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	<updated>2026-06-14T12:31:55Z</updated>
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		<id>https://www.americanmcgee.com/asylumwiki/index.php?title=Main_Page&amp;diff=2190</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.americanmcgee.com/asylumwiki/index.php?title=Main_Page&amp;diff=2190"/>
		<updated>2020-12-07T00:47:38Z</updated>

		<summary type="html">&lt;p&gt;American: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Alice Wiki Banner v1.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;h4 style=&amp;quot;border:none&amp;quot;&amp;gt;Alice Asylum is the upcoming third game in the American McGee’s Alice series.&amp;lt;br /&amp;gt;&lt;br /&gt;
The game will be a third-person psychological horror action-adventure platform video game set before the events of American McGee’s Alice. &amp;lt;br /&amp;gt;&lt;br /&gt;
Currently in pre-development, the game has a targeted release in TBA on all major platforms and PC. &amp;lt;br&amp;gt;Ω&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Story/Levels==&lt;br /&gt;
&lt;br /&gt;
* [[What is the story?|&amp;#039;&amp;#039;&amp;#039;What is the story?&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Prelude|&amp;#039;&amp;#039;&amp;#039;Prelude&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[The Journey (The Stages of Grief)|&amp;#039;&amp;#039;&amp;#039;The Journey (The Stages of Grief)&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
** [[Slumber|&amp;#039;&amp;#039;&amp;#039;Slumber&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
** [[Shock|&amp;#039;&amp;#039;&amp;#039;Shock&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
** [[Denial|&amp;#039;&amp;#039;&amp;#039;Denial&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
** [[Anger|&amp;#039;&amp;#039;&amp;#039;Anger&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
** [[Bargaining|&amp;#039;&amp;#039;&amp;#039;Bargaining&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
** [[Depression|&amp;#039;&amp;#039;&amp;#039;Depression&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
** [[Testing|&amp;#039;&amp;#039;&amp;#039;Testing&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
** [[Acceptance|&amp;#039;&amp;#039;&amp;#039;Acceptance&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
* [[Main Characters|&amp;#039;&amp;#039;&amp;#039;Main Characters&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Enemies|&amp;#039;&amp;#039;&amp;#039;Enemies&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Bosses|&amp;#039;&amp;#039;&amp;#039;Bosses&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
&lt;br /&gt;
==Areas==&lt;br /&gt;
&lt;br /&gt;
* [[Queensland|&amp;#039;&amp;#039;&amp;#039;Queensland&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Hatter&amp;#039;s_Domain|&amp;#039;&amp;#039;&amp;#039;Hatter&amp;#039;s Domain&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[The Circus|&amp;#039;&amp;#039;&amp;#039;The Circus&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Fast travel (Train Stations)|&amp;#039;&amp;#039;&amp;#039;Fast travel (Train Stations)&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[The Cheshire Lair(DLC)|&amp;#039;&amp;#039;&amp;#039;The Cheshire Lair(DLC)&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Madame Pris|&amp;#039;&amp;#039;&amp;#039;Madame Pris&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[The Toy Store|&amp;#039;&amp;#039;&amp;#039;The Toy Store&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
* [[Game Session Length|&amp;#039;&amp;#039;&amp;#039;Game Session Length&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Collectibles|&amp;#039;&amp;#039;&amp;#039;Collectibles&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Dresses|&amp;#039;&amp;#039;&amp;#039;Dresses&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Movement|&amp;#039;&amp;#039;&amp;#039;Movement&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Non-Euclidean Worlds|&amp;#039;&amp;#039;&amp;#039;Non-Euclidean Worlds&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Contact Mechanics|&amp;#039;&amp;#039;&amp;#039;Contact Mechanics&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Shrinks/Grow Mechanics|&amp;#039;&amp;#039;&amp;#039;Shrink/Grow Mechanics&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Difficulty|&amp;#039;&amp;#039;&amp;#039;Difficulty&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Combat|&amp;#039;&amp;#039;&amp;#039;Combat&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Health and Damage|&amp;#039;&amp;#039;&amp;#039;Health and Damage&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Puzzles|&amp;#039;&amp;#039;&amp;#039;Puzzles&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Weapons|&amp;#039;&amp;#039;&amp;#039;Weapons&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Power-Ups|&amp;#039;&amp;#039;&amp;#039;Power-Ups&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Easter Eggs|&amp;#039;&amp;#039;&amp;#039;Easter Eggs&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[UI/UX|&amp;#039;&amp;#039;&amp;#039;UI/UX&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Planned DLC|&amp;#039;&amp;#039;&amp;#039;Planned DLC&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
&lt;br /&gt;
==Music and sfx==&lt;br /&gt;
&lt;br /&gt;
* [[Audio|&amp;#039;&amp;#039;&amp;#039;Audio&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Music Concepts/Mechanics|&amp;#039;&amp;#039;&amp;#039;Music Concepts/Mechanics&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
&lt;br /&gt;
==Community Involvement==&lt;br /&gt;
&lt;br /&gt;
* [[Community Ideas|&amp;#039;&amp;#039;&amp;#039;Community Ideas&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[An Inmate&amp;#039;s Guide to Discord|&amp;#039;&amp;#039;&amp;#039;An Inmate&amp;#039;s Guide to Discord&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Live Streams|&amp;#039;&amp;#039;&amp;#039;Live Streams&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Crowd Design Discussion|&amp;#039;&amp;#039;&amp;#039;Design Discussions&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [https://www.patreon.com/join/americanmcgee &amp;#039;&amp;#039;&amp;#039;Patreon&amp;#039;&amp;#039;&amp;#039;]&lt;br /&gt;
&lt;br /&gt;
==Frequently Asked Questions==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ|&amp;#039;&amp;#039;&amp;#039;FAQ&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Timeline|&amp;#039;&amp;#039;&amp;#039;Timeline&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Art Prints|&amp;#039;&amp;#039;&amp;#039;Art Prints&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
&lt;br /&gt;
==Other Alice Games==&lt;br /&gt;
&lt;br /&gt;
* [[American McGee&amp;#039;s Alice|&amp;#039;&amp;#039;&amp;#039;American McGee&amp;#039;s Alice&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Alice: Madness Returns|&amp;#039;&amp;#039;&amp;#039;Alice: Madness Returns&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
&lt;br /&gt;
==Other Websites==&lt;br /&gt;
* [https://www.facebook.com/alice3asylum &amp;#039;&amp;#039;&amp;#039;Facebook&amp;#039;&amp;#039;&amp;#039;]&lt;br /&gt;
* [https://www.instagram.com/americanmcgee &amp;#039;&amp;#039;&amp;#039;Instagram&amp;#039;&amp;#039;&amp;#039;]&lt;br /&gt;
* [https://www.twitter.com/americanmcgee &amp;#039;&amp;#039;&amp;#039;Twitter&amp;#039;&amp;#039;&amp;#039;]&lt;br /&gt;
* [https://www.youtube.com/americanmcgeeofficial &amp;#039;&amp;#039;&amp;#039;Youtube&amp;#039;&amp;#039;&amp;#039;]&lt;br /&gt;
* [https://www.reddit.com/r/AliceAsylum/ &amp;#039;&amp;#039;&amp;#039;Unofficial Subreddit&amp;#039;&amp;#039;&amp;#039;]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;no-comment-streams/&amp;gt;&lt;/div&gt;</summary>
		<author><name>American</name></author>
		
	</entry>
	<entry>
		<id>https://www.americanmcgee.com/asylumwiki/index.php?title=Anger&amp;diff=1822</id>
		<title>Anger</title>
		<link rel="alternate" type="text/html" href="https://www.americanmcgee.com/asylumwiki/index.php?title=Anger&amp;diff=1822"/>
		<updated>2019-08-29T03:26:54Z</updated>

		<summary type="html">&lt;p&gt;American: /* Concept */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Anger &amp;gt; Bargaining==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Enemies:&amp;#039;&amp;#039;&amp;#039; [[Card Guard]], Maze creatures&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weapons:&amp;#039;&amp;#039;&amp;#039; Vorpal Blade, Time clock, Long Range Shooting&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Upgrades:&amp;#039;&amp;#039;&amp;#039; acquiring Long Range shooting&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Outfits:&amp;#039;&amp;#039;&amp;#039; [[Ash Dress]], Ball gown&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;What player learns:&amp;#039;&amp;#039;&amp;#039; At this point, the player knows all the mechanics.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Transition:&amp;#039;&amp;#039;&amp;#039; Denial → Anger will be a Horror house ride that will open once and to revisit Denial there will be a separate statio&lt;br /&gt;
==Concept==&lt;br /&gt;
[[File:All-paths-lead-to-death.jpg|400px|right|middle|thumb|Atmosphere image for Queensland]]Anger is the Third Stage of Grief (Choas &amp;gt; Denial &amp;gt; Anger) Alice confronts and is represented by the Queen of Hearts who resides at the heart of The Realm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From here, the Queen of Hearts is attempting to regain control of Wonderland through use of anger, violence, and power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
She commands The Jabberwock and uses him to terrorize and incinerate her foes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Queen of Hearts believes the Red Queen is responsible for the destruction of Wonderland and that Alice is one of her allies. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
She agrees to spare Alice’s life on the condition Alice will help her defeat the Red Queen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This necessitates Alice acquiring an Inner Compass (to navigate Wonderland) and meet with The Mad Hatter (who can weaponize/repair The Jabberwock).&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
Alice reaches the Realm of The Queen of Hearts through the Haunted House from The Circus Realm. She travels from Denial to Anger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alice is filled with Anger and must direct that emotion at someone or something. Anger at the destruction of Wonderland and the loss of her sanctuary. Anger at Change (at Chaos). This realm offers Alice (and player) the first chance to really unleash Anger and violence.&lt;br /&gt;
&lt;br /&gt;
Upon arrival in the Realm, Alice discovers Chess Piece Soldiers engaged in a battle against the Card Guard Soldiers of the Queen of Hearts. Chess Soldier Commander explains that the Queen&amp;#039;s Castle remains impenetrable and that her Card Guard Army appears to be infinite. It&amp;#039;s a standoff in which they cannot win but must continue lest they lose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alice is tasked with (self assigns herself a task of) breaching the castle and confronting (killing?) the Queen. That task breaks down into discrete chunks:&lt;br /&gt;
* Navigate the outer realm. Sneak under/over the castle wall (mote?).&lt;br /&gt;
* Navigate the inner realm. Through the hedge maze and surrounding buildings.&lt;br /&gt;
* Breach the castle wall. Sneak through dungeon levels into the castle interior.&lt;br /&gt;
* Navigate to the Throne Room. Sneak, fight, and infiltrate.&lt;br /&gt;
* Confront the Queen of Hearts.&lt;br /&gt;
* Queen of Hearts Boss Battle. Alice loses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
At the end of the stage, Alice will be captured. The Queen of Hearts will keep the White Rabbit hostage until Alice completes the task she gives her.&lt;br /&gt;
Alice must first acquire The Inner Compass, which will guide her across the wastelands to her goal (Queen of Hearts domain). The Queen of Hearts knows this item is with the Mad Hatter and sends Alice there to retrieve it. &lt;br /&gt;
She gives Alice a gift and commands Alice give this to Hatter. Asked if it will kill him - “No, it will ensure he lives forever, even if he’s blown to bits like our Wonderland…&lt;br /&gt;
==Story Notes==&lt;br /&gt;
The theme of Anger must be reinforced throughout this area. Alice&amp;#039;s actions won&amp;#039;t always make sense - driven by anger, she&amp;#039;s unable to think clearly or logically. Weave some of the following ideas into her movements, actions, and story...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Senseless killing: Disregard for &amp;quot;sides&amp;quot; in the battle so that Alice kills Chess Pieces (supposed allies) and Card Guards with equal impunity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Meaningless sacrifice: Sent on a mission to save a Chess Piece from the dungeon - find a way to fail at that mission through lack of concern.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defeat through Anger: Alice needs to loss the fight against the Queen in this round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Anger inducing elements: How to make Player feel the emotion this level is meant to represent without giving up on the game? For example:A cannon on a castle wall which lobs shots at Alice throughout the level... increases player&amp;#039;s feeling of anger as the level progresses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Blind Fury: Find a way to represent anger as a blinding force - how to obscure Alice&amp;#039;s view of the world so that critical elements are ignored? But in a way that Player willingly makes sacrifices those elements for some perceived benefit?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Heart pounding, Adrenaline rushing, Shaking, Lack of control... All elements of the Flight or Fight (Anger) response. How to capture these concepts in Alice&amp;#039;s actions, dialog, and responses?&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Puzzle work, slash and collect things.&lt;br /&gt;
==Locations==&lt;br /&gt;
Concepts pending.&lt;br /&gt;
Castle of hearts, Croquet Grounds, Courthouse, Royal Forest, Optional, A Graveyard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:39_TearMaze01.jpg|400px|left|middle|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
==Dresses==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot; data-mce-style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||[[File:ashdress.jpg|300px|center|middle|thumb|Ash Dress]]&lt;br /&gt;
||[[File:Red Dress.jpg|600px|center|middle|thumb|The Red Dress]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Characters/Enemies==&lt;br /&gt;
[[File:Queen-of-hearts,-Normal-full.jpg|500px|center|middle|thumb|Queen of hearts]]&lt;/div&gt;</summary>
		<author><name>American</name></author>
		
