Америкэн Макги: Алиса чит-файл №3

Chapter 1: Village of the Doomed

Alice starts the game in the Village of the Damned, where the inhabitants
redefine "downtrodden". This chapter serves as a nice easy introduction to the
game, and sets up the story. You must find the Troll Elder and ask him for his
help.

Level 1: Dementia

This is an extremely straight-forward level that gets you used to controling our
heroine and mastering a few of her basic moves. You'll find next to no danger
here, but a careless step or complete incompetence in battle could get you
killed, I suppose.

Simply follow the cave, walkways, and planks, talking to the trolls as you go.
You'll pick up a Vorpal Blade, then see the White Rabbit shrink down and go
through his door. You'll have to find a way to make yourself small to follow
him.

Near where the White Rabbit went through the door, you'll fight a Card Guard.




Keep following the cave until you come to an area with several planks running up
and down. Climb up the ledge to your left, then up the ramp and talk to the
Troll. Follow the plank to your left again, and notice where the Cheshire Cat is
perched when he appears. Jump down to that ledge and exit the level.

Level 2: Pandemonium

The beginning of this level will test your skill with climbing and swinging from
ropes. Jump onto the nearest rope, then swing back and forth until you can jump
to the opposite ledge. Run down and talk to the Village Elder. He'll tell you
that you must retrieve some items for him before he'll help you.


Proceed through the mine entrance near the Elder, and take a ride on the mine
cart. Once done, kill the CG and grab the Playing Cards. Go through the door to
your right and clear out the guard compound. Grab the key from the table, then
climb the nearby stairs and go through the portal.

This will open another portal in the area, but will also force you to defeat
several more CG's. Make your way to the second portal and go through. The Elder
will take you to your next destination. You will have to use the key to free the
Elder's companions.


Chapter 2: Fortress of Doors

With a little help from the Troll Elder, Alice is off on the next leg of her
journey. In order to follow the Rabbit, you'll need to become very small. The
Elder can help, but he'll need your help in finding the recipe for a special
potion, then gathering the ingredients. All of these can be found in the
Fortress
of Doors and the Skool House, but it won't be easy.

Level 3: Fortress of Doors

Go through the door straight ahead and to your right at the beginning of this
level. Ignore the Card Guards overhead now, and proceed to the gate in the wall
to the right.




In the next room, kill the Boojums and watch out for the floor when it splits
asunder. Jump to the opposite side, then climb the stairs and run across the
see-
saw piece of floor floating between the two balconies. Balance the piece by
standing on the far end to make it tilt, then run to the other end while it's
high in the air and jump to the other side.

Level 4: Beyond the Wall




Walk forward into the maze of columns, killing any Card Guards's that appear.
You
can grab the Rage Box from the pedestal if you like, as it will make things much
easier. Once done, find the door at the back of the maze




Going through the doors will bring you to a checkerboard area where a great
tempest swirls around you and sections of the floor flip in and out of place.
Time your movements across the floor sections to get to the other side.

Note the short cut-scene where the three doors close, each one playing a note.
Note the notes (heh...) and the order in which they are played --Low, high,
medium.




This corresponds to a puzzle in the next room. There is one lever on the upper
floor of this area, and three in the lower. Pulling one of the trio of levers
will produce a note. The trick is to pull the three downstairs levers so that
they reproduce the tunes you hear when the three doors are locked. Pulling the
lever on the upper floor resets the puzzle.

The correct order is: right, left, middle (or, low, high, medium tones).

Once done, cross the chasm by walking across the flipping tiles, and kill the
Card Guards's on the other side. Go through the portal.




In the next room, floor pieces rearrange themselves, then move up and down. Kill
all enemies in this area, then climb the moving floor pieces to the exit above.
While you're at it, though, turn around and check out the mural above the portal
you entered through. It's a chilling foreshadowing of events to come.




The next room contains three doors that periodically shuffle themselves around.
Defeat the enemies in the area. If you fall into the pit below, ride one of the
bobbing pillars up. Once done, watch for the door that is green go through it.

Level 5: Return to the Fortress of Doors.




You'll now be on the top of the Fortress's outer wall. Kill any enemies, then
run
around to the opposite part of the wall. Jump from he wall to the open door in
the Skool House.

Level 6: Skool Daze




Go through the doors, ignoring any Insane Children you come across. Clear the
entryway of enemies, then grab the Croquet Mallet. Once done, go through the
double doors to the left of the fireplace and meet with the Troll Elder again.
He'll explain that you need to retrieve the Book of Bizarre Things from the
library so that he can look up the recipe for making you small.




