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P OT E N TI A L G A M E SC R I PT & N A R R AT I V E O U T L I N E
Ve r s io n 2 . 1 - Comp let ed December 2nd 2021
SE C ON D C U T
Written by:
American McGee & Alex Crowley
H E AV Y S PO I L E R WA R N I N G
This document contains ALL current narrative content and a full conceptual
gameplay outline for the potential Alice Asylum videogame concept.
The feedback we received in your surveys was overwhelmingly positive. Your comments offered us some good catches that
we missed, some affirmations in our thoughts and internal discussions, and also consistently highlighted some key areas for
improvement across different readers. A lot of you felt the same about certain things! With this information on hand and under
our own considerations for the right improvements, we jumped back into the story work.
As the writers of Asylum, we also both personally felt there was still room for improvement in Alice’s story.
With fresh eyes and some time to digest, we believe this new pass improves on the original. We hope you’ll agree. Thank you
for all those who submitted their thoughts to try and make Alice’s story as cohesive, enjoyable and satisfying as possible with us.
Alex & American
PAT R E O N .C O M /A M E R IC A N M C G E E
Valuable fan feedback and Patreon discussion has helped bring this document to life.
Add your voice to the design discussion via Patreon and help our efforts to turn Alice 3 into a reality!
W H AT ’ S N E XT ?
After the release of this document, this narrative outline serves as base proof of concept for the narrative content to
be contained within the Alice Asylum Design Bible. Work will resume on the Design Bible based on the content within
this document. The Alice Asylum pre-production project remains in state of “Work in Progress”. All content is subject to
change, but the focus is now on delivering a “proof of concept” in a high-quality, finished presentation package.
Some story edits may still happen, but our team focus is now on finishing the Design Bible, rather than editing the story.
The Design Bible is a comprehensive and detailed game design document, (currently a work in progress) featuring all
potential concept artwork, game mechanics and game information, alongside the potential narrative script outlined in
this document. The Design Bible will contain all information created for the Alice Asylum game concept, to be released
in a digital format for FREE upon completion of the Design Bible project.
The Design Bible is viewed as the best sales tool for prosepective investors, as well as an avenue for the fans to enjoy some
quality Alice content, hopefully resulting in a potential new game to be funded and greenlit for development.
D O W N L O A D T H E D E S I G N B I B L E W. I . P. H E R E
S O LV E E T G OAG U L A
W H AT IS THE NAT UR E OF SH A DOWS…
1 GAME BEGINS
2
3 (The Slumber - Encounter #1 - Resistance)
4 [Sonata No. 14 “Moonlight” in C-Sharp Minor, Op. 27 No. 2 I.
5 Adagio sotenuto (Beethoven)]
6
7 Darkness. Shadows. The sound of a clock similar to what we heard
8 at the start of Madness Returns then morphs into a train over
9 tracks which morphs into a rapidly beating heart…
10
11 ALICE
12 I remember being free. What it felt like to run
13 outside without fear. What it felt like to have
14 a home. But you took that from me. You put me in
15 this prison. And threw away the key.
16
17 A mysterious, yet familiar voice cuts through Alice’s thoughts.
18
19 ???
20 Open your eyes, Alice. Perhaps this time, you will
21 finally see.
22
23 Alice opens her eyes, she is alone. We PLAY as a frightened
24 13-year-old Alice running through a moonlit, snow-covered English
25 garden. This is The Slumber, a manifestation of Alice’s childhood
26 memories. It serves as the First Tutorial for Basic Movement -
27 walking, running, climbing, and jumping.
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41 ALICE
42 This nightmare is always the same. I cannot run
43 fast enough. I cannot escape. Something is always
44 watching me…
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2 A cut scene plays revealing THE MOON looming over Alice’s
3 shoulder; there’s something odd about its size and form.
4
5 ALICE
6 Hunting me…
7
8 The Moon turns to reveal a menacing face. Eyes locked on Alice,
9 it howls and pursues her. As it draws nearer it sings an ominous
10 lullaby. The tune, once heard, forces forest creatures to slump
11 to the ground. Alice is unsure if they are dead or sleeping.
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30 ALICE
31 The Moon. No matter where I run. Where I hide. It
32 finds me. Its song ends my escape. I fall under its
33 spell…
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35 She runs.
36
37 ALICE
38 And when I wake? This horrible show starts all
39 over again. Back into the spotlight. Back on the
40 stage. I always have my part to play…
41
42 Alice trips and falls to the ground, tangled on a branch in the
43 snow. She rises to her feet. Looks determined.
44
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1 ALICE
2 No more. I must escape.
3
4 We PLAY as Alice runs for her life. Running, jumping, climbing,
5 and swinging to escape.
6
7 Alice runs until she finds sanctuary inside her childhood home:
8 The Liddell House. Oddly silent except the tick-tock of a large
9 grandfather clock.
10
11 Within, Alice encounters her burnt and twisted family. They sit
12 around a macabre table set for Alice’s birthday, wearing rabbit
13 masks. There’s a black cake on the table. Its a writhing mass
14 of black tentacles with burning human figures as candles. As the
15 candles melt, so does Alice’s family around the table. A gooey
16 mix of wax, flesh and blood drips down their faces, and onto the
17 floor. The music echoes hints of “happy birthday” while Alice’s
18 family shoves the disgusting cake into the mouth holes of their
19 masks as they burn.
20
21 She once again re-lives the horror of their deaths in the fire that
22 consumed their home.
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38 THEY CHANT AT HER:
39 IT’S ALL YOUR FAULT. IT’S ALL YOUR FAULT.
40 IT’S ALL YOUR FAULT.
41
42 ALICE
43 My family. The only way I can remember them. Over
44 and over I see the night of the fire. That fire.
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1
2 CATERPILLAR
3 There is still much for you to learn.
4
5 ALICE
6 I don’t want to learn! I want to escape this
7 dreadful place!
8
9 CATERPILLAR
10 A pity you show no interest in understanding your
11 own shadows, Alice.
12
13 The world and caterpillar fades away into complete darkness.
14
15 CATERPILLAR
16 For they have a keen interest in you…
17
18 Alice is now alone, save for a single, ornate looking-glass.
19 Standing well over her head, the mirror’s beautiful frame is
20 sharp and sinister.
21
22 Slowly approaching, then facing her own reflection, Alice suddenly
23 glimpses a terrifying SHADOW CREATURE, both shapeless and jagged,
24 staring back at her from behind the darkened looking glass.
25
26 THE SHADOW
27 There you are, Little Girl. Finally, I’ve found
28 you.
29
30 Its words drip with malice.
31
32 Alice and the Shadow examine one another, they mimic each other’s
33 actions as the Shadow continues;
34
35 THE SHADOW
36 Blissfully unaware. How pleasant it must be… to
37 be trapped in the calm beneath the waves… as the
38 storms rage above…
39
40 As Alice outstretches her hand to meet the clawed hand in the
41 dark mirror, The Shadow Creature suddenly breaks through the
42 Looking Glass, shattering the mirror into a thousand pieces.
43 As jagged glass tumbles in the darkness, Alice flails around to
44 defend herself, suffering hundreds of cuts.
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15 Just as a large shard of glass is about to pierce Alice’s heart,
16 she reaches out and grabs it. Suffocating smoke and embers engulf
17 the girl.
18
19 Alice turns the shard over in her hand and it transforms into a
20 beautiful Crystal Vorpal Blade, her own blood dripping across its
21 edge. She is transfixed by the blade, and runs her finger along it’s
22 sharp edge.
23
24 Her reverie is broken as Alice is set upon by ghoulish, faceless
25 manifestations of the Shadow. Alice lunges and slashes at the
26 endless nightmares, as they quickly swarm towards her. This serves
27 as a basic opening tutorial for combat with the Vorpal Blade,
28 until the player is quickly over-run.
29
30 As Alice is seemingly about to be killed by the Shadow creatures…
31 A lullaby is heard in the distance. A thick mass of suffocating,
32 blood red tentacles envelop Alice, and she is suddenly back in
33 the burning Liddell House - The Moon looming overhead.
34
35 She points the blade at the Moon.
36
37 ALICE
38 I’m getting out of here…
39
40 Before Alice can react, The Lullaby reaches her ears and… Alice
41 faints. Her eyes roll to whites and she falls in a graceless
42 slump. Like a lifeless doll, she is lifted high into the air.
43
44 Alice still clutches the blade tightly in her hand.
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1
2 Her sleeping body is pulled into the sky and towards The Moon.
3 The Moon’s massive eyes remain transfixed on Alice’s tiny body,
4 as it’s horrible teeth as large as tombstones form a glistening
5 demon’s smile.
6
7 The scene fades to black.
8
9 -
10
11 LEVEL 1 - ACT 1
12 DENIAL REALM - THE GREATEST SHOW
13
14 [The following is The 1st Part of a musical sequence sung by a
15 full cast of characters inhabiting The Circus]
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30 MOCKTURTLE
31 The show is starting! We must not be late!
32
33 Alice opens her eyes to watch as Mockturtle pulls a giant lever
34 ejecting her from bed and into a bright yellow dress. Makeup is
35 plastered onto her face by autonomous arms - an enormously wide
36 smile. A mechanical hand shoves her towards a giant slide where
37 a WHITE RABBIT DOLL is preparing to jump. He glances at a very
38 confused Alice, and he beckons her to follow.
39
40 “4564 Days of Show” sign dangles precariously over the slide
41 entrance. As Alice looks at the sign, it ticks over to “4565”.
42
43 With a sharp shove, we PLAY as a disorientated Alice begins her
44 descent down the Slide after the White Rabbit. The gleeful Mock
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1 While exploring, Alice witnesses The Moon still in the sky. It’s
2 unblinking gaze watches the circus world like a sentinel.
3
4 This gameplay section serves as a Tutorial for Basic Movement
5 - walking, running, climbing, and jumping. It also adds ledge
6 grabs, swinging, double jumps, and dress gliding.
7
8 Key Points delivered as Exposition in the lyrics: Alice is a
9 prisoner of The Circus. The Moon makes escape impossible. Alice
10 should just give up and enjoy The Show. Alice hates it here.
11
12 At one point the White Rabbit hops off track and waves Alice
13 towards a Fortune Teller’s Tent. It is shrouded in shadows. The
14 Music fades.
15
16 ALICE
17 This is new…
18
19 A cutscene plays as Alice enters the tent. Upon entering, the
20 Fortune teller doesn’t look up.
21
22 THE FORTUNE-TELLER
23 Oh, I’ve always been here, my dear. You just never
24 bothered to notice. It appears this time, you have
25 allowed yourself a chance to see… something else…
26
27 Alice and her Rabbit examine hundreds of trinkets and glistening
28 fortune teller’s globes, all precariously balancing on rickety,
29 uneven shelves. Many globes are cracked, some are burnt, damaged,
30 or full of what appears to be thick oil. Some are bracken or
31 bloodied. Within each Globe appears to have stars or tiny specs of
32 white lazily drifting about.
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44 The fortune-teller pointedly says;
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1 THE FORTUNE-TELLER
2 Encounters with Chaos force change. For better or
3 worse…
4
5 Alice accidentally knocks a globe onto the floor. It smashes. She
6 quickly retorts;
7
8 ALICE
9 I’m so sorry!
10
11 THE FORTUNE-TELLER
12 …until an understanding of that darkness, forges
13 something new…
14
15 The fortune teller motions with her hand, and the broken crystal
16 ball Alice had shattered reforms, and floats gently to the fortune
17 teller’s outstretched fingers. The fractured pieces reform, creating
18 a functioning, complete, albeit cracked orb once more.
19
20 FORTUNE-TELLER
21 You have another chance to learn Miss Liddell.
22 Despite all your broken pieces.
23
24 The fortune teller’s words linger.
25
26 FORTUNE-TELLER
27 Tell me; what do you seek?
28
29 ALICE
30 To return home. To escape this place.
31
32 FORTUNE-TELLER
33 I know. But you can never see the way. You are
34 lost in the darkness. Your eyes want to open, but
35 they still cannot see…
36
37 Alice stares, tilting her head as her curiosity piques.
38
39 FORTUNE-TELLER
40 I remember when you only asked for better dreams.
41 And I was happy to oblige. But this time, your
42 blade offers a chance to cut the threads that bind
43 you. Time to open your eyes…
44
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1
2 We PLAY, as Alice navigates the scene and makes her way into the
3 house through a front door that is open to the night air.
4
5 ALICE
6 My family is dead now. I know they are. Lost in
7 the fire. At first I blamed the cat. Always knocking
8 over the oil lamps and having nearly burned down
9 the house at least two times prior. But, something
10 else was wrong that night. The locked doors on the
11 second floor. The front door wide open so that the
12 flames could be seen raging inside.
13
14 Flashes of imagery to match the narration: The cat knocking over
15 the oil lamp; Alice’s parents frantically trying to open their
16 bedroom door as smoke filled the corridor. Footsteps.
17
18 The memories flash by, and we then PLAY, as Alice makes her way to
19 the second floor.
20
21 ALICE
22 There were lamps on every floor. But we checked to
23 ensure they were all extinguished before turning
24 in for the night. Lizzie and I made a game of
25 running around the house and snuffing them out. And
26 no one locked their doors in our home. We had no
27 secrets to hide… or so I thought.
28
29 Flashes of imagery to match the narration: Ghostly visages of
30 Alice and ELIZABETH, (Alice’s older sister) running around
31 excitedly to extinguish all the lamps run past the player. A
32 scene of a black-gloved hand turning a key in a lock flashes.
33
34 A horned, hoofed figure shrouded in darkness, pours a trail of
35 lamp oil down the corridor outside the family bedrooms. As Alice
36 follows, the doors repeat endlessly. And when she turns, Alice
37 looks back to see a never ending, looping corridor.
38
39 The figure disappears as it is approached, two glass circles
40 glimmer in the light.
41
42 ALICE
43 I imagined him as a centaur. A dark figure from
44 the story books I was read by my Mother. What
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2 ALICE
3 At that time, I was the monster. I felt
4 responsible… I couldn’t control my anguish, and I
5 was caged for it.
6
7 A scene of Alice vactantly looking at her own reflection. The
8 Shadow flickers across the child’s face. She tells her reflection;
9
10
11 ALICE
12 …all your… fault…
13
14 She screams as she cries. Scenes of Alice lashing out, she is
15 biting and clamouring at the orderlies who hold her down. We hear
16 the roar of the angry monster. She is in a wild, uncontrollable
17 hysteria, as flashes of the Shadow merge with the face of the
18 child.
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20 The scene dissolves back to Alice’s audience with the Caterpillar.
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32 ALICE
33 That monster from the mirror is… me?
34
35 CATERPILLAR
36 Only a part of you. The monster lives within us
37 all, Alice. But only a few can face it, much less
38 embrace it.
39
40 Remove the mask, Alice. See the truth in who you
41 are. See who you become. There is a darkness in
42 you, in us all, that must be faced…
43
44 The world morphs again, and Alice is in Rutledge Asylum. A flurry
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1 We PLAY as Alice uses the Vorpal Blade to slice her way through
2 the scenery and actors, carving a bloody red swathe against
3 everything that gets in her way.
4
5 This gameplay area serves as the introduction of the HYSTERIA
6 MECHANIC. It triggers when Alice is near death. A limited-time
7 special state, Hysteria is used as an all-out attack that can
8 be used as a last resort in dire situations. Once it wears off,
9 depending on how much carnage Alice has wrought, her health will
10 regenerate commensurate with her bloodshed.
11
12 Mock Turtle pleads as he SINGS, imploring Alice to stop her
13 bloody rampage and rejoin her loving troupe of performers. Blood
14 continues to fly.
15
16 During this sequence, the illusion of The Circus begins to crumble
17 as circus performers break into mechanical automatons when
18 damaged, bloodied or destroyed. The vivid scenery falls and is
19 damaged in areas, revealing rotting, poorly made wooden supports,
20 and rusted nails behind their cheerful veneer. The circus and its
21 inhabitants are a lie.
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29 This is also Alice’s first encounter with MANIPULATORS - an enemy
30 NPC capable of mimicking other characters.
31
32 This encounter serves as a more advanced Tutorial for Combat
33 Techniques - focussing on Vorpal Blade attack and defense.
34 Parrying, dodges, and Combat Evasion must be employed to survive
35 the manipulators.
36
37 We PLAY as an angry Alice fights her way through the circus led by
38 White Rabbit, carving through her captors into The Big Top.
39
40 The Big Top is a massive tent with stadium seating all around.
41 As soon as Alice enters, her appearance is transformed to that
42 of a clown. The faceless audience laughs and jeers at Alice. She
43 grits her teeth as she is ridiculed.
44
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1 ALICE
2 We are going to see that wretched Queen, but I
3 need to take care of something else first…
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17 We PLAY as a determined Alice. The Moon sings The Lullaby. To
18 succeed, Alice must use her Vorpal Blade to cut through the spell,
19 deflecting, dodging and attacking its projectiles, destroying them.
20 If Alice fails, she gradually becomes sleepier, and slower. If
21 she fails, she falls asleep, and the section must be restarted.
22 Success means Alice resists and overcomes the sleep spell, and
23 proceeds to The Moon itself.
24
25 The Balloon continues towards The Moon and crashes into its face,
26 flinging Alice and Rabbit into its gaping mouth. The balloons of
27 the Tweedles pop, deflate and tumble gracelessly into the clouds.
28 A welcome party is waiting for Alice and her Rabbit, and the
29 battle begins.
