Alice Madness Returns Chapter 3 Pig Snouts

Jun 22, 2011  Alice Madness Returns Chapter 1 Snout Locations Walkthrough All Pig Snouts for chapter 1.

  1. Alice Madness Returns Chapter 3 Pig Snouts For Sale
  2. Chapter 3 Research Paper

  • Chapter 2: Unbreakable ice patch

  1. Alice Madness Returns Chapter 3 Radula Rooms locations walkthrough. Vale of Doom. Location: After the Colossal Ruin comes the third switch. Hit it, follow the new path and cross the bridge. To the right is a platform and a Pig Snouts.Shoot the snout, follow the revealed.
  2. Alice: Madness Returns Wiki Guide; Basics; Basics; Basic Tips; Enemies; Enemies; Chapter 1 Enemies; Chapter 2 Enemies; Chapter 3 Enemies; Chapter 4 Enemies; Chapter 5.
When in the area on the way to the mockturtle there is a Hobby Horse ice patch that appears to be unbreakable. You cannot break it from the 'top'. Go back outside before going to the Bottled Ship. Notice that there is a small pond of water that goes into the ice on the cliff at the bottom (where a spring mushroom is located). Use your Shrink Sense to find an invisible platform that will begin moving into the ice and allows access to a secret area. To exit the area use the other spring mushroom to catapult yourself through the unbreakable hobby horse ice patch.
  • Chapter 3: Getting past the cave

After entering the cave, you will go down some steps. There will be a platform to the left with two vases. Walk up to the painting on the left side and interact with it. This will take you into the next area of the chapter.
  • Chapter 4: Entrance to Red Queen's area

Run over to the switch that triggers the platform and leave a Clockwork Bunny there. Then, sprint to the other switch and get the door open. Note: Trigger it before the real attempt to avoid the intermission sequence using up time. Next, sprint to the middle area to the invisible platforms. Shrink momentarily to see where to go. From here, jump off the platform as soon as possible to the invisible beam above it. Next, sprint to the door. Note: You may need to shrink under it to get in.
  • Chapter 4: Pig Snouts

At some point you will be able to hear Pig Snouts but not see them. You must use your Shrink Vision to be able to find them.
  • Chapter 5: Defeating Colossal Ruin

Get on the opposite platform from the Ruin. This is to have a gap between the two platforms separating you and the Ruin. The Ruin will not try to cross the bridge. The gap will prevent it from charging you. Fire the Pepper Grinder at the doll heads that stick out of its body. Throw clockwork bombs to distract that Insidious Ruin that appear during the battle. When the Colossal Ruin loses all the doll heads and starts to charge you with its flame attack, abandon the gap and face it normally. Use the Teapot Cannon on the giant doll head that appears and attack him as usual. If you try to knock him down and stun him with the gap between you, an invisible wall will prevent you from hitting.
  • Defeating Cannon Crabs

Drop a Clockwork Bomb near the crab, then detonate it to flip the crab on its back. Use a weapon to damage the crab once or twice. After two or three rounds of doing this, the crab will lose its cannon and can be flipped using either the same method or hit with the ground smash from the Hobby Horse. Repeat the process until it has been defeated.
Use the Hobby Horse and keep hitting the crab. Then, use your Vorpal Blade once the crab is knocked onto its back. You can also try using the Tea Cannon against the crab.
To kill the Cannon Crab in the mini-game, just drop an exploding barrel on it or shoot a cannonball at a nearby explosive to blow up the crab.
Use the umbrella to knock the cannon back at the crab. Then, attack the crab while it is on its back until its arm is ripped off. Then use the Hobby Horse and one more Vorpal Blade attack to kill it.Alice
Throw a Bunny Bomb at the Cannon Crab and set it off. This will flip the crab on its back. You can now attack its underside with any weapon. Be careful, as the crab will get back up fairly quickly. Once you have hit it a few times, be ready to dodge or throw another bomb.
  • Defeating Madcap with shield

Notice there is a slight pause before it attacks. Evade the attack, then attack it with your knife.
Run up to the Madcap and immediately dodge. This triggers the enemy to attack, and you will have already dodged it. Once his fork is stuck in the ground, run up and hack away.