Once done talking to him, clear out the Card Guards's, then proceed to the
library, which on the second level of the entryway. The trick here is to find
the
four glowing blue books and touch them. Each one you touch will fly away and
form
a segment of a bridge leading to the Book of Bizarre Things. Find all the blue
books, then reach the magical tome at the top of the library. You will have to
fight many foes along the way.

Once you get the book, go back to the library floor to get the recipe and exit
the level.

Level 7: Skool's Out




In this next level, you get your first chance to pick up the Demon Dice. Find
the
exit to your left. This will take you to a room where the Dice hare sitting on a
segment of floor hovering in space. Grab it, but be ready for a fight with
Boojums that will be very difficult. Their scream will likely knock you off the
edge, so be ready.

Once done, go through the door marked "1st Grayd" on the lowermost level. Make
your way to the gymnasium, then pull the lever in the alcove. Once the bleachers
are out, use them to climb the rafters and meet with the Troll Elder. When you
are attacked by Boojums, grab the Rage Box and clear them out. It's then time to
catch up with the Elder again.




Go back out into the entryway and climb the stairs to the second level. Go
through the door marked "2nd Grayd". Help the Elder out, then get the scoop on
the recipe. You now must go and get some Poppy Blooms to finish the potion. Grab
the flask from the cupboard and head out.

To get to the "Third Grayd" where the Poppy Blooms wait, go through one of the
side doors outside the lab. This will teleport you up to the next level. Go
through the 3rd Grayd door and clear out the enemies. Grab the Lolly Pop and
return to the laboratory so that the Elder can finish the potion.

You will now be ready to follow the White Rabbit's trail, but you must take a
short-cut through the Observatory (which was previously inaccessible). The Elder
will give you a gold star that will unlock the room, so grab it AND the "drink
me" potion sitting on the table. Doing so will open a portal that will exit the
level

Level 8: More Skool Daze

At the start of this level, you will return to the Skool entryway. Return to the
library via the second-story doorway, fight off any enemies you encounter, then
find the entrance to the Observatory on the third floor. Enter and use the Gold
Star to ride the elevator up.

Once in the Observatory, clear out any enemies, then walk up to the telescope on
the balcony. Alice will drink the potion and jump through the tiny portal to
enter the next area.


Chapter 3: Vale of Tears

Now that you're itty-bitty, you're free to pursue the White Rabbit and find out
what's going on in Wonderland. The Rabbit has a head start on you, though, and
catching up with him will be difficult. These woods are full of dangers, and the
Vale is still filled with the river of tears from your last visit.

Level 9: Pool of Tears




The Army Ants way up on the cliff will start off by blocking your pursuit of the
White Rabbit. Climb up the cliff side, avoiding the boulders as you go, until
you
get to the top and teach them a lesson. (Note that there is a large Sanity Shard
hidden behind the waterfall on the second tier of cliffs.)




Follow the river upstream until you encounter the Mock Turtle. He'll agree to
help you find the Rabbit in exchange for a favor. Seems the Duchess has stolen
his shell, and he wants it back.

You must now ride the river downstream, using the falling leaves as rafts. There
are many tricks along the way, such as jumping over branches, surviving
waterfalls, and avoiding enemies. Do your best not to fall in the water, lest
you
be snark-bait. If you do fall in, get out immediately and wait for the next leaf
to come by.




After you drop down the waterfall, take out the Ants, then skip across the lily
pads to the next leaf. Make your way downstream, then jump off to the bank on
the
right just before going over the waterfall. Drop down to the ground below and on
to the next leaf.

Again, go down the river, and again avoid going over the waterfall just past
where you see the Mock Turtle disembark (going over the falls is fatal). Climb
up
the ledge to the left of the falls and follow the Turtle. Once again, jump on
the
leaf raft and follow him down the river. This time when you come to a waterfall,
the level will change.

Level 10: Hollow Hideaway

Follow the riverbank until you come to a pond with a few lily pads. Jump across
them to the tree root, then to the other bank. Follow this bank around until you
can jump on a leaf. Ride it down the pond a little bit until it drops you off on
the other side. Run along the bank and clear the area of enemies.




There is a Killer Mushroom here guarding a large Sanity Shard. Don' try to get
the shard until the area is cleared of Ants and Blood Roses. Otherwise you might
have more than you can handle.