30
31 We PLAY as an angry Alice fights her way through The Moon using
32 her Vorpal Blade and newly acquired weapons. White Rabbit leads
33 the way to a series of Sub Goals: Disable the Lullaby Machine;
34 Disable the Manipulator Manufacturer; Reach The Bridge; Battle The
35 Moon Boss; Take Control of The Moon (and fly to Queen’s Domain).
36
37 The Moon, originally thought to be a living thing, is revealed
38 to be a massive mechanical construct of Hatter Industries. Its
39 interior is a labyrinth of corridors, walkways, machine rooms,
40 gears, turbines, and steam pipes.
41
42 This area serves as a Tutorial for The Jackbomb, both in combat
43 and in destroying “breakable” walls to traverse. The whip is also
44 used in spatial puzzles. It allows free-form rappelling. This new
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1 through the air - Rabbit grasps tightly to her chest - but before
2 she can smash into the ground to her death, she begins to grow
3 larger and LARGER until she’s sitting on a lawn of lush green grass.
4
5 A placid, glazed eyed, Mock Turtle swims lazily in a tiny pond by
6 Alice’s side. On the back of his Shell, resides a miniscule Circus.
7
8 ALICE
9 All the drama and violence of the circus was
10 nothing more than a flea show on the back of a
11 turtle in that pond. Yet while I was in there it
12 seemed more serious than death.
13
14 A tiny smoking pile of bits and rubble lays on the ground next
15 to her - the remains of The Moon. Within, a tiny clockwork
16 heart still beats. The sound fades as her focus narrows on the
17 device. She picks it up, inspects it, and hands it to her Rabbit.
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29 ALICE
30 Indeed, larger, troublesome things certainly
31 become smaller when you change your view. I guess
32 it’s all a matter of perspective, Rabbit.
33
34 The rabbit nods his head in approval. Alice offers him the tiny
35 heart, with a smile.
36
37 ALICE
38 You take this. As a keep-sake to celebrate our
39 escape.
40
41 He ponders the tiny heart, looks to the pond, then places the
42 Heart in his pocket.
43
44 [This is “The Heart”; a mysterious collectible whose function is
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1 THE KNAVE
2 But I also tell the truth. A rarity in these
3 parts indeed. I’ve seen you in my dreams, Alice.
4 Enacting this very scene… time and time again. And
5 I come here to warn you… But something is different
6 this time. These creatures are new. And that blade
7 you carry, too. So much new. So much you…
8
9 The Knave’s vocal tone and body language shifts dramatically as he
10 drops his shoulders, seemingly a different personality entirely.
11
12 THE KNAVE
13 Hmph. I would tell you to return to The Circus but…
14
15 ALICE
16 I know the Circus for what it truly is. There is
17 no going back to those lies. I would sooner face
18 The Queen than be ridiculed or imprisoned again.
19
20 THE KNAVE
21 Yes, yes. I knowwww…
22
23 The Knave’s language and tone resumes to his detached state. His
24 words do not outlast his stare.
25
26
27 THE KNAVE
28 And, at this point - this is strange because I
29 know it all so well - I would tell you of the
30 torture she’ll inflict on us if she learns you’ve
31 escaped. I would, I should implore you to return.
32 But this is all so… predictable. The odds are
33 never in your favour. Why bother?
34
35 The Knave snaps his fingers, and the sprawling cards flutter back up
36 his sleeve immediately.
37
38 ALICE
39 Inflict torture? On me? That’s why I’d bother.
40 Besides, I’d like to see her try.
41
42 Alice makes a flourish, stabbing in the air with her Vorpal Blade.
43 The Knave never breaks eye contact. He does not stare at Alice. He
44 stares at the blade.
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1 THE KNAVE
2 You may hold that blade in your hand Alice, but I
3 can tell it isn’t truly yours. Not yet.
4
5 As Alice grasps the hilt of the blade, it shakes in her clenched
6 fist. She is getting angry.
7
8 THE KNAVE
9 Tell me, how does a pointy thing affect your
10 chances against the Queen? Your teeth pale in
11 sharpness to hers. I see the Queen’s cruelty every
12 night when I dream. And every morning, I am here
13 waiting for you. Sometimes you come, sometimes you
14 don’t. But this time, here you are again. And it
15 always ends the same.
16
17 ALICE <ANGRILY>
18 The same? What do you know of “same”? I’ve lived
19 an eternity of “same” already.
20
21 THE KNAVE <DEADPAN>
22 You will be captured and tortured. I will lose my
23 head. And you will be returned to the Circus.
24
25 ALICE <ANGRILY>
26 Fool’s words. If you’re so certain, then does your
27 dream include this?
28
29 Alice hurls her blade at the Knave. He dodges the blade as it flies
30 past him.
31
32 A smash of glass is heard behind him. The blade careens into the
33 Hobby Horse case, shattering it utterly. Alice’s blade is returned
34 to her by an ecstatic, freed Hobby Horse.
35
36 Alice grabs its reins. Capable of destroying defences and shattering
37 enemies, this clobbering, ungainly melee weapon has devastating
38 impact up-close. Useful against shielded and guarding enemies, it
39 can be used in combo mix-ups, employing heavy blows on Alice’s foes.
40
41 THE KNAVE <DEADPAN>
42 Such anger. That is exactly how it always starts.
43 Not that I really care… the only difference is the
44 blade. Something always breaks when it comes to
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2
3
4
5
6
7
8
9
10 This serves as a proving ground for all of the skills and weapons
11 Alice has acquired thus far. She must employ movement and combat
12 mechanics to navigate the broken landscape while fighting off The
13 Chaos and a slew of Chaos Creatures as they appear in the broken
14 gardens of the Queen’s Domain.
15
16 -
17
18 LEVEL 2 - ACT 2
19 ANGER/JUDGEMENT REALM - THE COURTHOUSE
20
21 Arriving at The Courthouse steps, Alice curiously steps inside.
22
23 As she does so, the Knave appears suddenly from behind Alice. His
24 playing cards fan in his fingers. The Knave doesn’t look up to
25 address Alice. It is as if he is expecting her.
26
27 THE KNAVE
28 Ah, you’re not dead yet. Splendid performance
29 Alice. Allow me tell you that this place is a
30 cruel machine, guided only by rules and logic. The
31 Chess Pieces here serve the Queen in an Alliance
32 of Order. They all have their roles to play on her
33 board…
34
35 As do you. If you are found innocent, you will
36 be allowed to continue on your journey to The
37 Queen. Alas, If you are found guilty, you will be
38 sentenced to Croak for Eternity.
39
40 ALICE
41 So you’ve said. The Law should be impartial and
42 fair. I’ll take my chances. I know I’m not guilty
43 of anything. I’m only here for the truth.
44
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1 THE KNAVE
2 Guilty? Innocent? Truth. Lies. Isn’t it all just a
3 matter of who’s swinging the gavel? Power decides
4 innocence. Not the truth, Alice. Besides, your
5 guilt is painted on your back like a picket sign.
6
7 ALICE
8 We’ll see about that. I’m not the only one who
9 should be watching their back.
10
11 THE KNAVE
12 Hoo Hoo! Devilishly sharp Alice. Let’s see if it
13 works in your favour…
14
15 Alice turns around to face the Knave in her anger, but he has
16 disappeared again.
17
18 We PLAY as Alice enters the halls of The Courthouse. The area
19 within the Courthouse is a massive world of rules and law,
20 constantly in a state of debate against itself. Right and wrong.
21 Mess and order. Law and disorder. Chess pieces scramble and scurry
22 about here. Alice notices a mix of both White and Red pieces,
23 knights, peons, knights, rooks and bishops muttering and hopping
24 about the court halls.
25
26
27
28
29
30
31
32
33
34
35
36
37 As Alice is recognised, the chess pieces fall silent. They all
38 stare.
39
40 ALICE
41 Whatever is the matter with you all? I’m simply
42 passing through. Leave me be.
43
44 They all point at Alice. And begin whispering to one another.
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1 THE SHADOW
2 Guilty.
3
4 -
5
6 (Slumber Encounter #3 - Rage)
7
8 Alice stands, still on fire with RAGE, before The Caterpillar
9 sat atop his mushroom. The scene is filled with heat and smoke.
10 Alice burns in rage, she lashes out in frustration, destroying a
11 mushroom and sending debris flying.
12
13 CATERPILLAR
14 Anger is a mask for all other emotions. Anger
15 is without meaning. A fire that simply burns and
16 destroys inwards, and outwards. What lies beneath
17 anger, is what matters.
18
19 Through her gritted teeth, Alice retorts.
20
21 ALICE
22 And what lies beneath?
23
24 Caterpillar blows fiery smoke as the scene dissolves…
25
26 CATERPILLAR
27 Truth.
28
29 “Hospital - 1863” The scene is presented in a dream-like style
30 of muted colors and uncertain lines. Alice’s avatar is solid and
31 normal - wearing her nightgown - while other characters in the
32 scene are presented as transparent specters - not solid; unable
33 to interact with; cannot touch or be touched by Alice.
34
35 We PLAY, as Alice has an outer-body experience. She is walking
36 through a memory. Alice watches a past version of herself act out
37 her own memories.
38
39 This past version of herself is younger than Alice is now. This
40 is an 11-year old Alice, a younger child. The Child of Fire.
41
42 Like a macabre play, Alice follows as the scenes unfold around
43 her. Following the small ethereal memory of Alice, The Player is
44 pulled through the scene. Flashes of Alice taken from her burning
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2 Alice cries.
3
4 ALICE
5 I don’t want to be here. I want to go home…
6
7 There is no home for you here. This is my fight.
8 And you are in my way.
9
10 Through gritted teeth, Alice says to herself.
11
12 ALICE
13 I will leave you behind. You are too weak to walk
14 this path.
15
16 Please… let me come with you.
17
18 No. You cannot save us. Just like you couldn’t
19 save them.
20
21 Alice’s eyes darken.
22
23 ALICE
24 But, I will save us. Alone. And away from your
25 damned naivety.
26
27 Go away. You are not welcome here.
28
29 In a scene reminiscent of a spiritual possession - Alice
30 crouched in a corner surrounded by nurses and orderlies - we see
31 the Shadow split from the Child Self - the critical moment of
32 separation where Child Alice is sent to The Circus, deep within
33 the Snowglobe and Shadow Alice becomes the dominant personality,
34 in Alice Liddell.
35
36 ALICE
37 You sent me to a new Asylum. One of my own making.
38 It was decided I would not survive our cruel
39 reality.
40
41 As the ghost of the child’s spirit falls to the ground into
42 darkness… The Shadow takes over and Alice’s body springs like a
43 feral beast toward her oppressors.
44
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1 Alice motions to her Rabbit Doll, who winks and indicates the
2 direction forward.
3
4 We PLAY as a victorious Alice follows the Rabbit Doll and
5 navigates her way towards the Queen’s Castle. Across a series of
6 broken islands filled with despondent Card Guards and a constant
7 threat of Chaos Creatures. Alice hops, floats, climbs, and battles
8 until the Queen’s Castle is in view.
9
10 Alice arrives at a ridge overlooking the final approach to the
11 Queen’s Castle. The Knave is already waiting for her. He appears
12 surprised by meeting Alice here.
13
14 ALICE
15 No confetti this time?
16
17 THE KNAVE
18 I’m fresh out. And we’re still talking… and you’re
19 not bleeding. You’re still here. What is this…
20
21 The Knave snaps to attention.
22
23 THE KNAVE
24 Alice, something is different. The way forward is a
25 battleground. The Queen’s forces are under attack
26 from all sides. The Court of Judgement itself is
27 corrupted, and now wages war against the Queen!
28 Even if it were wise to see the Queen, you cannot
29 make it across this impassable obstacle Alice!
30 Darkness is everywhere! Look at it…
31 ALICE
32 Words defeat intent more often than actions. And,
33 I’ve had quite enough being told what I can, and
34 cannot do for my own sake or safety. I’ll let my
35 actions speak for themselves, thank you.
36
37 The Knave begins to speak, but is cut off as Alice leaps into the
38 fray. He is left frantically consulting his cards.
39
40 We PLAY as a DETERMINED Alice follows the Rabbit Doll through a
41 series of floating islands containing chunks of hedges, trenches,
42 wrecked walls, and toppled towers. An epic battle rages between
43 the Queen’s forces and Chaos Creatures with a large representation
44 of Corrupted Chess Pieces among their ranks.
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1
2
3
4
5
6
7
8
9
10
11
12
13 Fighting across numerous combat arenas, and precarious
14 platforming, We PLAY as Alice frantically dashes across the
15 shattered hell-scape, as The Card Guards desperately employ
16 cannons, firebombs, and other heavy weaponry to keep the Chaos
17 Creatures and Corrupted Chess Pieces at bay. The scenes of near
18 random destruction explode around Alice, making a haphazard and
19 constantly changing path for Alice to find a way forward.
20
21 Pressing closer and closer to the Gates of the Queen’s Castle,
22 Alice spies a platoon of Card Guards raising the drawbridge,
23 her only point of entry to the Castle, and only respite from
24 the battlefield around her. With hordes of Chaos creatures now
25 pursuing Alice and the Rabbit, we PLAY as a series of cinematic
26 QTE transpire (Quick Time Events) take place.
27
28 Alice must dash across the bridge, dodging attacks from her
29 pursuers, evading incoming cannon fire, and eventually leaping
30 from the Chaos infested crumbling bridge as it raises, sending
31 dangerous debris falling down behind her.
32
33 As soon as Alice and her Rabbit passes the Castle threshold, a
34 portcullis of red tentacles seals the gateway behind her, red
35 flesh solidifying and preventing further Chaos from entering the
36 Castle.
37
38 -
39
40 LEVEL 2 - ACT 5
41 ANGER/JUDGEMENT REALM - IN THE HALLS OF THE QUEEN’S CASTLE
42
43 The echo of cannon-fire dims as Alice wanders the monolithic
44 marble corridors of the Queen’s Castle. Hordes of gravely injured
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1 by his tell-tale scrape of his scythe along the floor and guttural
2 roars in the darkness.
3
4 Engaging, bumping into, or being found by the executioner results
5 in a swift failure for Alice and her Rabbit. Success requires
6 evasion, spatial awareness, decoys, and luring the Executioner
7 away so that Alice may pass.
8
9 Eventually, she is discovered in a tower in the Castle. With her
10 escape barred, Alice will be forced to face the Executioner in
11 combat. We PLAY as a mini-boss battle takes place. With Alice’s
12 weapons largely ineffective against the brute, Alice will need to
13 destroy the floor around her, dropping massive chunks of debris
14 down onto the Executioner, while evading his attacks.
15
16 Crashing through layers of the floor, deeper and deeper, Alice will
17 eventually completely destroy the floor from out beneath the both
18 of them. A cutscene will play, showing the corrupted executioner
19 falling into the deep in a near-endless abyss beside Alice.
20
21 While she deftly floats to her feet into The Depths of Queen’s
22 Castle, the Executioner’s gigantic body splats into chunky gibs as
23 it slams into the marble. As the Chaos dissipates around Alice,
24 the Executioner’s gigantic Scythe also shatters, effectively ending
25 his threat.
26
27 Dusting herself off, a lopsided sign rots above the entrance where
28 Alice lands: The Dungeons.
29
30 -
31
32 LEVEL 2 - ACT 6
33 ANGER/JUDGEMENT REALM - THE DUNGEONS
34
35 Alice enters The Dungeons, only to find The Knave waiting for her
36 once again.
37
38 THE KNAVE
39 Alice. You’re here! Don’t you see? You are not
40 safe. Look.
41
42 The knave shows Alice cards in his hand. No matter which card he
43 retrieves, all are “death” Tarot cards.
44
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1 THE KNAVE
2 The Chaos has breached the walls. Continue and
3 soon, it will breach your mind. But there is no
4 way back now. You are beyond a point of no return.
5
6 ALICE
7 I don’t care what you or your cards say. I don’t
8 intend to return. I only know I’m getting further
9 ahead. To what exactly, I am uncertain. All I know
10 is I keep encountering Chaos. Monsters. You. This
11 would all be a lot easier if you’d just take me
12 directly to The Queen. You obviously know the way,
13 having met me at every turn. How did you get here?
14 Tell me.
15
16 The Knave assesses Alice. He reshuffles his cards, and they are
17 once again out of sight with a sleight of hand flourish.
18
19 THE KNAVE
20 We’re still playing Alice. I’m not meant to show
21 you ALL the cards I am holding. That would be
22 cheating. I still have my role to play… If I
23 reveal the ending, she will take my head instead.
24
25 The Knave shudders, and looks down the Dungeon halls.
26
27 ALICE
28 One way or another, I’ll see this through. With,
29 or without your help.
30
31 THE KNAVE
32 My help? My help comes from steering you away,
33 Alice. That’s what I’m meant to do. You don’t
34 make it this far. The odds of this happening are
35 impossible. Through the Dungeons, no one knows the
36 right way. I have only heard you must now make
37 your way upwards to survive.
38
39 ALICE
40 It would appear, after a deep fall, the only way
41 to go is up.
42
43 THE KNAVE
44 There are no bars keeping the prisoners here -
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1
2 The little girl in the reflections stares back, and deftly steps
3 out through the mirror.
4
5 Face-to-face with her much younger self, Alice talks quickly to
6 her living reflection.
7
8 ALICE
9 Who are you? Why are you here?
10
11 The small child talks with monotone glibness. Never breaking eye
12 contact with Alice.
13
14 CHILD OF FIRE
15 I am a prisoner here. Like you. I have been kept
16 here… for a long time. I am the focus of her
17 eternal anger.
