  27. BOTTLE: Step into the nearby flowers when shrunken, then look to the wall on the left near the platforms where the metal was being dumped. You’ll see a keyhole you can pass through. Inside on the right is the bottle. There’s also a golden tooth in here.
  28. Exit the keyhole and return to the last rising platform you jumped from, left of the platforms where the molten metal was being dumped. Face the wall and you’ll see an alcove with another switch inside. Pepper it to create a new steam vent. Ride it up to the ledge above.
  29. Use Shrink Sense in the flowers to illuminate a hidden bridge. You’ll need to dodge under vents of molten metal as you cross it, but that’s not too hard. On the far side, drop down onto the walkways over the molten metal to fight two Eyepots and several Ruins. Use the walkways to jump clear of the enemies if you get in trouble, but you should be okay if you blast them from a distance with the Pepper Grinder.
  30. When you’ve killed everything, you’ll see a new switch appear. Hit it with pepper to trigger some floating platforms that you can jump between to get to the far ledge. Be careful, as they get swept over the waterfall pretty quickly.
  31. Head around the corner, shrink through the keyhole and kill the Ruin guarding the valve to freeze the metal. After a cutscene, you can head back the way you came to the mouse’s platform. Pull the lever to open a nearby Rubbish Chute, and then jump down it.
  32. BOTTLE: You’ll wind up back with the Hatter. Look for the room with the pressure plate to find your bottle, your reward for bringing back his arms.
  33. Trigger the pressure plate with a bomb to lower the elevator and head back outside. You’re now free to head over to Cranking Up and Pressing Down.

Cranking Up and Pressing Down

  1. Follow the path until it dead ends, then look for a switch to your right behind a big stomping foot. Shoot it and you can cross to the far side.
  2. MEMORY: As you hop across and go through the next door, you’ll see boxes ahead just in front of you. Clear them to find a memory right behind them. If you turn the corner to the left, you’ve gone too far — it’s right inside the doorway.
  3. Your next switch is up on the wall to the left. It lowers the gear ahead of you so you can get across the chasm. The next room has two big fists crushing down on the path you need to use. Jump across the path to a platform on the far side, where you can place a bomb on a pressure plate.
  4. That lets you move under the crushers freely for a moment, so run through quickly. There are three, and you might have to negotiate the third by timing, but it shouldn’t be too touch. Just don’t touch it, as it’ll kill you going up the same as coming down.
  5. BOTTLE: Once you’re through to the other side, look for a place where you can drop down to the right of the bombable wall. There’s a keyhole you can slip through to get to a bottle, and you can return the way you came using a toadstool.
  6. Back near the crushers, blow through the wall to progress forward. At the staircase, turn right to find another wall you can blast with a pressure plate behind it. Place a bomb, run up the stairs and jump across the rising gears. Follow the path forward, shrinking under another crusher and dodging a second, to find one more wall to blast and one more pressure plate.
  7. The gears rise a third time, allowing you to cross the path ahead to a door. Stop there and look to your right with Shrink Sense to see an invisible platform you can hit. Hop to it and you can access a side path that gets you some teeth, then brings you back to the pressure plate so you can cross the gears again with the door open to leave the room.
  8. Through the door, you’ll have to fight off an Eyepot through the next corridor. Past it are more crushers — use Alice’s dodge maneuver to get through quickly. Past them, you’ll hit a dead end. Turn right and use the toadstool to find a path to a pressure plate to open the door.
  9. Jump down and slip through the doorway, avoiding the Ruin if you want. On the other side, grab some teeth from the crates on the right before jumping across to the next ledge. Get ready for a fight.
  10. The next room first fills with crushers, then enemies. Stay in the doorway and deal with everything from a distance. Don’t even bother trying to negotiate the five crushers, it’s a losing proposition. Instead, kill the Ruins at a distance with the Pepper Grinder and draw the two Eyepots toward the doorway, where they’re much easier to dispatch. Kill them all and the crushers stop, allowing you to pepper a switch.
  11. MEMORY: Before going through the open door, check the wall to the right of it. It has slid up slightly to reveal a memory.
  12. Pass through the door to enter the Dodo Miserarium. Hop across the platforms to the right to the hole in the wall, where you can shoot a switch to activate more platforms.
