alice madness returns

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FAQ/WALKTHROUGH VERSION 0.4 Authored by: BkStunt_31 ( Gregorio31 @ gmail . com ) ============================================================================== - TABLE OF CONTENTS - ============================================================================== Note: Press Ctrl+F and enter in the code to skip to that section. THINGS TO KNOW BEFORE YOU PLAY - Introduction ........................................................[INT01] - Follow Me! ..........................................................[FOL02] - Donations ...........................................................[DON03] - Controls ............................................................[CON04] - Game Basics & Tips ..................................................[TIP05] MAIN WALKTHROUGH CHAPTER 1 : - Vale of Tears .......................................................[AMR01] - Hatter's Domain .....................................................[AMR02] - Smelling & Regurgitating ............................................[AMR03] - Cranking Up & Pressing Down .........................................[AMR04] CHAPTER 2 : - Tundraful ...........................................................[AMR05] - Deluded Depths ......................................................[AMR06] - Chores Unending .....................................................[AMR07]

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Alice Madness Returns

TRANSCRIPT

FAQ/WALKTHROUGH

VERSION 0.4

Authored by: BkStunt_31( Gregorio31 @ gmail . com )

==============================================================================- TABLE OF CONTENTS -==============================================================================

Note: Press Ctrl+F and enter in the code to skip to that section.

THINGS TO KNOW BEFORE YOU PLAY

- Introduction........................................................[INT01]- Follow Me!..........................................................[FOL02]- Donations...........................................................[DON03]- Controls............................................................[CON04]- Game Basics & Tips..................................................[TIP05]

MAIN WALKTHROUGH

CHAPTER 1:

- Vale of Tears.......................................................[AMR01]- Hatter's Domain.....................................................[AMR02]- Smelling & Regurgitating............................................[AMR03]- Cranking Up & Pressing Down.........................................[AMR04]

CHAPTER 2:

- Tundraful...........................................................[AMR05]- Deluded Depths......................................................[AMR06]- Chores Unending.....................................................[AMR07]

CHAPTER 3:

- Vale of Doom........................................................[AMR08]- Murals Pt. 1........................................................[AMR09]- Murals Pt. 2........................................................[AMR10]- Murals Pt. 3........................................................[AMR11]

CHAPTER 4:

- Cardbridge..........................................................[AMR12]- Queensland..........................................................[AMR13]- Tormented...........................................................[AMR14]- Tormentor...........................................................[AMR15]

CHAPTER 5:

- Dollhouse...........................................................[AMR16]- .........................................................[AMR17]- .........................................................[AMR18]- ...........................................................[AMR19]

ENEMIES.......................................................... [0400]SNOUTS........................................................... [0500]MEMORIES......................................................... [0600]RADULA ROOMS..................................................... [0700]BOTTLES.......................................................... [0800]EQUIPMENT........................................................ [0900] Weapons......................................................... [0901] Items........................................................... [0902]

ACHIEVEMENTS..................................................... [1000]

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

Hey guys, it's Bkstunt with a guide for Alice: Madness Returns, the follow-upto the decade-old 'American McGee's Alice'. This game presents a verytwisted version of 'Wonderland' for the player, all warped by Alice's fragilemind after her parents are burned alive.

This guide is still VERY much in progress, and I could definitely use YOURhelp putting it together. See anything I missed? Please, email me above.ANYTHING in this guide is subject to change at ANY moment.

So you guys know, this guide was written FOR (and inspired by):

================RelyonHorror.com================

My updates will be on the ABOVE site FIRST (Just an FYI).

Chances are that if you are reading this, you are ALSO probably interested inthe 'HORROR' genre, and if you are there is NO better place to hang out thanthe above website. In fact, I'm even working on posting this guide there. Inthe future they will have guides with fancy 'pictures' and 'videos'. Oh la la!Anyway, come check out our horror website, if you're into the genre you won'tbe disappointed.

==============================================================================Follow Me!====================================================================[FOL02]===

Want to talk about some games!? Maybe throw out some ideas for what YOU wantto see me write about next? I made a facebook account for just that reason!

You can 'Like' me at:

Facebook.com/Bkstunt

I've also got a webpage underway (it is currently being built), but comecheck it out once it's done! It is:

Bkstunt.com

==============================================================================Donations====================================================================[DON03]===

First of all, let me say that my primary motivation for writing guides is,and always will be, for the gamer. However, as I've learned by writing justa few guides on new games, it can hit your pocket book! I wish they'd give methese games so I could crank out great guides, but they don't! Ah, maybe oneday!

Until then, if you've found this guide helpful please consider donating tohelp me offset my costs. You can donate to my paypal account below:

Paypal ID:

Gregorio31 @ Gmail . Com

Hey, it's WAY better than paying $20 for a guide, right? Even the smallestamount will be appreciated.

Please be sure to send me an email so I can thank you personally as well! Orjust send me an email to say "Thanks!" Every one of those I read makes my day!

~ Bk

==============================================================================Controls====================================================================[CON04]===

Here are the controls for playing Alice: Madness Returns.

_,.--.,_ _,.--.,_| _____ | | _____ ||-' `'.__________________________,'` `-|,' __ `. ,' .,. `./ | | \ SONY / (/_\) \! __ \/ __ | ! ,-. `-' ,-. || |__ > < __| !__SELECT START__| ([ ]) ( O ) !! /\ ___`-. ,-' `-' ,-. `-' ||\ |__| ,' `. \ / ,' `. ( X ) /|| `. / \ | | / \ `-' ,' || `-.____,-. \ / |____| \ / ,-.____,-' || ,'\ `.___,' / \ `.___,' /`. || / `-.___,-' `-.___,-' \ |\ / \ /\ / \ /`.__,-' `-.__,'

*Note: This control list is taken directly from the game's manual.

==================Game Play Controls==================

Left Stick: Move

Right Stick: Camera/First Person Camera mode (available in London only)

R3 Button: Aiming mode (available in Wonderland only)*Note: You can use 'R1' to aim when Alice is not focused on a target.

L2 Button: Shrink

L1 Button: Focus on target

R2 Button: Dodge

R1 Button: Fire ranged weapon

Circle Button: Clockwork Bomb

'X' Button: Jump

Triangle Button: Hobby Horse

Square Button: Vorpal Blade

L3 Button: Activate Hysteria

Directional Buttons: Toggle ranged weapons

SELECT: Skip cinematic

START: Pause menu

====================HMS Gryphon Controls====================

Left Stick: Move

Square/'X' Button: Fire cannon

Triangle/Circle Button: Fire depth charge

====================Shadow Path Controls====================

Left Stick: Move

'X' Button: Jump (Hold to float)

L2 Button: Shrink

====================Giant Alice Controls====================

Left Stick: Move

Right Stick: Camera

Circle/Triangle Button: Stomp

'X'/Square Button: Swipe

==========================Off With Her Head Controls==========================

Left Stick: Move

Square Button: Charge cannons

==============================================================================Game Basics & Tips====================================================================[TIP05]===

Be sure to read the "past memories" section before playing. It will give yousome backstory on Alice.

You can hit 'Triangle' on the menu screen to see your game progress, includingthe amount of items you've collected.

As you play through the game, be sure to collect the teeth! Each chapter andarea often has teeth hidden in break-able containers. Be sure to go around andbash EVERYTHING.

Probably the most important tip I can give you is to USE SHRINK SENSEEVERYWHERE YOU GO! It is the single best way to ensure you find everythingyou can!

Also, those many violet and pink flower pods that you come across? You canSHRINK yourself and walk into them. Doing so will REPLENISH your health andgive you some teeth afterwards.

Be sure to note that there is ALWAYS some invisible platforms / path near theviolet and pink flowers. They are a clue!

You can only float for so long before you start falling. However, with Alice'striple-jump, you have QUITE the jumping range, especially if you can time yourfloating right.

Falling to your death isn't the end of the world! The game will place you backon safe ground automatically. You even keep all your teeth!

[More Tips Coming Soon!]

==============================================================================Main Walkthrough==============================================================================

Start up the game and watch the rather interesting opening. It's clear thatAlice is still haunted by the fire that claimed her family, and her'wonderland' (her mental sanity) has been clearly affected by it.

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

After the scenes, the doctor will ask Alice to go pick up some pills, givingus control of Alice for the first time. Head through the rather large house,learning the controls along the way (the game will teach you a few controlsas well). The only real things you can do here are walk up to the groups ofkids (who say some VERY mean things) and hit the square button when promptedto get Alice to comment on various things (such as her family portrait in herroom).

As you leave the house you can see the board on the gate calling it the'Houndsditch Home' for wayward youth, the property of Dr. Bumby. This outsidearea is VERY linear, with every path blocked off except the one they want youto take. Follow the path until you meet a stray cat, who Alice will decide tochase. Keep chasing it until you get to another cutscene and meet NurseWitless. You'll find out more about the people in Alice's "life" in the nextcutscene.

Afterwards you will be at the nurse's pigeon coop. Go across the nearby bridgeand walk towards the nurse to see another interesting scene, plunging Aliceback into her wonderland.

.:| CHAPTER 1! |:.

[*NOTE: I am currently missing TWO (2) memories in Chapter 1. I have NO ideawhere they are right now. Send them in to me if you know! Thanks!]

==============================================================================Vale of Tears====================================================================[AMR01]===

Now that you are back in wonderland the first person... er, animal you willmeet is the Cheshire Cat. He will of course be a bit cryptic, but WILL warnyou to be on your guard.

Head up the incline in front of you and you will see a glowing shiny object.This my friend is a MEMORY, and is one of the things we will be aiming tocollect throughout the game. Hit square to collect the memory, which willplay a small audio clip praising Alice's jumping ability.