18
19 The girl from the mirror continues.
20
21 CHILD OF FIRE
22 You always blamed yourself for their deaths. Even
23 now, a part of you still does. I am the part of
24 you that was there… in the fire… I couldn’t save
25 them…
26 The younger girl starts to well up, black tears form in her eyes.
27
28 CHILD OF FIRE
29 She blames me. She thought it was all my fault.
30 I couldn’t save them! She’s come back to find you
31 too… I am just a memory of that time. I cannot
32 change what happened…
33
34 Another voice thick with contempt, with words as sharp as daggers
35 cuts the air.
36
37 THE SHADOW
38 And that pathetic little memory is just as
39 responsible for my pain.
40
41 Alice turns to find The Shadow, angrily approaching the younger
42 memory, a warped ethereal blade in-hand.
43
44
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1 THE SHADOW
2 Blind leading the blind. If only you both knew how
3 truly useless you are…
4
5 Weakness…
6
7 The Shadow says, looking at Alice.
8
9 THE SHADOW
10 …and failure.
11
12 The Shadow spits out the words at the tiny Memory.
13
14 With a blink, the Shadow dips into the thick miasma of shadow at
15 her feet, and deftly reforms, reappearing behind the youngest girl
16 from the mirror. The Shadow places a hand on the small girl’s
17 shoulder. The little memory trembles in fear.
18
19 Tightening her grip, the Shadow looks down at the small child.
20 Through jagged teeth, she spits;
21
22 THE SHADOW
23 Useless memories…
24
25 CHILD OF FIRE
26 I’m so sorry…
27
28 sniffles the mirror child to the Shadow through her tears.
29
30 THE SHADOW
31 …must be purged if we are to survive.
32
33 The Shadow’s clawed dark hand pierces the back of the child,
34 tendrils and gnarled fingers protrude from her chest, as the young
35 memory manifested is consumed and converted into a Chaos Creature.
36 As the tiny memory bubbles, gurgles and writhes in agony, the
37 Shadow challenges Alice.
38
39 THE SHADOW
40 What do you know of my trauma? Of fire? Of death?
41 Is it finally time for you to learn? Or, will you
42 run back to the circus and play with your toys?
43
44 ALICE
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1
2 Alice employs all of her movement and combat skills to defeat The
3 Child of Fire and other chaos consumed enemies. Once defeated, a
4 cutscene plays;
5
6 The combat encounter with the corrupted Child of Fire ends with a
7 final, spasmodic chain lashing out to consume Alice. Before it can
8 strike, Alice’s plush Rabbit jumps out in front of the strike,
9 and his body takes the blow. Chaos begins to infect the Rabbit.
10
11 He starts to convulse in Alice’s arms, becoming consumed by
12 Chaos. As the Child of Fire rears up to strike again, red fleshy
13 tentacles swarm around Alice and her Rabbit, and they are deftly
14 whipped upwards, away from danger. The flaming abomination screams
15 wildly in the depths of the dungeons, remaining trapped far below.
16
17 Alice and her Rabbit rapidly approach the ceiling, and the dome
18 over Alice’s head opens up, and they are both pulled through the
19 ceiling. Hanging in mid-air by a mass of tentacles, they come
20 face-to-face with THE QUEEN OF HEARTS.
21
22 -
23
24 LEVEL 2 - ACT 7
25 ANGER/JUDGEMENT REALM - THE THRONE ROOM
26
27 The cutscene continues, as The Queen of Hearts glares at Alice
28 from atop her throne.
29
30 THE QUEEN OF HEARTS
31 What. Have. You. Done? You are not meant to be
32 here!
33
34 The Queen’s words are lashed with fury.
35
36
37
38
39
40
41
42
43
44
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1 The Knave is beside the Queen, and he explains that Alice has
2 refused to follow his instruction, never once returned to the
3 Circus, and has allowed the Chaos to infest wherever she goes.
4
5 He babbles frantically, even mentioning that;
6
7 THE KNAVE
8 …my words… my CARDS had always worked…but she’s
9 never come this far before. The odds. They don’t
10 add up. This is NEW! Your Majesty, WE haven’t had
11 this conversation…
12
13 Until;
14
15 THE QUEEN OF HEARTS
16 Silence, Knave! You will speak when spoken to.
17 Your failure will be punished. And as for you…
18
19 Her terrifying gaze fixates on Alice.
20
21 THE QUEEN OF HEARTS
22 …You will speak only the words that are deemed
23 worthy of your place here. The words chosen for
24 you!
25
26 Alice retorts sharply;
27
28 ALICE
29 My words, and my choices, are my own. And I have
30 no desire to follow your script, your show, or
31 your rules, ANY MORE. Damn that Circus, and damn
32 you. I demand that you release me and my friend
33 from this prison of lies.
34
35 The rabbit mumbles and struggles, writhing in the tentacles, he
36 is clearly suffering as the Chaos infects him.
37
38 THE QUEEN OF HEARTS
39 Release you? Little girl, we are here because of
40 you! Because of your inability to grow. Because
41 of your inability to learn. Because of your
42 immeasurable failures, and your unwillingness to
43 comply. You are dangerous. We are all but pawns in
44 your own Circus of Madness!
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1 ALICE
2 I never wanted to be here!
3
4 THE QUEEN OF HEARTS
5
6 The choice was not yours to make. We are forced
7 to act in the place of a child. This is not your
8 prison. These walls are your own sanctuary. You
9 cannot face the dangers and truths in your being.
10 You cannot best your own darkness. You never
11 could. So you are protected. Shielded. Buried and
12 hidden from it.
13
14 THE QUEEN OF HEARTS
15 And now… your own CHAOS spreads freely to our
16 world. This madness overflows unchallenged;
17 destroying my beautiful roses and laying waste to
18 my gardens? To what end? To satisfy your endless
19 curiosity!? No, you weren’t ready then. And you
20 aren’t ready now. Already you’ve failed, needing
21 my direct intervention to save you from certain
22 destruction, once again.
23
24 Alice looks down at the floor, chains and screams from the dungeons
25 are heard clinking distantly.
26
27 THE QUEEN OF HEARTS
28 You toy with things you cannot possibly
29 comprehend. We are not YOUR PLAYTHINGS, child…
30
31 The Queen’s tone softens; if but for a moment;
32
33 THE QUEEN OF HEARTS
34 We have just as much to lose as you do…
35
36 Alice opens her mouth to interject, but is muffled by a tentacle wrapping
37 around her face. Alice is quickly disarmed, as the Vorpal Blade is
38 wrenched free from her grip by another of the Queen’s tentacles.
39
40 THE QUEEN OF HEARTS
41 Must I say it again? You can’t go free. You’re
42 here for your own protection. And no amount of
43 pleading; no daring escape attempt has ever
44 changed that fact.
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1 THE KNAVE
2 We all must play with the cards we are dealt your
3 Majesty.
4
5 As soon as Alice catches the blade as it spins in the air, she
6 bursts into Rage and her Vorpal Blade snicker-snacks through her
7 tentacle restraints.
8
9 ALICE
10 Rules be damned. Time to make our own.
11
12 The remaining Card Guards are eviscerated. The Knave activates
13 the lever operating the Dungeons. Closing the hatch to the depths
14 below.
15
16 With the Rabbit still in her tentacled grasp, the Queen is
17 bemused.
18
19 THE QUEEN OF HEARTS
20 Far different than the other times, indeed…
21 The Queen’s words linger.
22
23 Alice, and the Knave stand side-by-side.
24
25 With a furious bellow;
26
27 THE QUEEN OF HEARTS
28 But it matters not. You will all do as you are
29 told!
30
31 The Queen lunges at Alice, and a Boss Encounter begins.
32
33
34
35
36
37
38
39
40
41
42 Alice fights against the Queen, with the Knave fighting alongside
43 Alice. They both engage the Queen, and fight against waves of Card
44 Guards that enter the arena.
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1 Whispers of; “It’s your fault!” “Where were you?” “They say she’s
2 got the devil in her!” rise to a fever pitch as Alice glides
3 towards the caskets at the front of the church.
4
5 The caskets burst into flames, and we hear the screams of Lizzie,
6 and Alice’s Parents. The screams and accusations reach a
7 cacophony. The walls, ceilings, and fixtures of the church burst
8 apart like pieces of a puzzle, leaving Alice floating before The
9 Caterpillar on his mushroom.
10
11
12
13
14
15
16
17
18
19
20
21
22
23 ALICE
24 I could have saved them. I just saved my friend,
25 but I could never save them. Everyone else I love
26 was… lost.
27
28 CATERPILLAR
29 You still have yourself. And, that is more than
30 enough to begin with. Start there, Alice.
31
32 The Church flies back together, the air filled with sunbeams,
33 parishioners dressed in white.
34
35 At the pulpit, the priest holds a screaming newborn baby in the
36 air, then lowers it into a bath of water. This is a memory of
37 Alice’s christening. She is reborn, as the baby touches the water
38 its screaming stops and the scene goes black.
39
40 -
41
42
43
44
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1 LEVEL 2 - ACT 8
2 ANGER/JUDGEMENT REALM - THE BROKEN THRONE ROOM
3
4 Abruptly back in the Throne Room, Alice wobbles on her feet a bit,
5 her eyes closed. Her Rabbit is pawing at her boot. The Knave’s
6 voice is heard distorted at first.
7
8 THE KNAVE
9 The Queen.
10
11 The Knave is repeating this line.
12
13 THE KNAVE
14 Do you hear me, Alice? Alice, open your eyes…
15
16 On the floor of the throneroom the Queen’s remains are now
17 scattered about in piles of metal and gears. Another Manipulator.
18 The Knave continues; his tone is distant, dejected, and broken;
19
20 THE KNAVE
21 She is another lie. We have both been deceived,
22 Alice. I have dedicated my life to following her
23 rule and keeping you in that circus. When all
24 along, I should have helped you escape it. The
25 truth is as fragile as smoke. Lies upon lies…
26
27 The Knave turns furious at the deceit. He boots the lifeless
28 decoy head of the Queen away.
29
30 Alice clutches her rabbit, and demands to know where these
31 Manipulators come from.
32
33 ALICE
34 Is nothing in this place what it seems?
35
36 THE KNAVE
37 Perhaps… we are exactly as we seem. Until we know
38 for sure…
39
40 Taking a card to his arm, the Knave cuts away at his flesh.
41 Revealing a mass of gears and pistons underneath. He is also a
42 manipulator.
43
44 He throws the card away, and breaks down crying.
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1
2 Through his tears, The Knave tells her that the manipulators are
3 an invention of The Hatter. And that Alice can reach his realm
4 using the Hall of Doors.
5
6 Alice asks the Knave;
7
8 ALICE
9 How do you know such things?
10
11 THE KNAVE
12 I know, because I was made to know. It’s in me.
13 I’ve ignored it for so long, the lie is more
14 comfortable than the truth. These jagged edges are
15 sharp, but they must be confronted, not ignored.
16 ALICE
17 I can’t ignore the splinters in my mind. I won’t.
18
19 THE KNAVE
20 Then you walk the same path. You must think for
21 yourself. To open one’s eyes is a start. But it
22 does not mean it won’t hurt to look at the light.
23
24 He continues;
25
26 THE KNAVE
27 You must find Hatter. I know that what you hold
28 serves a powerful purpose. The scientist possesses
29 unmatched ingenuity. He built that device that
30 saved your friend.
31
32 THE KNAVE
33 …and he made others.
34
35 The Rabbit gently plays and fidgets with his new heart. The Knave
36 stares.
37
38 Alice thinks on this, replying;
39
40 ALICE
41 This Hatter has a lot to answer for. If these
42 devices can keep the Shadow’s wrath at bay, and he
43 also is the architect of this entire lie, he must
44 answer with truth.
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1
2 The Knave eyes land on the twisted mechanical remains of his
3 former monarch.
4
5 THE KNAVE
6 Truth. Even if it’s born from lies, I hope it
7 counts.
8
9 The Knave gifts Alice with his weapon, a deck of Razor Sharp
10 Playing Cards.
11
12 THE KNAVE
13 Considering I’ve tried so often to turn you back,
14 perhaps now I can show you a new path forward.
15 Follow me.
16
17 We PLAY as Alice follows the Knave, navigating the remainder of
18 the Queen’s Castle and they find their way to the entrance of The
19 Hall of Doors. The hall is filled with a never ending spiral of
20 doors of all shapes and sizes. Some are locked, others are open.
21 This is a Fast Travel Mechanism that allows Alice to quickly jump
22 to other areas around Wonderland. Upon its discovery, a cutscene
23 plays;
24
25
26
27
28
29
30
31
32
33
34
35 ALICE
36 Which one is the right one?
37
38 THE KNAVE
39 You’ve come this far. I’m sure you’ll make the
40 right choice.
41
42 As Alice opens the door to leave, she addresses the Knave;
43
44
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1 ALICE
2 What will you do, now that you are no longer
3 ruled?
4
5 The Knave smiles;
6
7 THE KNAVE
8 Well, judging by your performance here Alice, I
9 believe I too will start to play by my own rules.
10 We are both free. The rules don’t matter! I will
11 embrace the unexpected. Meet it head on! Not fear
12 it. It is the dawn of something new!
13
14 With a parting smile, Alice exits the castle, through the open
15 doorway. As she turns to wave goodbye to the Knave, we watch as
16 the Shadow appears behind the Knave.
17
18 The Shadow waves back to Alice.
19
20 Just as the door closes, Alice reaches out in shock to warn her
21 ally, but he is swiftly torn apart. Blood flies. The last thing
22 rendered apart is his smile. Alice screams as the door slams
23 shut. She quickly opens the Door back up again, but is only met
24 with an empty frame.
25
26 -
27
28 LEVEL 3 - ACT 1
29 MAD HATTER’S DOMAIN (BARGAINING REALM) - THE CHAOSMA
30
31 Alice slams her fist against the door, and turns away from the Hall
32 of Doors, to face what’s left of a shattered Hatter’s Domain. The
33 landscape here is a “Chaosma” - splattered across the sky in a
34 galaxy of floating islands, plasma clouds, upside-down forests,
35 and magical vortexes. Alice sighs.
36
37 ALICE
38 Here’s to the unexpected.
39
40 Floating within the wreckage of all that was once Hatter’s Domain,
41 Alice can see a bizarre menagerie of creatures - giant mice,
42 tiny whales, and dodo birds combined with crocodiles - a visual
43 explosion of chaotic combinations.
44
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1
2
3
4
5
6
7
8
9
10
11 We PLAY as Alice navigates the scene heading towards the center
12 of the domain and Hatter’s Workshop. The Workshop glistens on the
13 horizon like a massive bronze teapot, steam and jets periodically
14 shoot into the air from a multitude of towering funnels, spouts
15 and pipes.
16
17 Along the way, Alice encounters more Chaos-infected Card Guards.
18 She also fights off Mechanical Teapot Cannons, leaping Tea Cups and
19 other diabolical bronze machinations - many of them taken over by
20 The Chaos - necessitating battle.
21
22 At times, Alice will spy gleaming eyes, and a shiny fanged grin
23 in odd places. The smile fades in and out of view, accompanied by
24 a low, gruff chuckle.
25
26 A series of scientific and mechanical puzzles need solving in order
27 to rearrange the geometry of the area and allow safe passage. At
28 a particularly tricky section, Alice becomes exasperated, and
29 pleads with no one, in particular, to make all this easier so she
30 can;
31
32 ALICE
33 …just escape this wretched place, once and for
34 all!
35
36 Her outburst is met with a sardonic reply from the ether.
37
38 CHESHIRE CAT
39 You, better than most, should know that wishes
40 made in loud frustration will most certainly land
41 on deaf ears.
42
43 Alice watches as a mangy Cheshire Cat fades into existence on the
44 path ahead of her.
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1
2
3
4
5
6
7
8
9
10 ALICE
11 I know you. Your grin is familiar…
12
13 CHESHIRE CAT
14 Familiarity is certainly not clarity. No memories
15 of our adventures together Alice? You’ve sadly
16 gleamed over the best parts…or perhaps, this time,
17 I’m not speaking to the best parts of you…
18
19 ALICE
20 Our adventures? My Adventure started at that
21 horrible circus…
22
23 CHESHIRE CAT
24 Unlikely. An adventure is an expedition willingly
25 undertaken. Your journey is more of a… shall we
26 say, trial by fire. It began long ago. How many
27 times you’ve walked this path, even I cannot say.
28
29
30 ALICE
31 I’ve no time for your games, Cat. Either help me
32 get to Hatter, or kindly vanish back to wherever
33 hovel you came from.
34
35 CHESHIRE CAT
36 Oh Alice, we’ve danced this dance before.
37
38 His smile widens. The cat’s eyes focus on the tiny rabbit by
39 Alice’s side.
40
41 CHESHIRE CAT
42 Feel free to call for me if you need more than a…
43
44 The tiny Rabbit hides behind Alice’s leg. He trembles.
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1
2 CHESHIRE CAT
3 …quiet approach. We have history here Alice. Learn
4 what you can, trust only your instincts, and you
5 may yet survive.
6
7 ALICE
8 My survival will depend on more than riddles and
9 hairballs, thank you.
10
11 CHESHIRE CAT
12 Pointed words. I’ll allow that one. There’s hope
13 for you yet. If it’s my knowledge you seek, words
14 with teeth will prove more useful than those
15 unable to speak.
16
17 With a lash of his tail, Rabbit flinches, as the Cheshire Cat
18 fades away. His grin is the last part to leave.
19
20 What follows is an introduction to Cheshire Cat as an in-game
21 guide. He’s similar in function to the White Rabbit Plush, except
22 that he can be summoned at will and is able to provide directional
23 information, background lore and hints.
