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- Alice in Wonderland Part I
-
- Alice is not an especially difficult game, but there are some tricky parts
- to it. This walkthru (of sorts) should help you over the rough spots. When
- playing the game, it helps to talk as much to people as possible, although
- there is usually one way of talking to them (coax, argue, etc) that will
- produce the best results. It's also fun to read the various signs along the
- way; some are just funny, but many contain useful clues.
-
- Don't be afraid to explore all the doorways; just save the game first. Some
- will not lead you anywhere important, but may contain clues needed to
- finishing the game. Always pick up objects that are takeable; they will be
- useful somewhere along the line.
-
- Before going down the Rabbit Hole, it is important to obtain the tin of
- comfits from Alice's sister, as well as the parasol from the Reverend
- Dodgson. You can coax the sister to give you the candy, and argue with the
- good reverend for the umbrella. The White Rabbit can be teased to give you
- the answer to the Caterpiller's riddle. Then it's down the Rabbit Hole!
-
- This part is pretty simple, you just keep going down most of the time. You
- can actually skip the singing mouse (he wants the marmalade from the
- pantry), since his song isn't used anywhere in the game. When you reach the
- Chesire Cat (my favorite character) sitting on the rock, you'll note a door
- off to the right. You can't reach it now, but you'll be coming back this way
- later, so just keep on going down.
-
- Eventually you will come to bottom, and reach a room with cakes. The cakes
- make you taller, and elixirs make you smaller. First jump to the cakes and
- get all of them. Then go back down, over to the next room, and jump up four
- blocks. Eat a cake, jump over (parasol open) to the ladder and climb up.
-
- Get all the elixirs, then return down and to the cake room. Just left of
- the doorway there is a tiny door. "Eat" two elixirs, and you can enter it.
- You are now in the upper room. Eat a cake, jump over to the table, and get
- the cake and elixir there, then jump over to the rope. Don't climb the rope,
- instead walk off the left edge and open the parasol. You'll float down to
- the table with the key.
-
- Take the key, jump off, and return to the ladder room. Go up the stairs to
- the small door, eat an elixir, and pass through. You're now above the Pool
- of Tears. Enjoy another cake, then jump in and swim awhile. You can pass by
- the second Rabbit Hole; the seashell in there isn't all that important (but,
- you can get it if you like). Keep swimming, and you will reach the beach,
- and you are now in Wonderland proper.
-
-
- Alice In Wonderland Part Two
-
- Ok, so now you're on the beach with the Dodo. He has an important item,
- which you can obtain by giving him the tin of comfits. Once you have the
- stick, keep moving to the right. The second Alice is not all that important,
- but talking to her will give you some extra information. Continue on up the
- hill, where the White Rabbit show up again.
-
- He'll mistake you for his maid, Mary Ann. Don't worry about it. Tease him,
- and he'll drop his fan and vanish. Get that and keep going to the house.
- Once inside, go to the door on the right and enter it, then go up the
- stairs.
-
- Mary Ann isn't all that important, but you can talk to her until she
- disappears. Then go enter the doorway. This takes you to a new room, where
- there is a fireplace. Go thru there, and just follow it along. Eventually
- you'll find the Mad Hatter's missing teacup. Take that, and continue on and
- out of the fireplace. Now you're back downstairs again.
-
- That's all you need here, so leave the house, and move along to the right.
- When you come to the swing, climb up and get all three teapots. After that,
- continue to the right. The puppy will get in your way, but leaves when you
- offer him the stick (talking will do no good, so don't even bother trying).
-
- Pass up the tree with the rope; you aren't ready for that yet. Continue on
- to the Caterpiller. Along the way, pick some mushrooms; the white ones make
- you grow, and the purple ones make you shrink. There is a second use for the
- mushrooms, but that comes later.
-
- Ask the caterpiller why he's doing that, and he'll ask you a riddle. The
- answer (which you should have gotten from the White Rabbit earlier), is
- "tophat" (Queens, being women, wouldn't wear such a thing). Remember the
- clue the Caterpiller tells you in return.
-
- You're done here, so move along to the right. The Cheshire Cat pops up
- again; you can amuse yourself by talking to him for awhile. After that,
- continue on until you reach the Town Hall. Argue with the Clerk, and he'll
- drop a Memo for you before he vanishes. Pick that up, and then head back
- left, stopping at the Duchess' house.
