Wonderland: Difference between revisions

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==Story==
==Story==
===''Kingdom Hearts χ''===
===''Kingdom Hearts χ''===
Hearing about the DArkball Heartless in the [[Dwarf Woodlands]] are from Wonderland, the Player leaves immediately and makes way for Wonderland. After descending the Rabbit Hole, the Player finds themselves in the Hall of Doors, where they attempt to go through a small door. The Doorknob reveals himself to be sentient and suggests that The Player look for another way, as they’re too big to fit through the door. The Doorknob then perks up and advises The Player to ask the other outsider who’d come through there about how to get small enough to proceed – though when The Player asks, Doorknob reveals that she’s already on the other side. While The Player once again tries to fit through the door, Doorknob instead tells them to look at the message attached to the bottle that had just appeared on the table in the centre of the room. After reading the message (“Drink Me”), Doorknob suggests that the Player do as the message says – however, a Soldier Heartless steals the bottle before The Player can drink from it. After defeating the Heartless, the Player proceeds to drink from the bottle, shrinking down to a size that would allow them through the door.
Hearing about the Darkball Heartless in the [[Dwarf Woodlands]] are from Wonderland, the Player leaves immediately and makes way for Wonderland. After descending the Rabbit Hole, the Player finds themselves in the Hall of Doors, where they attempt to go through a small door. The Doorknob reveals himself to be sentient and suggests that the Player look for another way, as they’re too big to fit through the door. The Doorknob then perks up and advises the Player to ask the other outsider who’d come through there about how to get small enough to proceed – though when the Player asks, Doorknob reveals that she’s already on the other side. While the Player once again tries to fit through the door, Doorknob instead tells them to look at the message attached to the bottle that had just appeared on the table in the centre of the room. After reading the message (“Drink Me”), Doorknob suggests that the Player do as the message says – however, a Soldier Heartless steals the bottle before the Player can drink from it. After defeating the Heartless, the Player proceeds to drink from the bottle, shrinking down to a size that would allow them through the door.


On the other side, The Player finds Chirithy, who reveals that if they eat the mushrooms before them, they will grow – allowing The Player to once again return to his normal size. At a crossroads, The Player meets Alice, who’s relieved by how normal they seem. Alice then asks if The Player had seen a rabbit – though she finds herself disappointed and wonders to herself where he might’ve gone to. Further down the road, the White Rabbit carries on his way – muttering about how late he was for a very important date – upon seeing the White Rabbit, Alice chases after him, leaving The Player alone at the crossroads. Then, the Cheshire Cat materializes, stating that The Player appears to be rather lost for the time being, and that if they needed to know anything they could just ask him. The Player then asks the Cheshire Cat about Alice and the White Rabbit, and Cheshire clarifies that the White Rabbit always appears to be worried and is constantly running around late for something. Carrying on, The Player manages to catch up with the White Rabbit – who is worried because the numbers 2, 4, 5 and 11 are missing from his clock, so he doesn’t know the time and whether he’s late or not – having become soaking wet when he’d fallen in a pond and ruined his clock. The Player manages to round up the missing pieces, and the White Rabbit is relieved, only to find out that he’s indeed running late. The White Rabbit then carries on to his house, only to find a Large Armor waiting out in front of it – which he asks The Player to help him with so that he can get inside – as he’d be late for tea if he couldn’t make the proper preparations.
On the other side, the Player finds Chirithy, who reveals that if they eat the mushrooms before them, they will grow – allowing the Player to once again return to his normal size. At a crossroads, the Player meets Alice, who is relieved by how normal they seem. Alice then asks if the Player had seen a rabbit – though she finds herself disappointed and wonders to herself where he might have gone to. Further down the road, the White Rabbit carries on his way – muttering about how late he was for a very important date – upon seeing the White Rabbit, Alice chases after him, leaving the Player alone at the crossroads. The Cheshire Cat theb materializes, stating that the Player appears to be rather lost for the time being, and that if they needed to know anything they could just ask him. The Player then asks the Cheshire Cat about Alice and the White Rabbit, and Cheshire clarifies that the White Rabbit always appears to be worried and is constantly running around late for something. Carrying on, the Player manages to catch up with the White Rabbit – who is worried because the numbers 2, 4, 5 and 11 are missing from his clock, so he doesn’t know the time and whether he’s late or not – having become soaking wet when he had fallen in a pond and ruined his clock. The Player manages to round up the missing pieces, and the White Rabbit is relieved, only to find out that he is indeed running late. The White Rabbit then carries on to his house, only to find a Large Armor waiting out in front of it – which he asks The Player to help him with so that he can get inside – as he’d be late for tea if he couldn’t make the proper preparations.


