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Alice's Nightmare In Wonderland

Page 17

by Jonathan Green


  “A test of wits!” Turn to 511.

  “A test of strength!” Turn to 30.

  400

  At yet another turn in the path, Alice comes upon the statue of a duck of all things! Which way now?

  North? Turn to 360.

  West? Turn to 390.

  401

  On a shelf in a larder Alice finds a jar labelled ‘Treacle Mine Treacle’, another labelled ‘Yesterday’s Jam’, and next to that ‘Tomorrow’s Jam’. However on the shelf below she also finds bread and cheese and a large walnut cake.

  Finding a clean muslin cloth, she helps herself to enough food to make four meals. Every time she eats a meal she can add 4 Endurance points. (Add the Bread, Cheese and Cake to Alice’s Adventure Sheet.)

  Her combing of the house doesn’t furnish her with any further clues as to the whereabouts of the missing inhabitants, and so she decides it is best she went on her way again.

  Turn to 194.

  402

  The Hatter-Hare-Dormouse-Automaton destroyed, Alice continues on her way deeper into the depths of the Palace.

  It is as she is passing a sturdy iron-bound oak door that she hears a plaintive sobbing. Being a caring child, she calls out, “Who’s there? Are you alright?” and “What’s the matter?”

  But whoever is on the other side of the door appears too distressed to answer. Alice cautiously tries the door but it is locked. However, hanging from a hook nearby is a large iron key.

  If you want Alice to use the key to unlock the door, turn to 421. If you think it best that she not tarry for any reason and hurry on her way, turn to 431.

  403

  Boldly, Alice steps into the pool, but rather than feeling wet she feels as if she is entering a silvery cloud. Then her head goes into a dizzying spin as the world whirls about her.

  Roll two dice, or pick a card from the deck. If you roll 2-4, or the card is a Spade, turn to 454. If you roll 5-7, or the card is a Diamond, turn to 6. If you roll 8-10, or the card is a Club, turn to 427. If you roll 11-12, or the card is a Heart, turn to 446.

  404

  Alice must fight the fire-sparking insects at the same time. However, every time one of them successfully injures her it will cause 3 points of damage rather than the usual 2, due to the increased strength of the insects’ flames.

  COMBAT ENDURANCE

  First SNAP-DRAGON-FLY 7 6

  Second SNAP-DRAGON-FLY 7 6

  If Alice defeats the Snap-dragon-flies, she can continue on her way at last, no longer troubled by the bothersome insects – turn to 146.

  405

  The path ends before an ornate gate, decorated with wrought iron flowers and ivy leaves. The gate is locked, by not one but six separate locks. However, as Alice looks closer she sees that each lock actually has the appearance of a clock.

  There is one on the top left, one on the top right, one on each side, and one at the bottom right of the gate, and another at the bottom left. Each clock has two hands, but the minute hands are locked in place as follows:

  Top Left – half past the hour

  Top Right – quarter to the hour

  Middle Right – on the hour

  Bottom Right – on the hour

  Bottom Left – quarter past the hour

  Middle Left – half past the hour

  Alice soon discovers that the hour hands of the clocks are able to move, apart from the one on the top left which is stuck on 3.

  “I suppose I shall have to set the clocks to the right times in order to open the gate,” Alice says, her brow knitting as she concentrates on the puzzle.

  Take a Logic test. If Alice passes, turn to 415. If not, turn to 435.

  406

  The trouble is Alice is far too short to reach any of the door handles, let alone able to try and turn them to find out if any of the doors are actually unlocked.

  However, it is then that she spots a low curtain that she hasn’t noticed before. The curtain is still taller than she is but pulling it back reveals another door, only fifteen inches high, with a golden lock.

  The tiny door is locked, but if Alice has a Golden Key, she could try it in the golden lock (turn to 425). If not, she will have to try something else (turn to 445).

  407

  The path is almost like a tunnel through the fungal forest, so far do the caps of the gigantic mushrooms spread over the path, their spore-filled gills creating a vaulted roof above Alice’s head. And then the proliferation of fungi parts and the child enters a clearing.

  Four different paths lead off from the clearing. The first is lined by puffballs, the second passes beside a mass of over-sized yellow-orange fungi, the entrance to the third is marked by a tree-sized toadstool, and the fourth vanishes into mist among the mushrooms.

  Which path should Alice follow now?

  The puffball pathway? Turn to 427.

  The fungal footpath? Turn to 478.

  The toadstool trail? Turn to 81.

  The route leading into the mist? Turn to 285.

  408

  Alice is just about to leave the Jubjub Bird’s crag-top eyrie, when she spots something lying in the bottom of the nest. Moving aside some of the moss and feathers, whilst being careful not to touch any of the manky bones, Alice finds a rucksack. Inside are some dry biscuits and a wedge of strong-smelling hard cheese. (There is enough food for two snacks, each of which will add 4 Endurance points.)

  Deciding that she has risked spending enough time here already, Alice begins her descent of the cliff-face. Reaching the bottom without further mishap, the child begins to make her way back down through the crags, towards the treeline, watching out for any loose stones that might send her tumbling down the side of the peak, or uneven rocks that might have her going over on her ankle.

