******************************************************************************* * GENERAL WALKTHROUGH FOR ALICE IN WONDERLAND * * (Version 1.0) * * * * Author: Deborah L. Kearns * * E-mail: angeldeb82@comcast.net * ******************************************************************************* Copyright © 2014 by Deborah L. Kearns Alice in Wonderland is a trademark of Windham Classics and Dale Disharoon, Inc. Alice in Wonderland: Copyright © 1985 by Windham Classics. CONTACT INFO - PLEASE READ BEFORE E-MAILING! Please, don't email asking for game tips, for I'm including everything I'm capable of answering in this FAQ. If you wish to make corrections to this FAQ, or have other comments, feel free to email me at: angeldeb82@comcast.net. Don't be surprised if the reply comes from a different address, but include something like "Alice in Wonderland" in the subject. I won't reply to requests for game tips, so if you have gameplay questions, try the GameFAQs Alice in Wonderland message board. Anything I can help you with is already in this walkthrough. Oh, and no junk email, death threats, and/or comment that's unrelated to this game, okay? Thank you. TABLE OF CONTENTS 1. Introduction 2. Gameplay 2.1. How to Play 2.2. Tips and Tricks 3. Walkthrough 3.1. PART I: ALICE'S ADVENTURES IN WONDERLAND 3.1a. The Real World 3.1b. Down the Rabbit Hole 3.1c. The Dodo and the White Rabbit 3.1d. The Forest, the Caterpillar and the Clerk 3.1e. The Duchess' House 3.1f. In the Garden of the Queen of Hearts 3.1g. The Boardwalk 3.1h. The Gryphon and the Mad Hatter 3.1i. Playing with the Queen of Hearts 3.1j. Lacie and the Mock Turtle 3.1k. The Dormouse's Lullaby 3.2. PART II: THROUGH THE LOOKING-GLASS 3.2a. The Looking-Glass House and the Great Outdoors 3.2b. Humpty Dumpty and Cloud Land 3.2c. Taking the Train to the Crystal Palace 3.2d. The Long Way to the Crystal Palace 3.2e. Exploring the Palace 3.2f. The Coronation of Queen Alice 3.2g. Escape from Wonderland 4. Updates and Revisions 5. Thanks # 1. Introduction # Hello there. As you may know, Alice in Wonderland is an adventure/puzzle game that was released in 1985 by Windham Classics, and one of five adventure games that were released from 1984-85 (all based on children's books) before it went defunct in the late 80s. This game is based on two novels: "Alice's Adventures in Wonderland" (1865), and "Through the Looking-Glass, and What Alice Found There" (1871); both written by Lewis Carroll (pen name for Charles Lutwidge Dodgson) and adapted to gameplay by Laurence Yep. This walkthough I'm doing is for the Commodore 64 version of the game, as well as the Apple II version. Please note that the game came out nearly 30 years ago at the time this guide is written; and as obtaining a Commodore 64 or Apple II computer is somewhat difficult in these days, I'm sure that not many people will be using this walkthrough, but there are many other ways to play this game. A date with Google or the Virtual Apple website (with the ActiveGS plugin enabled) will allow you to play this game on C64 or Apple II. This game uses the Joystick controls of the Commodore, but you can set the game up for keyboard controls if you're not using an original C64 (just make sure the controls are set to Joystick and then the correct keyset). You'll have to set up the controls yourself manually using this method, but in some cases you can use an original C64 joystick with your newer computers using a special adaptor. For the Apple II version, when using Virtual Apple to play this game, make sure you set the controls to Joystick:Mouse in the plugin version of the game so that the game will now be completely controllable with the mouse (on the Mac, the controls are the mouse and the Command Key for the jump button). One more thing: be warned that there are slight spoilers in this game, so read at your own risk. Otherwise, enjoy! ;) # 2. Gameplay and Controls # * 2.1. How to Play* As you know, this game is largely controlled by the joystick, though you will have to use the keyboard for a few puzzles, which I will explain at the time. The controls are simple: push left or right on the stick to walk in that direction, pressing the fire button and to the side causes Alice to jump, and, if you hold the stick sideways after a jump, Alice will begin to run when she lands... unless she falls too far, in which case she hits the ground rather painfully (don't worry, you can't be hurt by falling too far). Push down to crouch and sideways to crawl once crouched; push up to stand or to climb up ladders, ropes, or chains. Pushing down lets you climb down things. You can also swim, using the same controls as walking, and enter doors if you press the button in front of them. There are a few other controls, but they won't be enabled until we pick up certain items. Finally, holding down the fire button and pushing down on the stick opens the menu on the bottom of the screen. The options are as follows: + "Pause" - Somewhat misleadingly labeled; the game automatically pauses when the menu is brought up, and you can choose "Pause" to leave the menu without doing anything. + "Examine" - Makes you look at things on the ground, as well as other objects that can't be picked up, like signs. + "Offer" - Lets you offer anything you're carrying to another character. Cycle through your inventory using the joystick or keyboard and select. + "Take" - Lets you take an item close to you if you position yourself in front of it; if you can take the item, it will vanish from the screen into your inventory. + "Drop" - Lets you drop an item if you are carrying too much. + "Use" - Lets you use various tools you can acquire. Cycle through your inventory using the joystick or keyboard and select. + "Eat" - Lets you eat any edibles you are carrying. Cycle through your inventory using the joystick or keyboard and select. + "Ask" - Leads you to a submenu of three questions: "Who are you?", "Where am I?", and "Why are you doing that?" + "Coax" - Try to get something by flattering or soothing. + "Help" - Offering to aid can be rewarding. + "Calm" - Relax a character before asking for help. + "Sing" - Leads to a submenu of of an inventory of songs you learn through the adventure. + "Tease" - Some characters need to be teased before they will give you what you want. + "Argue" - Reasoning politely with a stubborn character may be necessary to get what you want. + "Scold" - Point out a character's faults to bring them to their senses. + "Menu" - Leads to the main menu where you start, continue, save, and load games or watch a brief demo of game play. + "Renew" - Sends you to a safe location at the cost of one game day. + "Sound" - Turns the sound on or off. + "Time/Day" - Many of your activities will be time-related, and it will be important for you to know the hour and sometimes the day. BTW, this game is on a timer, and you need to explore and get out of Wonderland in less than 50 days in order to get the ending you want. If you exceed 50 days before you escape, it's game over for you. Fortunately, the timer is not very strict, and you shouldn't get any trouble getting the best ending. *2.2. Tips and Tricks* Since I find it much difficult to explain the tips and tricks, I shall refer to them in the manual for the game in the form of "Words of Advice From the Cheshire Cat". 1. Pick your verbs wisely. What works with one character may not work with another. With weaker characters you might have to be kinder than with the stronger characters. Take notes to remember what they say. 2. Be curious. Examine objects for clues and explore every nook and cranny. Wonderland has a lot of surprises. 