The Player later meets Alice once again, who claims to be on her way to see The Doorknob, however she needs The Player to clear the path of Heartless for her. Afterwards, she continues to the Bizarre Room and speaks with the Doorknob who tells her where to find the White Rabbit’s house. Despite this, Alice takes a wrong turn and finds herself lost again, though she does eventually find her way. The Player then comes across Chirithy, who’d come to check their progress: asking that they defeat all the Heartless in the area in order to advance their skills. Once Chirithy sees The Player’s progress, he returns to report to their Foreteller.
The Player later meets Alice once again, who claims to be on her way to see the Doorknob, however she needs the Player to clear the path of Heartless for her. Afterwards, she continues to the Bizarre Room and speaks with the Doorknob, who tells her where to find the White Rabbit’s house. Despite this, Alice takes a wrong turn and finds herself lost again, though she does eventually find her way. The Player then comes across Chirithy, who had come to check their progress, asking that they defeat all the Heartless in the area in order to advance their skills. Once Chirithy sees the Player’s progress, it returns to report to their Foreteller.


Cheshire calls The Player to the crossroads, where he asks The Player for a favor: to eat some of the mushroom and get smaller, then meet Cheshire in the forest. Cheshire informs The Player that he needs some nectar from white flowers that specially grow in the forest, and after The Player does, he reveals that the nectar’s purpose is to sweeten his tea.
The Cheshire Cat calls the Player to the crossroads, where he asks the Player for a favor: to eat some of the mushroom and get smaller, then meet the Cheshire Cat in the forest. He then informs the Player that he needs some nectar from white flowers that specially grow in the forest, and after the Player does, he reveals that the nectar’s purpose is to sweeten his tea.


The Player returns to the crossroads to find Alice who’d gone on a walk when the White Rabbit was taking too long to come out of his house. She asks The Player to defeat the Heartless blocking the path back to White Rabbit’s house, so that she can return there – only when she does she realizes that she’d lost her handkerchief and so The Player offers to find it for her.
The Player returns to the crossroads to find Alice, who’d gone on a walk when the White Rabbit was taking too long to come out of his house. She asks the Player to defeat the Heartless blocking the path back to the White Rabbit’s house, so that she can return there – only when she does she realizes that she’d lost her handkerchief and so the Player offers to find it for her.


Returning to the Bizarre Room, The Doorknob claims that something was making a lot of noise toward the back of the room, asking The Player to take a look at the area since he’s immobile, as he would like to take a nap - a mission which The Player is happy to accept.
Returning to the Bizarre Room, the Doorknob claims that something was making a lot of noise toward the back of the room, asking the Player to take a look at the area since he’s immobile, as he would like to take a nap - a mission which the Player is happy to accept.