  Eventually, her descent is done and Alice finds herself re-entering the tulgey wood, although now she can see the battlements of the ruined fortress over the tops of the unhealthy-looking trees.

  Turn to 512.

  409

  “How many different ways of measuring the time are there?” Alice wonders. “The Egyptians had their water clocks, for many years people had nothing more than the humble hourglass, and now there are great Grandfather clocks, with their swinging pendulum weights, and pocket watches with the most intricate escapements.”

  She looks at the sundial again. “I suppose if I could work out the answer to the riddle I should spell it out by turning the gnomon to line up with each letter in turn, until I have spelt out the whole word.”

  Can you help Alice solve the riddle of the sundial? If so, turn each of the letters in the answer into a number using the code A=1, B=2… Z=26, add the numbers together and then turn to the paragraph with the same number. (If the paragraph makes no sense, you have failed to answer the riddle correctly and will have to return here.)

  If you are unable to answer the riddle, Alice has no choice but to continue on her way (turn to 31).

  410

  The path Alice is following turns sharply by ninety degrees once again. Should she head north (turn to 390) or go east (turn to 127).

  411

  Alice considers that she might have something that she could use to defend herself against the strange creatures in the pocket of her dress, but what exactly?

  Some Slug Pellets? Turn to 438.

  Mr Bloom’s Patent Plant Provender? Turn to 449.

  If Alice possesses neither of these items, she will have to try a different approach (turn to 275).

  412

  “You are old, Father William,” Alice begins,

  “And your hair has become very white;

  And yet you incessantly stand on your head –

  Do you think, at your age, it is right?”

  “In my youth,” Father William replies to the child,

  “I feared it might injure the brain;

  But, now that I’m perfectly sure I have none,

  Why, I do it again and again.”

  Alice considers the old man’s
words of wisdom but cannot fault such logic. (Add 1 to Alice’s Logic score.)

  And now the curious old man is standing there balancing a writhing eel on the end of his nose.

  “You are old,” says the child, “one would hardly suppose

  That your eye was as steady as ever;

  Yet you balanced an eel on the end of your nose —

  What made you so awfully clever?”

  “I have answered your question, and that is enough,”

  Says the old man; “don’t give yourself airs!

  Do you think I can listen all day to such stuff?

  Be off, or I’ll kick you down stairs!”

  With that, the mists return until Alice can barely see her hand in front of her face. And then she opens her eyes…

  Turn to 357.

  413

  The path Alice is following gives way to lush grass and she enters a Rose Garden, within the confines of the maze. If Alice has been here before, turn to 423; if not, turn to 252.

  414

  Looking at the Walrus, lying there dead upon the beach, nothing more than food for the crabs now, Alice considers that one of the animal’s tusks would make a handy weapon indeed.

  If you want Alice to arm herself in this way, record the Walrus Tusk on Alice’s Adventure Sheet, and whenever she is involved in combat any hit she delivers using the elongated ivory tooth will cause 3 Endurance points of damage, rather than 2.

  Leaving the sandy bay, Alice considers which way to go now.

  If she hasn’t already done so could make her way across the beach to explore the rocky cove (turn to 138), otherwise it’s time for her to head inland (turn to 312).

  415

  “I’m going to have to be clock-wise about this,” Alice says.

  If you can solve the puzzle, turn to the number that is the same as the total you reach when you add up all of the numbers that the hour hands should be pointing to. If not (or if the paragraph you turn to doesn’t make any sense, meaning you have got the answer wrong), turn to 455.

  416

  There are always a couple of hairpins and a nail file lying forgotten in the pocket of Alice’s dress and she puts these to good use now, unfolding the pins to create a useable set of lock-picks.

  Poking them into the lock, Alice starts to manipulate her improvised tools in an attempt to manoeuvre the moving parts of the lock to let herself out.

  Take a Logic test and an Agility test. If Alice passes both these tests, turn to 436, but if she fails either of them, turn to 426.

  417

  “My, how realistic you are,” says Alice, addressing the Wyvern. “I’m only glad you can’t actually breathe fire, considering you’re really nothing more than a trimmed tree.”

  Barely are the words out of her mouth than the Wyvern opens its gaping jaws and a torrent of flame issues forth. Throwing up her hands to protect her face, the startled child dives for the relative safety of the ground, although she does suffer some burns to her arms. (Lose 4 Endurance points.)

  However, the Lion and the Unicorn do not get off so lightly. Their foliage and wooden stems catch light and the flames quickly consume them. The Wyvern shares their fate, as it manages to set itself ablaze with its fiery breath.

  The topiary now nothing more than burnt sticks of charcoal lying on the ground, if she is able to, Alice picks herself up and continues on her way.

  Turn to 146.

  418

  “Beware the Jabberwock, my girl! The jaws that bite, the claws that catch!” the Alice-Jabberwock laughs. “Tea time!”

