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You are viewing Cheat Codes for American McGee's Alice

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Game Name : American McGee's Alice
System : Macintosh
Date Added : 2002-10-11 02:43:38
Views : 19541

Cheat :
Cheat mode:
Enable the console window in the game options. Then, press ~ and enter one of the following codes at the console window to activate the corresponding cheat function.

Effect: Code
Get all weapons: wuss
Toggle god mode: god
Toggle no clip: noclip
All weapons: give all
Spawn indicated item: give
Set health level: health <1-100>
First person view: cg_cameradist -45
Return to default view: cg_cameradist 128
Level select: map
Toggle frame rate display: fps <0 or 1>
Disable enemy AI: notarget

Map names:
Use one of the following entries with the map code.
Item names:
Use one of the following entries with the give code.

w_demondice.tik (Use multiple times to get all three Demon Dice)

Walkthrough :

This is by way of an easy entry to the game. Practise your movements and combat.
There are large red tongue-like things throughout the game, which seem harmless.
Alice is at the bottom of the shaft. Move forward into the village and approach a
few strange men with glowing crystals strapped to their backs. None of the house
doors will open. The Cheshire Cat tells you to 'ride the wind' so you run and
jump over the water through the Thermal, a rising air current, over to the next
man. If you need some height from a Thermal, just jump into it not through it.

Whenever you jump anywhere, the longer you keep the keys pressed the farther you
go. To jump up high and move forward, jump first for maximum height then hit the
W key. Continue along the tunnel and collect some META-ESSENCE (will be referred
to as 'ME') and the VORPAL-BLADE knife by walking right up to them. The Vorpal
Blade is the only weapon with no drain on your Will.

You will see the White Rabbit shrink and go through a small hole, but you don't
follow him, you can't. You are attacked by a CARD-GUARD (will be referred to as
a 'CG'). There are four types (suits) of CGs. The Clubs just have a Pike. The
Diamonds also have a long-range Card weapon. The Spades can throw Grenades. The
Hearts can throw Homing Grenades. Kill this one with a few swipes of the knife
and collect his ME. Continue into the tunnel and in the next chamber, keep to the
left path. The planks by the 'Buz Saw Mill' sign are for coming up if you fall.
Jump and climb up the wall in front of the house with the rotating steaming pipes
where the Cat appears, and jump over to the entrance to the 'Yur Mine' and enter.

Enter the chamber and walk out onto the wooden platform. You need to get to the
wooden walkway opposite with a small figure on it, over to the right. It's
possible to jump but why not practise your VINE swinging and climbing. The secret
is to jump at the vine and release the jump (space) key to make Alice grab the
vine. Climb with 'Enter', descend with 'F', swing with 'W' and 'S', jump
with 'Space'. Swing and jump over to the small figure of the old Gnome. He will
help you if you help him. Follow the tunnel, picking up any ME and Sanity lying
about, and take the lift to a cart-ride to the next chamber. Kill the CG and get
the ME and your new weapon, the CARDS.

Enter the door to the CG Compound and go up the stairs. Try out your new weapon
on the 3 CGs in the room at the top and get the Rough Diamond Key. Left-click
fires a single card or stream as long as its pressed, right-click fires a small
spreading salvo. Go up the stairs and through the door and the VORTEX Exit

You'll use a lot of these Vortex doors during the game. A Vortex you can enter is
a green colour. The other side, which you can't re-enter, is a reddish orange.

In the next chamber you must get to the other side and follow the Gnome through
the Vortex exit. You can practise your new combat weapon skills and your Vine
expertise, or you can just run for it. With a few careful jumps you should
sustain little damage. Don't stand still for too long, the CGs are experts with
the Card weapon.

You take an aircraft ride with the Gnome to the next part of the journey.


Fortress of Doors
You're on a ledge outside the walls. Turn round and around the corner is a CG.
Kill him and jump to the floating rocky islands to get the Large Will if you need
it. Come straight back to avoid missiles from the CG on the ramparts. Go back
round the corner (clockwise) and enter through a hole in the wall. Turn right and
follow the ledge to a doorway in the wall on your right. Don't bother trying to
get to the school building floating in the middle; it's locked.

