How to complete the game alice madness returns. Secrets of the game Alice: Madness Returns

In the portfolio of American McGee, former level designer for doom And Quake, ingenious action American McGee's Alice adjacent to the mountains of unprincipled trash like Bad Day L.A. Enduring one disappointment after another, the Americana fans repeated more than once: “It would be better if I just made a new Alice! And now their prayers were finally answered. True, it turned out to be as uneven as the creative path of its creator. But, fortunately, good in it still defeats evil - in every sense.

ten years later

Alice, who has matured by 10 years, is still tormented by the secrets of the past. Her parents, we recall, burned down in a fire, and now Alice wanders through the gloomy streets of Victorian London, trying to find people who can tell something specific about how this misfortune happened, but periodically again falls into the depths of the sick subconscious, that is, into the Country miracles. It is there that she will have to find and piece together the pieces of her own memory.

Due to the fact that Alice's mind is under threat, the magical land is also on the verge of death. The heroine is confused and cannot distinguish reality from fiction, and her madness breaks out in the form of frightening visions that appear to a girl on the streets of London. And vice versa, what was noticed in reality then finds a hypertrophied ugly reflection in Wonderland: for example, a dead frozen fish seen in the port (fish enemies appear in the next level), or a poster advertising a walrus man performance (a little later a huge walrus will eat oysters, dancing in a magical corps de ballet).

Some weapons can break through hidden walls and massive chests.

All this is played out in a painfully beautiful setting, where irony, depression and horror are intertwined. McGee's new game is still a celebration of outstanding art style. On both sides of reality, everything seems distorted, dirty, hopelessly spoiled, but at the same time frighteningly beautiful. The author again puts on surrealism and intricate designs hanging in the air in the style of the first part, but this does not mean that his imagination has become impoverished. It's full of new images. So, a huge infernal train becomes a harbinger of the death of Wonderland, which is trying to catch up with Alice throughout the game. The usual characters have also changed: the Mad Hatter has turned into a huge cyborg, which we collect in parts, and the Dormouse Mouse and the March Hare suddenly turn out to be industrialist dictators who are trying to stop Alice with the help of a combat robot.

game of nerves

Like the original from 11 years ago, Alice: Madness Returns is a combination of action and platforming, where we alternate between jumping and fighting. So, in both cases, the authors are doing everything to turn the players themselves into patients of the yellow house as soon as possible.

During the jumps, the camera behaves more cheekily than a walker husband, who for the first time in 5 years broke into a strip bar: he constantly strives to go left or look under Alice's skirt. Even on consoles, contrary to the traditions of recent years, she is not forcibly aligned behind the jumping heroine.

The behavior of the camera during battles is especially unnerving, where the difficulties with the crookedly implemented automatic aiming are added to the problems associated with it. Strictly speaking, it is necessary only in those cases when you are attacked by opponents throwing explosive objects: by focusing on such a villain, Alice can shoot bombs in his hands or beat off a projectile launched into her with an umbrella in time. In all other cases, this function is not only useless, but at times it simply interferes with the game: the sight regularly clings to the wrong enemy and refuses to switch, and the camera, at the sight of several enemies, starts to beat in hysterics and look at Alice's feet.

When there are several such “throwers” ​​at once, and a smaller riffraff is spinning under your feet, you have to aim manually: the need to constantly switch targets in order to catch exactly the one who has already prepared his projectile in the scope turns you into a desperately swearing psycho.

Yes, and the battles themselves were impoverished. There were fewer weapons. The armory itself is fun (like the teapot-grenade launcher or pepper pot-machine gun), but nowhere near as outstanding as it used to be. And there are practically no alternative modes of using weapons (for example, shooting all the cards from the deck at once).

Finally, in Alice: Madness Returns, you often have to repeat the same boring actions: for example, you are constantly forced to shoot from a pepperbox at red buttons and flying pigskins, which serve as “Easter eggs” here.

On the benefits of overcoming

But if you can appreciate the game's design and story, be sure to tame the camera, reconfigure the keys, get used to the controls, and get used to quickly changing targets to deal with crowds of "rocketeers". In a word, do everything to go through a rather long game to the end.

And for every argument "against" you can easily find an argument "for". Monotony? But, excuse me, from time to time the authors dilute the process with mini-games, the locations are always different and invariably colorful (hellish metallurgical plant, underwater city, gloomy dollhouse), and the same exercises with red buttons and platforms gradually evolve, become more and more difficult. There are also new opponents that enliven the battles that have had time to get bored, for example, ghosts that can attack from the ground.

Many platforms? Are acrobatic etudes repeated? But this is the same sign of the genre as collecting items for quests. Yes, and here the authors periodically throw up something unexpected: for example, they will make you jump in such a way as to stay in the light emitted by a seahorse swimming nearby.

Tired of collecting all kinds of goodies and bonuses, which also follows the same pattern? But it's like collecting exp and trophies in an RPG: the collected fragments of Alice's memory shed light on what is happening, you can upgrade weapons for falling out of opponents and boxes, roses restore vitality, and the reward for passing hidden tests will be an increase in the maximum level of "health" heroines.

Therefore, you still want to search, jump and get to the right place, even on the thirtieth attempt. Alice: Madness Returns still lives on in the year 2000 and has all the hallmarks of typical game design from that era. Moreover, the increased complexity is explained not only by the crooked controls: the game, in principle, forces you to be attentive and focused. Can't jump to the right platform? Calm down, pull yourself together, think again how and where to jump. When it works out, there will be something to remember and something to be proud of.

Even in London, out of habit, you want to break barrels and look for bonus teeth there.

* * *

Well, if the game still proves to be a tough nut to crack for you, change the difficulty level or dress Alice in one of the bonus costumes that provide significant benefits. One way or another, Madness Returns is quite passable, and even the rather long duration of the game (about 15 hours) only fuels interest.

Alice: Madness Returns is still a Game with a capital letter, which has the spirit of a real adventure, albeit not always fun, easy and comfortable. It strikes the imagination with unexpected visual images, is not afraid to treat the familiar fairy-tale universe in a rather familiar way, and, largely due to its non-trivial design, makes you sit in front of a monitor or TV for hours. It is even reluctant to analyze it, as it should be for a reviewer. Instead, you just want to walk around Wonderland again to listen, watch, search, collect, overcome, and having overcome, experience a feeling of deep satisfaction.

And the years go by

During the 10 years of Alice's absence, not only Wonderland has changed, but also many of its inhabitants.

Chapter 1 We leave the house, moving forward and not turning anywhere. We meet a cat in the market and follow it. In the gateway we are attacked by visions, but appearing in time ...

Chapter 1.

Let's watch the introductory video. We leave the house, moving forward and not turning anywhere. We meet a cat in the market and follow it. In the gateway we are attacked by visions, but Sister Whitley appears just in time. Having got out on the roof, we approach the old woman. At certain moments, we hold down the "C" button to focus on an important event. In a minute we find ourselves in Wonderland.

After talking with the cat, we move forward, overcoming small obstacles. At the same time, we collect teeth, which will later be useful for various improvements. Having bathed in a potion, we have the ability to decrease. We hold down the left CTRL and go through the minks. Also, in a reduced state, arrows appear on the walls indicating the correct path. After a high jump, we slide down the hill, collecting teeth. Next, we approach the dinosaur bones and pick up the first weapon - a kitchen knife.

With it, we break shells and meet with enemies. Noticing fire on their backs - counterattack or dodge (left Shift + movement button). Using long jumps, i.e. a few presses on the jump button and further holding to fly, we get to the Duchess, who needs a pig nose. We take the pepper from the table and go hunting. The perchitel destroys flies with a bang, but you need to shoot in short bursts. First of all, we break the hives from where they appear. It will be more effective if you press CapsLock to concentrate on a single enemy. Noses make corresponding sounds, so finding them will not be difficult. In order for the fuse of the pepper to be enough to completely fill the nose, you should shoot after aiming (button "T"). We go back, shoot the basket and, having decreased, we leave through the mink. We shoot the nose and destroy the flies, along with the hives. They can be at the bottom or at the top. We jump over to another island and shoot at the nose. We continue moving along the islands until we meet new slippery creatures. You should stay away from them, because they are slow, but they jump long distances. Soon everything will start to fall apart. We deal with the ambush and can improve the performance of our weapons. We continue to jump around the islands. Then we follow the railroad.

We are attacked by little green goblins - crazy people. When they hit, time literally slows down for a second so that we can dodge. There are also special individuals with shields. We provoke them to attack, quickly dodge and hit the flesh. Next to the violets, we use reduction and then new paths will open up for us in a seemingly hopeless situation. We call the lift by blowing into the pipe, and we go to the Hatter's possessions.