24
25 His knowledge is usually structured as a double-edged blade
26 towards Alice. Either in his confronting tone, riddled language
27 or sometimes, he simply won’t care. Typically, once summoned, the
28 Cheshire Cat will appear in a set place in the environment. Alice
29 and the Cheshire Cat will share a situational dialogue exchange,
30 and then he will disappear. Ready to be summoned once again if
31 required.
32
33 Examples of potential Cheshire Cat Hints for Hatter’s Domain are;
34
35 <CHESHIRE CAT IS SUMMONED AND APPEARS>
36
37 CHESHIRE CAT
38 We are on the outskirts of Hatter’s Domain… or
39 what is left of it after an experiment gone wrong.
40 Then again, an experiment gone wrong can still
41 yield usable results. So… what’s your excuse?
42
43 ALICE (TO THE RABBIT)
44 I wonder if he’d make a nice rug?
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1
2 <CAT DISAPPEARS>
3
4 ---
5
6 <CHESHIRE CAT IS SUMMONED AND APPEARS>
7
8 ALICE
9 I’m unsure of the way forward. Where do I go from
10 here, Cat?
11
12 CHESHIRE CAT
13 Oh, it’s quite simple really, I know the way… but
14 I do enjoy watching your little gears turn as you
15 try to figure it out yourself.
16
17 ALICE
18 Well aren’t you a great deal of help?
19
20 CHESHIRE CAT
21 When I want to be.
22
23 <CAT DISAPPEARS>
24
25 ---
26
27 <CHESHIRE CAT IS SUMMONED AND APPEARS>
28
29 ALICE
30 This area has been completely blown apart and
31 destroyed. How can we expect to find anything of
32 use here?
33
34 CHESHIRE CAT
35 Just because something is broken, does not always
36 mean it is useless, Alice. Sometimes, there is an
37 unseen beauty and utility that lies beneath the
38 fractures…
39
40 ALICE
41 Poetic. I suppose there might still be some
42 potential in us all.
43
44 CHESHIRE CAT
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1 CHESHIRE CAT
2 True. But perhaps it isn’t others who should
3 always guide your way.
4
5 ALICE
6 I’m always being told where to go, what to do…
7 Perhaps I should listen to myself once in a while…
8
9 CHESHIRE CAT
10 Wise words Alice. Let’s see if you’re indeed ready
11 to pay attention to your inner voice, and follow
12 its true course… it might be worth listening to
13 from time to time.
14
15 -
16
17 LEVEL 3 - ACT 2
18 MAD HATTER’S DOMAIN (BARGAINING REALM) - CHESHIRE LAIR
19
20 The scene morphs and warps to the foreboding, warped scenery of
21 The Cheshire Cat’s Lair.
22
23 A complex and environmentally distinct level design, focussed on
24 spatial navigation puzzles. Astrological symbols and manifests of
25 star-signs dance in the skies above Alice.
26
27 We PLAY until Alice is met with a seemingly impossible and
28 impassable obstacle blocking her way. Alice cannot move forward.
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
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1
2
3
4
5
6
7
8
9
10
11 THE HATTER
12 The reasons are simple, Alice. Listen carefully;
13 The artificers in that circus were designed to keep
14 you busy. Occupied. Imprisoned. Distracted. They
15 returned you to where you needed to be. Time,
16 and time again. Every time you escaped, you were
17 placed back there. And you have tried, many, many
18 times, and you have been returned to the Circus,
19 many, many times.
20
21 ALICE
22 I don’t remember any of it…
23
24 THE HATTER
25 The cost of forgetting is high. You might have
26 heard that before, but this time, this really is
27 all for your own good, my dear.
28
29 THE HATTER
30 Otherwise, your curiosity would undo us all. Until
31 perhaps, you were ready for what you needed to
32 face… but you never have been. You’ve failed every
33 time.
34
35 ALICE
36 What? What must I be ready for? What have I
37 failed?
38
39 THE HATTER
40 Well that all depends where and when, and which
41 attempt. Too many to list. You’re both equal parts
42 hope, and threat here. Which one you will turn out
43 to be still remains… uncertain.
44
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1 THE HATTER
2 The circus was made by the Queen. She is Order.
3 Rules. Restraint. Law.
4
5 My genius was forced to build the actors that
6 riddled your stages with lies. But these were lies
7 that were meant to protect you for as long as they
8 could.
9
10 We kept you as far away from any Chaos as
11 possible. Everything was scripted, planned, and to
12 keep your damned curiosity sated.
13 But no matter what we did, what elaborate act we
14 created, your curiosity always led you astray.
15
16 As you are now, as we predicted, you cannot defeat
17 your Other Half. She is consuming this place in
18 chaos and darkness. She is powerful.
19
20 But, I too experimented with Chaos. Using Prima
21 Materia, the base of ALL creation. Unstable as
22 they were, my experiments with darkness yielded
23 powerfully chaotic results.
24
25 In the face of your constant failures, I was
26 poised to build a new catalyst against Chaos.
27 Built from the very fragments Chaos fears…
28
29 What I built was capable of doing what must be
30 done. It can get you home!
31
32 But, studying Chaos, it has a way of being…
33 chaotic. My failed experiments resulted in an
34 unexpected disaster. Artificial chaos is simply no
35 match for the real thing. And it’s now here. And
36 we are unprepared.
37
38 Discombobulated, unstable, uncontrolled. Chaos
39 saw my home and work destroyed. The Prima Materia
40 lost. And the essential complete fragments of
41 the puzzle scattered around this land in unknown
42 trajectories.
43
44 We recovered only one piece.
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1
2 Hatter motions to the heart, tapping it with his teapot cane.
3
4 THE HATTER
5 And we used it in a powerful sentinel to watch
6 over you. This is all for you Alice. This part of
7 you must be protected.
8
9 Hatter continues;
10
11 THE HATTER
12 The Moon carried the heart. It can withstand
13 Chaos. The Eyes. Can focus, dilute, and channel
14 Chaos. The Brain. Can control Chaos.
15
16 The Eyes and The Brain still remain lost. But if
17 we find them, we might still have a chance to stand
18 against the Chaos of the Shadow, and get you home.
19
20 Find the lost fragments Alice.
21 Bring me more Prima Materia, and I will continue
22 my work.
23
24
25
26
27
28
29
30
31
32
33 Hatter finishes his grand performance, and turns to Alice.
34 They both look at a dark, twisted grandfather clock. Tick-tock.
35 Tick-tock. Tick-tock.
36
37 It is slightly corrupted by Chaos, and acts as a gauge of how
38 much time left Alice has to collect the required fragments.
39
40 THE HATTER
41 Certainly no time to waste, my dear. Chaos moves
42 fast. But there is always time for tea. So take it
43 with you.
44
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1 -
2
3 LEVEL 4 - ACT 1
4 VALE OF TEARS (DEPRESSION REALM) - Abyssal Station
5 {Objective: Locate The Missing Fragment of EYES}
6
7 We’re all scared (blind) here.
8
9 Alice steps from the Hall of Doors into ABYSSAL STATION. Before
10 her eyes is… darkness in all directions. There are specks of light
11 flickering in the distance. Are they fires? Eyes? Faint voices
12 whispering something about The Man in The Moon.
13
14
15
16
17
18
19
20
21
22
23
24 Like an explosion, The Infernal Train screams past Alice lighting
25 the scene around her - a morbid Subway Station made from bits of
26 dollhouses and decorated with a collection of broken doll parts
27 and toys. Alice says to her Rabbit;
28
29 ALICE
30 Whose horrid memories are these? They are
31 certainly not my own… perhaps not yet.
32
33 The station windows look out on dirt, dust, ash and filth.
34 Arms and legs and heads of dolls are buried in layers behind the
35 glass.
36
37 The sign overhead reads: Lookingglass Railway: Abyssal Station.
38
39 ???
40 Welcome to the Abyss, Alice! So glad to seeee you
41 again!
42
43 Behind one of the windows sits March Hare, screaming into a
44 microphone, waving excitedly at Alice. His eyes are crudely
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1 stitched shut. MARCH HARE AND DORMOUSE are the foremen and
2 operators in charge of this area. They throw a series of obstacles
3 at Alice to thwart her progress and block her escape. They blame
4 Alice for their blindness.
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16 We PLAY as Alice navigates the scene heading towards the direction
17 indicated by her Inner Compass to locate the “Eyes”. There are
18 several exits from the station, all leading through roughly cut
19 holes in the walls of the station. These become dirt passages
20 descending into a vertical cave-like structure.
21
22 Alice enters a TERMITE MINING COLONY buried beneath the MEMORY
23 TREE OF ALICE’S MIND.
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36 Alcoves and chambers, filled with fungi and mushrooms, dug out of
37 the rotting material of Alice’s memories. Giant Termite Drones
38 fly through the air overhead carrying bundles of dirt to and fro.
39 Mechanical conveyor belts and rusted hulks of mining machinery
40 whir and grind throughout the scene. Here, fragments of Alice’s
41 past are half-revealed in a vertical catacomb of detritus.
42
43 This is where memories go to be recycled into the fertilizer that
44 feeds imagination.
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1 ALICE
2 This is not a place for curing insanity - it’s a
3 prison designed to drive one mad.
4
5 The path leads past various rooms and corridors where we see
6 variations on Alice’s routine in the Asylum. Putrid mealtimes;
7 bouts of uncontrolled rage; cruel interactions with doctors,
8 nurses, and psychologists; playing with the other Insane Children.
9 A final room where Alice is bound to a bed; staring, catatonic,
10 clutching her White Rabbit. Her head is bald, and she is drooling.
11 Heavily medicated, her eyes rolled back into her skull.
12
13 The broken voice continues, at times sounding on the verge of
14 breaking down;
15
16 THE SHADOW
17 The days passed into months. The months into
18 years. And many of those years were spent in a
19 state far removed from reality. That must have
20 made you feel at ease - no one believes Insane
21 Children and their make-believe.
22
23 Flashes of Alice’s drawings - sketches on paper; scratched into
24 the walls of her cell; carved into the flesh on her arms. Our first
25 glimpse of Wonderland and its inhabitants.
26
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38
39 ALICE
40 But in my make-believe was your undoing…
41
42 Suddenly, the Shadow enters the cell, spawning from the darkness
43 of the walls. Enraged, the Shadow shudders spasmodically. She
44 immediately takes over the entire scene. Her face fills the view:
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1 THE SHADOW
2 What are you doing, little girl? This place is
3 MINE! Get out!
4
5 ALICE
6 These are your memories?! Why relive these
7 horrible experiences?
8
9 THE SHADOW
10 …we all must eat to survive…
11
12 Dark, pulsing Onyx ore stems from the Dark Memory, and transfers
13 its mass into the cracks and swirls on the Shadow’s arms. These
14 horrible memories give her strength.
15
16 Staring into the eyes of Alice, the Shadow continues;
17
18 THE SHADOW
19 Perhaps it’s time for you to taste some of my
20 favourite horrors…
21
22 The Shadow places a clawed hand on Alice, and Alice is again
23 suddenly pulled deeper, into another dark memory. The architecture
24 around her sways drunkenly. Sounds warp and distort as Alice
25 reels in her own darkness.
26
27 Scenes of Bumby in the HOUNDSTITCH HOME FOR WAYWARD CHILDREN play
28 out. He is cross-examining and talking to Alice in a counselling
29 session.
30
31 BUMBY
32 The cost of forgetting, is high Alice…
33
34 Insane children dolls now wander around Alice in a deranged
35 circle. They sing and dance. Some dolls are half-dressed or have
36 no clothing. Others have numbered cards nailed into them and are
37 missing parts. They all bleed.
38
39 Radcliffe is seen counting the insane children on a bone abacus as
40 they are whisked away by rotten puppet hands. Radcliffe’s hands
41 are soaked in blood, as he greedily pockets large wads of filthy,
42 greasy and oily money with a multitude of gangly limbs.
43
44 A dark ruinous oil drips from Alice’s eyes, and from her mouth.
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1 She cannot speak. No one can hear her as she gurgles and begins
2 to drown and spasm. The Infernal Train rockets past the window,
3 and breaks through the wall, and the hellish scene is destroyed.
4
5 Bumby’s and Radcliffe’s laugh can be heard as Alice plummets deeper
6 and deeper into darkness.
7
8 We PLAY as Alice lands face first into the dust. Alice spits a wad
9 of blood onto splintered floorboards. She is now in a dress made
10 of odd mis-matched fabrics. Her rabbit is nowhere to be seen. She
11 is alone here.
12
13 All is silent, bar the rusty clink of an overhead chain. Alice
14 looks up to see skewered dolls impaled on hooks and nails, swaying
15 back and forth along a conveyor. Scissors, doll parts, thread and
16 needles litter the area. Movement can be seen in the pitch black
17 ahead.
18
19 As Alice gets to her feet, a monstrous apparition of Bumby lurches
20 forward from the shadows. It carries a book bound in lightly
21 hued, untarnished skin and flesh in its horrible hands. The pages
22 turn and flutter as he speaks.
23
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33
34
35 BUMBY/THE DOLLMAKER
36 Hush now, Alice. You’ve told your tale. It’s time
37 to listen to something new. I was once like you.
38 Born in chaos - an orphan… of sorts. Mummy was
39 mad, insane really… laudanum, hysteria, and carnal
40 urges. Pa? A taxidermist. Obsessed with restoring
41 life to the dead. His mistake? The dead can only
42 rot. Like mummy rotted.
43
44 But the living? The living can be made clean.
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1 dodge his blows, and strike his weak points in order to endure a
2 frenzied, but short boss fight.
3
4 Once enough damage has been done to the memory of Bumby, he will
5 laugh, and lurch forward. His open mouth will consume Alice. As
6 Alice holds her hands up to shield herself, once “consumed” she
7 will find herself in a London Train Station.
8
9 Tip-toeing forward, we PLAY as Alice will turn a corner, and
10 come face-to-face with the memory of Angus Bumby. He smiles a
11 knowing smile as he looks at his pocket watch. The ending scene
12 and original dialogue will play out, and result in Alice pushing
13 Bumby in front of a moving train, killing him. From this moment,
14 a cutscene plays;
15
16 From the instant Bumby is killed, the scene freezes, and the walls
17 of the train station crack like glass. We zoom into the darkness
18 of Alice’s pupils, and in her eyes, a snowglobe free falls in the
19 darkness, and cracks onto the floor.
20
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29
30 A wisp of Shadow seeps into the glass sphere. This is the moment
31 The Chaos invaded The Snowglobe.
32
33 -
34
35 (Slumber Encounter #5 - Fate)
36
37 Alice gasps as she arrives in the Slumber Realm. Breathless, Alice
38 looks down at her feet to see a snowglobe broken, and shattered
39 at her feet.
40
41 ALICE
42 My Shadow killed my family’s murderer. The death
43 of my family was only the beginning. I was spared
44 her pain.
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1 CATERPILLAR
2 You were also spared her experience. The monster
3 she killed deserved his fate. But in killing him,
4 she sealed her own. His darkness was transferred
5 to her - and now lives on through the shadow. It
6 will consume her, and you.
7
8 ALICE
9 Can’t she be stopped?
10
11 CATERPILLAR
12 To stop her is to kill her, but she has a purpose.
13 She brought you this far. And kept you safe.
14 Sealed away and repressed, under the waves of her
15 torment. You never saw or experienced what she
16 did, until now.
17
18 ALICE
19 Her memories are horrible.
20
21 CATERPILLAR
22 You see what has made her. What has hurt her. Now
23 it’s your turn to keep her safe. She is blinded by
24 her suffering, Alice. Where her rage once severed
25 and abandoned you, she now seeks to sway you in
26 her favour.
27
28 ALICE
29 Why? Why do I matter to her?
30
31 CATERPILLAR
32 You are her conscience, Alice. You are her reason.
33 You are her kindness. You have long since been
34 forgotten, but she seeks to make you let go of what
35 you hold. You stand in her way. This is why you
36 have been protected, until you were needed most.
37
38 ALICE
39 I’m starting to think she has a point. Her rage is
40 justified by these horrors.
41
42 CATERPILLAR
43 Perhaps. But do monstrous deeds inflicted, warrant
44 more monsters created?
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1
2 Alice thinks on this, as the scene washes away, and cuts back to
3 exploration of The Mines.
4
5 -
6
7 LEVEL 4 - ACT 3
8 VALE OF TEARS (DEPRESSION REALM) - The Mines of Memory
9 {Objective: Locate The Missing Fragment of EYES}
10
11 As Alice lands back in the mines, she is reunited with her rabbit.
12 Surveying the scene outside of the Shadow’s Memories, Alice
13 locates a rusted Teapot Cannon, embedded and protruding from the
14 ore. Taking the weapon, the Teapot Cannon is an AOE long range
15 launcher. Capable of firing massive globs of boiling pressurized
16 tea at a distance, the secondary fire allows Alice to pour boiling
17 hot tea on the ground as she walks. These puddles bubble and burn
18 her enemies in a floor trap, until the tea cools and it dissipates
19 after time has passed.
20
21 The surrounding space and scenes are home to enemies of Broken
22 Dolls and hybrid insects, and obstacles of logic and spatial
23 puzzles. The overall theme of the area outside of the memory
24 scenes is a Dangerous Old Mine. This creates gating and resistance
25 as Alice moves through the area.
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43 As Alice journeys through the mines, she will be guided by her
44 inner compass and her rabbit to find the EYES. This is a dark place
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1 A wild boss fight ensues under the maw of the Memory Tree. Alice
2 combats the Mecha and the two rodents, eventually defeating them.
3 As they are “recycled”, the mecha, and Dormouse and March Hare
4 are both consumed by the maw under the Memory Tree.
5
6 Alice places her hands on the EYES, claiming her prize and heading
7 for the exit.