	</entry>
	<entry>
		<id>https://www.americanmcgee.com/asylumwiki/index.php?title=Anger&amp;diff=1821</id>
		<title>Anger</title>
		<link rel="alternate" type="text/html" href="https://www.americanmcgee.com/asylumwiki/index.php?title=Anger&amp;diff=1821"/>
		<updated>2019-08-29T03:26:16Z</updated>

		<summary type="html">&lt;p&gt;American: /* Concept */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Anger &amp;gt; Bargaining==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Enemies:&amp;#039;&amp;#039;&amp;#039; [[Card Guard]], Maze creatures&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weapons:&amp;#039;&amp;#039;&amp;#039; Vorpal Blade, Time clock, Long Range Shooting&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Upgrades:&amp;#039;&amp;#039;&amp;#039; acquiring Long Range shooting&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Outfits:&amp;#039;&amp;#039;&amp;#039; [[Ash Dress]], Ball gown&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;What player learns:&amp;#039;&amp;#039;&amp;#039; At this point, the player knows all the mechanics.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Transition:&amp;#039;&amp;#039;&amp;#039; Denial → Anger will be a Horror house ride that will open once and to revisit Denial there will be a separate statio&lt;br /&gt;
==Concept==&lt;br /&gt;
[[File:All-paths-lead-to-death.jpg|400px|right|middle|thumb|Atmosphere image for Queensland]]Anger is the Third Stage of Grief (Choas &amp;gt; Denial &amp;gt; Anger) Alice confronts and is represented by the Queen of Hearts who resides at the heart of The Realm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 From here, the Queen of Hearts is attempting to regain control of Wonderland through use of anger, violence, and power. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
She commands The Jabberwock and uses him to terrorize and incinerate her foes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Queen of Hearts believes the Red Queen is responsible for the destruction of Wonderland and that Alice is one of her allies. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
She agrees to spare Alice’s life on the condition Alice will help her defeat the Red Queen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This necessitates Alice acquiring an Inner Compass (to navigate Wonderland) and meet with The Mad Hatter (who can weaponize/repair The Jabberwock).&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
Alice reaches the Realm of The Queen of Hearts through the Haunted House from The Circus Realm. She travels from Denial to Anger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alice is filled with Anger and must direct that emotion at someone or something. Anger at the destruction of Wonderland and the loss of her sanctuary. Anger at Change (at Chaos). This realm offers Alice (and player) the first chance to really unleash Anger and violence.&lt;br /&gt;
&lt;br /&gt;
Upon arrival in the Realm, Alice discovers Chess Piece Soldiers engaged in a battle against the Card Guard Soldiers of the Queen of Hearts. Chess Soldier Commander explains that the Queen&amp;#039;s Castle remains impenetrable and that her Card Guard Army appears to be infinite. It&amp;#039;s a standoff in which they cannot win but must continue lest they lose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alice is tasked with (self assigns herself a task of) breaching the castle and confronting (killing?) the Queen. That task breaks down into discrete chunks:&lt;br /&gt;
* Navigate the outer realm. Sneak under/over the castle wall (mote?).&lt;br /&gt;
* Navigate the inner realm. Through the hedge maze and surrounding buildings.&lt;br /&gt;
* Breach the castle wall. Sneak through dungeon levels into the castle interior.&lt;br /&gt;
* Navigate to the Throne Room. Sneak, fight, and infiltrate.&lt;br /&gt;
* Confront the Queen of Hearts.&lt;br /&gt;
* Queen of Hearts Boss Battle. Alice loses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
At the end of the stage, Alice will be captured. The Queen of Hearts will keep the White Rabbit hostage until Alice completes the task she gives her.&lt;br /&gt;
Alice must first acquire The Inner Compass, which will guide her across the wastelands to her goal (Queen of Hearts domain). The Queen of Hearts knows this item is with the Mad Hatter and sends Alice there to retrieve it. &lt;br /&gt;
She gives Alice a gift and commands Alice give this to Hatter. Asked if it will kill him - “No, it will ensure he lives forever, even if he’s blown to bits like our Wonderland…&lt;br /&gt;
==Story Notes==&lt;br /&gt;
The theme of Anger must be reinforced throughout this area. Alice&amp;#039;s actions won&amp;#039;t always make sense - driven by anger, she&amp;#039;s unable to think clearly or logically. Weave some of the following ideas into her movements, actions, and story...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Senseless killing: Disregard for &amp;quot;sides&amp;quot; in the battle so that Alice kills Chess Pieces (supposed allies) and Card Guards with equal impunity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Meaningless sacrifice: Sent on a mission to save a Chess Piece from the dungeon - find a way to fail at that mission through lack of concern.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defeat through Anger: Alice needs to loss the fight against the Queen in this round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Anger inducing elements: How to make Player feel the emotion this level is meant to represent without giving up on the game? For example:A cannon on a castle wall which lobs shots at Alice throughout the level... increases player&amp;#039;s feeling of anger as the level progresses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Blind Fury: Find a way to represent anger as a blinding force - how to obscure Alice&amp;#039;s view of the world so that critical elements are ignored? But in a way that Player willingly makes sacrifices those elements for some perceived benefit?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Heart pounding, Adrenaline rushing, Shaking, Lack of control... All elements of the Flight or Fight (Anger) response. How to capture these concepts in Alice&amp;#039;s actions, dialog, and responses?&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Puzzle work, slash and collect things.&lt;br /&gt;
==Locations==&lt;br /&gt;
Concepts pending.&lt;br /&gt;
Castle of hearts, Croquet Grounds, Courthouse, Royal Forest, Optional, A Graveyard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:39_TearMaze01.jpg|400px|left|middle|thumb]]&lt;br /&gt;
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&lt;br /&gt;
==Dresses==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot; data-mce-style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||[[File:ashdress.jpg|300px|center|middle|thumb|Ash Dress]]&lt;br /&gt;
||[[File:Red Dress.jpg|600px|center|middle|thumb|The Red Dress]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Characters/Enemies==&lt;br /&gt;
[[File:Queen-of-hearts,-Normal-full.jpg|500px|center|middle|thumb|Queen of hearts]]&lt;/div&gt;</summary>
		<author><name>American</name></author>
		
	</entry>
	<entry>
		<id>https://www.americanmcgee.com/asylumwiki/index.php?title=Anger&amp;diff=1820</id>
		<title>Anger</title>
		<link rel="alternate" type="text/html" href="https://www.americanmcgee.com/asylumwiki/index.php?title=Anger&amp;diff=1820"/>
		<updated>2019-08-29T01:58:04Z</updated>