We turn the valves and jump in pairs to move forward. From time to time we will be attacked by crazy people, but there will be no problems with them. To get additional teeth, carefully listen to the noses, use the decrease next to the violets. Jumping out of the vapors should be at the moment when we are at maximum height, otherwise there is a chance of falling down. Once in an ambush of goblins with shields, we try to collect them in a heap and so that they attack at the same time. Then we will have more opportunity to deal with them. A new type of enemy - Glarshock, can attack both from a distance and in close combat. So, we shoot from the pepper in the eye and finish it off with a knife. We jump down to the lowest platform and follow the sign on the wall. Having met the cat, we stand on the floor button, and when the elevator goes down, we wait a few more seconds. We quickly run to the lift. Crossing with the flow of brown liquid is dangerous to health, so we just bypass it. We pass small tests and roll down. We select a bomb with a timer. We install it on a dilapidated door, climbing up. To do this, reset it by pressing "Q" and, running away, detonate with the same button. We enter the fire door.

We have a new ability - Hysteria. We enter it by pressing "Enter" and cut enemies with increased damage + reduced perception from enemy attacks. Then we shoot at the red pointer that appears until it turns green. We meet the Hatter, who is not in very good shape. We agree to help him if he helps us. We blow up two opposite passages. We install the bomb on the floor button and quickly run to the lowered lift opposite. Rising upstairs, we select an umbrella.

So, in order to destroy a huge creature, you need to fix on it (CapsLock). Then we deflect the thrown bombs by holding "E" and attack with a pepper. We naturally dodge rams by pressing "Shift". Having dealt with this creature, we shoot at the indicator that appears and pass on. We speak with the cat and jump on the platforms. Once on the second, we shoot at the pointer and jump further. We deal with several glarshok. We pass forward and jump lower and lower. We activate the lever, after which, choosing the right moment, we move along the platforms. Again we kill glarshokov, one of which is located at the top. We continue along the platforms until we reach the crane. We turn the valve and jump over the cooled boiler into the tunnel. We turn into the first passage on the right. Shooting at the signs, we jump in pairs and climb higher and higher. Being at the very top, we install explosives on the button and go through the opened door. We turn the valve and jump in pairs and the platform. After destroying the enemies, at the edge next to the violet we jump to the spring and get into a huge workshop with lava, where a certain rat reigns. Our task is to get to the taps with a cooler. All we do is jump at the right moment on the platforms, dodging lava, killing enemies and shooting at the red markers. We turn the first valve, blow up the door and choose to the cooled lava. We quickly kill the flies and shoot the hives, having previously climbed up the slightly raised platforms. We shoot at the pointer and jump up in pairs. Next to the violets use reduction. We run along the path and jump down, where we deal with opponents. We shoot at another button. Now we must move very quickly and accurately along the debris on the lava. We pass through the mink and activate the cooler. The rat runs away, so we pull the lever under it and jump into the opened passage. We install the bomb on the button and run to the elevator.

We choose the path to the right, and jump on barely noticeable platforms. Arriving at the station, we go up the stairs and shoot at the sign on the right, which covers the press. Next, the button will be on the left. When the door closes, we put explosives on the button to stop the presses. We run under another press, choosing the right time. We blow up the passage and another one on the right. We install explosives on the button and through the raised mechanisms we pass further. We decrease and pass under pressure. We blow up the door and install the last bomb on the button and run through the mechanisms. Two more presses are waiting for us, but it will not be difficult to go through them. We stand on the spring on the right. We climb higher and higher. We put the explosives on the button and jump down right between the presses. We pass further, where opponents with presses are waiting for us. It is best to step back and deal with them from a distance. We shoot at the pointer and jump on the cells. Again we shoot at the pointer and again we jump on the cells. We pull the lever, blowing up the passage to it. We get upstairs by a couple and enter the cage. Behind the top we shoot at a barely noticeable pointer. We get into the shop with the rabbit. We pass through the presses, install the explosives on the button and get to the lever through the mechanisms. We return back to the opened passage. It's a little more complicated here. You need to pick up the moment to go through several presses at once. We fall into an ambush with a whole bunch of different types of opponents. First, we will destroy the hive and ordinary creatures. Then glarshocks and a huge creature. We shoot at the pointer and pull the lever. We enter the cage, then we pass under the presses as quickly as possible from one safe area to another using "Shift". Then we move, decreasing and bouncing through the press. We pull another lever. We head to the lever under the rabbit, activate it and jump into the opened passage.

After the video, we jump on the platforms. Bombs are great for a distraction, but it's best to kill them with proven means. We deal with ordinary and huge creatures. We follow the Hatter. On the spring that appears on the right side, we get up. We climb higher and shoot at the pointer. Decreased, we move along the holes. We jump down, set the bomb on the passage in the floor and go down to the lever. We return to the Hatter and watch the video.

Chapter 2

Once at the pier, we move forward. They don't let us into the tavern, so we take a detour. We observe the scene of our nanny arguing with the bouncer, whom she apparently owes money. We enter the building through the open door and go up to the second floor. We move forward through the unknown world. Destroying golden stars, we get teeth. We deal with the creatures and climb up. Then we go down the ice slide and pick up a new weapon - the Horse. Kill Ice Snarks with this powerful weapon. We jump on ice platforms, bounce on a spring and break a flimsy surface with a horse pattern. We kill creatures and snarks. If you have been frozen, then use evasion. Next we have a whole attraction. We choose only the left direction, we do not fall into traps, and if we suddenly flew abroad, we quickly bounce! We deal with the enemies, then we jump down and enter the womb. Having met a cat, we answer his questions. Answers to questions in order: 3,4,1,2. We take the paint and return. We continue moving until we get to the frozen ship. After the video, we play a simple platformer. We destroy bone fish and crabs, but in the end we still suffer a crash. We go to the Carpenter's Theatre. Avoid large red jellyfish. For crossings we use white and streams of water. We enter the fire door. Then we jump on the white jellyfish and stand on the button. An invisible creature appears. In the trailer mode, we kill him from the pepper. Again we stand on the button and shoot at the pointer. We jump on the platforms to the other side. We get to the town, where we meet a new enemy - a flying creature. We hit from the pepper, and when we land - from any melee weapon. Before moving through the air you need to finish off all these creatures. We install explosives on the button and run around to the pointer and shoot at it. We get to the theater and go straight to the stage. After talking with the carpenter, go back and turn right. Cannon crabs are easiest to attack from a horse. Having dealt with them, we climb up and enter the shark's mouth. We are talking to the octopus. He agrees to come with us if we find him three times in the Hide and Seek game. We jump on the platforms until we find ourselves in an area with bottles.

We break and in one of them there will be an octopus. Let's see which way he went. Using zoom out, we find invisible platforms. Thus, we get to the next area with bottles. We pass forward through the mink and in one of them we find an octopus. We continue to jump on white jellyfish, we kill an invisible creature. Next, you have to press several buttons, approaching the emerging signs from different sides. We find the last time the octopus and go to the next character. The bloated bottle asks to release the musical instruments from the creatures so that she can hear her notes. We clear each of the three territories and then play a mini-game in which you need to press the arrows at the right time. We continue to move to the next character. After talking with the cat, we deal with crabs, repel their attacks with an umbrella and finish them off with a horse. We climb up and jump on the jellyfish. We destroy the enemies and meet the mollusk. She asks to collect the remaining pieces of the puzzle in order to restore the poster. The last element is nearby: it is enough to destroy the barrier hiding the mink and get to the cube. It is very easy to assemble the poster, because the necessary part is drawn in the empty cell, which must be substituted from those located nearby. Next, follow the clam and watch the video.

We deal with the drowned sailor. The principle is the same as with an invisible creature, only here you have to dodge. We move in the local cemetery, killing enemies. We agree to help the ghost, save the souls of the unfortunate. To do this, select one of the paths (opened) and deal with the drowned man. Then we follow the seahorse to use it as an illuminator in the dark. In no case should you go into the shadows, because every second will take life. We break the chest and free the soul. Similarly, we free the rest of the souls, chasing them into the remaining crypts. Now we can safely leave the cemetery. We slide down the hill and meet a huge creature. It is dangerous to get close to her, so we shoot exclusively from the pepper until we destroy all the heads. We dodge throwing attacks, and if it starts to run towards us, we run away as quickly as possible. You can run around rocks or use dodge. Now let's go straight to the show.

