Fiction Fixers: Alice in Wonderland Walkthrough, Guide, & Tips
Fiction Fixers: Alice in Wonderland Walkthrough
Welcome to the Fiction Fixers: Adventures in Wonderland Walkthrough!
The Illiterati have sent an agent to destroy the great classics of fiction. It’s up to you as a cadet of the Fiction Fixers to follow the agent into the book Alice’s Adventures in Wonderland and thwart his evil plans.
Whether you use this document as a reference when things get difficult or as a road map to get you from beginning to end, we’re pretty sure you’ll find what you’re looking for here.
This document contains a complete Fiction Fixers: Adventures in Wonderland game walkthrough featuring annotated screenshots from actual gameplay!
We hope you find this information useful as you play your way through the game. Use the walkthrough menu below to quickly jump to whatever stage of the game you need help with.
Remember to visit the Big Fish Games Forums if you find you need more help. Have fun!
This walkthrough was created by prpldva.
General Tips & Information
- From the main screen you may manage player profiles.
- The options menu allows for the adjustment of music and sounds volume.
- You may play this game in windowed or full screen mode.
- Click on the Fictionizer in the lower right corner to obtain a hint.
- Hints are unlimited, but you must wait for the Fictionizer to refill.
- During hidden object scenes, it will highlight one item from the list.
- You may skip mini-games once the skip meter fills.
- Click on the compass symbol in the upper let corner to view the map.
- The pulsing red circle shows your current location.
- Exclamation points indicate there are still things to be done in that location.
- The magnifying glass marks a hidden object scene that needs to be solved.
- Click on the file folder in the lower left corner to read the case file.
- The case file will document all that has happened and give you clues on what needs to be solved next.
Chapter One: Down the Rabbit Hole
- You have just become a cadet of the Fiction Fixers!
- For your first assignment, you must follow the agent into the book Alice’s Adventures in Wonderland and thwart his evil plans.
- Take and read the dossier on the case.
- Pick up the Fictionizer and the map.
- Select the book the enter the story.
- Look at the close-up of the rabbit hole.
- Click to remove the 4 clumps of grass blocking the hole.
- Click on the rabbit hole to enter.
- Try and catch up to Alice by grabbing 20 “heavy” items as you fall.
- The heavy items are falling faster than you are.
- Examples are the piano, bowling ball and weights.
- Don’t worry if some of the heavy items pass you by.
- The agent has stuffed the leaf pile that Alice will land in with sharp objects.
- Select the leaf pile for a hidden object area
- Locate all the items on the list.
- Take the inventory items: TILE CHISEL, HEDGE TRIMMERS.
- Take the LARGE WATCH GEAR.
- Make note of the boarded cupboard.
- Talk to Alice to learn she wants to find the White Rabbit.
- Walk down and to the right to move to the next scene.
- Take the MEDIUM WATCH GEAR.
- Someone has taken the shrinking potion.
- Click on the empty bottle for a mini-game.
- The object of this Simon-like mini-game is to repeat the sequence of droppers to get the correct mixture.
- Watch the sequence, then click on the droppers to repeat.
- Our sequences were: yellow, green, yellow; yellow, green, yellow, blue; yellow, green, yellow, blue, red; yellow, green, yellow, blue, red, green.
- The sequences are randomized so your solution may vary.
- Take the SHRINKING POTION and give it to Alice.
- You can now investigate the small box under the table.
- Click on the down arrow.
- Take the red BUTTON.
- Select the glass chest for a hidden object area.
- Find all the items on the hidden object list.
- Take the inventory items: WONDERLAND KEY and CUPCAKE.
- Give the MAGICAL GROWTH CAKE to Alice.
- Alice ate too much cake, so give her the SHRINKING POTION.
- Walk to the right.
- Select the broken tiles at the base of the curtain for a mini-game.
- Place the broken tile pieces into the grid.
- Pay attention to the black and white tile pattern to help with placement.