Follow the path until you come to a Blood Rose guarding a large Sanity Shard.
Defeat it, then look down the slope to the right for another leaf raft. Board it




Ride the leaf until you see the Duchess's card hose on your right. Defeat the
guards, then talk to Bill McGille.

Level 11: Just Desserts




This level is basically one big fight with the Duchess. Once you grab the
Jackbomb from the table in her kitchen, she'll appear and try to eat you.

The Duchess is annoying, since she can turn to a cloud of pepper and evade most
of your ranged attacks, and going toe-to-toe with her is a bad idea. The best
way
to deal with the Duchess is to use the Jackbomb. Run away from her, and drop the
bomb at your own feet, and keep running. She'll run straight into it. If you get
low on health, grab any of the Sanity Shards that you can find on your
opponent's
shelves.

Once she's dead, Bill and the Mock Turtle will join you, and the Turtle will
reward you.

Level 12: Wholly Morel Ground


This whole level is pretty straight-forward, if difficult at times. In order to
avoid drowning, stay close to the Mock Turtle's bubble trail. The bubbles
provide
you with air.

The only things to watch out for here are Snarks, which can be nasty if you
ignore them. If you take a moment to fight them off, be careful of losing the
Mock Turtle, though, for if you stray far from his bubble trail you're doomed.

Other dangers include clams that can trap you and bubble jets that can push you
into sharp spikes. Be wary of both.

Once you reach the end of the level, the Mock Turtle makes you an "honorary
reptile" and gives you the magic of his shell. The shell will enable you to stay
underwater for longer without drowning.


Chapter 4: Wonderland Woods

The Rabbit is now at your side, or soon will be, and it's time to find out why
things have gone so badly as of late. The Caterpillar is the wisest creature in
Wonderland, and he has the answers you need to know. Finding him isn't going to
be easy, though. You're not out of the woods yet (pardon the pun).

Level 13: Dry Landing

You must now continue your quest for the Caterpillar, who is the only one who
might be able to help you track down the White Rabbit. Follow the path to your
right until you come to a pond.




Jump onto the lily pad, then across to the next, then up the rope. Run around
the
path behind the waterfall until you come to a ledge guarded by a Blood Rose.
Climb up the ledge to your left, then use the glowing mushroom to bounce up to
the hanging rope. Climb it up, then jump onto the ledge overhead where the White
Rabbit awaits.

Follow Rabbit down the cliff side ahead of you. Go from the fungus growing out
of
the tree's side to the rope, then to the ledge guarded by the Army Ant. From
there, follow the path.




You will eventually come to a great pit with several glowing mushroom caps
below.
Drop down onto the ledge. then use the mushrooms to bounce to the other cliff
side. From there, climb up the next rope and use some more mushroom caps to
bounce up inside the dead tree.

Follow the path until you come to a narrow bridge in front of a Blood Rose. The
bridge will collapse, forcing you to use the bouncing mushrooms once again to
get
to the other side. Ignore the Jackbomb next to the Killer Mushroom, and instead
follow the path to the right.




You will come to more ropes hanging in front of the giant tree. Jump to the
rope,
then to the fungus growing out of the tree. From there, jump to the next vine
and
climb it up to the ledge overhead (watch out for enemies above, though).

Follow the riverbank until you come to a path leading out of this level and into
the next.

Level 14: Herbaceous Border




This level starts out with the White Rabbit meeting an unfortunate end at the
hands (or rather, foot) of a mysterious foe. Once you're done grieving, speed
through the clearing and drop down the hole on the other side.




Go down the tunnel until you come to a pair of geysers spitting out jets of hot
air. Clear the level above of any enemies, then ride the jets up to the tunnel
above.




When the path splits, go to the left. When the bridge crumbles, jump to the
bouncing mushroom to the lower left and ride up to the ledge above. Follow the
bridgeways and tunnels out. You'll come to an area where you have to ride
several
more air jets across a large chasm. Ride the jet up until you can jump to the
rope. Go from that rope to the next, then climb up it to the ledge overhead.

Jump over to where the cards are, then run up the tunnel to exit the tunnels.
Follow the path around to the left, then jump across to the vine hanging down
from the tree. From there, follow the path until you come to another hole in the
ground. Jump in and follow the tunnel.

Level 15: Rolling Stones

This level will start off with the Ladybugs dropping a giant marble down the
tunnel after you. From there, it's a race against the marble. You can't stop for
any period of time, or you'll get squished.