Cheshire asks The Player to check in on Alice, as she’s not been back in quite a long time after deciding to take a stroll when White Rabbit continued to remain inside his house. When The Player finds Alice however, there’s no need for the alarm. Noting that the White Rabbit must still not be ready to come out yet, Alice suggests that she and The Player play a game of hide-and-seek, offering to hide first. When Alice hides for a second time, her choice of hiding place attracts the attention of a nearby group of Heartless. After The Player defeats them, they return to White Rabbit’s house with Alice, where they find the White Rabbit and Cheshire outside. They tell Alice that the White Rabbit’s gloves are missing, The Player offers to look for them, but Cheshire tells them that he knows where the gloves are and will tell them somewhere more private. In the yard behind the Bizarre Room, Cheshire reveals that Alice has the White Rabbit’s gloves, having picked them up during her travels thus she needs to be reminded that she has them. The Player races back to White Rabbit’s house, where he finds Alice missing and the White Rabbit locked out of his own house.
The Cheshire Cat asks the Player to check in on Alice, as she has not been back in quite a long time after deciding to take a stroll when the White Rabbit continued to remain inside his house. When the Player finds Alice, however, there is no need for alarm. Noting that the White Rabbit must still not be ready to come out yet, Alice suggests that she and the Player play a game of hide-and-seek, offering to hide first. When Alice hides for a second time, her choice of hiding place attracts the attention of a nearby group of Heartless. After the Player defeats them, they return to the White Rabbit’s house with Alice, where they find the White Rabbit and the Cheshire Cat outside. They tell Alice that the White Rabbit’s gloves are missing. The Player offers to look for them, but the Cheshire Cat tells them that he knows where the gloves are and will tell them somewhere more private. In the yard behind the Bizarre Room, the Cheshire Cat reveals that Alice has the White Rabbit’s gloves, having picked them up during her travels, thus she needs to be reminded that she has them. The Player races back to the White Rabbit’s house, where he finds Alice missing and the White Rabbit locked out of his own house.
Chirithy asks The Player to defeat more Darkball Heartless that have been appearing throughout Wonderland. Following the defeat of the Darkballs, Chirithy suggests that the Darkballs came from another world and that The Player should investigate Agrabah.


Upon returning to Wonderland, The Player seeks out The White Rabbit to see how he’s doing. The White Rabbit explains that he’d sent his housekeeper Mary Anne in after his gloves, but she’s not yet returned and to make matters worse the door is still locked so The White Rabbit himself can’t get in. The Player then shows The White Rabbit their Keyblade and offers to unlock the door, however The White Rabbit stops them as he’s convinced that the power of the Keyblade would destroy his house – mentioning how it wouldn’t even fit in the keyhole anyway. The White Rabbit then remembers that he dropped the key to his house in the Bizarre Room and asks The Player to go get it for him. When The Player tries to make The White Rabbit see that the Keyblade could unlock the door, The White Rabbit becomes insistent that The Player go fetch the key for him immediately.
Chirithy asks the Player to defeat more Darkballs that have been appearing throughout Wonderland. Following the defeat of the Darkballs, Chirithy suggests that the Darkballs came from another world and that the Player should investigate Agrabah.


When The Player returns with the key, The White Rabbit is overjoyed, only to take out his pocket watch and realize the time – encouraging him to hurriedly scramble into his house. Just as The Player is about to leave, they hear a loud crashing sound, as well as someone screaming about the sudden appearance of monsters. Running back to The White Rabbit’s house, The Player finds that Alice has grown to monumental size and unintentionally destroyed The White Rabbit’s house and that many Possessor Heartless have begun moving in toward her. The Player wastes no time in dispatching the Possessors, receiving Alice’s thanks following their victory. However, as Alice notes, it doesn’t solve the problem of her size, though as she’s questioning how to return to normal, she spies a nearby garden and reasons that something from it may be able to make her normal again. The Player retrieves some of the vegetables from The White Rabbit’s garden, which fortunately do shrink down Alice, and with this crisis averted The White Rabbit looks to his pocket watch again only to discover that he’s late and frantically run off. Alice then emerges from the house - revealing herself to be a little too small now – calling after The White Rabbit and asking him to wait. When Alice leaves to chase after The White Rabbit, Chirithy appears and comments on how so many strange things seem to keep happening in Wonderland.
Upon returning to Wonderland, the Player seeks out the White Rabbit to see how he is doing. The White Rabbit explains that he had sent his housekeeper Mary Anne in after his gloves, but she has not yet returned. To make matters worse, the door is still locked, so the White Rabbit himself cannot get in. The Player then shows the White Rabbit their Keyblade and offers to unlock the door. However, the White Rabbit stops them as he is convinced that the power of the Keyblade would destroy his house, mentioning how it would not even fit in the keyhole anyway. The White Rabbit then remembers that he dropped the key to his house in the Bizarre Room and asks the Player to go get it for him. When the Player tries to make the White Rabbit see that the Keyblade could unlock the door, the White Rabbit becomes insistent that the Player go fetch the key for him immediately.


