Alice In Wonderland Pc Game Cheats

Alice in Wonderland for PC cheats - Cheating Dome has all the latest cheat codes, unlocks, hints and game secrets you need. This page contains American McGee's Alice cheats, hints, walkthroughs and more for PC. This game has been made by Rogue Ent. And published by Electronic Arts at Dec 06, 2000. American McGee's Alice was made in 'Horror Action Adventure' genre and have 'mature' as SRB rating.

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Welcome to the Alice in Wonderland Walkthrough! Explore a new world as you meet your favorite characters, and hunt for clues to free Alice and decide the fate of Wonderland! Whether you use this document as a reference when things get difficult or as a road map to get you from beginning to end, we’re pretty sure you’ll find what you’re looking for here. This document contains a complete Alice in Wonderland game walkthrough featuring annotated screenshots from actual gameplay! We hope you find this information useful as you play your way through the game. Use the walkthrough menu below to quickly jump to whatever stage of the game you need help with. Remember to visit the Big Fish Games Forums if you find you need more help. Have fun! This walkthrough was created by Margie B.

Walkthrough Menu

Introduction

  • The objectives are in the lower left corner of each scene.
  • The hint button is next to the inventory tray. It will be ready for use when both halves are joined together.
  • Some inventory items consist of one or more parts. Items that contain several parts will be placed in several tabs until all items have been found. These parts may be hidden in different scenes and require exploration to find them all.
  • Items that cannot be found in the current scene will be highlighted in red.
  • The inventory tray is located in the lower part of your screen. Grab the inventory item and place it in section in which a hand cursor appears.
  • Puzzles can be skipped once the skip button in the upper left has been filled.
  • The speech bubble icon allows you to speak to the characters in the scene.
  • Pick up the KEY below the right plant and place it on the front door.
  • Go inside the house.

Chapter 1: The Old House

  • The first scene takes you into the bedroom. Place your cursor at the bottom of the screen to go downstairs.
  • Click on the right door to trigger a task.
  • Find the 10 KEYS marked in white.
  • Place the KEYS on the right door and you’re told the handle is still missing.
  • Go up the steps to reach the bedroom.
  • Pick up the NEWSPAPER on the ground to trigger a puzzle.
  • Find the 7 differences in both images to receive the DOOR HANDLE in inventory.
  • Go back downstairs.
  • Place the HANDLE on the door on the right to enter the cellar.
  • The cellar is dark, click on top of the screen to trigger a task.
  • Go back to the living room.
  • Pick up the 4 OIL LAMP parts marked in green.
  • Go through the door on the right.
  • Place the OIL LAMP on the top part of the screen to illuminate the room.
  • Click on the floor to trigger a task.
  • Go back to the living room.
  • Pick up the CROWBAR by the steps.
  • Go back to the cellar.
  • Place the CROWBAR on the loose boards to end the chapter.

Chapter 2: Arrival in Wonderland

Bottom of the Well

  • Go through the tunnel on the right side of the scene.
  • Find the 12 FISH marked in red in the scene.
  • Give the FISH to the Cheshire cat.
  • Exit the scene.
  • Click on the desk above the steps for a closer look.
  • Pick up the PLANS FOR MAKING A BOAT inside the desk and exit out of that view.
  • Pick up the BOAT PLAN PIECES marked in yellow to trigger a puzzle.
  • Assemble the boat by dragging pieces onto each other.
  • Correct pieces will lock in place.
  • Please look at the screenshot for the solution.
  • Go back through the tunnel on the right.
  • Pick up the BOAT pieces marked in blue.
  • Place the BOAT in the water and click on it to end the chapter.

Chapter 3: The Slave Child

The Junkyard Lord

  • Click on the lower left side of the scene.
  • Talk to the green Junkyard Lord.
  • Go to the right side of the scene.
  • Pick up the ROBOT PARTS marked in red.
  • Go back to the Junkyard Lord and give her the ROBOT parts.
  • Click on the ROBOT in the upper right to trigger a new task.
  • Pick up the 2 parts of the MECHANICAL HEART in the scene.
  • Go to the right.
  • Pick up the 2 MECHANICAL HEART pieces in the scene.
  • Go to the left 2 times.
  • Talk to the robot in the scene. He says he will give you what you are looking for if you find him a special game card.
  • Collect all the items that pop up at the bottom of the scene.
  • The NUMBERS are marked in red and everything else is marked in white.
  • The CARD goes into your inventory.
  • Give the CARD to the robot and it will give you the last piece of the MECHANICAL HEART.
  • Go back to the Junkyard Lord.
  • Place the MECHANICAL HEART on the robot in the upper right and you will be told that it needs to be energized.
  • Place the MECHANICAL HEART on the furnace below the Junkyard Lord to trigger a new task.
  • Pick up all the items that popped up at the bottom of the scene.
  • Place all ITEMS and the MECHANICAL HEART into the furnace to energize the heart.
  • Give the ENERGIZED MECHANICAL HEART to the robot in the upper right to trigger a puzzle.

Gears Puzzle

  • Place the gears in the right spots so that all gears are turning.
  • Move all the gears out of the way so you can get a better look at what you are doing.
  • Start placing the gears on the posts closest to the gear in the upper right.
  • The gears have to be placed correctly in order for them to spin, make sure that you drop them in the right spots.
  • Please look at the screenshot for the solution.

Chapter 4: Back Home

Find the Differences

  • Click on the 7 differences between both images. Please look at the screenshot for the solution.
  • The NEWSPAPER goes into your inventory.
  • Go back down to the living room.
  • Click on the door in the back of the scene to enter the study.