This is our first memory! When you press START you can see that 'Chapter 1'has 26 of these buggers for us to collect. To make it easy, I will make themstand out in the text AND count them. Like this: .: MEMORY 1/26 :., so youcan easily spot them!

Keep going up the incline path. The game will have you jump over a small gapas you head upwards, and further in it will teach you to 'twirl'. Twirling isessentially a double jump with a slow descent (I can guarantee you right nowI will be calling it "double jump" from here on in).

Past the double jumping section (see, I've started already) you'll recoveryour second .: MEMORY 2/26 :.. It sounds like Alice was quite a handful as achild. This next area will have some toadstools for you to use as platforms,so use them and continue to the glowing toadstool. THIS thing will vault youup in the air, so use it to get to the ledge above you. There is another oneof the 'trampoline's' here, but more important is the .: MEMORY 3/26 :. behindit! Also keep the SMALL KEYHOLE here in mind!

Jump to the next higher ledge. To the left is ANOTHER SMALL KEYHOLE that wemust keep in mind for now. Head down the ledge to see a scene with CheshireCat. The famous shrinking potion will be pouring out like a waterfall, givingAlice the ability to hold L2 to SHRINK. While you are shrunk, you will gain'Shrink Sense', the ability to see things that your bigger self just cannotsee.

In this enclosed area, grab the nearby .: MEMORY 4/26 :. and then use yourshrink power by the memory and the convienent SMALL KEYHOLE. This path willlead to the FIRST small keyhole we saw, so use the mushroom to jump back upto the ledge and take the keyhole on the left. Past that keyhole will be three'TEETH' that we can collect. If you haven't read the online manual yet, teethare what we will use to POWER UP our weapons. Oh yeah!

This path is very linear, so head downwards and through the small door. You'llpick up more teeth along the way, but keep going until you get to a open areawith a blue-ish mushroom on the ground. BEFORE you step on this mushroom pickup the .: MEMORY 5/26 :. from behind the rock nearby. It'll mention a giantslide. NOW feel free to jump on the blue mushroom.

You'll find yourself at the top of... *gasp* A GIANT SLIDE! Jump down it andride! Do your best to collect the TEETH on the way though! At the end, youwill find yourself in a river of blood. Keep going to see a cutscene.

And... we have obtained the VORPAL BLADE!

The Vorpal Blade is our SWIFT weapon... well, it's also our ONLY weapon rightnow, but keep the 'SWIFT' part in mind. You can use it with the square button.You can also see your HEALTH bar now (The ROSES in the upper left-hand corner)and you can DODGE as well by pressing the R2 button. Alice has SUCH a prettydodge animation.

After the scene (and when your done swiging your shiny new weapon around), besure to grab the .: MEMORY 6/26 :. from the left. Also, be SURE to break openthose shell looking things. They contain TEETH! Press onwards to meet yourfirst enemy!

These slime-things are called 'Insidious Ruin', and are a suitable target forour new vorpal blade. Remember to FOCUS on an enemy with L1 and to DODGE withR2. Take out the monster and the two that follow it to make some nearby treeroots disappear. Head down the new path and grab the .: MEMORY 7/26 :. on theright. Use the mushroom trampoline (with a float) to get up to the upperledge.

As you move on, the game will pause and tell you about Alice's float, andhow you can EXTEND it by pressing and holding 'X' multiple times. To test yourcompetency, we will have to jump to the far ledge. Get a good start, jump, andpress and hold 'X' to float. This first jump is easily crossed with one hold,but go ahead and try out multiple holds to get a feel for the game'splatforming.

Next, jump to the next ledge in the distance. Up the incline to the RIGHT hereis a BOTTLE! Bottles in Alice serve to unlock extra content which you canenjoy from the main menu. We will count them in the same fashion that wecount memories in! So, this one is .: BOTTLE 1/18 :.. Yeah! Be sure to breakthe shells for the teeth too! Now jump over the next gap, where .: BOTTLE2/18 :. is waiting for you! Keep going to meet with the DUCHESS. Approach herto trigger a cutscene.

It seems the Duchess has learned her manners, and is now asking for your help.She will give you a PEPPER GRINDER if you will shoot it at PIG SNOUTS for her.Well, I guess we can help. After the scene, pick up the PEPPER GRINDER! Thisweapon will act as our RANGED weapon, as you'll soon see once you go to theback yard.

Once you are out here you will meet a new enemy. This enemy is made out ofbolts and flies around, trying to attach itself to you and hurt you (dodgeaway if it gets you). You can use your pepper grinder to kill it by focusingon it and hitting R1 to fire the pepper grinder. As you can see, the peppergrinder acts like a machine gun, but be careful! Using it TOO much will makeit overheat! We want SHORT, CONTROLLED bursts here people!

Kill the bugs AND their 'nest' to stop them from respawning (alternately youcould also 'farm' some teeth here). Head deeper into the yard to make morenests drop down, giving you some EXCELLENT pepper grinder practice. There'salso an Insidious Ruin here as well. After killing everything, you will betold to find the pig-snout (up the trail) and shoot at it. You can enter'free aim' mode by using the 'first person view' (R3), so shoot the pigsnout to make it fly into the kitchen. These pig snouts are ALSO going to bea collectible, and we will count THESE down as well. This one was .: PIG SNOUT1/14 :..

Head back into the kitchen, where a bread basked full of teeth will be yourreward for helping the Duchess. The keyhole door will also open up as theDuchess gets rid of you. Go through the hole into the next area.

Here you will see a .: PIG SNOUT 2/14 :. off in the distance. Go ahead andpepper the bugger. Doing so will make some dominoes appear to the far ledge infront of you, but will also drop down three bolt nests (one bolt nest isDIRECTLY underneath you on the floor below. Shoot down the bolt nests andcross the dominoes to the far side where a couple of ruin monsters await.Kill them off as well. Here another .: PIG SNOUT 3/14 :. will hang out, nearthe back of this cubby. Fill HIM full of pepper to make even more dominoesfurther down the path appear.

Take a moment to collect things now, including the .: MEMORY 8/26 :. by theglobe with Mock Turtle in it (and the many teeth that are hanging around).Also, explore the bottom area. There are shells down here, but in the veryback (by the waterfall cliff) is a FAKE ROCK. Use your SHRINK SENSE to findthat the rock on the wall to the right is fake and HIDING a KEYHOLE DOOR.Behind the door is some gold teeth and a .: BOTTLE 3/18 :..

Go ahead and use the dominoes to continue onwards. As you do you'll come upona bust of Alice which introduces a new enemy: the Slithering Ruin. Thesethings are quite easy to take down with a pepper spray, so kill them fast.Jump to the next ledge and kill the ruin that pops up. The shells will haveteeth in them but also some slithering ruins, so get ready. If you use theshrink sense here, you will see that the gap on the left has a keyhole, andfurther on are enemies.

Now, I KNOW what you're thinking. That ledge where the keyhole is is WAY toofar up. Trust me. Jump to the small piece of land and you'll see it has atrampoline mushroom on it that you can use to reach the keyhole door. Goinside for some teeth and another .: BOTTLE 4/18 :..

Continue onwards after that little distraction and you'll see that you'llhave some jumping to do. The spurts that you see before you are SLIME, and youDON'T want to touch them. Thankfully, there are trampoline mushrooms beforeeach spurt. Jump to the small ledge on the left and use the trampoline to getover the slime (do a jump float at the apex of your jump). There are some ruinfor you to kill on the next ledge. Now jump to the next ledge, which leads UPto go onwards, but go DOWN and jump over the slime to the right (and the oneafter it) to reach a cliff with a .: MEMORY 9/26 :..

Make your way back to the cliff going up and you'll see the foilage disappearagain. Jump past the divide and go into the open area. Here you will get tofight some ruin and bolts again, making the nearby train fall when you're donekilling them.

After killing them all you'll get a chance to upgrade your weapon! By now youwill have enough teeth to upgrade the Vorpal Blade, so choose to do that ifyou wish (you may as well). Be sure to explore this area for teeth. There isa .: BOTTLE 5/18 :. on the ledge to the left! Once you have it, move forwardalong the railroad lines. You'll have to jump to the far floating platformhere, and then use the trampoline to get to the next one. Follow the path andyou'll see a scene as you enter the tunnel.

Keep going (break the pitchers for teeth) and drop into the gully to meet aNEW enemy. This goblin-looking thing is a MADCAP. It will ACTUALLY try tododge your pepper grinder fire and is a tad more intelligent than the ruin.You may as well fire at the things from range as they approach. You will havethem half-dead when their tea-cup 'helmets' break, then finish them off withthe blade, dodging after your three-hit combo.

Once you deal with them, one will push down a nearby ramp. THIS madcap has aSHIELD, rendering your long range ineffective! Wait until the creature goes tostrike you, then DODGE him. His weapon will be stuck in the ground giving youa chance to kill him. Easy!

Head up the ramp and kill two more madcaps. Past them are two more, but onehas a shield. Once you kill them, a trampoline will appear in the distance, sokeep going. Drop down to the next area where the game will tell you to useyour SHRINK SENSE whenever you're by the violet flowers. Go into the keyholeon the right to find a .: BOTTLE 6/18 :.. Now head back out and use the shrinksence to see the invisible platforms leading over the air.

The platforms ARE there regardless of whether you are small or not, but itsbetter to be safe than sorry! Past the platforms is solid ground with a.: MEMORY 10/26 :.. Keep heading onwards and you'll be in an open area.Be sure to smash the pots on the right and left, and then hit the .: PIGSNOUT 4/14 :. on the left! This will make a ledge and trampoline appear, souse them to get up to a basket and some pots for some teeth!