You come into a small courtyard with some stairs opposite, leading to a broken
wooden floor and a zigzag walkway to a new Vortex door. In this courtyard you
will meet your first SCREAMING-BANSHEES (will be referred to as SBs, some people
call them BOOJUMS). These fly about screaming and are dangerous and hard to kill
at this stage in the game. They send shrieking blasts that can injure you and
knock you over an edge. The thrown knife works best. In this case it's best to
just run for the stairs and walkway, having saved first of course. As they hurl
their blasts, the floor gets more and more damaged, so it gets harder. There's a
large ME in an alcove to the left of where you come into the chamber.

If you fall through the holes in the floor, you will find yourself back at the
entry to the area. If you are killed by your enemies you will have to reload to
your last save. I call this restarting 'puzzle rules' as it seems to occur where
you are expected to fail many times, especially in puzzle areas.

Beyond the Wall
You enter a large complex stone courtyard, which is really just one large chamber
with thick stone wall piers jutting out into it. There are several CGs in here.
Don't fight them yet unless you're cornered, just run about to end up in the
centre by a raised block with a RAGEBOX on it. When you activate a Ragebox, Alice
becomes like a maniac with super strength and killing ability. It doesn't last
long so you want to get as many enemies around as you can before you activate it.
In this case kill 6 CGs. You can just run for the door but the CGs will still be
here later on.

Enter the large wooden door diagonally opposite the corner where you came in. You
go through several doors and come out onto a ledge with a whirlwind blowing all
sorts of debris about, including pieces of the floor. There are two fixed floor
pieces between your ledge and the distant Vortex, which is your way out.

Wait until the floor pieces make up a square extension to your ledge and quick-
save, then move forward to the left front edge. When two pieces have broken off
from behind you and made a platform, jump over to get to the first of the
islands. Repeat this to get to the second island. Repeat again to get to the
other side.

If you stand and watch the repeating pattern before you start, or on the islands,
it will help. Quick-save on each island. Puzzle rules apply. As you get to the
other side, 2 SBs appear behind you and follow you to the next area.

Save again, you have to fight and it's not easy. Run down the spiral stairs on
the left, and in the room below, go round to the right and shelter behind the
large pillar.

They attack one at a time. Use the throwing knife, and the closer the enemy, the
greater the damage. When they are dead you must use the levers to open some doors
in the castle opposite. There are 3 levers and the Cat says that the order is
critical. This works, right-left-centre. Pulling the single lever on the first
floor resets the lower floor levers if you got it wrong. When you do it
correctly, all the levers disappear and you see the doors open again. Go back up
to the first floor and start to cross the chequered floor to the castle opposite.
It automatically extends in front of you to get you over. You have to take care
of the 2 CGs first before you are free to enter. Inside is another CG, then you
can enter the Vortex door.

As you enter the next chamber, the floor breaks up and forms a floating moving
staircase of floor segments. Puzzle rules apply. It's fairly easy to jump from
piece to piece up to the next Vortex door. In the next chamber you find yourself
on the tops of the pier walls of the chamber with the Ragebox. The first problem
is that there are 2 SBs attacking you. Take them on and replenish with some ME on
the far wall. If you fall to the ground, you can get back up because the plinth
that the Ragebox was on is now a rising and lowering platform, but you may have
more enemies to deal with. There are 3 floating doors at the end of 3 walls. They
all seem to have a Vortex to the next area when they open.

Skool Daze
You are on the ramparts with the floating school inside. Kill the first CG at
long range and head for the second. Two SBs come to attack as well. If you are
short of ME, you can jump down over the wall to the left and pick up some at the
end of the ledge, if you didn't use it earlier. You can get back up by climbing
the rocks in the corner. You can stay and fight or you can run along the rampart
until you reach an open window in the school building on the left. Fighting from
the end turret helps. At the Cat's advice, climb onto the wall and jump over to
enter the window.

You are in the school. Ignore the harmless insane child and go through the large
door into the main hall. Don't fight the CGs, just run left to go into the large
door to the theatre where you meet the Gnome again. He tells you to go to the
library and consult the Book of Bizarre Things. Later you see him open the way in
for you.

Fight the 2 CGs who enter, or dodge them and run back to the main hall. Kill the
3 CGs if you can. Go left up the stairs and you should see a new weapon across a
gap on the landing. Use the fireplace to jump over to it and you have gained the
CROQUET MALLET, a powerful club with a good right-click long-range fiery-ball
device. Try it out.