		<summary type="html">&lt;p&gt;American: /* Story */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Anger &amp;gt; Bargaining==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Enemies:&amp;#039;&amp;#039;&amp;#039; [[Card Guard]], Maze creatures&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weapons:&amp;#039;&amp;#039;&amp;#039; Vorpal Blade, Time clock, Long Range Shooting&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Upgrades:&amp;#039;&amp;#039;&amp;#039; acquiring Long Range shooting&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Outfits:&amp;#039;&amp;#039;&amp;#039; [[Ash Dress]], Ball gown&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;What player learns:&amp;#039;&amp;#039;&amp;#039; At this point, the player knows all the mechanics.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Transition:&amp;#039;&amp;#039;&amp;#039; Denial → Anger will be a Horror house ride that will open once and to revisit Denial there will be a separate statio&lt;br /&gt;
==Concept==&lt;br /&gt;
[[File:All-paths-lead-to-death.jpg|400px|right|middle|thumb|Atmosphere image for Queensland]]Anger is the fourth stage of Grief Alice confronts and is represented by the Queen of Hearts who resides at the center of Wonderland in the Chaos “sun.” This central hub around which the remaining domains orbit is a mass of fire, wreckage, and confusion. From here, the Queen of Hearts is attempting to regain control of Wonderland through use of anger, violence, and power. She commands The Jabberwock and uses him to terrorize and incinerate her foes.&lt;br /&gt;
The Queen of Hearts believes the Red Queen is responsible for the destruction of Wonderland and that Alice is one of her allies. She agrees to spare Alice’s life on the condition Alice will… (Steal something from; murder the; take something to)… The Red Queen&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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==Story==&lt;br /&gt;
Alice reaches the Realm of The Queen of Hearts through the Haunted House from The Circus Realm. She travels from Denial to Anger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alice is filled with Anger and must direct that emotion at someone or something. Anger at the destruction of Wonderland and the loss of her sanctuary. Anger at Change (at Chaos). This realm offers Alice (and player) the first chance to really unleash Anger and violence.&lt;br /&gt;
&lt;br /&gt;
Upon arrival in the Realm, Alice discovers Chess Piece Soldiers engaged in a battle against the Card Guard Soldiers of the Queen of Hearts. Chess Soldier Commander explains that the Queen&amp;#039;s Castle remains impenetrable and that her Card Guard Army appears to be infinite. It&amp;#039;s a standoff in which they cannot win but must continue lest they lose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alice is tasked with (self assigns herself a task of) breaching the castle and confronting (killing?) the Queen. That task breaks down into discrete chunks:&lt;br /&gt;
* Navigate the outer realm. Sneak under/over the castle wall (mote?).&lt;br /&gt;
* Navigate the inner realm. Through the hedge maze and surrounding buildings.&lt;br /&gt;
* Breach the castle wall. Sneak through dungeon levels into the castle interior.&lt;br /&gt;
* Navigate to the Throne Room. Sneak, fight, and infiltrate.&lt;br /&gt;
* Confront the Queen of Hearts.&lt;br /&gt;
* Queen of Hearts Boss Battle. Alice loses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
At the end of the stage, Alice will be captured. The Queen of Hearts will keep the White Rabbit hostage until Alice completes the task she gives her.&lt;br /&gt;
Alice must first acquire The Inner Compass, which will guide her across the wastelands to her goal (Queen of Hearts domain). The Queen of Hearts knows this item is with the Mad Hatter and sends Alice there to retrieve it. &lt;br /&gt;
She gives Alice a gift and commands Alice give this to Hatter. Asked if it will kill him - “No, it will ensure he lives forever, even if he’s blown to bits like our Wonderland…&lt;br /&gt;
==Story Notes==&lt;br /&gt;
The theme of Anger must be reinforced throughout this area. Alice&amp;#039;s actions won&amp;#039;t always make sense - driven by anger, she&amp;#039;s unable to think clearly or logically. Weave some of the following ideas into her movements, actions, and story...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Senseless killing: Disregard for &amp;quot;sides&amp;quot; in the battle so that Alice kills Chess Pieces (supposed allies) and Card Guards with equal impunity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Meaningless sacrifice: Sent on a mission to save a Chess Piece from the dungeon - find a way to fail at that mission through lack of concern.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defeat through Anger: Alice needs to loss the fight against the Queen in this round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Anger inducing elements: How to make Player feel the emotion this level is meant to represent without giving up on the game? For example:A cannon on a castle wall which lobs shots at Alice throughout the level... increases player&amp;#039;s feeling of anger as the level progresses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Blind Fury: Find a way to represent anger as a blinding force - how to obscure Alice&amp;#039;s view of the world so that critical elements are ignored? But in a way that Player willingly makes sacrifices those elements for some perceived benefit?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Heart pounding, Adrenaline rushing, Shaking, Lack of control... All elements of the Flight or Fight (Anger) response. How to capture these concepts in Alice&amp;#039;s actions, dialog, and responses?&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Puzzle work, slash and collect things.&lt;br /&gt;
==Locations==&lt;br /&gt;
Concepts pending.&lt;br /&gt;
Castle of hearts, Croquet Grounds, Courthouse, Royal Forest, Optional, A Graveyard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:39_TearMaze01.jpg|400px|left|middle|thumb]]&lt;br /&gt;
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&lt;br /&gt;
==Dresses==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot; data-mce-style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||[[File:ashdress.jpg|300px|center|middle|thumb|Ash Dress]]&lt;br /&gt;
||[[File:Red Dress.jpg|600px|center|middle|thumb|The Red Dress]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Characters/Enemies==&lt;br /&gt;
[[File:Queen-of-hearts,-Normal-full.jpg|500px|center|middle|thumb|Queen of hearts]]&lt;/div&gt;</summary>
		<author><name>American</name></author>
		
	</entry>
	<entry>
		<id>https://www.americanmcgee.com/asylumwiki/index.php?title=Anger&amp;diff=1819</id>
		<title>Anger</title>
		<link rel="alternate" type="text/html" href="https://www.americanmcgee.com/asylumwiki/index.php?title=Anger&amp;diff=1819"/>
		<updated>2019-08-29T01:47:35Z</updated>

		<summary type="html">&lt;p&gt;American: /* Story */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Anger &amp;gt; Bargaining==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Enemies:&amp;#039;&amp;#039;&amp;#039; [[Card Guard]], Maze creatures&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weapons:&amp;#039;&amp;#039;&amp;#039; Vorpal Blade, Time clock, Long Range Shooting&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Upgrades:&amp;#039;&amp;#039;&amp;#039; acquiring Long Range shooting&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Outfits:&amp;#039;&amp;#039;&amp;#039; [[Ash Dress]], Ball gown&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;What player learns:&amp;#039;&amp;#039;&amp;#039; At this point, the player knows all the mechanics.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Transition:&amp;#039;&amp;#039;&amp;#039; Denial → Anger will be a Horror house ride that will open once and to revisit Denial there will be a separate statio&lt;br /&gt;
==Concept==&lt;br /&gt;
[[File:All-paths-lead-to-death.jpg|400px|right|middle|thumb|Atmosphere image for Queensland]]Anger is the fourth stage of Grief Alice confronts and is represented by the Queen of Hearts who resides at the center of Wonderland in the Chaos “sun.” This central hub around which the remaining domains orbit is a mass of fire, wreckage, and confusion. From here, the Queen of Hearts is attempting to regain control of Wonderland through use of anger, violence, and power. She commands The Jabberwock and uses him to terrorize and incinerate her foes.&lt;br /&gt;
The Queen of Hearts believes the Red Queen is responsible for the destruction of Wonderland and that Alice is one of her allies. She agrees to spare Alice’s life on the condition Alice will… (Steal something from; murder the; take something to)… The Red Queen&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
Alice reaches the Realm of The Queen of Hearts through the Haunted House from The Circus Realm. She travels from Denial to Anger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alice is filled with Anger and must direct that emotion at someone or something. Anger at the destruction of Wonderland and the loss of her sanctuary. Anger at Change (at Chaos). This realm offers Alice (and player) the first chance to really unleash Anger and violence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upon arrival in the Realm, Alice discovers Chess Piece Soldiers engaged in a battle against the Card Guard Soldiers of the Queen of Hearts. Chess Soldier Commander explains that the Queen&amp;#039;s Castle remains impenetrable and that her Card Guard Army appears to be infinite. It&amp;#039;s a standoff in which they cannot win but must continue lest they lose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alice is tasked with (self assigns herself a task of) breaching the castle and confronting (killing?) the Queen. That task breaks down into discrete chunks:&lt;br /&gt;
&lt;br /&gt;
* Navigate the outer realm. Sneak under/over the castle wall (mote?).&lt;br /&gt;
* Navigate the inner realm. Through the hedge maze and surrounding buildings.&lt;br /&gt;
* Breach the castle wall. Sneak through dungeon levels into the castle interior.&lt;br /&gt;
* Navigate to the Throne Room. Sneak, fight, and infiltrate.&lt;br /&gt;
* Confront the Queen of Hearts.&lt;br /&gt;
* Queen of Hearts Boss Battle. Alice loses.&lt;br /&gt;
At the end of the stage, Alice will be captured. The Queen of Hearts will keep the White Rabbit hostage until Alice completes the task she gives her.&lt;br /&gt;
Alice must first acquire The Inner Compass, which will guide her across the wastelands to her goal (Queen of Hearts domain). The Queen of Hearts knows this item is with the Mad Hatter and sends Alice there to retrieve it. &lt;br /&gt;
She gives Alice a gift and commands Alice give this to Hatter. Asked if it will kill him - “No, it will ensure he lives forever, even if he’s blown to bits like our Wonderland…&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Puzzle work, slash and collect things.&lt;br /&gt;
==Locations==&lt;br /&gt;
Concepts pending.&lt;br /&gt;
Castle of hearts, Croquet Grounds, Courthouse, Royal Forest, Optional, A Graveyard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:39_TearMaze01.jpg|400px|left|middle|thumb]]&lt;br /&gt;
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&lt;br /&gt;
==Dresses==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot; data-mce-style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||[[File:ashdress.jpg|300px|center|middle|thumb|Ash Dress]]&lt;br /&gt;
||[[File:Red Dress.jpg|600px|center|middle|thumb|The Red Dress]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Characters/Enemies==&lt;br /&gt;
[[File:Queen-of-hearts,-Normal-full.jpg|500px|center|middle|thumb|Queen of hearts]]&lt;/div&gt;</summary>
		<author><name>American</name></author>
		
	</entry>
	<entry>
		<id>https://www.americanmcgee.com/asylumwiki/index.php?title=Slumber_%E2%80%93_Liddell_House&amp;diff=1124</id>
		<title>Slumber – Liddell House</title>
		<link rel="alternate" type="text/html" href="https://www.americanmcgee.com/asylumwiki/index.php?title=Slumber_%E2%80%93_Liddell_House&amp;diff=1124"/>
		<updated>2018-10-29T01:57:14Z</updated>

		<summary type="html">&lt;p&gt;American: Created page with &amp;quot;The cycle repeats.   Awake again in the Asylum with Rabbit clutched in her arms - the opening scene to AMA.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The cycle repeats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Awake again in the Asylum with Rabbit clutched in her arms - the opening scene to AMA.&lt;/div&gt;</summary>
		<author><name>American</name></author>
		
	</entry>
	<entry>
		<id>https://www.americanmcgee.com/asylumwiki/index.php?title=Acceptance&amp;diff=1123</id>
		<title>Acceptance</title>
		<link rel="alternate" type="text/html" href="https://www.americanmcgee.com/asylumwiki/index.php?title=Acceptance&amp;diff=1123"/>
		<updated>2018-10-29T01:56:57Z</updated>

