|11-05-2011, 08:52 PM||#1|
This guide is part of the x360a.org website and should not be used, distributed or copied in any way without written permission.
The other locations guide isn't fully finished and it's hard to understand a lot of what it's saying, which actually got me missing quite a few collectables. I originally planned on finishing my collectable guide and then posting it and then spending a while looking around for the collectables I've missed myself, but I thought why not get some helpful x360a members to look for me while I finish the rest of the guide and as there's no way to really show what ones I've missed without showing you the ones I've collected so far I humbly present my collectable guide.
Vale of Tears
1. Upon entering Wonderland for the first time, you’ll have a small discussion with the Cheshire cat who tells you Wonderland isn’t as it seems. After the discussion, run up the hill and you’ll find the memory right before the start of the river.
“You’re part frog, Alice, I swear. You jump so well!” – Elizabeth Liddell
2. After you jump across some domino platforms and learn how to twirl, you’ll see a creature that looks like a child who will disappear if you get close. Behind that child are some ledges and the second memory.
“If you leap from that table again, Alice, I’ll expire. You’re 2 times too reckless, my girl.” – Mrs.Liddell
3. When you collect the second memory and continue to the bottom of the ledges, you’ll have to jump from mushroom to mushroom to get to a point where you have to use another mushroom that gives you an increased boost into the air. The next memory is right beside the mushroom after that.
“Amanita muscaria, Alice, is merely a stinky toadstool. A spongy consistency, but poisonous.” – Arthur Liddell
4. You’ll get this memory after chatting to the Cheshire cat about the benefits of the shrink potion. Upon drinking it, you’ll be directed to a key-hole like entrance and beside that entrance is the next memory.
“Look how small she’s become; she’s barely there. A vixen in her hidey-hole.” – Dr.Wilson
5. Continue through the game until you enter the room with your first blue mushroom. If you look at the image below, you’ll see it’s hidden behind one of the rocks opposite the blue mushroom.
“I’ll never have more fun alone than when I rode the big slide in Hyde Park. Papa will take you soon, Alice.” – Elizabeth Liddell
Slug With A Shell
6. Voila! This memory is in the river of blood after you gain the vorpal blade. The Cheshire cat will give you a discussion and tell you that whether you want to look for a fight or not, one is looking for you. It’s in the pool of blood to the left after the pile of bones and Cheshire cat disappears.
“Flight or fight indicates a permanent choice, but flight often means putting off the fight to another day. Choose your battles wisely, Alice.” – Dr.Wilson
7. You’ll soon have to fight your first enemies of the game, the insidious ruin, which are very terrifying little fellows. Upon defeating them, you’ll see a cut-scene that will direct you to a now unlocked path under a tree. Venture on through and you’ll see a spring-board mushroom to your left and the memory to your right.
“A flower’s purpose is simple and immutable. Human purpose is fickle because it is a slave to memory. Memories must be strictly managed, Alice. Unproductive ones must be eliminated.” – Angus Bumby
8. This bottle will be right after you learn how to float and extended float. You’ll have to use your float once to reach a ledge, but then use your float and extended float to reach another ledge. On that ledge, you should see a ramp and the golden bottle like in the image below.
9. You should be able to see this silver bottle from the golden bottle. It should be on your very left after you clear the next gasp to the next ledge. You’ll easily be able to see it before you extended float over.
10. Your first pig snout! Luckily, the game actually plays a cut-scene and shows you the first snout whether you want it or not. The cut-scene starts playing after you defeat your second enemy - the bolterfly – and head up the hill to progress.
11. Return to the kitchen and get told to bugger off by Duchess. Break the basket to receive some golden goodies and open up the small door to progress. Once you venture through there, you should see the snout floating in between the ledges.
12. This snout is on the ledge right to the right. Fight off some insidious ruins and venture along the path until you can see some snail shells. Above those snail shells and hidden behind some hanging plants is the snout. Pepper-spray it to unlock some domino platforms.
13. This bottle is actually rather tricky to find. Jump down from the ledge to essentially under the snout. Continue forward and shrink yourself so that you have a better perspective of the world. To the right of those rainbow coloured shells is the illusion of a rock which – if you shrink yourself – you will be able to see is actually a small door. Continue to remain small and continue through the door until you reach the bottle.
14. To the left of the first snout of this area you should be able to see a character in a very large snowglobe and right beside it is the memory. To get to that snowglobe, you first need to shoot the two snouts in the area to reveal the domino platforms. Hop across them to get the memory.
“Finish your soup, girls. Bovine juveniles gave their all for it.” – Nan Sharpe
15. This memory will be easily seen at the lava geysers. What you need to do to get it is continue along the path and use the mushrooms to hop over the geysers, then when you get the option to escape the lava geysers, take a right and hop over a lava geyser to reach a spring-board mushroom and another lava geyser. Use the spring-board mushroom and triple-extended float to reach the memory.
