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ALICE’S NIGHTMARE IN WONDERLAND SOLUTION

KEY
A – Agility
L – Logic
I – Insanity
C – Combat
E – Endurance
!! – Enemy has initiative
[ ] – Jump to paragraph

Combat is your most important attribute. The more points you put
into it, the easier your adventure will be. The best build is
Swashbuckler Alice (put 5 points into Combat and Agility). This
solution puts zero points into Combat but the true path remains
relatively easy. I recommend using either Skill Monkey Alice (put 5
points into Agility and Logic) or Think Tank Alice (put 5 points
into Logic and Endurance). Attribute tests will be assumed
successful unless they are not vitally important. Note that the
first Logic test you take MUST be successful.

I have put paragraph numbers at the start of each ‘chapter’ for ease
of access if anyone is looking for a quick reference. I have also
included hints on play and key points to use Items in possession. I
am classing all food items as Provisions. Each restores 4 Endurance.

[1]
Set off in pursuit. Follow. Check the cupboard. Agility test (not
vital). Success gets you Scissors (deals 3 damage in combat). Check
the dresser. Take 4 Provisions. Ignore pictures. Landing.

[114]
+1I. Think way out. Logic test. Fight one Tick-Tock Man!! C7,E7.
Take Golden Key. Open glass box. Take a bite of the cake. +4E.
Insanity test. Gain 1 extra use of Curiouser and Curiouser. Take 2
pieces of Curious Cake (+4E,+1C next combat). Drink from bottle. Add
Shrinking Potion. Try the doors. Use Golden Key. Go into garden.

[136]
Go left. -1I. Look at the sundial. Logic test. Answer is HOURGLASS
[120]. Take Coin. +1L. Approach fountain. Throw in the Coin. Wish
for ferocity of a Unicorn. +1C. Drink from the fountain. +8E,+1A,+1C.
Go east. Go right into the mist.

[285]
Insanity test. Password: ‘Jabberwocky’ (-50 from paragraph when
asked). Puff on the pipe. Enter the palatial house. Go in the tree.
If your Agility is 11 or higher, ask about his ability to stand on
his head. +1L. If your Agility is below 11, ask about his ability to
perform somersaults. Add 2 boxes of Dr Lutwidge’s Ligament
Lubricator (automatic pass on Agility test). Note ‘Revelation 236’
and ‘Metamorphosis’. Head for the grand house.
[319]
Enter without knocking. Leave the hall. Open the door halfway down
the corridor. Look at the game of chess. Answer is ELEVEN moves [11].
+1L. Agility test (use the Lubricator if you have it). +1I. Don’t
use Curiouser and Curiouser. Use Pen Is Mightier. Take Pepper-
Grinder (-1C of living creatures, use this in ALL combats where
applicable). Leave.

[228]
You have ‘Revelation’ [283]. Play the Cheshire Cat’s game. “We’re
all mad here.” “Because it can produce a few notes…” “I haven’t been
invited yet.” +1L. Note ‘Bonkers’.

[216]
You have ‘Revelation’ [236]. Look in the house. Keep searching. Take
4 Provisions. Don’t use Pen Is Mightier. Fight Raven Writing-Desk!!
C7,E8. Approach the table. Prepare a picnic. Take 4 Provisions. If
you don’t have the Scissors, take Bread-Knife (deals 3 damage in
combat). Look at the tea tray. Take Tea Tray (-1 damage received in
combat, but -1A). Leave.

[6]
Despite the advice you can gain from Raph the Dodo and the Cheshire
Cat, there is an even quicker and easier way through the maze. Go
north. Go east. Go north. Go west. Step through the mirror. Follow
the new path. Go north. Go west. Go west. Go south. Go south.

[76]
Give password. -50 here [63]. ‘Jabberwocky’ [115]. Head into the
palace. Eat Provisions and a piece of Curious Cake to full health.
Prepare for battle. Fight Automaton!! C10,E10. Unlock the door. Add
the Gryphon’s Golden Feather. Don’t use Pen Is Mightier. Fight Ace
of Clubs!! C9,E9. Insanity test. Use Pen Is Mightier. Use Gryphon’s
Feather. Go beyond the looking-glass. Note ‘Portal 233’.

[145]
Insanity test. Leap over the creatures. Agility test (use Lubricator
if you have it). Go left. Run. Explore courtyard for clues. Enter
the keep. Logic test. Answer is WHITE KING [106]. Use Pen Is
Mightier. [462]. Take Vorpal Sword (+1C, deals 4 damage in combat).

[Portal 233]
You have a Golden Feather. Eat Provisions and a piece of Curious
Cake to full health. Use the Vorpal Sword. Fight Vampiress C11,E12.

[125]
Insanity test. Eat Provisions to full health. You have a Golden
Feather. Note 1 attack. You don’t have ‘Phantasm’. You have
‘Bonkers’. Note 1 attack. You have ‘Metamorphosis’. Note 1 attack.
You’ve made 3 attacks. Fight Jabberwock C9,E12 (Vorpal Sword deals 3
damage here). You are victorious!
NOTES
This Solution does not make a single use of the Curiouser and
Curiouser ability, which I deem as a red herring anyway since most
of the results are bad for you.

The Tea Tray is one of the most broken items in the adventure as it
effectively doubles your Endurance!

It seems impossible to gain the word ‘Phantasm’ AND solve the vital
game of chess. If you are able to bring the ‘Phantasm’ to the final
battle with the Jabberwocky, you’ve definitely cheated.

Furthermore, the game of chess is rather unfair to those not too


familiar with the game. I’m a decent player but even I had to set it
up and spend around 20 minutes to find a solution. A Logic test here
would’ve been very appropriate for some hints.

Finally, anyone looking for a challenge can apply the following rule
to their next game: Gain 4 Insanity points on paragraph 1.

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