- You will have 3 sections of tile to repair.
- Look at the close-up of the loose tile.
- Use the TILE CHISEL on the loose tile.
- Click on the tile to move it out of your way.
- Place the BUTTON into the circular niche.
- Press the BUTTON and the curtain will open th reveal the Hall of Doors.
Chapter Two: The White Rabbit
- Look at the close-up of the lock on the left door.
- Use the LARGE IRON KEY on the lock.
- The keyhole scrambles.
- You need to rotate the rings and restore the keyhole.
- Click on a ring to rotate its position.
- Enter the doorway and find that the Illiterati agent has stolen the signs.
- Select the sparkling bush to the left of the signpost for a hidden object area.
- Find all the items on the hidden object list.
- Take the inventory items: MEDIUM WATCH GEAR and the MAGNET.
- Return to the Hall of Doors and look at the close-up of the mouse hole.
- Use the MAGNET on the mouse hole to get the HAMMER.
- Take the two SMALL WATCH GEARS from either end of the sign above the center door.
- Walk down then left to return to the blue boarded-up cupboard.
- Look at the close-up of the cupboard.
- Use the HAMMER on each of the boards to remove them.
- Click on the doors to open them and the WOODEN SIGN will go automatically into your inventory.
- Return to the Hall of Doors and enter the left door.
- Place the WOODEN SIGN on the signpost.
- You can now travel to the White Rabbit’s house.
- Walk up the left path.
- Take the 2 WATCH GEARS.
- Talk to the White Rabbit- he needs his watch repaired.
- Click on the watch to trigger a mini-game.
- Place the 7 gears into the watch so that all connect the 2 gears already in place.
- Press the red button at the top to start the watch.
- Talk to the White Rabbit again and he asks that you fetch his gloves and fan.
- Try to open the front door, but the door knob is missing.
- Take the path up and find your way blocked by branches.
- Return to the pile of leaves at the bottom of the rabbit hole.
- Click on the leaves for a hidden object scene.
- Locate all the items on the list.
- Take the SAW.
- Return to the woods behind the White Rabbit’s house.
- Use the saw on the branches blocking the path to trigger a mini-game.
- The object is to remove all the branches and clear the path.
- Click on each of the 13 branches to remove them from the path.
- The LARGE STICK will automatically go into your inventory.
- Walk forward on the path to the giant puppy.
- Give the puppy the GIANT STICK.
- Click on his fur to activate a mini-game.
- The object is to collect 10 bugs.
- Click on a bug as it hops across the fur.
- Take the RUSTY DOOR KNOB from the puppy’s fur.
- Take the BUGS that fell to the ground.
- Take the SPECIAL-SHAPED GEM from the log.
- Make note of the fish in the pond.
- Walk down to return to the forest.
- Look at the close-up of the spider web.
- Place the BUGS on the web.
- Once the spider moves, take the TOOLBOX KEY.
- Make note of the eagle in the tree with a large envelope.
- Walk down and return to the White Rabbit’s house.
- Look at the close-up of the toolbox.
- Use the TOOLBOX KEY on the padlock.
- Click on the padlock top open the toolbox.
- Make note of the number code. (This will be recorded in the case file.)
- Take the OIL CAN.
- Look at the close-up of the front door.
- Place the DOOR KNOB into the hole.
- Use the OIL CAN on the door knob.
- Enter the White Rabbit’s home.
- Look at the close-up of the safe on the left.
- Enter the code you found in the toolbox.
- You can also find the code in your case notes.
- The code is randomly generated- your code may differ.
- Take the WHITE RABBIT’S GLOVES AND FAN.
- Make note of the shield display on the right wall.
- Talk to Alice and learn she has found another potion.
- Now she is too big to use the door.
- Click on the sparkling area in the lower right for a hidden object area.
- Find all the hidden objects on the list.
- Take the inventory items: STRANGE CAKE and MINUTE HAND.
- Give the STRANGE CAKE to Alice.