Study

  • Click on the computer monitor to trigger some tasks.
  • Pick up the items marked in green.
  • Go back to the living room.
  • Pick up the items marked in yellow.
  • Go back to the study.
  • Place the COMPUTER PARTS on the computer to trigger a puzzle.

Invitation Puzzle

  • Piece the invitation back together.
  • Please look at the screenshot for the solution.
  • Go back to the cellar by clicking on the door on the right in the living room.

Back to Wonderland

  • Click on the gears on the ground.
  • Go back to the living room to look for the 12 GEARS marked in red.
  • Go back to the cellar.
  • Place the GEARS on the ground and click on them to trigger a puzzle.

Gears Puzzle

  • Place the gears in the right spots so that all gears are turning.
  • Move all the gears out of the way so you can get a better look at what you are doing.
  • Start placing the gears on the posts closest to the gear in the upper left since that one is turning already.
  • The gears have to be placed correctly in order for them to spin, make sure that you drop them in the right spots.
  • Please look at the screenshot for the solution.
  • Go through the hole in the floor.

Chapter 5: The Duchess

Find Soup’s Ingredients

  • Give the INVITATION to the robot.
  • Go through the steps that appear in the back of the scene.
  • Talk to the small girl in the upper right to trigger a task.
  • Pick up all the items marked in yellow.
  • Give all the INGREDIENTS to the small girl.
  • Give the SOUP to the Duchess on the chair.
  • Click on the FRAME in the upper left.
  • Go back to the Junkyard Lord’s scene by clicking downwards 2 times.

Door Pieces

  • Pick up the 10 DOOR PIECES marked in yellow.
  • Go back to the Duchess’ residence.
  • Place the DOOR PIECES on the frame in the upper left to trigger a puzzle.

Repair the Door

  • Repair the door pieces by placing the correct pieces together.
  • Correct pieces will lock in place anywhere on the board.
  • Please look at the screenshot for the solution.
  • Talk to the Duchess after the door has been repaired. She tells you that you need only one key to open all locks.
  • Go back to the Junkyard Lord.
  • Pick up the KEY close to the Junkyard Lord.
  • Place the KEY on the furnace to energize it and obtain the FIRE KEY.
  • Go back to the Duchess’ Room.
  • Click on the door in the upper left.
  • Place the FIRE KEY on the top lock.
  • Go back outside.
  • Place the KEY on the FLOWER in the lower right to obtain the EARTH KEY.
  • Go back to the Duchess’s Room.
  • Click on the door in the upper left.
  • Place the KEY on the EARTH lock at the bottom.
  • Exit, click downwards 2 times and right once to go back to the pumpkin house.
  • Place the KEY on the water in the lower right to obtain the WATER KEY.
  • Go back to the Duchess’s Room.
  • Click on the door in the upper left.
  • Place the WATER KEY on the second lock.
  • Go back to Junkyard Lord.
  • Place the KEY on the robot in the upper right to obtain the WIND KEY.
  • Go back to the Duchess’s Room.
  • Click on the door in the upper left.
  • Place the WIND KEY on the third lock.
  • Go through the door.

Chapter 6: The Tea Party

The Cook

  • Pick up all the CROCKERY items at the bottom of the scene.
  • Give the CROCKERY to the man on the table.
  • Pick up all the COOK’S EQUIPMENT on the scene.
  • Give the COOK’S EQUIPMENT to the female cook.
  • Click on the small white building on the left to enter the library.
  • Once inside click on the cabinet on the right for a closer look.
  • Pick up the COOK’S UNIFORM parts in the cabinet.
  • Go back to the tea party.
  • Give the COOK’S UNIFORM to the cook.
  • Go back to the library.
  • Find the 10 RECIPES marked in red.
  • Go back to the cook and give her the RECIPES.
  • Click downwards to return back to the Duchess.
  • Talk to the Duchess to end the chapter.

Chapter 7: The Cake

Library

  • Talk to the Duchess.
  • Click on the door in the upper left.
  • Talk to the man at the table.
  • Go back inside and talk to the small cook above the Duchess.
  • Exit the scene and go back to the library.
  • Talk to the bookworm. She wants to ask you questions and have you find the items she needs in the room.
  • 1st Question:”Find me that which is full of holes, yet still holds water. Pick up the SPONGE on the upper right and hand it to the bookworm.
  • 2nd Question:”Find me that which gets wetter as it dries.” Pick up the TOWEL on the lower left and hand it to the bookworm.
  • 3rd Question:”If you take away all my letters I still remain the same-what am I?” Pick up the POST-BOX in the upper right.
  • 4th Question:” I can go up the chimney when down, but not down the chimney when up. What am I?” Pick up the UMBRELLA in the upper left and give it to the bookworm.
  • 5th Question:” I have a neck, but no head, two arms, but no hands. What am I?” Pick up the SHIRT on the far right and give it to the bookworm.
  • The SHRINKING CAKE RECIPE BOOK goes into inventory.
  • Go back to the cook and give her the SHRINKING CAKE RECIPE BOOK.
  • She asks you to find certain ingredients and a special one that is locked away in a special box.
  • Go through the small door in the upper left.
  • Pick up the INGREDIENTS marked in red.
  • Click on the box close to the tree to trigger a puzzle.

Slider Puzzle

  • Slide the pieces out of the way so the key can go through the exit.
  • The pieces can only slide in the direction they are facing.
  • Please follow the instructions on the 3 screenshots to solve the puzzle.
  • Return to the library.

