American McGee's Alice Game Guide
Introduction
Chapter 1 - General Strategies
Chapter 2 - Toys
Chapter 3 - Combat and Boss Strategies
Chapter 4 - Level Walk-Throughs
Appendix - Cheat Codes
Guide Contents
Title
American McGee's Alice Game Guide
Castling

Exit through the double doors. Spot the meta essence power-ups near the downed white chess pieces. Don't grab the power-ups just yet - you'll need them shortly! Walk through the archway on the right to trigger a cutscene. Red knights and rooks emerge with a prisoner - the white queen! Battle the knights and pawns behind you when you regain control. Use the meta essence near the downed white pieces to restore your sanity and will.

Climb the left or right stairs after the archway and enter the towers to pick up some meta essence power-ups. Go through the series of double doors and approach a battle between white and red chess pieces. Help out by attacking the red pieces with your ice wand. Go up the left ramp to the first door on the left. Ascend the ramp on the left and battle the bishop. Exit through the doors and face off against the red rook. Enter the next door to spot another battle between white and red pieces.

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Follow the white rook to the level's exit portal.
Drop down off the balcony and attack the red pieces with Alice's ice wand. Enter the large double doors at the top of the staircase. Approach the white king chess piece at the end of the room. The white king pleads, "Help us, please... Our own queen is in danger... Free the white queen, Alice." The white king hands Alice a white pawn and instructs her to follow the white rooks to exit the area.

Follow the white rooks back through the area's start position and up the ramp and staircases to a portal. Leap into the portal to clear the level.

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Finding the path that leads to the level's destination requires jumping into the water and exploring this alcove.
Checkmate in Red

Go down the staircase and face off against the red pawns. As you move forward, you'll encounter a rook to the right and a knight (along with some will power-ups) to the left. Cross the bridge, and you'll find a bishop and some additional meta essence power-ups. After exploring the area, jump off the bridge into the water. Swim down and locate the alcove with the meta essence power-ups. Swim inside and pull yourself up on the ledge.

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You'll find another die on the table.
Jump up to the rope and ascend to the top of the tower. Battle the bishop and pawn here. Cross the bridge to the adjacent tower. Follow the path to the left where you will spot a couple of pawns emerging from a door. Defeat the pawns, then enter the room. Grab the die from the table and proceed through the far door.

After opening a couple of doors, a cutscene interrupts gameplay and shows the white queen with her head in a guillotine. There's nothing you can do to stop the carnage - the blade drops and severs the white queen's head. Follow the winding path outside, defeating the red bishop and knights along the way. Further down, you'll face off against a couple of rooks at the base of some stairs. Enter the double doors at the end on the left. Walk to the end and leap down the hole.

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Circle-strafe around the red king to avoid his attacks.
After emerging into a large open area, cross the drawbridge; it rises behind you locking you into the area. The red king appears - it's time to do battle! Circle around the red king and shoot him with the ice wand or deck of cards. As you battle, meta essence power-ups appear around the board. Pick them up to restore your sanity and will. If you run out of strength of will and want to attack before picking up a power-up, use the billy club in primary fire mode to melee attack the king. Keep moving to avoid his laser and close-range attacks.

When the red king falls, the staircase at the end of the area lowers. Alice automatically walks to the top and takes out the white pawn. Alice places the white pawn on the ground, which, by rules of chess, changes into the white queen! An army of red pieces emerges, and the white queen moves to engage them. But, before Alice can watch the battle, a giant-sized Mad Hatter appears overhead and knocks Alice unconscious. The level concludes with Alice waking up in an unusual new area.


 
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