“The railway running through Wonderland sounds charming but inefficient. ‘Noise and smoke’ like ‘snips and snails’, perhaps. Best to forget that train. A mock turtle as conducter? Oh no, I don’t think that will do at all.” – Angus Bumby
16. This bottle will be after a long battle between you and some insidious ruin and bolterflies. You’ll be given the chance to upgrade your weapons for teeth and then you should see a cut-scene where a train carriage falls off a cliff. To the left of you after you first enter the area; you should see a ledge and a spring-board mushroom beside it. Use the spring-board mushroom to reach this bottle.
17. This bottle can be found soon after you fight your third enemy, the madcaps. After you defeat them, use the spring-board mushroom and continue onward until the game instructs you to use your shrink mode to see where the violets grow. Don’t cross the chasm yet because there is a rock-illusion that can be travelled through if you use your shrink mode and through that keyhole entrance is the next bottle.
18. The next memory is really simple to find. As soon as you use your shrink mode to see the secret walkway, the memory will be at the end of said walkway.
“It could have happened that way, Alice. You remember poor Mr.Kook? Died, didn’t he? Dr.Wilson rejects spontaneous combustion. But I trust Mr.Dickens.” – Prit Witless
Last edited by Purge; 11-05-2011 at 09:09 PM.
|11-05-2011, 08:52 PM||#2|
19. Immediately after finding the previous memory, turn around the corner and the snout should be flying about to the left, in front of some teapots.
20. Call the horn, take the cab across the chasm to the realm of the mad-hatter and you should chat to the Cheshire cat on the way there. You’ll crash through a wall and should notice that you are wearing a new outfit and there’s a steam vent straight ahead of you. The game will give you an instruction on how to use them. After using your first vent, instead of heading right to progress with the story, take a left and you should see the memory.
“Lizzie, remember when a burst of steam lifted your dress up around your neck? Just outside Harrods it was. Fortunate your undergarments had just been landered.” – Mrs.Liddell
21. This one is actually rather tricky. After you turn the valve, float over to the air vent to reach the landing. Instead of using the next air vent shrink yourself down to see some invisible platforms that are moving horizontally. Hop across all three and then jump to the visible platform. From here, you should be able to see a bottle and a snout, but you can’t reach the bottle yet.
22. After shooting the snout, a new air vent will be revealed that you can use to float over to the bottle.
23. Go back to the original valve and continue on with your journey until you enter a hole in the wall. Don’t touch the levers yet! Head left and use your shrink mode, behind two boxes and a teacup is a keyhole with the bottle inside.
24. This memory is a bit after the previous bottle. Keep playing until you get into a large fight with shielded madcaps. After the second shielded madcap battle (which is immediately after the first one) you should continue through the next unlocked section. Float on down to the purple flower and use your shrink mode to see some hidden platforms. Jump across them, walk across the hidden walkway and enter the hole in the wall. The memory is around the circular piece of wall.
“My heart is open, Alice. Never closed, never locked. It needs no key.” – Lizzie Liddell
25. The snout is in front of the memory. Instead of it flying though, it’ll be on a wooden plaque.
26. This memory can be found after you pick up the last snout. From there, jump on to the floating cog, to the air vent, to the next floating cog and to the next air vent. From there, instead of progressing, head to the left and jump down towards the hole in the wall. At the end of this hallway is the next memory.
“Bricks are rocks, Alice. A brick house, like Gibralter, is impervious to fire, weather and the indecencies’ of Barbary macaques, should the need arise.” – Arthur Liddell
27. Continue over the air vents and the floating cog platforms until you find yet another hole in the wall. You’ll probably hear a snorting sound, which means there’s a snout nearby. Once you get over to the hole in the wall, turn around 180% and it should be on the wall of the platform you just jumped from.
28. After shooting the previous snout, a new air vent should pop up to your left. Use it to reach the higher platform and the bottle will be there beside some boxes.
29. As soon as you enter this hall in the wall enter shrink mode to reveal a hidden keyhole on your left. Venture through the door to find a memory.
“I know you hear me, you contrary child. Use the bed pan! And let go of that wretched rabbit!” – Pris Witless
30. Continue from the entrance to this area and where you originally were before you entered shrink mode and travelled through the door. Continue through the game and you should have to float over a large gap. After doing so, turn 180 degrees to see a floating snout.
31. After shooting the snout, a new air vent should appear. Simply float over and use the air vent to reach a ledge with a keyhole. Venture on through to find the next memory.
“Alice was often alone; an interior and lonesome child, I suspect. Her sister, though loving and much loved, was too old to be a playmate.” – Dr.Wilson
32. This one is pretty far after the previous memory. You’ll need to keep playing until you reach a huge un-opened door on your right with an eerie red glow shining from underneath it. This door can be found after your fights with the eyepots, after you have a discussion with the Cheshire cat and it’s right after you jump from platform to platform to avoid the hot liquid pouring down from above. When you get to the door, use shrink mode and head to the right. If you continue to use shrink mode, you’ll see that there are a lot of hidden platforms moving about. Just jump from platform to platform and you’ll be able to reach the bottle at the top.
