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Alice The Madness Returns Walkthrough Part 8 – Fetching the Script

Alice The Madness Returns Walkthrough Part 8 – Fetching the Script

Head forward in the threatre, as it is the only way you can go. There is one amusing cut-scene before you are sent to grab the script from the writer Octopus. Head out of the main threatre and to the right. As you progress, hang the first right you can to find a keyhole. Inside it is a memory. Keep on moving forward to find a drop into pit. There you will face to face with a Cannon Crab. These are best dealt with using the Hobby Horse. Move in close and smash them three times to flip them over and keep at it. They will lose their arm cannon after you do this once or twice and change to their melee style. Dodge as appropriate and keep using the Hobby Horse for a quick victory. Another tactic is to use the umbrella to deflect their shots back at them. This will quickly stun them, making them easier to finish off. A grand total of three will be fought here.

Once defeated two gauges will appear. Shoot the closer one, above where the first cannon crab appeared to raise some platforms. Use these to begin your ascent. After the bounce mushroom you will find the second gauge. Shoot it to cause more platforms to appear. Cross them and enter into the jaws of the fish.

On the other side you will find the Octopus. He will insist that you find him first before he will relinquish his script. Head on into the field of White and Spined Jellyfish. The Chesire Cat has some good advice, to watch for movement and the ink the Octopus spurts out. The first place he hides is to the left. Cross over to the left and you will find a a fish that is nailed to a wall with an advertisement on it. Head into that room and smash all the bottles. You will find the Octopus in one of them. He runs away. Follow him.

Now head to the right, to the nearest ledge with a violet and use Shrink sense to see the moving invisible platforms. Climb using them. On this wooden platform you will, once again, need to drop a clockwork bomb and quickly shoot the gauge that appears. Doing so causes a platform to rise, helping you in your hunt for the Octopus. Now head along the new platform and as you cross, look to your left using Shrink sense to find a hidden platform going up and down. It leads to a bottle. Now head forward and Triple Jump (and float) across the wide gap. You will be another room full of bottles with the Octopus hidden in one. Head straight forward. You will find a keyhole to your left and an archway to your right. To the right you will find some invisible platforms that lead to a collectable bottle while the keyhole leads to the bottle with the Octopus in it.

Head ot the left and onto the white jellyfish. Carefully jump over to the one on the left. Another precise jump is needed to go from that jellyfish to the nearby steam vent. You will find a pressure plate there which will call up a gauge, look to your left using shrink sense to find an invisible platform connecting two wooden ones. Place a clockwork bomb on it and rush over to the next platform to get a clear shot at the gauge. Head back to the platform with the pressure plate to reach the newly risen platform and ringed jellyfish and use them to cross the gap in front of you. Just as you pass through the archway here, look to the left to find a memory tucked away in a corner. Drop down to find another pirate. Defeat hm and you will be in the clear to explore this small area. There are two pressure plates, one of the left and one on the right. Both cause gauges to rise, but on the opposite side! Plant a clockwork bomb on one then rush over to the platform with the best shot and gun it to cause a platform to rise. Together they will let you progress to another platform and a third pressure plate. This time you need to rush back to the center area and shoot the gauge. This one can take a few tries. When completed a large platform will arise as will a bounce mushroom.

Take the mushroom to the ledge above. Follow along this path, crossing the next gap using the steam vent. Smash the farthest bottle to find the Octopus. That was the final time. He will ask you to join him in his library and he explains what he was working on for Carpenter. Now head through the open jaws of the fish to the right to return to the theatre.