Now go back to the big ledge. Here you can see a nice panoramic view of thescenery. When you're ready, head over to the right and call the cable car.This will lead you into the "Hatter's Domain".

==============================================================================Hatter's Domain====================================================================[AMR02]===

After you've had yourself a nice chat with Cheshire Cat and crashed into thebuilding, the game will teach you about air vents. Basically you can float inthem. Use the nearby one to see for yourself. By the wrecked cable car is a.: MEMORY 11/26 :.. Head outside now. You'll find a valve out here that willturn on some air vents. There are also madcaps out here that you can takepotshots at. Kill the first one on the lower ledge, then use the vent to getover there. Don't go to the next vent yet though, instead double jump to thehigher ledge on the right. Here use your shrink vision to see that there areinvisible platforms moving back and forth to a ledge in the distance. This isa BIT tricky, but we need to cross them. Shring to see the platforms, thenjump to them. Remember that they ARE moving!

Once you are on the floating platform, look back towards the main building tosee a .: PIG SNOUT 5/14 :. in the building shoot it up to make another ventappear. Use this vent to float up to a higher ledge where you can find someboxes to break for teeth and a .: BOTTLE 7/18 :.. You can now jump to thestarting point here.

NOW feel free to continue upwards with the second earlier vent and kill themadcaps ahead. Enter the building again. Explore the room off to the left andshrink to get past the keyhole and find another .: BOTTLE 8/18 :.. In theright room, hit the lever to make the spinning gear move and jump over. Thereis a madcap over here to kill. There's also a small opening to the left thata small Alice can get through. Be aware of the madcap with a shield though,as his area attack can hit a small Alice. There's teeth in there to nab.

When you're ready head back outside to kill some more madcaps and openanother valve. Use it to get to the platform in the distance, kill the madcapthat is there, and then jump to the ledge on the left. Follow this path andvents as it leads to a more open area where you will have to fight somemadcaps.

Here TWO shielded madcaps will attack you with a regular one. You should befairly proficient at killing them by now, so bait them into swinging at you(while dodging) and then attack! A ramp will open up afterwards leading toanother wave of madcaps to kill.

After that a gate will open. Go past it and collect the teeth, then lookahead. Oh boy, more platforming! Jump down to the platform with the flower.Once you are down there, use shrink sense and look behind you. You will see aninvisible platform leading into a lower room. Down here are teeth, a .: MEMORY12/26 :., and a .: PIG SNOUT 6/14 :.. Nice!

Go back out and to the right platform. There is a gear you can jump to fromhere which leads to a vent. Use the vent to get to another gear and anothervent. From this second vent you can get to a higer ledge on the left for abox, then drop down to the platform below. You can open up a valve here. Nowyou can go either left into the building again or right to the newly releasedvent. Go into the building and you'll fight some madcaps, but its worth it asthere is a .: MEMORY 13/26 :. inside for you!

Head back out and make your way to the new vent. Use it to get to the platformon the right when you can, then to the moving up & down gear. On the nextplatform you'll hear the familiar pig snout. Jump to the platform leading intothe building and look behind you to see the .: PIG SNOUT 7/14 :.. Shoot it tomake a vent appear, which you can use to get some teeth and a .: BOTTLE 9/18:.. Go into the building now and a ways in you'll hear another pig. Jump tothe far ledge and turn around to see the .: PIG SNOUT 8/14 :.. This one willsummon another vent. Use it to get to a ledge with a KEYHOLE, which housessome teeth and another .: MEMORY 14/26 :..

Go back out to the main path and jump down to the big circular platform. Thiswill play a small cutscene, introducing a NEW enemy: the EYEPOT. This thing isa mechanical teapot with a large eye in the middle. What you want to do ispepper the eye to 'stun' the creature, then attack it. Two rounds of that willdo it in. After you kill the first one, two more will spawn, one below you andone above you. Jump down to the lower platform and kill the eyepot there withthe ruin. After that, jump to the next higher platform (do NOT try and jumpinto the watery areas around you) and you can turn a valve to summon an airvent. This air vent will take you up to the higher eyepot, but when you getup there another eyepot will come out with some ruin. Focus on one eyepot ata time and dodge back when they get too close. Kill the ruin first if theyare annoying you.

After the battle the 'Lost & Found' door will open. Go in there and the gamewill tell you to hit 'select' to call Cheshire. You can call him now fortidbits of 'advice'. Jump over to where he was and hit the floor plate nearbyto call down a grate. QUICKLY jump over to it to get carried up. You can nowjump down to a ledge below you to continue. Follow this path as it leads intoa tunnel. You'll come to a room with a ramp in front of you and a small holein a door to the right. Go through the hole and follow that path to a wideopen area. Here use your shrink sense to see invisible platforms moving about.These things are numbered, so take your time and jump from one to the next.Your reward at the end is a .: BOTTLE 10/18 :..

Head back to the ramp room and go up the ramp, hitting the floor plate. Thiswill open the door ahead, leading to the previous room where a metal door wasclosed before. You can use the lever up here to open it now. Follow it to geton a slide and go into a new area.

Once you have control again, pick up the WHITE RABBIT looking thing to gain anew weapon: The CLOCKWORK BOMB. This thing packs a punch. You can set it downby pressing 'Circle' and let it go off, or you can hit circle again to remotedetonate it. You'll get the hang of it in no time as the game makes you blowup a couple walls to escape this hole you got yourself into. Make your waypast the weak walls and destroy the boxes to reveal a trampoline. Use it toget back to the 'Lost & Found'.

Continue on and into the next room. Stay on the floor and destory the boxeson the left to reveal a KEYHOLE. You can follow it to find a .: MEMORY 15/26:.then jump up to the doorway and interact with it for a scene.

When you regain control, the game will teach you about HYSTERIA. Hysteria iswhat Alice uses when her health is REALLY LOW (Like ONE rose bud). It makesAlice INVINCIBLE and ups her damage, giving you time to gather up some healthand NOT die. The game will have you experience this too by taking away almostall your health and having you enter hysteria. Go ahead and try it out!

After the slaughter (you monster!) you'll see a switch open up. Gather upyour teeth and go hit the switch with your pepper gun (like the game willexplain). This will open up the way. Go onwards to see a scene with the MadHatter.

Well, it seems the hatter is in need of our help. Alice will have to find hislimbs for him. When you have control, gather up the teeth and bomb both of thedoors. Go into the right door for a .: BOTTLE 11/18 :. and to see a pressureplate. The game will explain that you can use the clockwork bomb to hold downpressure plates for you, so toss a bomb on the plate. Now go into the holeacross the way and get on the gear.

This will lead you up to a platform outside. In the middle of the platform,pick up the UMBRELLA. This item will act as your SHIELD. When you FOCUS on anenemy you can hit 'X' to BLOCK. You can even REPEL certain attacks with it. Toillustrate this, the game will bring up an enemy called 'Malicious Ruin'.

This thing is TOUGH. It's like the normal ruins but has THREE faces, can takea LOT more pain, and has a wealth of attacks. First of all it has a fireballthat it likes to throw three times in a row. This is where you can get somepractice in REPELING attacks, which will hurt it. It also likes to fling slimewhich you can block, and it likes to charge at you (dodge this). It also has a'ground pound' move sends small fire waves at you for a limited distance.

Dodge the charging and repel the fireballs back to it. Get in close and dosome vorpal blade attacks as well. As you hurt the beast it will lose faces.Just keep at it and put an emphasis on dodging and repeling attacks and you'lldo fine.

After the fight two switches will pop up. You'll notice that a .: PIG SNOUT9/14 :. is by one of them so go ahead and pepper it when you can. This willraise a platform in the distance that you can jump over to grab a .: MEMORY17/26:.. Go back to the platform and hit both of the switches. We have achoice now: to go LEFT or RIGHT. I choose the RIGHT path leading to the'Smelling & Regurgitating' plant.

==============================================================================Smelling & Regurgitating====================================================================[AMR03]===

At the plant you can hear the mouse talking over the intercom. You can alsocall Cheshire at the beginning if you wish. Move on in and jump to theplatform in the lava. Jump over to the next one and then find the switch toyour left. Turn in on to get this gear and the next one to move up and down soyou can continue.

In the next room you'll be locked in and have to fight two eyepots and twosmall ruin. Fairly easy. After the fight, you can go collect a .: BOTTLE 12/18:. from the left and a .: MEMORY 18/26 :. from the right, just wait for thelava to go down before you jump. Continue on to the end of the platform andjump down below. Turn around and jump down below again to find a KEYHOLE anda lever. Hit the lever then you can get out the nearby door using the gears.Go back up to the main platform again to fight two ruin (laughably easy) andfind a piston on the left you can use to continue. Be careful! It goes all theway into the lava!

In the next room you will be told to hit the lever to cool the place down.You'll fight an eyepot and some ruin on the first platform, but then you'llhave to make your way to the moving pistons on the RIGHT. Follow this patharound and it will lead to the higher platform where the lever (and an eyepot)is located at. Turn the lever to make this boiling hot place ice cold! Thiswill also drop some enemies on you though!

Back on the first platform will be a MALICIOUS RUIN, with TWO bolterfly nestsabove him. Those bolts are ANNOYING, so try to take out the nests from adistance before focusing on the big baddie. Down on the ground there are alsosome pots and teeth (and vents), along with some minor ruin enemies. You canalso easily pick up a .: MEMORY 19/26 :. from one of the frozen platforms inhere. There is also a .: PIG SNOUT 10/14 :. below the platform with themalicious ruin on it. When *I* shot it, it didn't give me ANYTING though. Imay just be unlucky!