Chapter 3

We move along the streets until we get to the Radcliffe's house. When he opens the door, go upstairs and go to the office. After the video we go down. One of the rooms has a door leading outside. We get into Wonderland. First of all, we speak with the cat, then we destroy the creatures. We release the lamp with a blow from the horse and use it. Next, we jump along the islets and thus get to the rest of the lamps. We select a new weapon - a tea gun. It is designed against a lot of small opponents that gather in a heap. It is also very effective against large enemies. We destroy ordinary and huge creatures. Of course, if the pepper is pumped, then he will cope with this task much faster. We break the barrier and go forward. We continue to find lamps and use them. Before the last lamp, a huge creature awaits us, after which the smoke wraps itself around us.

We jump along the islands to the first fish and pull the chain. Having reached land, we climb the stairs, decrease and pass through invisible bridges. We kill new enemies - wasps. The easiest way is from a horse. Below, opposite the abyss, we shoot at the closed passage. Inside, we pull the chain and fly up along the steam that appears. A new portion of opponents, having finished with whom we again move along invisible bridges and break another passage. We kill the wasps, then a special kind appears. We beat him from a pepper or tea gun at the moment when he is preparing to deliver a powerful blow (you can determine by exclamation). We finish off the enemy who is on the ground with a powerful melee weapon. We pass through a temple. Now we collect the pieces of the mosaic. The first one is nearby. The second - climbing a little higher to the mink, we enter it. The third - around the corner we break the passage and pick it up in the cave. Fourth - bounce on the mushroom, enter the cave, kill the wasp, set the bomb on the button and quickly bounce. We collect the dragon and follow the praying mantis. After passing through the chaotically moving plates, we slide into the room and approach the picture. A mini-game begins, which can be easily overcome through trial and error. At the exit we are met by a cat, as well as new enemies and obstacles. Wasp Archers are easy to kill with a Pepper or Tea Cannon. Run the tracks without standing on the oncoming fiery hieroglyphs. Next, we enter the cave, decrease and jump down to the invisible paths. We pull the chain and return to the steam. We jump up, where there will be new enemies - black wasps. Infinitely appear from the plates, which, of course, must be destroyed first. Through the mushroom we get to the button and put a bomb on it. We quickly enter the statue and detonate. We jump on the blue mushroom. We roll down the hill very carefully. Sometimes you have to give up a few teeth than to be fried in a trap. After killing the enemies in the arena, remove the obstacle from the button and put the bomb. From there, we jump to the chain, after setting the bomb on another button. We get to the burning door. We save the locals and play a melody by clicking on the arrows at the right time. Then another battle with a special wasp and a bunch of dark wasps. Be sure to destroy all the plates from where they appear in order to go further. We go through the opened passage and jump on the mushroom. We slide down the hill and again jump on the mushroom. At the end, we clear the button behind the stones, put a bomb on it and quickly climb to the chain. The further we go, the more accurate our actions should be. We continue to climb on the emerging platforms, pulling the chains and pressing the buttons. We enter the building and meet the praying mantis. He asks to destroy the barrier, but first we will deal with the creatures. Then we jump on the springs. We quickly move along the platforms until they sank. It is advisable not to pay attention to flying creatures, because they appear endlessly. We pull the chain and go back to the pairs. Climbing higher and higher, to the surface. We move forward through the big fans. After entering the cave and seeing the statues with fire, we turn left and go to the barrier on the wall. Having broken it, we pull the chain and make our way through the mink. We are divided with several wasps. Further difficulties should not arise, since the correct paths are kindly indicated. We get to the mini-game in the picture. Everything is the same, but there are two points in which problems may arise: 1) pulling the chain, we fly down, dodging sharp surfaces, using jumps to slow down the flight; 2) we climb on the roofs of houses, precisely focusing on the roofs. Having passed to the end, we deal with the creatures and climb the platforms. We find four pieces of the puzzle by exploring the caves. We put everything in its place and move on through the cells. Before you wake up the frog, you need to deal with the huge creature and the emerging wasps. We do everything as usual - we hit from a powerful ranged weapon and run away when they try to catch and eat us. Black wasps respawn endlessly, so we climb up and destroy the plates. Through the mink, behind the stone, we get to the chain. By pulling it, we will wake up the toad, which will spit out the core and thereby free the passage. We also continue to break walls and jump on platforms. In the arena, we fight with almost all types of wasps and then play the mini-game we already know. We get to the talking statue and fall down.

Chapter 4

We go down, and when we go out into the street we lose consciousness. We run forward and find ourselves in Wonderland. We head to the house of cards, jumping on large cards. They themselves build a path for us, so you just need to notice them in time. Behind the wall on the right there is a button. We put a bomb on it and see how an invisible platform descends. Also behind the wall on the left side there is another button. We get up on it and quickly run to the platform. We jump to the platform and get to the open door. Then we choose any available path (where the cards are). Finally, we jump on the blue mushroom, go down the hill and find ourselves on the lands of the Kingdom.

We move along the crumbling remains of the bridge. We deal with the creatures and go forward along the springs. When the gate opens and we go inside, new enemies will appear - guard cards. Although they have little health, they are very nimble and take in numbers. It is advisable to use a tea gun. We destroy the statue that got in the way. We choose the right path - set the bomb on the button and jump on the platforms. In the next room, we destroy the flimsy area on the floor. Jumping on the mushroom, we pull the chain. We return back and go along the left path. Soon the executioner will appear before us, from whom we must escape. We attack new enemies - armored guard cards in the back, right in the "heart". Preferably from a ranged weapon. We jump onto the heart platform, plant the bomb and quickly jump to the second spring. We wait until it goes down to the end, and through the second platform we jump further. Here it is similar, only after setting the bomb, we jump to a neutral platform, explode the bomb and after 1-2 seconds we start jumping further.

We kill enemies and we pull the lever, near the blinking heart. To get through the abyss, pay attention to the mushroom below. Again the executioner and now he sets his soldiers on us. We kill the soldiers, and run away from the executioner. We fall into the created portal. Tasks ahead with buttons and targets. Also old enemies in a new guise. This is followed by pairs, after which we go along the mink. Having got out, we go along the invisible platforms to the platform on the right. We pull the chain and go back. We jump onto the heart platform, plant the bomb and quickly jump to the invisible platform. On them we get to the next worm platform and climb up on it. Similarly with diamond platforms. Next, we stand on the button and shoot at the target along the right path. A huge executioner appears on the arena with his wards. We kill them and fall into the portal. In a game on a chessboard, we follow the following route: left - forward - right - forward - left - all the way forward - right - left. We deal with enemies. We install the bomb on the cross platform and quickly get to the one that goes up. We deal with the guard cards and use each of the cross platforms in turn. Again the game on the chessboard: forward - left - right - forward - forward - left - right - forward - forward - left. We enter the burning door. After passing along the corridor, we move along the invisible platforms on the left. Below we deal with enemies and follow to the labyrinth. Turn left and go straight until the second turn to the right. We destroy the guards and several flying creatures. We go along the opened passage. We run away from the executioner for the last time. We eat the cake and increase to an unprecedented size. I think there will be no further problems: the right mouse button is a kick, the left one is a hand. We destroy flimsy walls, crush enemies and dodge the cores emitted by the towers. To destroy the tower, you need to get rid of the tentacles, hit it several times with your hand and press down on the heart with your foot. To replenish health, we destroy chess pieces and other buildings. Having reached the main tower, we tear out the heart and drink a diminutive potion. We jump into the mouth and roll down. Shooting blue hearts, we go further and further.

Chapter 5

We're in a mental hospital, but all is not lost. We get out of the chamber and move along the corridor. Once on the street, we are guided by the lampposts.