- Walk up the stairs.
- Note the rusty shovel on the wall.
- Take the SPECIAL-SHAPED GEM from the left.
- Select the sparkling area for a hidden object scene.
- Find all the hidden objects on the list.
- Take the inventory item: MAGICAL KEY.
- Walk downstairs and exit the house.
- Give the WHITE RABBIT’S GLOVES AND FAN to the White Rabbit.
- Return to the Hall of Doors.
Chapter Three: The Caterpillar
- Look at the blue door, second from the right.
- Use the BUG-SHAPED KEY on the lock.
- The keyhole scrambles.
- You need to rotate the rings and restore the keyhole.
- Click on a ring to rotate its position.
- Enter the blue door and talk to the caterpillar.
- His has lost his pipe.
- Select the sparkling mushroom for an hidden object area.
- Find all the hidden objects on the list.
- Take the inventory items: GREEN GEM, STRANGE PIPE, and FISHING POLE.
- Give the STRANGE PIPE to the Caterpillar to activate a mini-game.
- The object of the mini-game is to move both the cats and mice to the other side.
- You cannot have more cats then mice on one side.
- At least one animal must travel each trip the boat makes.
- Make the following moves:cat and mouse to the right
mouse to the left
2 cats to the right
cat to the left
2 mice to the right
cat and mouse to the left
2 mice to the right
cat to the left
2 cats to the right
cat to the left
2 cats to the right
- After solving the mini-game, the Caterpillar gives you a VERY PRETTY KEY.
Chapter Four: The Duchess
- Return to the hall of doors.
- Select the wooden door on the right.
- Use the VERY PRETTY KEY on the keyhole.
- The keyhole scrambles.
- You need to rotate the rings and restore the keyhole.
- Click on a ring to rotate its position.
- Enter the door.
- Talk to the Fish Courtier and learn he lost his invitation in a large envelope.
- Take the LADDER and return to the pond behind the White Rabbit’s home.
- Look at the close-up of the pond and use the FISHING POLE to catch the FISH.
- Walk down to the forest area.
- Use the LADDER on the tree.
- Look at the close-up of the eagle and give him the FISH.
- Take the LARGE ENVELOPE.
- Return to Hall of doors and enter the wooden door on the right.
- Give the Fish Courtier the LARGE ENVELOPE.
- Enter the house.
- Select the sparkling breakfront for a hidden object area.
- Collect all the items on the hidden object list.
- Take the inventory item: PAPRIKA.
- Select the portrait over the Duchess for a mini-game.
- Slide the tiles to restore the picture.
- Click on a tile adjacent to the empty space to slide it.
- Select the safe that was behind the picture to open it.
- Click on the open safe for a hidden object area.
- Collect all the items on the hidden object list.
- Take the inventory item: SPECIAL-SHAPED GEM.
- Walk left to the kitchen and take the RATTLE off the table.
- Return to the parlor and give the RATTLE to the baby.
- The INGREDIENT LIST will go automatically into your inventory.
- Return to the kitchen and use the INGREDIENT LIST on the cupboard.
- Click on the open cupboard for a hidden object area.
- Collect all the items on the hidden object list.
- Take the inventory item: PEPPER, PEPPER MILL, AND CLOCK FACE.
- Take the ALLSPICE from the mantle.
- Look at the close-up of the soup cauldron over the fire.
- Place the PEPPER, PEPPER MILL, ALLSPICE, and PAPRIKA into the niches to activate a mini-game.
- The object of this Simon-like game is to repeat the flashing sequence.
- Watch the items flash, then click on them in the same order.
- The sequences are randomly generated and will be different every time.
- The SPECIAL SPICY SOUP will automatically go into your inventory.
- Exit the kitchen and return to the parlor.
- Give the Duchess the SPECIAL SPICY SOUP.
- The Cheshire cat will disappear.
- Exit the house and walk to the right.
