============================================================ American McGee's Alice Game Script FAQ Created: 03-JUL-2008 Version: 1.0 Author: Ladytanaka ============================================================ Table of contents 1: Version History 2: Contact Info 3: Disclaimer and Legal Information 4: Warnings 5: Introduction 6: Character Abbreviations 7: Script Conventions 8: Game script Section 01 - Village of the Doomed 01a - Dementia 01b - Pandemonium Section 02 - Fortress of Doors 02a - Fortress of Doors (pt 1) 02b - Beyond the Wall 02c - Fortress of Doors (pt 2) 02d - Skool Daze (pt 1) 02e - Skool's Out 02f - Skool Daze (pt 2) Section 03 - Vale of Tears 03a - Pool of Tears 03b - Hollow Hideaway 03c - Just Desserts 03d - Wholly Morel Ground Section 04 - Wonderland Woods 04a - Dry Landing 04b - Herbaceous Border 04c - Rolling Stones 04d - Icy Reception 04e - Fungiferous Flora 04f - Centipede's Sanctum 04g - Caterpillar's Plot (pt 1) Section 05 - Looking Glass Land 05a - Pale Realm 05b - Castling 05c - Checkmate in Red 05d - Mirror Image Section 06 - Behind the Looking Glass 06a - Crazed Clockwork 06b - About Face Section 07 - Land of Fire and Brimstone 07a - Burning Curiosity 07b - Jabberwock's Lair 07c - Caterpillar's Plot (pt 2) Section 08 - Queen of Hearts Land 08a - Majestic Maze 08b - Airborne Terror 08c - Mystifying Madness 08d - Water Logged 08e - Labyrinthine Revenge 08f - Machinations Section 09 - Queensland 09a - Royal Rage 09b - Battle Royale 09c - Ascension 09d - Castle Keep 09e - Heart of Darkness 9: Cheshire Cat Random Hint Dialogue 10: Background Story 11: Non-implemented Dialogue 12: FAQs 13: Credits ============================================================ 1: Version History Version 1.0 (03-JUL-2008) - original release ============================================================ 2: Contact Info If you have any comments, suggestions, or corrections, email me at ladytanaka@aol.com. Make sure that you include the subject "American McGee's Alice"! ============================================================ 3: Disclaimer and Legal Information This game script is for informational purposes only. This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited. This game script guide in no way or form has any affiliation with EA Games or Rogue Entertainment. All trademarks and copyrights in this document are owned by their respective trademark and copyright holders. Please do not ask me about posting this game script on your own site. The finished game script will be posted only on GameFAQs. If you see this guide on any other website, please contact me about it. Thank you. Copyright 2008 Ladytanaka ============================================================ 4: Warnings This script contains massive SPOILERS for the entire story of American McGee's Alice. The game and script contains scenes of violence and strong language. ============================================================ 5: Introduction This script contains all the game dialogue and description of all cutscenes in the game. This script's dialogue/text is as close to the actual game as I could manage. It comes verbatim from the in-game subtitles and subtitle text extracted from various game files. ============================================================ 6: Characters (in approximate order of appearance) ALICE - Alice (player) HARE - the March Hare HATTER - the Mad HATTER RABBIT - the White Rabbit PARENTS - Alice's parents MOTHER - Alice's mother FATHER - Alice's father NURSE - a nurse in the asylum CHESHIRE - the Cheshire Cat GNOME1 - a gnome in the mines GNOME2 - a gnome in the mines GNOME3 - a gnome in the mines GNOME4 - a gnome in the mines ELDER - the Gnome Elder TURTLE - the Mock Turtle BILL - Bill McGill (aka Larry) DUCHESS - the Duchess CATERPILLAR - the Caterpillar CENTIPEDE - the Centipede ORACLE - the Oracle (aka the CATERPILLAR) WHITE KING - the White King of the Pale Realm TWEEDLE-DUM - Tweedle-dum (the small Tweedle twin) TWEEDLE-DEE - Tweedle-dee (the big Tweedle twin) DORMOUSE - the Dormouse GRYPHON - the Gryphon JABBERWOCK - the Jabberwock ============================================================ 7: Script Conventions "(vo)" indicates a voice-over, where the speaker is not physically (or visually) present and not clearly identified as speaking "< >" indicates visual/auditory descriptions of events or actions "<< >>" indicates optional hint dialogue from the Cheshire Cat ============================================================ 8: Game Script -----start intro game credits----- EA Games Rogue Entertainment -----end intro game credits----- -----start intro cutscene----- HARE(vo): Wake up, Dormy. It's time for the tea party. Mad HATTER(vo): I've got one. Why is a raven like a writing desk? HATTER(vo): Ahhhh! Oh dear! Oh dear! HARE(vo): You must save Alice! RABBIT(vo): Wake up Alice! Wake up! ALICE(vo): Mom? Dad? PARENTS(vo): Alice!? ALICE(vo): Mom!? Father!? FATHER(vo): For God's sake! MOTHER(vo): Get out, Alice! FATHER(vo): Save yourself, Alice! Get out of the house! PARENTS(vo): (death scream) ALICE! ALICE(vo): (scream) NURSE(female): Poor dear, after all these years. Maybe that old rabbit will bring her around. RABBIT: (deep, hollow voice) Save us, Alice! -----end intro cutscene----- ============================================================ 01a - Dementia ------------------------------ RABBIT: Please don't dawdle, Alice. We're very late indeed! ALICE: You've gone quite mangy, Cat, but your grin's a comfort. CHESHIRE: And you've picked up a bit of an attitude. Still curious, and willing to learn, I hope. ALICE: Wonderland's become quite strange. How is one to find her way? CHESHIRE: As knowing where you're going is preferable to being lost, ask. Rabbit knows a thing or two. And I, myself, don't need a weathervane to tell which way the wind blows. CHESHIRE: Let your need guide your behavior. Suppress your instinct to lead. Pursue Rabbit. GNOME1: Our land is destroyed; our spirit crushed. ALICE: Reminds me of the asylum. Is there no joy here? GNOME1: Slavery and happiness do not dwell in the same house. CHESHIRE: When the path is problematical, consider a leap of faith. Ride the wind. GNOME2: Stir up no trouble, stranger. The Red Queen's agents are ruthless. ALICE: I'm not afraid of her, or her creatures. Never was, really. You should stand up to them. GNOME2: Defiance is useless. While the Queen reigns, only death can release us from this misery. ALICE: Or her death, I suppose. CHESHIRE: Meta-Essence is the life force of wonderland; that of your enemies is especially potent. Collect what you can. Use it wisely. CHESHIRE: Your knife is necessary, but not sufficient. Always collect what's useful. CHESHIRE: Reject only your ignorance and you may survive. ALICE: Everyone seems completely dejected. Are things really as bad as all that? GNOME3: The truth would reduce you to a blubbering baby.... Are you the savior Rabbit has been telling us about all this time? ALICE: I shouldn't think so. I'm a person... and just now I wish to get very small. ALICE: About this big. GNOME3: Calls for serious twisting. You'll need to go sideways, not forward. If I knew how, I'd go sideways myself. ALICE: Not twisted. Small. I wish to become about this big. GNOME3: The Fortress of Doors holds such secrets. But it will take more than a wish to get inside. CHESHIRE: Doors have locks. Locks have keys. Which you don't have. Let's hope the Doors are open. ALICE: And if not, there may be more than one way to skin a cat, if you'll pardon the expression. CHESHIRE: Most unpleasant metaphor. Please avoid it in the future. CHESHIRE: Only a few find the way; some don't recognize it when they do; some don't ever want to. GNOME4: Rabbit told us a champion would come. Are you that champion? ALICE: Perhaps. Can you get me inside the Fortress of Doors? GNOME4: Oh no. Wouldn't dare. Since the upheaval, we've all become gutless half-wits. I can barely risk crossing the road... But, make your way to the mines -- the deepest pit -- there's one wiser and braver than myself who might help. He still lives free. CHESHIRE: Every adventure requires a first step. Trite, but true, even here. ============================================================ 01b - Pandemonium ------------------------------ CHESHIRE: Hanging ropes are as good as step ladders to those who know how to use them. ELDER: Why do you pursue me to this deserted place...? ALICE: To benefit from your wisdom. ELDER: Even blurred vision is valued by the blind. If I were clever, would I cower in this slag heap? I'm not wise, girl... I've just grown old. ALICE: I wish to get very small. No bigger than a mouse. Do you know how I might do that? ELDER: Only that? Oh yes, I could manage that... for a price. ALICE: I have nothing of value. ELDER: You have nerve and your health. Mine are nearly gone. I've seen too much suffering... and I smoke too much you see. ALICE: What must I do? ELDER: In the Card Guards' compound, a particularly rough diamond holds the key. Retrieve it. ELDER: I will... repay the favor. CHESHIRE: 52 pickup is a staple of juvenile humor. But when the deck slices and dices, it's no laughing matter. ELDER: You have