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American McGee's Alice Discussion, Feats, Lore & Analysis Thread

DLC weapons
The Vorpal Cleaver is an alternate version of the Vorpal Blade. When equipped, the enemies deal half damage.


The Octo-grinder is an alternate version of the Pepper Grinder. It fires octopus ink and can fire a lot longer without overheating.




The Knightmare is an alternate version of the Hobby Horse. It has an electrical effect and gives bonus healing to Alice whenever she hits an enemy.


The Catnip Cannon is an alternate version of the Teapot Cannon. It deals 50% more damage to enemies.
 
Alice's Strength 1
Alice pushes a large book off a ledge.


Alice can shove boulders hard enough to kill several giant wasp enemies.


Alice smashes the White King, who is a giant stone chess piece.


Alice kills a skeletal dragon Alberich by throwing a spear at its head.


Alice kills a giant Wotan by stabbing him in the face with her spear.
 
Alice's Strength 2
Alice can break large snail shells.


Alice can break mechanical enemies like Bolterflies.


Alice can break mechanical Bolterfly nests.


Alice can break metal crates.


Alice can break metal storage tanks.


Alice can break large star-shaped crystals.


Alice can break large baskets.


Alice can break giant peaches.


Alice can break giant walnuts.


Alice can break these bone pod things.


Alice can break piles of dried-up Ruin with her Hobby Horse. That she had to do several times to unplug some pipes.


Alice can break large treasure chests with her Hobby Horse. Even chests that are as tall as Alice.


Alice can break stone tablets with her Hobby Horse.


Alice can smash multiple objects and walls at once.
 
Alice's Strength 3
Alice can break walls of coral, even large ones, with her Vorpal Blade.


Alice can break ice walls and floors.


Alice can break thick honeycomb walls and floors.


Alice can break walls and floors of indeterminate grey material.


Alice can break the thick walls of compacted gingerbread men.


Alice can break walls of hardened Ruin.
 
Alice's Strength 4
Alice can slice apart or decapitate Card Guards with her Vorpal Blade.


Alice can decapitate Madcaps with her Vorpal Blade.


When Alice slashes at a wall, it leaves a cut that glows red via friction heat.


Alice can break out of ice after being frozen.


During Alice: Madness Returns, Alice is tasked with collecting a bunch of giant cubes to put into a slide puzzle. However, it is unclear if Alice is carrying them or if the cubes teleport when she collects them. Maybe the same way she stores her weapons and other items. It's also unclear if she physically pushes the giant cubes around to complete the slide puzzle. She hasn't shown any telekinetic abilities, so it's assumed she is pushing them with her strength. Alice has to complete the puzzle to progress through the story, and there are multiple of these slide puzzles.


In this section, Alice can collect giant peaches. Probably storing them in the same place as her items.
 
Health Mechanic
Due to Alice's adventures taking place inside her mental realm, the health mechanic is represented as "sanity" that takes the place of the health bar (this might change in Alice: Asylum due to Wonderland merging with the real world, maybe).
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Alice's Durability 1
While shrunk, Alice gets knocked a considerable distance by an Army Ant bouncing around and then lands perfectly fine.


Army Ants can knock around boulders. Though the Army Ants only appear during a level where Alice drank a potion to become as small as them.


Alice gets hit with a chunk of the Queen's shattered throne. She recovers shortly after.


Alice is perfectly fine inside a cable car that crashes through the castle wall.



Alice is perfectly fine after being launched through a ceiling of ice.


Alice recovers from an underwater shipwreck.
 
Alice's Durability 2
Alice survives the high fall into Wonderland.


While shrunk, Alice recovers after plummeting down a waterfall.


While shrunk, Alice gets launched from the water. But this is probably a swimming and jumping feat.


While shrunk, Alice falls down a pit in a cave without injury. This is a scripted event.


Alice recovers after a long fall into a cell.


Alice is fine after falling through a large garbage chute.
 
Alice's Durability 3
Alice can take hits from Slithering Ruins. They can burrow through solid stone.


Alice can take hits from Damiyo Wasps naginata strikes. They can shatter the ground.



Alice can take hits from Armored Card Guards staff swings. They can hit their staff hard enough to embed it into the ground. They can break through the stone floor or crawl out.


Alice can take hook slams, jumping stomps, body slams, and sword slashes from Dollgirls. They can break down large wooden barriers.