At the crossroads, The Player once again finds Cheshire, who explains that Alice had gone after The Rabbit, suggesting that they may be able to find her if they travel west. This leads The Player to The Mad Hatter’s house, where they find The Mad Hatter and March Hare celebrating their Unbirthdays with a tea party. Upon seeing The Player, The Mad Hatter and March Hare rush over and claim that there’s no more seats available and that it’s impossible for The Player to join them. The Mad Hatter seems cross over having to deal with The Player on his Unbirthday, while The March Hare tells The Player that it’s very impolite to show up uninvited. Taking the hint, The Player then motions to leave, only to be stopped by The Mad Hatter, who asks if The Player would like to stay for some tea. As The Mad Hatter and March Hare push The Player toward a nearby seat, The March Hare realizes that they need sugar for their tea – only for The Mad Hatter to find that they are all out of sugar. Reasoning that they can’t have tea without sugar, The Mad Hatter and March Hare send The Player out to get some so that they can continue their tea party.  
When the Player returns with the key, the White Rabbit is overjoyed, only to take out his pocket watch and realize the time, causing him to hurriedly scramble into his house. Just as the Player is about to leave, they hear a loud crashing sound, as well as someone screaming about the sudden appearance of monsters. Running back to the White Rabbit’s house, the Player finds that Alice has grown to monumental size and unintentionally destroyed the White Rabbit’s house and that many Possessor Heartless have begun moving in toward her. The Player wastes no time in dispatching the Possessors, receiving Alice’s thanks following their victory. However, it doesn’t solve the problem of her size. As she questions how to return to normal, she spies a nearby garden and reasons that something from it may be able to make her normal again. The Player retrieves some of the vegetables from The White Rabbit’s garden, which fortunately do shrink down Alice. With this crisis averted the White Rabbit looks to his pocket watch again only to discover that he’s late and frantically runs off. Alice then emerges from the house, revealing herself to be a little too small now, calls after The White Rabbit and asks him to wait. When Alice leaves to chase after the White Rabbit, Chirithy appears and comments on how so many strange things seem to keep happening in Wonderland.


The Player does as directed, looking to The Mad Hatter’s and White Rabbit’s houses for sugar, only to return to find that the tea had gone cold while they were out and that The Mad Hatter is also out of butter and jam. Venturing to the Bizarre Room, The Player finds the butter and sugar in boxes there and returns to the tea party post haste. As The Player is about to enjoy some tea however, The Mad Hatter and March Hare have them switch seats. Then the two note how special that day had been, and as The Player reaches for some tea, The March Hare takes it and drinks it – revealing that today was his Unbirthday – the days of the year which are not your birthday. It is then that The Mad Hatter and March Hare realize that they were in the middle of a tea party when The Player arrived, chasing off The Player so that they could continue their festivities.
At the crossroads, the Player once again finds the Cheshire Cat, who explains that Alice had gone after the White Rabbit, suggesting that they may be able to find her if they travel west. This leads the Player to the Mad Hatter’s house, where they find the Mad Hatter and March Hare celebrating their Unbirthdays with a tea party. Upon seeing the Player, the Mad Hatter and March Hare rush over and claim that there are no more seats available and that it is impossible for the Player to join them. The Mad Hatter seems cross over having to deal with the Player on his Unbirthday, while the March Hare tells the Player that it is very impolite to show up uninvited. Taking the hint, the Player then motions to leave, only to be stopped by the Mad Hatter, who asks if the Player would like to stay for some tea. As the Mad Hatter and March Hare push the Player toward a nearby seat, the March Hare realizes that they need sugar for their tea only for the Mad Hatter to find that they are all out of sugar. Reasoning that they can’t have tea without sugar, the Mad Hatter and March Hare send the Player out to get some so that they can continue their tea party.  


