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…
このガイドのテキスト版
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
- Dodge is your best defense. Alice bursts into a swarm of butterflies when she dodges. Dodge-spam through almost every attack, then punish.
- Lock on. Target-lock lets you circle enemies and fire the Pepper Grinder accurately. Switch targets often.
- Use the Umbrella to reflect projectiles back at ranged enemies (especially the ones that lob shots from afar).
- Teeth are your currency. Collect every one; they buy weapon upgrades at the upgrade menu.
- Pick one weapon to upgrade first. The Pepper Grinder and Vorpal Blade are the most consistently useful early.
- Shrink constantly. The shrinking potion's Shrink Sense reveals hidden platforms, secret drawings and secret routes.
- Hit every pig snout with the Pepper Grinder — they open new paths, often with collectibles behind them.
- Hysteria saves runs. When your health is critically low, trigger Hysteria for a short burst of invulnerable, heavy-damage fighting.
- 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:
- Pepper Grinder — you use it constantly for snouts and flying enemies.
- Vorpal Blade — your everyday damage.
- Hobby Horse — once armored enemies become common.
- 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
- Health is shown as rose petals. Dropped roses restore it, and walking into giant purple flowers regenerates it.
- Paint jars earned in Radula Rooms add health: four jars grant one extra rose (health segment). Hunting Radula Rooms early makes every later fight more forgiving.
- Hysteria only activates at low health and makes Alice nearly untouchable for its duration. Treat it as your "oh no" button during boss fights.
Core combat habits
- Open fights by ranged-shooting dangerous enemies while you are still out of reach.
- Break guards or armored enemies with the Hobby Horse, then switch to the Vorpal Blade for speed.
- Keep moving; standing still against groups is what gets you killed on higher difficulties.
- The Teapot Cannon's charge is slow — fire it from cover or after a dodge.
Traversal and Puzzles
- Triple jump and float: Alice can jump several times in the air and float with her dress. Longer gaps are designed around float.
- Shrinking: shrink to fit through keyholes and reveal invisible platforms and messages written on walls.
- Pig snouts: shooting them with the Pepper Grinder opens hidden areas or bridges.
- Keyholes and locked areas: shrink near keyholes to find entrances.
- Puzzle types include musical memory puzzles, chess puzzles, picture block puzzles and transforming obstacles.
- Radula Rooms are short challenge rooms (usually timed or wave fights). Beat them for paint jars.
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:
- Use Shrink Sense in every new area; many secrets are only visible while shrunk.
- Listen for pig snouts — they make a distinctive noise, so you can often find them by sound before you see them.
- Look behind and under the start of every major platforming section.
- Chapter select lets you replay chapters to pick up missed collectibles, so nothing is permanently missable.
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
- Easy / Medium are good for a first run if you want to enjoy the story; combat can get repetitive on the hardest settings.
- Nightmare is significantly tougher: enemies hit harder and you should expect to rely on dodge and Umbrella heavily.
- On any difficulty, a fully upgraded Pepper Grinder makes flying enemies and ranged threats trivial.
PC Setup and Fixes
- Frame rate: the PC version is capped at 30 fps by default. Players commonly raise it by editing the engine config file (AliceEngine.ini) in the game's config folder under Documents and adjusting the smoothed frame rate setting. Back up the file first.
- PhysX: the high PhysX setting was built for NVIDIA GPU PhysX. On non-NVIDIA hardware it can tank performance; set PhysX to low if you see stutter during particle-heavy scenes.
- Controller: Xbox controllers work natively.
- The Steam version is published by EA; depending on your install, it may launch through or require the EA app.
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:
- Clear adds first. Flying enemies and ranged shooters make every arena harder; remove them with the Pepper Grinder before focusing the big target.
- Learn the tell, then dodge late. The butterfly dodge has generous invulnerability, so dodging at the last moment gives you the most time to counterattack.
- Swap weapons mid-combo. Switching from Hobby Horse (to break a guard) to Vorpal Blade (to punish) is faster than sticking with one weapon.
- Use health flowers as a timer. Arenas often have purple flowers around the edges; fight near them and only step in to heal when needed.
- Save Hysteria for the last phase. It is your best way to guarantee the finish.
Platforming Survival
- Falling off the level only costs a little health and returns you to the last safe ledge, so experiment freely.
- Float is slow but precise; tap jump to extend it rather than holding forward and hoping.
- Steam vents and updrafts lift you much higher than a triple jump; look for them when a ledge seems unreachable.
- Invisible platforms only appear while shrunk. If a gap looks impossible, shrink first.
Common Mistakes to Avoid
- Upgrading every weapon equally. Finish one first.
- Ignoring the Umbrella. Ranged enemies become far easier once you reflect shots.
- Forgetting to shrink. You will miss half the secrets.
- Standing still in groups. Dodge constantly.
- Burning Hysteria too early. Save it for boss phases or overwhelming waves.
- Rushing chapters. Many collectibles are just off the main path.
Advanced Tips
- Dodge-cancel: dodge right after an attack to reset your position without losing tempo.
- Clockwork Bomb is also a puzzle tool: it holds down pressure plates.
- Soften armored enemies from range with the Pepper Grinder or Teapot Cannon from safety, then close in.
- Teapot Cannon plus Hysteria clears boss phases very fast.
- Replay chapters after the credits for collectibles; the chapter select remembers your weapons.
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
- Alice: Madness Returns on Steam
- Alice: Madness Returns on Wikipedia
- Alice: Madness Returns Steam news (Alice: Asylum announcements)
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