3. Wonderland has unusual tools. Try examining, eating or using any new tool you find. Try them out in different places until you master them. 4. Make a simple map and label the doors and pathways which you are unable to reach. Later in the game, you will get tools which will allow you to explore those places. 5. You will discover that the ability to change size is important. Sometimes you can only move ahead by being small. Other times, being a giant is the answer. A tiny Alice can enter tiny doors and crawl through narrow passages. A giant size Alice can jump farther and reach tools on high shelves. 6. Use as many verbs and questions as possible with each character you meet. Characters will often have more than one clue for you. Be on the lookout for clues that tell you what a character likes to be offered. 7. Become familiar with each song you learn, so when you meet a character you'll know the appropriate song to use. 8. Use the RENEW option if you find yourself in an impossible situation. Also, here are a few more words of advice: while exploring Wonderland, you should beware of a few enemies, like borogoves and ferrets. You can't die from them if you get hit, but some can steal items away from you, which may lead to you being unable to proceed unless you get them back from the Museum or Bank. Also, if characters leave while you speak to them inappropriately, they eventually will return, but it will take up time that you might need elsewhere. With all that aside, it's time for... the Walkthrough! # 3. Walkthrough # * 3.1. PART I: ALICE'S ADVENTURES IN WONDERLAND * ********************** *3.1a. The Real World* ********************** You start off on a hill on a lovely summer day, and you are faced with a choice of whether to go left or right. It doesn't matter which way you go, but I prefer going up the hill to the left. You'll run across a mill near the Thames River. Enter the mill and take a detour by moving to the left, ignoring the dangling chain as you go (you could climb up the chain, but all you'll get is a bonk on the head at the bottom), and exit through the left door. Once outside, ignore the hedge blocking the path on the right and keep going left. You'll come acroos your older sister, who wants you to practice your French. Speak to her if you like, and she'll tell you about the nice Reverend Dodgson (pen name: Lewis Carroll) in a boat. When you're done, COAX her and she'll give you a clue: "Le gigot est content" (which, translated into English, is, "The mutton is pleased"). Afterwards, she leaves behind a tin of comfits (for those not in the know, a comfit is dried, candied fruit coated in sugar); take the tin and keep going left. You'll notice a clock (which is very important, as time passes by quickly in Wonderland, so it's a good idea to pause the game if you have some thinking to do), so walk left past it and hop on in the Thames River for a little swim. Swim further to the left and you'll come across the great Reverend Dodgson on his boat, who will say that you left your parasol there. Speak to him if you like, then ARGUE with him and he'll order you to take the parasol, which you'll happily oblige to. Swim left to find the Rabbit Hole; leave it alone for now and head left to find a White Rabbit. As usual, speak with him if you like, then TEASE him for the clue: "The Caterpillar told me that you can't top a top hat when it comes to answering riddles or taking vacations." After that, return to the Rabbit Hole. If you spoke with the White Rabbit earlier, he would say that crouching would be the key to entering the hole, so let's press down and then enter. **************************** *3.1b. Down the Rabbit Hole* **************************** Inside the Rabbit Hole, you'll see a notice on the wall which, when examined, says that under the Queen of Hearts you can't enter Wonderland without candy. We already have the tin of comfits, so let's move on, shall we? Hop over to the rock ledge, and jump right. This is where it gets interesting: since you have a parasol, you can press the button during a fall or hold it while you jump to open the parasol and glide gently earthward; you can also steer left or right as you glide down, which helps you make those longer jumps. Be careful, though: if you collide with something on the way down, you'll get stunned and fall straight down the rest of the way, so navigate carefully. Anyway, once you glide down the rabbit hole with your parasol, you'll notice a door. Enter it and you'll find yourself in the ballroom with a royal musician. Speak with him if you like, and he'll say he has to wait for the queen to come through the mirror door, and offer a clue about the Queen's Key. You'll also notice a looking-glass door near him, but this will have to wait until the end of the game once you pass Part II. Anyways, leave the ballroom and go left off the ledge, opening your parasol on the way down. You'll come across another ledge. Glide downward with the parasol, then squeeze through this tiny hole and you'll fall down. Open the parasol and glide safely downward. Once on solid ground, you'll notice a left arrow saying "This Way", so let's go left, shall we? Enter the door on the hill and you'll come across a nursery. Examine the sign on the center for the clue: "Puppies like to play fetch." Leave the nursery and head to the far-left door to the pantry. Climb up either ladder to reach the table, then take the jar of marmalade (orange jelly) covered in paw prints, then exit the pantry and head right. You'll now see that the "This Way" sign has turned right, so climb down the ladder. You'll end up in a room with three Scooby Dooby doors: the left one, the center one, and the one on the far right. Head to the center door, and you'll come across the Lewis Carroll Study. Examine the book on the table that says, "Beware of false looking-glasses that lead to deceit and danger." Exit through the fireplace and you'll find yourself at the top of the right door. Exit the passage and you'll be at the door on the right. Enter that door and you'll now be at the door on the left. Enter the same door and you'll end up at the far right door. This time it's reversed, so enter door to door until you end up at the fireplace again. This time, exit the study the way you came. You'll now be at the passage atop the far left door! Lucky! Head left from the passage and you'll come across another door. Enter it and you'll end up in the music room with a mouse with a long tail! Speak to it if you like, until it tells you that it lost its jar of marmalade. Offer the marmalade to the mouse, and it will be grateful and sing "Crinkle, Crinkle" (to the tune of "Twinkle, Twinkle, Little Star"): Crinkle, crinkle, little hat. I don't have one quite like that. Lots of points it's got so high Like a hedgehog in the sky. This song can be very useful later. Anyway, exit the music room and glide down off the left ledge with the parasol. You'll end up with the Cheshire Cat. Speak to him and he'll offer clues on how to go through Wonderland and become Queen, on how to get large or small in order to proceed, and on how to get to the Dormouse's tea party (which is inaccessible to go through without some kind of rope). You'll also notice a sign that says, "See the museum displays. A. Ferret, Curator." Anyway, glide down the ledge with your parasol and you'll notice a brass stereopticon on the table that lets you see a 3D picture of a child listening to a seashell through its viewer. Head right, then crouch down and crawl through the tunnel, which leads to a bridge. Climb through the bridge and exit. You'll come to a large room with sponge cakes and elixirs. First, climb up the rope to the right, then