Chirity materializes and voices its frustration, reminding The Player that their mission is to be collecting Light from the worlds and that they can’t afford to waste time in a tea party. Looking back to The Mad Hatter and March Hare, Chirithy laments that Wonderland is a world with many mysterious things which can easily distract The Player. Even so, Chirithy asks that The Player put their entire heart in their missions, believing that everything should be fine now. Chirithy then asks if The Player had noticed that Alice was another Princess of Heart, the Light of Wonderland, this being the case, Alice may be targeted by Darkness, asking that The Player watch over Alice for the time being. Of course The Player will first have to locate her, and so Chirithy suggests that The Cheshire Cat may be a good place to start.
The Player does as directed, looking to the Mad Hatter’s and White Rabbit’s houses for sugar, only to return to find that the tea had gone cold while they were out and that the Mad Hatter is also out of butter and jam. Venturing to the Bizarre Room, the Player finds the butter and sugar in boxes there and returns to the tea party post haste. As the Player is about to enjoy some tea, however, the Mad Hatter and March Hare have them switch seats. Then the two note how special that day had been, and as the Player reaches for some tea, the March Hare takes it and drinks it – revealing that today was his Unbirthday – one of the many days of the year which are not one's birthday. It is then that the Mad Hatter and March Hare realize that they were in the middle of a tea party when the Player arrived, chasing off the Player so that they could continue their festivities.


At the crossroads, The Player asks Cheshire what he knows, only for Cheshire to teasingly state that The Player wants to know what he knows, disappearing as he does so. As Cheshire reappears, he provides The Player with a shortcut to Alice, who had gone to see The Queen of Hearts – meaning that The Player would have to follow her through The Hedge Labyrinth. As The Player delves into the labyrinth, they come across two Trump Soldiers, who block the exit leading to The Queen’s castle and advise The Player to take the safer route and turn back. When The Player remains persistent, The Trump Soldiers mention that someone had planted white roses not far from there, which The Queen detests. As such, The Trump Soldiers suggest that they should paint the roses red, only they don’t know where in the labyrinth the paint is. The Player volunteers to find the red paint, but when they return with it they find only one Trump Soldier, who reveals that a Red Rose Heartless were attacking – asking The Player to help eliminate them. The Player sweeps through the labyrinth, defeating all the Red Roses they can find. Once the Heartless have been wiped out, two Trump Soldiers direct their attention to the castle of The Queen of Hearts – where trumpets blare, signifying the need for their presence in The Queen’s court.  
Chirity materializes and voices its frustration, reminding the Player that their mission is to collect Light from the worlds and that they cannot afford to waste time in a tea party. Looking back to the Mad Hatter and March Hare, Chirithy laments that Wonderland is a world with many mysterious things which can easily distract the Player. Even so, Chirithy asks that the Player put their entire heart in their missions, believing that everything should be fine now. Chirithy then asks if the Player had noticed that Alice was another Princess of Heart, the Light of Wonderland. This being the case, Alice may be targeted by Darkness. Chirithy asks that the Player watch over Alice for the time being. Of course the Player will first have to locate her, and so Chirithy suggests that the Cheshire Cat may be a good place to start.