Alice can take hits from Automatons. They can smash through thick mirrored walls.


Alice can take hits from the Jabberwocky. The Jabberwocky left the Gryphon in critical condition in a midair fight.


Alice can take getting squeezed by the Queen's tentacles and can take hits from her tentacles. The Queen's tentacles can bust through thick stone. The Queen was able to decapitate Cheshire Cat easily (he came back to life shortly after Alice's fight against the Queen)


Alice can take spinning slashes and swipes from the Executioner's scythe. The Executioner can break open large locked doors and create portals by stabbing his scythe into the ground.


Alice can take sweep attacks, pokes, squeezes and punches from the Dollmaker's puppet hands. The Dollmaker can wreck a massive metal wall.
 
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Alice's Durability 4
Alice can take musket shots.


Alice can take her own deflected Pepper Grinder shots.


Alice throws one of her cards. It impales her head then she pulls it out with no significant injury.


Alice can take headbutts and bites from a massive Centipede.


Alice can take sword slashes from Red Knights, axe hits from Card Guards, bayonet stabs from Army Ants, saber slashes from Army Ants, and katana slashes from Samurai Wasps.


While going down multiple slides, Alice can smash through several objects with no injury, like giant snail shells, star-shaped crystals, underwater plants, giant doll heads, pots and weird pods.
 
Alice's Durability 5
Alice can take hits from Lava Men that set her on fire. However, she can still attack while aflame. Alice can also take lava projectiles or survive a dip in lava pools.

Alice can take getting douse by molten metal.


Alice can take being blasted with flames from Colossal Ruins, fire breath and flaming scissor-blade slashes from Dollgirls.


Alice can take flaming arrows from Wasp Archers.


Alice can take energy beams from Red Bishops, the Red King and the Queen.


Alice can take the Jabberwocky's fire breath. The Jabberwocky's fire breath can break apart a wooden bridge.


Alice can take the Jabberwocky's eye beams. Alice's Eyestaff, which is powered by one of the Jabberwocky's eyes, can blow a massive hole in a thick wall.
 
Alice's Durability 6
Alice can take getting divebombed by Ladybugs, having acorn bombs dropped on her.


Alice can take bombs from Automaton and Drowned Sailors.


Alice can take grenades from Army Ants, the Red King and the Tweedles.


Alice can take cannonball shots from Cannon Crabs. It takes two deflected cannonballs to blow Cannon Crabs' arms off.


Alice can take exploding fireballs from Menacing Ruins. These projectiles can break apart metal crates.
 
Alice's Durability 7
Alice can take Boojum's sonic screams.


Alice can take acid from the Centipede and the Sharks. Can take poison spit from Nightmare Spiders and recover from their bites, they cause temporary hallucinations.


Alice can take getting frozen by Phantasmagorias and Ice Sharks.


Alice can take lightning bolts from Jabberspawn.
 
Alice's Speed and Agility 2
Alice can jump very high, cross gaps with jumps, and jump up to grab onto ledges to shimmy or climb up.


Alice can double jump and glide and also has a special dash where she turns into butterflies.


Alice can swing from ropes to reach other platforms and jump from rope to rope.


While shrunk, Alice outruns a marble rolling after her.
 
Alice's Speed and Agility 3
Alice can avoid musket shots from Army Ants. She is fast enough to move out of the way of the bullets.


Alice can avoid her own Pepper Grinder shots after Menacing Ruins deflects them.


Alice can avoid cannonballs fired by Cannon Crabs.


Alice can avoid flaming arrows shot by Wasp Archers.


Alice can avoid acid spit from Sharks, fireballs from Fire Sharks and the Centipede's acid spit.


Alice can avoid ice chains from Phantasmagorias.


Alice can avoid Hatter's finger missiles and missiles fired from Card Guards.
 
Alice's Abilities and Other Equipment 1
The Queen's Power: After the first phase against the Queen, Alice absorbs her power, or the power just awakens. After Alice defeats the Queen, Alice uses this power to restore Wonderland from its twisted state into its original form.




Drink Me Potion: This is a potion that shrinks Alice. The effect lasts until Alice takes a bite of the Centipede's magic mushroom, which reverses the effect. Alice learned the ingredients for this potion, so it's possible for her to make it herself if she had the materials.