jump left from the platforms to the ladder. Climb up and jump right, then take the four cakes, two each on two tables. Eat one cake to become Giant Alice. You'll now be able to jump farther, but you can't climb ropes, and if you try to talk to characters as Giant Alice, they'll be too scared to respond. Anyway, head to the right side of the room, then jump on the little platforms and leap over to the fireplace on the right. Climb up the ladder atop the fireplace, then hop across the platforms carefully to the stairs. Climb up these stairs and you'll come across some elixirs. Take all of them on the tables, then head back down to the left side of the room with a tiny door. Drink two elixirs (using the "Eat" command, which is very odd, if you ask me) and enter that door; you'll end up on the top right side of the room on the platform atop three cakes. Drop down to the right platform and take one cake, then drop down the center platform and take another. Eat one cake to become normal-sized, then jump up and take the cake on the left platform. Jump back up to the tiny door, then go to the top-left side of the room. Jump across the platforms to the upper ledge to grab the cake and elixir and then glide down to the lower ledge with the parasol and grab the last remaining cake and elixir. Walk off the lower ledge and glide left with the parasol to reach the key on the table. Grab that key, then glide back down and return to the far right side with another tiny door. Drink another elixir to become Tiny Alice again, then enter that door with the key. ************************************* *3.1c. The Dodo and the White Rabbit* ************************************* You'll end up in the room with the Pool of Tears. Jump down and swim right. You'll reach an island with another hole. Enter through and you'll come to a cave with a seashell. Head right close to the seashell, then eat two cakes and then jump up the ledge to grab that seashell (which plays a rendition of the "Below the Root" theme when used, along with other different songs when played in different places). Head back left, then drink an elixir and head back up to the cave mouth and exit. Head right and swim onward to a beach. Head right and you'll notice a Red King asleep on a palm tree. Try talking to him but he won't wake up. Not yet anyway. There's another sign on another palm tree on the right that says, "Come to the caucus!!! Hear the Dodo say two clever things. Also mermaids, firewalkers, and tax refunds." (Sounds like a case of "Arson, Murder, and Jaywalking" to me! :D) Anyways, head right and you'll come across a Dodo. Talk to him carefully, and he'll offer clues on the Red King. HELP the Dodo and he'll say that he needs something sweet to soothe his dry throat. Offer him the tin of comfits and he'll leave behind his campaign souvenir... a stout oak stick with a golden dodo at the top. Take the stick, then head right and you'll find the brighter Alice. Talk to her for clues if you like, but otherwise climb up the hill and you'll find the White Rabbit again. Talk to him carefully for a clue about a teacup and a Mad Hatter, then TEASE the Rabbit and he'll run away, leaving behind an ivory-and-silk fan. Take the fan and move on to the White Rabbit's house and enter. Inside the house, head right and enter another door. Climb all the way up the stairs, then head left and you'll come across the real Mary Ann. Speak to her carefully for clues about the teacup and mushrooms, then CALM her down and she will vanish. Enter the door to the right of where she was, then head right and enter a secret passage through the fireplace. Head right and jump toward the platform with the rope. Climb down both the rope and the ladder, then move left and climb up another rope. Move left again and you'll find the Mad Hatter's teacup. Take the teacup, then head down the ladder and exit through the fireplace. Once back at the entrance, exit the door and move on right. You'll come across a swingset on trees. Jump on the swing, then climb up the chain and take all three teapots. Glide back down on the parasol and continue right, and run into a barking little puppy that's blocking your way. Looks like a game of fetch! Offer the stick to the puppy and it will vanish. ************************************************* *3.1d. The Forest, the Caterpillar and the Clerk* ************************************************* Continue right and you'll come across a forest with some yellow mushrooms. Take them and head right to the other side of the forest. Take the purple mushrooms on the ground, and examine the advertisement on the tree that says, "Desperately lost, one magnificent teacup. Munificent reward. M. Hatter." Anyway, backtrack to the left side of the forest and climb up the rope. At the top you'll notice your first enemy: a giant bee that can knock you off the platform if you touch it. Walk to the ladder, but don't climb down; instead, move on further to the edge, then jump and open the parasol to glide down safely to the other screen. Climb down the rope, then hop on two platforms, and as soon as the other bee moves away from the rope, quickly climb it up, then hop onto the platform with the ladder and climb up. You'll now be at the top of the tree, with a flying pigeon close to another looking-glass door. Speak to the pigeon carefully, and she'll give you a clue on how to sing to her babies to make them sleep. Keep that in mind. Move left and you'll come across some baby pigeons in a nest, always saying "Coo blimey!" Unfortunately, you don't have a lullaby song yet, so leave the birds alone for now and go all the way back down, onto solid ground. Head right and you'll come across a Caterpillar. Carefully talk to it for clues about what the yellow and purple mushrooms do (two of which you can grab right now). Afterwards, ASK the Caterpillar, "Why are you doing that?", and it'll give you a riddle: It sits above the crown, though queens never wear it. It is a _ _ _ _ _ _. Hopefully you've memorized the White Rabbit's clue. Type in "TOPHAT" using your keyboard and hit ENTER. Afterwards, it will give you a clue: "You need to be a giant to go through the chessboard to find the Mad Hatter." Continue right, pick up two more yellow mushrooms and cross the bridge to find the Cheshire Cat again. Talk to him carefully and he'll give you a clue about a baby in a drafty old house, which you'll go to next. However, don't enter the house just yet. You'll come across the brighter Alice, but ignore her for now. Move right to the Lily Pond (or what Paw Dugan calls "the Lily Pond of Doom"! XD) and swim across the pond to Butter Cross. Keep going right to the Town Hall and enter it. You'll now come across one of the playing card people: a senior clerk. Talk to him carefully, then ARGUE with him and he'll leave behind a memo before vanishing off to the Museum. Pick up the memo and head all the way back to the drafty old house. ************************** *3.1e. The Duchess' House* ************************** Enter the house and climb up the far-right ladder to the second floor. Move left and jump off the ledge and glide down with the parasol. Take the fossilized muffin, then carefully hop across the platforms to another ladder. You'll notice another rope to the far right, but it's too high up to reach right now. Move down to where the Grand Duchess of Godstow is, though, then carefully talk to her for a clue on how to "go through the true looking-glass", which is exactly the one the pigeon was guarding. Anyway, glide back down to the first floor using your parasol, and this time enter the fireplace. You're in the secret passage again. Climb down the ladder, then