American McGee's Alice - Part 2 Solution from the Internet Author unknown but was found on http://members.lycos.nl Continued from last issue Chapter 23: Mirror Image Start off the level by turning right and following the twisted hallway into the mirror maze. If you like, you can grab the Rage Box by jumping up onto the wooden "ceiling" beam next to the wall and climbing up to the perch. Keep following the hallways, watching for ambushes, until you come to an area where one of the mirrors is cracked and there's some machinery exposed behind it. Throw your knife at the clock you find there. This will open up a passage on the other side of the glass. Turn back around and continue to follow the mirror hallways until you come to a giant tube suspended in place (this will only appear if you destroy the clock). After you grab the nearby Jacks (opposite the pipe), go through the pipe to the next part of the level. In this area, you will have to watch out for Nightmare Spiders, which like to pounce on you from above once you come close enough. Unfortunately, they're invulnerable until they pounce, so you'll have to duke it out. The trick in this next area is to destroy all the clocks pumping gas into the Insane Children's rooms. Only after you've destroyed all the clocks will the large doorway leading out of this area open up. Go around and destroy the clocks. Note that you must also go back through the pipe, which has now swung around in a different direction, to access several other cells. Once the pipe breaks and the outer door is open, head through the double set of double doors to the area with pieces of a clock face floating in space. Watch the platforms here, as they will tilt wildly and dump you off into space (if the Boojums don't knock you off themselves). Make your way to the top and go through the outer double doors. Run along the walkway next to all the machinery, being careful to avoid getting blown off by the strong gusts of wind. To your right you should see three giant rings hanging from the ceiling by cables. Make your way over to these and jump through them. Walk along the path and go through the double doors. Here you will face Tweedle Dee and Tweedle Dum. Both can pack quite a punch, with either swords or grenades, and both can drop down on top of you for big damage. Worst of all, they can spawn smaller versions of themselves that have the same attacks. Concentrate first on the smaller one main boss first, ignoring the creatures they spawn in if you can. If you need health, defeat some of the "mini-tweedles", or grab it from where it spawns in on the staircase. Once the smaller tweedle is done for, it's easier to concentrate on the larger one. There's no "trick" to winning this fight, other than knowing which creature to attack. After you defeat them, the Hatter will show up and whisk you away to the next level. Chapter 6: Behind the Looking Glass You are fully within the Mad Hatter's realm now, and things are not pretty. The Hatter is obsessed with time and clockwork, and his mechanical creatures are everywhere. This level is also very surreal, testing your senses at every turn. Level 24: Crazed Clockwork Walk down the clockwork pieces and head for the door on the lower right. Go through, then follow the path until you come to a room with toxic water in the middle and hallways to the right and left that lead to levers. Throw both levers to lower a gear over the water. Hop on the gear, then ride it around until you can jump to a new area (look for the Sanity Shard and the words "You're Next" written on the wall. Go through the door and follow the path until you come to a room with several clock faces floating in the water. Look at the mirrored wall to see which clock faces will sink when you stop on them and which will not. Jump across to the switch on the other side of the water and throw it. Then run around to the door that it opens and go through. You will now be in a long row with more cells. Go straight forward until you come to a room with padded walls on your right. Drop down through the hole in the floor to the area below. From there, fight the Nightmare Spiders and follow the path until you come to a set of double doors. Go through the double doors and have an encounter with the Mad Hatter's current house guests, the March Hare and the Doormouse. You'll also get to see how the Hatter creates his Automotons. Once done talking to these two, throw the lever next to the large machine. This will open a grateway elsewhere and prompt the Hatter to open the giant key-and lock. Backtrack to the newly opened grate (it's not far) and re-enter the long hallway full of cells. They will now be open, however, and newly-formed Automotons will come out. Once they're clear, go back to where the Hatter opened the door with the giant key and go through. Follow the path to the next set of double doors and encounter the Griffin. He'll tell you that the Hatter will return at 6:00 to check his experiments. Once you're done talking, go back out through the door and continue following the path. Go through several doors, then a green portal. Upon going through the portal, you'll be