Alice Madness Returns Chapter 3 Pig Snouts For Sale


The Hobby Horse works well, as it breaks enemy shields. Use it against the Madcap with the shield, Cannon Crab, and other similar enemies.
  • Defeating the Card Executioner

When in the queen's castle, after defeating the Card Guards the Card Executioner will appear. After hitting him several times, keep dodging his attack. Eventually Alice will say that she cannot fight him and a door will open. You can find the door at the north end of the room.
  • Defeating the Eyepot

When facing the Eyepot in the Hatter's Domain, shoot it with your Pepper Grinder until it falls to the ground. Then, run up and slash him until he begins to stand back up. When he opens his eye, start the process again. He should be defeated after two or three times.
  • Defeating the Menacing Ruin

You are given an umbrella for use to defeat a Menacing Ruin. Lock on the Menacing Ruin. One of the Menacing Ruin's attacks is to throw a ball of fire. You may need to move around the Ruin to see this attack move. When it does the move, it will reach behind its back, pull out a ball of fire, and hold it before throwing it at you. When this happens, move back from the Ruin and open the umbrella as it throws the ball of fire at Alice. With the proper timing, the ball will rebound off the umbrella and hit the Ruin, breaking its arms and its ability to defend itself.
  • Dodging

The dodge move is directional and can be controlled. Hold Left, Right, Forward, or Away to dodge in that direction while locked on the enemy. This is an important tactic when fighting enemies such as the armored card guards who can only be damaged from behind after they attack you.
  • Dresses

Complete the indicated chapter to unlock the corresponding dress.
DressHow to unlock
  • Classic
  • Infernal Train (Chapter 6). When equipped you will regain health when shrunk.
  • Misstitched
  • The Dollhouse (Chapter 5). When equipped your Shrink Sense duration is doubled.
  • Royal Suit
  • Queensland (Chapter 4). When equipped your health is limited to four roses total.
  • Silk Maiden
  • Oriental Grove (Chapter 3). When equipped your enemies drop twice as many teeth.
  • Siren
  • Deluded Depths (Chapter 2). When equipped your enemies drop twice as many roses.
  • Steamdress
  • Hatter's Domain (Chapter 1). When equipped breakables drop more teeth and roses.

Chapter 3 Research Paper

  • Easy 'Level-Headed' achievement

Successfully complete the game, then select the final chapter, and go directly to the Boss battle. Defeat the Boss without using Hysteria to get the 'Level-Headed' achievement.
  • Kill Or Be Killed challenge

Upgrade the Pepper Gun in order to kill the babies and Eyepots from a distance. Use the umbrella to block the tea attacks and knock the big enemy's charges back at him. You can now attack, dodge and repeat the process until he has been defeated. This will require some time.
Take out the Eyepots first. Lock on, get close, and when they are about to stomp, teleport backward and shoot them with the Pepper Gun. Teleport back in and slice them up while they are stunned. Repeat the process as needed. The Menacing Ruins can be defeated by knocking their fireballs back at them, then keep attacking at close range with the Vorpal Blade, teleporting in and out and side to side to avoid attacks.
  • New Game+

ReturnsSuccessfully complete the game. You can now start a second playthrough with your previously upgraded weapons and clothes.
  • Psychonauts reference

In Chapter 4, just after you do the first chess puzzle, you will get chased into a hole by the giant unbeatable card monster. When you first get down there, go a short distance ahead, and look at the right wall to find a heart stone. Shrink down to learn that it is a fake rock. Run into the keyhole tunnel. On the other side is a floor where you can use a bomb to break it. Do so, then go down the stairs to get a memory and some extra teeth. There is also a skeleton sitting on a chair. It is Raz from Psychonauts. He can be identified by the red goggles, his shape, and the position he is in (which is the stance he uses for a mind attack). With this in mind, it looks like Raz is dead, and there will be no Psychonauts 2.
  • Secret Achievements


AchievementHow to unlock
  • Armed to the Teeth ( 30 points )
  • Fully upgrade all weapons.
  • Death by Darjeeling ( 10 points )
  • Acquire the Teapot Cannon.
  • End of Innocence ( 10 points )
  • Complete Vale of Tears.
  • Grim Folly ( 10 points )
  • Complete Wonderland Chapter 2.
  • Ground Pork ( 10 points )
  • Acquire the Pepper Grinder.
  • Hatter's Demise ( 10 points )
  • Complete Wonderland Chapter 1.
  • More than a Mouthful ( 20 points )
  • Fully upgrade a weapon.
  • Neighslayer ( 10 points )
  • Hit 4 Enemies With a Single Hobby Horse Ground Smash.
  • No Happy Returns ( 10 points )
  • Back to Wonderland.
  • Snicker-snack! ( 10 points )
  • Acquire the Vorpal Blade.
  • Strange Hobby ( 10 points )
  • Acquire the Hobby Horse.
  • Strike a Deal ( 10 points )
  • Upgrade a Weapon.
  • The Harder They Fall ( 10 points )
  • Complete Wonderland Chapter 4.
  • When Worlds Collide ( 10 points )
  • Complete Wonderland Chapter 3.
  • Troubling Visions

