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Alice The Madness Returns Walkthrough Part 9 – The Tune Deaf Singers to the Slaughter

Alice The Madness Returns Walkthrough Part 9 – The Tune Deaf Singers to the Slaughter

Head on forward. Drop over the ledge and you will find a bottle surrounded by coral that must be smashed. Just be wary as there are a few enemies around. You will encounter a bottle fish, look to the right afterwards to find the snout and pepper it. This will make a picnic basket appear. Grab it for the teeth and then head for the left door with the piping above it that the fish was talking about. Climb up the sloping planks and drop down. Here you will be fighting some Insidious Ruins and a Menacing Ruin. Destroy them then take the hobby hrose to the shiny mound with the the doll faces.

You will be return to the main area. Now head to the left and go through the next door. At the end of this short tunnel are a number of Insidious Ruins and a Cannon Crab. Defeat them then once again smash the Ruin that is around the instrument in the back of the room. You will be returned to the main room.

 This time just head a bit to the left and through the third open portal. This one is shortest of them all, just drop down and you have a fight on your hands. A few Ice Snarks and a Menacing Ruin. Kill them and smash the Ruin around the final set of instruments.

When you return you will have to play a quick mini-game of a few refrains. Just hit the buttons as the scale moves to the right. After that, the fish is thankful and opens a door. Head on through straight ahead.

As you head forward, take the first right to find a memory waiting for you. Grab it then keep moving forward. When you reach the room with the Chesire Cat, look to the right. You will see a fragile white wall. Smash it then smash the one behind it that is to the right. Head in and use Shrink sense to see the invisible path up to a Radula Room. This is a massive ship battle stage. Make it on through for more Rose Paint. Collect it to return to the stage itself.

Now head on through to find the Oysters. They are all asleep in their beds. Drop down and you will be attacked by a trio of Cannon Crabs. Defeat them and an Oyster will awaken, a door will open and platforms will rise to give you a path. Take them to and through the door.

This room is more a jumping challenge than the last one. Jump over to the steam vent then onto the white jellyfish using the nearby ringed one. Now jump over to the rock platform and from there to the ringed jellyfish and the nearby white one. This jump requires timing as you must dodge a spiky jellyfish to make it to the next white one. Jump to the right onto the nearby steam vent and use that it make it easily there. Now head to the right, jumping for the next white jellyfish. After that one, jump onto the ringed one and onto the last white jellyfish. This is a violet here so use shrink sense and you will see two hidden platforms to your left. Take them across to find another black starfish hiding a keyhole. Just shrink and walk on through to collect a memory. You can either attempt to jump back to the white jellyfish from the violet from here to by returning the way you came. Jump over to the rock landing from there and go through the doorway. Inside you will find a cannon crab and some insidious ruins waiting for you. Defeat them to wake another Oyster.

A door opens on the far end of the room that you need to head through. You are faced with a puzzle in this room. First though turn around and look for the black starfish. It again conceals a keyhole. This one contains one of the puzzle pieces you need. Now hop up the ledges on your right to reach the next puzzle piece. Head forward along the right-hand side of the room  to find a bounce mushroom. Ride it up to find an interesting room. Use Shrink sense and you will see a number of different hidden platforms. The ones on the left will lead to a memory.

To the right, you jump onto a ringed jellyfish and bounce upwards. Here you will find a pressure plate. Press on it to open the head holding the puzzle piece. Use shrink sense and note the moving invisible platforms. Drop a clockwork bomb and  jump over there quickly. Collect the pieces and return the way you came, using the invisible platforms, to the last oyster.

This is the last piece. Head to the left from the puzzle through the head. A number of Ice Snarks and a cannon crab are waiting in this room. Take them out quickly using the Vorpal Knife and the Hobby Horse. The cannon crab is shooting from the ledge above, making it harder to get to initially with the Ice Snarks attacking. Beat them to get the platform with the puzzle piece to lower. You can reach with the aid of the ringed jellyfish. Grab the piece and its time to solve the puzzle.

You have up to 24 moves to solve this thing. If you are unsure of what the poster is supposed to look like, just reset it to reveal the image below.
1. Move the piece in the middle top
2. Move the top right piece
3. Move the middle right
4. Move the center piece
5. Move the bottom center piece
6. Move the bottom right piece

With that the poster is completed. Head through the now open fish mouth to return to the theater.

