<%@ Language=VBScript %> American M'gee's Alice Walkthrough - Tips and Techniques for American M'gee's Alice
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American M'gee's Alice Walkthrough
Village of the Doomed

Dementia

This is by way of an easy entry to the game. Practise your movements and combat. There are large red tongue-like things throughout the game, which seem harmless. Alice is at the bottom of the shaft. Move forward into the village and approach a few strange men with glowing crystals strapped to their backs. None of the house doors will open. The Cheshire Cat tells you to 'ride the wind' so you run and jump over the water through the Thermal, a rising air current, over to the next man. If you need some height from a Thermal, just jump into it not through it.

Whenever you jump anywhere, the longer you keep the keys pressed the farther you go. To jump up high and move forward, jump first for maximum height then hit the W key. Continue along the tunnel and collect some META-ESSENCE (will be referred to as 'ME') and the VORPAL-BLADE knife by walking right up to them. The Vorpal Blade is the only weapon with no drain on your Will.

You will see the White Rabbit shrink and go through a small hole, but you don't follow him, you can't. You are attacked by a CARD-GUARD (will be referred to as a 'CG'). There are four types (suits) of CGs. The Clubs just have a Pike. The Diamonds also have a long-range Card weapon. The Spades can throw Grenades. The Hearts can throw Homing Grenades. Kill this one with a few swipes of the knife and collect his ME. Continue into the tunnel and in the next chamber, keep to the left path. The planks by the 'Buz Saw Mill' sign are for coming up if you fall. Jump and climb up the wall in front of the house with the rotating steaming pipes where the Cat appears, and jump over to the entrance to the 'Yur Mine' and enter.

This entire walkthrough was written by J.C. Wright who has given BellaOnline permission to display it.

American M'gee's Alice Walkthrough






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