Collect all the bottles for a chapter to unlock the 'Troubling Visions' (concept art) entry for it in the 'Extra Content' menu.
  • Upgrading weapons

Select the 'Weapons' option at the menu. A certain amount of teeth are required to upgrade weapons. Select the weapon to be upgraded and an the option to upgrade it will appear if you have enough teeth collected. It is recommended that the Vorpal Blade be upgraded to level 4 before any other weapon. It is your main weapon, and you will use it most frequently. All the other weapons work fine at their lower level for their specific purpose, such as hitting Eyepots, etc.
  • Various Achievements

Unlock Xbox Live Gamerscore points, by completing the following Achievements.
AchievementHow to unlock
  • 52 Pick-Up ( 20 points )
  • Defeat 52 Card Guards.
  • Beware of the Lagomorph ( 20 points )
  • Kill 30 enemies with the Clockwork Bomb.
  • Brollyant ( 20 points )
  • Kill 10 Bitch Babies with Deflection.
  • Calm In the Face of Death ( 30 points )
  • While on your last Rose, kill 5 Enemies without activating Hysteria.
  • Cold Arms, Cold Heart ( 30 points )
  • Defeat the Drowned Sailor without taking any damage.
  • Dead Hatter ( 10 points )
  • In American McGee’s Alice, Complete Behind the Looking Glass.
  • Dress-Ups ( 10 points )
  • Equip a Different Domain Dress .
  • Everything fit to remember ( 30 points )
  • Find all Memories.
  • Eyes on the Size ( 10 points )
  • Find the hidden Shrink Sense Decal.
  • Family memories fond and faded ( 10 points )
  • Find all Liddell Memories.
  • Full Recovery ( 50 points )
  • In American McGee’s Alice, Complete the Game.
  • Grandmaster ( 10 points )
  • Complete a Chess Puzzle without failing.
  • Grind 'em All! ( 10 points )
  • Kill 5 Bolterflies in a row with the Pepper Grinder.
  • Just peachy ( 20 points )
  • Collect all Peaches in the Scroll of Destiny.
  • Level-Headed ( 50 points )
  • Finish the game using Hysteria only once.
  • Madness Begins ( 10 points )
  • In American McGee’s Alice, Complete Village of the Doomed.
  • Madness Prevails ( 80 points )
  • Complete the Game on Nightmare Difficulty.
  • No quarter! No mercy! ( 20 points )
  • Defeat 100 Ruin Enemies.
  • Nothing Like the Smell of Bacon ( 10 points )
  • Pepper All Snouts in a Chapter.
  • Out of the Woods ( 10 points )
  • In American McGee’s Alice, Complete Wonderland Woods.
  • Painting the Town Red ( 30 points )
  • Complete all Radula Rooms.
  • Pulling Strings ( 30 points )
  • Defeat the Dollmaker without taking any damage..
  • Royal Approach ( 10 points )
  • In American McGee’s Alice, Complete Queen of Heartsland.
  • Seasoned Campaigner ( 30 points )
  • Pepper All Snouts in the Game.
  • Ship of Fools ( 20 points )
  • Complete HMS Gryphon without taking Damage.
  • Shooting the Moon ( 10 points )
  • Collect 4 Jars of Rose Paint.
  • Skool-Leaver ( 10 points )
  • In American McGee’s Alice, Complete Fortress of Doors.
  • Tea Party ( 10 points )
  • Destroy 10 Ruin Barriers.
  • That's Using Your Head ( 20 points )
  • Complete Off With Her Head Part 2 in under 6 minutes.
  • The Beginning of the End ( 20 points )
  • Complete Chapter 1 on Nightmare Difficulty.
  • The End of Daze ( 10 points )
  • Complete Wonderland Chapter 5.
  • The Imaginative Endure ( 50 points )
  • Complete the Game on Normal Difficulty.
  • The Persistent Flourish ( 75 points )
  • Complete the Game on Hard Difficulty.
  • The Strong Survive ( 25 points )
  • Complete the Game on Easy Difficulty.
  • Venting frustration ( 10 points )
  • Spend 7 minutes on steam vents.
  • Weapon Schizo ( 10 points )
  • Hobby Horse to Vorpal Blade to Hobby Horse Combo.
  • Various unlockable dresses