The first really sticky point you come to is a large chasm. Use the bouncing
mushrooms to get across to the tunnel on the far side. But don't stop! The
marble
will keep coming.




The next chasm is connected by the bones of some creature, so don't hesitate to
run across. Soon you will come to a large ice sheet. Don't hesitate at all, and
jump at the last second to keep from falling through. On the other side of the
ice patch, you'll fall through a hole in the ground and start the next level.

Level 16: Icy Reception




Follow the path until you come to a deep chasm with ice bridges and rocks. Go to
the right and grab the Ice Wand on the ledge below. Be careful in this area,
though, for many of the surfaces are slick and may send you sliding to your
doom.

Follow the path, watching for the collapsing bridge, until you climb up the
rocks
next to the frozen Army Ant. Continue to climb the rocks until you come back to
where you started the level. Go back to were you jumped down to grab the Ice
Wand, but instead of jumping down to the left, jump down to the right to the
blue
ledge.

It'll now be another race against the marble. Follow the tunnel until it exits
to
a area full of fire. Watch out for the marble behind you, though.




Once the coast is clear, follow the path to the right until you come to two
geysers leading to a far ledge. Ride the air vents up, then follow the path to
your encounter with the Caterpillar.

The Caterpillar will explain the situation to you, and insist that you must
confront the Queen of Hearts. You must now travel to the Centipede's lair and
nibble from the Mushroom of Life in order to regain your normal size.

Go through the portal to exit the level and proceed to the next.

Level 17: Fungiferous Flora




You start off in the middle of a patch of Killer Mushrooms. To avoid them, look
for the nearby Looking Glass behind a pillar and grab it. You can walk right
past
the mushrooms while invisible. If you're quick. you can make it through the
whole
next area without having to fight.




When you come to a large fallen tree to your left, crawl under it through the
water to the other side. Clear out the enemies there, then follow the path until
you come to a great hollow tree. Climb in to get ambushed and enter the
Centepede's lair.

Level 18: Centepede's Santum




This whole level is just a fight with the Centepede. He can attack a number of
ways, such as nasty melee attacks, spitting out smaller centipedes at you, and
spitting venom.

The secret to beating him is to attack his vulnerable underbelly. You can only
do
this when he rears up and gets ready to attack, so a good strategy is to dash in
close and bait him into a melee attack, then back away quickly. When he rears
up,
let loose with a ranged weapon like your Vorpal Blade's secondary attack. Hit
him
enough times and he'll go down.

If you need health, there's some scattered around the level, but your best
source
are the small centipedes that the boss spits out. One hit with the Cards toy and
they go down, leaving meta essence behind.

Once the Centepede is dead, climb up the fallen spikes to the mushroom to exit
the level.


Level 19: Caterpillar's Plot

This level has exits to several other parts of Wonderland, and you'll be
returning here regularly to travel to them. Right now, however, only one of them
will open --the Oracle's Grove. But you have to do something first.

Wipe out the Fire Imps, but beware the Magma Men that dwell in the lava pools,
as
well as the Phantasmagoria that lurk about.




Grab the first part of the Jabberwock Eye Staff from the rock pillar in the
middle of the lava pool. You'll need to collect the other piece and the eye
before you're done, but it's a start. It'll also open up the gateway leading to
the Oracle.

Follow the path, fighting through enemies, until you come to the cave of the
mysterious oracle. He'll tell you that you must defeat the Jabberwock so that
you
can complete its staff and open the doors to the Queen's final stronghold.

To get the next piece of the staff, you'll have to enlist the help of the "Pale
Royals", or the White King and Queen. After your conversation with the Oracle is
over, the doorway to the Pale Realm will open. Backtrack to it just off of the
area where you found the first piece of the staff.


You can fight your way through the chess pieces and Card Guards, but there's a
much easier way. There's a Looking Glass hidden underneath one of the tiles near
where the checkerboard pattern starts. Grab it and simply run past your foes.
Enter the portal to go to the next area.


Chapter 5: Looking Glass Land

You'll spend much of this level going through the chess villages. The eternal
battle between the White and Red sides is going on all around you, so watch your
step. The White chess pieces are friendly, while the Red are not.

Level 20: Pale Realm

Start the level by talking to the White Bishop. This will transform you into a
bishop chess piece. You will only be able to move diagonally on the chessboard
floor, and must navigate the next area without falling into a pit or being
killed
by spikes.