  13. SNOUT: Double back toward the door and hop to the left, onto the cage platform there. Stay on this platform and face the wall, toward the big cage filled with dodos. To the left of that is another hole in the wall, which secrets a snout. Nail it with pepper.
  14. BOTTLE: Now jump to the bigger platform ahead and you’ll snag a bottle for your trouble.
  15. Take the path back toward the switch and then follow it all the way to a steam vent. Jump to the ledge nearby and you can bomb through a wall to find a lever, which adds another steam vent to the mix to raise you up higher. Take it up.
  16. Once you’re above the vent on a new ledge, grab some teeth and do a 180. Look for a hole in the wall that has a switch inside. Blast it to move some cages to create a path forward.
  17. MEMORY: Jump to the first of these new cages and look right. You can jump over to another broken cage with a memory inside.
  18. Back on the path, continue to the door and leave the room. You’ll enter the Engine Room, in which the rabbit waits. First up, you’ll have to navigate a few crushers — use Alice’s dodge and you’ll have little trouble. past them, head up the stairs and activate the pressure plate with a bomb. That raises the gear so you can cross it.
  19. Across the gear is a lever you’ll need to pull to open a new path back through the crushers. Pass through them and go across to the new area, where you’ll have more crushers to dodge. Once you get past the vertical crushers, you’ll have to float through two horizontal ones to get to relative safety.
  20. Time for a big fight. A Menacing Ruin, lots of little Ruins, some bolterflies and an Eyepot are all waiting for you. This can get a bit tough, so keep moving and make heavy use of the Pepper Grinder. You want to clear out the little Ruins first, then kill the bolterfly hives to keep all the irritating enemies off you.
  21. Keep dodging and watch for the Menacing Ruin and the Eyepot — they’re the real threats. Clearing out the little guys will give you some health boosts, so keep at it. The two bolterfly hives are kind of hidden off to the sides (one is in some kind of cage), so deal with those quickly, too. After that, you can put down the Eyepot while avoiding the Menacing Ruin’s attacks.
  22. Kill everything and you can access a switch that clears the way to another lever. Pull it when you’re ready, then face the wall near the way back out from the lever, but don’t leave yet.
  23. BOTTLE: Use Shrink Sense to see a piece of graffiti near a wall you can blow up, inside the area with the lever. Clear it and duck through the keyhole to find another bottle.
  24. Back out of here and use the new lift that has been lowered for you. At the top, you’ll need to get past a series of six crushers, but they look scarier than they are. When the closest one to you drops, run straight under and stop after the third — there’s a spot between them that’s safe. If you’re really quick, you can just keep running, and hit dodge right as you get to the first (or last) crusher to dodge under it.
  25. Hold tight at the corner and wait for the crusher in front of you to drop before proceeding. Past it, drop down and use Shrink in the flower, then slip under the broken crushers and follow the path upward. One last jump brings you to another lever and opens the path.
  26. You’re set all the way to the rabbit’s platform. Pull the lever to return to the Hatter.

Off with the Hatter

  1. When you regain control, you’ll be standing on a gear with more platforms ahead of you.
  2. SNOUT: First, look ahead to the left for a floating snout right out in the open. Blast it to make a steam vent appear.
  3. MEMORY: Jump out to that vent and you can reach a new platform that’ll get you to a memory.
  4. Head through the first door, where you’ll meet up with the Hatter and fight a large battle. The Pepper Grinder should help substantially, so keep hacking away with it. You’ll blast through lots of small ruins before taking on a larger Menacing Ruin. After that, the door opens.
  5. Head to the right of the next room with the Hatter, where a toadstool will appear. Follow the path across the room and up until you see a switch you can shoot. That’ll open the path forward and allow you to keep climbing. Shrink through the passage until you get to a keyhole at the top, and follow that to a place where you can drop down. Use Shrink Sense to find a spot you can bomb on the floor.
  6. Drop through to a lever that opens the door forward, and after a long cutscene, completes the chapter.
  7. ACHIEVEMENT: The “Hatter’s Demise” Achievement is yours when you finally wrap up Chapter 1.

Chapter 2

  1. Alice wakes up after being dragged from the river and placed on the docks. You can’t do much just now except follow the path.