Dresses are unlocked after every Chapter you played.
DressHow to unlock
  • Classic (Regain health when shrunk)
  • Complete Infernal Train (Chapter 6).
  • Misstitched (Shrink Sense duration is doubled)
  • Complete The Dollhouse (Chapter 5).
  • Royal Suit (Health limited to 4 Roses total)
  • Complete Queensland (Chapter 4).
  • Silk Maiden (Enemies drop twice as many Teeth)
  • Complete Oriental Grove (Chapter 3).
  • Siren (Enemies drop twice as many Roses)
  • Complete Deluded Depths (Chapter 2).
  • Steamdress (Breakables drop more Teeth and Roses)
  • Complete Hatter's Domain (Chapter 1).


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  • Anticlimax Boss:
    • The March Hare and the Dormouse, much like the first game, are built up to be early bosses as you search for Hatter's arms and legs, but the only thing of note they do is try to impede your progress in your quest. They both flee after you break their machinery and defeat all the enemies in their area. At the end of the chapter they prepare to fight her inside a Humongous Mecha, but are ejected from it when the Mad Hatter throws a big ol' teapot at it.
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    • The Executioner chases you through the Queen of Hearts' castle and the now-rotting hedge maze, and is completely invincible... that is, until a cutscene kicks in where Alice finds and eats the cake that makes her grow much bigger in size. She simply stomps on the Executioner, who is now so scared he drops his scythe.
    • To be honest, the only realBoss Fight in the game is the final one against the Dollmaker on the Infernal Train.
    • Judging by the level design and concept arts there should be a boss battle at the end of each chapter. They're absent probably due to budget/deadline reasons.
      • Actually it's because symbolism. The March Hare, The Dormouse, and the Executioner are all parts of Alice's mind. They're all set up as if they would be boss battles because Alice thinks she's the problem. But she's not. Bumby is. So he's the only boss fight because he's the only real enemy.
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  • Awesome Art: The game's art direction is the most acclaimed aspect of the game, and for good reason. Every single asset looks lovingly hand-crafted, not to mention the impressive 'moving papers' animated cutscenes.
  • Badass Decay: Last seen as a towering, shrieking 300-foot tall monstrosity spread across Wonderland, the Queen of Hearts is now trapped in her rotting kingdom, physically resembles Alice's older sister Lizzie (Alice's superego according to Mcgee), and besides Caterpillar is among the few helpful people in Wonderland.
  • Bizarro Episode: The Dollhouse initially seems to be this. Unlike the other levels, there are no hints or suggestions of dolls anywhere to foreshadow the theme of the next level, and Alice is abruptly placed there without so much as an entry cutscene. There are also no inhabitants from the original Wonderland to be found, aside from the Cheshire Cat, and the level of disturbing imagery reaches previously unprecedented heights. Of course, it later turns out to be perhaps the most important step in Alice's journey, as it is here that she finally learns the full truth of her family's demise as well as the real-world abuse of the orphans in Dr. Bumby's care.
  • Breather Level:
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    • Cardsbridge, the first level of chapter 4. No enemies, no disturbing imagery, just peaceful jumping puzzles as you wind your way towards a horrible rotting castle inhabited by your worst Wonderland enemy.
    • All of chapter 6, what little there is, is a breather after chapter 5. No enemies, no platforms, no secrets; there's literally nothing at all except the final battle and a few cutscenes to close off the plot.
  • Complete Monster: Dr. Angus Bumby is Alice Liddell's shrink who uses hypnosis to erase Alice's traumatic memories of her family's death. Bumby's motivation is that he is the one who started the fire that burned down her house and killed said family, in an attempt to cover his tracks after raping Alice's sister Lizzie. Nowadays, he makes a profit on the side via pimping the children in his orphanage, who he's brainwashed and broken into Empty Shells. Bumby justifies his actions by acting like Lizzie was simply playing hard to get; claiming that he was providing a service to the community; and thinking that Alice would be better off as a prostitute. In his 'Wonderland' persona, the Dollmaker, Bumby feeds the Insane Children-now turned into dolls-to the Infernal Train, with even the greatest villains of Wonderland terrified of him and his actions.
  • Crossover Ship: Alice/Daniel is pretty popular, due to their similarities (both being British, both mentally scarred etc.)