		<summary type="html">&lt;p&gt;American: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ColorFish.jpg|1000px|center|middle|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arrival at the 7th House - Venus - The Red QueenCopper - Harmony&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alice Arrives too late. The Red Queen is dead (dying).Final act of mutual sacrifice (Alice + Shadow Alice) to save the day. The Queen of Hearts is lost but the Red Queen is unable to complete her plan.&lt;/div&gt;</summary>
		<author><name>American</name></author>
		
	</entry>
	<entry>
		<id>https://www.americanmcgee.com/asylumwiki/index.php?title=Testing&amp;diff=1122</id>
		<title>Testing</title>
		<link rel="alternate" type="text/html" href="https://www.americanmcgee.com/asylumwiki/index.php?title=Testing&amp;diff=1122"/>
		<updated>2018-10-29T01:56:29Z</updated>

		<summary type="html">&lt;p&gt;American: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After completing the required tasks in (4) Alice moves into the Testing phase…&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In which she confronts the Jabberwock but finds he’s not the real foe. Alice’s Shadow Self becomes apparent. She wishes “little” Alice to fade away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Battle with and Integration of the Shadow Self.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to confront The Queen of Hearts. Hatter saves the day by taking his poison pill - in his immortal form he can rescue Alice but must spend the rest of his existence in pain. He sets a mature / adult example for Alice to follow - this is her subconscious testing out the idea sacrificing (or discarding, dissolving) elements of the self which are no longer useful in order to make way for the new and improved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Queen of Hearts abandons her position at the center of Chaos and heads to the (now revealed) location of the Red Queen. Alice must give chase and stop her before… (?)&lt;/div&gt;</summary>
		<author><name>American</name></author>
		
	</entry>
	<entry>
		<id>https://www.americanmcgee.com/asylumwiki/index.php?title=Depression&amp;diff=1121</id>
		<title>Depression</title>
		<link rel="alternate" type="text/html" href="https://www.americanmcgee.com/asylumwiki/index.php?title=Depression&amp;diff=1121"/>
		<updated>2018-10-29T01:56:00Z</updated>

		<summary type="html">&lt;p&gt;American: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BackYard.jpg|1000px|center|middle|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A journey through the destroyed remains of Wonderland. Painful reminders of the place that once was. During this stage Alice encounters several old friends in need of help The Carpenter exclaims, “The best way to help yourself in times of need is to help others.” Mock Turtle, that old depressed lump, seems just fine in this atmosphere, literally swimming through the air (as it’s a visible miasma of morose).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each encounter serves up a quest which helps to collect Elemental Emotions.The Elan Vital is among those emotions - the collection of which constantly increasing Alice’s health and stamina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are several paths leading into the Wilds of Wonderland (where Alice will finally confront The Red Queen and Jabberwock) which cannot be traversed until enough Elan Vital is collected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alice returns several times to Hatter with Elemental Emotions in hand. These are exchanged for information, weapons, armor, etc. Hatter serves as Alice’s “Q” (purveyor of tools, weapons, etc).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Throughout this period Alice meets with resistance - sometimes surprisingly heavy - all because her friends think she’s recently committed a series of atrocities. Alice must repeatedly express her innocence and struggle to regain trust (hence all the side quests, favors, and bribes). We later learn that Alice’s Shadow Self has been working several steps ahead of her - causing grief and confusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(This section makes up the bulk of the core game. There are areas within this section which serve as “hubs” to previously visited / explored regions).&lt;/div&gt;</summary>
		<author><name>American</name></author>
		
	</entry>
	<entry>
		<id>https://www.americanmcgee.com/asylumwiki/index.php?title=Bargaining_-_Hatter%E2%80%99s_Domain&amp;diff=1120</id>
		<title>Bargaining - Hatter’s Domain</title>
		<link rel="alternate" type="text/html" href="https://www.americanmcgee.com/asylumwiki/index.php?title=Bargaining_-_Hatter%E2%80%99s_Domain&amp;diff=1120"/>
		<updated>2018-10-29T01:54:23Z</updated>

		<summary type="html">&lt;p&gt;American: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Playground.jpg|1000px|center|middle|frameless]]&lt;br /&gt;
&lt;br /&gt;
Characters: Alice, Mad Hatter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alchemy and Planet: Mercury&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Theme: The Brain, messages, travel, The Inner Compass&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bargaining is the third stage of PTSD Alice confronts and is contained within The Hatter and his domain. Hatter knows his time is up, that the Queen of Hearts wants him dead, and his area’s defenses are on full alert. Alice sneaks and battles her way through the gauntlet in order to reach Hatter and deliver the “gift.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hatter wishes for things to return to normal - back to the way they were. He wants to undo all the things which led to this point and blames himself for all that’s gone wrong. He would accept death - but the Queen’s gift ensures that he can never die and that he will live in eternal torment. He knows because he built it as a torture device for her enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alice pleads with him to accept the gift and return with her (she wants Rabbit back) but…&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He spends his days working on a (mad) plan to put Wonderland right again. “All the king’s horses and all the king’s men couldn’t … but I can!” Hatter can’t finish his work until certain (elements, emotions?) are collected. And he’s plagued by a certain gremlin - he’s convinced it was Alice he saw but now that she’s here and offering to help that theory no longer makes sense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alice retrieves the Inner Compass (filled with mercury?) Not only will it guide her to the Red Queen but can also point Alice towards the Elemental Emotions (Emolants, Elotions) required for Hatter’s plan to restore Wonderland.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(Each new Element and Emotion acquired, including the ones acquired up to this point, are used to unlock dresses, weapons, and skills. As she progresses, Alice is growing in skill and competence).&lt;/div&gt;</summary>
		<author><name>American</name></author>
		
	</entry>
	<entry>
		<id>https://www.americanmcgee.com/asylumwiki/index.php?title=Anger&amp;diff=1119</id>
		<title>Anger</title>
		<link rel="alternate" type="text/html" href="https://www.americanmcgee.com/asylumwiki/index.php?title=Anger&amp;diff=1119"/>
		<updated>2018-10-29T01:52:21Z</updated>

		<summary type="html">&lt;p&gt;American: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Red Queen Castle.jpg|1000px|center|middle|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters: Alice, Queen of Hearts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alchemy and Planet: Gold, Sun&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Theme: Chaos, ego, and the life force / immune system&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Anger is the second stage of PTSD Alice confronts and is represented by the Queen of Hearts who resides at the center of Wonderland in the Chaos “sun.” This central hub around which the remaining domains orbit is a mass of fire, wreckage, and confusion. From here the Queen of Hearts is attempted to regain control of Wonderland through use of anger, violence, and power. She commands The Jabberwock and uses him to terrorize and incinerate her foes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alice is forced to sneak her way through this terrifying domain filled with Card Guards and grotesque reminders of the Queen’s cruelty. Alice must use the White Rabbit as a decoy in order to avoid detection. But her skills and nerve aren’t enough.. She’s captured.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Queen of Hearts believes the Red Queen is responsible for the destruction of Wonderland and that Alice is one of her spies (assassins?). She agrees to spare Alice’s life on the condition Alice will… (Steal something from; murder the; take something to)… The Red Queen&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Queen of Hearts will keep the White Rabbit hostage until Alice completes this task.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alice must first acquire The Inner Compass which will guide her across the wastelands to her goal (Queen of Hearts domain). The Queen of Hearts knows this item is with the Mad Hatter and sends Alice there to retrieve it. She gives Alice a gift and commands Alice give this to Hatter. Asked if it will kill him - “No, it will ensure he lives forever, even if he’s blown to bits like our Wonderland…”&lt;/div&gt;</summary>
		<author><name>American</name></author>
		
	</entry>
	<entry>
		<id>https://www.americanmcgee.com/asylumwiki/index.php?title=Denial_%E2%80%93_Circus&amp;diff=1118</id>
		<title>Denial – Circus</title>
		<link rel="alternate" type="text/html" href="https://www.americanmcgee.com/asylumwiki/index.php?title=Denial_%E2%80%93_Circus&amp;diff=1118"/>
		<updated>2018-10-29T01:50:41Z</updated>

		<summary type="html">&lt;p&gt;American: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Wonderland Denial.jpg|1000px|center|middle|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters: Alice, The White Rabbit, Shadow Alice, the Cruel Black Dragon (Jabberwocky)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alchemy and Planet: Silver (represented by snow), Moon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Theme: Falling down, denial, emotion / mother, The Nigredo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Denial is the first stage of PTSD Alice encounters upon her return to Wonderland. It hints at the shattered reality of Wonderland - islands floating in the sky, broken toys and teapots - but Denial paints the scene with such lovely light, color, music, and sound that we’re briefly lulled into believing everything is alright.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alice follows the White Rabbit from the asylum into Wonderland and arrives in this place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rabbit is kept as a constant companion, sometimes running ahead of Alice to guide the way, other times jumping into Alice’s arms for a ride. He delivers dialog and provides for Alice a companion to talk to (rarely to talk with). Rabbit is Alice’s curiosity projecting itself forward into the unknown. Alice expresses her fear and wonderment to Rabbit throughout the journey.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cheshire Cat appears from a darker place within Alice’s mind. He knows just how fucked up things are but is characteristically oblique. “The best lessons are learned the hard way.” He derides Alice’s relationship with Rabbit - not only because Rabbit seems to lack a brain but also because “Rabbits are fine to ruminate and stew but one in your belly will take you further than a lucky paw.”Rabbit leads Alice to a beautiful scene - and there, in the distance, is that Lizzie? And, the centaur again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alice’s goal at this point is a mirage or a fool’s errand - rearranging the deck chairs while the ship sinks; making the bed while the house burns. “If only we could find a snowball we could make a snowman,” says Lizzie (is that really Lizzy?) waving Alice forward into Denial - Alice’s mind reaching back to the last known happy memory; humming the same song her mother sang to her in bed that night. Heartbreaking because we know it’s a all a lie. She finds the (Silver - Denial) snowball but it’s so incongruous (even for Wonderland) that the world shatters. Alice hasn’t been following Lizzie at all - she’s been following her Shadow Self and Shadow Alice has a rude shock in store…&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Jabberwocky is released from its cave and lays waste to the illusion. Denial is blown apart and we see the true nature of Wonderland in its current state. A wasteland of destruction - entire kingdoms blown into orbit around a central “sun” of Chaos.&lt;/div&gt;</summary>
		<author><name>American</name></author>
		