the key! Very resourceful. Rabbit's confidence is now misplaced. He is no fool. ALICE: I certainly hope he is not. ELDER: Use the key to free my clan from the oppressive burden they carry. Any fight against the Queen's tyranny is a good fight. They've suffered... ALICE: I'm sure I'm very sorry for them, sir. Really, I am. But what about me getting small? -------------------- <> CHESHIRE: Ignore the Queen . . . for now. Keep your eye on Rabbit. CHESHIRE: Rabbit's handy with a map. He's on the right road. And at present, you're too big to follow. CHESHIRE: Doors have locks, locks need keys, which you don't have. Let's hope the Doors are open. CHESHIRE: The Guards lack imagination. Don't play with them, unless you're ready to deal. CHESHIRE: Odds are the next gnome will know something of value. That last idiot was nearly useless. CHESHIRE: The old rebel is a legend. Search the mines for him. CHESHIRE: Keys and locks like hens and cocks are often found together. ============================================================ 02a - Fortress of Doors (pt 1) ------------------------------ ELDER: There's a Skool, inside the Fortress, where you'll find certain items for creating a concoction that will make you small. ALICE: What items exactly? ELDER: Items. Items, girl. You'll know them when you see them. ELDER: Speaking of seeing things, we should avoid the Card Guards's notice, hang on! ... Ahhhhhh! -- DAMMIT! We've been seen. ELDER: Eventually, you must break through such walls... but for now, jump! ============================================================ 02b - Beyond the Wall ------------------------------ CHESHIRE: Time to raise some havoc. The dogs of war are loose. CHESHIRE: The proper order of things is often a mystery to me. You, too? <> CHESHIRE: Inside the wall is not inside the Fortress. The old Gnome was short on details. <> CHESHIRE: Observe, learn, and react. -------------------- <> CHESHIRE: Cling closely to the path, Alice. A fall will dash your head along with all our hopes. CHESHIRE: The Guards are tools of the Queen. All suits are dolts. But dangerous. CHESHIRE: Boojums have revolting manners. They'll eat anything. Dispose of them or become a meal. CHESHIRE: That savage shriek is the mere tip of the iceberg that is the Boojum's repulsive personality. ============================================================ 02c - Fortress of Doors (pt 2) ------------------------------ CHESHIRE: Entering skool requires a real leap of logic! -------------------- <> CHESHIRE: Protective walls may impede you. But the walls most difficult to penetrate are those that surround our hearts. ============================================================ 02d - Skool Daze (pt 1) ------------------------------ CHESHIRE: Here's a riddle. When is a croquet mallet like a billy club? I'll tell you. Whenever you want it to be. ALICE: There's a bit more to do than you suggested, don't you think? ELDER: No need for sarcasm. I admit, my memory's not what it was. But I'm here now. I'll try to amend its deficiencies. ELDER: The library contains a recipe for the potion. Consult the Book of Bizarre Things. Oh, no... Run... CHESHIRE: Steps to enlightment brighten the way; but the steps are steep. Take them one at a time. ALICE: There's no lock, but it won't open. It's stuck. CHESHIRE: Treat it like a Chinese box or a stubborn lin. A tap in the right spot might do the trick. CHESHIRE(vo): You call that a tap? Fortunate I didn't suggest force. You might have pulverized it. ALICE: Mushrooms, poppies, sugar and spice. All those things are very nice. When combined the proper mixture makes a getting-small elixir. Hmm, I don't really like sweets. -------------------- <> CHESHIRE: This Skool serves more than nasty lunches. The laboratories are especially fascinating, if you can stand the vile stench. CHESHIRE: Countless generations of termites would only digest a mere fraction of the volumes here; and they wouldn't be one wit wiser. CHESHIRE: Every picture tells a story. Sometimes we don't like the ending. Sometimes we don't understand it. ============================================================ 02e - Skool's Out ------------------------------ CHESHIRE: Ah, the diabolical dice. A word of caution. Don't throw them when you're alone. The fiends lack loyalty, and their notion of nourishment is quite disturbing. CHESHIRE: How fine you look when dressed in rage. Your enemies are fortunate that your condition is not permanent. And you're lucky too. Red eyes suit so few. ELDER: The gymnasium should be safe. Guards never exercise. Can't afford to lose the weight. ALICE: I never cared for sports at school... I don't have to put on a pinny, do I? ELDER: No, it wouldn't suit you. I've recalled one of the potion's ingredients. ELDER: Mushrooms... Lovely texture. ELDER: What's that? <> CHESHIRE: Nature has ordained that certain seeds require assistance to fulfill their destiny. <> CHESHIRE: Gardners store rat poison and weed killer in sheds. Skools have laboratories for that purpose. ALICE: You're fortunate I passed by. ELDER: Meaning what? I was about to say that you're lucky to have found me. ELDER: Look, I found the last ingredient. Sugared spice drops... ALICE: Whenever we meet up, seems I also find a bit more trouble. Seen any Jumbo Grow, about? ELDER: There's a bit in that flask on that sideboard. You see? We're set. Bring back some poppy blooms and we'll mix up the potion. ELDER: This condenser can mix the potion... doesn't look like it's good for much else, though. ELDER: Now time to leave... but not as you came. Go by way of the Observatory. This star is for your stellar performance... may open some doors for you. -------------------- <> CHESHIRE: Unplanted seeds dry out and die. ============================================================ 02f - Skool Daze (pt 2) ------------------------------ ============================================================ 03a - Pool of Tears ------------------------------ <> CHESHIRE: Rabbit's anxiety pollutes his reasoning. He begs you back to this hell-hole, then abandons you. Stop looking for good sense here. Settle for any! <> CHESHIRE: A rope and net would be handy. And a circus career. Your limbs and imagination will have to suffice. <> CHESHIRE: Take the high ground, then punish these pests. ALICE: What's all this then? Did someone die? Have you lost your family? TURTLE: No, my shell! The Duchess stole it and tried to eat me for lunch! Nobility must be served, I suppose... ALICE: Stop that wailing, won't you? TURTLE: You're very cold blooded for a mammal. I was almost soup! ALICE: Tragic, I'm sure, but I'm a bit pressed for time. Have you seen a rabbit? TURTLE: Hmm... twitchy nose, shifty eyes... constantly consults his pocket watch? Most peculiar beast. ALICE: Well, he's very dear to me. I must find him. TURTLE: Caterpillar could help, I'm quite certain. He knows everything there is to know. ALICE: And where does that smushy lay-about hang his hookah these days? TURTLE: Since the troubles began, he's in hiding. I couldn't divulge the secret. I couldn't risk telling you, without... something in return. ALICE: Risk nothing, gain nothing. TURTLE: His whereabouts, then, for my shell. The Duchess won't part with it willingly. ALICE: Then she must do it unwillingly. I'll teach her manners. TURTLE: You are brave. But I warn you, she treats everything as prey! <> CHESHIRE: The dim-witted are not ignorant. Follow Turtle and find nobility, of a sort. -------------------- <> CHESHIRE: What a racket! Reminds me of your violin lessons. CHESHIRE: Plug that noisy orifice before we both go mad. ============================================================ 03b - Hollow Hideaway ------------------------------ <> CHESHIRE: There's a distinct whiff of pepper on the wind. The Duchess must be nearby. BILL: Psst! Over here! ALICE: Don't I know you? BILL: Bill McGill, at your service. Call me Larry... Or not. Have any brandy? ALICE: No, I've only my wits. BILL: Then you have nothing. Wits are useless here - everything is down-side up! ALICE: I must see the Duchess. BILL: Impossible. She only sees those who don't wish to see her. ALICE: That's not right. BILL: It's perfect. She's supposed to be hiding from the Red Queen, who wants her dead. ALICE: Her head?! BILL: That, too. Ruins my home; builds this monstrosity. She's mad as monkey mash and just as tasteless. Well, never mind. We'll all perish soon enough. Sure you've no brandy? ALICE: I'm here to retrieve the Turtle's shell. I won't leave without it. BILL: Won't you indeed? Stick your thumb in her eye, what! Your devoted servant, Ma'am, I owe her a bad turn myself. Follow me. -------------------- <> CHESHIRE: The leaves appear no worse for it. CHESHIRE: Is our situation not dismal? Wonderland is so discombobulated that lady bugs have turned belligerent and enlisted in the Queen's army. Punish their conversion. ============================================================ 03c - Just Desserts ------------------------------ DUCHESS: Come closer my little chick... Mmmm, properly seasoned, you'd make a handsome dish. ALICE: I'm not edible. DUCHESS: Not a full meal, certainly. But a light snack, I think! ALICE: I'll have