That's not all the goodies though, go to the right-side of the room. Up on theledge on the wall is a KEYHOLE that you can make appear with your SHRINKSENSE. Go through it to find some teeht and a .: MEMORY 20/26 :.. Past thememory you can get a open-air look at the factory. There's a .: PIG SNOUT11/14 :. in the distance as well that you can get a basket form. Feel free tomove on once you're done.

The game will load you into a new area now. Go forward and get the teeth, thengo explore the hall on the right. Shoot the switch up ahead to make a ventappear. Ride it up to the center and then use the next vent to get to the nextplatform. Here, blow up the wall with a bomb and you'll find a KEYHOLE behindit. This path leads to some teeth, and to a hole where you can see a giantteapot eye. However, look too the left for a .: PIG SNOUT 12/14 :., which willreward you with a basket.

Go back and shoot the next switch (to your right) and ride the vent up. Rideanother one up and you can get some teeth from a cubby on the right. You canget some more teeth by following the outer wall, but chances are you'll haveto redo the whole ascent. Your call. The last vent can get you to a platformon the middle structure (with some good gliding) which you can use to jump toa higher-up platform. You may need to double or triple jump to get up there,but it's possible! There is a pressure plate up here that you can put a bombon to open the way forwards.

Out here Cheshire will hope you have 'nine lives' (lame!) and you can turn anearby valve. Use the vent to get to the nearby gear and the next vent to theplatform. Up here is some madcaps and an eyepot for you to slaughter. You canalso get a .: BOTTLE 14/18 :. that is on the gear over the abyss. After thatcollection you must get by the violet flower and jump to the trampoline in thedistance. Follow this path and you'll come to a cutscene with the mouse.

The mouse has the hatter's arms, so we must get them. This place is full oflava though, so float from piston to piston. Easier said than done, as twoeyepots will be taking potshots at you from the left. On the fifth piston,shoot the switch to your right. This will raise two columns from below, butlava will be pouring on them. Time it right and cross them to the trampolinemushroom and the opening on the right.

Up here you can break some boxes and kill some small ruin. Hit the lever whenyou're ready and you'll cool off the lava you just crossed. Go to the left andblow up the wall, then jump out. There will be two bolterfly nests out hereyou can destroy. Go back to the trampoline and you'll see a KEYHOLE here.There is a .: BOTTLE 15/18 :. down here. Get out and go hit the switch nearthe fifth piston. This will turn on an air vent and take you higher.

Up here the door mouse will flood the chamber with lava, taunting you bysaying you can't cross. If you use shrink sense, you'll see a NARROW path.Cross over it being mindful of the falling lava. Jump down to the groundbelow and fight some eyepots and ruin. There isn't much room here, but youcan do it. Bombs help in tight quarters. Afterwards a switch will open up andyou can make debri float in the lava up ahead. Use the debri to continue onand shrink past the KEYHOLE to pull the lever. This will let you get to wherethe mouse WAS and hit another lever, freeing the hatter's arms. Follow thearms down the hole and you'll wind back near the HATTER.

==============================================================================Cranking Up & Pressing Down====================================================================[AMR04]===

Ride the lift up again, but this time travel left to 'Cranking Up & PressingDown'. The MARCH HARE controls this place. Move in and you'll see a giant footstomping to the left. There's a switch behind it you can shoot to carry on.You'll find a .: MEMORY 21/26 :. behind some boxes up ahead. Shoot the switchto the left to move forwards. Further on you will see some metal hands poundaway. Move to the right and you'll see a pressure plate. Put a bomb on it tostop the hands and get through them. The gears up ahead have holes in them sobe careful!

Follow the gears to another single hand pounding away. Jump under it when itis raising and dodge out of there FAST. Up ahead drop off the right-hand sideto a KEYHOLE which leads to a .: BOTTLE 16/18 :.. You can use the mushroom toget back up. Blow the door to the right apart. There's another door to theright you can blow to reveal a pressure plate. Put a bomb on it and continueon. The bomb will RAISE the gears, letting you move onwards. Follow the pathpast ANOTHER fist. There will be a breakable door behind the fist you can opento reveal a pressure plate. This will raise the gears even HIGHER, and open adoor in the distance. Once you get to the far platform, you may spot aplatform to the right with boxes on it. You CAN get to this with some GOODjumping, but it just leads back to the last pressure plate.

Go past the door and follow the path. Kill the eyepot and avoid the fists.The path will lead up to a pressure plate, so throw a bomb on it and floatdown through the open door below. This next room has some boxes and a roomfull of FISTS POUNDING THE GROUND. Of course there area also ruin and eyepotshere. You can hang back at the starting area to avoid all the fists if youwish, or any of the corners. Hit the switch afterwards and get the .: MEMORY22/26 :. from the right-hand room. Take the center one to continue.

You will now be in the Dodo Miserarium. I can't make this stuff up...

Jump to the left platform and look to the left. There is a .: PIG SNOUT 13/14:. here, which will reveal a .: BOTTLE 17/18 :. up ahead. Sweet. Go down theright path now and you'll see a switch in the distance. Shoot it to drop somecages and carry on to a ledge. Blow up the rubble here to reveal a switch andanother vent. Use it to get to a higher crate, then turn around to find yetanother switch. Shoot this one to drop some more crates up ahead. There is anobvious .: MEMORY 23/26 :. up ahead to the right as well.

Continue on to the door up ahead. You will meet the hare in here, who will tryand crush you with his fists... Just take them one at a time and you'll be ok.Past the fist go UP the stairs and throw a bomb on the pressure plate. Quicklyjump on the gear and go hit the lever past it. This will open up a new pathand stop the first set of fists.

Head through the new path being careful of the fists. The stair ones arefairly easy, and you can jump through the other two easily by waiting a splitsecond before jumping once the path opens up.

On the platform below you will have a battle royale. The most annoying parthere is the bolterflies, who have THREE nests, one on the right wall, one onthe left wall, and one on the back wall. Take those out first if you can, thenspread bombs and try to kill the ruin. The Malicious Ruin will make it hard onyou, and he is joined by an eyepot, but you got this. Just keep moving anddodging.

After the fight you can open a switch. Blow up the wall it reveals to find aKEYHOLE leading to the .: BOTTLE 18/18 :.. That is ALL of them! Hit the levernearby to lower a crate. This crate leads to, yep, more FISTS. There are threein a row here that you just plain need to sprint through to the safe square(where the teeth are). Dodging helps. Do it one more time to round the corner.There is a single one up ahead, so don't go lax now. Follow the path and youwill come to another lever, making the Hare leave and opening a path to hislever. Go turn that one to deliver the legs to the Hatter.

You will see a scene now showing the Hatter being put back together. He willramble nonsense and then take you and make a grand escape. When you regaincontrol you will be outside. Shoot the .: PIG SNOUT 14/14 :. in the distanceto complete THAT collection. Follow the path and grab the .: MEMORY 24/26 :.with the help of the vent. Get to the platform below and gather all the teethyou can find.

Further in the Hatter will work on getting a door open for us, leaving us tofight off a couple of waves of ruin. The game will also teach you about thebombs DISTRACTING properties, so waste the easy ruin until a MALICIOUS RUINcomes out. Kill off the distraction and handle him one on one. An easy fightcompared to the last Hare fight.

Go into the newly opened door and use the trampoline on the right. Ascenduntil you get stuck then look around for a switch to shoot, clearing the path.Continue on and you'll make your way to a lever (after blowing a hole in thefloor). Let the Hatter through and he'll open a path for you. Past that, justwatch the scenes to be finished with chapter one.

[Yes, I know I'm missing two memories. If you can email me where they areI would appreciate it!].

.:| CHAPTER 2! |:.

[*NOTE: I am currently missing ONE (1) PIG SNOUT and ONE (1) BOTTLE in CHAPTER2. I THINK I may know where they are, but send them in to me if youknow! Thanks!]

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

After the scenes from the last chapter you will be in the 'real world' again.May as well go chase some furry animals. I kid, I kid, but this section ofthe real world, like the one before chapter one, is short and linear. Justfollow the path and go into the door after the scene. Alice will be mistreatedsoon, launching her back into wonderland.

==============================================================================Tundraful====================================================================[AMR05]===

Welcome back! Not that you've been gone very long.

From where you start out turn around and use SHRINK SENSE. There's a KEYHOLEhere that leads to a .: BOTTLE 1/16 :.. Go back out and take the high groud tograb the teeth, then go back and take the slide. Further in you'll battle aMALICIOUS RUIN with some normal ruins. After beating them, you'll see a yetiappear and start blowing cold air. Before you leave though, be sure to findthe thin wall of ice across from the owl and blow it up. Behind it is a .:BOTTLE 2/16 :..

Head over to the trampoling now. On the way is an AWESOME ship in a bottleand moon art in the distance. Also be sure to check the right for a .: PIGSNOUT 1/15 :.. Jump by the yeti when you can and get the basket the pigdropped for us. Continue on down the slide. Down here you will find a newweapon: the HOBBY HORSE. This is our HEAVY HITTING weapon, used to break wallsand defenses. You'll also meet a new enemy: the Ice Snark (the weird fish wesaw earlier).

These things are capable of FREEZING you, so if you are about to get frozendodge out of it. They can also HIDE underground, but you can hurt them withthe hobby horse. Kill the one to get a feel for the enemy, then the three thatfollow him. Some icicles will fall down for you afterwards.

Go up the steps and crush the wall on the right. Crush the wall after thattoo. Jump to the far ledge then turn around and pepper the .: PIG SNOUT 2/15:. which will raise up a platform which you can use to reach a .: MEMORY 1/15:.. Go back out and use the mushroom now. Note that you CAN'T reach the duckin the distance! Crush the ice wall ahead. You'll be in a new area with smallruin and ice snarks (and a GIANT ice snark frozen in ice). They shouldn't beany trouble to you. Once you kill them a path will open up further in, butlook for a small KEYHOLE to the right of the frozen giant... this will lead upto the ledge with the teeth that you saw earlier and a higher ledge with a.: MEMORY 2/15 :..