Once through, walk into the next area. Here you must defeat several chess pieces
(the Jackbomb works very well against chess pieces), then head through one of
the
doors.




This will take you to a room with an elevator, which will take you to a balcony
where there are spikes jutting up out of the floor. Time your movements right to
bypass the spikes and get to the next area, where you will have to defeat a pair
of Red Bishops.




Follow the path, going through doors as needed, into the large structure and up
some stairs, until you find a lever on a small balcony. Pulling the lever will
open the doors next to the White Rook. Backtrack down to the courtyard and go
through the doors.

Fight more chess pieces and follow the path until you come to a White Knight
that
transforms you into a chess piece of the same type. This time you can only move
in "L" shapes, so navigating your way through the maze is a little more tricky.
You can still do it relatively easily, though.




Walk up the stairs to your right and go through the smaller white door to the
inside of the building on your right. Go up the stairs, then out the door at the
top. Cross the walkways to a guard house with a lever. Throw the lever to raise
the water levels below.




With the higher water, you will now be able to swim to a place nearby that you
couldn't reach before. Dive into the water and find the ledge (there will be two
Red Pawns nearby), climb up, and go through the double doors to the next level.

Level 21: Castling

Walk forward and through the doors, then towards the large gate on your right.
This will trigger a cut-scene where the White Queen is captured. Fight off the
chess pieces, then go through the castle doors.




Fight off the Red chess pieces, then follow the hallway until you come to a
throne chamber. Here you will talk to the White King, who will charge you with
rescuing the White Queen and taking a Pawn with you to the Red Chess land.




Once he's done talking, follow either of the two Rooks, who will lead you to a
newly opened portal. Go through to enter the next area.

Level 22: Checkmate in Red

This level is much like the White chessboard village, except that it's in white
and red instead and black and white. There will be plenty of Red chess pieces to
slay.




Start off by running straight forward and diving into the water. Swim around and
look for an area with several Sanity Shards and a bubble jet. Swim through this
area, then up to a small alcove with a rope. Climb the rope up.




Run across the walkways until you come to a small house with a door you can walk
through. Go in, and make your way to the alley out back. Here you'll witness the
execution of the White Queen (how morbid). But don't worry --all is not lost!




Follow the alleyways through several Chess Pieces until you come to an ornate
set
of double doors guarded by two Rooks. Go through the doors, then drop down
through the hole in the ground. You will then come to a drawbridge leading to a
large chess board where you must battle the Red King.




The Red King isn't that difficult to defeat. He can attack by swinging his
scepter, or with a laser attack. Use the Ice Wand on him and keep moving. His
attacks don't do that much damage if you keep moving, and if you need health you
can scoop it up from where it regenerates around the edge of the map. Just keep
moving and keep moving.

Once the King is defeated, you can drop the White Pawn down, which will turn
into
a White Queen (remember that rule from chess?). Unfortunately, you don't get to
witness the ass-whooping the White Queen gives to the rest of the red chess
pieces, as the Mad Hatter makes and appearance and knocks you unconscious.

You'll start the next level in his clutches.

Chapter 23: Mirror Image

Start off the level by turning right and following the twisted hallway into the
mirror maze. If you like, you can grab the Rage Box by jumping up onto the
wooden "ceiling" beam next to the wall and climbing up to the perch.




Keep following the hallways, watching for ambushes, until you come to an area
where one of the mirrors is cracked and there's some machinery exposed behind
it.
Throw your knife at the clock you find there. This will open up a passage on the
other side of the glass.




Turn back around and continue to follow the mirror hallways until you come to a
giant tube suspended in place (this will only appear if you destroy the clock).
After you grab the nearby Jacks (opposite the pipe), go through the pipe to the
next part of the level.

In this area, you will have to watch out for Nightmare Spiders, which like to
pounce on you from above once you come close enough. Unfortunately, they're
invulnerable until they pounce, so you'll have to duke it out.




The trick in this next area is to destroy all the clocks pumping gas into the
Insane Children's rooms. Only after you've destroyed all the clocks will the
large doorway leading out of this area open up. Go around and destroy the
clocks.
Note that you must also go back through the pipe, which has now swung around in
a
different direction, to access several other cells.




Once the pipe breaks and the outer door is open, head through the double set of
double doors to the area with pieces of a clock face floating in space. Watch
the
platforms here, as they will tilt wildly and dump you off into space (if the
Boojums don't knock you off themselves). Make your way to the top and go through
the outer double doors.