	</entry>
	<entry>
		<id>https://www.americanmcgee.com/asylumwiki/index.php?title=The_Journey_(The_Stages_of_Grief)&amp;diff=1117</id>
		<title>The Journey (The Stages of Grief)</title>
		<link rel="alternate" type="text/html" href="https://www.americanmcgee.com/asylumwiki/index.php?title=The_Journey_(The_Stages_of_Grief)&amp;diff=1117"/>
		<updated>2018-10-29T01:45:48Z</updated>

		<summary type="html">&lt;p&gt;American: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;The Journey (Obstacle, Transformation, Reward)&amp;#039;&amp;#039;&amp;#039;   Alice suffers from acute PTSD aggravated by the suppressed potential for transformation into adulthood. Her journey will...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;The Journey (Obstacle, Transformation, Reward)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alice suffers from acute PTSD aggravated by the suppressed potential for transformation into adulthood. Her journey will force her to confront and ultimately accept the death of her family - in so far as this represents her transformation from childhood via the integration of self. The powerful emotions of guilt, anger, sadness, etc still rage within - these are faced in her next adventure (AMA). Before Alice can confront and understand her emotions she must unlock her awareness and her self.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Goals &amp;amp; Stages&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In her quest Alice must achieve or acquire a number of Goals&lt;br /&gt;
# The Inner Compass (to guide her through the wasteland)&lt;br /&gt;
# The Vorpal Blade (to defeat the Jabberwock)&lt;br /&gt;
# Elan Vital (life energy, to sustain her through the Chaos)&lt;br /&gt;
# Slay the Dragon (defeat the Jabberwock; and recover the White rabbit?)&lt;br /&gt;
# Confront the Shadow (disintegrate and integrate)&lt;br /&gt;
# Collect the Elements of Transformation (alchemical / psychological transmutation)&lt;/div&gt;</summary>
		<author><name>American</name></author>
		
	</entry>
	<entry>
		<id>https://www.americanmcgee.com/asylumwiki/index.php?title=Main_Page&amp;diff=1116</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.americanmcgee.com/asylumwiki/index.php?title=Main_Page&amp;diff=1116"/>
		<updated>2018-10-29T01:44:15Z</updated>

		<summary type="html">&lt;p&gt;American: /* Story */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Alice Wiki Banner v1.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;border:none&amp;quot;&amp;gt;Alice Asylum is the the upcoming third game in the American McGee’s Alice series.&amp;lt;br /&amp;gt;&lt;br /&gt;
The game will be a third-person psychological horror action-adventure platform video game set before the events of American McGee’s Alice. &amp;lt;br /&amp;gt;&lt;br /&gt;
Currently in pre-development, the game has a targeted release in 2021 on all major platforms and PC. &amp;lt;br&amp;gt;Ω&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
&lt;br /&gt;
* [[Prelude|&amp;#039;&amp;#039;&amp;#039;Prelude&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[The Journey|&amp;#039;&amp;#039;&amp;#039;The Journey&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
* [[Protagonists|&amp;#039;&amp;#039;&amp;#039;Protagonists&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Enemies|&amp;#039;&amp;#039;&amp;#039;Enemies&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
* [[Collectibles|&amp;#039;&amp;#039;&amp;#039;Collectibles&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Movement|&amp;#039;&amp;#039;&amp;#039;Movement&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Difficulty|&amp;#039;&amp;#039;&amp;#039;Difficulty&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Combat|&amp;#039;&amp;#039;&amp;#039;Combat&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Health and Damage|&amp;#039;&amp;#039;&amp;#039;Health and Damage&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Puzzles|&amp;#039;&amp;#039;&amp;#039;Puzzles&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Weapons|&amp;#039;&amp;#039;&amp;#039;Weapons&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Power-Ups|&amp;#039;&amp;#039;&amp;#039;Power-Ups&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Dresses|&amp;#039;&amp;#039;&amp;#039;Dresses&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
&lt;br /&gt;
==Levels==&lt;br /&gt;
&lt;br /&gt;
* [[Shock|&amp;#039;&amp;#039;&amp;#039;Shock&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Denial|&amp;#039;&amp;#039;&amp;#039;Denial&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Anger|&amp;#039;&amp;#039;&amp;#039;Anger&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Bargaining|&amp;#039;&amp;#039;&amp;#039;Bargaining&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Depression|&amp;#039;&amp;#039;&amp;#039;Depression&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Testing|&amp;#039;&amp;#039;&amp;#039;Testing&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Acceptance|&amp;#039;&amp;#039;&amp;#039;Acceptance&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Slumber|&amp;#039;&amp;#039;&amp;#039;Slumber&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
&lt;br /&gt;
* [[Hatter&amp;#039;s_Domain|&amp;#039;&amp;#039;&amp;#039;Hatter&amp;#039;s Domain&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
&lt;br /&gt;
==Music and sfx==&lt;br /&gt;
&lt;br /&gt;
* [[Audio|&amp;#039;&amp;#039;&amp;#039;Audio&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
&lt;br /&gt;
==Merchandise==&lt;br /&gt;
&lt;br /&gt;
*[[Planned|&amp;#039;&amp;#039;&amp;#039;Planned Merchandise&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
*[[Produced|&amp;#039;&amp;#039;&amp;#039;Produced Merchandise&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
&lt;br /&gt;
==Frequently Asked Questions==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ|&amp;#039;&amp;#039;&amp;#039;FAQ&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Timeline|&amp;#039;&amp;#039;&amp;#039;Timeline&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
 &lt;br /&gt;
==Other Alice Games==&lt;br /&gt;
&lt;br /&gt;
* [[American McGee&amp;#039;s Alice|&amp;#039;&amp;#039;&amp;#039;American McGee&amp;#039;s Alice&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Alice: Madness Returns|&amp;#039;&amp;#039;&amp;#039;Alice: Madness Returns&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
&lt;br /&gt;
==Community Involvement==&lt;br /&gt;
&lt;br /&gt;
* [[An Inmate&amp;#039;s Guide to Discord|&amp;#039;&amp;#039;&amp;#039;An Inmate&amp;#039;s Guide to Discord&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Community Ideas|&amp;#039;&amp;#039;&amp;#039;Community Ideas/Suggestions&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [[Live Streams|&amp;#039;&amp;#039;&amp;#039;Live Streams&amp;#039;&amp;#039;&amp;#039;]]&lt;br /&gt;
* [https://www.reddit.com/r/AliceAsylum/ &amp;#039;&amp;#039;&amp;#039;Subreddit&amp;#039;&amp;#039;&amp;#039;]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;no-comment-streams/&amp;gt;&lt;/div&gt;</summary>
		<author><name>American</name></author>
		
	</entry>
	<entry>
		<id>https://www.americanmcgee.com/asylumwiki/index.php?title=CommentStreams:90d44a3c1f7ecfc8b7b8a3546acee02c&amp;diff=1107</id>
		<title>CommentStreams:90d44a3c1f7ecfc8b7b8a3546acee02c</title>
		<link rel="alternate" type="text/html" href="https://www.americanmcgee.com/asylumwiki/index.php?title=CommentStreams:90d44a3c1f7ecfc8b7b8a3546acee02c&amp;diff=1107"/>
		<updated>2018-10-23T01:06:01Z</updated>

		<summary type="html">&lt;p&gt;American: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shock is the initial encounter with Chaos. The bomb which destroys our perceived reality and our ability to understand the who, what, where, why of everything around us. The stage prior to this is Slumber - the state innocent and naive being where Chaos is a distant unknown. Alice is in Slumber (literally and metaphorically) the night of the fire. Before going to bed she had a family, a home, and was ensconced in a beautiful illusion. She wakes to Shock - the sound of her family screaming - the old reality shattered by Chaos and cracked open into a new and terrifying place where monsters rule. This is Bumby’s reality though Alice won’t understand that for many years to come. &lt;br /&gt;
&lt;br /&gt;
To communicate Shock effectively we must strongly establish the tranquility of Slumber. The first section of the game probably takes place in and around Alice’s home prior to the fire. Alice and Lizzie outside, building a snowman, establishing place and mood via chat and play. Hints of something lurking in the shadow, of the presence of Dr. Bumby in their lives, etc. &lt;br /&gt;
&lt;br /&gt;
Slumber -&amp;gt; Shock -&amp;gt; Asylum -&amp;gt; (remaining stages of trauma) {{DISPLAYTITLE:&lt;br /&gt;
Further thoughts on Shock&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>American</name></author>
		
	</entry>
	<entry>
		<id>https://www.americanmcgee.com/asylumwiki/index.php?title=CommentStreams:90d44a3c1f7ecfc8b7b8a3546acee02c&amp;diff=1106</id>
		<title>CommentStreams:90d44a3c1f7ecfc8b7b8a3546acee02c</title>
		<link rel="alternate" type="text/html" href="https://www.americanmcgee.com/asylumwiki/index.php?title=CommentStreams:90d44a3c1f7ecfc8b7b8a3546acee02c&amp;diff=1106"/>
		<updated>2018-10-23T01:05:45Z</updated>

		<summary type="html">&lt;p&gt;American: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shock&lt;br /&gt;
Shock is the initial encounter with Chaos. The bomb which destroys our perceived reality and our ability to understand the who, what, where, why of everything around us. The stage prior to this is Slumber - the state innocent and naive being where Chaos is a distant unknown. Alice is in Slumber (literally and metaphorically) the night of the fire. Before going to bed she had a family, a home, and was ensconced in a beautiful illusion. She wakes to Shock - the sound of her family screaming - the old reality shattered by Chaos and cracked open into a new and terrifying place where monsters rule. This is Bumby’s reality though Alice won’t understand that for many years to come. &lt;br /&gt;
&lt;br /&gt;
To communicate Shock effectively we must strongly establish the tranquility of Slumber. The first section of the game probably takes place in and around Alice’s home prior to the fire. Alice and Lizzie outside, building a snowman, establishing place and mood via chat and play. Hints of something lurking in the shadow, of the presence of Dr. Bumby in their lives, etc. &lt;br /&gt;
&lt;br /&gt;
Slumber -&amp;gt; Shock -&amp;gt; Asylum -&amp;gt; (remaining stages of trauma) {{DISPLAYTITLE:&lt;br /&gt;
Further thoughts on Shock&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>American</name></author>
		
	</entry>
	<entry>
		<id>https://www.americanmcgee.com/asylumwiki/index.php?title=Story&amp;diff=344</id>
		<title>Story</title>
		<link rel="alternate" type="text/html" href="https://www.americanmcgee.com/asylumwiki/index.php?title=Story&amp;diff=344"/>
		<updated>2018-08-22T07:30:30Z</updated>