Library

  • Pick up the INGREDIENTS marked in the scene.
  • Click on the cabinet for a closer look.
  • Pick up the EGGS on the left to complete the ingredients you need.
  • Go back to the Duchess’ house.
  • Give the INGREDIENTS to the cook. Her oven breaks, you need a new place to bake the cake.
  • Go back to the Junkyard Lord.
  • Place the CAKE BATTER in the furnace.
  • Go back to the cook.
  • Give the BAKED CAKE to the cook to end the chapter.

Chapter 8: Keys of the Door

  • Click on the small door next to the steps and you will be asked to find the key.
  • Go through the tunnel on the right.
  • Click on the water in the back of the scene to trigger a Find the Differences Puzzle.
  • Please look at the screenshot for all the differences.

Net Parts

  • Pick up the POLE on the left.
  • Go back to the previous room.
  • Pick up the 2 NET parts in the scene.
  • Click on the drawer above the steps for a closer look and pick up the last NET part in the top drawer on the left.
  • Go back to the tunnel.
  • Place the NET in the water to fish out the KEY.
  • Go back to the main room.
  • Place the KEY on the small door by the steps to trigger a puzzle.

Gears Puzzle

  • Place the gears in the right spots so that all gears are turning.
  • Move all the gears out of the way so you can get a better look at what you are doing.
  • Start placing the gears on the posts closest to the gear in the lower right since that one is turning already.
  • The gears have to be placed correctly in order for them to spin, make sure that you drop them in the right spots.
  • Please look at the screenshot for the solution.
  • Place the CAKE on the door and go through it.

Chapter 9: The Menagerie

The Garden

  • Click on the gardener on the left.
  • Look for all the GARDEN TOOLS that pop up at the bottom of the scene.
  • Give the GARDEN TOOLS to the gardener and he will ask you to find his Hand Rake. He also hands you a PAINTBRUSH and asks you to paint the roses.
  • Click on the upper left to enter the next scene.

Sundial

  • Click on the broken sundial to trigger a new task.
  • Pick up the 2 SUNDIAL pieces in the scene.
  • Go back to the previous scene by clicking on the lower left.
  • Pick up the 2 SUNDIAL pieces in the scene.
  • Go through the white door in the upper right to access a new area.
  • You will learn that in order to unlock the cages you must obtain the keys from the White Rabbit who can be found in the rose garden.
  • Pick up the last 2 SUNDIAL pieces in the scene.
  • Go back to the Sundial scene.
  • Place the SUNDIAL piece on the broken sundial to obtain the HAND RAKE and trigger a puzzle.
  • Piece the ripped deed back together by connecting the right scraps of paper.
  • Please look at the screenshot for the solution.
  • Go back to the gardener.
  • Give the gardener the HAND RAKE.
  • Talk to the gardener and he tells you that he has some white rabbit seeds.
  • The CLIPPERS go into inventory.
  • Place the PAINTBRUSH on the ROSES in the 3 sections marked in red in the screenshot.
  • Place the CLIPPERS on the MUSHROOMS in the 3 section marked in yellow to clip them.
  • Speak to the gardener. He tells you that you will need a trowel, seeds, fertilizer, a watering can and a heat lamp. But they need to be used in the right sequence in order for the seed to grow.
  • The SEED goes into your inventory.
  • Go through the white door in the sky.
  • Pick up the GARDENING ITEMS marked in red.
  • Go back to the garden.
  • Pick up the HEAT LAMP in the lower right.
  • Place the items on the patch of dirt below the flamingo. The items must be placed in this order:TROWEL SEED FERTILIZER WATER HEATING LAMP
  • The White Rabbit will appear in the spot in which you planted the seed. Pick up the KEY the White Rabbit is holding.
  • Go through the white door in the sky.
  • Place the KEY on the cage of the girl in the center.
  • Place the KEY on the cage of the girl on the left to trigger a puzzle.

Slider Puzzle

  • Slide the pieces out of the way so the key can go through the exit.
  • The pieces can only slide in the direction they are facing.

Chapter 10: Banished

Enter the Dollhouse

  • Go downstairs to trigger a Find the Differences puzzle.
  • Please look at the screenshot for all the differences.
  • Click on the right door to return to the cellar.
  • Go back to the bedroom. There is a strange glow coming from the dollhouse.
  • Click on the glowing dollhouse door. The lock is glued shut.
  • Go back to the study.
  • Click on the computer to trigger a new task.
  • Find all the SOLVENT ITEMS in the scene.
  • Go back to the dollhouse.
  • Place the SOLVENT on the glowing door to trigger a puzzle.

Slider Puzzle

  • Slide the pieces out of the way so the key can go through the exit.
  • The pieces can only slide in the direction they are facing.
  • Place the CAKE on the dollhouse entrance to end the chapter.

Chapter 11: On Trial

Battle Cards

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  • Talk to the guard to trigger a new task.
  • Find the 12 CARDS in the scene.
  • Give the CARDS to the guard.
  • Go through the exit to the right of the guard.

Courtroom

  • Talk to the judge and the queen of hearts.
  • Click at the bottom of the scene and then click on the upper right to return back to the bedroom.
  • Pick up the 2 PHOTOS in the room.
  • Go downstairs to the living room.
  • Pick up ALICE’S STUFF in the room.
  • Go back upstairs and try to enter the dollhouse to trigger a puzzle.