In Wonderland we jump on pairs and platforms. Latin letters above the doors of houses will help you navigate. In room "D", on the left, pull the lever. Jumping down, listen to the cat, break the passage and activate another lever. We jump down the hole on the floor. We break the surface on the floor. We are dealt with the appeared creatures. After talking with the children, a new enemy appears - a doll. We attack in the frontal from the tea-gun until complete destruction. This is the only weapon capable of killing a doll with just a few shots. We move through the houses using steam. We install a bomb on the button and move to the other side. Then we jump past the doll and activate the lever. On the other side is another lever. On the inverted spring we get to level 8 and jump to the indicated side as far as possible. We kill the doll and several creatures. We install the bomb on the button and quickly climb up the platforms. We shoot at the target, we pass through the dolls. We go down and bounce on the spring in the left room. We pull the lever. We climb up and meet two strong enemies at once. After killing them, a new path will appear. We pull the lever at the top, below the pointer is a spring. We speak with the cat and destroy the passage. Wagging in the air between the dolls on the swing, we carefully get to the next lever. It is not necessary to jump in the center, it is best to bypass the dolls from the extreme side. Having reached the puzzle, we go in search of parts. Two is at the bottom: we destroy the enemies, break through the protection and go through the mink. Two at the top. We jump onto the cube, on which the button is located and set the bomb on it. On the spring we get up and pick up the parts. Putting the puzzle together: eyes and nose in the middle, parts with hair on top. New enemies - flying dolls, have no protection, but are very dodgy. You can kill them if you conduct continuous fire. We play a mini game where you need to control the doll's head. To shoot from a cannon, hold down the "C" button. Having rolled down the hill, we deal with the creatures. We break through the wall, set the bomb on the button and quickly run up the stairs. We jump down and run through the dangerous territory until the traps appear. We break through the wall between the stairs and put the bomb on the button. Decreased, we pass under the traps. In front of two buttons, we put a bomb on the right one, which raises traps, and on the second one we just press and quickly run to the lever. On which platforms you need to put a bomb, hints will prompt. To do this, you just need to decrease. Further, the usual tests with buttons and targets. We kill small creatures and then a doll with ordinary creatures. We run along the glass surface to the end, there will be a lever on the right. We activate it and start moving along the minks. We pass through the door 666. Another portion of simple tests. Before getting to the surface, we destroy the doll and her assistants. We jump on the platforms and kill a huge creature. We get to the house, where there will be a doll and two large creatures. Having dealt with them, we destroy the partition on the second floor and activate the lever. We climb up the cubes. Let's play a mini-game we already know. We follow along the railway to the left, to the door with a green eye. Head controlled doll. Let's be more careful this time. Then we slide down the hill and fight with two dolls and a large creature. We jump on the springs and enter the burning door. Jumping again, fighting creatures and meeting with the puppet maker.

Chapter 6

We move along the streets until we find ourselves in a wonderland. Decisive battle with the main opponent of the game. We attack the hand at the moment when the head on its back takes on a natural color, i.e. white. Do not forget to kill ordinary creatures to replenish health. A second hand will appear soon. We just run away from them and don't let them catch us. When they grab onto the columns, at this moment we kill the creatures that appear, and if the state of health allows, then we shoot at the boss's beard. We repeat these steps until it is completely destroyed. After the final video, let's walk through the saved Wonderland.

Game: Platform: PC, PS3, X360 Genre: arcade Release date: June 14, 2011 Developer: Spicy Horse Games Publisher: Electronic Arts / Hunt Chapter 1 London

After the end of the video, we leave the room and along the corridor filled with children, you can look around the surrounding rooms. We reach the stairs, go down and go out into the street. Here we make our way forward to the market, where we notice a snow-white cat. The upcoming route is to chase this furry. Once in the gateway, we watch the video.

After the end of another cutscene, we cross the bridge to the back of the roof and watch a new cutscene.

Wonderland

After talking with the Cheshire cat, we run forward along the path, collect memoirs and jump over all the obstacles. After some time we get to a small waterfall, where again we meet the Cheshire Cat. At the end of the video, we shrink, look around and realize where we need to run. We pass through the cave forward, climb up and, after passing a few more of the same rooms, we find ourselves in a room with a blue mushroom. We step on it.

Climbing down the board is an easy task. The main thing is to watch so as not to miss the teeth. Having landed safely in a pool of blood, we turn right and go out into the clearing, where the Cheshire Cat is waiting for us again. After the end of the conversation, you should not run away from the clearing. If the shells are broken, teeth will fall out of them, and next to the weeping sculpture, you can find a memory. Now you can move to the next location, where the first meeting with the monster will take place. He dies with three or four blows with a knife. After cleaning the area, we go further and find ourselves at the cook. Here we are given a list. The pepper pot is a long-range weapon. It shoots slowly, deals low damage, but there is no other long-range weapon at first.

After the end of the video, we go out into the yard, where we notice a nest of screws. These enemies are nimble and when they get to our heroine, they paralyze her, so you need to deal with them from afar. But first you need to destroy the nests from which they arise.

The elimination of the 1st nest will lead to the emergence of new ones. There will be about 6 nests in total, appearing in turn. The last monster will be Mud Doll. After it is destroyed, a pig snout will fly in. We shoot him and run back to the cook.

We pass further along the corridor and find ourselves in a spacious clearing. First, we deal with the screw nests, after that we move closer and shoot the piglet. Having eliminated the newly arrived monsters, we again look for a patch and pepper it. Now the path is open further, it remains only to jump over the dominoes.

At the other end, a meeting with a new monster awaits - a mud worm. Its danger lies in the fact that it slows down the movement of Alice, although he himself moves slowly. We get to the place where part of the earth falls through, and with the help of burgundy mushrooms we move to the opposite side. Caution should be exercised when jumping over streams of red-hot slurry spouting from the ground.

Once on the back side, we follow the fleeing doll and, having reached the spacious square, we engage in battle with the monsters. Having dealt with the horrors, we pass through the tunnel leading to the newest location, where we have to meet new opponents: aggressive-minded gnomes. An ordinary gnome is killed with a couple of blows with a knife. A dwarf with a shield asks for a more painstaking approach - you need to wait until he swings, then rebound from his attack, then run up and finish him off.

After the end of the battle, a reddish mushroom will appear, which will help you get out of this place. We make our way along the corridor to the edge of the abyss. To overcome it, you just need to decrease, and later jump back to the firmament from its edge. Trying to fly over is not worth it, although Alice jumps quite far, but not like that. Now it remains only to get to the trolley call system and sit there.

Once in the possessions of the Hatter, the main thing is to orient yourself. There are a lot of secret passages and just branches. In order not to get lost, use the reduction, in this mode Alice sees various hidden signs and arrows showing the way. First, we jump over to the platform on the left and rotate the crane so that the steam plant appears. The upcoming path runs along the platforms through a small settlement of brutal gnomes.

After that we go inside a large building, where we have to meet with the Glaznik - a new monster. He is a very ferocious teapot. The only vulnerable spot is the eye. Kettle's melee attacks are very dangerous, so it's best to stay away from him or parry them and hit him while he's confused.

After defeating the first such teapot, two more will appear. Before we move anywhere, we pepper them to death from afar. Having jumped into the next room, we listen to the Cheshire cat. There is a button on the other end of the platform where he was standing. We get up on it and wait until the platform drops to the stop. Now we are rapidly running around the tea streams and jumping onto the elevator.

Once at the top, we pass through a small hall and find a ticking hare in a hat. You don't need to be afraid of it, but you need to pick it up. It's a time bomb. We get out upstairs, break a couple of walls and find ourselves visiting the Hatter. Here, after the conversation, we break a couple of walls and put a time bomb on the pressure platform, and we ourselves run in the opposite direction, to the pressure mechanism.

Once at the top, raise the umbrella and read about its use. A new monster appears here - the Ruin. The difficulty of dealing with him lies in the fact that more damage can be done to him only by reflecting his own remote attacks.

Having finished the battle, we go to the right, where we sit down in a cup and set off on a journey. At the factory, we make our way into the first room with lava and pepper the very first button, after that we go further. In the large hall on the platform, there will be a battle with 2 Eyes at once. The main thing is not to let them get close and kill the evil dolls before they storm.

Having dealt with the monsters on this platform, we approach its edge and jump down, where we pull the lever. Now, on the rising wheels that appear, we climb back up and jump into the passage on the left.

At the exit from there, Alice will encounter a new group of monsters. First, we deal with the near eyeball and pupae, after that we take on what is far away. As the room is cleared, we cross it, rotate the crane and go back. From afar we destroy the nests of the screwheads, deal with the Moaning Ruins and climb into the opened passage.

In the new building, our task will be to rise. To do this, we are closely looking for reddish circles, shoot them from the pepper pot and jump to new platforms with the help of emerging steam flows.

The subsequent room was under the control of a crazy mouse. First, Alice will have to jump from stand to stand to get to the back wall. You need to do this carefully, because. along the way spills a very hot mounted samovar. In addition, Eyes will appear from time to time on the left and shoot at us. Having reached the crane, we cool the lava below and move along the platforms that have appeared to the opposite side. Here we pull the lever so that pieces of metal begin to fuse along the red-hot mass. Accurately jumping on them, we climb to the last tap and block it. As the mouse runs away - we climb into her booth, press the lever and jump right behind the hands.