- Take the SPECIAL-SHAPED GEM from the tree trunk.
- Click on the area just to the right of the cat’s smile for a mini-game.
- The object is to click on the buttons to make the cat appear.
- Click on the middle button on the left, and the upper and lower buttons on the right.
- The Cheshire Cat will give you a WOODEN SIGN.
- Return to the Hall of Doors and enter the left door.
Chapter Five: The Tea Party
- Place the WOODEN SIGN on the sign post.
- Walk to the right.
- The Illuminati agent had stolen 5 special teacups.
- Leave the tea party and go to the White Rabbit’s house.
- Walk upstairs and take the RUSTY SHOVEL.
- Downstairs, click on the sparkling area for a hidden object scene.
- Collect all the items on the hidden object list.
- Take the inventory item: LADLE.
- Exit the house and walk to the forest
- Climb the ladder to the eagle’s nest and take the GREEN TEACUP.
- Walk to the pond and take the PINK TEA CUP.
- Walk to the signpost and use the ladder on the mound of dirt.
- The BLUE TEA CUP will automatically go into your inventory.
- Return to the Hall of Doors.
- Walk through the right door and enter the home of the Duchess.
- Enter the kitchen and look at the close-up of the cauldron.
- Use the ladle to get the RED TEA CUP.
- Return to the Hall of Doors.
- Enter the blue door to visit the Caterpillar.
- Talk to the Caterpillar for a mini-game.
- Click on the arrows to move the brother home.
- Make sure to avoid the holes.
- Some obstacles will move with you.
- There are 5 puzzles to complete.
- Click on the arrows in the following sequences:Puzzle 1: down, right, down, left, up, right, down, right, up.
Puzzle 2: down, right, down, left, up, right, up, left, down, left, up, right.
Puzzle 3: up, right, up, left, down, left, up.
Puzzle 4: down, left, up, right, up, left, down, left, up, left.
Puzzle 5: right, up, left, up, left, down, right, right, left, down, right, up, left.
Puzzle 6: right, right, left, down, right, right, down, left, up, left, down, right (the first man should be home) up, right, up, left, left, down, right, up, down, left, up, right, right, left, down, right
- Return to the Hall of Doors and enter the left door.
- Take the path to the right.
- Click on the tea party table.
- Place the TEA CUPS on the saucers to trigger a mini-game.
- Place the cups in order per the instructions.
- The solution from left to right is: blue-yellow-red-pink-green.
- The HOUR HAND will automatically go into your inventory.
- Walk to the gate behind the tea party.
- Put the CLOCK FACE, HOUR HAND and MINUTE HAND onto the clock.
- Turn the hands on the clock to 2:30 to open the gate.
- Walk through the gate.
- Click on the tree trunk for a closer view.
- Place the SPECIAL-SHAPED GEMS into the matching niches.
- Click on the panel to open a mini-game.
- The object of this match 3 mini-game is to clear all the gems away.
- Click on two gems to swap positions.
- There are 4 levels to complete.
- Take the HEART-SHAPED KEY from the tree.
- Return to the Hall of Doors.
Chapter Six: The Rose Garden
- The Illiterati agent has made vines grow on the green door that is second from the left.
- Use the HEDGE TRIMMERS to cut the 4 vines.
- Use the HEART-SHAPED KEY on the keyhole.
- The keyhole scrambles.
- You need to rotate the rings and restore the keyhole.
- Click on a ring to rotate its position.
- Enter the green door.
- Talk to the knaves to find that the white roses need to be red.
- Take the SPEAR that is in the center of the yard.
- Exit the garden and go to the White Rabbit’s house.
- Enter the house.
- Look at the close-up of the shield display.
- Place the SPEAR in the bracket.
- Take the RED PAINT from the secret compartment.
- Return to the garden.
- Use the RED PAINT on a rose bush.
- Click on each rose to paint it red.
- Do this for each bush.
- The Queen arrives and invites you to croquet.
- Walk ahead through the gate.