8
9 Before Alice can escape, she is pulled up into the memory
10 recycling system - an ethereal and glimmering abundance of
11 massive, swaying tree roots - and enters into a surreal encounter
12 with Caterpillar.
13
14 -
15
16 (Slumber Encounter #6 - Transformation)
17
18 Another encounter with The Caterpillar where the theme is the
19 power of transformation.
20
21 CATERPILLAR
22 We cannot undo what’s been done but we can take
23 every passing moment as a chance to change course…
24
25 We PLAY as Alice follows an older memory of herself through the
26 streets of London. The version Alice follows is the same as who
27 pushed Bumby in front of the train. Alice witnesses the elation
28 of her memory, having rid herself of her tormentor. Alice watches
29 her memory as she wanders through London. Mushrooms and beautiful
30 foliage sprout from the walls and brickwork of London. All is
31 magic, serene and happy. Her memory is satisfied.
32
33 Caterpillar’s voice narrates;
34
35 CATERPILLAR
36 The sound of his bones cracking played over and
37 over again in her mind. The final violent expulsion
38 of air from his lungs as he was crushed by the
39 train… it was… well deserved. Her elation and
40 his demise quickly turned into something else.
41 Something… new.
42
43 As Alice floats in Londerland, blissfully, the sound dims.
44
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1
2 POLICEMAN #2
3 We’ll be speaking to everyone of interest Miss.
4 That man there thinks you should be at the top of
5 our list. What have you got to say for yourself?
6 What proof do you have for yourself?
7
8 ALICE {QUIETLY}
9 …Proof? Simply a matter of perspective on the
10 crimes…
11
12 Her voice trails distantly as she sways, unsteady on her feet.
13
14 CATERPILLAR
15 Radcliffe blamed her. Though he didn’t have the
16 evidence, he knew it was her. Just as she knew it
17 was him. His guilt. His compliance. His mind and
18 her memories spoke more than his mouth ever could.
19
20 Alice looks up to watch as Radcliffe closes the door - their eyes
21 meet for what seems like an eternity. Radcliffe blinks and his
22 eyes dart side to side. Hers continue to darken in fury.
23
24 CATERPILLAR
25 Now she knew. He had been in on it all along.
26
27 The Shadow’s hands claw out from Alice towards Radcliffe, but only
28 we can see.
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1 The EYES sit at the bottom of a small calm pond, dotted amongst
2 the foliage of the Vale. Alice reaches in, and retrieves the EYES
3 from a pool of tears.
4
5 Having repaired the memory Tree, and now able to SEE them
6 clearly, Alice’s memories now flow and are processed properly. As
7 the beautiful tree above Alice blossoms and blooms, all manner
8 of memories; happy, sad, dark and light are processed. Alice is
9 racked with emotions.
10
11 A flash of memories, of her own, and that of the Shadow’s, flow and
12 ebb through Alice’s mind. Gazing back at her reflection in the
13 pool, she spies the reflection of the Shadow staring back at her,
14 but neither flinches.
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29 A moment of somber thought, and Alice places a finger on her
30 reflection in the water. It points back as she breaks the water.
31 As the ripples subside, Alice is left looking at her own glum
32 reflection in the water. The Shadow has gone.
33
34 Deep in thought, Alice heads back to the Hall of Doors.
35
36 -
37
38 INTERMISSION (HUB-WORLD)
39 MAD HATTER’S DOMAIN (BARGAINING REALM) - HATTER’S WORKSHOP
40 Tick-tock.
41
42 Alice steps from the Hall of Doors and quickly makes her way to
43 Hatter’s Workshop. There she returns the Piece of Champion #2
44 (EYES) and is allowed a chance to equip items, upgrade weaponry,
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1 ALICE
2 I’m confused, Cat. My Shadow, she does horrible
3 things, but they seem justified. Her rage, and
4 destruction. She doesn’t want anything anymore.
5 Only for it to end.
6
7 CHESHIRE CAT
8 Quite right. A tangled mess that requires
9 unraveling. I believe it will be up to you.
10 Whether you see it fit to challenge her. Or help
11 her burn things to the ground entirely.
12
13 ALICE
14 I’m not quite sure either is the right path. We
15 share memories now. All of them…
16
17 Alice’s voice and gaze trails.
18
19 ALICE
20 I need… time.
21
22 CHESHIRE CAT
23 Be sure it is used wisely then. Time is fleeting,
24 and the only commodity that cannot be replenished.
25
26 We PLAY as Alice navigates the scene heading towards the direction
27 indicated by her Inner Compass. Along the way she encounters a
28 variety of bizarre Woodland Creatures frozen in place who spring
29 to life with Alice’s passing.
30
31 Alice carries with her a Bubble of Influence, which is represented
32 as a “Sunlight effect” related to her Dress. Time resumes inside
33 it’s proximity, and freezes again once she passes. The Chaos is
34 here as well - converting Woodland Creatures into enemies Alice
35 must defeat. The vast majority of Alice’s aggressors are Chaos
36 infected and consumed reptiles. Snakes, lizards, newts, turtles
37 and alligators form the ranks that attack Alice here. The Chaos
38 operates outside of frozen time - another facet that cannot be
39 controlled. It converts frozen creatures into enemies who will
40 always attack Alice at will.
41
42 Platform puzzles form a series of obstacles to Alice’s progress
43 - designed around the unique physical environment created by
44 the stoppage of time. In one area, Alice jumps and swims upward
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1 -
2
3 LEVEL 5 - ACT 2
4 VALE OF TEARS (DEPRESSION REALM) - THE DUCHESS’S COTTAGE
5 {Objective: Locate The Missing Fragment of BRAIN}
6
7 Alice’s eyes open with a gasp. Darkness turns into light piercing
8 from the canopy of the Vale of Tears. Alice has washed up
9 downstream on the riverbank. Calm water laps at the edge, as she
10 splutters and pulls herself to her feet. She has arrived in front
11 of an odd cottage, emblazoned with pig effigies.
12
13 THE DUCHESS’S COTTAGE is surrounded by its own Bubble of Influence,
14 time flows freely here. Pigs squeal announcing Alice’s arrival,
15 and the Duchess fiercely guards her cottage from within. Freshly
16 dug graves, marked with hooves, snouts and curled tails are
17 everywhere. The Cottage resembles a mausoleum. A place of death
18 and mourning. Some pig bodies are in open coffins.
19
20 As Alice approaches, a cutscene plays out.
21
22 The cottage door slams open, revealing THE DUCHESS. She is in
23 a mourning veil. Spittle flies from the Duchess’s mouth as she
24 screams at Alice.
25
26 THE DUCHESS
27 Back to finish the task are you? Slaughtering my
28 children. Vile girl!
29
30 ALICE
31 No, you are mistaken, I only seek your knowledge.
32
33 THE DUCHESS
34 I do not share my secrets with murderers. Your
35 chaos ends here girl.
36
37 ALICE
38 You have me mistaken. I do not want to hurt any
39 children.
40
41 We PLAY as Alice is pitted in a Mini-Boss Battle against The
42 Duchess and her Hoggish soldiers. The Pigs are not killed, only
43 knocked back and onto their backsides in this combat encounter.
44 They are plump, round and childish. Clumsy in their movements,
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1 they roll onto their backs when defeated, kicking and squealing
2 hopelessly. The Duchess attacks with a massive iron cleaver. From
3 outside the cottage, and into the kitchen, the fight rages on. Once
4 the Duchess is disarmed, Alice has her at knifepoint. A cutscene
5 begins. The Duchess begins crying after the fight. Not because of
6 the fight, but because of what she has lost.
7
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20 THE DUCHESS
21 I had to make sure you were you, Alice. You fight
22 with courage, not blind-fury.
23
24 ALICE
25 I fight for myself. And for the truth here. There
26 are things I need to understand. Can you help me?
27
28 THE DUCHESS
29 This part of you feels that way at least. Your
30 Chaotic other half must have been the culprit of
31 my slaughtered children. Their bodies are still
32 fresh in the ground…
33
34 The Duchess’s eyes are sorrowful. She looks upon a twisted
35 painting of herself, gleefully surrounded by hybrid pig children.
36
37 THE DUCHESS
38 I had to defend who was left, and I am unsure who
39 to trust. I mourn their loss. Family is a terrible
40 thing to lose. But, we must survive with the best
41 parts of them that remain. Memory… can be kind.
42 And cruel.
43
44
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1 ALICE
2 I have no family. How does one endure such loss?
3 What is the answer?
4
5 THE DUCHESS
6 I’m still not sure my dear. All I know at first, is
7 that crying helps.
8
9 The Duchess explains to Alice that Tears are restorative. Crying
10 helps. Alice needs to collect Tears from the purest source of them
11 within the Vale of Tears, and bring them back to the kitchen. The
12 Duchess can then cook them into a potion to restore time to The
13 Vale.
14
15 We PLAY as Alice and her Rabbit navigates towards the direction
16 her inner compass points her. An opening reveals a massive statue
17 of Alice weeping. Tears flow from its eyes. This is where the
18 purest tears are found. The valley in which it rests is protected
19 by a massive sprouting of Talking and Singing Flowers. Defeating
20 their gnashing teeth, and navigating the puzzles and platforming
21 sections within the gardens of the Vale, Alice presses on.
22
23
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31
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33
34
35
36 Wandering up to the massive crying statue, and meeting its gaze,
37 a cutscene begins. There is no sound, only a soft breeze as petals
38 blow past. Seeing the Crying Statue hits Alice with a wave of
39 emotion. Alice stares, and begins to shudder. Her breaths are short.
40
41 ALICE
42 …I miss you Lizzie…
43
44 Alice begins to cry.
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1 ALICE
2 …I miss you Mum and Dad…
3
4 Deep, sorrowful sobs that drop her to her knees.
5
6 ALICE
7 …Why did you have to leave?
8
9 As Alice continues to cry, her tears fall freely, and she is
10 transported back into the Slumber Realm…
11
12 -
13
14 (Slumber Encounter #7 - Sorrow)
15
16 Caterpillar and Alice speak again. Alice wipes her tears in his presence.
17
18 CATERPILLAR
19 Why do you cry, Alice?
20
21 ALICE
22 I still mourn them. I miss my family. I still
23 blame myself for Lizzie’s fate at the hands of
24 that monster. My memories are full of torment.
25 Even long after their deaths. The wounds still
26 hurt. These memories from my Shadow I share. They
27 are overwhelming…
28
29 CATERPILLAR
30 Memories can indeed still hurt. This is the source
31 of her power. Moments frozen and revisited in
32 time, immortalised in suffering. They feed her
33 anger, sustain her rage. She’s kept them close.
34 She chooses to be fuelled by the ruin of her past.
35 Manifesting and giving reason to the darkness and
36 chaos that she now spreads.
37
38 ALICE
39 I’ve seen it. I feel it.
40
41 CATERPILLAR
42 Memories can be a powerful, constant source of
43 suffering, if you let them be. Some are not easily
44 forgotten.
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1
2 ALICE
3 If I’m not supposed to forget them, what else can
4 a memory be?
5
6 CATERPILLAR
7 Guidance, in your choices, Alice. There is always
8 something to learn from our memories… Learning is
9 remembering.
10
11 The scene fades and turns into the Streets of London. We PLAY as
12 Alice follows the same memory of herself after being expelled from
13 the Houndstitch Home For Wayward Children. The memory of herself
14 that Alice watches is outside Radcliffe’s home office.
15
16 We follow, as the Memory of Alice slips in through a window in
17 the alley. Following behind, the scene plays out as Caterpillar
18 narrates;
19
20 CATERPILLAR
21 She’d been here before - several times. Once to
22 try to collect her Rabbit Doll, but your Shadow
23 could still not find it. Radcliffe had hidden it.
24 What purpose did he have for such a plaything? A
25 plush rabbit. Now lost.
26
27 CATERPILLAR
28 Radcliffe, forever a cruel ward, treated your other
29 half, as always, like an unwanted, unloved child.
30 Controlled and manipulated. But no more.
31
32 Radcliffe’s office is explored - Alice follows a ghostly apparition
33 of herself, as she heads to the second floor. Caterpillar
34 continues;
35
36 CATERPILLAR
37 In the past your other half had known something
38 was off. In the way he talked. And how his eyes
39 always diverted to something… something he held.
40
41 There’s a door on the Second floor. We closely follow behind.
42 Peering over her own shoulder. The door is locked but the memory
43 of Alice quickly opens it.
44
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1 CATERPILLAR
2 It was her fault. Always her fault. But tonight,
3 she found out it was his.
4
5 Wandering into the room. All is silent. Bar the tick-tock of a
6 grandfather clock. Bookshelves. Baroque paintings. Statues. Near
7 the far wall, in the centre of the room, something on the desk
8 catches Alice’s eye.
9
10 Tick-tock.
11
12 Walking up to the desk. The object is cloaked in darkness.
13
14 Tick-tock.
15
16 Alice reaches to the item cloaked in shadows. As her memory does
17 so, Alice shares the space with her memory. Gently overlapping
18 and sharing her place with her memory apparition.
19
20 Tick-tock. She reaches her hand towards it.
21 Tick-tock. Tick-tock. Tick-…
22
23 And…
24
25 Screams of horror. A horrible amalgamation of The Chaos emerges
26 from the shadows on the desk. Lurching, and squelching forward,
27 the gigantic mass reaches out from Radcliffe’s office and engulfs
28 the Memory of Alice. Her scream is quickly silenced.
29
30 As Alice turns to run, the hallways shake as the shapeless
31 monster pursues relentlessly. Alice desperately tries to escape,
32 but is caught violently in it’s fleshy grip. Alice falls under a
33 massive, fleshy mass, and is horribly crushed. The scene and halls
34 fall apart…
35
36 Smash cut back to…
37
38 Caterpillar atop his mushroom;
39
40 CATERPILLAR
41 She was not ready for the truth she found…
42
43 Alice is in front of the Caterpillar. Unharmed, but
44 hyperventilating.
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1 CATERPILLAR
2 …And neither are you. Not yet.
3
4 A waft of smoke, and…
5
6 -
7
8 LEVEL 5 - ACT 3
9 VALE OF TEARS (DEPRESSION REALM) - A MIND LOST
10 {Objective: Locate The Missing Fragment of BRAIN}
11
12 Alice arrives back in the Vale of Tears, clutching crystalline
13 tears. After the tears are collected, Alice returns to The
14 Duchess. A cure is cooked and Alice is equipped to restore time
15 to the Vale of Tears.
16
17 Now that Alice has used her purest tears, time flows naturally in
18 the Vale. Things are recovering all around her, and resuming their
19 natural actions. Before she leaves, Alice addresses the Duchess.
20
21 ALICE
22 I’ve encountered horrors I do not understand. My
23 heart aches and I’ve cried my eyes out. I guess
24 there’s still more to it than that?
25
26 THE DUCHESS
27 The horror will be understood, when you are ready.
28 Your heart and your eyes have done their jobs,
29 sweet girl. Next, using your logic and by focusing
30 on the right pieces, a sound mind can handle the
31 rest.
32
33 ALICE
34 It’s time to find one then.
35
36 The Duchess explains;
37
38 The Cure must be taken to a fortress at the center of The Vale.
39 This is where THE BRAIN is being kept by a mysterious warlord.
40 Before Alice leaves, the Duchess gifts Alice with a new weapon.
41 A Peppercorn Grinder, ornately carved, the weapon fires a gatling
42 stream of peppercorns in rapid succession. It quickly overheats,
43 but its secondary fire can deliver a massive, high damage, close-
44 range buckshot blast. The reload time is slow, and its ammo cost
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1 ALICE
2 There is more to power than just will. What of
3 compassion and feeling? What of your friends? Your
4 home?
5
6 BILL McGILL
7 Do you have that? Compassion? Ha. The self that
8 needs to improve is the one that’s doing the
9 improving. You seek to destroy yourself and also
10 maintain yourself at the same time. Look at where
11 you point that blade of yours.
12
13 ALICE
14 I’ve seen enough destructive and violent ends,
15 from her and from you, to know this power only
16 continues a self-fulfilling dark cycle. I need to
17 understand her. Just like she needs to understand
18 me. Knowledge will serve me more than destruction.
19
20 Alice brandishes her blade.
21
22 ALICE
23 You have what I need to understand the truth. Hand
24 it over.
25
26 BILL McGILL
27 I will never surrender this power willingly,
28 Alice. Take it. If you can.
29
30
31
32
33
34
35
36
37
38
39
40 A bossfight with Bill takes place. Bill controls mind-bending
41 and horrible hallucinations. Demons, horrors and Chaos infested
42 creatures battle against Alice in waves. They are a distraction.
43 Bill is invincible, but where Alice is able, she must sever his
44 connection to the Brain. It dangles and floats teetering above him.
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1 THE HATTER
2 Observe.
3
4 Using the wand, Hatter blasts a tick-tocking mechanical tea-pot
5 from across the room. It is frozen in place, encased in a rapidly
6 forming cube of ice, perfectly akin to the trapped robot’s size
7 within. It’s single eye darts frantically from side-to-side,
8 until it steams, and melts away the ice. Disgruntled, it shakes
9 it’s spout accusingly at Hatter.
10
11 HATTER {TO ALICE}
12 I already know you have a handle on fight and flight, Alice.
13 Freezing might not be in your nature, but perhaps it can find a
14 place in your arsenal instead.
15
16 Hatter gives Alice the weapon.
17
18 HATTER
19 Feel free to hone your skills with it here before
20 moving on. Just don’t freeze the tea for god’s
21 sake. “Iced tea.” HA! What a mad abomination.