		<summary type="html">&lt;p&gt;American: Replaced content with &amp;quot;An Outline of Sorts  1. Chaos, a Prelude to Denial  &amp;#039;&amp;#039;&amp;#039;&amp;lt;&amp;lt;&amp;lt;Back&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[An Outline of Sorts]]&lt;br /&gt;
&lt;br /&gt;
[[1. Chaos, a Prelude to Denial]]&lt;br /&gt;
&lt;br /&gt;
[[Story|&amp;#039;&amp;#039;&amp;#039;&amp;lt;&amp;lt;&amp;lt;Back&amp;#039;&amp;#039;&amp;#039;]]&lt;/div&gt;</summary>
		<author><name>American</name></author>
		
	</entry>
	<entry>
		<id>https://www.americanmcgee.com/asylumwiki/index.php?title=An_Outline_of_Sorts&amp;diff=343</id>
		<title>An Outline of Sorts</title>
		<link rel="alternate" type="text/html" href="https://www.americanmcgee.com/asylumwiki/index.php?title=An_Outline_of_Sorts&amp;diff=343"/>
		<updated>2018-08-22T07:27:31Z</updated>

		<summary type="html">&lt;p&gt;American: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Alice Notes (From RJ Berg &amp;amp; American McGee Chats - July 17,2018)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Alice Trilogy&lt;br /&gt;
&lt;br /&gt;
* Chronology&lt;br /&gt;
**Alice: Asylum	1863-73&lt;br /&gt;
**AMA		1873-74—————rename this?&lt;br /&gt;
**Alice: MR	1874-75&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1860-63&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:: Alice, a bright child with a susceptible imagination, “meets” Wonderland, an exciting refuge from her predictable, staid middle-class life in Oxford. She returns often because:&lt;br /&gt;
&lt;br /&gt;
:::: * It’s loaded with marvelous characters and exotic locations&lt;br /&gt;
:::: * It’s safe. Though often threatened, she’s never physically harmed&lt;br /&gt;
:::: * It’s filled with unique, but appealing physical and mental challenges&lt;br /&gt;
&lt;br /&gt;
:: Wonderland supplies:&lt;br /&gt;
&lt;br /&gt;
:::: *Vivid, high-wire (if juvenile) drama;&lt;br /&gt;
:::: *Multiple brands of fun;&lt;br /&gt;
:::: *Manageable fears, the overcoming of which build her confidence&lt;br /&gt;
	&lt;br /&gt;
:: Likely that during 1860-63, as she ages, she’d find, on return “visits,” that some of the familiar, more fanciful Wonderland locations/options would have morphed slightly— others might have disappeared. Not all characters would survive her maturation; some would have changed roles/sides. Still, Wonderland is the refuge of choice as she enters adolescence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&amp;#039;&amp;#039;ALICE ASYLUM&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Story opens in the hospital (St. Bart’s)&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&amp;#039;&amp;#039;CINEMATIC&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
::Two doctors enter Alice’s room, approach her bed; she’s supine, motionless.&lt;br /&gt;
:: Doctor, waving file, reviews the “facts” of her case. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: &amp;#039;&amp;#039;&amp;#039;VERSION 1&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
# “Face it, Grantham; she’s virtually deaf, dumb, and blind.”		&lt;br /&gt;
# “She survived the fire, Doctor, but her loss . . .&lt;br /&gt;
&lt;br /&gt;
# “Her burns have healed; she’s been comatose for months.”&lt;br /&gt;
# “Silence is often the sign of suffering and trauma . . .&lt;br /&gt;
&lt;br /&gt;
#“But what of insanity? She used to scream constantly—without cause, purpose, or result. Her mind is obviously gone. She registers no pain, no discomfort; apparently feels nothing; obviously hears nothing; and hasn’t opened her eyes in weeks.  &lt;br /&gt;
# “She is damaged, Doctor. But she will heal. She just needs time.”&lt;br /&gt;
&lt;br /&gt;
# She’s wasted enough of mine already.  And yours. I’m sorry, Grantham, but your “therapies” are useless to her . . .and to you. They’re at odds with the hospital’s best practices and failure needlessly threatens your reputation. In my judgment it&amp;#039;s time to shift her to a more appropriate facility—Bedlam or another asylum. As a simple matter of fact, better use could be made of her bed. Nothing more can be done for her here.”&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
:: &amp;#039;&amp;#039;&amp;#039;VERSION 2&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:::: Doctor, St. Bart’s Managing Director, enters Alice’s room, approaches her bed; she’s supine, motionless. He’s angry, waves a file, and rants:&lt;br /&gt;
:: “ You’ve made no progress Alice. You refuse to even try. Grantham was a good and decent man. And what did it get him? “Bedlam’s the place for you, Alice; you’ll fit right in with maniacs and hopeless reprobates warehoused there.” You’re a raving lunatic. Bart’s cannot cure your craziness. We certainly can’t afford it. Your money is exhausted. You refuse to improve. You ruined Grantham’s career and caused his demise. You won’t ruin mine. I’m a professional. I do not fail. Heal yourself, you wicked girl.”&lt;br /&gt;
	&lt;br /&gt;
:: &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&amp;#039;&amp;#039;CINEMATIC&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
:: As doctor(s)move out of the ward, camera shifts so we see their backs; as it closes-up on Alice’s face; her eyes open suddenly; her stare is not reassuring. She’s heard it all. &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;FTB&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
::November 4, 1864&lt;br /&gt;
:: &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&amp;#039;&amp;#039;CINEMATIC&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
:: Nearly a year to the date of the fire,  she is awake but, silent, uncommunicative. &lt;br /&gt;
:: Two nurses, big winged hats, are beside Alice’s bed. Their conversation offers time, place, situation&lt;br /&gt;
# “She just stares. Matron says it’s a ‘psycolic breakdown’.” &lt;br /&gt;
# “Psychotic,’ I think! Like Dr. Grantham. Off his nut, he was.”&lt;br /&gt;
&lt;br /&gt;
#“Matron says Alice is to blame.”&lt;br /&gt;
#“Drove him ‘round the bend’ no doubt.”&lt;br /&gt;
&lt;br /&gt;
# “She’s been here a year; ‘exhausted our resources.’ Matron says. She’s to RUTLEDGE ASYLUM in a day or two.&lt;br /&gt;
# “Like to see the back of her, creepy little git.”&lt;br /&gt;
&lt;br /&gt;
:: They leave.&lt;br /&gt;
&lt;br /&gt;
:: Alice now THINKS she knows why Grantham, who was becoming deranged, has disappeared. She thinks Grantham lost the “battle for her sanity,” that having failed in his mission (to “cure” her) and “broken” his promise to her thereby, he’d killed himself. She sits up, bangs her head against the bedstead until she passes out.&lt;br /&gt;
&lt;br /&gt;
November 11 1864—April 1, 1865&lt;br /&gt;
:: Alice (according to the Dr. Hieronymous Q.Wilson’s casebook to AMA,) arrived at Rutledge on a stretcher, her head encased in bandages. She’s had what he calls an “accident” at St. Bart’s. The action of ALICE ASYLUM takes place in this 6-month window.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;What didn’t travel with Alice’s file from St. Barts.&amp;#039;&amp;#039;&lt;br /&gt;
:: &amp;#039;&amp;#039;Just because she didn’t talk didn’t mean she wasn’t listening&amp;#039;&amp;#039;&lt;br /&gt;
:: &amp;#039;&amp;#039;She knows about the fire. Unresolved questions about her survival confound her&amp;#039;&amp;#039;&lt;br /&gt;
:: &amp;#039;&amp;#039;She’s heard  discussion about sending her to the infamous asylum, Bedlam.&amp;#039;&amp;#039;&lt;br /&gt;
:: &amp;#039;&amp;#039;Dr. Grantham, distraught, is dead. Alice is beset by new grief; mourning her loss, the disappearance of her only friend/ally in the real world. Why? Did she cause him to “go”? Is it her fault? Did she not show improvement. Is constant, permanent loss and resulting sadness her fate? The minuscule chards of her stability disintegrate. She was nearly ready to seek refuge in her brain’s favorite place. She’s been reluctant to pollute her happy place with the toxic recollections of the fire and the death of Grantham.&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;THE GAME&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
:: Alice, nearly 13, musing in bed, talking to herself with things like&lt;br /&gt;
:: “They must be gone; or they’d come to visit; on holiday without me.”&lt;br /&gt;
:: “What’s wrong with me?” &lt;br /&gt;
:: “Was the fire my fault?” &lt;br /&gt;
:: “Who’s to blame—if not me?’&lt;br /&gt;
:: “Did they save me and lose themselves”&lt;br /&gt;
:: “Why did I survive?”&lt;br /&gt;
:: “Did Dinah escape?”&lt;br /&gt;
:: “Where is that Cheshire Cat?”&lt;br /&gt;
:: “ If I could just . .  .&lt;br /&gt;
:: “If only . . . etc., etc.&lt;br /&gt;
&lt;br /&gt;
She alone survived the fire. But, she doesn’t quite believe it. “IT” is the fire, the death of her whole family, and her survival. &lt;br /&gt;
&lt;br /&gt;
In her fragile state, she’s wondered if/(pretended?) this is all a dream, a vivid nightmare. She’s hoped it. She’s invested in the dream. She’s wondered if she might create an alternative ending—so the dream might be easier to manage/cope with or just disappear. But she knows something is wrong. And often she has lucid visions of the horror. But one day, when she’s feeling (relatively)“strong,” she closes her eyes, to “sleep . . .perchance to dream”—and risks a retreat to her treasured Wonderland. &lt;br /&gt;