From the Hatter we again get out upward, but now we turn to the right. At the end of the video, we run into a large hall with chippers. We turn off the first line of chippers by placing a rabbit-bomb on the button. Under the second you just need to jump over, after that we go up. Behind a weak wall there is again a button, we clamp it with a bomb and run along the raised gears. Having made our way under one more hammer, we find the last button, we clamp it again and run to the exit. In the next room, we are waiting for a horizontal vice. The easiest way to overcome them is to dodge, just do it forward. After them, we turn to the right and, climbing up, hold down the door opening button there and jump down, ignoring the monster that appears.

The next room will have many traps and obstacles. First, we turn right and slip past the hammers. Then we get to the room where we will meet a crazy bunny. The method of defeating him is identical to the battle with the mouse. At first we pass through the fenders, later through the vise, we get to the lever and the path to the control cabin opens. We release the Hatter's legs to freedom and go to him, down.

After the end of the video, follow the Hatter. In the first room, where he will try to break the door, Alice will have to overcome the crowds of enemies. At the next door, you will have to find a workaround to find the lever that opens this door. At first, we jump onto the ledge from behind and aim at the circle. Further along the spiral we rise up, we go down into the transition, where we find the required lever. In the last room, we again have to fight monsters. Let's watch the video.
Alice's good old killer friend is back in Alice's hands!Chapter 2 London

We run away from the pier into the alleys, after the snow-white cat. We get to the tavern. The main door is not allowed, so we go ahead and turn left. Here we watch the video and run a little forward, enter the building from the dark passage and go up to the 2nd floor. We enter the only open door, watch the video.

Wonderland

Once in the expanses of the Arctic, first we break the stars. Moving forward, we come across a platform where the first attacking monsters will appear. Having dealt with enemies, we follow forward, but the path is blocked by someone blowing from an icy mountain. The main problem in overcoming it is that it blows Alice away.

In the near room, a new weapon will become available - Konyashka. Strong but slow. And here new opponents will appear - Ice Snarks. Frisky, malicious frog-shaped fish. Their main danger lies in the fact that they move very rapidly across the battlefield. Having dealt with the newly arrived enemies, we set off forward through the caves. The path through the caves is very linear and clear, problems should not appear.

Having stumbled upon a greenish giant shell, we go into it. Here we will meet the Cheshire Cat, asking riddles. For correct answers, he gives paint for roses. The answers to the first riddle are the last. Answer to the second riddle: "His name."

The next goal is to get to the ship. This can be done in an abundance of different ways, but the best one is along the left edge through the lake with sharks. At the end of the video, the normal side-scroller mode will turn on. At first, the sharks will attack only in front, after passing a third of the distance, they will begin to attack from behind, and a little later, shooting crabs and mines will appear.

Waking up after a bad landing, we follow forward along the corridors, jumping over burgundy, unsafe jellyfish. In this way, we get to the fiery door and enter it. Let's watch the video.

Now we follow the coral corridors to the fish town. On the main square, you can turn right and, after going down and passing the test, you can get more colors for roses. The test is simply passed by simply running away from opponents.

After completing the tests, we return to the square and turn right. Our task now is to get to the theatre. There is only one way there and it runs along the backs of snow-white jellyfish. In the process, you will have to meet a new enemy - the Dead Navigator. It is unrealistic to inflict physical damage on him until such time as he is stunned. The only way to stun him is by detonating the bomb he is holding. Once in place, we communicate with the director and find out our next task. At the exit from the hall, turn right and go all the way.

Here for the first time you will meet Fluffy Crab. A very strong enemy that shoots cannonballs. It is immune to damage, because in order to destroy it, you must first turn it over. The first two times this is done by reflecting his own nuclei with an umbrella, and the last one - in close combat with Konyazhka.

Through the opened passage we get to the Octopus. A new task is to find him 3 times in a row. He will hide in bottles, because when you stumble upon bottles, break them. In the first location, finding an octopus will be easy. In the second - a little more difficult, since the wanted bottle is not in the total mass, but a little to the side. When you get to the third location with bottles, look around closely for a small passage for mini-Alice. The octopus will be waiting there.

After the end of the video, we go back and find the singer. We watch the video and run to the first open location. We jump onto the platform, deal with the monsters that have appeared and release the tools. We repeat in other rooms and help the singer tune in.

The next test will be to wake up the dancing mussels. The first two of them will wake up only after the battle with the monsters, and the third one has already awakened and she needs to be helped to make a poster. To do this, you first need to find the three missing pieces. The first cube is on your left, the next one is in the cave opposite, and the last one is in the mini-Alice cave. As all the cubes will be collected together, it remains only to collect them in the correct order. In fact, these are simple tags and everything is solved in four permutations (you need to put an appropriate picture in an empty place right away).

Right behind this we go to the theater, but in the middle of the way we are interrupted and sent to the cemetery to rescue the lost souls of sailors. This requires clearing three crypts. The sweep will consist in the fact that at first on a small platform you need to defeat one of the sailors. In fact, it's just the Ghost of the Navigator, it's just that various other monsters constantly appear around him. They will stop appearing only after the navigator calms down. After that, we set off along the dark ceilings to the burial place. It's usually fairly easy to follow a glowing seahorse. If there is an abyss in front of you and there is nowhere to jump, try to shrink down and see if there are hidden platforms.

As sailors will be saved - we go further into the opened gate and after some time we come across a Huge Ruin. Defeating this monster is very difficult, but completely real. The main thing is to dodge his close attacks and stay at a distance, not forgetting to pepper the reptile with all this.

After the monster escapes, we enter the city and get to the theater. Let's watch the video.
The game engine is capable of generating an unimaginable amount of shards and parts.12

We watch the video and set off on the path through the site. We go out into the street and fall into a swoon. Waking up, we wander along strange corridors forward until we reach a huge failure.

Wonderland

When Alice approaches, the cards themselves will lay out a path for her. Thus we get to a small card castle. At the exit we find two buttons. On the left we put the Bomb Hare, and on the right we put Alice and jump over to an invisible platform. After a short walk and rolling down another hill, we find ourselves in the domain of the Black Queen. We make our way to the gates of the castle and enter.

Here you will meet new enemies - Card Guardians. They are easy enough to kill with any weapon. Now we enter the castle and set off to explore it. In one of the rooms you will be locked up with card guards. As soon as they die, the Executioner will come. It makes no sense to fight him, we run through the door on the right, and then through the keyhole.

Outside, the scenario will repeat itself - first a fight with cards, and then an escape from the Executioner. A new problem appears. To balance the scales in the right direction, use the Hare and move on.

Next, Alice is waiting for a chess problem, not difficult. After opening the gate, we meet the Executioner again and run away from him again. The new enemy is the armored cardboard guard. Immune to many attacks, but vulnerable to boiling water from a kettle. After the battle, we once again encounter the Executioner, who teleports Alice somewhere.

We break forward through the crowds of enemies until the Executioner teleports to the chessboard again. This time, the main thing is that the number of your steps is equal to the number of steps of the red figure.

We continue moving forward. You can jump on the nearest scales if you break through the floor and use the spring from below. Next - the last chess problem. The whole point is that the enemy completely repeats Alice's moves. Using this, we easily win and move on.

Again we come across a burning door. Watch the video and move on. Again a small battle, after which the labyrinth will begin. If the exit cannot be found on the move, then we use the left hand rule. After a small fight at the exit, we again give a tear from the Executioner and stumble upon a cake. After eating it, Alice will become big. Controlling a huge Alice, we crush and destroy everyone who comes under the arms and legs. Having reached the tower with a cannon, we proceed to destroy and break. As soon as the heart appears, click on the right mouse button. We continue in the same spirit until Alice returns to her previous size.

We climb into the mouth and then go down. We find a heart and break it. The destruction of each heart leads to the opening of the way further. With everything destroyed, Alice finally meets the Black Queen. Let's watch the video.

merican McGee's Alice was released back in 2000. The game was famous for its design and genius, bordering on the absolute madness of what is happening. The name of game designer American McGee is forever inscribed in history. And now, almost 11 years later, the long-awaited sequel is coming out - Alice: Madness Returns .

Both games are based on Lewis Carroll's Alice in Wonderland. Of course, with big changes, but with the preservation of the atmosphere of complete and boundless madness.

Alice: Madness Returns was created on the Unreal 3.5 engine, while the first part was content with the engine of the first Quake. So graphically, the continuation came out a hundred times more beautiful. And unlike most other games, here the technology engine is designed not to hide bad game design, but on the contrary - emphasizes its superior quality.

The gameplay in the sequel is also significantly advanced. And not only did he get better, he changed. Now the fights are like in a real slasher, there are mini-games and there is not a single rope to climb! Well, a lot of other little things.