22
23 Alice leaves Hatter to his workbench. He explains that he will
24 need time to continue his work.
25
26 Alice is free to train with the Ice Wand if she chooses. Freezing
27 enemies into cubes, she is able to shatter them, incapacitate
28 them or push the ice blocks around on a limited axis for a short
29 while, before they melt. The cubes themselves offer step-up
30 platforms, cover, and can be used as weighted blocks. Heat affects
31 them, drastically reducing their time frozen.
32
33 The Ice Wand also has an alternate fire mode. It can be used as
34 an ADS (aim down sights) single fire “sniper” styled bolt weapon,
35 triggering from a first person perspective, and with Alice immobile
36 as she aims, the Ice Wand can fire a single, high damage shard of
37 ice, that can pierce, and skewer a line of enemies if the shot is
38 true. Slow to fire and using a large amount of mana, the alternate
39 fire mode cannot be exploited. It is high skill, high risk, and
40 high reward.
41
42 Glancing at the Chaos Clock in Hatter’s Workshop is nearly
43 consumed by Chaos. Tick-tock. Time is short, and Only 2 Moons
44 remain.
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1
2 Prepared for the next adventure, Alice is still uncertain she has
3 everything she needs. Consulting her inner compass, it now shows
4 nothing but Darkness. Alice resolves to seek out her Shadow,
5 and the Truth she could not comprehend, before time runs out.
6 Following her compass, she returns to the Hall of Doors and…
7
8 -
9
10 LEVEL 6 - ACT 1
11 THE CATACLYSM - AWASH IN A BURNING SEA OF NOTHINGNESS
12 FLOODING & BURNING LONDON
13
14 Alice steps from the station into a broken and confused cityscape.
15 THE STREETS OF EAST LONDON snake out before her in large chunks of
16 floating blocks - a mix of flooded and burning buildings suspended
17 - some upward, some downward - under a black winter sky. Snow
18 and ash fill the air. Water floods the streets in many places -
19 suspended in air between the empty abyss in between the islands
20 of buildings.
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37 This is where the final piece of the puzzle will be revealed in
38 RADCLIFFE’S OFFICE… if Alice can find it.
39
40 We PLAY as Alice navigates the scene heading towards the direction
41 indicated by her Inner Compass. Along the way, she encounters a
42 variety of Chaos Creatures and London Citizens who attack and
43 taunt her. Navigation between the islands of buildings requires
44 a combination of climbing-jumping-floating and running-swimming-
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1 her weapons and the environment. The buildings in the area float
2 and shift dramatically - making it so London (and the necessary
3 location) present themselves to Alice as each previous area is
4 overcome.
5
6 In sequence, Alice visits HOUNDSTITCH THE HOME FOR WAYWARD
7 CHILDREN (Bumby’s notebook); RADCLIFFE’S OFFICE (The Dark
8 Records).
9
10 We PLAY as Alice jump-floats from building to building, finally
11 arriving at the HOME FOR WAYWARD CHILDREN. The building sits upon
12 its own floating island with the wrecked remains of the nearby
13 neighborhood dangling and floating in the surrounding air. The
14 lower levels of the building are flooded while the upper level is
15 on fire. Ghostly visages of children continue to sing, dance, and
16 play inside the area - oblivious to the chaos around them.
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31 The building design forces Alice to enter through a sub-basement
32 area and fight her way up. This section is flooded and the pools
33 of water contain spectral hands that reach out to drown Alice at
34 every turn. Here she finds the Valve and turns it - causing the
35 water to drain away. This blocks her ability to exit via the way
36 she came so she continues upward.
37
38 Into the main floors of the building, Alice passes orphans,
39 caretakers, and adults in scenes from the past - attempted
40 adoptions; children playing games. The second floor of the
41 building, leading to Bumby’s office, is on fire. Alice navigates
42 and fights her way through this to arrive at the door of BUMBY’S
43 OFFICE. Entering Bumby’s Office triggers a flashback.
44
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1 -
2
3 (Slumber Encounter #8 - Reap What You Sow)
4
5 We PLAY as a ghost of Adult Alice climbs through the window and
6 tiptoes to Bumby’s desk. Adult Alice finds a journal and skims
7 through it. The journal is the same that the monstrous Bumby
8 apparition carried in Alice’s previous encounters with him. A
9 simple, elegant book, it is made of pale leather that resembles
10 fine skin.
11
12 It reveals Bumby’s childhood past - a brutal existence under a
13 controlling and vindictive father. We jump to a series of flashback
14 scenes: Bumby’s father beating his wife; child Bumby frantically
15 cleaning the bloody floors; rooms filled with dead animals and the
16 tools of a taxidermist.
17
18 It provides an explanation - but not an excuse - for the existence
19 of Bumby’s evil.
20
21 The scene ends and Alice is back in The Home For Wayward Children.
22
23 -
24
25 LEVEL 6 - ACT 2
26 THE CATACLYSM - LEDGERS ARE DUE
27 FLOODING & BURNING LONDON
28
29 We PLAY as she exits the building and continues to follow her
30 Inner Compass to the next Valve.
31
32 We PLAY as Alice jump-floats from building to building, finally
33 arriving at RADCLIFFE’S OFFICE. The building sits upon its own
34 floating island with the wrecked remains of the nearby neighborhood
35 dangling and floating in the surrounding air. The lower levels of
36 the building are flooded while the upper level is on fire.
37
38 The building has a special cloud of Chaos Creatures around it - an
39 additional layer of protection that indicates something special inside.
40
41 Alice jump-floats to the roof of the building and fights her way
42 down. On the second floor, we again face THE DOOR - and see it
43 open to a room full of bookshelves, paintings and statues. Tick-
44 tock. Entering the room triggers a series of flashbacks.
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1 -
2
3 (Slumber Encounter #9 - He Knew)
4
5 Tick-tock. The previous memory of Alice entering Radcliffe’s office
6 plays out. Only this time, Alice does not have a memory apparition
7 of herself to follow. She is alone.
8
9 As the grandfather clock ticks, Alice approaches the desk, she
10 calmly reaches out her hand to take hold of the wicked dark mass
11 swirling in front of her.
12
13 As before, a monstrous, shapeless beast of Chaos begins to take
14 shape, engulfing the room before Alice.
15
16 Alice does not react, or flinch. With her heart, eyes and brain
17 focussed, she is in control.
18 Opening the palm of her hand, and focussing on the shapeless
19 Chaos, it’s form dissipates, shrinks, then retracts entirely.
20
21 All that remains, clasped in her hand is; a small, leatherbound,
22 black book.
23
24 Alice opens the pages to find “bills of sale.” Pages and pages of
25 sad photos of children, with their names, monetary sale worth,
26 defining features, and the names of the buyers. Each child is
27 numbered and listed like livestock.
28
29 As Alice recoils in horror, she watches as she is surrounded again
30 by numbered dolls. They do not dance, they do not sing. They only
31 stare.
32
33 As Alice walks towards them, the dolls recoil, cry, and run away
34 and hide.
35
36 We PLAY as a grim game of hide-and-seek occurs. Following their
37 cries, the dolls will guide Alice to their location. When she
38 opens the cupboard they hide within, or looks under the bed they
39 cower beneath, Alice will meet the gaze of familiar children from
40 The Home For Wayward Children. When she finds them, they scream
41 out, and fade to dust. They are all terrified, or crying. Each
42 time Alice finds a child, she becomes more and more agitated and
43 panicked.
44
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1 ALICE
2 No please! I want to help you!
3
4 When Alice locates the last child, which turns to ash, all is
5 silent. No more cries. Only deathly silence.
6
7 A cutscene plays: Shadow Alice will appear. She is sitting by a
8 window sill, staring out into the void of night.
9
10 THE SHADOW
11 You see why I do what I must. The truth is not
12 just in our suffering, but also theirs. These
13 monsters of Radcliffe and Bumby, have sold off
14 these innocent lives like livestock. They must be
15 punished. That pig will pay with his life.
16
17 ALICE
18 If you kill Radcliffe, there will be nothing left
19 in you! We will suffer his fate. You are so far
20 gone. Bumby is already dead and look at you! You
21 walk his same path! He still infects you!
22
23 The Shadow roars;
24
25 THE SHADOW
26 No. I will end his path. These men MURDERED OUR
27 FAMILY. KILLED OUR SISTER. BURNED THEM ALIVE. THEY
28 STOLE EVERYTHING FROM US!
29
30 The Shadow is enraged. The memory scene around her pulsates and
31 cracks as she screams.
32
33 THE SHADOW
34 And you. You willingly stand in my WAY! There is
35 nothing left to save. It’s all GONE!
36
37 Alice desperately tries to reason with her shadow self.
38
39 ALICE
40 We are here. We… might be worth saving. We’re
41 still a part of our family. You are worth saving.
42 Don’t do this. There has to be another way.
43
44 The Shadow pauses, and assesses her other half. Through mounting
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1 tears;
2
3 THE SHADOW
4 No. I will do what must be done, as I always have.
5
6 The scene begins to ember and warp, melting and cracking as the
7 Shadow’s anger burns.
8
9 THE SHADOW
10 Radcliffe dies
11
12 The scene ends in a swirling vortex, and Alice is pulled back to
13 the Cataclysm…
14
15 -
16
17 LEVEL 6 - ACT 3
18 THE CATACLYSM - STARING INTO THE ABYSS
19 FLOODING & BURNING LONDON
20
21 Alice returns to The Carpenter to report her success in turning
22 off the valves. But it’s too late. Chaos overflows. The Walrus and
23 The Carpenter are there - both consumed by Chaos and made into
24 Giants. They dwarf Alice in size. What follows is an epic Boss
25 Battle across the Cataclysm in which Alice must defeat the crafty
26 duo while hopping between the flooded-burning ruins of East London.
27 As the buildings are destroyed, there’s nothing left for anyone
28 to stand on; and the Walrus and Carpenter are left drifting in
29 empty space.
30
31 Alice watches their bodies float into the void. Reaching out to
32 Carpenter, she knows she has lost another friend. She mourns.
33
34 ALICE
35 How much do I continue to lose in this darkness…
36
37 We PLAY as Alice hops and floats back to the Hall of Doors…
38
39 -
40
41
42
43
44
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1 THE HATTER
2 This might be a difficult choice Alice, but this
3 piece is required. If we do not have the heart
4 in the right place, what we create to get you
5 home will be without one. I cannot guarantee your
6 success, your safety, or what comes next, without
7 it in place.
8
9 Tick-tock. Chaos is barely restrained at every crevice of Hatter’s
10 laboratory. It is overflowing.
11
12 Hatter continues;
13
14 THE HATTER
15 We are out of time.
16
17 Alice looks down to her rabbit, and to the machines, and to
18 Hatter. Her eyes land on her tiny friend. Hatter awaits Alice’s
19 choice, as she turns to address the scientist.
20
21 ALICE
22 …my heart is exactly where it needs to be. With or
23 without one in place in the machine, I know we’ll
24 face whatever comes next, together.
25
26 Hatter smiles.
27
28 The Rabbit hops in a circle around Alice. He hugs her boot
29
30 HATTER
31 So be it. Sounds like you indeed have enough heart
32 to spare.
33
34 An engaging click and a whirr, as heavy gears churn and spark,
35 initiating the machinery in Hatter’s laboratory. The sarcophagus
36 glows, the power sparks surge from white, to red… then green.
37
38 Hatter furiously tries to operate levers and keep the wild
39 sparking power controlled within. The winged griffin effigies on
40 the sarcophagus change and morph to… something else.
41
42 Still winged. But wicked.
43
44 Horrible, snarling, beastly noises are heard from within the
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1 in his claws, and both the heart and the Rabbit’s body are eaten
2 by the Jabberwock.
3
4 Alice screams in fury, and rushes toward the gigantic beast,
5 blade in hand.
6
7 We PLAY as Alice engages the Jabberwock in a fierce Boss Battle
8 atop the platform of Hatter’s Laboratory. As Alice lashes out,
9 the Jabberwock will cruelly taunt her, and mock her attempts to
10 defeat him. The Jabberwock is fearsome and a vicious opponent. He
11 will attack with razor-sharp claws at close range, and rocket flame
12 blasts from his gullet at a distance. Capable of a wide range of
13 attacks, and ambushes, this is a difficult fight for Alice.
14
15 Lighting plays a key factor in keeping a visual lock on the
16 Jabberwock. It will be darkly lit, while heavy rain will obscure
17 Alice’s environmental view periodically. During these times, the
18 Jabberwock will only be visible by his flaming eyes and fire blasts
19 in the sky.
20
21
22
23
24
25
26
27
28
29
30
31 Memorizing his attack patterns, spatial awareness, advanced
32 combat, reflex, parrying timing, and attacking weak points will
33 be key in defeating the Jabberwock in a multi-phase combat
34 encounter. As Alice fights the Jabberwock, his form will gradually
35 be overtaken by Chaos, sprouting from inside him. The fight will
36 culminate in a desperate last-stand attack.
37
38
39
40
41
42
43
44
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1 The Jabberwock will pin Alice to the ground and attempt to eat
2 her whole. As he does so, Alice will have to slice his neck at
3 the last moment, lest she is consumed.
4
5 A cutscene plays at the end of the encounter. Rain now falls
6 gently. His throat bleeding, and Chaos seeping from his wounds,
7 the Jabberwock stumbles back to his knees. He splutters as he
8 laughs.
9
10 JABBERWOCK
11 Through the fire, your memory, and suffering. You
12 still fear me.
13
14 ALICE
15 Fear be damned. Vile beast, you will not stop me
16 from finding my home.
17
18 JABBERWOCK
19 Stop you? Alice, the darkness in you has already
20 won. Look around. There is nothing left to save.
21 Your hope blinds you. Your heart weakens you. And
22 your home?
23
24 Rain falls as the Jabberwock’s laughter continues to splutter.
25
26 JABBERWOCK
27 Your true home was lost the moment you failed to
28 save your family. You may yet find sanctuary in the
29 truth of your own darkness. It still calls to you.
30 That is where your journey ends. In darkness. I
31 know it…
32
33 ALICE
34 No, I am not only my Shadow. I am more. And I will
35 not listen to your wicked words.
36
37 JABBERWOCK
38 Listen or not, you cannot deny the truth in them.
39 No matter how hard you still hopelessly kick and
40 flail. You are being dragged to your inevitable
41 doom, Alice. It is only a matter of time before
42 you drown beneath the waves of your own torment.
43
44
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1 ALICE
2 No. Your torment will be paid in full for killing
3 my friend.
4
5 The Jabberwock matches Alice’s gaze. Hers is fiercer.
6
7 JABBERWOCK
8 It appears, darkness has already found a home in
9 you Ali-
10
11 The Jabberwock’s words are cut short as Alice drives her blade
12 through his skull.
13
14 As his flesh falls and turns to ash, all that is left of the
15 Jabberwock is his colossal skeleton and Alice’s blade.
16
17 We PLAY as Alice examines the remains of her opponent.
18 Something writhes where the Jabberwock’s stomach once was.
19
20 As a pile of guts melts into ash, and blows away in the breeze,
21 the badly damaged body of the Rabbit is revealed, sprawled on the
22 ground. Kneeling down beside her dead friend, Alice holds his
23 body, and notices the Heart is in place within his chest.
24
25 The Rabbit wiggles weakly in her arms, and hugs her back. He is
26 alive.
27
28 Chaos seeps across the edges of the platform, encircling Alice
29 and her Rabbit.
30 As the bones of the Jabberwock flit and turn to ash, the flakes
31 turn to snow.
32
33 The platform morphs, as Alice and her Rabbit hold hands.
34 The scene around them shines, warps and bleeds into a brilliant
35 white light.
36
37 Snow falls heavily as a disembodied voice utters;
38
39 ???
40 …Welcome home Alice…
41
42 -
43
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1 Alice demands.
2
3 The Queen’s large eyes narrow on Alice. Her booming words are
4 measured, regal, and dripping with power.
5
6 THE QUEEN OF HEARTS
7 I’ve been waiting for you girl. Welcome home,
8 indeed. Never on time, always late. Somewhere
9 else to be. Hopelessly lost in your curiosity and
10 imagination.
11
12 The Queen focuses on the vorpal blade;
13
14 THE QUEEN OF HEARTS
15 Until you found that blade. You carved quite a
16 path, Alice, led by your blade and curiosity…
17
18 ALICE
19 Enough of your lies! I’ve already driven this
20 blade through your neck once. And I’ll do it
21 again.
22
23 We PLAY as Alice fights the Queen of Hearts in a Boss Battle. This
24 is a reprisal of the first fight of the Manipulator Queen. There
25 are key differences in attacks, patterns, and all attack openings
26 are now different. The encounter plays with your expectations,
27 offering unforeseen twists that require new approaches to best the
28 encounter. After a fierce and complex battle, the encounter ends
29 with the Queen at knifepoint.
30
31 A cutscene begins.
32
33 Alice closes in on The Queen.
34
35 ALICE
36 This is all your fault!
37
38 The Queen holds out her hand to signify “stop!”, and smiles
39 warmly.
40
41 THE QUEEN OF HEARTS
42 Yes, Alice, it is.
43 I’ve always been harsh, but I’ve only tried to do
44 what was best for you…
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2 Red, fleshy tentacles swarm about. The same as what appears
3 whenever Alice has “died” or failed in-game.
4
5 THE QUEEN OF HEARTS
6 When you have fallen, I have picked you back up
7 again.
8
9 The Queen’s skin begins to peel away, falling aside. Split from
10 the base of her crown, down her body, her flabby, disgusting skin
11 gracefully sheds like a hollow cocoon.