-
- Climb up, making sure you get the muffin along the way. Talking to the
- Duchess is not in the least important, although it does have its funny side.
- What you really need to do is get to the room above, but you don't have what
- you need yet. So, go down the stove in the kitchen until you come to the
- clock. Simply walk off the clock and open your parasol.
-
- Climb down from the housetop and enter the house. Go left and enter the
- door. Inside is the March Hare, suffering from a broken heart. Argue with
- the poor creature, and he will leave you a whisker before he disappears.
- Take that, leave the room, and go upstairs.
-
- Take the first door on the right to the Bathing Machine, and then enter it.
- Go down (being careful to avoid the ferret), and you will come to the Pier.
- Leave the Pier by walking left until you come to the ladder. Climb that, and
- continue left. You can pretty much ignore the painting rabbit, so keep going
- until you come to the platform with the rope.
-
- Stand on the edge and jump, opening your parasol (so as to avoid the ferret
- below). Swim left and continue left until you reach the museum. Go right and
- upstairs and continue on until you reach the Gryphon. Scold him, and he'll
- drop a cricket bat before he disappears. Take that, and continue right until
- you reach the chessboard.
-
- Stand to the right of the chessboard, and eat a cake (or mushroom). Turn
- towards the chessboard and jump. Walk up until you reach the middle black
- square in the third row. Walk up a tiny bit further, drink an elixir, and go
- back down to the square and enter it.
-
- This is the Mad Hatter's place. Offer the teacup, and he will give you his
- hat, which is one of the most important and useful items in the game (of
- course, the Hatter disappears after giving you the hat).
-
- The part with the Queen of Hearts in the Court Room isn't especially
- important. However, if you go through it, make sure to argue with the Queen
- so she asks you the riddle, whose answer is "lap".
-
- There is nothing else of importance here, so you can go back through the
- chessboard and leave the museum. On the way back, be careful. When you are
- almost to the shore, use the hat to float above the ferret. Continue on back
- to the Pier, and return up to the house (there is nothing else of great
- importance here, but you might find it amusing to chat with the Cheshire Cat
- in the Carousel Room).
-
- After leaving the Bathing Machine, you might want to try the next "door"
- down. This is the door to Blenheim Palace. It's not especially necessary,
- but if you go through it, remember to give all three teapots to the Queen.
-
- Ok, now leave the house and go left until you come to Lacie the artist.
- Give her the Memo, Muffin and Mushroom. She'll disappear, and you can
- continue on to the Treacle Well. Climd down that and go right to the Cricket
- Ground. Enter that, and keep going left to the School.
-
- Go to the Music Room, and coax the turtle, who will sing a song for you.
- Then go to the Dance Room and enter the mirror on the left, which will take
- you back to the house.
-
- Now go up to the Duchess, stand on the block to the right of her, make
- yourself tall (with cake or mushroom), and use the hat. You'll float up and
- bang into the wall, but if you stand in the right spot, you'll end up
- standing on the rope afterwards. Eat a mushroom or elixir to get to normal
- size, then go up the rope and make your way to the cradle.
-
- Examine the cradle. There is an ugly baby inside, who will turn into a pig
- and walk off when you try to take it, but it leaves behind a rattle (which
- you have automatically; you don't need to use the Take command).
-
- Ok, now comes the tedious part. You must make your way ALL THE WAY BACK to
- the rabbit hole you first came down (yeah, I know, but ya gotta!). Use the
- hat to float up to the ledge to the left of the Cheshire Cat. Then eat a
- cake and jump over to the Cat. Stand on the right edge of the rock, face
- right, and use the whisker. Shrink down to normal, and then walk along the
- whisker, and up to the door.
-
- Inside is the Dormouse (don't worry, you still have the whisker!). Tease
- him, and he'll sing you a song. Now, leave and go all the way back to the
- tree with the rope hanging down. Climb that, and make your way up to the
- bird's nest. Sing "Shut Your Beaks" to them, then wait for 12 o'clock, when
- you can go through the mirror into Looking-Glass Land.
-
-
- Alice In Wonderland Part Three
-
- Ok, so now you're through the Looking Glass! Take the door on the left,
- which leads to another room. Take the center door, and try to help. She'll
- leave a brooch before vanishing. Get that, and go through the mirror to Room
- Two. Climb the rope there to Room One, and go out the window. Jump (opening
- your trusty parasol), and you'll be at the bottom of the Birdbath.
