Adventures of Alice who Went Through the Looking-Glass and Came Back Though Not Much Changed, The (Adventures_of_Alice_Not_Much_Changed.txt)
THE ADVENTURES OF ALICE WHO WENT THROUGH THE
LOOKING GLASS AND CAME BACK THOUGH
NOT MUCH CHANGED
by David R. Malmberg & Mark J Welsch (AGT Version)
Walk Through by Dorothy Millard (PC Version)
Scenario:
It's 1865 and you've woken up on a fine morning with the sun shining and birds singing,
but you have a mathematics lesson... unless you can find some way to avoid it.
Notes:
1) Apart from 12 points gained when you enter the denser forest, all other points are
gained by carrying objects when you finish the game: Objects to be carried and their score are:
Dagger 5 points Vorpal Sword 1 0 points
Key 5 points Mallet 10 points
Raspberry Jam 5 points Book 1 0 points
Red Flower 5 points Hat 10 points
Spoon 30 points Umbrolly 10 points
Sceptre 30 points Bottle 10 points
Crown 30 points Ring 10 points
Pearl 30 points Smile 20 points
Robe 20 points
2) At the end you see the lights of your home to the east but this is a strange land and if you keep
going east you'll finish up back where you started, so to finish you must go west.
3) The extra ten locations it states you haven't visited at the end are the ones you will visit
and get nowhere if you go east at the end.
Walk Through
(Start in your drawing room on the west side of the fireplace), EXAMINE YARN (you can't get
it), N (alcove), EXAMINE NANNY, S, E (east side of fireplace), EXAMINE CLOCK (it is telling the
wrong time), TURN CLOCK (you find yourself in front of the fireplace where you see a mirror),
EXAMINE MIRROR (everything is out of focus), TOUCH MIRROR (you find yourself sitting down in front
of the fireplace and feel as though you have fallen, although you know that's impossible),
EXAMINE UMBRELLA, OPEN UMBRELLA THEN LOOK IN IT (you see a silver key and dagger), GET KEY THEN
EXAMINE IT, GET DAGGER THEN EXAMINE IT.
S (Into garden where you see a musical instrument case), EXAMINE CASE, UNLOCK CASE WITH KEY THEN
OPEN IT, LOOK IN CASE (you see a vorpal sword), GET SWORD THEN EXAMINE IT, W (Into forest), GET
UMBROLLY THEN EXAMINE IT, W (into denser forest), EXAMINE BANDERSNATCH, KILL BANDERSNATCH WITH
DAGGER (you kill him but drop the dagger), GET DAGGER, E, E, E, EXAMINE JABBERWOCK, KILL JABBERWOCK
WITH SWORD (you kill him but drop the sword), GET SWORD, S (to tea party), EXAMINE HATTER, EXAMINE
MOUSE, GET JAM THEN EXAMINE IT, EXAMINE TEA, EXAMINE TEAPOT, E (you are mingling at a party), GET
SPOON THEN EXAMINE IT, EXAMINE JAM TARTS.
S (to beach), GET HAMMER THEN EXAMINE IT, EXAMINE WALRUS, EXAMINE PENGUIN, S (still on beach),
EXAMINE CARPENTER, EXAMINE SHELL, OPEN SHELL WITH SPOON THEN LOOK AT IT, GET PEARL THEN EXAMINE IT,
S (a croquet game is in progress and the ball won't let you leave), HIT BALL WITH UMBROLLY (it
writhes in agony then fades away - you have dropped the umbrolly), GET UMBROLLY, GET MALLET THEN
EXAMINE IT, W, W (the red king is here taking his afternoon nap - don't wake him), EXAMINE
LUNCH PAIL, OPEN PAIL WITH HAMMER THEN LOOK IN IT, GET BOOK THEN EXAMINE IT, GET BRASS RING THEN
EXAMINE IT (note it is a key ring without any keys), N (brook crossing), GET SCEPTRE THEN EXAMINE
IT.
S, E (shady grove where the white queen is upset about something), EXAMINE QUEEN (she wants you to
do something), GET BROOCH THEN EXAMINE IT (it is beautiful and set with dazzling jewels... on the
face of it), TURN BROOCH OVER (you are thrown in jail for taking other people's brooches, but
it's not much of a jail as the north and south doors are ajar - note if you go north though the
game will end), GET HAT THEN EXAMINE IT, READ NOTE (to you from the white queen), GET BOTTLE THEN
EXAMINE IT, READ BOTTLE ("Tea and Sympathy, With Just a Dollop of Good Cheer"), S (you
meet the Cheshire cat who disappears leaving just his smile), GET SMILE THEN EXAMINE IT.
E, S (entry hall), EXAMINE VASE, GET FLOWER THEN EXAMINE IT, EXAMINE DOOR, TURN SCEPTRE (the door
opens and you enter the coronation hall where you meet the red queen who prepares to crown you), GET
ROBE THEN EXAMINE IT, GET CROWN THEN EXAMINE IT, S (the white queen and knave of hearts are here),
EXAMINE KNAVE (he is so grumpy that a little kindness would probably kill him), THROW BOTTLE AT
KNAVE (he fades away in a cloud of green smoke), GET BOTTLE, EXAMINE DOOR, PULL RING (it pulls the
door open and you enter the garden where you see your house to the east but this is a strange land
and if you keep going east you just finish up back where you started), W (you are standing on the
front steps of your house).....
The door opens. Mama and Papa step out of the house and almost fall over
themselves in their eagerness to hug you. You've been missed.
CONGRATULATIONS. You have won the game
SCORE, 272/272
Taken from Dorothy Irene's site: http://dorothyirene.fateback.com/
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