Ride the Wind: Alice can use her skirt to float along upwards gusts.

Turtle Shell: This is a shell Alice acquired from the Mock Turtle that increases her underwater air capacity.


Chess Transformations: Alice is transformed into a White Bishop and a White Knight during a puzzle segment. It seems like the pieces she meets are transforming her. As a chess piece, Alice can only move like how the chess pieces can. These chess pieces are also helpful allies. Bishop attacks with club swings and lasers. Knight attacks with sword slashes.


Cheshire Cat: The Cheshire Cat is Alice's ally. He will often appear out of nowhere by giving Alice cryptic advice. Alice can summon him at any point for hints. He does have telekinesis, teleportation and can change his size. Was able to flip a giant bookshelf with one paw casually.


Rage Box: This is a vial of red fluid that sprays on Alice, temporarily transforming her into a demon. As a demon, Alice does extra damage, takes less damage, and weapons uses less willpower.

Looking Glass: This is a magic mirror that temporarily turns Alice invisible.

Grasshopper Tea: By drinking from this living grasshopper teapot, Alice is temporarily turned into an insectoid with enhanced speed and jumping capabilities.
 
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Alice's Abilities and Other Equipment 2
Alice's Skirt: Alice can use her skirt to drift downwards from high falls.

Eat Me Cake: When Alice eats this cake, she turns gigantic. Can flatten an Executioner with a stomp. Afterwards, she crushes waves of enemies, smashes walls and chess pieces, smashes down towers, rips tentacles from the ground and takes cannonballs. She eventually reverts to normal size after drinking a potion.

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Shrinking and Shrink Sense: In Alice: Madness Returns, after taking a dip in a waterfall of Drink Me potion, Alice gains the ability to shrink on her own. She also gets access to Shrink Sense, an ability that lets her see the unseen. It can uncover hidden graffiti, highlight invisible pathways, dispel illusionary objects and utilize Shrinking Violets that heal her when she stands in them.



Hysteria: While Alice is injured, she can enter Hysteria. This mode makes her temporarily invincible and doubles her damage. Although the loading screen says it can only be used "on the edge of sanity". Hysteria also eliminates knockback and makes her guns no longer overheat.
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Triple Jumping and Floating: Alice can triple jump and float down in between those jumps. Alice can also change direction midair with her jumps.
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Ride the Wind or Drifting (from Alice: Madness Returns): Just like in the first game, Alice can drift on upward gusts with her skirt. Can use her triple jumping and floating ability while riding the gusts.


Butterfly Dodge: Alice can turn into a mass of blue butterflies to either dash or dodge attacks. This can be spammed, pass through enemies and attacks, escape grabs, avoid slamming pistons, and be used in midair. Although when used in midair, she falls downward while using it.


Hollow Yves: In Alice: Madness Returns, the skull on the back of Alice's dress is named Hollow Yves and can speak to Alice. He can upgrade Alice's weapons with Teeth collected from enemies.


Rose Paint: Alice can collect jars of red paint by completing different challenges. Four jars permanently increase her health, giving her another Rose on her life bar.
 
Alice's Abilities and Other Equipment 3
Rocket Ship, Balloon and Submarine: In the first Otherlands short, which takes place in Jules Verne's mind, Alice is shown using a rocket ship to travel. It then transforms into a hot air balloon and then a submarine. However, it's unclear if Alice created this mentally or not. But the hot air balloon resembles Cheshire Cat.




Valkyrie Transformation: In the second Otherlands short, set in Richard Wagner's mind, the being Wotan transforms Alice into a valkyrie with wings that let her fly, horns, and a spear for a weapon. Alice reverts after she kills Wotan, and Wagner's mental version of himself stops conducting the opera she manifested in. While flying, Alice is able to catch her necklace before it hits the ground.


Alice's Necklace: While Alice was in the mind of Richard Wagner in the second short of Otherlands, her necklace seems to have some mysterious power. A dwarf named Alberich steals it, and Wotan reveals the necklace has a "secret that can bring an end to the world". Alice reclaims the necklace, and Wotan uses the necklace to destroy the world himself with some magic with the necklace turns the sky red and makes an explosion happen. Alice kills Wotan before he can. Also, after Alberich stole it from Alice, he used it to turn himself into a dragon. He reverts into a dwarf after his death.
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