Frame Puzzle

  • Repair the 2 pictures and their frames by dragging the correct pieces together.
  • Correct pieces will lock in place.
  • Please look at the screenshot for the solution.
  • Go through the dollhouse and go back to the courtroom.

Courtroom

  • Give ALICE’S STUFF and the PHOTOS to the judge.
  • Give the DEED TO THE HOUSE to the judge.
  • Give the judge the BEDROOM PICTURE to end the chapter.

Chapter 12: Saving Alice

Find Alice

  • Exit the courtroom through the door in the back of the scene.
  • Find all the items on the list.
  • Click on Alice in the middle of the stuff. She is too big to take with you.
  • Give the CAKE to Alice.
  • Click on Alice in the middle of the scene and the ALICE DOLL will go into your inventory.
  • Go back to the guard.
  • Click on the door behind the guard. It is locked.
  • Place the ALICE DOLL on the door and go through it.

Dungeon

  • Click on Alice on the bed.
  • Click on the panel on the left side of the floor to trigger a new task.
  • Find all the items that pop up at the bottom of the scene.
  • Place the CONTROL PANEL on the left side of the floor to trigger a puzzle.

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Gears Puzzle

  • Place the gears in the right spots so that all gears are turning.
  • Move all the gears out of the way so you can get a better look at what you are doing.
  • Start placing the gears on the posts closest to the gear in the upper left since that one is turning already.
  • The gears have to be placed correctly in order for them to spin, make sure that you drop them in the right spots.
  • Please look at the screenshot for the solution.
  • Click on the control panel in the lower left after the puzzle has been solved.
  • Click on Alice on the bed to end the game.
  • Congratulations! You’ve just completed Alice in Wonderland!

Created at: 2010-03-19

/cheat-code-for-criminal-case-mobile-game.html. Alice in WonderlandWalkthroughv1.0
by Gamehound
May 2004


Alice Wonderland Game Free Download

Introduction:
Warning! There are some puzzles dependent on voice instruction, or clues. There are no subtitles in the game, so if you are hearing impaired, you may be in a bit of trouble. This walkthrough, however, will help you through puzzles where voice instruction or clues are needed.
Inventory: Your inventory is called your pantry throughout the game. It can be accessed at the top of the screen. A spiral tail always hangs down from the top, center of the screen. Just mouse over the top area of your screen, and your inventory will be shown. In the pantry, there is a save feature, an exit feature, your main inventory, etc. You will see rolled paper ends at either end of the inventory. If you place your mouse over either end, you will see more inventory slots become available to you; this will be important later in the game as more items will be found.
Save: You only get 1 save per name you enter into the game at the beginning. This is, however, more than enough to get through the game. There is a map feature that will allow you to visit other areas you have been instantly. Playing from a previous save point, however, is impossible.
Gameplay: Excluding having to type your name into the game initially, everything is controlled with the mouse. This is your standard point and click adventure game, but geared for children, with some mini action aspects incorporated (none of which are too difficult). Finally, you can play each of the puzzles and mini games as many times as you want to, but you only need to play through them once to complete the game (i.e. nothing new is revealed by beating them again).
Walkthrough:
* Click on the screen to bypass to opening videos of Alice finding the white rabbit then following it down into the rabbit hole (or watch them).
* Click on the door to stop falling (after 1000 miles is shown/announced).
* Click on the map then place it in your pantry (inventory).
* Click on the blue door at the far, left-hand side of the room (in the room of doors).
* Click on the Jerusalem artichoke beside the rock then place it into your pantry (inventory).
* Solve the logic puzzle the dodo asks help with by placing the red pebbles (on the ground) into the puzzle board.
Note: To solve this puzzle, 8 lines of 3 pebbles must be made. To do this, you simply place the stones in a configuration as seen below.

* Take the syllogism (paper) from the ground then place it into your pantry (inventory).
* Click on the mouse to speak with him.
* Take the sheep sorrel (leaf) from the ground (far, left-hand side of the screen) then place it into your pantry (inventory).
* Click on the mouse's belly then move your cursor to the end of the mouse's tail (while not moving the cursor off of his tail).
Note: The mouse's tail will become shaded as your move the cursor down the length of his tail.
* Listen to the mouse's story then click on the circle in the upper, right-hand corner of the screen twice (to go back two screens to the room of doors).
* Click on the potion on the table.
* Click on the arrow beneath the table (to move right).
Note: A box is there, but currants are needed. We will get those later in the game.
* Click on the box to learn where the currants are located.
* Click on the loaf of bread to grow tall again.
* Click on the small door to learn that you need a purple mushroom to shrink to fit through it.
Note: We don't have a purple mushroom just yet, so let's go find one.
* Click on the large, green door in the middle of the room of doors.
* Click on the red door.
WHITE RABBIT's HOUSE
* Click twice on the chest of drawers to reveal a gold coin.
* Take the gold coin then place it in your pantry (inventory).
* Click on the painting on the wall.
* Click on the red potion on the chest of drawers.
* Click on the flames (rapidly) to extinguish them (until they are all gone).
* Click on the arrow at the far, right-hand side of the screen.
* Click on the letter with the beetles (beside the chest of drawers).
* Move the yellow beetles until a blue beetle is shown.
* Take the blue beetle then place it in your pantry (inventory).
Note: If you are curious, and don't want to be bothered with moving the yellow beetles, the letter reads..