the Turtle shell now, you disgusting ogre! DUCHESS: Over my dead body! ALICE: I'll try to accomodate you! BILL: I'll have the leeches in to handle this mess. TURTLE: At least my shell's in tolerable condition. ALICE: A simple thank-you would have been nice... I've kept my part of the bargain, Turtle. TURTLE: Fair enough. I'll take you on a trip. Hover around my bubbles. Cuddle up to them, never leave them. You'll muddle through. -------------------- <> CHESHIRE: Annihilate what threatens to destroy you. ============================================================ 03d - Wholly Morel Ground ------------------------------ -------------------- <> CHESHIRE: Turtle's bubbles are like words to a prophet. CHESHIRE: His bubbles are to your survival what eyesight is to vision. ============================================================ 04a - Dry Landing ------------------------------ TURTLE: Finish what you start, please! Remember, you're just a visitor. We have to live here. ALICE: I'm not on holiday. TURTLE: And I'm not ungrateful... You're an honorary reptile! ALICE: Lucky me... TURTLE: You're think so when you're under water. <> CHESHIRE: Even pebbles terrorize the tiny. But you must risk them. Caterpillar is waiting. RABBIT: You've taken your sweet time. ALICE: What do you mean? You're the one who didn't wait! I have reason... RABBIT: Forget reasons, they're useless. Caterpillar is waiting. ALICE: I remember him well. Thin-skinned. Ill-tempered. Smokes too much. Disagreeable smell. Why do I need him? RABBIT: No one's wiser in Wonderland. Only he knows what you must do to save us. Now, follow closely. The way is treacherous. We have so far to go, and so little time to get there. <> CHESHIRE: Don't lose him. He's not the brightest star in the galaxy. But he shines at one thing. <> CHESHIRE: Don't lose him. He's not the brightest star in the galaxy. But he shines at one thing. ============================================================ 04b - Herbaceous Border ------------------------------ RABBIT: Strange how quiet it is here, now. I don't like it. Caterpillar is just beyond the clearing, Alice. Let's sacrifice stealth for speed. ALICE: Everyone I love dies violently... unnaturally. ALICE: I'm cursed. Why go on? I'll just hurt others... CHESHIRE: No time for self-pity. Evade these savage soldiers and find Caterpiller. CHESHIRE: Go with the flow. Whatever floats will do. ============================================================ 04c - Rolling Stones ------------------------------ (no dialogue) ============================================================ 04d - Icy Reception ------------------------------ CHESHIRE(vo): Withering cold incapacitates an enemy more completely than deep wounds. But winter does not last forever. CATERPILLAR: Ah Alice... you've returned. ALICE: But Rabbit never told me why.. and now he's gone. CATERPILLAR: Why? Wonderland is severely damaged. You must set things right. That's why. ALICE: I barely recognize this terrible place. What is it to me? CATERPILLAR: It's home... Well, it could be. Having lost what you loved, you nearly wiped us out. You've started to rebuild. Your task, however, and your pain are not over. ALICE: Why must I suffer...? CATERPILLAR: Because your mind is fouled by self-deception. Even your fantasies have fragmented into tortured versions of themselves. You are wracked with guilt because you survived, and you dread the prospect of a life alone. ALICE: What do you think I must do? CATERPILLAR: Destroy the Queen of Hearts. Wonderland, and your entire world can become whole again. I need to rest now. You need to regain your human size. Grow up, Alice. Embrace the truth. CATERPILLAR: Travel to the Fungiferous Forest, now, and nibble from the Mushroom of Life. Take great care. The voracious Centipede jealously guards it, and rules over waht you require. ============================================================ 04e - Fungiferous Flora ------------------------------ CENTIPEDE: You pathetic and wretched excuse for warriors! Form a line! CENTIPEDE: Bring the intruder to my den. I will punish her insolence and dispose of her! -------------------- <> CHESHIRE: If your stature were an illness, it seems the Centipede dispenses medicine to make you well. CHESHIRE: Confidence and rashness are sides of a single coin. Please remember, you're about as big as a middling-size garden slug. Until you find the magic mushroom, get used to it. CHESHIRE: I'm afraid I have to expel a rather ferocious hairball. You're on your own, girl. ============================================================ 04f - Centipede's Sanctum ------------------------------ CHESHIRE: Those who say there's nothing like a nice cup of tea for calming the nerves, never had real tea. It's like a syringe of adrenaline straight to the heart. CHESHIRE: I've never trusted toadstools; but I suppose some must have their good points. ALICE: I wish I were hallucinating. What a horrible choice. Eat a toadstool, or remain food for insects. CHESHIRE: It's rude to eat and run, but sometimes it's unavoidable. ============================================================ 04g - Caterpillar's Plot (pt 1) ------------------------------ CHESHIRE: The dimensions of the desolate tract are unknown to all but the inhabitants. Only one path will bring you to the endgame. CHESHIRE: The Jabberwock's Eye Staff is incomparably powerful. But its individual pieces are worth less than the carcass of a gnat. ORACLE(unseen): To destroy the palace, filled with malice, is the daring work of noble Alice. ORACLE(unseen): An endgame with the Red Queen is possible only after you crush her sentinel -- the vile, fiercilicious, and vengeful Jabberwock. Without the Staff that bears his name, destroying him is the hopeless work of a wasted life. ALICE: I have one piece of the Eye Staff. Where are the others? ORACLE(unseen): Scattered throughout the world. When you have them all in hand, checkmate is possible. The pale royals may be of use. ALICE: Obscure allusions to chess are fine, but it troubles me that anonymous oracles know more of my business than I do. CHESHIRE: Since you know the moves, best play with whites. They go first. ALICE: Such order in the midst of chaos makes me woozy and disoriented. CHESHIRE: The regularity of the board disguises the predatory menace of certain pieces. -------------------- <> CHESHIRE: Flattering words often incite their object to rash action. Learn their true meaning. CHESHIRE: Cats are color blind, you know. Kaleidoscopes hold no interest for us. CHESHIRE: These woods are familiar. The voice from the cliff, remember? Wonder if he's done a bunk by now. ============================================================ 05a - Pale Realm ------------------------------ WHITE KING: Help us, please. The Red Queen's forces are strong and show no mercy. Our own queen is in terrible danger. ALICE: I saw her captured. I'm sorry. WHITE KING: Without her generalship, red wins. We're doomed. ALICE: As am I, if I can't pass through this realm. I must collect the pieces to the Jabberwock's Eye Staff. WHITE KING: Free the White Queen, Alice. That will help us both. ALICE: I'm not really a player. What are the rules? WHITE KING: Rules? There are no rules. There's barely any strategy. No time! Make a frontal assault on the Red Castle. I won't lie to you. You'll meet deadly traps and fierce opposition along the way. ALICE: Should I be grateful for the truth? A lie or two might have been more persuasive. WHITE KING: In war: truth first. There's always time for lies later. You won't face the enemy alone. Carry this soldier to the White Queen. ALICE: A mere pawn is the best I can hope for? WHITE KING: I'm afraid so. Now, return as you came. The rooks know the way. -------------------- <> CHESHIRE: Make your move toward the White Knight's Castle. CHESHIRE: You know all the right moves. Use them. ============================================================ 05b - Castling ------------------------------ -------------------- <> CHESHIRE: The White Queen awaits. You control her fate. ============================================================ 05c - Checkmate in Red ------------------------------ ============================================================ 05d - Mirror Image ------------------------------ CHESHIRE: Look straight ahead; or askance. Whichever way you choose, you must always look in the right direction> <> CHESHIRE: Paths that end in trouble are all the same. They only appear different when you don't know where they lead. CHESHIRE(vo): This simple game can turn distinctly nasty. Don't ever play alone. <> CHESHIRE: Seek and ye shall find, they say. But they don't say what you'll find. <> CHESHIRE: Don't get spun, whirled, twisted, gyrated, sloshed, or tossed. Avoid false moves. TWEEDLE-DEE: Look, Dum, it's whatshername, from the Neurotics' Ward. Nurse's favorite lunatic. TWEEDLE-DUM: Oh yeah? Scrawny, ain't she? Who let her out, then? They'll blame us, most like. TWEEDLE-DEE: She'll need more medicine. Strong medicine. TWEEDLE-DUM: She got anything to eat?
TWEEDLE-DEE: Doubt it.  She never finishes her grub at the asylum.  She had any
meat on her, she'd make a delectable dish.