on a gigantic tea table with four cups of tea. The trick to exiting this area is to use the seat cushions to bounce onto each teacup, then stand on the sugar cube to sink it into the tea. Once all four cubes are sunk, the exit will appear. Just be careful --that tea is hot! Run into the next room and throw the lever in the middle of the floor. This will set the clocks to 6:00 and prompt the Hatter to appear. Go through the new portal on your right and confront him. Level 25: About Face This level is one big fight with the Hatter. After you grab the second piece of the Jabberwock's staff, he'll appear. The Hatter can attack in a number of deadly ways, such as firing rockets, swiping you with his cane, or throwing toxic tea. There's precious little health on this level, so be efficient. The best way to beat the hatter is to use a combination of Jacks and either Jackbombs or Ice Wand attacks. Hit him with the Jacks, then go after him with another weapon. You should also do your best to circle-strafe the Hatter --run circles around him so that he can't get a good track on you. Every once in a while the clock bells will ring and the Hatter will leave the battle field for a moment. Two Automotons will appear to fight you. Don't waste your ammo on them! Instead, run from them, jumping to throw off their missiles. When the Hatter reappears after a moment, he'll slay the Automotons in the process, leaving their Meta Essence for you to take. Keep wailing on the Hatter and he'll eventually go down. Using the Jacks in combination with other weapons and circle strafing are your keys to victory. Once the Hatter is dead, ride the clockwork counterweights up to the exit. Make sure to grab the Dead Time Clock on your way out. Chapter 7: Land of Fire and Brimstone The Grypon will drop you off in the Land of Fire and Brimstone, then leave to rally the troops. You must find your way through the land and confront the Jabberwock so that you can get his eye to complete the Staff. It's unlikely he'll cooperate, but it's the only way you can breach the Queen of Heart's defenses. level 26: Burning Curiosity Walk forward and take out the pack of Fire Imps that come out to greet you. The Ice Wand works well for this. You'll then have to skip across several rocks poking up out of a pool of lava, then climb up the rock face on the other side. At the top of the climb, you'll encounter a couple of Jabberspawn. Surprise them and take them out quickly. Jacks combined with Jackbombs or the Ice Wand work well. There's a Rage Box nearby if you need it. Go down the hill on the other side of the Jabberspawn, and follow the tunnel through (or better yet, over) some lava streams and up the lava river. You'll have quite a trek, and have to fight Boojums, Fire Imps, Fire Snarks, and Jabberspawn along the way. Eventually you'll empty out into another rocky area. Jump over the gorge and kill of the Phantasmagoria and Fire Imps on the other side. Follow this tunnel until the Oracle speaks to you again and reveals its identity. He'll tell you to confront the Jabberwock immediately. It's the only way that you can save yourself and Wonderland. Exit the cave and find yourself looking at a house --your house-- perched atop a giant rock set in a river of lava. Make your way up to the house by jumping up the rocks around it, fighting Jabberspawn, Fire Imps, and Fire Snarks along the way. The pack of Jabberwocks at the top of the stairs is a particular pain, and it's best to pick them off from a distance with your Knife, or lob a few Jackbombs up to them once you get close enough. Once inside the house, you're ready to confront the Jabberwock. Level 27: Jabberwock's Lair This is your first encounter with the Jabberwock. He talks a mean talk, and will do his best to psych Alice out before the fight even starts. This is one of the most important fights in the game and its story, as Alice must overcome her own guilt over her parents' death and her inability to prevent it. Like other fights, one of the keys to winning this one is to keep moving. You've got little room to run, and the Jabberwock's fire attack has a decent range. It's very hard to keep from being lit up like a candle. Keep on the move, though, and you should be able to avoid most of his melee attacks. You'll then only have to worry about his eye beam attack and fire breath. But the Jabberwock isn't your only concern. Jabberspawn will periodically join the fray and hamper you. Jabberspawn are actually a good source of meta essence, however, and will nicely supplement the little that regenerates in the main arena. Weapons to use here are the Jacks o' Death combined with either the Jackbomb (alternat fire) or the Ice Wand. If you need a breather, don't forget to use the Deadtime watch. Keep moving and keep hammering on the Jabberwock until he is defeated (with a little help from a friend). He won't be dead, however, and it won't be the last time you face him. You will now have the Jabberwock's eye, and with it the last piece to the Jabberwock Eye Staff. Grab it and exit through the portal. Level 28: Caterpillar's Plot You will now be returned to the Caterpillar's Plot