'The rabbit is a gourmet gardener
who cultivates his cornucopia
with consideration.
He cares for his carrots, marvels
at his marigolds, lavishes love on
his lettuce, and polishes his
pumpkin properly.
He knows his onions and
tenderly tends to his vegetable
friends, for he wants no one
leading him up the garden path.
'

* Click on the circle in the upper, right-hand corner of the screen.
* Click on the arrow on the far, right-hand side of the screen.
* Click on the bottom drawer on the chest of drawers.
WHITE RABBIT's GARDEN
* Take the carrot from the small planter pot then place it into your pantry (inventory).
* Take the pumpkin from the large planter pot then place it into your pantry (inventory).
* Take the marigold petal from the large planter pot then place it into your pantry (inventory).
Note: Now would be a great time to save your game because a test of skill is about to begin.
* Click on the arrow at the far, left-hand side of the screen.
Note: Time for the mushroom game. This will take a bit of skill to complete. Purple, green and orange mushrooms need to be joined. The first round just has 1 mushroom. Round 2 will have 2 mushrooms, simultaneously. Round 3 will have 3 mushrooms to join, simultaneously. Click on the cap so it never hits the ground. When a stem shows up, join it to the cap when it falls to the ground. The first round is easy. Rounds 2 and 3 require that you click on the falling caps after you successfully join one mushroom. For round 3, take the next stem (after joining the first mushroom) of the cap that will reach the ground first.
* Click on the caterpillar for the information about finding the next, two stages of his life.
* Click on the orange mushroom to grow to the treetops.
Note: Puzzle time. The object of this puzzle is to move the eggs into their proper nest. The nest in the middle can be used freely to place the eggs. For ease of description, I will label the nests by the colors in them (not the egg colors). Top, left nest is purple. Moving down (counterclockwise), there is the red nest. Next, moving right, is the green nest. Moving right, there is the blue nest. Finally, moving up, the gold nest.
* Move the purple egg (from the red nest) to the empty nest.
* Move the green egg (from the purple nest) to the red nest.
* Move the blue egg (from the gold nest) to the purple nest.
* Move the purple egg (from the empty nest) to the gold nest.
* Move the green egg (from the red nest) to the empty nest.
* Move the blue egg (from the purple nest) to the red nest.
* Move the purple egg (from the gold nest) to the purple nest.
Note: First egg successfully placed.
* Move the red egg (from the blue nest) to the gold nest.
* Move the gold egg (from the green nest) to the blue nest.
* Move the blue egg (from the red nest) to the green nest.
* Move the green egg (from the empty nest) to the red nest.
* Move the red egg (from the gold nest) to the empty nest.
* Move the gold egg (from the blue nest) to the gold nest.
Note: Second egg successfully placed.
* Move the blue egg (from the green nest) to the blue nest.
Note: Third egg successfully placed.
* Move the green egg (from the red nest) to the green nest.
Note: Fourth egg successfully placed.
* Move the red egg (from the empty nest) to the red nest.
Note: Fifth, and final egg successfully placed.
* Click on the butterfly then place it into your pantry (inventory).
* Click on the down arrow at the bottom, left-hand corner of the screen.
* Click on the green mushroom.
Note: To complete this game, move Alice to the left with your mouse. Avoid the ants by clicking your mouse to jump over them.
* Move your way over to the gray mushroom at the far, left-hand side of the screen.
* Walk over and get an orange mushroom piece (as it falls) when one becomes available.
* Jump up onto the gray mushroom just above Alice.
* Click to jump across the 4, moving flowers to get to the gray mushroom on the far, right-hand side of the screen.
* Take the blue cocoon then place it in your pantry (inventory).
* Click on the up arrow at the upper, right-hand corner of the screen.
* Take the blue cocoon from your pantry (inventory) then give it to the caterpillar.
* Take the butterfly from your pantry (inventory) then give it to the caterpillar.
* Take the butterfly (now flying around) then place it back into your pantry (inventory).
* Take the purple mushroom then place it into your pantry (inventory).
* Click on the circle at the upper, right-hand corner of the screen twice to return to the white rabbit's house.
WHITE RABBIT's HOUSE
* Click on the arrow at the far, right-hand side of the screen.
* Click on the red potion on top of the chest of drawers.
* Click on the red door.
* Click on the circle at the top, left-hand corner of the screen to return to the room of doors.
* Click on the blue door to the right of the green door in the middle of the room.
KITCHEN
Note: Watch the animation with the cook and the dutchess. After, it is time to solve another puzzle involving pairing the dutchess' proverbs for her correctly. The 4 characters, excluding the dutchess, each say one half of the proverb (correctly or incorrectly). It is your job to match the proper proverbs to pass this puzzle. Due to the game not having any subtitles for the hearing impaired, I will list out all of the characters' sayings. If you are hearing impaired, just click on the character I put a 1 beside first then the character with a 2; don't click on the characters without numbers. After, the dutchess will say something. Then you can move on to the next proverb. There are 16 proverbs in all. Only 3 proverbs are needed to pass this puzzle. I will include all 16 in this walkthrough. Also, if you are hearing impaired, do not leave this puzzle then come back; else, the order of the proverbs will get messed up and there is nothing that I can do to help you through this puzzle. The red soldier is the 4 of diamonds. The black soldier is the ace of clubs. Finally, if you decide to go through all 16 proverbs,they will begin again from the first one if you did not get your third correct on number 16.

