Alice: Madness Returns: Complete Guide

A full guide to Spicy Horse's 2011 action-platformer: combat and weapon upgrade priorities, chapter outline, collectibles and how to find them, enemy counters, and fixes for running it well on a modern PC.

Researched September 2026 — current as of the final PC release (no patches since the early 2010s). This is an older, finished game; check the linked sources if something differs.

Quick Start

  1. Dodge is your best defense. Alice bursts into a swarm of butterflies when she dodges. Dodge-spam through almost every attack, then punish.
  2. Lock on. Target-lock lets you circle enemies and fire the Pepper Grinder accurately. Switch targets often.
  3. Use the Umbrella to reflect projectiles back at ranged enemies (especially the ones that lob shots from afar).
  4. Teeth are your currency. Collect every one; they buy weapon upgrades at the upgrade menu.
  5. Pick one weapon to upgrade first. The Pepper Grinder and Vorpal Blade are the most consistently useful early.
  6. Shrink constantly. The shrinking potion's Shrink Sense reveals hidden platforms, secret drawings and secret routes.
  7. Hit every pig snout with the Pepper Grinder — they open new paths, often with collectibles behind them.
  8. Hysteria saves runs. When your health is critically low, trigger Hysteria for a short burst of invulnerable, heavy-damage fighting.
  9. Chapters are long. The game has five big chapters; save and quit only at checkpoints, not mid-section.

What the Game Is

Alice: Madness Returns is the sequel to American McGee's Alice (2000). Alice Liddell, released from Rutledge Asylum and living in a Victorian London orphanage under Dr. Angus Bumby, slips back into a corrupted Wonderland to uncover the truth about the fire that killed her family. The game alternates between grim London sequences and long Wonderland levels full of platforming, combat, and puzzles.

Combat Fundamentals

Weapons

Weapon Type Best used for
Vorpal Blade Fast melee Default combo weapon; finishing staggered enemies
Pepper Grinder Ranged gatling Pig snouts, flying enemies, safe damage from range
Hobby Horse Heavy melee Breaking armor and guards; heavy hitters
Teapot Cannon Explosive lob Groups and armored enemies; big damage with a cooldown
Umbrella Defensive Blocking and reflecting projectiles
Clockwork Bomb Decoy / explosive Distracting enemies, triggering pressure switches

Weapons are unlocked as you progress through the chapters; you cannot miss them.

Upgrade priority

Teeth go into weapon upgrades. A sensible order for most players:

  1. Pepper Grinder — you use it constantly for snouts and flying enemies.
  2. Vorpal Blade — your everyday damage.
  3. Hobby Horse — once armored enemies become common.
  4. Teapot Cannon — once you learn its timing it becomes the boss killer.

Fully upgrading a weapon changes its appearance and hits noticeably harder. Do not spread teeth evenly; finish one weapon before starting the next.

Health and Hysteria

Core combat habits

Traversal and Puzzles

Chapter Outline

The game is split into five chapters, each opening with a London sequence before Alice falls back into Wonderland.

Chapter Main Wonderland area Theme
1 Hatter's Domain (after the Vale of Tears) Clockwork factories of the Mad Hatter
2 Deluded Depths Underwater and nautical realm of the Carpenter and the Mock Turtle
3 Oriental Grove Japanese-inspired realm of the Caterpillar
4 Queensland The Red Queen's domain and card soldiers
5 Dollhouse The Dollmaker and the truth about Alice's past

A short final chapter, the Infernal Train, follows the Dollhouse. The story revolves around Dr. Bumby, Nan Sharpe, and Alice's recovering memories.

Collectibles

Collectible Found by Reward
Teeth Enemies, breakables, secret spots Weapon upgrades
Bottles Hidden around levels Unlock bonus content
Memories Glowing orbs in levels Voice clips that fill in Alice's backstory
Pig Snouts Shoot with Pepper Grinder Open hidden paths, often with loot
Radula Rooms Hidden rooms Paint jars (four jars = one rose)

Tips for completionists:

Enemy Primer

Enemy Threat Counter
Insane Children Weak intro mob Vorpal Blade combos
Ruin Tar monster with many forms Target the weak point it exposes; Pepper Grinder then melee
Eyepot Armored ranged teapot Umbrella-reflect its shots, or Hobby Horse to break armor
Bolterfly Flying swarmer Pepper Grinder while locked on
Samurai Wasp Blocks and dodges Wait for an opening; Hobby Horse breaks guard
Card Guard Queensland soldier Hobby Horse or Teapot Cannon
Executioner Heavy brute Keep distance, use Clockwork Bomb decoy, then punish

Difficulty Advice

PC Setup and Fixes

Boss and Big-Fight Approach

Rather than scripted bosses in every chapter, Madness Returns leans on large set-piece fights and arena waves, with a true final confrontation at the end. The same principles win all of them:

Platforming Survival

Common Mistakes to Avoid

Advanced Tips

FAQ

Do I need to play American McGee's Alice first? No, but it helps. Madness Returns summarizes the backstory, and the original game fills in how Wonderland got corrupted.

Are collectibles missable? Not permanently. You can replay chapters from the chapter select to finish collection.

How many chapters are there? Five long chapters, plus a short final chapter (the Infernal Train) after the Dollhouse.

Why is the game capped at 30 fps? That is the default PC setting; it can be raised via the engine config file, though some physics behavior was tuned around lower frame rates.

Is there an Alice 3? American McGee developed a pitch for a third game, "Alice: Asylum", partly funded through Patreon. It was cancelled in April 2023 after Electronic Arts rejected the pitch, and McGee said he is no longer pursuing Alice projects. Treat any new rumors skeptically.

Sources