If you ask my opinion as a fan of the original Alice, then I would say that the sequel worked out. It turned out exactly as I had been waiting for these almost eleven years. It is impossible to dream of a better one, and was it worth it to compete with American McGee in this matter? My personal score is 10/10 in every way you can ask.

The passage was written according to the English PC version of the game. If something is buggy, crashes or a patch does not appear, buy a licensed version (or download its full-fledged 8Gb counterpart).

Chapter 1

so, after the opening cutscene, Alice finds herself at her doctor's. The hypnosis session ends, you can leave the house on the street. You can look at the drawings on the wall. You will be prompted to press [C]. To exit, click Close with the mouse. In such places one can find out Alice's reflections on these things. Then move away from the drawings. In the next room, you will be prompted to use the first person camera by pressing [T]. Probably to better see the details of the interior. Design by American McGee is worth it, believe me. Go down the stairs. Walk to the exit. Here is London. There is a construction site on the right. We go to the left. There we go to Whitechapel Market (Whitechapel Market). Follow the white... white cat. She will lead you to Deadman's Cross (Crossroads of the Dead). Then there will be a video. Alice climbed the roof to the dovecote, go along the bridge to the second roof.

After the video, you will find yourself in Wonderland, meet an old smiling friend. Climb up, you will find a toy house. There are 26 such items in total, and each one is a new memory. Rise even higher. Jump from one domino to another by pressing [space]. It's a little harder to get there, you need to jump a second time, "on butterflies" (that's how it looks), by pressing [space] while jumping. Below you will find another house. Jump over the mushrooms. Spring mushrooms will appear. Jump on them. To direct the descent in the desired direction, press [space]. Finally, you will find a potion that says "drink me". Now, by pressing Alice, she can arbitrarily shrink and restore her normal height. Also, only little Alice can see the clues. Go through the keyhole. Then through another. Collect teeth. Apparently Alice is moonlighting as the Tooth Fairy? Teeth will be needed further to improve weapons, do not hesitate to collect them. Go further and further until you jump on the blue mushroom.

A short ride on an impromptu slide with the collection of teeth. Don't forget to turn. Beware of the little ones. Land directly on the bloody river. There you will finally find a bloodied Vorpal Blade (kitchen knife). Slicing and shredding lends itself to enemies, or, for example, molluscs that have teeth. Your first enemies will appear next. They are very weak, you can easily chop them. To dodge, press , looks like teleportation (I would even say "tele butterflation"), and also shows the true nature of Alice. Roses in the upper left corner of the screen symbolize the number of lives. You can restore them by finding small red roses. At the end of the battle, the roots of the trees will let you go further. Jump on the mushroom.

Now you will be reminded that you can bounce on butterflies not once or twice, but three. Although it is still impossible to fly, Alice is too heavy for this. And no diet will help here. Jump on the mushroom to find one of the eighteen potion bottles. We are also informed that teleportation can be used in flight. Finally you will get to the kitchen to the baroness. No, no, she's not going to eat you at all. You can take Pepper Grinder (pepper grinder). Exit as expected, through the door.

The pepper grinder shoots like a machine gun. If the kitchen knife is used by [left mouse button], then the pepper grinder is used by [right]. You can also turn on the auto-aim mode. Watch the temperature indicator! Although you have an endless pepper, you can’t shoot from a red-hot pepper pot. The first test subjects are mechanical bees. Destroy the nests so that they stop spawning. If a bee sticks to Alice, use teleportation. In the end, you need to shoot the flying Piglet (although rather, make him sneeze). He will fly over you and grunt. Climb up to get a better view of it. There are 14 such patches in total. Return to the baroness. Break the picnic basket. The door will open. Shrink Alice and you can pass. Kill enemies and jump on dominoes. Pepper the piglet, then return. Jump over. You can find a flashback and see a Christmas turtle, probably from the first game. Jump on the dominoes. On a domino that is moving, jump only when it is stationary.

Ink tears flow from the eyes of stone Alice. And their drops will attack you. Jump further. Fountains of ink burst upward from the pipes, similar to an ink eruption. Climb to the very top. Jump down when you see the child. There will be a battle. In auto-aim mode, press to change the target. In this place, you can upgrade weapons in exchange for teeth. Subsequently, select Weapons from the game menu. The train will fall down and you can go further. Jump on the flying islands with rails. Enter the tunnel. There will be a collapse, now only forward. Small battle ahead with turnarounds. To defeat the shield, you need to teleport at the moment of impact. Then his fork will get stuck in the ground and it will be possible to kill him. Climb further and then jump down. It turns out that tooth seeds from flowers can be "collected" with the help of little Alice. Also in this mode you can see the road. You can also cross it with normal growth. Next, pepper the patch to collect a lot of teeth. Now go up the stairs and blow the horn. Now Alice will be able to move to the city with the help of a tea cabin.

Welcome to Hatter's Domain (Hatter's Domain). Alice will even dress up, probably waiting for a tea party. So, with the help of steam, go upstairs. Go outside and turn the valve. Now jump further with steam. into the fortress. Use the lever to stop the gear. Go further, go outside, turn the valve. Go further, on the flying gear, then go down the spiral part of the flying castle. Get to the gate. Kill the green turncoats. Then the next section. And more flying. Use special vision .Get to the vent.Jump further and further, get inside the castle.There are several bonus rooms.Soon you will meet the first Eyepot literally. Do not stand still. When you defeat both, you can move on. Open the valve, ride the steam upstairs, fight the teapot.

Further Lost and Found (Lost and Found). Listen to Cheshire. Jump onto the platform, then stand on the big button on the floor. The elevator will come. Hurry up or he will leave without you. From above, jump down to the chess platform just below. Beware of pouring liquid (looks like syrup). Easily and simply make your way to the tunnel. Find the button that opens the gateway. Nearby, you can go with little Alice to the bonus room. There you need to jump on "invisible" platforms. Go through the gateway, as in the case of the elevator, you should not hesitate. Behind the next lock there will be another slide. At the bottom you find the Clockwork Bomb. Despite the name, it works like a remote controlled bomb. Throw it by pressing [Q], move away, then detonate it by pressing [Q] again. In this way, punch a hole in the wall. Go up. Make your way further, you will find a room behind the keyhole, right under the three gears leading up.

A few memories behind the burning door. Now when Alice has only one rose of life left, you can click and go into "tantrum mode", something like this. Kill them all. Next, in the pepper grinder aiming mode, hit the red target until it turns green. The platform will drop and you can jump over it further. Conversation with the Hatter. Now you need to destroy two walls, then put (BUT DON'T EXPLODE!) the bomb on the button. Then Alice will be able to take the elevator. Congratulations, you have found Umbrella (Umbrella). To win the battle, wait for the enemy to throw a fireball, and at that moment press [E]. The umbrella is open as long as you hold the button. It can only reflect while spinning, then it should be reopened. By the way, there were many questions about the players not being able to use an umbrella. I answer: first you need to activate the auto-aim mode. Dodge frontal attacks. You can also caress it from a pepper grinder. Then fire a clip at two red targets. The platform will rise, you can go further.

I chose the path Smelling & Regurgitating.

Listen to Cheshire and move on. Climb up, shoot at the target. Jump, being afraid of lava. The passage will close behind you. Battle with teapots. After the victory, jump down to the platform. Then even lower, to the keyhole. Pull the lever and the door will open. Jump on the platforms. Climb to the very top. After Cheshire's monologue, the door will close behind you. You need to get to the valve. Cooling will turn on. In the next battle, it is extremely priority to destroy the nests of mechanical bees. Then you can go further along the frozen lava. Shoot at the target, then you can go further in pairs. Go through the keyhole. Cross the patch, come back. Another target. The third target will build a bridge. Place the rabbit bomb on the button and go through the gate. Use valve.

Further battle with little hatters and one overheated teapot. Then jump over on the spring further. Jump on round platforms, shoot at the target, jump further on the spring. Finally the cooling valve. Destroy the bee nests first, then the teapots. Then find the red target. A little walk along invisible paths. Kill everyone. Shoot at the target. Platforms will float. Follow them further. With little Alice, get through the keyhole and open the valve. Go back and climb up to where the mouse was just now. Use the lever, then jump into the opened pipe. The already familiar elevator upstairs, which is activated by a rabbit-bomb.