Proverb 01:
Cat: '..is another man's poison.' - 2
Cook: 'One man's feet..'
Soldier (Red): '..is another man's fish.'
Soldier (Black): 'One man's meat..' - 1
Proverb 02:
Cat: 'The early bird catches..' - 1
Cook: 'The early worm catches..'
Soldier (Red): '..the worm.' - 2
Soldier (Black): '..the bird.'
Proverb 03:
Cat: '..out of mind.' - 2
Cook: '..out of tune.'
Soldier (Red): 'Out of sight..' - 1
Soldier (Black): 'Out of luck..'
Proverb 04:
Cat: 'Never book a judge..'
Cook: '..by its cover.' - 2
Soldier (Red): '..by its wig.'
Soldier (Black): 'Never judge a book..' - 1
Proverb 05:
Cat: 'Curiosity killed..' - 1
Cook: '..the bat.'
Soldier (Red): 'Curiosity caught..'
Soldier (Black): '..the cat.' - 2
Proverb 06:
Cat: '..louder than words.' - 2
Cook: 'Words speak..'
Soldier (Red): 'Actions speak..' - 1
Soldier (Black): '..when spoken to.'
Proverb 07:
Cat: 'All goats roam..'
Cook: 'All roads lead..' - 1
Soldier (Red): '..the streets.'
Soldier (Black): '..to Rome.' - 2
Proverb 08:
Cat: 'Anyone can have..'
Cook: '..a silver cloud.'
Soldier (Red): 'Every cloud has..' - 1
Soldier (Black): '..a silver lining.' - 2
Proverb 09:
Cat: '..about nothing.' - 2
Cook: '..about anything.'
Soldier (Red): 'Much ado..' - 1
Soldier (Black): 'Nothing to do..'
Proverb 10:
Cat: '..and speak afterwards.' - 2
Cook: 'Think backwards..'
Soldier (Red): '..and eat afterwards.'
Soldier (Black): 'Think first..' - 1
Proverb 11:
Cat: 'Birds of a feather..' - 1
Cook: '..flock together.' - 2
Soldier (Red): '..fly upside down.'
Soldier (Black): 'Snails of a scale..'
Proverb 12:
Cat: 'The fence is always wider..'
Cook: 'The grass is always greener..' - 1
Soldier (Red): '..after the rain.'
Soldier (Black): '..on the otherside of the fence.' - 2
Proverb 13:
Cat: '..in the day.'
Cook: '..in the dark.' - 2
Soldier (Red): 'All cats play..' -1
Soldier (Black): 'All cats are gray..'
Proverb 14:
Cat: 'There's no use crying..' - 1
Cook: 'There's no use flying..'
Soldier (Red): '..over sour milk.'
Soldier (Black): '..over spilled milk.' - 2
Proverb 15:
Cat: 'A bird in the hand..' - 1
Cook: '..is worth two in the sky.'
Soldier (Red): '..is worth two in the bush.' - 2
Soldier (Black): 'A bird in the bush..'
Proverb 16:
Cat: '..is not gold.' - 2
Cook: 'All that flitters..'
Soldier (Red): '..does not unfold.'
Soldier (Black): 'All that glitters..' - 1