  • Demonic Spiders: Depends on the difficulty being played on. Once the 3x damage multiplier gets applied on Alice, the various enemies that usually connect hard hits frequently(and dodging from Alice's attacks quite often) will start to look like these.
  • Ensemble Dark Horse: The Carpenter is wildly popular and considered the best character in the game. Even American Mcgee himself said that he's his favorite.
  • Faux Symbolism: Alice prominently wears a necklace of the Greek letter omega. At the bottom of the front of her dress are the alchemical symbols for copper (which is upside down for some reason) and tin. These and other alchemical symbols also show up in the environments. However, there does not appear to be any kind of meaning behind how they are used.
  • 'Funny Aneurysm' Moment: The things the orphanage kids say to Alice during the first London segment come off as innocent, if a little odd, first time round. Then you look back on them with the knowledge of what Dr Bumby is using them for. One notable example is this conversation between two little boys- 'She [Alice] hates being touched' 'Who likes it, then?'. They're being used as prostitutes. You do the math.
  • Game-Breaker: The fully-upgraded Teapot Cannon. Shatters enemy defences with one hit, is able to kill them with another.
  • Goddamned Bats: Quite a few enemies may qualify, but especially the Bolterflies and Ink Wasps if they make contact.
  • Good Bad Bugs: This, which will in about twenty minutes get you an 80G achievement you'd normally have to replay the entire game for.
  • Jerkass Woobie: The March Hare and the Dormouse. Yes they've gone too far, being bad bosses and all, but it's justified revenge in their eyes. Not to mention them being taken down quite easily, it makes them seem ineffective, in a way.
  • Scrappy Mechanic: Pressure pads, specifically when Alice must hold one down with a clockwork bomb then rush somewhere else before the timer runs out. Not so bad when she just has to get to a lift or something. Very irritating when she has to shoot a clock that's so far away most of the time has run out before she even gets there.
    • To find the pig snouts, you need to have VERY good hearing (and that's not counting the invisible pig snouts the game likes to throw at you). If you have a hearing problem, then you're out of luck without a guide.
  • Slow-Paced Beginning: The Foundry, which is only the second area you visit, is easily the dullest area of the game, and one of the longest. This led to many a bad review from people who didn't know it gets better after that.
  • Some Anvils Need to Be Dropped: Children forced into being sex workers. This is a massive problem, especially in third world countries, that doesn't get much attention.
    • Don't let your own issues blind you to reality. Alice saw several red flags (if her scattered memory fragments of him are any indication) that Dr. Bumby didn't have her best interests at heart, but she allowed him to try and erase her memories because forgetting her past was easier than dealing with her pain. She was also so caught up in her own problems that she completely failed to see the abuse that was happening to the other orphans.
  • Uncanny Valley: Not just the Wonderlanders, but if you really find those prostitutes in London attractive, you either have an awful taste in women or a REALLY frustrated Libido.
  • What Do You Mean, It Wasn't Made on Drugs?: Not surprising, considering that the game is a mature parody of Alice's Adventures in Wonderland. On its own though, it has flying pig snouts which requires to be shot with a pepper gun, making them disignate followed by a passageway or basket appearing. One moment in the game which can be really considered a 'drug trip' is the beginning of chapter 5, in which you are treated to disturbing hallucinating images and visions as you walk through an insane asylum.
  • The Woobie: Every. Single. Character in one way or another (although there are a few exceptions, like Pris Witless and Bumby). But special mention goes to the following:
    • Alice, who gots through much more mental (and somewhat psychical) abuse and manipulation than the first game, to the point where she's, without a doubt, the series most sympathetic character.
    • Lizzie, who, after she refuses what he wants ('I'm no toy! He wanted me to do things I didn't want to do.'), gets stalked, harassed ('Once the bounder followed me into the Ladies at Waterloo Station. I had to call the attendant.'), and eventually raped and killed by Bumby.
    • The Oysters, who get eaten and maimed by the Walrus.
    • The White King who you have to kill in order to proceed.
    • The poor tortured, experimented-on Dodos.
    • The Mad Hatter, who admits that all he wanted was for everything to go back to normal before being crushed.