- The Queen demands you find a proper mallet.
- Talk to the Cheshire Cat and you will receive the MALLET.
- Show the MALLET to the Queen to start a mini-game.
- The object of this mini-game is to complete 5 holes of miniature golf.
- Aim with your mouse then click to show the force meter.
- The force meter determines how strong you hit the ball with purple being the hardest.
- Click again to shoot.
- After completing the holes, the Queen declares Alice a cheater.
- Take the GAVEL-SHAPED KEY from the path.
- Return to the Hall of Doors.
Chapter Seven: The Trial
- Look at the center door.
- Use the GAVEL-SHAPED KEY on the keyhole.
- The keyhole scrambles.
- You need to rotate the rings and restore the keyhole.
- Click on a ring to rotate its position.
- Enter the center door.
- The Queen’s treacle tart have been stolen, but the trial cannot start until the White Rabbit blows the horn.
- The Royal seal goes into your inventory automatically.
- Exit to the Hall of Doors and enter the green door.
- Use the seal on the statue of the Queen.
- Click on the panel for a mini-game.
- The object of this match 3 mini-game is to clear all the gems away.
- Click on two gems to swap positions.
- There are 5 levels to complete.
- Take the WHITE RABBIT’S TRUMPET and return to the trial.
- Give the WHITE RABBIT’S TRUMPET to the White Rabbit.
- You must find the missing treacle tarts.
- Return to the Hall of Doors and enter the left door.
- Click on the sparkling bush for a hidden object area.
- Collect all the items on the hidden object list.
- Take the inventory item: TREACLE TART.
- Walk right to the tea party.
- Click on the table for a hidden object area.
- Collect all the items on the hidden object list.
- Take the inventory item: 2 TREACLE TARTS.
- Walk right to the tree trunk.
- Take the TREACLE TART.
- Walk to the White Rabbit’s house.
- Walk up the stairs.
- Click on the sparkling area for a hidden object scene
- Collect all the items on the hidden object list.
- Take the inventory item: TREACLE TART.
- Return to the Hall of Doors and enter the green door.
- Talk to the Caterpillar for a mini-game.
- The object is to bounce the lobsters into the sea.
- Move the trampoline left and right to help the lobsters.
- After completing this challenge, the Caterpillar will give you a TREACLE TART.
- Exit and return to the Hall of Doors and enter the right door.
- Enter the Duchess’ home.
- Click on the sparkling area for a hidden object scene
- Collect all the items on the hidden object list.
- Take the inventory item: TREACLE TART.
- Enter the kitchen and take the TREACLE TART.
- Return to the Hall of Doors.
- Walk down to the glass table.
- Click the down arrow to see the chest.
- Click on the sparkling area for a hidden object scene
- Collect all the items on the hidden object list.
- Take the inventory item: TREACLE TART.
- Return to the Hall of Door and enter the center door.
- Look at the close-up of the table and replace all the treacle tarts.
- The return of the tarts has made the Queen happy.
Chapter Eight: The Kidnapping
- The Illiterati agent zaps in and kidnaps Alice!
- Return to the Hall of doors and look at the ceiling.
- Click on the lighted area for a mini-game.
- The object is to rotate the rings and light all the nodes.
- Click on the activated portal.
- Click on the sparkling area by the large column for a hidden object scene
- Collect all the items on the hidden object list.
- Take the inventory items: PURPLE ORB and the GREEN ORB.
- Click on the castle.
- Place the PURPLE ORB in the left gargoyle and the GREEN ORB in the left.
- Click on the door for a mini-game.
- The object of this mini-game is to swap the location of the purple and green balls.
- Balls can move one space or jump another ball.
- Enter the castle.
- Click on each of the energy tubes for a hidden object screen.
- Locate all the hidden objects in all three scenes to free Alice.
- Once she is free, click on Alice to escape!
Congratulations! You have completed Fiction Fixers: Adventures in Wonderland!