  2. Head through the docks until you come to the Mangled Mermaid. Around the corner from here, you’ll get a cutscene. Head into the building and work your way up the stairs.
  3. When you enter the room at the top of the stairs, you’ll see another cutscene before you head back to Wonderland. Upon arriving, you’ll find yourself in Tundraful.
  4. BOTTLE: First thing’s first — do a 180 from where you land, Shrink, and look for a keyhole door on the left that you can slip through to find a bottle.
  5. The path forks just ahead of you: one up, one down. Both go the same way, so start with the upper path to clear it of teeth, then take the slide to get all the teeth there. Jump and twirl at the bottom to hit the far ledge.
  6. Proceed forward. Around the corner you’ll come into a big fight with several Insidious Ruins and a Menacing Ruin. Kill them all and you’ll be able to move on. There are hidden objects here that we can’t access yet, so we’ll have to backtrack later. Keep moving forward until you see the yeti in the wall.
  7. SNOUT: Head around toward the toadstool on the ground, but don’t jump on it yet. Instead, go to the lip of the drop-off and look down, straight across the hole toward the other side, with the yeti to your left. You should see a snout down the wall some. Pepper it and a basket appears on the path ahead.
  8. Hit the toadstool now. Cross in front of the yeti between breaths to get to the basket and the path on the far side. Drop down and move forward until you hit another slide, where you’ll receive a new weapon: the Hobby Horse.
  9. ACHIEVEMENT: Snag the Hobby Horse and you’ll unlock the “Strange Hobby” Achievement.
  10. You’ll have to do battle with some Ice Snarks immediately after receiving the Hobby Horse. Watch out for their attacks with the dodge move — they like to freeze Alice, and they also do this irritating dive move.
  11. ACHIEVEMENT: If you can put together a combination of Hobby Horse to Vorpal Blade to Hobby Horse, you’ll unlock the “Weapon Schizo” Achievement. This might not be the right place to try it, but keep it in mind.
  12. Killing all four Ice Snarks (they come in two waves) creates a path out of the room. Hop up onto the second platform and you can turn around and use Shrink to discover a couple invisible platforms in the other direction. Jump across and use the Hobby Horse to reveal a small cave with some teeth inside. Double back when you’re done.
  13. SNOUT: When you get to the top of the two platforms that fell from the ceiling, cut around the corner to the right. Smash through the wall with the Hobby Horse, then again to reveal another cave. You’ll see a golden tooth across from you on a platform. Leap and twirl to get there, then spin around and face the way you came to find the snout below the platform you just left. Blast it.
  14. MEMORY: Peppering that snout adds another platform to this room that lets you get to the higher ledge on your right, on the same side of the room as the golden tooth. There you’ll find the memory.
  15. Head back out and walk toward the cliff where you can see the moon to reveal a toadstool. When you ride it up, you’ll be able to smash through a wall and drop down, where you’ll engage some Ice Snarks and Insidious Ruins.
  16. MEMORY: After the battle, head toward the chandelier held by the frozen angler fish and Shrink to discover a keyhole. Head through and grab some golden teeth, then toadstool up to another platform. Back inside near the angler fish, you can jump up to the right to find the memory.
  17. BOTTLE: Hop down and follow the path out. You’ll enter a cave room with a smashable wall to the left. Go through that, then smash the ground with the Hobby Horse to find a hole you can drop into to get the bottle.
  18. Backtrack out and go straight across the room from the bottle room. Another patch of smashable ice marks the ground — bash it and drop through. Enter the next room and you’ll see a toadstool pop up as you cross it. Ignore that for now.
  19. SNOUT: There’s a platform with two big bottles flanking it on your right. Jump aboard and Shrink — you’ll reveal two invisible platforms above you. Cross both to get to a golden tooth; spin around and face behind you and you’ll see a snout up on the wall. It reveals a new path: inside is a basket with teeth.
  20. Now you can go to the toadstool, which pops you out of the room altogether. On the other side, move through the door and you’ll start down a slide. The path you take doesn’t really matter; just try not to fly off and avoid the orange and black goo, because it can hurt you. At the bottom, go through the door and you’ll see Ice Snarks below you.