* Take the invitation to the croquet tournament then place it in your pantry (inventory).
* Click on the bread beside the cat.
* Take the currants (beside the potion) then place them into your pantry (inventory).
* Click on the arrow at the far, right-hand side of the screen.
* Take the sugar cube then place it in your pantry (inventory).
* Click on the arrow at the far, left-hand side of the screen.
* Click on the potion to drink it.
* Click on the red door in the background.
Note: Time for the soup puzzle. You will see a recipe checklist at the bottom, left-hand corner of the screen. There are 3 tabs at the top of the recipe book. The first shown is blue beetle soup. You can click on the other tabs to reveal recipes for merry marigold soup, & nails and nettle soup. We have the option to make the blue beetle soup, or merry marigold soup. The ingredients for nails and netle soup (snail, clove, chicken egg and a nettle leaf) are nowhere to be found in the game. Perhaps the recipe is included to get the player to go lurking everywhere again just to find the ingredients. Later in the game, we will work our way through a snail maze. Even later in the game, a chicken egg will be shown in a puzzle, but neither it nor a snail can be collected, and placed into our pantries (inventories).
Note: Soup puzzle layout.. There are 3 green machines in the puzzle. The green machine on the left side of the screen performs two functions. At the top of the machine (left side of the screen) is a lever. In the default/down position, it will cut an ingredient. In the up position, it will beat an ingredient. On the right-hand side of the screen, there are 2 green machines. The smaller one, although it looks like a meat grinder, is the chopper. The larger one (closest to the wall on the right) is the grinder. Basically, we need to take ingredients from out pantry (inventory), place them onto the shelf at the top, right-hand side of the screen, then deliver the ingredient to the appropriate place with the pincer at the top. If an ingredient needs to be ground or chopped, it will have to be taken from a moving bowl by the second, lower pincer. Once the ingredients are prepared, we can send them to the cooking pot, and make the appropriate soup.
Note: Each recipe calls for one ingredient to be chopped, one ingredient to be ground, one ingredient for be beaten and one to be cut. Order doesn't matter, but for this walkthrough, I will describe from top to bottom in the recipe book (chop, grind, beat then cut). Finally, it doesn't matter which recipe you choose to prepare. I will discuss why after the puzzle solution.
* Take the ingredient, from your pantry (inventory), needed to be chopped (pumpkin from the merry marigold soup, or the blue beetle for the blue beetle soup).
* Place the ingredient to be chopped on the top, right-hand shelf.
* Click on the pincer to grab the ingredient to be chopped.
* Click on the pincer (holding the ingredient) when it moves over one of the moving bowls, so that the ingredient falls into it.
* Click on the 2nd pincer when the ingredient moves immediately beneath it.
* Click on the 2nd pincer when it moves over the small, green machine (not the large one next to the wall).
Note: You will see a red check mark be placed beside the ingredient (in the recipe book) if you have completed the task correctly.
* Take the ingredient to be ground (Jerusalem artichoke for the merry marigod soup, or the gold coin for the blue beetle soup) then place it on the top shelf.
* Click on the pincer to grab the ingredient.
* Click on the pincer to drop the ingredient into an empty, moving bowl.
* Click on the 2nd pincer when the ingredient moves immediately beneath it.
* Click on the 2nd pincer when it moves over the green machine closest to the wall at the right side of the room to grind the ingredient.
* Take the ingredient to be beaten (marigold petal for the merry marigold soup, or use the butter already on the top shelf for the blue beetle soup) then place it on the op shelf if it isn't there already.
Note: To beat an ingredient, the green machine at the left side of the room will need to be used.
* Click on the lever on the green machine at the left side of the room until it moves to the up position.
* Click on the pincer to grab the ingredient.
* Click on the pincer when it moves over the green machine at the left side of the room.
* Click on the lever again to move it to the down position.
* Take the ingredient to be cut (sheep sorrel branch/leaf for the merry marigold soup, or the carrot for the blue beetle soup) then place it on the top shelf.
* Click on the pincer to grab the ingredient.
* Click on the pincer when it moves over the green machine at the left side of the room.
* Click on the salt shaker (located in the middle of the moving bowls) to catch some salt into an empty bowl.
* Click on the pepper shaker (located in the middle of the moving bowls) to catch some pepper into an empty bowl.
* Click on each of the six bowls, one at a time, as they pass over the soup pot at the bottom of the screen.
* Take the Queen of Hearts' strawberry tart recipe book from the drawer then place into your pantry (inventory).
Note: Coincidentally, I have made both the merry marigold and blue beetle soups. Whichever you choose to prepare, you will be given the strawberry tart recipe book if you complete either successfully. So, choosing which recipe to prepare doesn't matter.
* Click on the arrow at the far, left-hand side of the screen.
* Click on the painting above the cat on the table (in the kitchen).
RIVER
Note: The object of this puzzle is to move the cat, the mouse and the sugar cube to the otherside of the river. The mouse & sugar, or the mouse & cat can't be left on either side of the river together, alone.
* Click on the mouse to get him into the boat.
* Click on the boat to move it across the river.
* Click on the mouse to get him to leave the boat.
* Click on the boat to move it back across the river.
* Take the sugar cube then place it into the boat.
* Click on the boat to move it across the river.
* Take the sugar cube then place it beside the mouse.
* Click on the mouse to get him back into the boat.
* Click on the boat to move it back across the river.
* Click on the mouse to get him to leave the boat.
* Click on the cat to get him into the boat.
* Click on the boat to move it across the river.
* Click on the cat to get him to leave the boat.
* Click on the boat to move it back across the river.
* Click on the mouse to get him back into the boat.
* Click on the boat to move it across the river.
* Click on the mouse to get him to leave the boat.
MAD HATTER's TEA PARTY
Note: Time to solve two of the Mad Hatter's riddles. The first riddle is: 'Why is a raven like a writing table?' To answer this, move your mouse over the six tea cups (and the tea pot) on the table to hear the replies. Beginning with the tea cup to the left of the butter, then moving clockwise, the replies are (for the hearing impaired, or for those who missed them):
Tea Cup #1: 'Enough is enough with these riddles.'
Tea Cup #2: 'Ravens? Never heard of them'
Tea Cup #3: 'Because one grows only on the nose.'
Tea Cup #4: 'Because ravens ride in writing desks of course.'
Tea Cup #5: 'Because they have both quills as black as ink.'
Tea Cup #6: 'Because Edgar Allen Poe wrote about one or the other.'
Tea Pot: 'Writing desks fly high in the sky.'
* Click on the tea cup closest to the Mad Hatter's hand on the table ('Because they have both quills as black as ink').
Note: The 2nd riddle is: 'Imagine, Alice, dreaming of apples on a wall, and dreaming off too *giggle* If I counted all, how many would appear?' The replies (for the hearing impaired, or for those who missed them), beginning with the tea cup to the left of the butter then moving clockwise are:
Tea Cup #1: 'If you dream of 20, that would make 5.'
Tea Cup #2: 'Let's not mix apples and oranges.'
Tea Cup #3: 'If you dream of 20, that would make 10.'
Tea Cup #4: 'If you dream of 10, that would make 20.'
Tea Cup #5: 'If you dream of 5, that would make 5.'
Tea Cup #6: 'If you dream of 10, that would make 10.'
Tea Pot: 'The tea pot is a fruitcake.'
* Click on the tea cup to the right of the butter ('If you dream of 10, that would make 10').
Note: Alice, when asked by the Mad Hatter, states that today is May 4th, her birthday. The Mad Hatter's watch is broken, so we need to fix it. There are 7 pieces of the watch on the hooks (in the watch puzzle). The object here is to place them in the watch in the correct order. The correct order is: 2-1-5-4-6-3-7. To see where the pieces need to be placed, view the screenshot below.