[NOTE: SEARCH THE LEFT PATH FIRST! I DIDN'T GET TO AND YOU CAN'T REDO ACHAPTER UNTIL YOU COMPLETE IT!]

Follow the incline now and check out the floor on the right of the next room.You can blow it up. Fall down there and gather up the stars/teeth. There areinvisible platforms in this room you can use to get to the gold teeth on theledge to the left. Do that, then look to your right to see a .: PIG SNOUT 3/15:.. This one will lower a wall and reveal a breakable wall, so go visit it torake in the teeth.

For the record, I was able to fully upgrade my VORPAL BLADE at this point intime! Sweet!

Now you can go jump on the mushroom, which will warp you away, right at thestart of a giant slide. There are a few paths to take on this slide and youcan fall off, but try to gather as many teeth as you can! At the end you willbe on an ice floe again, so go into the nearby cave and fight two ice snarksand a MALICIOUS RUIN. Take out the snarks so you can have a one on one fightwith the ruin. Beating them all will open the path ahead. Follow the path downand you'll see the game focus on a shell up ahead. Drop down and do a 180.Break the wall you see here for a .: BOTTLE 3/16 :..

The shell that the game showed you is one of the RADULA ROOMS. Go aheadand enter it to meet Cheshire, who will ask you a question:

"How is the Queen of Hearts like a typhoon?"

- Both are cruel.- Both are indiscriminately destructive.- Both are powerful.- In all ways - but the typhoon doesn't mean to be.

Choose the LAST answer here, and Cheshire will reward you with some rose redpaint (which of course is used to give you more health). It's only 1/4 of whatwe need though. Afterwards you will be transported out.

Use the nearby mushroom to continue. The game will show you a path to thebottle we saw earlier. Drop down and float over to the RIGHT ice chunk. Tothe right is a .: PIG SNOUT 4/15 :. in the distance. Shoot it up to make apath to a KEYHOLE and a .: MEMORY 3/15 :..

Follow the correct path now and it will lead to a mushroom. Up above is an icesnark waiting for you. Ok, we got some choices now. To the LEFT is a path youcan travel to get some hidden teeth, and to the right is the path that theywant you to take. Take the RIGHT path so you can get some teeth, but DON'Tgo past the first invisible ledge. Once you get those teeth, go back and takethe LEFT path.

This ice chunk on the LEFT path will tilt depending on how you are standingon it, so be quick to get to the ledge beyond. Break the ice wall and kill thesnark inside. Jump onto the left ledge and break that wall too. There areinvisible paths here with some good teeth on them. Head back and continue onusing the mushrooms to get to the main area. Up here head RIGHT and float overthe gap to the ledge you'll find (the upper left one). This path leads to theRIGHT path from our earlier choice (you can see the teeth). Drop down to thelower area here.

Use your shrink sense to find the board in the water then get on it. It willstart to go down the water, so stay on for the ride. After the hole, you canjump off to collect the teeth and the .: BOTTLE 4/16 :.. Break the ice wallnear the bottle and shoot the .: PIG SNOUT 5/15 :. that you find behind it.You can use the nearby mushroom to escape this place, landing in the big areayou were at before.

Now head towards the giant bottle. Jump down onto a chunk of ice. There areseveral small chunks leading to further land, but be QUICK about jumping onthem as they DO SINK and can KILL YOU. As you approach the ship a scene willtake over.

When you regain control, the game will explain the HMS Gryphon controls toyou. It's simple, really, 'X' shoots forwards while 'Triangle' fires down.

This section of the game plays out much like a 2-D shooter (think Gradius orsomething). You will have to shoot down the sharks and mines. About halfwaythrough you will start having crabs shoot missles at you (I've seen them shootat the sharks too!) and the sharks will occasionally come in from the LEFT.

It isn't a very long section and you have 10 lives, so you should be goodto go. Remember, always clear a path for yourself! You'll know you have beatenit when you see a scene.

==============================================================================Deluded Depths====================================================================[AMR06]===

After the scene, you will be told to go to Carpenter's theatrical. When youregain control, go hack the coral to the left of... um, Napoleon Cow.That leads to a .: MEMORY 4/15 :.. Once you have it head the other direction.You'll see some teeth off to the right on an invisible path you can collect.Head down the path past the coral. You'll see a water jet here. These actexactly like an air vent. Use it to cross over. Go into the room on the right.Kill the snark here then use your shrink sense to find the KEYHOLE. THIS leadsto a .: BOTTLE 5/16 :..

Go back out and jump on the FIRST fish to the right. Turn around and find the.: PIG SNOUT 6/15 :. behind you. This will put a basket in the clam downbelow. Make your way over there. This clam will try to snap on you, but youcan pepper the basket to break it and get your teeth that way. Use the ventsto the left to get out of here (and more teeth on the higher ledge) and youwill make your way to the coral door in the background. This path leads tothe Liddell home and another scene.

Once you are done, jump to the area in front of you. Down here is a new typeof enemy, but the game gives you no introduction for him. It is a pirate ghostwho is invulnerable to damage until he brings out some bombs. When he does,either send the bombs back or pepper them to make him vulnerable and then hurthim. Ok, now we can either go left or right. Go left, it leads to someinvisible platforms and at the end a .: MEMORY 6/15 :.. Go back and head rightwhen you nabbed it. To go right, you must stand on a pressure plate and shootthe switch that appears. This will make some platforms appear.

Go over to the next piece of land. Here head RIGHT. This path has invisibleplatforms. First is a plank that shifts, then a jump to a mushroom and acircular invis. platform. Use your shrink sense to line up the jump. Followthe platforms to the right as you go over to the structure. Here you canfollow ANOTHER invisible path around the building. Be sure to look up to theleft for a .: PIG SNOUT 7/15 :., which opens the path to a basket. make yourway back now.

Now take the LEFT path. On the way there is some chests to the right andblack corral to the left (which you can make go away to see a KEYHOLE and thepath to a .: BOTTLE 6/16 :.). Head back out. Further down the path is acoral door with a clam and teeth. You'll soon see 'Barrelbottom' and cantalk to Cheshire if you wish. Enter the town.

Stop a ways before the central monument. To the right is a .: PIG SNOUT 8/15:. that you can shoot for a basket. Head past the monument and to the LEFT.There is a piece of FLOOR over here you can break and drop through. Down hereis another pirate ghost, so kill him. Further in is a mushroom you can use tofind a .: MEMORY 7/15 :.. Jump down to the statue now. See the coral barrierto the right? Break through it. This leads downwards. Stick to the left walland you'll come across teeth and a KEYHOLE leading to .: BOTTLE 7/16 :.. Grabit and than find the RADULA ROOM nearby.

THIS room is unlike the last one.. no questions here. Instead is is a battleroyale with a bunch of madcaps; your only goal being to survive! Just do whatyou do best (I used bombs to distract them) and survive. You'll get a bucketof rose paint as a reward.

Head to the theater now (straight past the statue). On your way there youwill meet a new enemy: the Drifting Ruin. You can pick these guys out of thewater with your pepper. Follow the path to the wooden platform, where you cango left for some teeth and right towards the theater.

Once past the entryway, go into the left room for teeth and a .: BOTTLE 8/16:.. Now down the path head to the left (as the shrink sense will tell you).There is a diagonal invisible path here leading to a house. More invis. pathsurround the house, and a .: PIG SNOUT 9/15 :. is back here. Shooting it willmake a platform appear for the .: MEMORY 8/15 :.. Go back to the front of thehouse and follow the white platforms to another house section. Here you willfight another ghost pirate.

After killing him and gathering teeth, go to the back and you'll see apressure plate. This plate summons a switch. Try it out to see where you needto go. What you need to do is put a bomb down and then quickly get over bythe switch (on the invisible platform) and shoot it to make a pathway to thetheater appear. Once you do that the rest is easy.

==============================================================================Chores Unending====================================================================[AMR07]===

Inside the theater head down the central stairs to meet the carpenter. Thiswill initiate a scene. After the scene, be sure to grab the .: BOTTLE 9/16 :.from the floor. Exit the middle area, as the right hand area will now be open.Go down the right hallway for the shells and the KEYHOLE for a .: MEMORY 9/15:..

Go back and straight this time. Cheshire will stop himself from saying 'ass'(what, this game is 'M' right?), and then you'll drop into a new area. Hereyou will meet a new enemy: the CANNON CRAB. The secret to beating this guy isto REPEL his cannon shot back at him, then go attack him. Do that TWICE andyou'll slice his cannon off. After that, use your HOBBY HORSE on him TWICE INA ROW (combo) to knock him on his back. You know what to do from there. Afteryou kill one they will throw TWO at you. Just keep your cool, repel both shotsand focus on one crab.

Once you've killed both of them a series of swiches will open up. Follow themupwards on the maui heads until you can enter the shark mouth. In here youwill meet the OCTOPUS, who is apparently Irish. He'll want to play hide andseek... ok. Head to the left and you can sense an invis. platform with someteeth on it. You can also shoot a .: PIG SNOUT 10/15 :. from here, revealinga basket. Go over and grab it.

Ok, I'm UNSURE for now if where he hides is random or not, but here's what Idid. From the basket I headed right, past a series of invis. platforms to anew area FILLED with bottles. He was INSIDE one of the bottles here, on theleft side area of the place (the camera kind of zooms in when I was near him).He was in a smaller bottle (you can break the bottles here releasing... um,liquor I guess).

