Post by sylas on Jul 21, 2018 12:19:00 GMT
ALICE’S NIGHTMARE IN WONDERLAND SOLUTION
A – Agility
L – Logic
I – Insanity
C – Combat
E – Endurance
!! – Enemy has initiative
[ ] – Jump to paragraph
Combat is your most important attribute. The more points you put into it, the easier your adventure will be. The best build is Swashbuckler Alice (put 5 points into Combat and Agility). This solution puts zero points into Combat but the true path remains relatively easy. I recommend using either Skill Monkey Alice (put 5 points into Agility and Logic) or Think Tank Alice (put 5 points into Logic and Endurance). Attribute tests will be assumed successful unless they are not vitally important. Note that the first Logic test you take MUST be successful.
I have put paragraph numbers at the start of each ‘chapter’ for ease of access if anyone is looking for a quick reference. I have also included hints on play and key points to use Items in possession. I am classing all food items as Provisions. Each restores 4 Endurance.
Set off in pursuit. Follow. Check the cupboard. Agility test (not vital). Success gets you Scissors (deals 3 damage in combat). Check the dresser. Take 4 Provisions. Ignore pictures. Landing.
+1I. Think way out. Logic test. Fight one Tick-Tock Man!! C7,E7. Take Golden Key. Open glass box. Take a bite of the cake. +4E. Insanity test. Gain 1 extra use of Curiouser and Curiouser. Take 2 pieces of Curious Cake (+4E,+1C next combat). Drink from bottle. Add Shrinking Potion. Try the doors. Use Golden Key. Go into garden.
Go left. -1I. Look at the sundial. Logic test. Answer is HOURGLASS . Take Coin. +1L. Approach fountain. Throw in the Coin. Wish for ferocity of a Unicorn. +1C. Drink from the fountain. +8E,+1A,+1C. Go east. Go right into the mist.
Insanity test. Password: ‘Jabberwocky’ (-50 from paragraph when asked). Puff on the pipe. Enter the palatial house. Go in the tree. If your Agility is 11 or higher, ask about his ability to stand on his head. +1L. If your Agility is below 11, ask about his ability to perform somersaults. Add 2 boxes of Dr Lutwidge’s Ligament Lubricator (automatic pass on Agility test). Note ‘Revelation 236’ and ‘Metamorphosis’. Head for the grand house.
Enter without knocking. Leave the hall. Open the door halfway down the corridor. Look at the game of chess. Answer is ELEVEN moves . +1L. Agility test (use the Lubricator if you have it). +1I. Don’t use Curiouser and Curiouser. Use Pen Is Mightier. Take Pepper-Grinder (-1C of living creatures, use this in ALL combats where applicable). Leave.
You have ‘Revelation’ . Play the Cheshire Cat’s game. “We’re all mad here.” “Because it can produce a few notes…” “I haven’t been invited yet.” +1L. Note ‘Bonkers’.
You have ‘Revelation’ . Look in the house. Keep searching. Take 4 Provisions. Don’t use Pen Is Mightier. Fight Raven Writing-Desk!! C7,E8. Approach the table. Prepare a picnic. Take 4 Provisions. If you don’t have the Scissors, take Bread-Knife (deals 3 damage in combat). Look at the tea tray. Take Tea Tray (-1 damage received in combat, but -1A). Leave.
Despite the advice you can gain from Raph the Dodo and the Cheshire Cat, there is an even quicker and easier way through the maze. Go north. Go east. Go north. Go west. Step through the mirror. Follow the new path. Go north. Go west. Go west. Go south. Go south.
Give password. -50 here . ‘Jabberwocky’ . Head into the palace. Eat Provisions and a piece of Curious Cake to full health. Prepare for battle. Fight Automaton!! C10,E10. Unlock the door. Add the Gryphon’s Golden Feather. Don’t use Pen Is Mightier. Fight Ace of Clubs!! C9,E9. Insanity test. Use Pen Is Mightier. Use Gryphon’s Feather. Go beyond the looking-glass. Note ‘Portal 233’.
Insanity test. Leap over the creatures. Agility test (use Lubricator if you have it). Go left. Run. Explore courtyard for clues. Enter the keep. Logic test. Answer is WHITE KING . Use Pen Is Mightier. . Take Vorpal Sword (+1C, deals 4 damage in combat).
You have a Golden Feather. Eat Provisions and a piece of Curious Cake to full health. Use the Vorpal Sword. Fight Vampiress C11,E12.
Insanity test. Eat Provisions to full health. You have a Golden Feather. Note 1 attack. You don’t have ‘Phantasm’. You have ‘Bonkers’. Note 1 attack. You have ‘Metamorphosis’. Note 1 attack. You’ve made 3 attacks. Fight Jabberwock C9,E12 (Vorpal Sword deals 3 damage here). You are victorious!
This Solution does not make a single use of the Curiouser and Curiouser ability, which I deem as a red herring anyway since most of the results are bad for you.
The Tea Tray is one of the most broken items in the adventure as it effectively doubles your Endurance!
It seems impossible to gain the word ‘Phantasm’ AND solve the vital game of chess. If you are able to bring the ‘Phantasm’ to the final battle with the Jabberwocky, you’ve definitely cheated.
Furthermore, the game of chess is rather unfair to those not too familiar with the game. I’m a decent player but even I had to set it up and spend around 20 minutes to find a solution. A Logic test here would’ve been very appropriate for some hints.
Finally, anyone looking for a challenge can apply the following rule to their next game: Gain 4 Insanity points on paragraph 1.