ALICE: Despicable, grotesque, and smelly louts; I'll fill your bellies,
alright!
CHESHIRE: The bigger they are, the harder they fall.
ALICE: Spare me the platitude.  Do you have any useful advice?
CHESHIRE: Use their size against them.



HATTER: Bad timing.  Pity.  Reliable help is so hard to find these days.  Come
in my dear.  You're just in time for tea.

ALICE: I only take mine with friends.

HATTER: Count me to be among them.  Accurately.  I mean, honestly.  That's the
truth.  Oh, I quite forgot.  You and the truth are not on familiar terms.
ALICE: And you would know!
HATTER: Truth is always bitter to those who fear it.
ALICE: I fear nothing.
HATTER: False.  You fear much... a return trip to the asylum, for example...
the memories that drove you there... more years in, shall we say, supervised
hospitalization... ah yes, you fear much.  Of course, all that might be
avoided.
ALICE: How?  Tell me.  What do you mean?
 

--------------------
<>

CHESHIRE: Seek the scattered pieces of the Eye Staff, Alice. I feel its power
here.

CHESHIRE: Each piece brings you closer to the endgame. But alone, each is worth
less than a matchstick.

============================================================
06a - Crazed Clockwork
------------------------------



CHESHIRE: A reflection sometimes exposes more reality than the object it
echoes.





HARE: Dormy, wake up.  Someone's come to release us.


DORMOUSE: It's just a human.  Probably useless.
HARE: Undo us, please, from this contraption.
DORMOUSE: Or you can give us tea, if you prefer.
ALICE: Were you impolite at table?  Did you slurp your tea? Or talk while
chewing?  Confess your crime.


HARE: We've done nothing of the kind.  It's the Hatter.  He's gone quite mad,
if I do say so.  Speaking of which, how is the Queen of Hearts not like a
typhoon?

ALICE: Both are powerful, destructive, and indiscriminately cruel.  But the
typhoon doesn't mean to be.
HARE: Good answer.  Wrong, but good.

ALICE: Oh, I beg your pardon.  You are in real danger.  Where is your host?
DORMOUSE: Real danger? Are we?  Really?  Hare, I wish to go home. 

DORMOUSE: Evidently I have worn out my welcome.

HARE: The Hatter will be here at 6. Sharp as clockwork.

DORMOUSE: Misses no opportunity to deny us our tea.  Most cruel, I'm sure.  And
his medicine makes me tired...









CHESHIRE: Quick as Mercury: and mad from it... among other things.  He is
obsessed with time.  Find him.  Or your own time may be short.



ALICE: Those two seem to barely comprehend their situation.
GRYPHON: They're blithering idiots.  But the Hatter does come at 6 on the dot.
ALICE: For his tea?
GRYPHON: No.  To check his cruel experiements.  With gears, springs, levers,
and mechanical gizzards, he seeks an impossible precision like a watchmaker
obsessed with infinitesimal fractions of seconds, or a mathematician who tries
to square the circle.  He'll turn all the inhabitants into his automatons, or
kill them in the attempt.
ALICE: That's simply awful.  6 o'clock, you say?
GRYPHON: 6 precisely, by that clock.
ALICE: Hmm... Perhaps 6 comes early today.






--------------------
<>

CHESHIRE: Even I know not where the missing piece of the Eye Staff is
concealed. But if a segment were secreted amidst evil and madness, I would
expect to find it here.

============================================================
06b - About Face
------------------------------



CHESHIRE: The Staff lacks only the Jabberwock's eye.  Through he has two, I
understand he's quite fond of them both.  I doublt time will change his mind. 
Speaking of which, where is the Hatter?








CHESHIRE: This unique watch stops time... for a time.  Unlike death... time
moves on.  Those who stood still with time move on also... unless they're dead.





GRYPHON: With gratitude, I offer you my services.
ALICE: Promise only what you're prepared to deliver.

ALICE:  I am destined to battle the Red Queen.  The outcome is uncertain.
GRYPHON: You won't fight alone.  Permit me to serve as your commander.  I'll
muster the forces whose allegiance your courage and skill have already won.
ALICE: How shall we prepare for battle?
GRYPHON: An assault on the Queen depends on breaching the gates to her kingdom.
 Only the Jabberwock's Eye Staff can pry them open. If you open the gates, I'll
lead the troups to victory.  Let us right the wrongs of this world, together.



============================================================
07a - Burning Curiosity
------------------------------



GRYPHON: Recruit whatever allies you can, Alice.  We'll need them all.  I'll
return with reinforcements.  Take heart.




