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Walk forward toward the clock and kill the boojum. Approach the door on the right. Grab the strength of will power-ups just before the door. Once inside, kill the spider that drops; use your jacks to maximize damage but conserve strength of will. At the intersection, go right to the lever and use it. Return back to the left path and use the lever there as well. The gear in the center of the area lowers, revealing a new path.
Leap onto the gear, then toward the path containing the meta essence power-up. Open the door to the left. Spot the grasshopper tea power-up beneath the steps. Grab it to increase Alice's speed and jumping ability temporarily. Use the platform on the water to leap back onto the steps. Cross the steps to the next door. You're at the foot of a series of clock face steps. Leap over the steps to the lever and the sanity power-ups in front of you. Use the lever.
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The grasshopper tea temporarily increases Alice's speed and jumping ability. |
Turn around and hop over the steps. Then go left around to the now-opened door. You reach an intersection leading forward and to the right. Go forward and locate the right-hand room just before the door at the end of the hall. Grab the sanity power-up inside this room, then drop down through the hole. Kill the spiders in the room. Walk to the double doors. Enter and watch the cutscene - Alice watches the machinery creating automatons. Nearby, mouse and rabbit prisoners (looking quite mechanical) plead for Alice's help.
Use the lever in the room, which opens a gate in the previous area. A brief cutscene shows the Mad Hatter inserting a key into a keyhole. Return to the previous room, go up the steps, and head through the open gate. Kill the automaton and grab the strength of will power-ups.
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Use this lever to trigger actions from the Mad Hatter. |
Follow the hallway to the right and look in the first room on the left to spot the room with the keyhole. The Cheshire Cat offers some words of wisdom before Alice goes through the open door. Once through the door, cross the steps and spot the rage and meta essence power-ups on the high ledge to the left. To reach them, leap on the gear to the left of the steps. Ride the gear up, then leap to the ledge. Watch out for the spiders that attack. Collect the meta essence and grab the rage power-up.
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Take the time to grab the rage power-up for an easier fight against the spiders. |
Drop down on the gear, then onto the steps. Go left and, with the help of the rage power-up, destroy the collection of spiders in the corner. Leap to the double doors and approach the caged gryphon. He tells Alice that the "Hatter checks on his creatures at six o'clock." Look to the left and right of the ledge in front of the cage - here you will find a large meta essence to left and a die to the right.
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Speak with the gryphon, a key player in Alice's climatic conclusion. |
Exit the area and go right to the double doors. Cross the bridge, defeat the spider, and open the door at the end. Leap into the portal. You arrive at a strange area - it's a tabletop with candles and giant teacups. Defeat the spiders scurrying about with your jacks. There are strength of will power-ups in the teacups. To get to them, leap onto the chairs - the cushions bounce you onto the platforms inside the teacups. After defeating the spiders, use each cushion to sink each platform inside the teacups. This lowers the clock at the end of the table and reveals a new portal.
Enter the portal, then approach the lever in front of you. This makes the time six o'clock! Another portal opens. Leap inside to complete the level.
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Hop on each seat cushion to land on the platforms in each cup of tea. |
Run out to the center of the area and grab the second Jabberwock's eye staff piece. After some words from the Cheshire Cat, the Mad Hatter appears, and you must defeat him to continue on. He carries a wide array of weapons, including a missile launcher. To defeat him, circle-strafe around him and stay at a distance. Use the jacks to soften him up. While the jacks are inflicting damage, toss a jackbomb at the feet of the Mad Hatter.
At some point during the battle, two automatons emerge from the left and right (temporarily replacing the Hatter). Defeat the automatons with the jacks. The Hatter returns soon after. Make sure you are collecting the meta essence power-ups around the map to restore your sanity and strength of will.
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Pummel the Mad Hatter with jacks; while the jacks inflict damage, switch to another weapon, such as the deck of cards or croquet mallet. |
When the Hatter returns (after the automatons fall), continue to pummel him with jacks and jackbombs. Once he falls, face the clock with the large meta essence on top. Ride the lift up to the top of the clock. Walk around to either the left or right and grab the large meta essence. Also, pick up the dead-time watch, a new toy that can temporarily stop time.
Leap into the portal. Watch the cutscene of the gryphon escaping the cage. He offers help in the impending battle against the Queen of Hearts. The level concludes with Alice escaping on the back of the gryphon and traveling to the Land of Fire and Brimstone.
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