  21. Try to kill at least one of the Snarks from above; it makes life easier later. Damage both as much as you can with the Pepper Grinder, then drop down and try to quickly finish them off. You’ll have to fight a couple Insidious Ruins and a Menacing Ruin in the room below, so you want the odds in your favor.
  22. Kill the little guys first, then use the combined might of your weapons to take down the Menacing Ruin. When everything’s cleared out, you’ll be able to exit the room. Drop down again in the next area, with the big shell.
  23. BOTTLE: As soon as you drop off the upper ledge, spin around and face the wall. You can smash through with the Hobby Horse to reveal a bottle on the other side.
  24. RADULA ROOM: Before moving on, head into that big shell. This is a special “Radula Room,” and you’ll check it off as a collectible when you go inside, where the Cheshire Cat will ask you a riddle. The riddle I received in this one: “How is the Queen of Hearts like a typhoon?” The answer was the fourth, mapped to Y on the Xbox 360 controller, which said, “In all ways — but the typhoon doesn’t mean to be.” Your reward for a correct answer will be a jar of red paint, which goes toward painting the rose on your collectibles list.
  25. Back out of the Radula Room, continue forward and use the toadstool that appears. Just ahead, you’ll see a ship in a bottle and a long path to reach it. Drop down and collect all the teeth, then approach the first platform, but don’t board it.
  26. SNOUT: You should be able to see another path to the right, down in the icy water. Jump to that platform and go around the corner, where you’ll see the snout on the wall.
  27. MEMORY: Peppering the snout adds another platform to the water ahead of you, allowing you to jump across and use a toadstool to get even higher. Go through the keyhole door there and you’ll find the memory inside.
  28. Double back the way you came and hop onto the elevated icy path. Be careful, as the second half of this platform is a slide; use twirl to make it to the platform on the other side. There, hop up with the toadstool, and kill the Ice Snark at the top.
  29. BOTTLE: Turn right instead of heading straight across and you should see a flower. Shrink and step in to reveal a hidden walkway just ahead of you. Cross it and follow the path to a slide, which will take you down nearer to the water. Down here, shrink again — you should see a small plank just above the water in the encircled ice lagoon. Hop on and shrink down — this invisible plank will float under the wall ahead and into a cave filled with teeth and a bottle. Grab them, then get back on the floating plank and you’ll be taken to a toadstool. Be careful of that meandering fish — it’s mean.
  30. Back outside, you’ll find yourself almost right on top of the ship in the bottle. Note that you came on one of two paths to this area, and that there are teeth on the other one as well. You can reach it by heading to the left of the ship, straight across from where you are now, and using two toadstool platforms to get there. Beware an Ice Snark and use your Hobby Horse to open up the walls on the right and the left. The right side one has a path to some teeth that you’ll need Shrink to see.
  31. Back to the boat in the bottle. You’ll have to drop down to hit the path to get there, but once you approach close enough, a cutscene will activate.
  32. The next section is a strange side-scrolling ship battle, in which you’ll have to use your cannons and depth charges to fight off sharks and crabs. Just avoid everything; it can all be destroyed by your weapons. Survive and you’ll get another cutscene before reaching the Deluded Depths.

Deluded Depths

  1. MEMORY: Before you do anything, spin around and face the Turtle. Go past him and to the left, where you’ll find a weird green membrane covering a hole in the wall. Nail it with the Hobby Horse to reveal a keyhole behind it. Through there is your memory.
  2. Follow the path down past the ship wreck and you’ll exit into a large open area. The path forward is to your right, but if you head left and Shrink, you’ll see an invisible path that leads to some teeth. Snag them, then head toward the floating jellyfish to the right.
  3. Jump past the jellyfish and you’ll see steam vents ahead. Hop on and use it to cross the chasm to the other side.
  4. BOTTLE: When you land on the far ledge, head to the right, into a reddish cave. Kill an Ice Snark and smash through a membrane, and then shrink in the next room to reveal a keyhole door just ahead. Through it is the bottle. Also look in the bottle room for some barnacle-encrusted chests that you can get golden teeth out of if you smash them with the Hobby Horse.