&lt;br /&gt;
She arrives. But, if not for a fleeting glimpse of a RABBIT, wherever it is she has “landed” would be unrecognizable. Wonderland the refuge, its familiar geography and topography, has been blown apart, fragmented like her mind.  There’s nothing familiar, comforting, consoling, safe, or enjoyable about it.&lt;br /&gt;
&lt;br /&gt;
This Wonderland is a series of islands suspended in space—small planets in a sunless, starless galaxy. Her domestic tragedy seems to have triggered a cosmic event, a big bang. Wonderland has morphed into unstable and dangerous domains.  The planets are in retrograde jetting away from a once benign core; lit by fire, nuclear fuel, coal, candles,, gas etc. Each planet (LEVEL) is uniquely symbolic; uniquely populated with familiar or vaguely reminiscent characters, decorated, and equipped with unique challenges, enemies, weapons, “toys,” etc. Each is primarily associated (not co-terminous) with a STAGE of Grief. Each could be associated with significant (if not always intelligible) astrological and alchemical signs, color schemes, nursery rhymes, obscure Victorian references and odd bits or popular culture.&lt;br /&gt;
&lt;br /&gt;
Alice perceives the likelihood of a link between her (certain though non-specific) damaged self and this strange version of Wonderland. To  fix this alien, “broken” incarnation and return it to “normal,” she intuits, may help her help herself. But, like Humpty Dumpty after the fall, she can’t do it. It’s a fool’s errand (she’ll realize eventually). Doomed to failure. Not possible; not even desirable. Too much has changed. She’s lost too much. Still, her awareness of the enormity of the challenge, (and the impossibility of success as she defines it) won’t stop her from trying to reconstruct, cure, resurrect, overcome, etc., etc.&lt;br /&gt;
&lt;br /&gt;
:: LEVELS &lt;br /&gt;
:: The first and final levels might be the only ones that Alice visits “in order.” The first level might be the only one selectable when the game begins. ALL other levels might become selectable after the first is “completed.” The final level would only be selectable after all the other levels have been completed. &lt;br /&gt;
&lt;br /&gt;
The levels could be the principle repositories (representatives) of the traditional STAGES of grief—Denial, Anger&amp;amp; Guilt, Bargaining, Depression (Despair), and Acceptance. But the stage and the eponymous level are not synonymous. Alice might “find” Anger and/or Depression, for example, in the level whose emphasis (and “name?”) is Denial. Multiple stages might be represented/confronted but only tentatively resolved in single Level. The stages are “managed,” not really overcome. Alice might meet/express/expose DENIAL, which is usually considered to be the first stage of grief, in any Level. &amp;#039;&amp;#039;There is no linear progression through the stages—they are not stops on some linear timeline (of grief).&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Levels might have names that suggest the STAGES &lt;br /&gt;
:: No Noh (Denial). E.g., No is the answer to everything. No one “knows” anything. No help, no relief, no consolation or resolution) No Skill (Noh)&lt;br /&gt;
:: Ire-Land (Anger)&lt;br /&gt;
:: Golden Gilt (Bargaining)&lt;br /&gt;
:: Tombstone (Depression)&lt;br /&gt;
:: Resolution  (Acceptance)&lt;br /&gt;
&lt;br /&gt;
:: FIRST LEVEL&lt;br /&gt;
:: If she could only find the Cheshire Cat, she thinks, he might help her. He was mysterious, a little odd but not malignant on her youthful visits. He certainly knows things. He must still be somewhere in this altered landscape and he “likely” has more than information. When found, however he is more a Cheshire Kitten. He doesn’t, at this point, even know the value of what he knows. &lt;br /&gt;
&lt;br /&gt;
:: FINAL LEVEL&lt;br /&gt;
:: The final level will need to accommodate/set up the Alice in AMA—including her state of mind, her maturity, her appearance, the “new” incarnation of Wonderland, her progress/her challenges—the “reasons” why she has to spend another 8 years at Rutledge. &lt;br /&gt;
&lt;br /&gt;
:: VICTORY&lt;br /&gt;
:: &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;What does victory look like? A win in Wonderland and/or a defeat in Rutledge.&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
::The final “victory” of &amp;#039;&amp;#039;ALICE: ASYLUM&amp;#039;&amp;#039;—all the battles won, enemies dispatched/neutralized/converted in game play notwithstanding—is that Alice is able to achieve an understanding/acceptance of her grief—its causes and its effects. This victory is obviously qualified, uncertain, elusive, and  sad. But it is &amp;#039;&amp;#039;victory&amp;#039;&amp;#039;, and is the necessary condition of her returning to Wonderland (&amp;#039;&amp;#039;AMA&amp;#039;&amp;#039;), and handling its multiple changes, which are a function and result of her own changes. Victory in &amp;#039;&amp;#039;AMA&amp;#039;&amp;#039;, leads to her release from Rutledge,		&lt;br /&gt;
&lt;br /&gt;
Accepting the hurt/damage/sadness of the loss DOES NOT MEAN—“achieving closure,” or “forgetting” or “coming to terms with” the loss. It DOES MEAN that the denial, anger, guilt, and depression that she feels—constantly but in no particular order—may ebb and flow, but may never disappear entirely.&lt;br /&gt;
&lt;br /&gt;
:: As Cat might say, for example: &lt;br /&gt;
:::: “You cope with grief. You do not conquer it.” &lt;br /&gt;
:::: “Depression is a condition. It is also an addiction.”&lt;br /&gt;
:::: “The fights you win in dreams are still victories”&amp;lt;br/&amp;gt;&lt;br /&gt;
Alice says:“I suppose it depends on the fight.”&amp;lt;br /&amp;gt;&lt;br /&gt;
Cat says:“I know it depends on the dream.”&lt;br /&gt;
&lt;br /&gt;
Alice finishes &amp;#039;&amp;#039;ALICE ASYLUM&amp;#039;&amp;#039; alone, lapses into self-induced coma. Need a motive for cat’s absence (and reappearance in a vastly different guise in &amp;#039;&amp;#039;AMA&amp;#039;&amp;#039;). Night be an “operative” McGuffin perhaps an ineffectual one—not the answer to Alice’s problems. Either way: She must heal herself.	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&amp;#039;&amp;#039;AMERICAN MCGEE’S ALICE&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
September 7, 1873—1874&lt;br /&gt;
:: After eight years of “slumber”  she wakes, signals that she wants paper and pen and she draws “a cat”; after that, triggered by the Rabbit “repair”, she speaks (in rhyme). her first conventional speech in 10 years. Naturally, she’s matured physically, and It becomes clear that she has matured mentally as well. She has a more sophisticated sense of the world and her situation. Not necessarily comforted by her “understanding.” In fact, the world is more disturbing.&lt;br /&gt;
&lt;br /&gt;
:: She revisits (is driven back to)  Wonderland; it has altered to reflect what she met, negotiated, and won in &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&amp;#039;&amp;#039;ALICE: ASYLUM&amp;#039;&amp;#039;.&amp;lt;/span&amp;gt; She finds cat “much changed.”  Several locations, options, and characters have morphed again; others have disappeared. The Red Queen once again threatens murder, but Alice knows her game.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
:: Her return visits to Wonderland become comments and revelations as she continues to “talk” with Dr. Wilson. She’s most often cogent; but just as often in ways that make no sense to him. Fitful progress; Step forward—then three steps back. She has an alter ego that is at extreme variance with her actual self. But, through gameplay, he does see progress. He sees her gaining strength; resolution; purpose. He wants to help her leave Rutledge. She’s gaining on her neurosis, but, if he’s honest, she’s got a long way to go—and he might not make it to the finish line with her. Working her way through &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;AMA&amp;lt;/span&amp;gt;, she thinks/feels she’s ready to live in the “real” world. She has learned that she must accept (own, as is frequently said today) her grief and it’s manifestations. Alice leaves Rutledge (not unharmed). Wonderland, its function, its presence, its appearance, its significance has changed forever. Layers of meaning, experience have been added to it. Layers have been lost. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&amp;#039;&amp;#039;ALICE: MADNESS RETURNS (1875)&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
In &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;A:MR&amp;lt;/span&amp;gt;, a different set of feelings—powerful, traumatic, and deeply disturbing—are triggered by her memories. Her years of suffering—her mental anguish, her guilt, her denial—had to be endured, if not completely overcome, for her to find the truth of her tragedy and move on.&lt;br /&gt;
		&lt;br /&gt;
&lt;br /&gt;
:: Hatter doesn’t have the McGuffin. &lt;br /&gt;
:::: Either there is no McGuffin; or the McGuffin, like the Hatter, is ineffectual—not the answer to Alice’s problems. She must heal herself&lt;br /&gt;
&lt;br /&gt;
[[Story|&amp;#039;&amp;#039;&amp;#039;&amp;lt;&amp;lt;&amp;lt;Back&amp;#039;&amp;#039;&amp;#039;]]&lt;/div&gt;</summary>
		<author><name>American</name></author>
		