* Click on the bread beside the butter on the table.
* Click on the small door in the background.
ROOM OF DOORS
* Click on the red potion on the table to drink it.
* Click on the arrow at the far, right-hand side of the screen.
* Click on the brown box to open it.
Note: Cookie game. The object is to move the currants (from your pantry/inventory) around on the cookie to get a currant in each of the 6 indentations. You move the cookie by moving your mouse over the edges of the cookie.
* Take the currants from your pantry (inventory) then place them on the cookie.
Note: The longer you let a currant roll in a straight line, the faster it will roll (and become uncontrollable). To make it easy on yourself, try to move the currants in a curving or an S motion.
* Click on Alice to hear her say she sees something the white rabbit dropped on the floor.
* Click on the fan on the ground (the item the white rabbit dropped).
Note: Fan puzzle. The object here is to place the pieces of the fan into their correct order. Below is a picture of how the fan should look.

Note: Snail maze. The object here is to get the dodo bird and mouse dry. Move Alice by moving your cursor.
* Move Alice through the large opening of the snail shell at the top of the screen.
* Move Alice through the connecting path to the snail shell on the right of the screen.
* Move Alice to the center, blue dot in the snail shell on the right of the screen.
* Move Alice out of the spiral then down to the snail shell at the bottom of the screen.
* Move Alice to the blue dot in the center of the snail shell.
* Move Alice out into the area between all 4 snail shells (yellow area).
* Move Alice into the large opening of the snail shell at the bottom of the screen.
* Take the sugar-coated almonds (purple) then place them into your pantry (inventory).
* Move Alice up to the snail shell at the top of the screen.
* Move Alice to the blue dot in the middle of the snail shell.
* Move Alice into the snail shell at the left of the screen.
* Move Alice ot the blue dot in the middle of the snail shell to dry them off.
* Take the sugar-coated almonds from your pantry (inventory) then give them to the dodo bird.
* Take the purple mushroom from your pantry (inventory) then click on Alice to eat it.
ROSE GARDEN
Note: You will see two sets of stairs. The stairs on the right lead to the end of the game, but we aren't ready to go there just yet.
* Click on the door at the top of the stairs at the left side of the screen.
* Take the strawberry at the bottom of the screen (on the grass) then place it into your pantry (inventory).
Note: Rose puzzle. The object here is to make all of the roses red. There are 6 rose bushes in the background, and 3 rose bushes in the foreground. For ease of description, I will number the rose bushes. In the background, the rose bush at the far left will be #1. The next rose bush, to the immediate right, will be #2. Going farther right, there is rose bush #3 then #4 then #5, and #6 at the far right side of the screen. In the foreground, on the left side of the screen, is rose bush #7. Rose bush #8 will be the middle bush in the foreground. Rose bush #9 will be the bush on the right side of the screen in the foreground.
* Click the rose bushes in the following order: 1, 7, 2, 1, 4, 3, 5 then 6.
* Take your invitation to the croquet tournament (white paper with the red ribbon) from your pantry (inventory) then give it to the Queen of Hearts.
* Take the flamingo (touching a soldier will force the flamingo free where you will need to re-capture it).
Note: The queen, after you successfully got the hedge-hog ball under a soldier, will run over to the standing soldier and get them to lay down again. Standing guards, in the mean time, will shoot the ball for you if the ball makes its way to them (this can help or hurt you). The worst thing to watch out for is the circle at the top, right-hand corner of the screen. If you accidentally click on that circle, you will go back to the rose bushes then have to come back and try the croquet game all over again. The croquet game can be tricky, or you may get lucky and receive excellent help from the soldiers who pass the ball at other soldiers. Your goal is to get all of the soldiers standing at once. The flamingo is your croquet mallet, so if you lose the flamingo, re-capture it every time. This is all the help I can offer, so good luck!
* Take the blank card then place it into your pantry (inventory).
* Click on the door at the top of the stairs on the right side of the screen.
CASTLE
Note: Bridge game. The object is to bump the falling soldiers from side to side (with your cursor) to get them to lie across the ropes and to form a bridge. Red and black soldiers must alternate when forming the bridge. Also, 8 soldiers are needed to complete the bridge for Alice to cross. When playing this game, don't get soldiers of the same color side by side, or they both will leave. This game takes a little patience, and there isn't really a strategy to follow. Just stick to it, and you should get by just fine. Good luck!
CASTLE COURTROOM
Note: Gardner, white rabbit and the Queen of Hearts are each after a specific item. The gardener wants the rose. The white rabbit wants the trumpet. The Queen of Hearts wants her crown. When one of those 3 objects appear, click on it and a glass dome will form over it. The glass dome will prevent anyone from taking it. When the respective character comes to the item, click on the glass dome to allow them to collect the item. Immediately create a dome over the next item in their path, so they don't trade again. Do this until all three characters have their respective, proper items.
TRIAL
Note: We need to provide evidence to end the game.
Question: What are the Queen of Hearts' tarts made of?
Note: You will see 5 ingredients at the bottom of the screen. Go to your pantry (inventory) then take the Queen of Hearts' strawberry tart recipe book and click on Alice to reveal the ingredients. The ingredients are: butter, sugar, flour, sugar-coated almonds and strawberries. Icon pop song game cheats.
* Click on the butter then click on the two mounds of powder (one is flour and one is confectioner's sugar).
* Take the sugar-coated almonds from your pantry (inventory) then place them on the plate beside the picture of the sugar-coated almonds.
* Take the strawberry from your pantry (inventory) then place it on the plate beside the picture of the strawberry.
* Take the Queen of Hearts' strawberry tart recipe book from your pantry (inventory) then place it on the slab on the table as evidence.
* Take the blank card from your pantry (inventory) then place it on the slab on the table as evidence.
* Take the syllogism from your pantry (inventory) then place it on the slab in the table as final evidence.
* Watch the closing video.

THE END

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