  5. SNOUT: Backtrack out of the reddish cave and you should be facing off the side of the cliff, toward the chasm. Look for two floating teeth — if you approach the ledge here, you’ll see platforms beneath you and hear a snout. Drop down and face the wall where you just jumped to find the snout. Blast it and a basket appears in the clam beside you. Shoot the basket with the grinder so you can quickly grab all the teeth before the clam snaps shut.
  6. Use the steam vents nearby to get back to the path around the other side. When you’re in the middle vent, look for a platform on the central column to your right, which you can get to if you’re careful about the jumps. Grab your teeth before continuing on. At the far end, cut the membrane in the wall to continue forward. Head down to the burning door ahead of you to trigger another cutscene.
  7. On the other side, jump onto the white jellyfish to reach the central platform below. There you’ll fight some shadowy kind of enemy that holds two balls he’ll throw at you. Use your Pepper Grinder to destroy one to knock him onto the ground, where you can attack him. Repeat the process until he’s dead.
  8. MEMORY: Move to the left of this platform, toward where you see a red jellyfish. Shrink to reveal hidden platforms. Carefully cross them — they move — to the far side and cut the membrane in the wall where you land to find a memory in a clam shell. Grab it quickly and get clear.
  9. Head back to the mainland. Walk ahead to the left to the end of a wooden platform to find a pressure plate. Toss a bomb on it to make a switch appear that you can shoot. Do so and some platforms will create a path so you can cross. Past the platforms, you’ll see the clear path to the left, but look for a flower to the right to reveal some hidden stuff.
  10. SNOUT: On the right side of this platform is a flower, and if you shrink you’ll see an invisible path that moves. Get on it and use shrink to move to the end, but stay small — the next two platforms are also invisible, but to reach them you’ll hit a bouncy jellyfish and you won’t be able to reveal their locations again. While you can still see it, quickly bounce to the first platform, then use Shrink to see the second, which rises. Get on that one and hit Shrink again to see a plank ahead. Hop to that, stay small so you can see where it ends, then jump to the wooden platform. Now: shrink once more to find another hidden path leading off the wood platform. Follow it to its end and look up — the snout is on the wooden structure above you. Blast it and a steam vent and a basket will appear. Ride the vent up to the basket, then double back the way you came.
  11. BOTTLE: Finally, you can head up the hill on the other path. Use Shrink liberally and you’ll see signs suggesting a keyhole door ahead; look for a sea anemone stuck to a column in the middle of the room. To the right are two chests, and to the left, a blackish organic-looking structure. Shrink near that and you’ll see the keyhole. If you go down the hill, you’ve gone too far.
  12. Keep moving down the path and you’ll approach Barrelbottom. Head in to the center of the square — there are a lot of things to find before you move on toward the Carpenter.
  13. RADULA ROOM: From the center of the square, turn right and cut through the membrane. Follow the path downward and you’ll eventually see a Radula as you get beneath the square above you. Inside, your task will be to survive an onslaught of Madcaps for a set amount of time. Make healthy use of the dodge and Pepper Grinder to keep enemies off you, but be careful not to fall off the level. Your reward is more Rose Paint.
  14. BOTTLE: From the Radula Room, head right rather than going back up the way you came and you should find a small alcove with a keyhole inside. Shrink and head in to find a bottle and some teeth.
  15. MEMORY: Straight across from where you come back from the Radula Room, you should see a staircase leading upward (to the left of the path forward). Climb it and find a membrane in the floor you can smash with the Hobby Horse. Drop down and you’ll have to fight off another of those invisible guys — do so by shooting his pots to blow him up, then annihilating him while he’s dazed. Continue forward to a toadstool that will take you right up to the memory and then back to the square.
  16. Head forward down the path until it ends and then jump to the platform below. You’ll fight a jellyfish-like Drifting Ruin, which is easily defeated with your Pepper Grinder — just try to hit it when it reveals its face and kill it when it hits solid ground. Grab your teeth afterward and hop into the steam vent ahead to proceed onto the jellyfish platforms.