33. After unlocking the Clockwork Bomb weapon, you’ll have to use it to blow up two doors and get to the lost and found area. Walk down the hill and ignore hopping on those cogs and then take your first left towards some boxes and teacups. Destroy them to reveal a keyhole hidden behind them. Simply shrink yourself and run through the door to unlock the memory.
“We’ll all roast in our beds, Alice, for the sake of your father’s unnatural devotion to printed paper. This horde of flammables wants only a malignant spark, and poof… Our flesh and blood is smoke and ash.” – Mrs.Liddell
34. This memory is unlocked automatically after you walk through this door.
“Our lovely library was a fire trap. A conflagration waiting to happen!” – Alice Liddell
35. This bottle can be found right after you have a discussion with the Mad Hatter. To the right and left of you will be destroyable barricades/walls that you can blow up with the clockwork bomb. If you are facing the Mad Hatter, it will be to your right beside a pressure pad.
36. When you reach the top of the elevator and fight off your first menacing ruin, you’ll be shown a cut-scene where two clocks appear. You’ll notice that the first clock has the flying snout beside it. It’s to your right as soon as you leave the elevator.
37. After you find the snout, a floating cog platform will appear as well as the next memory with it. Simply extended float over to get it.
“It’s been years now, Alice; time to put away childish things.” – Dr.Wilson
Smelting And Regurgitating
38. After defeating the eyebots and the insidious ruin, look to your left and you’ll see a molten geyser and the bottle on a platform. Simply time your jump to reach it.
39. The next memory is actually on the otherside of the room from you. Instead of taking a left to reach the bottle, take a right and you’ll find the memory.
“With gas laid on, Alice, we’ll go to Brighton on what we save on beewax candles and oil.” – Arthur Liddell
40. After you freeze all the lava, jump off the original platform and look below it. Underneath the centre of the platform, you’ll find a snout on a plaque.
41. As soon as you shoot the snout, a bottle will fall beneath it.
Last edited by Purge; 11-06-2011 at 07:20 PM.
|11-05-2011, 08:53 PM||#3|
42. From the original platform, use the air-vent beside one of the hanging pots to reach the memory. It’s on the north-west pot from the door. I’ve been told that’s the easiest way or from the other pot, but both of those methods were unsuccessful for me. Maybe I was doing something wrong, but instead, I went back to the valve and used triple-extended float to navigate around the pipes and reach the memory.
“Remember, Alice. Don’t curse the darkness or the cold when you’re in the library at night.” – Arthur Liddell
43. After a small discussion with the Cheshire cat, you’ll have to shoot the clocks to activate air vents that you can use to reach a higher area. After your second are vent, run straight ahead to the destroyable barricade/wall and use a clockwork bomb on it. Run through to the end of the room and you’ll see the snout outside the window.
44. Once you reach a region outside again, you’ll be put up against some madcaps and eyepots. Instead of heading straight on, take a right on to another giant cog to get the bottle. It’s snuggled in between some boxes and teapots.
45. This bottle can be found after you freeze the lava floor that the Dormouse is trying to kill you with. At one point when trying to freeze the floor, you had to shoot a clock to get some platforms to rise out of the lava and lava will drop down on them after they have risen. When you freeze the floor, return to that place and venture through the keyhole to get the bottle.
46. After reuniting with the Mad Hatter and giving him his arms back, you’ll have to redo the method to use the lift and get back outside. This time, shoot the other clock and take that teacup to a new part of the Mad Hatters realm. Continue your journey until you see a compressor and a clock behind it. Shoot the clock to unlock a platform and enter your first room. As soon as you enter the room, the memory will be behind some boxes.
Last edited by Purge; 11-06-2011 at 07:22 PM.
|11-05-2011, 08:56 PM||#8|
This will be my final reserve. I'm clocked at 55k characters (not inc. image links etc.) and I'm hoping I can get the rest done in the final 25k character reserve I have. The last unfinished collectable guide clocked in at 20 reserves so I'm trying to cut it down.
|12-01-2011, 12:26 PM||#9|
Moderator and Guide Staff
This looks awesome, it's exactly how I do my collectible guides (depends on game). Glad the template I sent you is working well.
Is this finished or are you still working on it? Been about a month. I do that sometimes too, work on it a whole bunch then stop for a while. It's okay if this is the case.
Last edited by Tyger7; 12-01-2011 at 12:28 PM.
|01-06-2012, 10:05 PM||#10|
Join Date: May 2009
Location: Belgium, Europe
Today's date : January 6th 2012
Collectible Guide : Been very helpful so far but remains UNFINISHED!
Results so far using this guide (only Chapter 1) :
- Snouts Peppered : 11/14
- Memories Recovered : 21/26
- Badula Rooms Completed : 0/0
- Bottles Collected : 14/18
Too bad... the collectible guide looked promising
To other games : use this other thread instead