He'll zoom off to the right. Go follow him. You can use shrink sense to seean arrow pointing off to the distance. Invis. platforms will be here too. Ridethem up to a wood platform with a pressure switch. Once again you must use abomb to hold the plate down and go shoot a switch off to the left. You canactually shoot if from the invis. platform, so don't jump to the wooden one.

That will open the way on the right. Go over there, but be sure to check foran invisible platform going up and down to the left that leads to a .: BOTTLE10/16 :.. Keep going to reach another area FILLED with bottles. Stick to theleft hand wall and you'll see a .: BOTTLE 11/16 :. out in the distance thatyou can get to with the help of some invisible platforms.

Go back to solid land and go through the KEYHOLE to the right. Break thebottles you find and you'll 'find' him a second time. Out in the ocean youwill see some jellyfish platforms. Follow them, jumping over the spikes andyou'll come to another wooden platform with a pressure plate. You know whatto do. Open the path to the right. Once you get over there, check the lefthand side (past the gate) for .: MEMORY 10/15 :..

Down below you will have to fight another ghost pirate. Kick his ass and getready for some tedious shooting. Ok, there is a pressure plate to the left andto the right. Putting a bomb on the left one raises a switch on the RIGHT, andvice versa. So you must run over to the other side after placing a bomb. Thegame DOESN'T help at ALL with it's forced camera angles after raising theswitch either (a poor development decision).

Once you get those two switches turned on (practice makes perfect) you'll haveto jump out to the wooden walkway on the left and put down another bomb. Ofcourse the switch is facing the entryway, so hurry over there and shoot it.FYI, just pressing 'R1' starts shooting.

Once that is done a mushroom will pop up, so follow that path and you'll findmore bottles. The octopus is in one of them, so find him and he'll open thenearby gate saying you won. He'll go on to say he'll deliver the script to thecarpenter. Grab the chests and be on your way.

Now, from where they drop you off, drop off the ledge and break the chests.There is a .: BOTTLE 12/16 :. behind them. Jump back up to the ledge. There isa .: PIG SNOUT 11/15 :. off to the right. You can see it by jumping to thenext ledge and looking past the stalk growing on it. Now go to the middle ofthe area and talk to the fish. It will ask you to clean it's pipes...

Ok, let's do this. First, there are red, yellow, and blue pipes, so let's dothis in some sort of order, eh?

Yellow Pipes:

Head in and you can hit 'L1' to see a scene of the obstruction: it's ruinalright. Jump down there and you'll have to battle three snarks and as manyweakling ruin. Not a very hard fight, to be honest. Afterwards you will bewarped out and drums will start playing.

Blue Pipes:

Same as the yellow pipes, head in and look at the blockage. This time thoughyou will fight a single cannon crab and a TON of weakling ruin. Focus on thecrab as much as you are able and take him out. Use a bomb to help while yourepel his fire. You'll be warped out as trumpets start playing.

Red Pipes:

Not much differnt than the previous pipes, you will face down THREE snarkshere and a MELICIOUS RUIN. Kill off the snarks asap so you can focus on theruin properly. Afterwards you will free some trumpets and be warped out.

Afterwards the fish will complain about not having her timing down. You willnow have to play a rather ridiculous mini-game. A bar will move left-to-rightdown below and you must press the buttons as you pass them. It's rather easygiven how slow the bar moves; I'm sure you can do this.

Afterwards the door will open up, letting you leave. Past this door and to theright is a .: MEMORY 11/15 :., but it's in a clam shell! Be careful! Continuedown the path. There is a coral door to the right you should take to get someteeth from a clam, and ANOTHER one in THAT room on the right that leads to arare RADULA ROOM.

THIS RADULA ROOM will have you playing the HMS Gryphon game again, only alittle bit harder. You still have 10 lives though, so this shouldn't be toomuch of a challenge. Just be sure to clear a path for yourself and you'll beawarded a bucket of ROSE PAINT at the end.

After getting your paint, continue onwards. You'll enter another area whereyou will have to fight three cannon crabs (only two at a time). Once you killthem, the oyster performer will come down and say you woke her (him? it?) upand then leave to the performance. Good! A door will open to let you out ofhere as well. Follow the path and you'll see another platforming section needsto be done.

Follow the path until you get to the SECOND BIT GREEN jellyfish thing. If youdrop off to the left there's some chests. To the right, use your shrink senseto see some invisible platforms. Follow them and you'll hear a pig sniff. Lookbackwards and up to find the .: PIG SNOUT 12/15 :. and get a basket. Continuepast the second big jellyfish to a trampoline one, then to another stable one.See the violet flower!? Yep, invisible platforms to the left. This leads to aKEYHOLE and a .: MEMORY 12/15 :.. Go back and take the proper path this time.

This leads to another oyster's bedroom. Here you'll fight some weak ruins anda single cannon crab. Laughably easy compared to the last fight. Waste themand the oyster will say they still need the star. YIKES. I guess we're off togo get her. Her bedroom isn't far away so follow the path. You'll find herasking you to help put together a poster. We need to find FOUR blocks beforewe can do it though.

First, use your shrink mode and enter the KEYHOLE to your right. This leads tothe FIRST piece. The SECOND piece is the obvious one to the left of theKEYHOLE we just went through. For the THIRD piece, go to the left side of thisroom and into the adjacent room. Here you will have to fight three snarks anda cannon crab (who is shooting from some high groud). Get near the ledge wherethe crab is so he can't hit you and kill the snarks. Now you can kill the crabwithout worry. This will open up the path to the THIRD PIECE.

For the FOURTH piece, head back out to the main room. To the right of theoyster is a mushroom trampoline. Use it. Follow this path. Use your shrinksense to find a path that leads to the upper left out here, where you canbreak a coral door and find a .: MEMORY 13/15 :.. Go back and take theright path now to reach a pressure plate. View the invisible platforms tosee how they go, then put a bomb on the plate. A door on the far side willopen up so make your way over there and collect the piece.

With all four pieces collected you now have to put the poster together. Ifyou've ever played those sliding puzzles you know how this goes. The missingpiece is in the bottom right. You are given 24 moves to do this in. Here iswhat you need to do:

Move 1: Move the TOP MIDDLE piece DOWN.

Move 2: Move the TOP RIGHT piece LEFT.

Move 3: Move the CENTER RIGHT piece UP.

Move 4: Move the CENTER MIDDLE piece RIGHT.

Move 5: Move the BOTTOM CENTER piece UP.

Move 6: Move the BOTTOM RIGHT piece LEFT.

BINGO! Easy as pie! Enter the shark mouth when you are done. You'll now see ascene with the Carpenter. When you regain control you will fight a DrownedSailor, but this guy will actually attack you as well as throw bombs. He'snot invulnerable all the time though, so pepper him and throw in vorpal bladecombo's when you can!

After killing him, explore the left side of the graveyard. Behind one of thegraves is a .: PIG SNOUT 13/15 :. which opens a KEYHOLE that leads to a.: MEMORY 14/15 :.. A nice haul. The right side of this area has some teeth.Continue on to fight a ghost pirate, but after the fight another pirate willbeg alice to help his shipmates, opening a door up ahead. Well, its not likewe have any choice here.

Through the door are THREE tombs, but only the one on the RIGHT will be open.Go in and you'll fight a drowned sailor. This battle isn't much different thanbefore, but when you kill him his soul will flee. You need to chase it down!

Follow the blue light as you jump along coffins and cement. This part ispretty straitforward, just bash the chest at the end.

The next tomb is the one on the LEFT. This one also has a drowned sailor, buthe has THREE drifting RUINS with him. Take them out asap as they can beannoying. Just keep strafing to avoid damage and take them out. Afterwardsyou will have to go after THIS would too. THIS section is also pretty straightforward. Just be sure to stay with the light (the dark water hurts), GRAB THE.: BOTTLE 13/16 :. from the CLAM on the left as you go on, and when you seethe violet flowers use your SHRINK SENSE to keep going on the invisibleplatforms. The usual.

Next we'll take on the last tomb. In this one you will again fight a drownedsailor, but he has CONSTANTLY RESPAWNING creeper ruins. It's best to justthrow out a bomb and let whoever attacks it attack it while you strafe andfocus on the sailor. Once you take him out you'll have a heck of a platformingsection to tackle. It's fairly easy at first, leading through some clams andover to a platform. Throw a bomb on the plate here to use the four ventswithout dying. From there, use your shrink sense often to follow the path.There IS a .: BOTTLE 14/16 :. up ahead (on the right-hand side) that you cannab. From there, float to a trampoline mushroom and then to a vent, landing onthe platform where the chest is.

The sailors will thank you afterwards and open the other gate for you (theone we REALLY needed). Head through the other gate, but use your sense to finda KEYHOLE to the left. This leads to a series of invisible platform jumps butculminates with a .: MEMORY 15/15 :. at the end. All the memories. Nice. Youcan also easily jump to the path below from here.

Follow the path. There is a coral door to the right with teeth inside, anda trampoline at the end that will load a new area. This area is another slide,and like the recent slides will have multiple paths and teeth to gather. Rideit to the end where you are dumped in an arena with a new enemy... the BIGGESTyet... the COLOSSUS RUIN!

This bad boy easily has half a dozen faces on his body... he'll try to chargeat you and will send out several packets of explosions. As you hurt him thougha face will disappear. All I did was kept a column between me and him while hewas trying to charge, and peppered the HELL out of him. Peppering alone willactually kill this guy if you can keep a column between the two of you. If youdon't want to be a punk like me, just continuously dodge him and attack whenhe is done charging.

Break the barrier afterwards. You can see a grisley scene here, but focus!Use your sense to find a KEYHOLE on the RIGHT HAND WALL. This leads to thelevels last RADULA ROOM, and it's a doozy. Here you must KILL or BE KILLED.