-
- If you go left, you'll find a garden and a Buttercup in it, but it's not
- necessary to go there. Walk right, passing the small Birdbath, and keep
- going until you come to the house with the rope. Go up to Cloud Land, and
- use the hat to get to the door you see there.
-
- Inside is the White Knight. Help him, and he'll sing you a song. Teasing
- him also produces good results. Leave, and make your way over to the other
- end of Cloud Land, where you'll find the Bread and Butter Fly. Take that,
- then go back down to earth.
-
- Now go to the railroad station (it's next to the house with the rope).
- You'll need a mushroom or elixir to get in. Once inside, return to normal
- size, take the first door, and then walk right to the train. Inside is a
- Unicorn. Talk to him if you like, then go left to the Gnat. Try calming him,
- and he'll ask you a (very old) riddle. The answer is "Duck". Then use the
- hat to float up out of the train.
-
- When you fall back, you'll be in a different train. Walk right to the exit
- and leave. Continue left, passing up the Waxworks (if you prefer, you can
- enter), until you reach the Jabberwocky. Use the fan and he'll disappear.
- Keep going left until you come to the tree. Stand on the left side, and use
- the hat to fly up. You'll find Humpty Dumpty up there, sitting in a nest.
- Tease him, and he'll leave a cravat for you.
-
- Climd down, and walk left. Here you need to be careful. There is a ferret
- bouncing around the next screen. As soon as you enter that screen, use the
- hat to float above him. Do this as quickly as you can. You'll float up to
- the top of the steps (taking a fall in the process).
-
- From there, go left to Tweedledee (or is it Tweedledum?). Offer the rattle,
- and he'll get out of your way. Continue Left until you come to the White
- Queen again. Give her the brooch, and keep going until you come to the door.
- Go in, and try to calm the cranky machine. It will sing you a song. After
- that, leave, and go back right all the way until you come to the ladder
- going down (a note here about the Red Queen in the balloon. If you decide to
- visit her, the answer to the riddle is "content").
-
- Climb down, go left (ignore the birdcage, it's a trap) until you come to
- the sheep. Sing "Munch, Munch, Munch", and you'll be able to get to the next
- room. Offer the Bread and Butterfly to the Sgt. Major, then climb up the
- ladder and go left.
-
- Tease the baker, who will ask a riddle. The answer is "Nightmare". Continue
- left and enter the Banquet Room. Sing "God Save Queen Alice" to the Wasp,
- and you will be in the real Banquet Room with the talking Mutton. Sing "No
- More Mutton" for it, and he'll leave a paper crown (NOTE: you MUST have the
- crown before you visit the Bellman).
-
- Ok, now go back the way you came, and return to the Palace. Keep going left
- there, past the Easter Rabbit, until you reach the Barrister (British for
- "lawyer"). Coax him, and he'll ask a riddle. The answer to that one is
- "Buttercups". Keep on left to the Bell Room.
-
- Stand directly under the rope, and use the cravat. It will provide a way
- for you to climb up. Continue to use the cravat to get up to the Belfry
- (note: always climb up on the right side). If the Bellman isn't there yet,
- just wait around (you can stand there, doing nothing; time will pass in the
- game regardless).
-
- Offer the cricket bat to the Bellman, who will give you a key. Take that,
- and go back down, and out to the ladder again, and make your way to the room
- that has the Banquet Room door. This time, however, go up the stairs to the
- door above it and enter the Beryl Throne Room.
-
- You can talk to the Throne or not, as you please. Go through the door on
- the other side. This leads you to a room with a ferret. DO NOT go through
- the door on the bottom; it is a trap; you must go up via the rope.
-
- You can pass the ferret by using the hat; it may take a few tries until you
- find exactly the right spot to stand, and the right timing as well. Once
- past the ferret, get up the rope quickly, and make your way over to the
- White Rabbit. Give him the fan, and he'll get out of your way. Now keep
- going. You'll come to another ferret; use the hat to get past him, as well.
- You're almost out now!
-
- Go through the door at the top, and you'll be in the BallRoom. Go out the
- other door, and you're in the Rabbit Hole. Use the cravat (it may take you a
- few tries to find the best place). Climb up the cravat, face right, and use
- the whisker. Walk along the whisker as far as you can. Then turn left and
- use the hat.
-
- Congratulations! You made it out of Wonderland! (The ending is kinda dull,
- but after all this running around, you're probably glad it's all over!).
-
-
- ə
- ə of Wonderlan