On the right landing is the door to the Library. Go in and turn left. There's a
CG on your left. As you go into the main library, kill 3 more CGs. Go left in the
centre of the room to find a Magic Book that flies off. Then go back and turn
right to go up the spiral pillar staircase lift to the next floor. Go left to
find another Book. The Cat tells you to keep going up.

Don't fight any more CGs than you have to, there are a lot of them. Take the
right one of the two slopes and turn right at the top. Kill the CG and find
another Book. Take the large platform lift up again and after killing a CG find
one final Book. The Books form floating stepping stones to a large alcove. Save
first then try the steps to the final large Book of Bizarre Things, which you
climb over. Alice pushes the Book to the ground to open it. Go back down the new
book stairs, killing any CGs who attack, and go on down to read the opened Book
to find out which ingredients you need for the shrinking spell. You don't need to
remember them if you follow this walkthrough.

Skool's Out
As you enter another large hall, once again ignore the enemies and run left to
exit through a large door. Go down the stairs and use the Large ME under the
stairs if you need it. Run and jump over to the ledge with a new weapon for you;
the DEMON DICE. As soon as you have them you will be attacked by 2 SBs. Jump back
over to the stairs and when you are near the top use the dice on the SBs. Your
Green Demon should kill them for you. There's an element of luck, as with any
dice, it doesn't always work. Never use the dice when you're alone or the Demon
will attack you, though you can fight back. Your enemies can kill the Demon if
they're strong enough.

Go back through the door into the hall. There are several CGs and SBs and this is
another time to run and fight later. You can go right, to the 1st Grayd
Gymnasium, but why not have a look round and clear the enemies from some of the
upper rooms.

Go up the stairs and turn left, avoiding the CG, and enter the large doors.
Inside are 3 more CGs and perhaps a SB as well. Jump over them and run into the
2nd Grayd room at the far end. This is the Laboratory. Now you can turn and fight
them one at a time either through the doorway, or tempt them into the room, one
at a time.

When they're all dead go out of the room into the hallway and take either of the
two side-doors (they both go to the same place) to another hallway and kill 2
more CGs. Go into the 3d Grade Room at the end. Kill 2 more CGs.

If you missed the Mallet weapon before, here is another chance to pick it up or
boost your weapon and Will. Go through into the next room and kill 2 CGs and a
SB. You can't do any more here at the moment, but by all means have a good look
round. Note the poppy seeds.

Return to the ground floor in the main hall. The 3d Grayd room is at the top
landing with no stairs; the 2nd Grayd room is on the middle landing with the
stairs. You can fight the remaining CGs and SBs or run for the Gymnasium through
the doors marked 1st Grayd, with the hearts. Kill any CGs and operate the lever
in the alcove on the left. There's a large ME in the other one. Steps will unfold
from the wall-bars.

Go to the top of the left side of the steps, turn round, and jump onto the broken
beam. Walk along the beams, avoiding the swinging lights, to where the Gnome is
waiting. 3 SBs fly in, so use the Ragebox to see them off. You see the Gnome in
the Lab, so go back there, fighting or avoiding the 2 more SBs in the hall with
the stairs to the 2nd Grayd.

Two CGs are attacking the Gnome in the Lab, so take care of them. Take the flask
with the Jumbo Grow Potion from the cupboard and return to the 3d Grayd and the
Poppy Seeds. You will meet several CGs and SBs on the way, but by now you should
have developed a fighting and running strategy. Pour the Potion on the Poppy
Seeds and when the plant has grown, pick it and return once more to the Lab.

The Gnome makes your final Shrinking Potion and leaves you a Star Key to enter
the Observatory. Leave with both through the Vortex door to return to the first
of the large school halls with the central staircases. There are 2 CGs in the
hall. Go up the stairs, turning right to the Library. In the main library hall
you will fight 3 more SBs before using the spiral column lift back up to the next

This time take the left slope to the next floor up, dealing with several CGs on
the way. Turn left at the top of the slope and go through the doorway to a lift
which is operated by the Star Key. You enter the Observatory and have to kill
some more CGs before you can go up the broken stairs to the telescope platform.

You will see a cut-scene where Alice drinks the Potion, shrinks, and jumps
through a Vortex to the next area.