The first wave will be TWO EYEPOTS and a MALICIOUS RUIN. Focus on the EYEPOTSfirst. Since this 'arena' has a lot of holes, you can lure them over to youand divide and conquer. Beware of each of their long range attacks though.After that, you'll then have to kill THREE EYEPOTS and a MALICIOUS RUIN.SHEESH! This is tough, I won't lie, but focus on luring away the pots andkilling them and you'll be ok. Afterwards, you'll get some rose paint, and ifthat is your fourth one you'll have a NEW ROSE on your life bar.

Afterwards return to the main area. Use your sense yet again and look downthe doorway on the left (not the one you went into, the OTHER one). There isa .: PIG SNOUT 14/15 :. floating around here you can shoot (for some reasonit is invisible). That will spawn a mushroom to your right where you can finda .: BOTTLE 15/16 :.. Sweet. Head down into the carnage now. There's nothingyou can do about the poor fish that are still alive. The path is very linearfrom here on in, so head into the theater to see several scenes, all of whichwill end this chapter.

.:| CHAPTER 3! |:.

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

You'll be back in the real world now, saved by the fire and with nanny. Shewill tell you that she'll take you to Radcliffe as Alice insists on askingabout the fire.

Like the previous 'pre-wonderland' stints, this section is entirely linear.Explore the streets and you'll come to Radcliffe's place soon enough. Youwill find the man in his house and set off a cut-scene. After the cut-scenethe path is once again very much linear, so keep heading down it until youcome into wonderland once more.

==============================================================================Vale of Doom====================================================================[AMR08]===

After the scene you will be attacked right away! A malicious ruin will attackwith sevearl weaker ruins coming in from the sides. After dispatching them, gobreak the nearby shiny rock to discover a hookah you can interact with. Thiswill make some ledges come down, so use it to get to a platform on the left.A few slithering ruin will attack here. There is a vent to the right you canuse, but be sure to do a 180 and collect the .: BOTTLE 1/18 :..

Continue on the path to the next big platform and hookah. Now use the vent andmoving pillar to get to the ledge on the left for another .: BOTTLE 2/18 :..You can jump down to a ledge on the right and use the vent past there tocontinue. Jump down to the open area and go explore the left room for yetanother .: BOTTLE 3/18 :.. Finally, go out into the middle of the area toclaim another weapon: the TEAPOT CANNON.

This bad boy is another ranged weapon that acts a lot like the EYEPOT teaattack. You can use it to destroy weak walls and the longer you hold theattack button, the bigger the splash radius is. Once you get the weapon youwill get to try it out against a malicious ruin and some weak ruin. Once youkill THOSE, a GIANT RUIN will come out. Keep your distance between the twoof you so he can't grab you, and switch between peppering him and scaldinghim. A fully-powered teapot shot can stop him dead when he's in his 'train'phase, letting you get in a lot of vorpal blade hits.

Afterwards, break down the wall with the cannon to continue. There are lotsof things to break in this next area, but keep your eye open on the lefthandpath for a .: MEMORY 1/19 :. behind a big slime wall (it's a ways down thepath guys. You have to cannon the slime than crush it with the horse). Furtheron you will have to smoke another hookah and then you can explore the upperledges thanks to a vent. Get to the ledge above the hookah and look off to theright to find a .: PIG SNOUT 1/11:.. Shooting it will make the gear belowrise up and down, so you can get up where the snout was. Here you will finda KEYHOLE leading to a side area. Use your shrink sense here to make your wayto a RADULA ROOM.

In the room you will be quizzed by Cheshire:

"We welcome the arrival of a phantom at sunset, only to rue its departure atsunrise. What is it?"

- Night Phlox.- Dreams.- Hope.- May flies.

Choose 'Dreams' to win a bottle of rose paint.

Feel free to continue on the upper path once you win that rose paint. You'llhave to smoke another hookah up ahead and take out a couple of floating ruin.Be sure to find the drop-down on the right of that first floating platformyou are on for a .: BOTTLE 4/18 :.. You can also jump over to the ledge onthe left and use the vent here to make your way to another .: BOTTLE 5/18 :.Man, they are really giving those things to us.

Go back to the floating ruin platform and use the cannon to shoot down thewall straight ahead (like the game will tell you to do). Jump on the rock toride over there. An eyepot and some madcaps will be waiting for you. On thenext platform is some ruin, but you can take them out from range if youwanted to (you wuss!). Follow the path as it makes it's way to a broken downtrain platform and beyond that to a boxcar. You'll fight some more madcapsand some floating ruin.

After the fight, jump to the upper ledge on the left (the palm) to make yourway to some boxes and teeth. There is also a SWITCH in the distance, so shootit to turn on some vents straight ahead. You can use these to get to the farledge and the .: MEMORY 2/19 :. over there. You can head back now and use thepath you were SUPPOSED to take to get to the open area (which involves a lotof invisible platforms).

Over on the open area, you'll fight some weak ruin, some drifter ruins, and ohyeah, a COLUSSUS! Use the pillars to keep him away if you must and use the teacannon to really punish him. Head onwards now and smoke another hookah. Thiswill bring up a platform, so use it to get to the second vent. Now you can goleft or right. Right continues on but we want to go left. There are invisibleplatforms here you can use to get some teeth, and then to the right you candestoy the wall in the distance. This leads to a .: MEMORY 3/19 :.. Beyondthat is a keyhole that houses some enemies and teeth, so go wild.

Go back and take the right path now. This will lead to a scene, where thecaterpillar will take you to a new area entirely.

==============================================================================Murals Pt. 1====================================================================[AMR09]===

This area has an obvious Japanese-themed setting. You'll also see this areais called the 'Mysterious East', but I named this chapter and the ones afterit after the murals we'll be playing in due to how utterly large the'Mysterious East' is!

You'll see small platforms moving around bigger ones. Explore the ledge infront of you for teeth and head right past the bridge. You'll come to a fishwith a chain you can pull, and beyond that is a .: BOTTLE 6/18 :.. Pull thechain. Use the platforms and vent to get higher. In front of you on an islandis another .: BOTTLE 7/18 :. that you can get to using some more movingtiles. Head back and you'll see a mushroom pop up. Jump forward to the nextisland with the boxes and get the teeth, but do a 180 and check out left sideof the left column. You can JUST make out a .: PIG SNOUT 2/11:. here, whichmakes a pathway behind you when you shoot it.

Go up there to find a .: MEMORY 4/19 :.. Head out and continue onwards to thebig area on the left. Don't go to far into it though: head to the right andstand near the water by the fish on the line. Some tiles will pop up leadingyou to a KEYHOLE with a .: MEMORY 5/19 :. in it.

Head up the path and it'll lead to some mandatory invisible paths you mustfollow. Go down them, use the vent, and go down another invisible path to avillage looking place. Break down the obvious weak wall on the right for a.: MEMORY 6/19 :.. Keep heading further into the village to encouter yourfirst enemy in this area: the SAMURAI WASP. Three of them will attack here,so pepper them. You'll soon see their mask breaks when they are being damaged.The hobby horse is great here as the wasps like to block. They are alsosomewhat proficient at dodging. Not too hard to be honest.

Keep going and you'll have to drop down to a platform in a hole. There is abreakable wall to the left you can break with a chain inside. Pull this tocontinue to the next village area, where three more wasps await you. Gatherthe teeth in this village and continue down the stairs. There are invisibleplatforms here but before taking them use your shrink sense to find theKEYHOLE on the right with a .: MEMORY 7/19 :..

Take the platforms now but watch out for the walls as they spit fire out atyou (just time your jumps). Up ahead you'll fight a couple of wasps and thenbe introduced to a new enemy: the Daimyo Wasp. This guy is stronger than thesamurai's (he's a daimyo!). He likes to twirl his spear and charge at you. Healso likes to plant his spear in the ground, making it send a shockwavetowards you. An effective way I've found to kill him is wait until he plantshis spear and THEN shoot him with a cannon shot (he blocks ranged if he's notattacking). THAT will stun him, letting you attack him however you want. Hisarmor will come off in shards as you defeat him.

Continue onwards up to the building once you are done. There will be LIVINGinsects here! Amazing! To the left of the entrance is some boxes and abreakable wall. Past that is a switch. Throw a rabbit on there and go standon the wall behind you, which leads to a .: MEMORY 8/19 :.. Explore the otherside for teeth. Go past the central statue and take a right down the stairs.Our here is an invisible .: PIG SNOUT 3/11 :., which rewards you with a.: BOTTLE 8/18 :.. Nice! Go back and continue on to meet the elder, who givesyou another one of those sliding piece puzzles.

Ok, we have collect the pieces. The first one is to your left out in the open.Now go up the ramp by it and shrink for the KEYHOLE, which of course leads toanother puzzle piece. The THIRD one is past that incline and to the left,behind the breakable wall. The FOURTH piece is once again by the ramp. Southof the ramp is a mushroom. Bounce up to the ledge and break the wall you findthere. Kill the samurai wasp and go find the pressure plate on the left. Puta bomb on it, then go use the right platform to collect the last piece.

Ok, time to put the puzzle right. We have 24 moves again, but we don't neednearly that many. Here's what you need to do:

Move 1: Move the TOP MIDDLE piece DOWN.

Move 2: Move the TOP RIGHT piece LEFT.

Move 3: Move the CENTER RIGHT piece UP.

Move 4: Move the CENTER MIDDLE piece RIGHT.

Move 5: Move the BOTTOM CENTER piece UP.

Move 6: Move the BOTTOM RIGHT piece LEFT.

[*NOTE: This is EXACTLY the same way that we solved the last puzzle. Why theymade the answer the same is BEYOND me.]