Now I have chosen Cranking Up & Pressing Down

We've arrived. The press on the right slightly obscures the target. Shoot rhythmically and everything will work out. The platform will drop. Next is another target. The door will be closed behind you. Put the rabbit on the button to disable the presses. Jump further. Behind the wall you will find a button. Further, under pressure, you will need to go through little Alice. Then another button and finally exit. Now horizontal presses. Mushroom jump. Use the button to open the passage further. Fight next to the rumbling presses. When you kill everyone, the target will open. Move on. Find a target. Move on. There will be a lever behind the wall. Climb up, there will be another target. Go ahead, the doors will close. Ahead of the battle with the hare. Go through the presses, then put the rabbit on the button, continue on. Activate the lever. Through the presses, go to the place of the fight. After a very difficult battle, a target will open and you can press the lever. Take the elevator up. Overcome obstacles to the next lever. It remains only to get to the lift.

Now the Hatter is put together and he has carried Alice somewhere. Walk forward through the gate and meet the Hatter. Kill everyone, then follow the black and white Hatter. Find a mushroom with a spring. Climb up and shoot at the target. Go ahead, make a hole in the floor with the rabbit.

End of the first part.

Chapter 2

the fox ended up on the pier in London. Back in the real world. Although how real it is is debatable. Walk forward, go through the warehouse building. Listen to Alice's conversation with the bouncer. Then some very fat and dissatisfied woman, apparently Alice's nanny. Finally, enter the inn. Go up.

Alice is back in Wonderland. You can immediately find a secret room. Break the stars. Ahead you can move down the hill. Enemies will appear next. Kill everyone and you will see the Yeti. Go around it and jump on the mushroom. Jump over the Yeti's breath and move on. Fall on another ice slide. Find a weapon - Hobby Horse (horse on a stick). A melee weapon similar to a kitchen knife. You can call it with a key on the numeric keypad (1 - knife, 2 - pepper grinder, 3 - horse). Perebeyte all experimental opponents and you can go upstairs. Jump on the mushroom. Use your horse to destroy the ice obstacle. You can use a horse or a rabbit with the same efficiency. Go downstairs and kill everyone, you can go further. Break the ice in the floor and go down. Then jump up on the spring.

Pretty decent ice slide. When cornering, you need to slow down [S]. At the end, go downstairs and kill everyone. Now we can go further. Below is a surprise - in the shell, the baby Cheshire makes riddles. You only need to answer one question. How many of them I don’t know, the answer to the first is 3 from above, to the second - 4 from above. The reward is one of four bottles of pink paint. If you collect 4 - Alice will receive an additional rose of life! Now jump on the mushroom and move on. Soon you will reach an invisible road. There are a few more tricks like this. Soon you will reach a ship in a bottle. Sharks will attack. And here is a mini-game in the form of a good old scroller! [Left button] fire a cannon, and [right button] launch a mine down. However, despite all the efforts, the ship will crash.

There is a hidden room nearby. Get down the slope. Ahead are shellfish and air on which you can take off. White jellyfish are safe, red ones are not. You will reach the burning door. You can jump on one of the jellyfish. Ghost with bombs to kill him - in auto-aim mode, shoot at the bombs while he holds them in his hands. While he is stunned, shred him. Step on the button, a target will appear. Now move on. There's an invisible problem there. First, you need to jump along the beam onto the jellyfish, and then onto the moving circle. Then another one and a beam. At the end, pepper the patch. Get back and move on. There you will find yourself in an underwater city. Listen to Cheshire. In the city, on the right, behind a destructible wall of seaweed, the second test and another can of pink paint. This time the White Rabbit will demand to exterminate the bunch, they say. Looks like they wanted to make rabbit soup. To the left of the entrance to the city, if you climb the stairs, you will have to fight a ghost. As a bonus - teeth. You need to leave the city right from the entrance.

There you need to jump a little, and also get acquainted with new enemies. Do not be lazy to find an invisible path. At the exit you will see an underwater theater. On the left, big-eyed clams will try to catch you if you stick around for their bait. Next you have to jump. There will be another ghost. Put the hare on the button and shoot at the target. Alice enters the underwater theater. Go straight ahead and listen to the red-haired impresario. He really needs actors, but apparently Alice is not suitable for this role, so we need to find others.

Follow through the door to the left of the entrance. Crabs need to be thrashed with a horse, but if you like a kitchen knife, you need to flip a crab with a rabbit bomb. After the victory, shoot at the targets and make your way to the pike's head. There you will find a chatty octopus. Jump further. Break the bottles and follow the octopus. Meet the ghost with the bombs. There will be two buttons and two targets. You need to shoot them from the opposite accessible platform - behind the second button. With other buttons by analogy. You will find an octopus in a bottle for the last time. Follow him into the room, then exit through the pike head. Approach the glass fish. To sing, she needs music. There are three roads from here, at first I went to the left. It's just a bunch of enemies. At the end, break the ink barrier. The drums are on! Now to the middle aisle. Now you need to release the brass. The strings remained in the right aisle. Now the music mini-game. Just press the direction buttons according to the arrows as the line passes through them. The passage will open. Ahead of the crashing obstacles will be the third test for pink paint. Especially for those for whom the first trip on the ship seemed too easy.

A floating bed is visible ahead. You understand, the word "flying" under water is inappropriate. So, kill the crabs with the guns. The bed will lower and a clam diva will appear. Jump to the opened passage. Then again you need to jump a lot. At the end, exit to another bed. Kill everyone and move on. The diva will ask you to complete a puzzle for her. One part you will see immediately. Another is nearby available for little Alice. For the other two, you will have to fight and jump a lot. Only 4. Then just fold the puzzle - select the desired fragment that will take the empty space and press [space]. A passage will open further through the pike head.

Alice ends up in a cemetery and fights with a local resident. This ghost will be better than the previous ones. Go ahead, there will be another battle. Listen to the ghost, move on. There are three roads here. Let's go right first. Defeat another "difficult" ghost. Now you need to follow the glowing seahorse, it will light your way. Try not to go out of the light, Alice feels bad in the dark. Find the soul of the ghost. The next door will open, everything is the same there, only more difficult. You will have to use the button and go along invisible paths. The third ghost will be very difficult, and all because of the endless ink worms. The aim is always on them. As soon as you overcome the difficulties, you will also have a crazy race for the soul of the last ghost. Get out of there through the opened gate. Jump on the mushroom. Another hill. At the end, you will meet another ink monster. Go ahead. A bunch of corpses. When you hear the familiar grunt, make Alice small to see Piglet. Climb up to the theater. You have a front row ticket!

End of the second part.

Chapter 3

After the introduction, Alice finds herself on the streets of London. Walk forward to Mr. Radcliffe's house. He visited China, and this can be seen from the souvenirs he brought. After the cutscene, the house will be transformed. Get outside. It is snowing in the yard, pay attention to the figurine of a cow-headed turtle. It looks like it started snowing because the ball was broken. Walk down the street. There is no doubt that this is Wonderland.

Small fight. Use the hookah for its intended purpose. Rise upward. Use another hookah. Don't walk on lava. Find Teapot Gun (tea gun). This is an analogue of a pepper grinder, it shoots boiling water over a long distance. A key on the numeric keypad. Great weapon against ink monsters. After the fight, break the barrier and move forward. Find a hookah and climb up. There will be a big ink monster. You have a great opportunity to jump onto an island that is inaccessible to him and force him to a long-range battle. There is a piglet floating on top. It unlocks the Cheshire challenge for pink paint. At that moment, she was my fourth and Alice had one rose of life more. Go back and move on. Another hookah. Move on and on, there will be a battle with the kettle and cooks. Then with ink. Then a few small skirmishes and a lot of jumps. Small invisible section. Battle with a large ink monster. Hookah. Finish. Complete finish.

East is a delicate matter. It is immediately felt that American McGee really loves China very much. I wonder what is written in hieroglyphs in the sky? Get through the floating and flying blocks. No enemies, just meditative jumps through the air. Finally, Alice finds herself in a burning settlement. New enemies - samurai bees. They masterfully dodge boiling water. Go further, pull the ring in the mouth of the fish statue. Rise higher. Battle. A short walk on invisible slabs. The statue breathes fire. Another fish statue with rings. Above Cheshire. A new kind of samurai. Nothing complicated. After the victory, the gate will open. Here are the last survivors of the samurai attack. Move on. Puzzle again. Find four parts around, and then quickly make a dragon. Follow the wise old man. Enter the picture.