area. Clear if of enemies, then go look at Humpty-Dumpty. Notice the small brick protruding from the wall next to him. Press against this brick to open a secret area nearby. Go down the hill towards the grate and look for the opening in the wall on your left. Here you can grab the mighty Blunderbuss! Once you have the weapon, follow the signs leading to the Magestic Maze. You'll have to fight through several Spade and Heart Card Guards on your way, so a roll of the Demon Dice may help. Once you come to the wall blocking your path, use the Jabberwock Eye Staff on it to open it and grant you passage. Run on through to the next level Chapter 8: Queen of Heartsland You're now deep into the Queen's territory, and things will start to get pretty difficult from here. The most elite of the Queen's forces now blocks your path, and taking them out can be difficult. The Spade and Heart Card Guards have deadly projectiles that can knock you into further danger, so be wary. Level 29: Majestic Maze This maze can be a nightmare if your combat skills aren't up to snuff. You will constantly be ambushed by Card Guards and Jabberspawn, so be ready to fight. The Jacks and Jackbomb combination are really necessary here. What you want to find is the red portal. Head to your right and follow the path until you come to it. You can't go through it, but with the portal on your right, follow the path down into the next area. You'll know you're on the right path if you go through a deep archway shaped like a heart. Follow the tunnel around until you come to a large green portal next to a smaller one. An Insane Child will run through the smaller portal, triggering a gate to close in front of the larger one. Whenever you step on the pressure platform on the left, the gates open, but when you step off it, they close. There are a number of possible solutions to this puzzle. The easiest is to stand on the pressure plate, then use the Dead Time Watch to freeze time and stroll through the open gates. This is the recommended method (simply wait a few minutes if you need to "recharge" your watch) The second solution is to throw the Demon Dice onto the pressure plate and have the summoned demon trigger it while you dash through the portal. The third solution is to lure one of the enemies (Card Guard or Jabberspawn) onto the pressure plate, then run for the gates when they trigger it. Tough to do. Level 30: Airborne Terror This level is straight forward, if not difficult, for those that haven't mastered riding air columns. Simply float up the successive thermal drafts to the next highest level, repeating until you reach the end of the map. Watch out for Boojums, though, as they will do their best to knock you to your death with their powerful screams. I recommend saving your game often here, as one small mistake can send you to your death. If you just can't get the hang of this level and get too frustrated (many gamers can't stand this type of stuff), check out the cheats section for instructions on how to use the "noclip" cheat. Level 31: Mystifying Madness This is another very combat-intensive level, so be ready. Don't be afraid to use your Dead Time Watch if things get out of hand or if you want to bypass a particular group of enemies. You'll fight more Card Guards, Jabberspawn, and Boojums than I care to mention here. Go up the stairs and follow the path to the right until you find a square hole in the ground filled with water. Dive in and swim down to your right. You'll know you're going the right direction if you see a couple of bubble jets. Swim down through the tunnel and come up in an underground cave. There will be a ledge behind a large rock, next to a few Sanity Shards, where you can climb out of the water. Do so, and jump across the rocks to the platform on the other side of the cave. Don't miss the large Sanity Shard if you need it. Follow the hallway with the grated floor, going straight when it forks at the strange spider-like machine. Throw the switch at the end of the hallway. This will open up a part of the underwater tunnel, but will also loose two Automotons on you and block your return path. Take out the Automotons, then go through the hallway opposite the spider machine. Go up the spiral stairs, follow the hall, and drop down into the water. Turn around and swim through the caves until you come to the large underground cave again. This time, swim through the underwater tunnel, then up the well to the upper level. You will now be on the walkways above the maze area where you started the level. Don't drop back down yet. Run along the maze, ignoring Guards for the moment if you can. Keep taking left turns until you find the Looking Glass powerup. Grab it to make yourself invisible. Turn around and follow the maze, taking your first left. Keep following this path until you come to an alcove with a lever. Throwing the lever unlocks the portal below, granting you exit from this map. Turn around and take your first right, dropping down to the lower levels. Follow the hallway to the exit. If you still have a charge on your Dead Time Watch, then this is a good time to use it. To be concluded next issue - o -