Run along the walkway next to all the machinery, being careful to avoid getting
blown off by the strong gusts of wind. To your right you should see three giant
rings hanging from the ceiling by cables. Make your way over to these and jump
through them.

Walk along the path and go through the double doors. Here you will face Tweedle
Dee and Tweedle Dum. Both can pack quite a punch, with either swords or
grenades,
and both can drop down on top of you for big damage. Worst of all, they can
spawn
smaller versions of themselves that have the same attacks.

Concentrate first on the smaller one main boss first, ignoring the creatures
they
spawn in if you can. If you need health, defeat some of the "mini-tweedles", or
grab it from where it spawns in on the staircase. Once the smaller tweedle is
done for, it's easier to concentrate on the larger one. There's no "trick" to
winning this fight, other than knowing which creature to attack.

After you defeat them, the Hatter will show up and whisk you away to the next
level.


Chapter 6: Behind the Looking Glass

You are fully within the Mad Hatter's realm now, and things are not pretty. The
Hatter is obsessed with time and clockwork, and his mechanical creatures are
everywhere. This level is also very surreal, testing your senses at every turn.

Level 24: Crazed Clockwork




Walk down the clockwork pieces and head for the door on the lower right. Go
through, then follow the path until you come to a room with toxic water in the
middle and hallways to the right and left that lead to levers. Throw both levers
to lower a gear over the water. Hop on the gear, then ride it around until you
can jump to a new area (look for the Sanity Shard and the words "You're Next"
written on the wall.




Go through the door and follow the path until you come to a room with several
clock faces floating in the water. Look at the mirrored wall to see which clock
faces will sink when you stop on them and which will not. Jump across to the
switch on the other side of the water and throw it. Then run around to the door
that it opens and go through.

You will now be in a long row with more cells. Go straight forward until you
come
to a room with padded walls on your right. Drop down through the hole in the
floor to the area below. From there, fight the Nightmare Spiders and follow the
path until you come to a set of double doors.

Go through the double doors and have an encounter with the Mad Hatter's current
house guests, the March Hare and the Doormouse. You'll also get to see how the
Hatter creates his Automotons.




Once done talking to these two, throw the lever next to the large machine. This
will open a grateway elsewhere and prompt the Hatter to open the giant key-and
lock. Backtrack to the newly opened grate (it's not far) and re-enter the long
hallway full of cells. They will now be open, however, and newly-formed
Automotons will come out. Once they're clear, go back to where the Hatter opened
the door with the giant key and go through.




Follow the path to the next set of double doors and encounter the Griffin. He'll
tell you that the Hatter will return at 6:00 to check his experiments. Once
you're done talking, go back out through the door and continue following the
path. Go through several doors, then a green portal.




Upon going through the portal, you'll be on a gigantic tea table with four cups
of tea. The trick to exiting this area is to use the seat cushions to bounce
onto
each teacup, then stand on the sugar cube to sink it into the tea. Once all four
cubes are sunk, the exit will appear. Just be careful --that tea is hot!

Run into the next room and throw the lever in the middle of the floor. This will
set the clocks to 6:00 and prompt the Hatter to appear. Go through the new
portal
on your right and confront him.

Level 25: About Face




This level is one big fight with the Hatter. After you grab the second piece of
the Jabberwock's staff, he'll appear. The Hatter can attack in a number of
deadly
ways, such as firing rockets, swiping you with his cane, or throwing toxic tea.
There's precious little health on this level, so be efficient.

The best way to beat the hatter is to use a combination of Jacks and either
Jackbombs or Ice Wand attacks. Hit him with the Jacks, then go after him with
another weapon. You should also do your best to circle-strafe the Hatter --run
circles around him so that he can't get a good track on you.

Every once in a while the clock bells will ring and the Hatter will leave the
battle field for a moment. Two Automotons will appear to fight you. Don't waste
your ammo on them! Instead, run from them, jumping to throw off their missiles.
When the Hatter reappears after a moment, he'll slay the Automotons in the
process, leaving their Meta Essence for you to take.

Keep wailing on the Hatter and he'll eventually go down. Using the Jacks in
combination with other weapons and circle strafing are your keys to victory.

Once the Hatter is dead, ride the clockwork counterweights up to the exit. Make
sure to grab the Dead Time Clock on your way out.