Of course the return has little in terms of good tidings. Carpenter and Walrus appear and Carpenter goes back on his work. You now need to find a Drowned Sailor. These are a fun little battle. They will dive into the ground and you can bring them up using the Hobby Horse. These enemies are only vulnerable while they are visible! This is only when you stun them or they show themselves to attack you. If he produces a bomb, shoot at him with the Pepper Grinder to likely explode one and stun him. This is a fairly quick fight.

Once you beat the Drowned Sailor the cemetery gates open. Head through the opening on the right and you can collect a lot of teeth on your way. At the end you will find another Cemetery with another Drowned Sailor there but this one has one help from a number of Ice Snarks. Defeat them and the Captain will appear. He asks you to help his men, to beat them to return them to themselves. Head to the right through the gates that opened. Head to the right, up the stairs to reach the first open doorway. The first of the Drowned Sailors you need to help appears. Beat him like you did his Captain. Now follow the path illuminated before you buy the Glowing Seahorse. Stay within the light and you will make to a chest. Smash it to release the Sailor's soul and be returned to the central area.

Head straight across to find your way over to the next sailor. This one has the aid of a few Drifting Ruins. Take care of the Drifting Ruins first to make your life a lot easier. After that, focus on the Drowned Sailor. Defeat him and then once again, follow the path illuminated by the Glowing Seahorse. Keep in its light or the darkness will kill you. When you reach the first large stone platform, look to the left using Shrink Sense to find the next part of your route. There is a pressure plate on the next stone platform. Lay a clockwork bomb and move on ahead. If you are very quick, you can grab a collectable bottle on the way. Move carefully along the next part and jump onto the steam vents to reach the next platform.

The third sailor can now be reached. Head up the center steps to reach his domain. When you encounter the Drowned Sailor you will also find what seems like an endless supply of Slithering Ruins as well. These make it a lot harder to target the Sailor. You want to keep moving, killing the Ruins that get in your way and take advantage of the openings the Sailor has when he attacks. Once again, follow the path illuminated by the Glowing Seahorse. This path is trickier as you must move with the Seahorse but also jump off the clamps that are part of the path before they close and kill you. After them is a stone platform with a pressure plate, step on it to cause a number of steam vents to rise (just in case, drop a clockwork bomb on it). These will loop you to the top part of the same platform. Look to around using Shrink Sense to find the next part of the path, a series of invisible platforms. Navigate them carefully but swiftly. You will have another pair of clams to jump from after that to reach the follow stone platform. Again you will need to look to the left using Shrink Sense to find your way. Before you start in, be sure to drop a clockwork bomb on the pressure plate in the center of the platform. Once again, swift work here allows you to grab a bottle. Just quickly make your way to the steam vent to rise up to the final chest and free the sailor's soul.

The crew is reunited and so they open the way to the Carpenter and the Walrus. After you cross through the gate that can lead to them, look to the left using Shrink Sense to find a hidden keyhole behind another black starfish. Navigate the invisible platforms and your reward is a memory. Jump back to the right and you will find a Bounce mushroom. This leads to a simple slide with a fair bit of jumping.

At the bottom of the slide is a new enemy, a Colossal Ruin. These are tricky to beat because they will charge and try to capture you, inflicting lots of damage. To defeat it, you must destroy all the doll faces on the body. Move around and use the Pepper Grinder here. It will burrow into the ground and run when the fight is over. Head over to the crystallized Ruin and smash it with the Hobby Horse to move on. Just as you pass through, keep going straight and look to the right using Shrink Sense to find a keyhole. Through there you will find a simple puzzle that leads to a Radula Room. Inside are a number of Eyepots and a Menacing Ruin, two waves of them. Kill them all to be rewarded with some Rose Paint. Now you need to make your way back to the main path.

Before you go too far, just past the fishpeople corpses, look up using Shrink Sense. There you will find an invisible snout. This reveals a Bounce Mushroom that leads to a collectable bottle. Grab it then head through the scene of carnage … so much for a population from the look of it. Just head forward, into the theartre with the pink lighting. You will eventually find the Octopus and the Bottlefish, just in frnt of the door to the theatre. Head into the theatre to to a scene of carnage unleashed by Carpenter and Walrus. After this, Alice awakens back in London.