Upon arrival, The Player finds that Alice is standing trial for causing chaos by acting as she pleased, and that The Queen of Hearts is the judge. As The White Rabbit details the charges, The Queen of Hearts demands that he skip over that and get to the part where she gets angry, fast – prompting Alice to question what kind of court skips right to the judgement. The Queen of Hearts reiterates that everything in Wonderland is under her rule, and so Alice asks what it is that she’s done wrong. Enraged, The Queen of Hearts orders The White Rabbit to read the charges against Alice. The White Rabbit details how Alice had picked The Doorknob and illegally invaded Wonderland, but Alice argues that she didn’t pick any locks, as she’d used a potion to make herself smaller to fit through the door and enter Wonderland. The Queen of Hearts writes this off as nothing more than a simple lie, but a desperate Alice then looks to The Player for help, knowing that they’d gone through the door in the same way. When The Player steps forward, Alice tells The Queen of Hearts that The Payer would provide the evidence – which The Queen allows. Hurriedly, The Player makes their way to the Bizarre Room, where they grab the bottle that makes you smaller and hurries back to The Queen of Hearts’ castle. Having drank from the bottle themselves, The Player arrives smaller than usual as additional proof. Despite this, Alice is still under suspicion, being charged with planting white roses in the Queen’s garden. As such, The Player ventures through the labyrinth in search of the white roses only finding a White Rose Heartless, which they quickly dispatch before returning to court and telling The Queen that there were no white roses to be found in the labyrinth.
At the crossroads, the Player asks the Cheshire Cat what he knows, only for him to teasingly state that the Player wants to know what he knows, disappearing as he does so. As the Cheshire Cat reappears, he provides the Player with a shortcut to Alice, who had gone to see the Queen of Hearts – meaning that the Player would have to follow her through the Hedge Labyrinth. As the Player delves deeper into the labyrinth, they come across two Trump Soldiers, who block the exit leading to the Queen’s castle and advise the Player to take the safer route and turn back. When the Player remains persistent, the Trump Soldiers mention that someone had planted white roses not far from there, which the Queen detests. As such, the Trump Soldiers suggest that they should paint the roses red, only they do not know where in the labyrinth the paint is. The Player volunteers to find the red paint, but when they return with it they find only one Trump Soldier, who reveals that a Red Rose Heartless was attacking and asks the Player to help eliminate them. The Player sweeps through the labyrinth, defeating all the Red Roses they can find. Once the Heartless have been wiped out, two Trump Soldiers direct their attention to the castle of the Queen of Hearts where trumpets blare, signifying the need for their presence in the Queen’s court.  


Again, Alice still remains under suspicion – now being accused of being the one who summoned the Heartless to Wonderland in the first place. Knowing this to be false, The Player seeks out The Cheshire Cat, asking him to act as a witness on Alice’s behalf to prove her innocence. Cheshire agrees, claiming that he’d go on ahead to the court, leaving The Player to follow behind him. However, The Player arrives at the court at finds that Cheshire is nowhere to be found. When it seems as though The Queen of Hearts is ready to convict Alice, The Cheshire Cat appears beside The White Rabbit. Alice asks if Cheshire had come to act as a witness on her behalf, to which Cheshire claims that he knows it all – but that doesn’t mean he’d tell all. Alice then begs Cheshire to help her, and so Cheshire says that the answer and the culprit are both shrouded in the dark. That being said, the Heartless came from the Darkness, Cheshire appears directly in front of The Queen and proclaims that Alice is innocent before disappearing in a bout of laughter.
Upon arrival, the Player finds that Alice is standing trial for causing chaos by acting as she pleased, and that the Queen of Hearts is the judge. As the White Rabbit details the charges, the Queen of Hearts demands that he skip over that and get to the part where she gets angry, fast – prompting Alice to question what kind of court skips right to the judgement. The Queen of Hearts reiterates that everything in Wonderland is under her rule, and so Alice asks what it is that she has done wrong. Enraged, the Queen of Hearts orders the White Rabbit to read the charges against Alice. The White Rabbit details how Alice had picked the Doorknob and illegally invaded Wonderland, but Alice argues that she didn’t pick any locks, as she’d used a potion to make herself smaller to fit through the door and enter Wonderland. The Queen of Hearts writes this off as nothing more than a simple lie, but a desperate Alice then looks to the Player for help, knowing that they’d gone through the door in the same way. When the Player steps forward, Alice tells the Queen of Hearts that the Payer would provide the evidence – which the Queen allows. Hurriedly, the Player makes their way to the Bizarre Room, where they grab the bottle that makes you smaller and hurries back to the Queen of Hearts’ castle. Having drank from the bottle themselves, the Player arrives smaller than usual as additional proof. Despite this, Alice is still under suspicion, being charged with planting white roses in the Queen’s garden. As such, the Player ventures through the labyrinth in search of the white roses – only finding a White Rose Heartless, which they quickly dispatch before returning to court and telling the Queen that there were no white roses to be found in the labyrinth.
With this, The Queen looks to The White Rabbit for further accusations against Alice, though he’s unable to provide anymore. Alice thanks The Player, as it seems as though she has nothing more to be convicted of because of them, then turning to The Queen and asking to hear her final judgement. Furious, The Queen of Hearts insists that Alice is guilty and orders for Alice to be beheaded. When the Trump Soldiers assemble, The Player helps Alice escape into the labyrinth – encouraging The Queen of Hearts to order their execution as well. The Player fights off the Trump Soldiers, preventing them from going after Alice – though The Player cannot stop the Trump Soldiers all together, and instead flees the court while the Trump Soldiers are knocked down.