Pool of Tears
Alice is on a hillside with some small live mobile Boulders that are harmless
fun, try pushing them. You see a cut-scene of some large ants pushing a rock over
the cliff top and blocking a pathway through the cliff face; the only way is up.

Down the hillside, on the left by a notice warning of falling rocks, jump over to
the ledge and start up the slope. Jump over the gaps. Each time you see a short
scene of the ants pushing a rock over onto the path, you should have time to take
avoiding action, either by standing still or jumping back over the previous gap
or two. Use the quick-save frequently, after each success. Try to ignore the
HELICOPTER BEETLES (I will refer to them as HBs as they sound like helicopters)
they will only deplete your will. They drop bombs but they're only really
accurate when you stand still too long.

At the top there are three giant SOLDIER ANTS (I will refer to them as SAs) that
fire muskets, and will throw Alice high in the air if she gets too close. Some
SAs are more dangerous with better weapons, depending on rank. Use the long-range
Mallet weapon. Kill them and replenish your strength.

Follow the river upstream until you meet the Mock-Turtle. He tells you that if
you help him get his shell back from the Duchess, he will tell you where the
Caterpillar is, who will help you find the White Rabbit. He then jumps onto a
floating leaf and floats off downstream. Jump onto one of your own and follow

In the deeper water there are numerous savage fish, probably the SNARK, which
should be avoided if possible. If you stand about on the water's edge, they will
spit at you.You can easily kill the Snark with one swipe of the knife if you go
underwater, but there is a risk of drowning. Whenever Alice enters the water, the
weapon she's holding changes to the knife as that is all she can use. When she
gets out, it changes back to whatever she had before she went in.

Try and stay in the middle of the leaf, facing forward. You can be knocked off or
injured by sharp objects hanging over the water. Try to dodge them, but keep
the 'Walk' key pressed or you will fall off the leaf. The leaf will enter a small
pool with a medium ME over some low branches. As the leaf passes under the
branches, jump up, collecting the ME and land back on the leaf. As you approach
another stream, you see the Mock-Turtle and his leaf just ahead of you. You both
go over a small waterfall, so you should run and jump to land on his leaf with
him, otherwise you will end up in the water. You may have to try this several
times so save first. You continue on to another low branch with more ME; jump
again or you will be swept off. Try to ignore all attacks from SAs and HBs during
the trip, and save frequently.

If you do end up in the water, keep moving downstream and don't drown by keeping
the Jump key pressed. Climb out at the first bit of low bank and jump back onto a
passing leaf. There is some large ME on a bank to the right.

Eventually you will see the Mock-Turtle again, shortly before you have to grab a
hanging Vine as your leaf goes over a deadly waterfall. If you are in the water
at this point, keep to the left and climb out onto a rocky bank. This may be the
best tactic anyway. You can jump from here to the vine. Climb halfway up the Vine
and swing and jump to the path above the left bank.

Follow the path away from the river and you will see the Mock-Turtle leaving on
another leaf. Take the next one to appear and follow him over the waterfall.

Hollow Hideaway
You are on the right bank of a river. Follow it round the corner and kill the 2
SAs at long range with the Mallet and Fire-balls. Replenish with available ME.

Continue on the right bank to fight 2 more SAs. There are also HBs trying to bomb
you from time to time. Ignore them as long as you keep moving.

When you can't go any further, jump across to the far rock using the two
convenient lily pad leaves. If you fall into this water a giant Snark eats you,
every time.

Round the next corner, the only way to go is to walk out along the fallen branch
and step down onto yet another floating leaf. There are 3 hanging spikes to
avoid. Staying on the leaf, dodge right, then left, then right. The leaf comes in
close to the left bank where you jump back to dry land. Go left and use the lily
pad to jump over the gap.

There are several SAs up on the hill, as well as a Large ME under a large KILLER
MUSHROOM (will refer to these as KMs). It's a trap by a killer carnivorous fungus
with the power to draw Alice towards it if she gets too close, and it has a
poisonous spore cloud weapon. It's worth going up to it to see it eating her.

If you keep using a weapon while you are being eaten, you can kill it but with a
big cost in Sanity. If you want to kill it from a safe distance, you must first
activate it by going close, but its quick. If you jump about, you can get the ME
and get away again.