  The monster’s child-like voice becomes a rumbling, deep-throated roar. Raising the Vorpal Sword one last time, Alice readies herself for her ultimate battle. (The Jabberwock has the initiative. Also, the Vorpal Sword will only cause 3 Endurance points of damage to the monster’s iron-hard scales, rather than the usual 4.)

  JABBERWOCK COMBAT 12 ENDURANCE 21

  If Alice somehow manages to slay the Jabberwock, turn to 520.

  419

  “Beware the Jabberwock, my son! The jaws that bite, the claws that catch!” Alice chants. “Beware the Jubjub bird, and shun the frumious Bandersnatch!”

  The blood-curdling howl Alice first heard within the tulgey wood comes again, only it sounds much closer now. Alice can’t help but give a cry of fear, whilst the Jubjub bird takes off in a panic, considering it safer to be in the air than remain on the ground and face whatever it is that is coming this way.

  Turn to 408.

  420

  The path turns again and Alice comes upon the statue of a kitten. “She looks just like my dear Dinah,” Alice remarks, sniffing back her tears. Do you want Alice to go north (turn to 127) or west (turn to 430).

  421

  Unlocking the door, Alice eases open the iron-banded oak door, and peers into the darkened cell that lies on the other side.

  Lying upon a bed of rotten straw, its head resting on one outstretched leg, is a curious beast that is half-eagle and half-lion. Startled by the sudden shaft of light that is cast through the open door, the Gryphon lifts its head from its leg and blinks myopically at the child.

  “Alice?” it says in astonishment. “Is that really you?”

  “Yes, I’m Alice,” says Alice.

  “But what brings you back to Wonderland?” asks the mythical beast.

  “I’m not really sure, other than everyone keeps telling me I have to kill the Queen. Was it her who imprisoned you here?”

  “It was,” replies the Gryphon, hanging its head in shame. “I think she intended to send me to see the Carpenter.”

  “The Carpenter?”

  “It’s best you don’t ask.”

  And then an idea strikes Alice like a thunderbolt. “You could help me, a big strong beast like you.”

  “I can’t thank you enough, young lady, for freeing me from my incarceration,” states the Gryphon, “but I can’t stay here a moment longer. I couldn’t bear to be captured again!”

  And with that the Gryphon takes off, back the way Alice has just come, half-flying and half-leaping down the corridor.

  But the Gryphon has left something behind on the floor at Alice’s feet. It is a shimmering golden feather. Picking it up, marvelling at the way it shines in the light of the torches that line the passageway, Alice puts it in her pocket for safekeeping.

  Add the Gryphon’s Golden Feather to Alice’s Adventure Sheet, and turn to 431.

  422

  The climb is harder, and takes Alice longer, than she had anticipated, but finally she reaches the ledge upon which rests the ramshackle nest. It is even bigger up close than it appeared when she was standing at the bottom of the cliff-face.

  It is much easier for Alice to climb into the nest, using the branches from which it has been randomly constructed to aid her. The interior is lined with feathery down, which looks like is comes from a very large bird indeed, and swags of moss. However, there are no eggs in the nest, only the bones of whatever its inhabitant last ate.

  Alice starts, as a discordant cry echoes over the island’s peak and she turns in time to see the nest’s owner returning.

  The bird is massive beyond all measure – “Like something out of the Arabian Nights!” exclaims Alice. As the bird swoops down to land, its terrible tearing talons raised ready to strike, Alice finds herself in fear of her life once again.

  If you want Alice to use The Pen is Mightier ability, and she still can, turn to 419. If not, turn to 451.

  423

  The gardeners are gone, their rose bushes left untended. Perhaps choosing a way Alice hasn’t been before, will you send her off east into the maze (turn to 490) or west (turn to 272)?

  424

  Alice does her best to dodge the flying frying-pan but isn’t quite quick enough; the handle delivers her a glancing blow to the temple.

  Lose 2 Endurance points and decrease both Alice’s Combat and Logic scores by 1 point.

  Now turn to 384.

  425

  The k
ey fits the lock perfectly; the tumblers turn and the door opens. Beyond it lies a passage, and beyond that the loveliest garden Alice has ever seen, with well-tended lawns, beds of bright flowers, and cool, sparkling fountains.

  If you think Alice should make her way down the passage into the garden, turn to 136. If you think she should look inside the little glass box first, turn to 260.

  426

  Unable to pick the lock, Alice is forced to give up when one of the bent hair clips snaps and the nail file becomes wedged in the lock.

  Unable to escape, Alice makes herself comfortable, as best she can, in the corner of the cell and waits. And waits. And waits. But no one comes, no matter how much she howls, or screams, or begs. She is simply left there, forgotten, a prisoner of her own mind, while, back in the waking world, her physical form is usurped by another, who brings mayhem and madness wherever she goes…

  Alice’s adventure in Wonderland is over, but the true Nightmare is only just beginning.

  THE END

  427

  As Alice makes her way along the pathway the puffballs begin to encroach upon the trail until Alice is afraid that she might accidentally cause one of them to release its spores as she eases her way past.

  Take an Agility test. If Alice passes, turn to 437. If she fails, turn to 448.

 

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