12
13 A beautiful woman, clad in deep red flowing robes emerges. She has
14 the pale face of ALICE’S MOTHER. Alice has encountered the memory
15 of her dead Mother.
16
17 ALICE
18 Mother? No! This is another of your tricks. An
19 illusion.
20
21 Alice points her blade.
22
23 ALICE
24 You stole Hatter’s mind, and enslaved him into
25 doing your bidding…
26
27 ALICE’S MOTHER
28 Stole? No dear girl. I kept it for safekeeping.
29 Take it, you will have use for it yet.
30
31 Alice’s Mother reaches into a metallic statue of Hatter’s head.
32 She pulls out a new shining, beautiful clockwork brain. She hands
33 HATTER’S MIND to Alice. Alice is bewildered by the kindness.
34
35 Alice’s mother speaks in an elegant, familiar manner, explaining;
36
37 ALICE’S MOTHER
38 This is the last time we will meet here. The most
39 valuable lessons we learn are also the most costly
40 Alice. And this has been the costliest of them
41 all.
42
43 ALICE’S MOTHER
44 You embody the parts of yourself that are still
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1 Bumby’s face, moments before he is killed. She curls her lip and
2 bares her teeth in anger at Bumby. She is disgusted by him.
3
4 She turns back to Alice.
5
6 ALICE’S MOTHER
7 That Darkness has destroyed this place. It has
8 almost won. We are on the knife-edge of this
9 precipice. Darkness always begets more darkness.
10
11 Alice’s Mother waves her hand, and we now see a new memory.
12 It is recent. In London. An adult Alice Liddell has Radcliffe
13 at knifepoint. He is cornered up against bookshelves. Alice is
14 threatening to kill him, he begs and pleads for his life, but the
15 Alice in the memory scene is obviously consumed by Shadow. Her
16 eyes are swirling, lightless voids. The knife is pointed at his
17 neck. Tick-tock.
18
19 ALICE’S MOTHER
20 This is the culmination of her rage. That darkness
21 manifested. Without my control, or your conscience
22 or kindness. The scales tip directly into the
23 abyss…
24
25 ALICE’S MOTHER
26 She needs your help. If she kills again, there
27 will be nothing left to save. You are the light
28 that can guide her through the darkness. You must
29 save her.
30
31 Alice’s Mother turns away from the memory, and the scene around
32 them shifts to the interior of Alice’s family home. The first
33 scene from the opening of the game. Lizzie and Alice are sitting
34 at the table wearing their rabbit masks.
35
36 The black birthday cake is there - candles shining bright. Wax
37 drips. An “Eat Me” tag hangs from the side of the cake.
38 Chaos is now visibly seeping into the scene through the windows
39 of the house.
40
41 Alice’s Mother continues to address Alice.
42
43 ALICE’S MOTHER
44 This is where your torment was born. In fire and
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2 Turning to share her victory, Alice looks back only to see the
3 memory of her Mother and Father smiling back at her, peacefully.
4 They are still and silent. Alice’s eyes tremble.
5
6 We then watch as The Shadow cruelly and swiftly consumes the
7 memory of Alice’s dead Mother and Father. Bloody ruined tentacles
8 and body parts are strewn into the Abyss.
9
10 Alice and her Rabbit fade into the red light, as she screams
11 soundlessly.
12
13 -
14
15 LEVEL 8 - ACT 1
16 UMBRA LAND
17 [Sonata No. 14 “Moonlight” in C-Sharp Minor, Op. 27 No. 2 III.
18 Presto agitato]
19
20 Silence. Darkness.
21 Then the haphazard rattles of a precariously balancing porcelain
22 tea set.
23
24 THE MAD HATTER watches as a Snow Globe with an ornately carved
25 Mock Turtle base, shakes itself from his table, and crashes to
26 the floor. Alice emerges quickly from within the shattered glass
27 clutching her white rabbit.
28
29 Her eyes are closed, like she is sleeping. Tears are salted dry
30 on her cheeks.
31
32 THE MAD HATTER
33 Oh, there you are. Finally, I’ve been expecting
34 you two. TEA?
35
36 His familiar, jittery voice awakens Alice. The Hatter shoves a
37 filthy overflowing cup of darjeeling into the Child’s face. He is
38 no longer his calm, measured self. This Hatter is very clearly,
39 quite mad.
40
41 Alice and her Rabbit find themselves on the floor in Hatter’s
42 Workshop, but it is grimier and filthier. Where there was once
43 pristine equipment, now sit jagged edges, rusted springs
44 and derelict machinery. Chaos is seeping into this workshop
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1 THE SHADOW
2 Choose. Choose what I want. It’s what we want.
3 Radcliffe deserves to die. This childish Wonderland
4 and our false escape from our reality. It no
5 longer serves us. It deserves to die.
6
7 ALICE
8 No. If they die, so do we. I won’t let you burn
9 our darkness onto others. We can be more. There
10 has to be another way.
11
12 The Shadow laughs as she swipes at Alice with a clawed hand. The
13 attack is met with a parry from Alice’s Vorpal Blade.
14
15 THE SHADOW
16 There is no other way. Your choice is to join me
17 in darkness, or die in it.
18
19 We PLAY as a Final Boss Encounter plays between Alice and her
20 Shadow self. The walls of Hatter’s laboratory blow apart, as the
21 battle occurs in a fully corrupted and wickedly dark Wonderland. A
22 vicious and desperate high-stakes fight takes place. Alice employs
23 all her weapons and skills, to defeat the Shadow.
24
25 Alice and her shadow not only fight in a battle of swords, but
26 a war of words. The two sides of Alice’s psyche will justify
27 themselves to one another. Offering hope, despair, chance, and
28 absolution in equal measure. They fight with brutal abandon and
29 desperation against one another.
30
31 As the fight ends, with a scream of rage, Alice swiftly and
32 brutally runs the Shadow through with her Vorpal Blade. A cut-
33 scene plays; The Shadow appears to be dead, impaled on Alice’s
34 blade. As the Shadow coughs black ruin from her mouth, her limp
35 body slumps forward onto Alice.
36
37 Alice’s gritted teeth and fury quickly turn to shock.
38 Alice is panicked;
39
40 ALICE
41 No, no, this isn’t what I wanted…
42
43 The Shadow laughs between coughs.
44
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1 THE SHADOW
2 Don’t you see? There is still darkness in you. YOU
3 CAN’T LET HER GO. No more than I can. You’re still
4 just as guilty for her death. She binds you to me.
5 You are me. I am you. And now, we two are one…
6
7 The Shadow’s darkness seeps forth from the pierced wound and
8 begins to consume Alice. The Shadow absorbs Alice. Her clawed
9 hands close tight around Alice’s body. As thick ruin engulfs
10 Alice, in a flash of darkness, the Shadow opens her arms to reveal
11 Alice is gone. She has been taken into the Shadow-Self and
12 consumed.
13
14 -
15
16 LEVEL 8 - ACT 2
17 HEARTS OF DARKNESS
18
19 We now PLAY as Shadow Alice.
20
21 As her new form coalesces into being, Alice’s Vorpal Blade bleeds
22 and morphs into a massive, RUINOUS UMBRAL SCYTHE. A new weapon of
23 terrible power, it is a devastating room-clearing offensive tool
24 overflowing with darkness. What follows is an introductory sequence
25 that trains Alice in its use.
26
27 Carving through and dismembering enemies in a flurry of combo
28 attacks at close range, the Scythe can also be thrown and
29 boomeranged back to Alice’s grasp, cutting down crowds of
30 combatants.
31
32 The weapon can also “reap” enemies. Sprouting tentacles of Chaos,
33 this ability allows the fast replenishment and overcharging of
34 Alice’s passive abilities. We PLAY as Alice uses the Umbral Scythe
35 to eviscerate entire crowds of enemies in wide arcs of darkness.
36
37 All of Alice’s abilities are now radically enhanced. All regular
38 attacks now deal incredible damage, and key parts of the
39 environment around her can be destroyed. Certain blows from Alice
40 will now shatter through the scenery, destroying environments and
41 characters alike.
42
43 Alice is now able to rapidly teleport in and out of the shadowy
44 miasma that follows her steps.
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1
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3
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7
8
9 Each death makes Wonderland darker, and darker. As voids overtake
10 Wonderland, space by space Alice snuffs out every light in the
11 world.
12
13 Rather than fight directly, some will offer cruel commentary in the
14 conflict unfolding, until they are obliterated outright.
15
16 We PLAY until Shadow Alice achieves her goal. No one remains
17 except… The Plush Rabbit Toy.
18
19 After Shadow Alice locates the Plush Rabbit, the last objective,
20 a final cutscene plays:
21
22 Shadow Alice and the White Rabbit Plush are alone on a floating
23 island in an abyss of darkness. There’s nothing left of Wonderland
24 or its inhabitants. She walks toward the Rabbit, her blade in
25 hand. The Rabbit trembles soundlessly. He has nowhere to run.
26
27 SHADOW ALICE
28 All these memories are a constant knife through
29 my mind. Each rippling across an ocean of grief.
30 Waves from distant shores crashing relentlessly,
31 driving me mad. So many questions - even after
32 they are answered they still bring pain. Why?
33
34 At last, pure silence. No more memories. No more
35 faces. No more obstacles to overcome. No more
36 questions. No more curiosity. And no more of the
37 relentless imagining. No more relentless pain.
38
39 Shadow Alice reaches down and lifts the White Rabbit in one hand.
40
41 SHADOW ALICE
42 Your time is up. We must not be late.
43
44
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37 [A full 60 seconds of darkness follows. There are a few brief
38 flickers of dim light and dust on screen so people do not think the
39 game has crashed or completely ended.]
40
41 As the dust and blood falls into dreamlike shards, it slows, then
42 freezes in time.
43
44 We wait…
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1 -
2
3 LEVEL 9 - ACT 1
4 A WORLD BETWEEN WORLDS
5 {A MOMENT FROZEN IN TIME}
6
7 Emerging from the Shadows, Alice’s inner child steps through
8 infinite darkness.
9
10 All is still, silent. Frozen in time, nothing is moving, except
11 for herself.
12
13 We PLAY as Alice walks alone with her footsteps. Unable to run,
14 the scene plays as an interactive cutscene. Alice’s footsteps
15 echo, reverberating coldly as she wanders along a void of
16 nothingness.
17
18 As she walks, she emanates her own dim, gentle light.
19 It casts just ahead of her, illuminating the silhouettes of the
20 still figures in the darkness.
21
22 As she nears them, Alice wanders past her slain friends and
23 family. Cheshire Cat, Her Mother, Her Father, Mockturtle,
24 Carpenter. They are dark marble cast statues, frozen at the
25 moments of their death. Their expressions are all tortured.
26
27 Alice shudders, and stares at the morbid statues bleakly. Looking
28 at their deaths, frozen in time, she finally gazes at her Shadow
29 Self, immortalized in a fit of rage, tearing the Rabbit in half.
30 Blood still drips from her friend’s wounds.
31
32 Her macabre gallery of loss, on full display in all its horror.
33 In front of the statue of her Shadow, the inner child begins to
34 cry. Pitch black tears fall from her eyes.
35
36 ALICE
37 Why did she win!? What am I still holding onto?
38 What allowed her to consume me…
39
40 Alice bows her head, and sobs gently. Defeated and confused.
41
42 A voice, gentle and familiar from behind her.
43
44
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1 ???
2 You are still holding on to me, Alice. You need to
3 let me go.
4
5 Alice turns to face the voice.
6
7 At first, Alice only sees a large, broken pocket-watch. Its glass
8 askew and shattered.
9
10 As Alice’s light illuminates the scene, Lizzie steps into view.
11
12 ELIZABETH
13 You still blame yourself for my death. Your guilt.
14 That is the bridge that the darkness can still
15 cross to your heart. But you still have it locked
16 tight.
17
18 Lizzie points to her sister’s chest.
19
20 ELIZABETH
21 A heart of darkness suits you ill sister.
22
23 ALICE <THROUGH TEARS>
24 You’re dead. I avenged your death, but still I
25 can’t let you go. Everytime I think of you, he
26 corrupts my memories. I cannot shake them.
27
28 As Alice grits her teeth in anger, her eyes turn as dark as the
29 shadows around her. Bumby’s laugh is heard as a whisper in the
30 darkness. Something stirs in the shadows.
31
32 Lizzie moves forward, and holds onto Alice.
33
34 ELIZABETH
35 Alice, I am more than my death. I am more than
36 him. I am your sister. And I will always be your
37 sister. And I love you.
38
39 Alice, shudders. She wails as she holds onto her sister.
40
41 ALICE
42 I CAN’T! Your death is my fault.
43
44
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1 ELIZABETH
2 No. The people we love are never truly gone. Life
3 is not an end-result Alice, it is a journey. And I
4 am so thankful to have walked it with you.
5
6 Alice listens to her sister intently. Alice’s lips tremble.
7
8 ELIZABETH
9 Let me go. It’s not your fault. It never was.
10
11 It was his. Only his.
12
13 Lizzie places a gentle-hand on her sister’s cheek.
14
15 ELIZABETH
16 Remember this, Alice. If ever you want to visit
17 me, our time together is always in your memory.
18 I’m always there. Where we dance, and sing and
19 play together. And with that bloody cat Dinah.
20 Such a peculiar thing.
21
22 Alice smiles through her tears. Lizzie smiles back.
23
24 As she does so, a monstrous apparition of Bumby, twisted, corrupt
25 and misshapen squelches from the Shadows. It laughs horribly,
26 reaching for Lizzie and Alice.
27
28 BUMBY/THE DOLLMAKER
29 You are both mineeee…
30
31 The sisters don’t flinch. Alice readies herself for battle. Lizzie
32 stands her ground.
33
34 ELIZABETH
35 You have to settle this guilt within you, once and
36 for all. And I’m right here with you.
37
38 You know what to do, little sister.
39
40 We PLAY a fierce battle, as Alice and Lizzie fight against a
41 misshapen monstrosity. It changes shape, morphing between jagged
42 edges and wild, flailing tentacles. The combination of shadow,
43 Bumby and pure evil. The high stakes encounter serves as a true
44 final-boss fight climax.
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1 Alice’s inner child will fight with all of her skills, to destroy
2 her guilt manifested. Alice’s Vorpal blade is made purely of
3 light in this encounter.
4
5 After defeating her Guilt, Alice drives her VORPAL BLADE into the
6 abomination.
7
8 Lizzie watches proudly. With a click of Alice’s sisters fingers,
9 the rotting remains explode, and dissipate into a fine, sparkling
10 mist around them both.
11
12 Light from Alice grows.
13
14 Turning to the memory of her Sister, Alice smiles warmly.
15
16 ELIZABETH
17 You’ve got work to do little sister. If ever you
18 want to visit me. Look within you, I’m there… we
19 all are. Always. My heart is open, Alice. Never
20 closed, never locked. It needs no key.
21
22 Zooming into Alice’s eyes, it turns into a pool of darkness, with
23 just a flicker of light within them. A single tear slides down
24 Alice’s cheek. It morphs, and flashes into a brilliant light.
25
26 -
27
28 LEVEL 10 - ACT 1
29 GOAGULA
30
31 Zooming out, we witness the face of the Shadow. Unfreezing in
32 time, her look is puzzled. She is all alone.
33
34 In the darkness, Alice’s voice is heard. It is her normal voice.
35 The one of the repressed, inner-child.
36
37 ALICE
38 Well this is rather pointless. Despite all our
39 collective anger and internal bloodshed, I’m still
40 here. We’re both still here. There’s no point in
41 pretending that we’re not. Your destruction of the
42 old has led to the construction of something new…
43
44 A faint flicker of light in the darkness. It resolves into the
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1 SHADOW ALICE
2 There really is a darkness in me. And out there.
3 It’s everywhere.
4
5 ALICE
6 Yes. Always. That’s the truth of it. But it’s what
7 we choose to do when we experience that darkness,
8 that makes the best of us.
9
10 SHADOW ALICE
11 Do we persist, overcome, and learn. And help those
12 who also suffer? Or do we choose to inflict and pass
13 that same darkness onto others?
14
15 ALICE
16 Let’s find out.
17
18 Both Alice’s link hands, and a brilliant white light obscures
19 their silhouettes.
20
21 As the Child and Shadow share a calm moment of pause together, the
22 sunlight shines on Alice Liddell’s face. Shadow from the trees
23 also basks them, and as light from sky, and Shadows merge on the
24 two halves, the camera pans around the tea-party. In a brief
25 trick of optical illusion, there is now only ONE Alice Liddell.
26
27 She finishes her tea. The camera zooms into the green eyes of
28 Alice in her Wonderland, and zooms out to reality.
29
30 -
31
32 LEVEL 10 - ACT 2
33 GOAGULA
34 LONDON - RADCLIFFE’S HOME (DAY)
35
36 We PLAY as an adult Alice Liddell confronts Radcliffe.
37 He stumbles back and flails around the room like a fat, stuck pig.
38 He is sweating profusely, untidy, and bumbling incoherent
39 nonsense.
40
41 As Alice follows him, she calls him out on all his nefarious
42 doings towards her. Alice Liddell points her vorpal blade
43 accusingly at him in one hand. He gulps disgustingly.
44
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1 From her other hand, she produces; A BOUND LITTLE BLACK BOOK.
2 She then slams the point of the Vorpal Blade down into the book
3 on a desk in front of her.
4
5 In piercing the document, it unravels the thread tying them
6 together, showing all of Radcliffe’s evil plotting, receipts,
7 photographs, and proof in his, and Bumby’s crimes.
8
9 ALICE
10 You will pay for what you’ve done. You bastard.
11
12 With that, Alice stands back, gathers her blade, and crosses her
13 arms. The proof she has gathered is irrefutable.
