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