move to the ladder at the far right and climb down again. You'll come across another bee that can knock you down again. Avoid that bee by gliding down onto the lowest platform, then hop from platform to platform and examine the chest filled with someone's prize-winning dried fungus. Anyway, hop onto the rope and climb down, and you'll end up at the top of another house! It's kinda weird having a house at the bottom of a fireplace! :P Anyways, move right on the roof and climb down another rope, and enter the house. Move left and you'll come across a door and a ladder. Enter the door first and you'll come across a March Hare, who's always speaking in rhymes! Odd. Talk to the Hare carefully if you like, then ARGUE with him and he'll leave behind a whisker before vanishing. Take the whisker and leave the house for now. Now that you've heard the March Hare's clue, "Just stand near the edge of something and throw it," perhaps it's time to head back to the Duchess' house again. Climb up to the roof of the March Hare's house and climb up to where the bee is again. Hop up to the chest of dried fungus, but this time hop on to the edge of the right platform and use the whisker to create a rope bridge. Cross the bridge to the right, then hop on the platforms and go back through the passage to the first floor. Climb back up to where the Duchess is, but this time, stop at the edge of the left ladder, then use the whisker to create another bridge. Cross the bridge to the rope and climb up. You'll now be in the bedroom where the baby is. Jump across the platforms and climb up the stairs. Pick up the baby, and it will change into a pig before leaving behind its rattle (which is now in your inventory) and vanishing. Anyway, head back down to the fireplace, then go back down through the passage to the March Hare's house. Enter the house and go left, and this time climb up the ladder to a room with two doors. Enter the door to the right. You'll now be in the room with the false looking-glass door. Enter through. ******************************************** *3.1f. In the Garden of the Queen of Hearts* ******************************************** You'll come across another strange room. Move left and examine the marzipan dreadnought if you like, then exit through the door. Outside of the Blenheim Palace, move left to a garden and enter through the left door to a hedge maze with a bee and a new enemy: the borogove. First, head down the ladder and move right to grab a cake. Head further right and up a few stairs until you reach the far right door with another ladder. Climb down and head left to bump into the borogove. You'll be halfway down, so move right and climb down the ladder, pick up the elixir, then climb back up and move left up the stairs again. At the next ladder, climb down, then move left to another ladder and climb down as well. Now you can move further left and talk to the White Rabbit again, who tells you that the Queen of Hearts is waiting for you in the "lower cricket ground" (maybe he meant to say "croquet", but anyway...). Fall down the small hole to the left of the Rabbit, and you'll be at the croquet grounds with another playing card. Speak to him if you like, then head left and you'll reach the jail. Inside the jail, you'll see the Queen of Hearts, and she's not in a pretty mood. Talk to her carefully until you hear the clue about teapots for brewing. Offer her all three teapots and she'll vanish to the Museum (that's a clue for our next destination!) along with the Executioner in the next room. Move further right and you'll see another playing card. Move past him to another hedge with the Cheshire Cat (again!). Speak to him carefully about a looking-glass that only works at 12, then enter through the door to the "Mall" (whatever it is). Climb up the ladder to the right, then move left and exit through the door. Move up the stairs and both ladders, then move down the ladder and head back left to the Blenheim Palace. Enter the door then head back right and exit through the fake looking-glass door, then exit the room. This time, enter the left door to the room with the Bathing Machine, then go inside. Hop down the platforms and climb down the chain to a room with a ferret. Be careful, though: if you bump into the ferret it will grab an item off your inventory with its paws (guess that's the reason why Paw Dugan doesn't call these ferrets little "Grabby-Paws" for nothing! :)) Anyway, avoid little Grabby-Paws by hopping across the platforms to the ladder on the right, then climb down to the bottom floor and exit the room. ********************* *3.1g. The Boardwalk* ********************* You'll end up on a pier of some sort. You can go through the door to the right of you and enter the music hall, where you'll examine a pantomime horse's head (why would these people rip off a horse's head anyway? :P) Afterward you can move right to a short pier and try to swim right, but it's only a dead end where the screen repeats itself if you keep on swimming right, and it's a waste of time. Otherwise, head further to the left side of the boardwalk house, and enter the door on the right. You'll run into the Cheshire Cat at the carousel, again. Speak with him carefully for clues about the tea party and the pigeon guarding the looking-glass door (and the word "chortle", coined by Lewis Carroll himself! :D), then exit the room. You could enter the door on the left and come across a lobster in the dance hall, but he'll be too busy dancing the quadrille for you to talk. Instead, head further left and you'll come across a hedge. If you try to head further left again, you'll come across another Mr. Grabby-Paws again (which is what I will call the ferret now, in a shout-out to Paw Dugan! :D)! Instead, climb up the ladder and you'll come across the March Hare again, this time painting a picture. Speak with him if you like to get a clue about the chessboard, then head left to a ledge with a rope. You could be tempted to climb down the rope and jump down, but you'll risk getting your item stolen by Mr. Grabby-Paws! Instead jump off the ledge from the top, then open your parasol and glide down safely... into the water on the next screen. Swim further left, and you'll reach a museum, which looks like the one Mr. Grabby-Paws runs. Enter the museum. ************************************** *3.1h. The Gryphon and the Mad Hatter* ************************************** Inside the museum, you can look at the jar of penguin feathers, then climb up the stairs to the egg collection room, where you'll find a Gryphon. Speak to him if you like, then SCOLD him and he'll give you a clue about the Mock Turtle and leave behind a cricket bat before disappearing. Take the cricket bat and continue right to a room. This room is where you'll find items that had been taken from you by Mr. Grabby-Paws (if the item is in the middle pedestal, you may want to become Giant Alice by eating a yellow mushroom or cake before taking the item and shrinking back). Otherwise, since all your items are safe in your inventory, keep moving right. You'll come across a giant chessboard, the one talked about in the clues. And you'll need to find a way into the chessboard. Remember the advice from the Caterpillar? Well, this is what you'll have to do. Eat either a cake or a yellow mushroom to grow into Giant Alice, then hop onto the middle red square on the bottom row and climb up right to another red square, where you'll discover the entrance on top of the square. Since you're too big, you'll have to eat a purple mushroom or drink an elixir to gain normal size so you can enter. You'll now be at the room where the Mad Hatter lives, but