ORACLE(unseen): The time of action has arrived.  You should not waste a day. 
No lame excueses do you contrive, nor tolerate delay.

ALICE: It talks like I'm on holiday, Cat.  Wandering about, having a bit of
fun.  The oracle's an idiot.
CHESHIRE: Confront what frightens or offends you.  Reckless or insulting talk
should never go unchallenged.

ALICE: You?  Bizarre creature!  I was beginning to like you.
CATERPILLAR: Like me or don't.  But believe me.  The Jabberwock must be
eliminated -- now.  Blow open the gates and confront the Queen.
ALICE: I don't have the final piece of the Staff.  Without his eye, how can it
be done?
CATERPILLAR: I don't know.  But you must.  The situation is urgent.
ALICE: What good are you to me?  I'm supposed to attack this ferocious
creature; but I'm not even sure this is my fight.
CATERPILLAR: It's no one else's, Alice.  Only you can save yourself.
ALICE: Save myself?  From death?  Is that it?  Is that why I've come here?  I'm
not afraid to die.  'times I've welcomed death.
CATERPILLAR: Not death.
ALICE: What then?  A fate worse than death?  I'm not stupid.  Don't make me
think you are.
CATERPILLAR: Think what you will.  But know this.  You withdrew from your world
after the fire because you could not bear your terrible loss.  When you
answered Rabbit's call, you began to emerge from your tragedy.  Stay on this
path, Alice.  Save yourself, and you will save Wonderland.  You will restore us
all.
ALICE: What I've been feeling, I am beginning to understand.  I broke this
world; and only I can repair it.
CATERPILLAR: Go well, Alice.  The Jabberwock waits.  With Gryphon as your
partner, you have reason to hope for success.  He's the strongest among us.

--------------------
<>

CHESHIRE: Gryphon's an ideal partner. Perhaps I'll just retreat for a nap

CHESHIRE: The Queen's guardian rarely leaves his filthy lair.

============================================================
07b - Jabberwock's Lair
------------------------------

JABBERWOCK: You've kept me waiting, Alice.  Have you never heard that
punctuality's a virtue?

ALICE: You and my dentist's assistant have much in common.

JABBERWOCK: You're habitually late, aren't you?  Between your dim-witted
daydreaming and your preening vanity, the hours just fly by; there's barely
time for anything else.
ALICE: That the best you can do?  Hurl second-rate insults?  They don't hurt...
JABBERWOCK: Your family was expecting you to come to them, weren't they? 
Perhaps they thought you might warn them of the danger... being close to the
source, as you were.  But they waited in vain, didn't they, and died for their
trouble.
ALICE: We were all asleep.  It was an accident... I...
JABBERWOCK: You selfish, misbegotten, and unnatural child!  You smelled the
smoke.  But you were in dreamland taking tea with your friends.  You couldn't
be bothered.  Your room was protected and spared -- while your family upstairs
roasted in an inferno of incredible horror.
ALICE: (wail) Noooooooooooooooo...






GRYPHON: Hurry, Alice.  The Eye Staff is yours.  The troops are gathered,
everything is ready.  I'll deal with the Jabberwock.  You are our champion. 
Lead us to victory in Queensland.


--------------------
<>

CHESHIRE: The vile creature is a killer. And even his words can wound.

CHESHIRE: It's impolite to keep royalty waiting. But the price of good manners
may be too high. This Queen's a real bitch.

============================================================
07c - Caterpillar's Plot (pt 2)
------------------------------


CHESHIRE: A blunderbuss in the hands of a blockhead, is a catastrophe waiting
to happen.  You're not a bunderhead, but exercise great care.


GRYPHON(vo): ...only the Jabberwock's Eye Staff can pry them open...

--------------------
<>

CHESHIRE: You may have missed something. What's rubbish to one is salvation to
another.

CHESHIRE: Look, Alice. Though his elliptical essence is unrecognizable, it's
wrong to think him worthless.

============================================================
08a - Majestic Maze
------------------------------

<>
CHESHIRE: Find the Queen. Ignore her pledge to decapitate intruders, at your
peril. 

(no dialogue)

============================================================
08b - Airborne Terror


CHESHIRE: Ride the thermal drafts like a gyrfalcon.


============================================================
08c - Mystifying Madness
------------------------------

<>
CHESHIRE: The Queen. The Queen. My lower incisors for the Queen. Where is that
wretched creature?







============================================================
08d - Water Logged
------------------------------


CHESHIRE: Turtle proved that being a reptile has advantages.

============================================================
08e - Labyrinthine Revenge
------------------------------

(no dialogue)

--------------------
<>

CHESHIRE: Look for the Queen, but remember: She also has eyes for you.

============================================================
08f - Machinations
------------------------------


CHESHIRE: Time to jump in time to jump through time... I'm dizzy.

============================================================
09a - Royal Rage
------------------------------






JABBERWOCK: How typical.  How foolish you were to think you could overcome your
guilt.



GRYPHON: You've destroyed her guardian, Alice, and avenged my death.  Enter the
ultimate battle.
ALICE: Must I fight on?  Can't the Red Queen be persuaded to surrender?
GRYPHON: True words and logic rarely defeat evil intent.  She is still strong. 
And so many have been harmed.  They want revenge, which we call justice.  She
made this world, and she must pay.  You must lead our forces against her.
ALICE: I'm not sure I know how to lead.
GRYPHON: Do your best, Alice.  You can only do your best.  You can always do...
best.





CHESHIRE: Without Gryphon, our forces are leaderless and a battle has begun. 
Deliver from this evil, or let us perish.




============================================================
09b - Battle Royale
------------------------------







(no dialogue)

============================================================
09c - Ascension
------------------------------




(no dialogue)

============================================================
09d - Castle Keep
------------------------------



CHESHIRE: The Queen.  The Queen.  My lower incisors for the Queen.  Where is
that wretched creature?



CHESHIRE: Only a few find the way; some don't recognize it when they do, some
don't ever want to.







CHESHIRE: Bravery and I are not on intimate terms.

CHESHIRE: My natural curiosity is tempered with caution -- thus I've lived
long.

CHESHIRE: But now, ignoring my instinct to flee or fib, I speak the truth
without regard to consequences.  Your courage deserves no less.

CHESHIRE: You have suffered great pain and you've caused some. You've endured
deep grief and feelings of guilt.  

CHESHIRE: But you will be tested by a more wrenching anguish, Alice.  There is
worse to come.  You and the Red Queen cannot both survive.  You are two parts
of the same...


ALICE: (wail) Noooooooooooooooo...

============================================================
09e - Heart of Darkness
------------------------------


ALICE(vo): Who am I?

RED QUEEN: Off with her head!














RED QUEEN: I rule Wonderland alone.  Your interference will not be tolerated. 
This realm is for grown-ups; raw, well-ordered, ruthless, careening on the
jagged edge of reality.  Self-pitying dreamers are not wanted here.  

RED QUEEN: They cannot survive here.

RED QUEEN: You fear the truth.  You live in shadows.  Your pathetic attempts to
reclaim your sanity have failed.

RED QUEEN: Retreat to the sterile safety of your self-delusions, or risk
inevitable annihilation.
RED QUEEN: If you destroy me, you destroy yourself!  Leave now and some hollow
part of you may survive.  Stay, and I will break you down; you will lose
yourself forever.
















"YEA, ALICE! You've saved us!"
And she had done more than that, she knew...
She had saved -herself- as well.
THE END




============================================================
9: Cheshire Cat Random Hint Dialogue

If there isn't a hint specifically assigned to a given location, using the
Cheshire Cat help key will cause the Cheshire Cat to appear and offer a random
comment from the following list.