The door onwards will open up. Head down the stairs and look to the left fora KEYHOLE that leads to a .: MEMORY 9/19 :.. Keep going past some morefloating tiles and you'll soon meet the Elder again, who will send you intothe Sacred Caves. Go forward and interact with the mural to load a newsection.

As you'll see, Alice is now in 2D! Crazy! You can move like normal and evenfloat and shrink. Gather the peach behind you and move forward. You'll soonhave to use a mushroom to bounce over a house. Keep going past the vent andto the jump with some trees on each side of a gap. Be careful here as theright tree will BREAK off. Soon you'll be dodging fire balls (remember youcan shrink to avoid some). Keep going and float over some bamboo spikes.

Further in you will see a bunch of statues chilling over some spikes. Thesethings will start to drop when you jump on them so quickly jump to the thirdone and wait for it to fall a bit before jumping to a forth one. Don't waittoo long as the spikes can get you! This fourth one will RAISE and there arespikes ABOVE you, so jump to the ground on the right when you can. Anotherstartue will pound the ground over here so be careful.

Past that mess you can continue up an incline, but be sure to use the incline(the second one) and jump to a mushroom to the left. This path leads to apeach. Continue to the right and you'll come across more statues and bambooyou have to shrink under. Keep going until you go past the cloud. You'llfind a mushroom beyond it, but I want you to keep going to the right to findanother peach up a tree over there.

Go back and use the mushroom. This leads upwards to 4-5 mushrooms in a row.Be sure to check the left side as you go up, because at like the fifthmushroom to the left is another peach. Ride the shrooms up until you get tothe leaves. Jump to the swirling leaf on the right and use it to jump to thebranch ever higher (at 12 O'Clock). From there climb higher, but float over tothe branch on the left to find another peach.

Go back and head right. Climb the branches and go pull the fish chain. You'lljust have to go right a little bit more and then you'll be able to exit this2D affair.

==============================================================================Murals Pt. 2====================================================================[AMR10]===

Continue onwards now and to the next open area. You can talk to Cheshire here,but look off to the left for a .: PIG SNOUT 4/11 :. which leads to a .: MEMORY10/19 :.. Follow the path across the gorge now. The bridges here will scrolltowards you but watch out for the firey symbols! Those will obviously hurt.Also don't jump over them, dodge them. Past the first bridge you will meet anew enemy: the wasp archer. Just use your pepper gun to take them out.

Make your way to the chain on the right. You'll have to cross another bridgeand take out more archers. Keep going and you'll find a large gap you need tocross at the bottom of some stairs. Too big for a jump. You need to use theinvisible platforms below you to reach a room with a chain, which summons anair vent. There's also a wasp in here along with a .: BOTTLE 9/18 :..

Head back now and continue onwards. In the next room is an archer and a newenemy: the samurai ink wasp. This thing is BASICALLY a bolterfly, as theglowing ink tile summons them non-stop until you kill them. Kill the archerand use the cannon to destory the ink tile in one blast. Further in is anothertile and a samurai. Keep going past the mushroom to kill some more enemies.Be sure to check the LEFT area for a RADULA ROOM.

This radula room challenge is to KILL or BE KILLED. It consists of a bunch ofmadcaps and bolterfly nests. This one was actually laughably easy. An easything of rose paint for you!

Heac back not and use the mushroom to jump to the higher ledge where you canfind a pressure plate. Put a bomb on it and procede through the spinning

doorway. This leads to a warp mushroom which takes us to... a slide! You knowthe drill: gather as MANY teeth as you can and avoid the lava looking things.At the end you will have to do some LONG FLOATING, so be sure to milk it. Onceyou land you can look off to the right for a .: PIG SNOUT 5/11 :. in thedistance that you can shoot.

Head down this path now using the plates to open the drawers. You'll traversethe wooden bridges fighting samurai wasps (hobby horse). Be sure to check outthe right path for the basket you unlocked earlier. Up ahead is a big circulararea that you'll fight a DAIMYO on, but be sure to take out the archers andthe ink wasp tablet first. After that use the nearby pressure plate to get upto the chain.

That will open the path further down. Be sure to check out the left ledge witha 'hidden' KEYHOLE for a .: MEMORY 11/19 :.. Further on you will use someinvisible platforms to get to a pressure plate that release a mushroom you canget to another chain with. Follow the path to the split and go right for a.: MEMORY 12/19 :.. Head onwards to reach the door for a scene.

After the scene you'll come across some samurai terrorizing the insects.Battle them, and after defeating them you'll have to play the ridiculous musicmini-game again. The door ahead will open after that. Go about halfway up thestairs and check to the right for a breakable wall that houses a .: MEMORY14/19 :..

[*Note: I did a double-take here, and counted my memories! That last one wasindeed number 14. It seems the game counts the last scene as a memorymaking the house scene .: MEMORY 13/19 :..]

Move onwards to an area absolutely FILLED with ink wasps... seriously there islike 6 ink wasp nests here. AND you have a DAIMYO to fight. I like to runaround and kill all the ink tiles first, then fight the daimyo one on one.Afterwards a spinning door will open, so go through it. Immediatly afterexiting it check to the right for a .: BOTTLE 10/18 :.. Head onwards to warpto a new area.

You will now have another slide to go down, so as usual collect as many teethas you can. At the end you will have a mushroom to jump to solid ground. Uphere you have some slithering ruin and weak ruins to kill. Doing that willmake a pressure plate in the back accessible. You must put a bomb on the plate(behind the rock) and use it to jump to the chain. This will make more columnsappear, but you'll probably run out of time and need to put a bomb on thepressure plate again. Once you get up to the higher area you will kill twomore weak ruin. Check the right path for teeth and head into the cave. Herego through the right KEYHOLE for a .: BOTTLE 11/18 :..

Continue on and you'll fight some slithering ruin and floating ruins. There isa big pit of tar here. Use the invisible platform to get to the ledge with thepressure plate (which you can use once you kill everything). There is also aKEYHOLE to the left that leads to a .: BOTTLE 12/18 :.. Now use the plate toraise platforms that lead to a chain. This raised platforms that lead to awood structure. Break the wall to the left to get another plate that gets youout of this area.

Further ahead is a fight with two samurai wasps. Check the left side of thisarea for a KEYHOLE that leads to a .: BOTTLE 13/18 :.. Now head into thebuilding. The game will load and you'll be in a cave. Talk to the Elder anddrop down and defeat the two weak ruin and the malicious ruin. Afterwards youcan break the corruption on the right and free the ants. Be sure to grab theteeth inside the room. The insects will make a trampoline appear. Use it toget to a higher ledge. Shoot the .: PIG SNOUT 6/11 :. for a teeth basket.

Use the nearby mushroom to get even higher. Up here you have to use tiles toget to a chain in the distance, which isn't hard in itself, but floating ruinwill constantly spawn. It's best just to ignore them and go activate the chainsince they don't stop coming. With the chain active, you can use the ventsnear the start to continue. Be sure to notice the KEYHOLE to the right of thethird vent as a .: MEMORY 15/19 :. is nearby. Keep heading upwards from there.The path is pretty linear, just break weak walls and corruption while jumpingon mushroom. Soon you'll come to a blue mushroom and a new area.

Here the ants will be praying. Cheshire will make a few comments here too ifyou let him. As you continue you'll notice that the fans will become yourplatforms. Be sure to look off to the RIGHT and you'll see a .: PIG SNOUT7/11 :. that you can shoot, even from the FIRST FAN! Jump to the THIRD fanand use your shrink sense. There are INVISIBLE platforms to the right, butthey are (*drumroll) PURPLE! What the heck!? These can be hard to see, butthey are there. This path will lead you to a platform moving up and down,leading to a fan with a .: MEMORY 16/19 :. on it.

Follow the fan path to solid ground. Once you touch down, check out the pathon the right to find a KEYHOLE leading to a .: BOTTLE 14/18 :.. The inclineleads to some teeth and back to where you were. Head down the path and you'llcome to a cave.

In here, float across the LONG gap to get a quick panoramic of the place. Thelions in here do a 360 while spitting fire that WILL kill you, even if youtry to jump it or shrink. You're safe from the start, so run to the left whenthe fire passes. On this path another lion attached to the wall will shootout fire every now and again. Time that too and break the wall in front ofyou. Pull the chain inside to see your destination. Exit that small room, butbefore heading left go straight into the KEYHOLE ahead. There is a RADULA ROOMback here!

This radula room will be all about SURVIVAL. It will be filles with cannoncrabs and madcap, all of which re-spawn. After a certain amount of time haspassed you will win some more rose paint! Once you are done with the room,follow the path to the right for a .: MEMORY 17/19 :..

[*Note: Alternately you could have just jumped on the first lions head to getto the memory and radula room.]

Make your way through the KEYHOLE that has the statue pounding near it. It'spretty obvious to use good timing here. The other end has another statue too.Past that is a room where a door will shut on you. Two samurai wasps willattack you with an archer. This is a SMALL platform you're on, but you shouldhave time to pepper the archer to death and than BLOCK the samurai. Use thehobby horse from there.

Keep going up the stairs to the next room. Break the wall to get to anotherroom with a lion. Here you want to run counter-clockwise with the lions flameto get past it to another breakable wall. Grab the .: BOTTLE 15/18 :. to theright and pull the chain. This raises three columns outside that lead up toa ledge.

The trick here is that columns 1 & 3 raise together while 2 lowers (and viceversa). HOWEVER, whenever a column raises up to its peak, the nearby lionbreathes fire on it! Yikes! YOU want to go RIGHT AFTER the first lion is DONEbreathing fire. You'll jump on column one, hit column two as it is going up