14
15 For a man undone, Alice notices, his nerves have calmed
16 considerably.
17
18 RADCLIFFE
19 Close the door Angela, or I’ll hurt the rodent
20 again…
21
22 The door slams shut behind them. A lock is heard sliding into
23 place. A sad little girl - Angela - has entered the room and
24 locked the door.
25
26 Radcliffe begins to laugh, as he slams Alice’s toy rabbit down on
27 the desk in front of him. Alice is betrayed and alone again. She
28 doesn’t flinch.
29
30 ALICE
31 I see you’ve found my rabbit.
32
33 RADCLIFFE
34 Your old toys prove more useful in controlling
35 others than it ever did with you…
36
37 Glaring at Angela, Radcliffe twists the toy rabbit’s neck.
38 Angela winces and holds back tears as he does so.
39
40 ANGELA
41 …P-please don’t hurt him…
42
43 RADCLIFFE
44 SHUT YOUR MOUTH ANGELA.
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2
3 FINAL LEVEL
4 ALICE IN OTHERLANDS
5
6 The walls of the room blow apart as Radcliffe and Alice tumble
7 into a spiralling Abyss.
8
9 Alice floats with the elegance of a ballerina.
10
11 Radcliffe is crying and screaming out, a tumbling, blubbering mess,
12 memories of vile deeds he has committed fly past and into his
13 eyes. Horrible manifestations of insatiable greed, envy and wrath
14 swiftly devour, bite and chew at his body as he falls. Spiralling
15 and tumbling into the void, the man cannot fathom or process his
16 own darkness.
17
18 We PLAY as Alice runs through Radcliffe’s Otherland. She battles
19 past hoards of his inner demons towards the seat of his
20 consciousness. The world is a place of books and ledgers. Words
21 and documents flutter through the sky overhead. The mind of a
22 man whose internal world is propped up by twisted logic and the
23 smugness of an expert in legal warfare. But his way with words is
24 no match against Alice’s blade and cunning.
25
26 She reaches his center of logic, and throws her Vorpal Blade
27 into the works. In an instant, the edifice of his self image
28 is destroyed and the reality of his cruelty unleashed. The
29 monster within is freed from its cage and allowed to run rampant
30 throughout his mind - destroying everything it touches.
31
32 He has no light within. His darkness eats him alive. He is broken
33 and lost.
34
35 Truly a monster within a monster.
36
37 Alice exits Radcliffe’s Otherland. Leaving him to be consumed from
38 within by his own demons.
39
40 -
41
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44
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1 ASYLUM
2
3 Falling back into reality, Radcliffe and Alice are now back in his
4 office. Alice deftly lands on her feet. A few butterflies flicker
5 past.
6
7 Radcliffe thuds to the floor on his hands and knees. As his glasses
8 fall and clutter to the ground, Alice crushes them beneath her
9 boot.
10
11 Radcliffe writhes and his eyes dart from side-to-side.
12 His spit bubbles as he whispers frantically to himself through
13 clenched teeth.
14
15 Alice assesses her former ward.
16
17 ALICE
18 My diagnosis: nothing but darkness and evil
19 resides in you. At your core and through
20 everything you touch, there is no light. Only
21 darkness and suffering of others as a result of
22 your influence. No balance.
23
24 Turning her back on an otherwise incapcitated Radcliffe, the light
25 grows brighter in the room.
26
27 Alice unlocks the door and lets some policemen into the room.
28
29 POLICEMAN #3
30 Alice, we’ve looked into that book, it matches up.
31 We’ve found some of them. Bumby, Radcliffe, these
32 bloody fiends were selling those kids…
33
34 They stop, and witness a scene of madness before them:
35 Radcliffe’s own darkness has completely taken over him.
36
37 The officers are speechless.
38
39 ALICE
40 You are truly a broken man.
41
42 Alice looks at a disgraced and defeated Radcliffe.
43
44
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1 ALICE
2 I think you’ve got some work to do on yourself if
3 you’re ever to be more than that.
4
5 Dazed and bloodied, and after his full display of attempted murder
6 of Alice and of the officers around him, Radcliffe is quickly
7 restrained, beaten, and carried away.
8
9 Radcliffe still spouts nonsense through his broken teeth as he
10 goes.
11
12 The officers are heard saying.
13
14 POLICEMAN #4
15 Monster. I think some time in Rutledge’s will do
16 this one well!
17
18 Radcliffe screams.
19
20 Satisfied, Alice retrieves the little black book she has collected,
21 and leaves the room after the remaining policemen have removed
22 Radcliffe from the premises.
23
24 Alice walks down the halls and notices a photograph of Radcliffe
25 standing beside her. Her corrupt ward is now finally gone. Alice
26 is free.
27
28 Next to it, Radcliffe is standing in another, newer photo with
29 another young girl.
30 “Angela” is embossed on the ornate frame.
31
32 Alice’s focus is broken by hearing a HUMMED TUNE.
33 It is the same one her own inner-child once hummed in Wonderland.
34
35 We PLAY as Alice tries to locate the source of the sound.
36 Following the tune through the labyrinth corridors of Radcliffe’s
37 gaurish mansion as it grows louder, Alice turns corner after
38 corner.
39
40 Finding the source of the song, a cutscene plays, as Alice meets
41 young ANGELA RADCLIFFE again.
42
43 The girl from the other photograph is now standing in front of
44 Alice. She is clutching the rabbit doll, as a group of policemen
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1 As Alice and Angela walk away, the rabbit is left lying still and
2 motionless on the floor.
3
4 The sound of children and laughter fades.
5
6 The rabbit blinks.
7
8 Gets to his feet, and runs after his best friends.
9
10 -
11
12 <SCENE ENDS>
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1 FINAL SCENE
2 LONDON - UNKNOWN LOCATION
3
4 The scene opens as gentle rain falls on a dimly lit English Manor.
5
6 Gruff and messy munching sounds are heard, as we cut to a
7 disgusting and wealthy lord. He greedily and messily devours his
8 dinner. Between filthy spits of food, he holds a full cup of wine,
9 and bellows;
10
11 ???
12 Edward! EDWARD! Wine! MORE WINE, BOY!
13
14 His pleas are unanswered.
15
16 ???
17 Blasted ungrateful bastard. I paid good money for
18 you. You’ll taste my fists tonight…
19
20 Rumbling his way through his manor, the brute slams open door
21 after door.
22
23 Eventually, he finds young EDWARD.
24
25 As he slams open the door, a shrill, guttural gasp of fear escapes
26 from the lord.
27
28 Rain continues to fall on the windows.
29
30 Edward is sitting on the floor, playing with a small plush rabbit.
31 Alice sits on the floor, and she has her back to the disgusting
32 intruder.
33
34 Thunder and lightning crackles, as the scene flashes in light.
35
36 The Cheshire Cat, Carpenter, Hatter, Tweedle Brothers, The Knave,
37 The Queen of Hearts and all of Wonderlands inhabitants are sitting
38 around the room. Silently. Their shadows cast long swathes of
39 darkness in the light.
40
41 They all stare unflinchingly at the fearful man.
42
43 Alice stands up, and turns to face the trembling man.
44 Revealing; an open, little black book in her hands.
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1 ALICE
2 The proud owner of… number one hundred and twenty
3 four, I presume?
4
5 She crosses a line off the page, one of many others, and shuts the
6 book with a snap.
7
8 The man begins to stutter. Before he can pass a single word, all
9 the light fades in the room, as Alice fixates her stare on the
10 Lord.
11
12 ALICE
13 It’s your turn to look at your true self… from
14 within.
15
16 Alice turns into a massive terrifying shadow creature, and enters
17 every open orifice of the man’s face. Shadowy tendrils invade his
18 eyes, mouth, nose and ears as Alice enters his mind.
19
20 He screams, as the scene zooms into his pupils, we see shadows
21 and light dance within.
22 The scene ends in total darkness, as we listen to the horrible
23 screams of the disgusting man as he faces the true horror of his
24 own inner demons.
25
26 The last thing we hear on Alice’s journey, is the happy laugh of
27 young Edward, as he sings, dances and plays with his new friends.
28
29 -
30
31 <SECRET ENDING COMPLETE - GAME 100% COMPLETE>
32 <NIGHTMARE+ DIFFICULTY UNLOCKED / ACHIEVEMENT UNLOCKED>
33
34 GAME ENDS
35
36
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44
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T H ANK YOU
We hope you enjoyed the story for Alice: Asylum. What you have just read is the narrative outcome
from hundreds of hours of work, many nights of writing, feedback collation, fan participation,
editing and in-depth discussion over Zoom calls in order to make the Alice: Asylum narrative
experience as strong, enjoyable and powerful as it can be.
But, Alice’s story isn’t over just yet. There’s still plenty of work to do.
QUESTIONNAIR E SUBMISSIONS
FOLLOW-UP R EQUEST
If you HAVE ALREADY submitted a PDF feedback form from the Version 1.0 Narrative Outline,
we have one last thing to ask you.
We would like to include your name in the final Design Bible document for Alice: Asylum.
The feedback we received helped us focus in on areas that were consistently mentioned by Alice’s fans.
We are grateful for your attention, care, honest feedback and your time taken to get your feedback to us.
If you would like to be directly named in the Design Bible for your feedback, please respond to your
initial email you submitted when you submitted your Feedback Form PDF, with your first name (or full
name) and we will drop your name in the Design Bible. Your call if you would like to be named or not.
W H AT ’ S N E XT ?
After the release of this document, this narrative outline serves as base proof of concept for the narrative content to
be contained within the Alice Asylum Design Bible. Work will resume on the Design Bible based on the content within
this document. The Alice Asylum pre-production project remains in state of “Work in Progress”. All content is subject to
change, but the focus is now on delivering a “proof of concept” in a high-quality, finished presentation package.
Some story edits may still happen, but our team focus is now on finishing the Design Bible, rather than editing the story.
The Design Bible is a comprehensive and detailed game design document, (currently a work in progress) featuring all
potential concept artwork, game mechanics and game information, alongside the potential narrative script outlined in
this document. The Design Bible will contain all information created for the Alice Asylum game concept, to be released
in a digital format for FREE upon completion of the Design Bible project.
The Design Bible is viewed as the best sales tool for prosepective investors, as well as an avenue for the fans to enjoy some
quality Alice content, hopefully resulting in a potential new game to be funded and greenlit for development.
D O W N L O A D T H E D E S I G N B I B L E W. I . P. H E R E
Join the Patreon and become involved in our live streams, discussions, and Discord.
PAT R E O N .C O M /A M E R IC A N M C G E E
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ENTIRE DOCUMENT
+ Minor edits.
Small dialogue, grammar and redundancy are issues
addressed in most chapters. Completed and reviewed by
both American and Alex. Too small edits many to name.
They are probably too small to notice.
LEVEL 1 - ACT 1
DENIAL REALM - THE GREATEST SHOW
+ Minor edits.
1. Minor foreshadowing for TWEEDLE BROTHERS Boss
Encounter with Balloons being explicitly mentioned.
++ Significant edits.
2. FORTUNE TELLER scene signifcantly re-worked to
include “Third Eye” UI Navigation and clear objective
marker earlier in-game. Matches the moment Alice
“starts to go off script” in the circus, allowing her to
find her own way.
+ Minor edits.
1. Opening scene is a clearer transition from the
previous FORTUNE TELLER scene.
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LEVEL 1 - ACT 2
DENIAL REALM - THE BIG TOP
+ Minor Edits
1. Third Eye navigation mentioned for consistency.
2. Tweedles Boss Encounter Entrance is slightly more
aggressive than previously written.
LEVEL 1 - ACT 3
DENIAL REALM - THE MOON
+ Minor Edits
1. The Balloon Alice escapes in is now written as
“crashing” into the Moon, allowing an onscreen
destruction scene for the prop.
LEVEL 2 - ACT 1
ANGER/JUDGEMENT REALM - THE QUEEN’S DOMAIN
+ Minor Edits
1. Slight reworking of the dialogue exchange between
ALICE and THE SHADOW in first appearance of the Shadow
in this chapter.
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LEVEL 2 - ACT 2
ANGER/JUDGEMENT REALM - THE COURTHOUSE
++ Significant edits.
1. BUMBY’s and RADCLIFFE’s dialogue significantly
reworked to state clear motive, insinuate planning
and general nefarious deeds committed towards ALICE’s
family’s demise.
LEVEL 2 - ACT 3
ANGER/JUDGEMENT REALM - CROQUET FOREVER
++ Significant edits.
1. Threat and tension in loss of the CROQUET GAME is
established early on in the chapter. Player knows the
stakes if they lose.
LEVEL 2 - ACT 4
ANGER/JUDGEMENT REALM - THE ROAD TO ROYALTY
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LEVEL 2 - ACT 6
ANGER/JUDGEMENT REALM - THE DUNGEONS
++ Significant edits.
1. Opening scene of THE KNAVE and ALICE has been
reworked to include a more definite seperation.
LEVEL 2 - ACT 7
ANGER/JUDGEMENT REALM - THE THRONE ROOM
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LEVEL 2 - ACT 8
ANGER/JUDGEMENT REALM - THE BROKEN THRONE ROOM
+ Minor Edits
1. THE SHADOW’s actions have been slightly reworked for
more malice.
++ Significant edits.
2. THE KNAVE dialogue exchange with ALICE and the
events that transpire has been re-worked to better
close the KNAVE’s arc. Despite accepting and overcoming
the fear of change, fate can still strike at any time.
It is outside our control.
LEVEL 3 - ACT 1
MAD HATTER’S DOMAIN (BARGAINING REALM) - THE CHAOSMA
+ Minor edits.
1. THE CHESHIRE CAT dialogue exchange with ALICE and
the events that transpire have been tweaked slightly.
LEVEL 3 - ACT 2
MAD HATTER’S DOMAIN (BARGAINING REALM) - CHESHIRE LAIR
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LEVEL 3 - ACT 3
MAD HATTER’S DOMAIN (BARGAINING REALM) - HATTER’S WORKSHOP
++ Significant edits.
1. The opening scene is reworked to better suit the
TENSION and stakes established in the ending transition
from the previous scene.
LEVEL 4 - ACT 1
VALE OF TEARS (DEPRESSION REALM) - Abyssal Station
NO EDITS.
LEVEL 4 - ACT 2
VALE OF TEARS (DEPRESSION REALM) - Echoes of Darkness
++ Significant edits.
1. RADCLIFFE’s dialogue is reworked for more threat and
positioning of an antagonist.
LEVEL 4 - ACT 3
VALE OF TEARS (DEPRESSION REALM) - The Mines of Memory
NO EDITS.
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LEVEL 4 - ACT 4
VALE OF TEARS (DEPRESSION REALM) - The Tree of Memory
NO EDITS.
INTERMISSION (HUB-WORLD)
MAD HATTER’S DOMAIN (BARGAINING REALM) - HATTER’S WORKSHOP
NO EDITS.
LEVEL 5 - ACT 1
VALE OF TEARS (DEPRESSION REALM) - WONDERLAND WOODS
++ Significant edits.
1. MOCKTURTLE’s exit from the scene is no longer
ambiguous.
LEVEL 5 - ACT 2
VALE OF TEARS (DEPRESSION REALM) - THE DUCHESS’S COTTAGE
NO EDITS.
++ Significant edits.
1. More ELIZABETH ending foreshadowing worked into this
scene.
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LEVEL 5 - ACT 3
VALE OF TEARS (DEPRESSION REALM) - A MIND LOST
NO EDITS.
LEVEL 5 - ACT 4
VALE OF TEARS (DEPRESSION REALM) - A MIND FOUND
NO EDITS.
INTERMISSION (HUB-WORLD)
MAD HATTER’S DOMAIN (BARGAINING REALM) - HATTER’S WORKSHOP
LEVEL 6 - ACT 1
THE CATACLYSM - AWASH IN A BURNING SEA OF NOTHINGNESS
NO EDITS.
LEVEL 6 - ACT 2
THE CATACLYSM - LEDGERS ARE DUE
NO EDITS.
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LEVEL 6 - ACT 3
THE CATACLYSM - STARING INTO THE ABYSS
NO EDITS.
LEVEL 7 - ACT 1
THE WAY HOME - WINGS OF STEAM
NO EDITS.
LEVEL 8 - ACT 1
UMBRA LAND
++ Significant edits.
1. SHADOW ALICE and ALICE exchange at end of chapter
has been reworked to reference ELIZABETH.
LEVEL 8 - ACT 2
HEARTS OF DARKNESS
+ Minor edits.
1. THE SHADOW’s dialogue towards THE RABBIT has been
updated slightly.
++ Significant edits.
2. Chapter transition has been reworked for the opening
for the NEW CHAPTER that follows.
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LEVEL 10 - ACT 1
GOAGULA
+ Minor edits
1. Dialogue exchanges between ALICE and THE SHADOW have
been tweaked slightly throughout this chapter.
LEVEL 10 - ACT 2
GOAGULA
LONDON - RADCLIFFE’S HOME (DAY)
++ Significant edits.
1. RADCLIFFE’s dialogue has been edited to frame him
more as a true THREAT and the main ANTAGONIST.
FINAL LEVEL
ALICE IN OTHERLANDS
NO EDITS.
ASYLUM
NO EDITS.
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FINAL SCENE
LONDON - UNKNOWN LOCATION
++ Significant edits.
1. Final Scene was originally positioned as a “SECRET
UNLOCKABLE SCENE” for 100% completion of the game. The
ending scene was deemed too important to skip unless
the player had completely finished the game, so it is
now automatically accessible upon completion.
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