  17. While on the jellyfish, you can engage two more Drifting Ruins near the platform where you’re headed. Hit them with the grinder, but be careful about their return fire, which you can reflect with the umbrella. When you’ve killed them, continue across the jellyfish to the wood platform. Use Shrink to reveal a hidden path where you can collect some teeth before proceeding.
  18. BOTTLE: When you’re ready, face out toward the next jellyfish. Jump to it and then float across to the ledge beyond. Right inside the archway, look on the left wall for a hole where you can slip through. There’s a bottle on a clam to the right.
  19. SNOUT: Walk down to the wooden ledge that leads toward the theater, where you can shrink inside a flower. This reveals an invisible path on the left. That should carry you out to a wooden platform with invisible paths on the sides. Follow one out to the gold tooth and look up and between them to find a snout floating in the air.
  20. MEMORY: Fill that snout with pepper and a platform with a memory appears between the two invisible paths.
  21. Backtrack to the main path across all those white jellyfish to reach the far wooden platform. You’ll fight another invisible guy here. When he’s dead, walk past where he was to the back of the platform to find a pressure plate, which raises a switch you can shoot. Do so to create the path that will lead you across to the chasm to the theater. Use the steam vent to reach the first platform.

Clearing the Pipes

  1. SNOUT: As soon as you exit the fish, walk to the edge ahead of you and jump to the slightly lower platform on your left ahead. Standing on it, look to the wall of this area on the right and you should see a snout up on the wall, just beside the big blue fish. Blast it and a basket appears near your location.
  2. BOTTLE: Now jump down facing where you started this room and you should see a bottle behind two crates against the wall.
  3. Go speak with the fish. She tells you the pipes around the room are obstructed. Start with the yellow one on the left. Follow the path inward until you find a big pile of gross oil. Jump down to the area with it and you’ll have to fight some Ice Snarks and Insidious Ruins. Kill them all and use the Hobby Horse to smash the oil pile when it hardens to clear the pipe.
  4. Head to the blue-gray pipe in the middle next. This battle has roughly six Insidious Ruins and a Cannon Crab. Use clockwork bombs to distract all the enemies and damage them — this will make everything a lot easier. You can then strike with the Vorpal Blade and Pepper Grinder to thin enemy ranks. Smash the hardened oil when you’re done.
  5. The last pipe room features several Ice Snarks and a Menacing Ruin. This can be a little tough to negotiate as all these enemes are annoying, but as always, focus on the little guys first and foremost. Try to clear them out fast while avoiding the Menacing Ruin. Once you have him one-on-one, things are much easier. Clear the room and you’ll be brought back to the fish again.
  6. Now you’ll have to do a music minigame that tests you to press your controller’s buttons in time with the music. Just watch the bar, as some of the timing looks a touch misleading. It’s not too hard, though, and finishing it opens the way forward.
  7. MEMORY: As you leave the musical fish’s area, go through the doorway and turn right. You’ll see a memory inside a clam — run in and grab it, then hit dodge to get clear.
  8. RADULA ROOM: Continue along the path until you hit another small archway, but don’t cross through. The Cheshire Cat will be here to talk to you, and if you cut through a membrane on the right wall beside the arch, you’ll be able to grab some gold teeth. Turn right from there and enter another cave, and use Shrink to reveal some hidden platforms that can help you climb up to the Radula. This one has you replaying the ship minigame from earlier in this chapter — the goal is survival, so be careful. Another Rose Paint jar is your reward.
  9. Head through the archway, which seals behind you. Nothing special about this next room or puzzle: just kill three Cannon Crabs. You can do so with bombs or by reflecting their cannon balls back at them. Wiping them out sends the oyster you were sent to wake on her way, and allows you access to some platforms so you can proceed.
  10. In the next room, you’ll have to cross a massive chasm using jellyfish. It’s pretty self-explanatory, so just keep navigating forward until you hit the last jellyfish on the way.
  11. MEMORY: When you get to the last jellyfish platform, Shrink and look for some invisible platforms on one side. Cross them to a ledge and shrink to get through a keyhole there. Climb to the end of the path and you’ll find the memory and a spot where you can jump back the way you came.
  12. Cross under the next arch for another fight. This one is another Cannon Crab and some Insidious Ruins. Your Pepper Grinder should be highly useful here.
  13. Move on when you
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