he calls himself Dr. Hatter. Anyway, speak to him carefully if you like until you get a hint that he lost his teacup. Since you have it right here in your inventory, offer it to him and he'll leave behind his top hat (made from beaver pelt) before vanishing. Take the top hat, then head left and exit through the door. Outside the house, head left and you'll see a familiar face: the Cheshire Cat again! And right at the Stone Circle. Speak to the cat for clues about Queen Alice, the Red King and Looking-Glass Land. Leave the Stone Circle and head back to the Mad Hatter's house. Enter and move right, and this time, enter the far-right door. Now you're in a room with the fireplace and a ladder. Go down to a room with a fake looking-glass door. Enter through that door. **************************************** *3.1i. Playing with the Queen of Hearts* **************************************** You'll end up in a courtroom. Move on right and you'll find the White Rabbit again near the doors of the Court of Justice. Speak to the Rabbit and he'll give you a clue on how to talk to the Queen of Hearts. With that in mind, enter the Court of Justice. Try to go past the Executioner, and he'll grab you and throw you into jail. Fortunately, these guys aren't very smart in building this cardboard prison, so hop onto the stairs to get out of prison. You'll come across the Queen of Hearts again, but leave her alone for now and move left past the judge's room to the witness stand. It's the Mad Hatter again, but acting as Sherlock Hatter. Speak to him carefully (CALM him, perhaps?) for the clue: "When you meet the Queen of Hearts, you'll be in the lap of justice." I think this is the answer we're looking for. Return right to the Queen, and this time, press down to crouch before speaking to her. ARGUE with her, and she'll give you another riddle for you to solve: You're born with it. It always goes away when you stand up, but always comes back when you sit down. It's a _ _ _. This one is pretty easy, and we'd just gotten the Mad Hatter's clue, hadn't we? ;) Type in "LAP" using your keyboard and hit ENTER. Afterwards, she'll let you out. Keep moving left past a few rooms, and this time the Executioner will be gone. Exit the Court of Justice, then move left and exit the courtroom. Climb back up the ladder and exit the room, then go back out the way you came. Back at the chessboard, move further left and leave the museum, then move right and swim through the pond. When you come to the end of the screen, use your top hat (which kind of works like a reverse parasol) and you'll float up past Mr. Grabby-Paws and on to the top left side of the hedge, where you'll safely land on the ledge with the rope. (Also, if you press the button in mid-air while using the top hat, you'll cancel its use, and if you hold the button down, you'll switch to the parasol.) Move further right to the ladder, then climb back down and move further on right to the right side of the boardwalk. Enter the left door, then climb up the ladder on the far right. In the next room, jump across the platforms to reach the chain, then climb back up, hop up the platforms and exit the Bathing Machine. ********************************* *3.1j. Lacie and the Mock Turtle* ********************************* Exit the March Hare's house and move left to a pavillion. Take the cakes and elixirs on the way and move left to a derelict house that kinda looks like a castle that you can't enter. Examine the sign that says, "For Rent: Picturesque ruins of Lutwidge's Folly. Offered by Cecil Sax Realty, exclusive broker for Wonderland" (another Lewis Carroll reference!). Anyway, continue left and you'll find a maid named Lacie (official artist to the Court) painting in a gazebo. Speak to her if you like. HELP her and she'll ask for three objects that begin with "M". Offer her a memo, a muffin, and one of the mushrooms you've found on the way, and she'll leave with a clue about becoming a queen and the true looking-glass. Continue left to the treacle well and climb down the rope. Big surprise, you'll end up in another forest. Examine the bronzed vole (with the words, "He trespassed") if you like, then move right to the cricket grounds. Examine the sign that says, "Private property. Trespassers will be bronzed! Cricket bat will be accepted as proof that you are a student." Well, THAT explains what happened to the vole (poor thing! :(). Anyway, since you have the cricket bat, enter the grounds through the door, move further right, and exit to the other side through the far-right door. Continue right to the school and enter. Move left and enter the door to the music room. That's where the Mock Turtle lives. Speak to the Mock Turtle carefully, if you like, then COAX him and he'll sing "Munch, Munch, Munch" (to the tune of "Jesus Loves the Little Children"): Munch, munch, munch, The sheep are eating Grassy meadows far and wide. That's another song that will be very useful later! :) Anyways, exit the music room, ignore the door to the library that's a dead end, and enter the door to the left of it. You'll end up in dance class, with another false looking-glass door. Enter through that door and it's a one-way trip back to the March Hare's bedroom. Leave the room, exit the house, and climb back up to the passage with the bee again. As usual, use the whisker at the edge of the platform to the right of the chest of dried fungus, then cross the rope bridge safely and climb up the ladder. Head further left and exit the passage, then exit the Duchess' house. ****************************** *3.1k. The Dormouse's Lullaby* ****************************** You now have a LOT of backtracking to do, so head left past every place, grabbing mushrooms on the way, and, once back at the beach, swim left until you reach the room of the Pool of Tears. This time, climb up the rope to the left, then stop at the edge, use the whisker, then move on and jump right back to the tiny door. Eat a purple mushroom or drink an elixir to get small again, then go through the door. Eat the yellow mushroom or cake to get big again, then move left past the room and the stairs. Crawl back through the tunnel, then use the top hat to float up. When you reach the ledge with the Cheshire Cat, press the button to stop in mid-air, then use the whisker at the edge of the ledge to create the rope bridge. Cross the bridge to the door and enter. You'll now be at the other tea party with the Dormouse. Carefully speak to him if you like, then TEASE him and he'll sing a lullaby called "Shut Your Beaks" (to the tune of Alfred Tennyson's "Sweet and Low, Sweet and Low"): Shut your beaks! Shut your beaks! You'll have jobs within four weeks. Whisk, whisk, briskly whisk. You'll be dusters without much risk. Well, that's very odd for a lullaby, but at least you'll know it has some use. As a matter of fact, now's the time that these baby birds need a lullaby! So exit the room, glide back down using the parasol, crawl through the tunnel and return to the strange room with the tiny door on the far right. As usual, eat a purple mushroom or drink an elixir to get small, then enter the door to the Pool of Tears. Return to normal size with a yellow mushroom or cake, then jump down and swim past the island to the beach. Go all the way right, back to the forest, then climb up the rope. Stand close to the ladder, but this time use the top hat to fly up to where the baby birds are. Press the button to land. Now, this will be the first time that you'll sing a song to anyone with good use! Sing "Shut Your Beaks" to the birds, and they'll be out like a light (I think). Now you'll have to find a way to enter the true looking-glass. Hopefully