---------------

CHESHIRE: Every adventure requires a first step. Trite, but true, even here.

CHESHIRE: When the remarkable turns bizarre, reason turns rancid.

CHESHIRE: What is sought is most often found... if it is truly sought.

CHESHIRE: Only a few find the way; some don't recognize it when they do; some
don't ever want to. 

CHESHIRE: There's an ugly name for those who do things the hard way.

CHESHIRE: The uninformed must improve their deficit, or die. 

CHESHIRE: To the royal guards of this realm, we are all victims in-waiting.

CHESHIRE: Only the foolish believe suffering is just wages for being different.


CHESHIRE: Only the savage regard the endurance of pain as the measure of worth.

CHESHIRE: Only the insane equate pain with success. 

CHESHIRE: Tell yourself, I've seen worse at Rutledge's. Prevarication, in this
instance, may help.

============================================================
10: Background Story

The game manual for "American McGee's Alice" contains some very interesting
background for the in-game story.

The following transcription of the relevant portions of the game manual is
courtesy of Odd Magne Granli (aka Lsnake/Engelen), who gave his kind permission
to include his hard work in this script.

This information is taken essentially verbatim (except for a few minor spelling
corrections) from Lsnake's excellent walkthrough for this game.

--------------------------------

In order to understand the story of Alice, you should read the manual. If you
don't have it anymore, I decided to write down the whole piece because I
honestly think it's VERY important to understanding the story. So enjoy!

A little explanation about the Background Story. It is the diary of the person
who tries to reach out to Alice and cure her, and the person often leaves
another note years afterwards. (Marked with the " " and the date)

+------------------+
| Background Story |
+------------------+

---------------
4 November 1864
---------------

Received Confirmation from the superintendent that I will be given the
opportunity to treat a very troubled and difficult patient. Dubious Honour! Her
name is Alice, and her prognosis is not promising. After looking at her file,
I'm astonished she has survived this long. She has been nearly comatose for a
year.

"Would I have admitted her had I known then what I know now?" -3/10/73
 
----------------
11 November 1864
----------------

Mute on a stretcher, with her head curiously bandaged, Alice seems to cling
precariously to life. Her burns have healed remarkably in the year since the
fire, but she languishes in a deep trance-like dementia. It's as if the blaze
consumed her senses wholesale. Deaf, dumb and blind to all stimulation, she's a
fair match for the infirmary's gloom. In a frenzied instant, a cankered feline
pounced on Alice while she was about to be carried inside. Startled by the
cat's yowl, the bearers lost their grip and dropped the wretched girl to the
ground. Most curious to behold, the cat stood atop Alice as if claiming
territorial right, or as if defending a rodent captured in the day's hunt from
other hungry predators. Only when an orderly threatened it with a stick did the
creature scamper into a nearby hedge. Even then the cat crouched beneath the
shrubbery. With eyes agape, it fixed on Alice as if it had some vital interest
in our proceedings.

"It pays to heed the feline--something I've learned over the years." -21/10/73

---------------- 
14 November 1864 
----------------

Her one possession is a toy--a sooty, stuffed rabbit whose single button-eye
dangles from a loose thread. Plaything from her time of innocence, and her only
link to life before the fire, the rabbit is now sentinel to Alice's deepening
Ddementia.

"The rabbit may prove a valuable instrument for shock therapy. I should have
noticed it sooner" -21/10/73

----------------
8 December 1864
----------------

When I hold a flame to her eye, nothing in her vacuous gaze berrays the
faintest glimmer of response. I clap a pair of blocks at her ear. Nothing.
Neither her sight nor her hearing appear to be damage, still she registers
nothing at all. The rumour (passed on by Reverend Mottle amongst others)
alleges that she feels nothing--not pain, or fear or other torments--is neither
credible nor kind. Still, she is far, far gone, this one.

----------------
10 December 1864
----------------

Though she appears weak, she must have a strong constitution to have survived
until now. Her fever persists, her breathing heaves violently at times and,
even after more than a year of healing, burns so massive commonly cause great
discomfort. You'd never imagine she's in any distress, though, the way lies
there, as lifeless as a British Museum mummy. I daresay, however, that I'll
stir her from her dreamery, even if the response is involuntary. I'll begin
tomorrow with a steady treatment of cold plasters and bloodletting. The
bleeding might cause some relief to her dementia. I also have a new shock
apparatus that I'd like to try on her. I'm curious to see how she reacts to
this treatment.

----------------
6 January 1865
----------------

Another patient died in the night. I'd been treating her with the same potion I
intend for Alice. I had been quite certain she was improving with each
subsequent vial, so this development is quite vexing. Perhaps the stronger
mixture was too much for her chronically weak chest. A little more
experimentation is in order before I feed this serum to Alice.

"A little less laudanum and a little more camphor might have spared her"
-13/12/73

----------------
23 February 1865
----------------

Through the windows of my laboratory, I can glimpse the garden ward. Nurse D-
is leading a group of children to the airing room. I listen to great shuffling
of feet on the pebble path. Will Alice, I wonder, ever stroll the grounds with
the others? Will she ever regain her senses? Or, for the rest of her days will
she remain cloistered behind these thick, grey walls? Based on her progress so
far, it seems futile to hold out much hope for a cure.

"Little could I have imagined her mind would eventually gambol in unimaginable
forests and gardens" -27/1/74

----------------
23 March 1865
----------------

Nothing seems to aggravate the girl. I've tried restraint--handcuffs, leg-locks
and straightjackets. I've tried solitary confinement. On the other hand, I've
allowed her to smell freedom, leaving her for hours at a time unattended in the
garden. Yet nothing stirs her. I still have a number of methods, some of which
I haven't engaged in since the old days, but I'm beginning to doubt anything
can bring about a change in this one.

----------------
1 April 1865
----------------

Each year on this peculiar day I pause--exactly at noon according to my pocket-
watch--to ponder the absurdity of such a day. Is it not ironic that we here
should celebrate a holiday dedicated to fools? The girl has shut down
completely. If it were possible, I'd say Alice has retreated even further into
what the European practitioners of psychiatry call her "psyche". I'll keep
trying different methods, but unless there's some sort of marked improvement,
there's no reason to hope. I'll document progress...if indeed there ever is any
progress.

----------------
7 September 1873
----------------

After years of slumber, she chooses to speak to use with a picture, a drawing
of some sort of cat. Really, though, it's nothing like any cat I've ever seen.

"Even a drawing so bizarre couldn't foreshadow the imaginings to come" -29/3/74

----------------
10 September 1873
----------------

While Alice napped following her afternoon sedation, Nurse D- took it upon to
replace the rabbit's missing eye. Even after living so many years in an infirm
population, it can still surprise me when a seemingly trivial act can trigger
such a remarkable reaction. Alice woke from her nap and began to sob
hysterically. "Tell me, child, what's wrong?" pleaded Nurse D-. "What is it,
dear?" In an instant of semi-awareness, Alice spoke a sort of poetry.

"Into the hole again, we hurried along our way Into a once-glorious garden now
seepd in dark decay"

She continued to cry, and it was only when Nurse D- plucked the newly stitched
eye from the rabbit's face that Alice fell back into her customary state.

"With such behaviour, maybe it was a mistake to stir these waters and awaken
her" -29/3/74

I don't know whether to cheer at this response--any response--or grow alarmed
over the intensity of her emotional outburst. At least we discovered one thing:
She can speak.

----------------
11 September 1873
----------------

When she is so inclined, Alice can draw. This morning I was greeted by another
of Alice's artistic phantasmagorias. What is it she's rendering? I can only
think it's a depiction of her nightmare of Hell.