There are also giant ROSES that spit thorns like machine-gun bullets. Use the
Mallet fireballs.

Save, then go over the hill, to the right of where you jumped to the bank. After
killing 2 more SAs and another Rose, go to the water's edge and get on another
floating leaf and set off downstream again. After a short way you will see some
lily pads on the right. Use them to jump over to the bank, or you will end up in
a killer whirlpool.

Up the bank, which has torches on poles, there are 2 more SAs. As you approach
the house you meet a worker Frog who lets you in after a chat.

Just Desserts
This is the first 'Boss' fight. You enter a large kitchen with a central raised
and lidded well with a new weapon for you in the centre. Jump up and claim the
JACKBOMB weapon. Unfortunately this also brings the DUCHESS into the room.

She is a formidable opponent with a long-range Pepper weapon and an unfortunate
short range one; she eats you - but not all at once. Keep out of her way by
dodging around the central well and use long-range weapons. Replenish your
strength with the small MEs dotted round the room. I found that the new weapon
was more dangerous to me in the confined space, so I used the Mallet. The dice
wouldn't work here, even though the Pentagram would display.

When she is dead, she sneezes her head off, the Frog and the Mock-Turtle re-
appear and you end up jumping into the well.

Wholly Morel Ground
Follow the Mock-Turtle as though you were flying using the mouse and the 'AWD'
keys. Keep close behind him in the bubble stream to keep breathing. If you get
off course, it's not fatal, just catch up again. If you loose Sanity you can
replenish from ME on the way. The Mock-Turtle weaves about quite a bit to give
you time to deviate a little. Avoid the various traps, they are fairly obvious
but the slightest touch from falling boulders will kill you. Bubble jets can blow
you up against roof spikes. You may have to stop and kill some Snark, but there
is still time to catch up again. You can use the quick-save under-water. After
you've finished the level, try it again in God mode and explore the whole area to
see the treasures and some odd fish.


Dry Landing
You talk to the Mock-Turtle who makes you an honorary reptile, which means that
you can swim underwater a little better, but you can still drown. Try it out
later. All through this level you are bombed by the HBs again. They seem to come
in threes. If you have plenty of Will, try to shoot them down. It's easier to
just keep moving unless they are very close and you can get their ME when killed.
Two Mallet fireballs for each should do it.

Follow the path a short way and kill a SA. After a few seconds, another appears
on the far left bank. Kill him now at long range. Jump into the water and kill a
Snark with your knife, then jump onto the lily pad. Climb up the vine and jump to
the bank.

As you go round the next corner, kill the Rose on the far bank, then follow the
path behind the waterfall and up the bank and jump onto the Jump Mushroom. You
should end up on a vine but it's a bit unpredictable, so always save first. The
direction of the mushroom jump depends on which part of the curved surface you

Turn round and swing-jump over to the path with the White Rabbit. As he leaves,
follow him over the hill to a huge giant tree and jump over to the large flat
fungi with a vine on the other side. There is a SA on the far side of the chasm,
so try to kill him from here with the Cards before you swing over. Swing over and
proceed down the path, which has several Roses, SAs, and HBs of course. It pays
to pick up all the ME you can see, even if you have to climb for it.

Continue up over the hill and turn left. Kill the Rose and the far SA. If you now
use your Mallet anti-aircraft device on the HBs it will make life easier. Jump
down to the Rose's ledge then use a vine, or risk the Jump Mushrooms, to get to
the SA's ledge.

Go through a small opening to a new area with a vine and Jump Mushrooms. Climb
the vine and swing and jump, using the Mushroom, up to some high fungus ledges
with a Ragebox on top. You can use this to get through the next bit.

As soon as Alice is mad with Rage, turn and run and jump to the far fungus ledge
with some ME, then turn right and jump to the next ledge. Pick up the 2 small
Will and kill the SA. Without pausing, run along the path and kill the Rose and
another SA. When Alice is mad with Rage always get in close with hand weapons for
best results. Continue to a chasm with a bridge and Jump Mushrooms. The bridge
collapses before you can use it. Take out the HBs then use the Mushrooms to jump
to a small ledge to the right of the bigger one with a KM and a Rose, which you
can now kill.