A new mini-game is a journey inside the painting. 2D platformer. Nothing too complicated or obscure. At the exit from the picture, an obstacle course awaits you. Passing through the scrolls, beware of fiery hieroglyphs. The new enemy is a samurai with a bow. Not trained to dodge boiling water. Pull the fish statue ring. Exit through the round door. More precisely, behind it is a new cave. Make your way along the invisible platforms to the fish statue. Then back to climb up. New opponents - samurai flies. They fly out of the stone tablets. Destroy them. Ahead you can find a fight from the White Rabbit for pink paint. Place the bomb on the button and enter the spinning head. New Chinese hill. Then a race over flying bridges and stone structures. To the statue of a fish and then further, to the next statue. Finally the door of the burning house.

Ahead of the battle with the samurai. Alice will then be asked to line up the melody for the bells. Climb up the stairs. Kill everyone, then the head will turn and let go. Another hill ahead. Land on the platform. Jump up. A short walk to the fish with a ring and further along the statues. A small battle with ink and an obstacle course over hot lava, up to a fish with a ring and further over the heads of the statues. Finally, Alice finds herself in a large stone fortress. Again this old man. A little ink fight. Free your little friends and jump on the mushroom. Flying ink appears to be endless. Run to the fish statue, then back to the steam pots. And already a couple of moving forward. Then again a few springs. Alice will be thrown onto the roof. Ahead of the race on the famous oriental fans. Then fire-breathing statues. Pull on the ring. Another battle for rose paint is ahead. Then the battle with the samurai. The fire-breathing statue should be walked around close to it to avoid the flames and move forward. Pull the ring and move further along the heads of the statues. Open the passage with the button.

Another cave with a painting. Again we control the drawn Alice. Much more difficult than the previous time, especially at the end, in a place where you need to quickly jump on the roofs. Remember - to jump, you need acceleration, like a runway for an airplane. Come out, the ink monster is already waiting for you below. And not just one, but two. Then another puzzle. In principle, everything is standard. Upon completion, the gate will open. Cell jumping. At the end of the battle for the giant frog. No, you don't need to kiss her, it's enough to wake her up. To do this, go through the keyhole and find the fish statue. Exit through the formed passage. Directly ahead you can find a shell with pink paint and a platformer from Cheshire. To go further, you need to defeat the samurai and jump down. Then the battle with the samurai, to the accompaniment of a grunting patch over his head. Go through the passage. And again a cave with a picture. I must say right away that you don’t need to pass by the first archer - jump up on the spring and pull the ring. Then everything is elementary. Now you can visit the Oracle. Today is his day... no, not even his birthday... rather, it's Rebirth Day!

End of the third part.

Chapter 4

the fox rattled behind bars. But fortunately not for long. Get outside. Alice faints and ends up in a prison... a very different one, though.

Alice lands in the wind-blown domain of the Queen of Hearts. Wander through the cards and enter the card fortress. Instead of keyholes, there are now small gaps between cards. Put a hare on one button, Alice on the second. The left one activates the elevator, the right one temporarily opens the door. Then another walk through the maps. Finally, jump up on the mushroom spring. New card slide. At the end there will be fog, behind it is a platform, where you need to jump far. The card kingdom before our eyes turns into ruins. It's hard to tell how non-linear the terrain is, there are many paths everywhere. Eventually you will come to the castle gate.

Here are the old acquaintances - card guards. Climb up to the platform and talk to the statue. Break it and move on. The castle was empty and turned into a miserable semblance of itself. On the right, you will find a chain with a heart that you can pull. Then go back and take the right path. You will be locked up with card guards. After the victory, you will see the Executioner for the first time. Just run away from him through the double doors. Then through the keyhole. Come outside. Pull the ring and fly for a couple. Kill everyone, then the executioner will come and Alice will fall into the teleport. The executioner is not far behind.

Run from him to the gate. A little mess with the cards. Keep running. A new element appears in our eternal jumping wanderings - something like scales on chains. Use the rabbit to move them in the right direction. Find the heart-shaped lever to open the gate. Chess puzzle: you need to be on the opposite side on the star. The rooks do not let you through, but the officers destroy you. You have a limited number of steps. Easier nowhere. The gate will close behind you. Climb up the stairs. We run away from the executioner again. The new enemy is the armored card guard. Vulnerable to boiling water. Move on. Find the lever that will open the gate. Defeat all card guards. The executioner then teleports Alice to a creepy place.

Go forward. A familiar task with a button and a target. Then another. Long way ahead. The giant executioner will unleash smaller opponents on you. After teleporting, run away from him. Back on the chessboard. It is necessary that the number of your steps and the steps of the red figure coincide at the moment when both stand on an asterisk. Move on. Through the gate, then a small fight. To climb these "scales", you need to fall down through the round hole in the center and jump on the spring. First, pull the lever, and then go through the gate. And again chess. It will also play a role that your steps are duplicated by a double. Knowing this, you will win easily.

Another burning door. Move on. There is a small battle ahead of you. This is where the green maze begins. Win the first battle, you can move on. Again you have to run away from the executioner. But what is ahead? Cake! And on the cake it says: "Eat me." Without a moment's hesitation, Alice eats a piece of cake and grows to a gigantic size! Some kind of executioner there is no more than an insect. So, [left button] swipe, [right] kick. Step forward, sweeping away everything in your path! When you reach the tower with a cannon, just press the [left] button first, when the heart opens - [right], now you can move on. Probably one of the most fun moments in the game. At the end, Alice will rip out her heart from the central tower and become small again.

Jump right into the mouth on the slide. So that's where caries lives! When you go down, shoot the heart and you can go further. The next cave will also have such a heart. Destroying them opens the way forward. And so on, room by room. Eventually Alice will meet with the Queen of Hearts.

End of the fourth part

Chapter 5

Alice's food is really bad. She ends up in a psychiatric hospital, bound in a straitjacket and shaved bald. Walk along the corridor. You will fall into the torture chamber, one by one. Move on. Go outside, covered in fog. Go from lantern to lantern. Approach the burning house. Here is Wonderland.

A very strange city. Looks like a toy. Move forward a couple. Find a toy big-eyed lever and jump down. Listen to Cheshire. Extremely fun gingerbread partition. The first fight with enemies, a conversation with creepy-looking children, a fight with a big evil doll - and all this in just a couple of minutes. We go further. Get to the lever. Little battle. We move on without much difficulty. We jump past the doll on the swing. Push the lever and move on. The next lever reverses the spring. A small fight with a big doll. A button with a target and a mechanical puppet hand with a stand. We bounce on a spring. Walking on invisible paths. Battle. Use lever. Climb up in pairs and press the lever.

Puzzle again. Two are in the basement guarded by ink monsters, the rest are upstairs. Button on the table. The puzzle is a bit obscure, but nothing complicated. Take a couple to get to the lever. Move on. Again invisible platforms. Behind them is a mini-game. We control the puppet head. When asked to press X to control the cannon (oh, those crooked porters), you hold down [space] and bring the shot to its maximum strength, and also change direction. Finally, Alice herself will roll down the hill. To turn off the spikes, click on the button. Further jogging is in danger of being punctured. Then another button. Get to the lever. Running along invisible paths and again scales. Then a few more. A short walk along the invisible platforms to the red target. Then a button and again a target. Move on.

Again invisible platforms. Presses with stakes. Fight with a doll. Jump down. Pull the lever. Entrance to the maze through the keyhole. Exit button. Return to the moving platforms and shoot the target, go into the opened passage. Shoot another target and come back again. Get to the lever. New hill. Another puzzle with platforms, invisibles and scales. Pretty hard. You must get to the lever. A passage will open. There are other scales. Then presses with stakes. A long walk with life-threatening acrobatics. Several ink worms. Stakes will fall from the ceiling, but they will only break through the floor. Fight with a doll. Pull the lever.

Another toy town. Another battle for rose paint. Bunny button. Fighting a rather difficult ink monster. Two buttons, two puppet heads. We already know the place, there were children here. Again you need to go through the vulgar doll. Fight in the dollhouse with its natural inhabitants. Use the lever on the top floor. Climb even higher, gotta play the melody Get outside. Railway. Rise up. Again we control the head of the doll. Then a slide for Alice. Below is the battle. There is a burning door at the exit.

Again, rotten boards everywhere. Climb up. Little ink fight. at the doll factory. Climb higher and higher until you meet "him"...

End of the fifth part

Chapter 6

new place like London. But do the ghosts of children walk the streets in London? So, Alice must stop the train to stop it from destroying Wonderland and save herself. Just go ahead. Will constantly transfer from one world to another. Finally Alice will be able to enter the castle. Final battle. Attack the hands when the doll's head is white. When there are two hands, shoot all the time, and when they grab the columns, an ink tongue will fall out. Collect hearts from small ink monsters. After the victory, watch the video.

Wonderland is safe and will not be forgotten... for now.