----------------
15 October 1873
----------------

Approaching Alice's room, I heard the muffled sounds of laughter. A pair of
orderlies were cursing at her and threatening her with leather straps. It's
easy to see that this pair was weaned from the same teat. Alice didn't respond
to their tomfoolery; and the orderlies were not impressed by my reprimand. Good
help is so hard to find.

----------------
18 October 1873
----------------

The Superintendent paid a visit. The smell of his perfumed handshake is still
in my nostrils. He doesn't visit often, but when he does he arrives unannounced
and remains overlong. Typically, he flounces through the infirmary pretending
to be interested in this case or that. This time, he requested to see Alice and
asked for the leeches. When she refused to stir, the Superintendent stretched
wide his mouth in a yawn of infinite boredom. When I displayed some of her
recent artwork, the Superintendent's attention was caught again as if someone
jabbed his fatty palm with a hot poker.

"He was in a very agitated state when he departed" -7/4/74

----------------
24 October 1873
----------------

Nurse D- has been listening from outside the door. Alice, it seems, has been
muttering inarticulately. Though no one can understand her, it's likely she's
addressing the one-eyed hare.

----------------
26 October 1873
----------------

Her case is not overly remarkable...at least not when compared to the countless
other patients who live within these walls. I am not minimising her tragedy--
the undeniable strain is enough to set anyone's mind askew. Imagine the horror
of hearing the piteous cries of your entire family--trapped in their burning
bedrooms--and being unable to help. Alice certainly heard such screams. I
imagine she's been hearing them for ten years.

"Looking back, I retract this statement. Her case IS most remarkable" -7/4/74

----------------
3 November 1873
----------------

I hear the clock ticking onward, past midnight, and then I'm suddenly aware of
other sounds. In the barren pit of the night, the most disturbed minds are
alive throughout the asylum. Alice isn't stirring, so I listen to the blood-
curdling shrieks, the haunting clank of shackles, the insane groaning,
insufferable babble and lunatic mutterings. After the initial convulsions,
Alice's body again appears lifeless. If it weren't for the for the sporadic
utterances in her sleep, I'd hold the mirror to her mouth. It's impossible to
comprehend what she says. It sounds like "too glum" or "through him" or
"boo-jum". Nonsense really. Is it a person's name? A place? Or simply some
conjuring of this raving delirium? I yell the utterance into her ear and prick
her shoulder with a needle--she gasps, but her speech does not become any
clearer.

"Boojum! But how does she construct such fantasies?" -11//4/74

The potion courses through her blood. Sitting in this cold room reminds me of
the last treatment here. The shredded padding recalls to my mind the patient
who believed rats spoke to him--they lived in the padding, he said. Indeed, he
believed the spirits of his ancestors spoke to him through the rats. After the
trepanation, he stopped having such delusions and was removed to the Dormitory.
Alice remains quiet.

----------------
21 November 1873
----------------

Once again, the orderlies were up to their usual pranks. Weary of prying open
Alice's mouth, the orderlies started "feeding" Alice's toy rabbit, spooning
porridge onto the stuffed toy.

"My suspicions are confirmed. Those oafish orderlies are the Superintendent's
misbegotten nephews" -13/4/74

While engaged in this feeding, the orderlies learned an essential lession in
asylum protocol--never turn your back on a patient...no matter how docile she
seems. From information I've gathered, Alice woke from her comatose state and
attacked the orderlies. Quite venomous in her outburst, she pursued one of the
twins with a spoon. Even in her condition, she was able to deliver quite a
gash. She clutched the spoon like it was a butcher knife, gouging into his
fleshy cheek. Ceasing in mid-attack, she turned the spoon on herself, digging
it into her wrists, trying to open up her veins. I stitched her wounds and
tended to the orderly. Alice shouldn't suffer any permanent physical scars,
it's too early to say the same about the orderly.

"An outburst such as this shouldn't have surprised me" -13/4/74

She has returned to her dormant state. Nothing I say or do can entice her to
relive her early morning animation.

----------------
7 December 1873
----------------

Here's been a slight change. Her mouth is now relaxed, and we can feed her
without force. When it's time for her elixir, she seems to part her lips
slightly as if she's inviting the new potion into her belly. Hardly a cure, but
any change symbols progress.

----------------
8 December 1873
----------------

A mangy cat was licking at Alice's cheek. It hissed when I entered, and pounced
onto the windowsill--it must be flesh and bones only to squeeze through the
grate. I could almost perceive a smile on its scabbed face. It's curious how an
animal's countenance can appear almost human. There are so many feral cats on
the grounds. I wouldn't be surprised if they outnumber the patients.

"It reminds me of the cat that pounced on Alice when she arrived here. More
emaciated though." -26/4/74

----------------
13 December 1873
----------------

Something in the outdoor air may have stirred he imagination. On her return she
produced an intriguing sketch. Once again she proves she is capable of doing
something other than staring at the yellowed paint on the ceiling.

"At times there's talent in her madness" -26/4/74

----------------
15 December 1873
----------------

It's been three days since I removed the rabbit from her room. We can hear her
screams growing louder through the closed door.

----------------
25 December 1873
----------------

She has returned to her trance-like state, with one notable exception--her
mouth stretches very wide whenever anyone enters the room. Whether it's for the
potion or for the food, she's definitely inviting more.

"What she means by repeatedly whispering "Eat me" and "Drink me" still eludes
me"  -23/7/74

----------------
17 April 1874
----------------

Months pass and still nothing. Nurse D-, having lost patience with my
treatments, insists on trying a "cure" of her own. She stiched the rabbit
together and tucked it into bed with Alice.

----------------
18 April 1874
----------------

Interesting development! Alice has returned the gift, presenting Nurse D- with
a drawing of a rabbit, though it's quite different from her toy.

"My watch?" -10/5/74

----------------
1 June, 1874
----------------

Out of nowhere, and as shocking as a bolt of lightning across a sky of purest
azure, Alice greeted me with a strange grin. And then, lightning bolt upon
lightning bolt, she began to converse quite freely as if we'd been speaking to
each other like this for decades. I'll include just a smattering of remarks as
evidence, not that the burden of proof is with me in this foul courtroom.
"Beware the Snark's poisonous spit...roll the Demon Dice wisely or the game
turns on you...note the Centipede has a tender underbelly...I enjoy the taste
of mushrooms, but not the ones that bite back."

Regrettably, I cannot regard this manical outpouring as an improvement in her
condition.

----------------
2 June, 1874
----------------

It's a world of sheer, chaotic terror and unmitigated bloodshed--that's the
world she inhabits. So severe are her delusions, so fantastical and absurd,
that at times it's difficult for me to listen. She speaks of a nightmare realm
where everything seems bent on her destruction. Gigantic Bayonet-toting ants
and flesh rending flowers. Carnivorous fish and fire-spewing abominations. The
range of hellish creatures populating her world is dizzying. They are, on
balance, more dranged than the most demonic trptych Hieronymus Bosch ever
painted. It's as if I have been waiting and waiting for water to pour from a
spigot. Now, the water has finally started pouring, and I cannot staunch the
flow, nor discover its poisoned source.

----------------
7 June, 1874
----------------

More and more, she confides in me. She drones on and on. I think the elixir is
at the proper dosage now. At times, she seems to fear and loathe my presence,
yet she speaks as if she can't help herself.

----------------
8 June, 1874
----------------

She spent the afternoon telling of a grisly siege between life-size chess
pieces. Having been hounded by a cyclopic pawn, it seems she dispatched the
one-eyed monster only to be chased mercilessly over the living chessboard by a
pair of renegade rooks. as usual, her description was vivid beyond
comprehension, a story decidedly more compelling than anything in Froissart's
chronicles.