you've heard enough clues from characters you've talked to by now, so you'll have to wait for the clock to strike twelve. Once it reaches 12:00, run to the right. The mother pigeon will have vanished by now, so run to the true looking-glass door and enter. That ends Part I! * 3.2. PART II: THROUGH THE LOOKING-GLASS * ****************************************************** *3.2a. The Looking-Glass House and the Great Outdoors* ****************************************************** You're now in the Looking-Glass House, where everything is strange and the lettering is backwards. There are many doors that are twisted and go the same way, but you have to find a way to go through and get out. If you use a wrong door, you'll get sent back a room or three, and sometimes you even wind up in front of the mirror again. Just don't go through the mirror again, or you'll probably end up having to wait another game day to get back. Here's the right way to go through. Enter the door on the right, and you'll be in Room 4 ("Ruof"). Enter the center door and you'll be in Room 3 ("Eerht"), where the White Queen is, and she's distressed about something. Talk to her carefully if you like, then HELP her and she'll get the brooch off of her before vanishing. Take the brooch and go through the mirror on the far left. You'll now be in Room 2 ("Owt"). Here's the tricky part: don't go through any door or you'll mess up and start over again. Instead, climb up the rope on the far right. You'll now be at Room 1 ("Eno"), so examine the photograph (this will be a very useful clue), then glide safely to the center platform using the parasol and exit through the window. You'll now be at the top of the house on a birdbath with a borogove, so glide down to the left to reach the garden and enter. Another maze, but less complicated. Climb down the rope on the left, then take a cake, go down the ladder, take another cake and go right. You can talk to the buttercup if you like, but otherwise climb up the rope, take the elixir, and climb up the ladder to the right. You'll be in another maze, which is more complicated, but otherwise not too bad. Go all the way to the left and take the elixir, then climb up the ladder and go right all the way to the door and enter. Once you're at the center, grab a cake and another elixir, then jump over the gaps in the floor and jump to the stairs and get out. Head further right to another birdbath, with another bee guarding the path to the rope. However, you can bypass the bee by using the top hat and flying on upward. Once you're atop a tiny window, press the button to stop and land, then get small using an elixir or a purple mushroom and go in. You'll now be at the room with the Red Queen. Since you have to talk to her carefully, return to normal size using the cake or yellow mushroom, before you can approach and speak with her. However, think outside the box: remember the picture of the pawns serenading with the Red Queen? Well, now you'll have to play the pawn. Sing "Crinkle, Crinkle" to the Red Queen, and she'll give you a clue about taking the train to the Crystal Palace before vanishing. Return to the tiny window, then shrink yourself using the elixir or purple mushroom and exit. Once outside, grow back to normal using the cake or yellow mushroom and glide down safely to solid ground. Move right and you'll find the brighter Alice again. Ignore her and swim right and you'll reach dry land. Keep moving right. ************************************ *3.2b. Humpty Dumpty and Cloud Land* ************************************ Pass the first two houses, jump onto the roof of the third house, and climb up the rope to Cloud Land. Hop left and you should be below a door. Use the top hat to float up to the door, then land and enter. You'll be at the Inventor's Club with the White Knight. Speak with him carefully for clues about a bread-and-butterfly, then HELP him and he'll sing "Farewell, Mutton" (to the tune of "Goodnight, Ladies"): Farewell, mutton! Farewell, lamb chops! Hello, salads! I'm a vegetarian now. How nice. Anyways, afterward, TEASE the Knight, and he'll give you a clue about a cravat (whatever that is) before leaving to talk to Humpty Dumpty. Speaking of Humpty Dumpty, that should be our visit to him next. But first, leave the club. You can hop further left to examine a smoke signal that says, "Ferrets save at First Looking-Glass Bank." (which is something that Grabby-Paws would do! :D) Otherwise, glide right toward another cloud with the parasol and hop on right. You'll notice the bread-and-butterfly the White Knight was talking about, but it's guarded by another bee. Use the top hat to float up to the top right, then open the parasol and glide back down to where the bread-and-butterfly is. Grab it and then jump back down with the parasol again. You'll land on top of the wall where Humpty Dumpty is sitting. You can talk to him if you like, but otherwise head back down using the ladder. You could go right to the pier and take a swim to a buoy that says "No swimming" and a sign on that buoy that says, "4,000 miles to America", but that's just a tourist trap anyway. Instead, head back left to the blue-roof house. Back at that house, shrink yourself down using an elixir or a purple mushroom and then enter. You'll be in a room with a path to the right that is guarded by a Grabby-Paws. First, return to normal size with a cake or a yellow mushroom, then move right and land on the stairs. Edge closer to the bottom of the stairs, then, as soon as Mr. Grabby-Paws leaves, quickly drop down and move right to the next room... with yet another Grabby-Paws blocking the door! Use the top hat/parasol combination to land on the right platform close to the stairs, and then, as soon as Grabby-Paws starts down the stairs, quickly move right and jump-run to the door before the creature touches you. As soon as it leaves again, enter the door. You'll be in a room with the White King. Speak carefully to him, and that may be all you'll get besides a fine kitchen set. Anyways, leave the room... and you'll notice that getting out of the house will be easier said than done with Grabby-Paws around. As it starts leaving the door, quickly jump left to the right platform before it returns to steal a brooch. Afterward, jump left and onto the stairs, then climb down and continue back left toward the path. Use the top hat to fly left, then glide back down to the door using the parasol and exit. ********************************************** *3.2c. Taking the Train to the Crystal Palace* ********************************************** Head back left to the first two houses, then go to the left house with the tiny door, shrink yourself down with the purple mushroom or elixir, and enter into the Railroad Station. Once inside, become normal-sized again with the yellow mushroom or cake, then enter the middle arch. Move further right to the train, ignoring the arch to the room with another mirror door. Examine the sign on the train that says "Excursion train to the Crystal Palace" (duh!), then enter. You'll meet up with the Unicorn. Speak to him carefully for clues about the Bellman and how to meet him in the Clock Tower, and about a gnat in the next car and a seashell. I think that's where we're going to next! :) Head left to that car and carefully speak with the gnat. After that, CALM him down and he'll give you another riddle: How do you get down off a train? You don't. You get down off a _ _ _ _. This one is very complicated, and it could be an elephant joke, or an absurd riddle. However, it's one of those familiar riddles involving elephants. In fact, swap the word "train" for the word "elephant", and this one should ring a bell: "You don't get down off an elephant, you get down off a..." you know, an animal that goes "quack quack". And we know what that animal is! :) Type in "DUCK" using your keyboard and hit ENTER. He will then give you a clue to use the Mad Hatter's hat to rise through the ceiling, which is precisely what we're gonna do! Use the top hat to fly up through a hole in the ceiling of the car and you'll land in the clouds. Afterwards, move right and fall off the clouds, and you'll end up in another train car different from the first one. Move right and exit the train. You'll now come to the end of the line. Exit the Railroad Station. ****************************************** *3.2d. The Long Way to the Crystal Palace* ****************************************** You'll be near the wax works where Tweedledee is. You can speak with him if you like, but otherwise he's not much help. Anyways, enter the wax works and you'll meet the brighter Alice again. Speak to her carefully for clues about a Jabberwock and how to scare him. Exit the wax works and move left. You'll notice the Jabberwock blocking your path in the Jabberwock Forest. Hopefully you've got the clues from the brighter Alice, and not a moment too soon. Use the fan to blow the Jabberwock away. Afterwards, move further left to a ladder and climb up. You'll notice that a borogove is guarding another ladder. As soon as it starts moving away from you, quickly climb up the ladder and jump left across the platforms to a tree branch and a nest where Humpty Dumpty is nestled up. Speak with him carefully, then TEASE him and he'll leave behind a cravat (which is some sort of neckband) before vanishing. Take the cravat, then move right and glide back down onto solid ground and move left. On the next screen, you'll notice that the entrance to the Crystal Palace is guarded by yet ANOTHER Grabby-Paws! Use the top hat and fly left past it. On the next screen, fly further, and then use the parasol to land safely on top of the stairs. Enter the Palace. **************************** *3.2e. Exploring the Palace* **************************** You'll notice that the way to the courtyard is blocked by another one of the Tweedle brothers, Tweedledum. Speak to him for clues about the baker and about the other brother (Tweedledee). Does the poem about Tweedledum and Tweedledee ring a bell? It should, because you have the rattle in your inventory! Offer the rattle to Tweedledum, and he'll give you another clue about the Bellman before vanishing. Head left. You'll be at the courtyard. Head left down the stairs, past the fountain, and you'll run into the White Queen again, who is guarding the entrance to the bauble store. Speak to her carefully until she mentions that she is missing her brooch. Since you have it, offer it back to her and she'll be off to see the barrister (British term for lawyer) about the stolen buttercups (another answer we'll have to keep in mind!). Head left past the baubles and the miniature Big Ben, and you'll come to a few forks in the road (or would it be stairways?). First, enter the door at the bottom of the left stairs. You'll be at the bandstand with a sad music box. Speak to it carefully for yet another clue about the Bellman, then CALM the music box and it'll sing "God Save Queen Alice" (to the tune of "America (My Country, 'Tis of Thee)", or, for all you British players out there, "God Save the Queen"): Come on and give a cheer. Queen Alice is finally here. Now we can sit! This will be the last song to memorize, so keep this handy. Anyway, exit the bandstand. You can try going up the stairs and talk to the Easter Bunny at the Basket Store, but he's pretty much useless. Instead, walk away left to the door, and go further left until you reach the barrister guarding the staircase. Be careful, though, because if you get too close to him, he'll throw into the bird cage with a borogove patrolling the exit. (If you do end up in the cage, here's a tricky way to get out: use the top hat to fly close to the left edge of the platform and land there. As soon as the borogove moves to the right, quickly go to the door ane exit.) Anyway, talk to the barrister if you like, then COAX him and he'll give you yet another riddle to solve: Cups of gold lie in the dirt yet no one has put them there. Then they vanish yet no thief has taken them. They are _ _ _ _ _ _ _ _ _ _. Hopefully you've learned the answer from the White Queen by now. Type in "BUTTERCUPS" on your keyboard and hit ENTER. He'll give you a clue about the Red Queen and a mutton before vanishing. Move on to the Bell Tower and wait for the clock to hit 4:00. Once it does, go down the ladder, stand at the bottom of the rope, and use the cravat. It will form a rope that will connect to the top. Climb up the rope and go up to the platform under the bell. Use the whisker on the right side to form the bridge, then cross it and climb up another rope. You'll soon reach the platform near the ladder. Use the whisker to form another bridge, then move left and climb the ladder. You'll now be at the belfry with the Bellman. Speak to him carefully and he'll say that he's interested in bats. Try to offer the cricket bat to him, and he'll say that you need a key and a crown. Well, I suppose that our next goal is to become a queen then, huh? Anyway, go all the way back down and exit the Bell Tower. ************************************* *3.2f. The Coronation of Queen Alice* ************************************* Go all the way back to the right until you come to the unreachable stairs to the right of the left stairs and the door. Use the top hat and fly up to those stairs, then press the button to land and then climb up. You'll meet the Red Queen again, this time in a balloon. Speak to her carefully, then COAX her (I think) and she'll give you yet another riddle: What is pleased and not pleased? What contains it all and yet contains nothing? I say it is _ _ _ _ _ _ _. By now you will have memorized the French word for "pleased" (as in, "The mutton is pleased") from your sister at the beginning. Type in "CONTENT" on your keyboard and hit ENTER. She will say, "I hear the Mutton will help you become Queen" (another callback to your sister's clue!). Afterwards, glide back down to the first floor, then return all the way to the fountain and climb down the ladder. You'll be on top of the bird cage. You can head right to the library and examine the camera next to the bookshelf (for a Lewis Carroll reference), but otherwise move left past the bank (which is where you'll reclaim items stolen by Mr. Grabby-Paws) and then the blocks room (yet another Lewis Carroll reference with scrambled letters!), before moving on to the bargains store where the sheep is. Speak to it carefully if you like, but notice how the sheep looks familiar to you? That can remind you of a song... a sheep-related one, perhaps? Sing "Munch, Munch, Munch" to the sheep, and the store will change into a Boat Sails store, while you're on top of the boat now! Swim left to the room with the bricks, and head further left again. You'll meet the Mad Hatter again, but this time guarding the barracks as Regimental Sergeant-Major Hatter. Speak to him carefully, then HELP him and he'll mention that he's thirsty for bread and butter. That gives you an idea! Offer the bread-and-butterfly to the Hatter and he'll disappear after leaving yet another clue about the Bellman in the belfry. You could move past the barracks to a barbecue, but if you try going to the Walrus, he'll send you to the bird cage again. And besides, talking to him would be a waste of time. Instead, climb up the ladder in the barracks to