The Player makes their way out of the labyrinth where they find Alice, who’s glad to see that they’re safe and thanks them for helping save her as well. Alice then voices her disbelief that such a selfish person could be queen, feeling sympathy for the residents of Wonderland. Ultimately, Alice decides that she’s going to look around Wonderland a bit longer, admitting that she was a little anxious, but she’ll be fine now thanks to The Player bidding them farewell as she wanders off again. The Player initially moves to stop Alice, but ends up stopping short and letting her go, giving way for Chirithy to appear. Chirithy feels sympathy for Alice, as she’s still unaware of the fact that she’s one of the most important Lights – but doing as she pleases may just be her strength. Looking to The Player, Chirithy tells them that they should maybe learn that alongside her so that they would be able to understand when their time is due. Chirithy encourages The Player to join Alice in her willfulness for a while, as Alice is The Player’s top priority still. Chirithy then attempts to tell a joke in relation to Alice’s willfulness and The Queen of Hearts’, though The Player doesn’t get it, prompting Chirithy to take its leave so that The Player can continue with protecting Alice for a while before returning to Daybreak Town.
Again, Alice still remains under suspicion – now being accused of being the one who summoned the Heartless to Wonderland in the first place. Knowing this to be false, the Player seeks out the Cheshire Cat, asking him to act as a witness on Alice’s behalf to prove her innocence. The Cheshire Cat agrees, claiming that he would go on ahead to the court, leaving the Player to follow behind him. However, the Player arrives at the court at finds that he is nowhere to be found. When it seems as though the Queen of Hearts is ready to convict Alice, the Cheshire Cat appears beside the White Rabbit. Alice asks if the Cheshire Cat had come to act as a witness on her behalf, to which he claims that he knows it all, but that does not mean he would tell all. Alice then begs the Cheshire Cat to help her, and so he says that the answer and the culprit are both shrouded in the dark. That being said, the Heartless came from the darkness. The Cheshire Cat appears directly in front of the Queen and proclaims that Alice is innocent before disappearing in a bout of laughter.
 
With this, The Queen looks to the White Rabbit for further accusations against Alice, though he is unable to provide anymore. Alice thanks the Player, as it seems as though she has nothing more to be convicted of because of them, then turning to the Queen and asking to hear her final judgement. Furious, the Queen of Hearts insists that Alice is guilty and orders for Alice to be beheaded. When the Trump Soldiers assemble, the Player helps Alice escape into the labyrinth – encouraging the Queen of Hearts to order their execution as well. The Player fights off the Trump Soldiers, preventing them from going after Alice – though the Player cannot stop the Trump Soldiers all together, and instead flees the court while the Trump Soldiers are knocked down.
 
The Player makes their way out of the labyrinth where they find Alice, who is glad to see that they are safe and thanks them for helping save her as well. Alice then voices her disbelief that such a selfish person could be queen, feeling sympathy for the residents of Wonderland. Ultimately, Alice decides that she is going to look around Wonderland a bit longer, admitting that she was a little anxious, but she would be fine now thanks to the Player, bidding them farewell as she wanders off again. The Player initially moves to stop Alice, but ends up stopping short and letting her go, giving way for Chirithy to appear. Chirithy feels sympathy for Alice, as she is still unaware of the fact that she is one of the most important Lights – but doing as she pleases may just be her strength. Looking to the Player, Chirithy tells them that they should maybe learn that alongside her so that they would be able to understand when their time is due. Chirithy encourages the Player to join Alice in her willfulness for a while, as Alice is the Player’s top priority still. Chirithy then attempts to tell a joke in relation to Alice’s willfulness and the Queen of Hearts’, though the Player doesn’t get it, prompting Chirithy to take its leave so that the Player can continue with protecting Alice for a while before returning to Daybreak Town.
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