----------------
11 June 1874
----------------

Dozing off for a few minutes only, I woke to the sight of Alice's freed hands
tugging at my watch fob. Shackles might be required for future sessions--at
least until she behaves. I'm taking her pencils as well. Let's see if this
punsishment provokes a response.

----------------
12 June 1874
----------------

I should have predicted this. without pencil, she turns to poetry.

"Mange-ridden to the core, he leads me through the fray With the toss of a
Jackbomb, I clear abominations from our way"

I asked her to describe a "Jackbomb". Cunning and clever girl, she asked me to
return her pencil.

----------------
15 June 1874
----------------

Her conversation contains flashes of lucidity. Certain powerful words, however,
cause her to dip back into her fantasy world. And a word like "fire" can, for
obvious reasons, set her tumbling into an abyss of sadness.

"Her conversations can be clear, but her drawings show no such progress."
-20/7/74

----------------
17 June 1874
----------------

Alice hurled the teapot across the room. 
"How many times must I tell you? I only take tea with friends!"

----------------
18 June 1874
----------------

At times, she can be quite civil, and sometimes disgustingly vile. As an
experiment, I've decided to suspend all medication, except for a heavy dose of
laudanum when she's in the foulest of tempers.

----------------
25 June 1874
----------------

Perhaps more cold saltwater treatments will cleanse some of the chaotic
thinking from her mind. She has been ranting. In particular, she's been
spouting violently against someone she refers to as the Red Queen.

"Though the Queen dominates much conversation, Alice refuses to describe or
draw the monarch. Her anger, though, knows no limit when she talks about what
she'd like to do to the Queen." -20/7/74

----------------
19 July 1874
----------------

In her most disturbing outburst in quite some time, Alice attacked one of the
nurses while being bathed. Called her "Duchess".

----------------
22 July 1874
----------------

From a recent conversation with Alice:
"What have you been doing, Alice?"
"Attending the tea party of course."
"Was it a grand party?"
"Oh most grand, dear doctor. I fear nothing and soon the Keep will be in
reach."

----------------
25 July 1874
----------------

Her sleep is very restless one night, and then calm as an infant's the next.
She's become consistently unpredictable.

----------------
27 July 1874
----------------

Alice delivered another verse to her puzzling rhyme.
"They taunt me about the burning as if I were to blame, 
I clear them from my conscious with the eloquence of my blade"

----------------
28 July 1874
----------------

She spoke at length of a place called the Fungiferous Forest. It's a place
filled with mushrooms the size or large trees; fungus and foliage that grabs
those who trample it; cavernous wastes filled with creatures who are as
disturbed as any I've ever heard of.

"She's drawn a picture of a place like this, I seem to recall." -2/8/74

----------------
10 August 1874
----------------

It's difficult for me to connect the massively passive Alice to the
aggressively assertive, powerful person she describes in her dreams. Her
exploits with the knife conjure images of a musketeer's swashbuckling panache;
her acts of courage those of a selfless hero. These are not "delusions of
Grandeur". This is no simple madness. But what?

"How does she really see herself then?" -24/8/74

----------------
12 August 1874
----------------

"Off with her head!" Those were her only words today. She wouldn't explain what
this meant, though her face betrayed the violent anger that is usually
associated with her tales of the Queen of Hearts.

"What does it say about me that I've grown accustomed to such outbursts?"
-11/9/74

----------------
13 August 1874
----------------

Everything I can think of, I have done. Treatments, remedies, disciplines and
pleasures--nothing makes a difference. Alice speaks when and about what she
wants, recites poetry on a seeming whim, draws pictures at her own pleasure.
She does nothing at my command, instruction, entreaty or request. She's become
very wilful, and nothing I do or say makes a difference. I truly do, however,
become immersed in her fantastic tales of Wonderland. I wait for the day when
she claims victory over the Red Queen and her minions, when Wonderland will be
restored. Perhaps by this Alice will cure herself, regain her balance and leave
this place of her own volition. Sometimes she appears to be so close, but at
other times I'm certain it'll never happen and she'll spend the rest of her
life housed behind Rutledge's gaunt brown walls...with me.

----------------
24 August 1874
----------------

"If it's my keen invention you'd like to destroy
 I'll withstand your best shot; I've got the right toy"

============================================================
11: Non-implemented Dialogue

These are sound files and subtitles present in the game files, but not used (to
the best of my knowledge) in the actual game.

---------------------
Alice - Idle Dialogue

ALICE: Perhaps I'll just look around a bit.

ALICE: A familiar face wouldn't be unwelcome.

ALICE: Curiouser and Curiouser.

ALICE: Where is that Rabbit?

ALICE: Trembling signals timidity. I'd smell trouble... if I weren't shaking
so.

ALICE: This is all vaguely reminiscent, but alien.

ALICE: A fine mess--comes from chatting with a Rabbit.

ALICE: My Gosh. What was that? And what is that noise?

ALICE: If ignorance is bliss, I must be ecstatic.

ALICE: It seems one can't go home again.

ALICE: Perhaps the asylum wasn't so bad.

ALICE: How curious. How very curious.

ALICE: I keep saying, You've seen worse at Rutledge's, but it's very little
comfort.

ALICE: Wondering alone is worthless. I must act.

ALICE: Is this weird, or am I hallucinating?

ALICE: Weird and terrifying are definitely not the same.

ALICE: Curiosity can kill I suppose; but apathy is lethal.

ALICE: A dream discarded dies hard.

ALICE: Wonderland, where are you now?

ALICE: This is a most peculiar trip.

---------------------
Cheshire Cat - Instructions / Powerups


CHESHIRE: Haste makes waste, so I rarely hurry. But if a ferret were about to
dart up my dress, I'd run.


CHESHIRE: Scythes, hips, and the hangman's noose all do it. Why not you?


CHESHIRE: Jack's a friend, but his temperament is explosive. May be best to let
him play by himself. 


CHESHIRE: Launch this rocket against a distant target. Its white-hot energy
does terrible damage.


CHESHIRE: Whoever says too much of a good thing is not enough, speaks the
truth.  


CHESHIRE: Whatever says too much of a good thing must be bad, tells a lie.


CHESHIRE: For every task there's a proper tool; sometimes more than one.


CHESHIRE: The mask will not fool the water. But I will confound your enemies
when you can swim and breath like a reptile while wearing it. 


CHESHIRE: Noisy creatures, crooks, and assorted voyeurs would love to be
invisible. For you the option may be a matter of survival.


CHESHIRE: What they can't see, they don't want to hear. You'll do better if you
become corporeal. 


CHESHIRE: You're sufficiently fortified to kick some ass.


CHESHIRE: You're sufficiently fortified to boot these creatures' nether
regions.


CHESHIRE: Threats, promises, and good intentions don't amount to action. 

---------------------
Cheshire Cat - Snide Comments

CHESHIRE: I can't know everything. Pretend you're an orphan. . . oh, that was
rude; you are.

CHESHIRE: Work if you must. It's my nature to unwind from time to time.

CHESHIRE: I've heard self-reliance is a virtue. Now you've heard it.

CHESHIRE: I suppose experience teaches best, learn by doing, and similar
cliches have merit. Take their advice. I'm busy.


============================================================
12: FAQs

nothing yet

============================================================
13: Credits

American McGee and Rogue Entertainment for developing this game.

EA Games for publishing this game.

GAMEFAQS for hosting this FAQ.

Odd Magne Granli (aka Lsnake/Engelen) for his excellent walkthrough and for
taking the time to transcribe the background story from the game manual.

============================================================