The KM guards a Jackbomb weapon that you should get as a booster if you got it
earlier. It will also boost your Will. You can ignore it, if you prefer, and
climb the rock behind you to proceed along the path.

Over the next rise is a canyon with a vine. Swing over to the fungus ledge and
climb another vine. There is a SA waiting at the next ledge. Deal with him, then
go round the corner and take care of some more HBs. Don't fall in the rapids or
you will be swept downstream, over several waterfalls, and back to the pool at
the beginning of this level. If you do, there's a new Vortex behind the small
waterfall to get you back to the ledge with the SA.

Step left out from behind the rock and kill the Rose on the right bank, then jump
to the mid-stream rock, then jump to the right bank where the Rose was. Kill the
Rose on the left bank, then jump to two of the three rocks and then over to the
left bank. If you go further, a Snark will jump up and spit at you. Keep away
from the water's edge, and keep moving until you're at the end of the level.

Herbaceous Border
At the end of the cut-scene, the White Rabbit has been squashed underfoot by what
seems to be a skinny giant who later turns out to be the MAD HATTER (MH). The
Mock-Turtle and the Cat urge you to continue. You can shoot down the usual HBs,
and if you hang around and explore the dead-end right path, you will have to deal
with a SA and a lion-tailed whiskered SCORPION. These have a habit of burrowing
into the ground and re-appearing and they seem to have to be killed twice. Best
to take the left path, kill the Rose, and go down the rabbit-hole.

You come to the first cavern (A) with 2 Thermals over to the other side. Ignore
the SA high up on a ledge. If you fall into the acid lake, which all the caverns
have, jump out quickly onto the ledge and climb the vine. You come to a Y fork
junction. Save here and explore. Both tunnels lead to a complex of caverns with
bridges, thermals, vines, jump mushrooms, and lakes of acid at the bottom.

The left one leads to a cavern (B) with a bridge, which is immediately destroyed
by the MH stamping on the surface. Use the Jump Mushroom on the left to get up to
a higher bridge to a Mallet weapon. If you already have the weapon, these pickups
boost the weapon and your Will. Follow the tunnel through cavern (C) to the next
cavern (D). At the lake level in (B) is a large ledge with a KM. You can get back
up again. All caverns are well worth exploring, using everything, just for the
fun of it.

The right fork at the Y takes you to cavern (C) with a bridge leading to a
central island. There's 2 SAs who will keep shooting if you don't kill them. When
on the island the MH again destroys the bridges so you have to use the Jump
Mushroom up to a high ledge on the right, then jump down to the tunnel out.

While in cavern (C) if you get to the tunnel where the higher SA was, it leads
back to cavern (A) on the high ledge. The different exit tunnel from here to the
surface has a KM that you'll have to kill or sneak past. On the surface, if you
go to the right you will come back to the original rabbit-hole entrance.

When you get to cavern (D) go to the centre and use the thermal to get to the
first vine. Swing to the second and then swing to the ledges. The pickup beside
the Cat is a Cards weapon power-up. Take the tunnel back to the surface.

On the bottom of cavern (D) is another KM guarding some GRASSHOPPER TEA, the
speed and agility booster. Try it.

At the surface, after you get the Cards power-up, go left and after doing some
anti-aircraft shooting, jump to the vine and climb and swing to the fungus ledge
with the ME. Kill the Rose and the Scorpions and head along the path to another
rabbit-hole. Go down to end the level.

Rolling Stones
The HBs drop a huge stone ball into the tunnel behind you. There is nowhere to
hide so you must run down the tunnel. You can keep well ahead of it. When you
come to a cavern with Jump Mushrooms, jump to the one on the right and keep
moving and jumping to the other side. Carry straight on over the spindly bone
bridge and keep going.

Don't stop, the ball won't, until you have crossed an ice-covered lake. The ball
falls through the ice. Don't be tempted to dodge into the little alcove on the
left just before the lake, or you will have the problem of crossing the broken
ice. A little further on, a hole appears in the ground and, one way or another,
you fall through to the next level.

Icy Reception
Practise Alice's movements on the ice. Jumping, and running, ends in a slide
unless checked with a backwards or sideways step. Walking helps but many surfaces
have a chamfered sloping edge so she can slip off instead of stopping. Some
surfaces are only a little slippery and some are dry rock.

At the tunnel exit, go over th

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