a butcher shop. Examine the sign for a clue about the mutton having "dinner with Queen Alice", then move left. You'll be at the bakery with a baker guarding the exit and asking for ticket stubs. Speak to him if you like, then TEASE him and he'll give you one more riddle to solve: What can take you for a terrifying ride every evening around the world and never leave your home? It's a _ _ _ _ _ _ _ _ _. By now you'll have memorized the answer left to you by Tweedledum. Type in "NIGHTMARE" on your keyboard and hit ENTER. He'll be pleased and leave. With him out of the way, head left to a room with two doors. Climbing down the ladder only leads to the room with the bee that will send you to the lower passage that leads back to the barbecue with the Walrus. Instead, enter through the bottom door and you'll be at the Banquet Room with the Wasp in the Wig (which is a character of a scene that was suppressed from the novel "Through the Looking-Glass", but anyway...). Speak with the Wasp if you like, then COAX it and it will say it needs a song. I think this could be the appropriate song about Queen Alice, don't you? :) Sing "God Save Queen Alice", and the room will now be lit up, with a very real banquet of food, and a walking mutton on the table. Talk to the mutton if you like until it says that it needs dinner music to soothe it. Remember the words that your sister gave to you at the very beginning? You know, "Le gigot est content" (or, "The mutton is pleased")? Well, you'll now have to please it with a dinner song! And it will be the final song to become useful. Sing "Farewell, Mutton", and it will be afraid that the Red King will wake up before it vanishes, leaving a paper crown behind. Take the crown and leave the room. Also, make sure you have the key in your inventory, because you're gonna need it! Head all the way back to the butcher shop, then go down the ladder and right past the barracks, the brick room, the bargain store, the block room, and the bank, all the way back to the bird cage room. Climb up the ladder back to the fountain, then move all the way left past the bauble store and Big Ben, past the door under the stairs and all the way back to the Bell Tower, and wait for the clock to hit 4:00 again. As soon as it does, use the cravat on the rope and climb up to the platform under the bell again. Use the whisker on the right side again, then cross the bridge and climb up another rope to another platform. Use the whisker near the ladder, then cross the bridge and climb up. The Bellman should be here at the belfry. Offer the cricket bat to him, and this time the key will transform into a Queen's Key (which should be in your inventory now). With the task accomplished, head all the way back down and exit the Bell Tower. ****************************** *3.2g. Escape from Wonderland* ****************************** Head back past a few places, all the way back to the fountain and climb back down the ladder. Head left back to the bargains store, sing "Munch, Munch, Munch" to the sheep, and the store will transform again. Swim left to the bricks room, head left to the barracks, climb back up the ladder to the butcher shop again, and head past the bakery to the room with two doors again. This time, enter the top door, and you'll be at the room with the beryl throne. Speak to it if you like (you can get a clue you've already solved, though), then enter the door on the right. You'll now be at the cave with yet ANOTHER Grabby-Paws patrolling the stairs and the rope. As soon as Grabby-Paws starts moving to the left, move under the stairs close to the door under the platform with the rope. As tempting as it may be, no matter what the sign next to it says, the door will NOT lead you to the "other throne room" but to the bird cage instead, thus messing up your progress. Instead, use the cravat on the platform to form a rope then climb up a bit, but stop close to the platform, wait for Mr. Grabby-Paws move right away from the other rope, then climb to the platform and climb up the other rope to the platform near the steep hill. Use the top hat and you'll land near the ladder. Climb down and you'll meet the White Rabbit once again. Talk to him if you like, then HELP him and he will say that he lost the fan. You remembered teasing him into dropping the fan and borrowing it for a while, didn't you? Well, now's the time to offer him the same kindness you've shown to the White Queen. Offer him back the fan and he will leave. Head right through the passage. You're getting close to the exit now... and it's guarded by one more Mr. Grabby-Paws, and out of reach. Please be careful, as if you run into Grabby-Paws, he'll steal the Queen's Key, and you'll have to go all the way back to the bank to get it, and that would be a waste of too much time. Edge a little closer near the left side of the platform, and then, as soon as Grabby-Paws moves away to the right, quickly use your top hat and fly up to the true looking-glass door. Hopefully your Queen's Key is safe, so exit through the door. You'll now be back at the ballroom with the royal musician. And we're almost at the end of the game! Exit the ballroom, then use the top hat to fly up to the ledge near the Rabbit Hole entrance. Head back to the door and exit one more time. Congratulations, you've beaten the game! Now let's see how fast you've progressed and what rank you're getting. ________________________________________________ | Beat the game in __ days | Rank you're getting | |--------------------------+---------------------| | Less than 15 days | Royal Genius of the | | | First Rank | |--------------------------|---------------------| | Less than 30 days | Master Guide of the | | | Royal Order of the | | | Top Hat | |--------------------------|---------------------| | Less than 50 days | Expert Explorer of | | | Curiosities and | | | Wonders | |--------------------------|---------------------| | More than 50 days | None; the Red King | | | wakes up and you | | | get a Downer Ending | +--------------------------+---------------------+ If you've carefully followed my instructions and played all the way through the game, you'll get the best ending possible for less than 15 days. And I guess that's it. Hope you've enjoyed reading my playthrough of Alice in Wonderland for Commodore 64 and Apple II! # 4. Updates and Revisions # Version 1.0 5/9/2014 - Walkthrough started. 5/10 - Part I started. 5/12-5/13 - Part I completed; Part II started. 5/14 - Walkthrough finally completed. # 5. Thanks # My thanks go out to: - Windham Classics and Dale Disharoon, Inc., for making another great game. - Paw Dugan, of ThatGuyWithTheGlasses.com, for helping me out on the game by saving it and loading it onto YouTube in video clips (even though the copy of the game he and Pushing Up Roses played is glitched up and corrupted! :D). - FredMSloniker of the Let's Play Archive, for putting up screenshots of the game and covering it in more detail. - Project64, for putting together the ebook of the manual for the game for Commodore 64. - VirtualApple.org, for controls on how to play the game's plugin for Apple II. - Wikipedia, for more info on Windham Classics and the games it spawned from 1984-85, including this game, and on the two Lewis Carroll "Alice" novels and the song titles that were parodied in this game. - Google, for helping me find out about the origins of one of the elephant jokes from the gnat. Finally, my thanks go to GameFAQs for hosting the guides and being a great resource on the Internet; and finally, to bachuress and all the other walkthrough writers for a good deal of inspiration! You guys are the best! Copyright © 2014 by Deborah L. Kearns