crossover_chick: Doc looking very sarcastically over his shoulder (BTTF: in a sarcastic mood)
[personal profile] crossover_chick
My parents have been all stressed out this morning, so as a result I'm all stressed out. And it doesn't help that a few annoying things happened in "Madness Returns:"

-->Started the game in the gaol (how they spell "jail"), having just been released from a cell. Bring Alice downstairs, eavesdrop on a few conversations, see if there's anything particularly special to look at. . . And there's not, which I find a bit odd. Ah well, outside we go --
Where Alice promptly cries out and faints. O.o
-->And then we're standing in a black void facing what looks like a dungeon of sorts! Oookay. . .wander down and around, and after a certain point everything gets very pink and tentacley. . .
-->Then the floor gives way, and off Alice goes again into Wonderland. Fortunately she lands somewhere relatively nice as she transforms -- a bright blue sky filled with floating cards! It's called Cardbridge, appropriately.
-->Run along the paths -- this reminds me of a couple of puzzle rooms in the Fortress of Doors, where the path formed itself as you ran (and dropped out behind you). Detours are made for teeth and bottles on invisible platforms.
-->There are also invisible pig snouts to be collected! One leads to a Liddell memory: Lizzie complaining about a fellow who was invited to tea who was very -- forward with his advances on her. I am concerned.
-->Get to a cool-looking card castle, and, after gathering up all the teeth and extras I can find, am confronted with a puzzle! There are two pressure pads -- one lowers an invisible platform, another raises a door in the next card castle over. You can't keep both depressed at the same time, and the door to the other castle closes slowly no matter what. How do you solve this?
No, really, how do you solve this, because I'm stuck. Which pad do I weigh down with a rabbit? Can I somehow make it across the gap on my own? I'm loooost.
-->In fact, I'm so lost, I quit the game and go look it up. Fortunately someone ran into the same problem on the American McGee forum. Turns out I was on the right track just before I quit: You weigh down the one that lowers the platform with a rabbit, run over and stand on the other one, then shrink and leap over to the platform, detonate the rabbit (if it's not seconds from doing so anyway) to raise the platform, book it over the other invisible platforms, and slip in the door, shrinking if necessary. My question is, if that's the case, then why have the Shrink Sense graffiti indicate you put the rabbit on the door-raiser pad??
-->Anyway, got over to the other castle, followed some new card paths and slides around, gathered up some more bottles and goodies, and was eventually bounced up--
-->Into a slide section! Fortunately this one didn't take multiple tries -- I slid down, fell off, leaped onto another section, fell off again, leaped onto another section, and slid down to the bottom and the opener of the main level. XD Took some damage from the Ruin patches, but I made it one go!
-->We're now in Queensland. Cheshire asks if we're here to admire our handiwork at the scene of the crime -- Alice rightly calls him out on the fact everyone, including him, told Alice she had to kill the Queen. Cheshire admits this, but says Alice still needs to go see her. Joy.
-->Time to jump and twirl our way along some crumbling platforms to the gates of the palace. Along the way, we fight some Ruin, and collect a bottle, a pig snout, and a Radcliffe memory where he says that, while he supports the Queen, he also considers her just a person like any other.
-->We get to the main courtyard, where we find some petrified chessmen, in both red and white! I guess the Queen has officially taken over Looking-Glass Land now. We also get our first view of the zombie Card Guards! I deeply enjoy slashing and smashing them. :D
-->Take a detour to get a snout and lots of teeth, then a chat with the White King, who's trapped in the courtyard and blocking our way. He says he tried to take the castle from her, but failed. He also says that Alice needs to, basically, break him to pass by. Alice is a little reluctant (her response to his "Sacrifices must be made" is "The people who say that usually mean by others"), but it's the only way to proceed, so. . .
-->Venture deeper into the castle, find some more memories and a pig snout, make our way around. . . .
-->More card guards to fight, yay!
-->OH CRAP THE EXECUTIONER BOOOO
-->Run away! We get out of the room -- the doors close, hah!
And then two steps later he breaks the doors open. Running times!
-->Run away run away oh hey keyhole door! Shrink, Alice shrink!
-->We get away for a bit, then the bastard finds us again and we're forced to flee -- into a battle arena! Fortunate a gate slams closed behind us. All right, let's kill these --
-->WHAT YOU CAN'T OPEN THAT GO AWAY GO AWAY
-->So now only do I still have to kill half these bastards, I also have to avoid him! The one good thing is that his scythe kills the enemies just as effectively as it damages me. Run away, run away
-->Get to the end of the hall, an autosave that interrupts an old Cheshire Cat quote, and jumping puzzles! Now we have balancing acts to do with linked platforms -- stand on one, and it sinks while the other rises. You gotta weigh certain ones down with rabbits to get to higher platforms. There's also a pig snout to collect.
-->Get across to the next door, open the gate in front of it, and I am confronted with a chess piece puzzle! You move an Alice pawn, which makes another pawn move. You have to get both to their goals in a certain number of moves. I get the first, move onto number two--
-->And Chester shuts off again. >.< God DAMN it. . .At least I'm pretty sure I didn't lose TOO much work. Ugh.


All right, time to try some more now that I've had him shut off for a while. I'll report back with my success or failure. Also when the last autosave was.
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