	</entry>
	<entry>
		<id>https://www.americanmcgee.com/asylumwiki/index.php?title=Story&amp;diff=342</id>
		<title>Story</title>
		<link rel="alternate" type="text/html" href="https://www.americanmcgee.com/asylumwiki/index.php?title=Story&amp;diff=342"/>
		<updated>2018-08-22T07:26:57Z</updated>

		<summary type="html">&lt;p&gt;American: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[An Outline of Sorts]]&lt;br /&gt;
&lt;br /&gt;
[[1. Chaos, a Prelude to Denial]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Alice Notes (From RJ Berg &amp;amp; American McGee Chats - July 17,2018)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Alice Trilogy&lt;br /&gt;
&lt;br /&gt;
* Chronology&lt;br /&gt;
**Alice: Asylum	1863-73&lt;br /&gt;
**AMA		1873-74—————rename this?&lt;br /&gt;
**Alice: MR	1874-75&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1860-63&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:: Alice, a bright child with a susceptible imagination, “meets” Wonderland, an exciting refuge from her predictable, staid middle-class life in Oxford. She returns often because:&lt;br /&gt;
&lt;br /&gt;
:::: * It’s loaded with marvelous characters and exotic locations&lt;br /&gt;
:::: * It’s safe. Though often threatened, she’s never physically harmed&lt;br /&gt;
:::: * It’s filled with unique, but appealing physical and mental challenges&lt;br /&gt;
&lt;br /&gt;
:: Wonderland supplies:&lt;br /&gt;
&lt;br /&gt;
:::: *Vivid, high-wire (if juvenile) drama;&lt;br /&gt;
:::: *Multiple brands of fun;&lt;br /&gt;
:::: *Manageable fears, the overcoming of which build her confidence&lt;br /&gt;
	&lt;br /&gt;
:: Likely that during 1860-63, as she ages, she’d find, on return “visits,” that some of the familiar, more fanciful Wonderland locations/options would have morphed slightly— others might have disappeared. Not all characters would survive her maturation; some would have changed roles/sides. Still, Wonderland is the refuge of choice as she enters adolescence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&amp;#039;&amp;#039;ALICE ASYLUM&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Story opens in the hospital (St. Bart’s)&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&amp;#039;&amp;#039;CINEMATIC&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
::Two doctors enter Alice’s room, approach her bed; she’s supine, motionless.&lt;br /&gt;
:: Doctor, waving file, reviews the “facts” of her case. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: &amp;#039;&amp;#039;&amp;#039;VERSION 1&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
# “Face it, Grantham; she’s virtually deaf, dumb, and blind.”		&lt;br /&gt;
# “She survived the fire, Doctor, but her loss . . .&lt;br /&gt;
&lt;br /&gt;
# “Her burns have healed; she’s been comatose for months.”&lt;br /&gt;
# “Silence is often the sign of suffering and trauma . . .&lt;br /&gt;
&lt;br /&gt;
#“But what of insanity? She used to scream constantly—without cause, purpose, or result. Her mind is obviously gone. She registers no pain, no discomfort; apparently feels nothing; obviously hears nothing; and hasn’t opened her eyes in weeks.  &lt;br /&gt;
# “She is damaged, Doctor. But she will heal. She just needs time.”&lt;br /&gt;
&lt;br /&gt;
# She’s wasted enough of mine already.  And yours. I’m sorry, Grantham, but your “therapies” are useless to her . . .and to you. They’re at odds with the hospital’s best practices and failure needlessly threatens your reputation. In my judgment it&amp;#039;s time to shift her to a more appropriate facility—Bedlam or another asylum. As a simple matter of fact, better use could be made of her bed. Nothing more can be done for her here.”&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
:: &amp;#039;&amp;#039;&amp;#039;VERSION 2&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:::: Doctor, St. Bart’s Managing Director, enters Alice’s room, approaches her bed; she’s supine, motionless. He’s angry, waves a file, and rants:&lt;br /&gt;
:: “ You’ve made no progress Alice. You refuse to even try. Grantham was a good and decent man. And what did it get him? “Bedlam’s the place for you, Alice; you’ll fit right in with maniacs and hopeless reprobates warehoused there.” You’re a raving lunatic. Bart’s cannot cure your craziness. We certainly can’t afford it. Your money is exhausted. You refuse to improve. You ruined Grantham’s career and caused his demise. You won’t ruin mine. I’m a professional. I do not fail. Heal yourself, you wicked girl.”&lt;br /&gt;
	&lt;br /&gt;
:: &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&amp;#039;&amp;#039;CINEMATIC&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
:: As doctor(s)move out of the ward, camera shifts so we see their backs; as it closes-up on Alice’s face; her eyes open suddenly; her stare is not reassuring. She’s heard it all. &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;FTB&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
::November 4, 1864&lt;br /&gt;
:: &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&amp;#039;&amp;#039;CINEMATIC&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
:: Nearly a year to the date of the fire,  she is awake but, silent, uncommunicative. &lt;br /&gt;
:: Two nurses, big winged hats, are beside Alice’s bed. Their conversation offers time, place, situation&lt;br /&gt;
# “She just stares. Matron says it’s a ‘psycolic breakdown’.” &lt;br /&gt;
# “Psychotic,’ I think! Like Dr. Grantham. Off his nut, he was.”&lt;br /&gt;
&lt;br /&gt;
#“Matron says Alice is to blame.”&lt;br /&gt;
#“Drove him ‘round the bend’ no doubt.”&lt;br /&gt;
&lt;br /&gt;
# “She’s been here a year; ‘exhausted our resources.’ Matron says. She’s to RUTLEDGE ASYLUM in a day or two.&lt;br /&gt;
# “Like to see the back of her, creepy little git.”&lt;br /&gt;
&lt;br /&gt;
:: They leave.&lt;br /&gt;
&lt;br /&gt;
:: Alice now THINKS she knows why Grantham, who was becoming deranged, has disappeared. She thinks Grantham lost the “battle for her sanity,” that having failed in his mission (to “cure” her) and “broken” his promise to her thereby, he’d killed himself. She sits up, bangs her head against the bedstead until she passes out.&lt;br /&gt;
&lt;br /&gt;
November 11 1864—April 1, 1865&lt;br /&gt;
:: Alice (according to the Dr. Hieronymous Q.Wilson’s casebook to AMA,) arrived at Rutledge on a stretcher, her head encased in bandages. She’s had what he calls an “accident” at St. Bart’s. The action of ALICE ASYLUM takes place in this 6-month window.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;What didn’t travel with Alice’s file from St. Barts.&amp;#039;&amp;#039;&lt;br /&gt;
:: &amp;#039;&amp;#039;Just because she didn’t talk didn’t mean she wasn’t listening&amp;#039;&amp;#039;&lt;br /&gt;
:: &amp;#039;&amp;#039;She knows about the fire. Unresolved questions about her survival confound her&amp;#039;&amp;#039;&lt;br /&gt;
:: &amp;#039;&amp;#039;She’s heard  discussion about sending her to the infamous asylum, Bedlam.&amp;#039;&amp;#039;&lt;br /&gt;
:: &amp;#039;&amp;#039;Dr. Grantham, distraught, is dead. Alice is beset by new grief; mourning her loss, the disappearance of her only friend/ally in the real world. Why? Did she cause him to “go”? Is it her fault? Did she not show improvement. Is constant, permanent loss and resulting sadness her fate? The minuscule chards of her stability disintegrate. She was nearly ready to seek refuge in her brain’s favorite place. She’s been reluctant to pollute her happy place with the toxic recollections of the fire and the death of Grantham.&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;THE GAME&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
:: Alice, nearly 13, musing in bed, talking to herself with things like&lt;br /&gt;
:: “They must be gone; or they’d come to visit; on holiday without me.”&lt;br /&gt;
:: “What’s wrong with me?” &lt;br /&gt;
:: “Was the fire my fault?” &lt;br /&gt;
:: “Who’s to blame—if not me?’&lt;br /&gt;
:: “Did they save me and lose themselves”&lt;br /&gt;
:: “Why did I survive?”&lt;br /&gt;
:: “Did Dinah escape?”&lt;br /&gt;
:: “Where is that Cheshire Cat?”&lt;br /&gt;
:: “ If I could just . .  .&lt;br /&gt;
:: “If only . . . etc., etc.&lt;br /&gt;
&lt;br /&gt;
She alone survived the fire. But, she doesn’t quite believe it. “IT” is the fire, the death of her whole family, and her survival. &lt;br /&gt;
&lt;br /&gt;
In her fragile state, she’s wondered if/(pretended?) this is all a dream, a vivid nightmare. She’s hoped it. She’s invested in the dream. She’s wondered if she might create an alternative ending—so the dream might be easier to manage/cope with or just disappear. But she knows something is wrong. And often she has lucid visions of the horror. But one day, when she’s feeling (relatively)“strong,” she closes her eyes, to “sleep . . .perchance to dream”—and risks a retreat to her treasured Wonderland. &lt;br /&gt;
&lt;br /&gt;
She arrives. But, if not for a fleeting glimpse of a RABBIT, wherever it is she has “landed” would be unrecognizable. Wonderland the refuge, its familiar geography and topography, has been blown apart, fragmented like her mind.  There’s nothing familiar, comforting, consoling, safe, or enjoyable about it.&lt;br /&gt;
&lt;br /&gt;
This Wonderland is a series of islands suspended in space—small planets in a sunless, starless galaxy. Her domestic tragedy seems to have triggered a cosmic event, a big bang. Wonderland has morphed into unstable and dangerous domains.  The planets are in retrograde jetting away from a once benign core; lit by fire, nuclear fuel, coal, candles,, gas etc. Each planet (LEVEL) is uniquely symbolic; uniquely populated with familiar or vaguely reminiscent characters, decorated, and equipped with unique challenges, enemies, weapons, “toys,” etc. Each is primarily associated (not co-terminous) with a STAGE of Grief. Each could be associated with significant (if not always intelligible) astrological and alchemical signs, color schemes, nursery rhymes, obscure Victorian references and odd bits or popular culture.&lt;br /&gt;
&lt;br /&gt;
Alice perceives the likelihood of a link between her (certain though non-specific) damaged self and this strange version of Wonderland. To  fix this alien, “broken” incarnation and return it to “normal,” she intuits, may help her help herself. But, like Humpty Dumpty after the fall, she can’t do it. It’s a fool’s errand (she’ll realize eventually). Doomed to failure. Not possible; not even desirable. Too much has changed. She’s lost too much. Still, her awareness of the enormity of the challenge, (and the impossibility of success as she defines it) won’t stop her from trying to reconstruct, cure, resurrect, overcome, etc., etc.&lt;br /&gt;
&lt;br /&gt;
:: LEVELS &lt;br /&gt;
:: The first and final levels might be the only ones that Alice visits “in order.” The first level might be the only one selectable when the game begins. ALL other levels might become selectable after the first is “completed.” The final level would only be selectable after all the other levels have been completed. &lt;br /&gt;
&lt;br /&gt;
The levels could be the principle repositories (representatives) of the traditional STAGES of grief—Denial, Anger&amp;amp; Guilt, Bargaining, Depression (Despair), and Acceptance. But the stage and the eponymous level are not synonymous. Alice might “find” Anger and/or Depression, for example, in the level whose emphasis (and “name?”) is Denial. Multiple stages might be represented/confronted but only tentatively resolved in single Level. The stages are “managed,” not really overcome. Alice might meet/express/expose DENIAL, which is usually considered to be the first stage of grief, in any Level. &amp;#039;&amp;#039;There is no linear progression through the stages—they are not stops on some linear timeline (of grief).&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Levels might have names that suggest the STAGES &lt;br /&gt;
:: No Noh (Denial). E.g., No is the answer to everything. No one “knows” anything. No help, no relief, no consolation or resolution) No Skill (Noh)&lt;br /&gt;
:: Ire-Land (Anger)&lt;br /&gt;
:: Golden Gilt (Bargaining)&lt;br /&gt;
:: Tombstone (Depression)&lt;br /&gt;
:: Resolution  (Acceptance)&lt;br /&gt;
&lt;br /&gt;
:: FIRST LEVEL&lt;br /&gt;
:: If she could only find the Cheshire Cat, she thinks, he might help her. He was mysterious, a little odd but not malignant on her youthful visits. He certainly knows things. He must still be somewhere in this altered landscape and he “likely” has more than information. When found, however he is more a Cheshire Kitten. He doesn’t, at this point, even know the value of what he knows. &lt;br /&gt;
&lt;br /&gt;
:: FINAL LEVEL&lt;br /&gt;
:: The final level will need to accommodate/set up the Alice in AMA—including her state of mind, her maturity, her appearance, the “new” incarnation of Wonderland, her progress/her challenges—the “reasons” why she has to spend another 8 years at Rutledge. &lt;br /&gt;
&lt;br /&gt;
:: VICTORY&lt;br /&gt;
:: &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;What does victory look like? A win in Wonderland and/or a defeat in Rutledge.&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
::The final “victory” of &amp;#039;&amp;#039;ALICE: ASYLUM&amp;#039;&amp;#039;—all the battles won, enemies dispatched/neutralized/converted in game play notwithstanding—is that Alice is able to achieve an understanding/acceptance of her grief—its causes and its effects. This victory is obviously qualified, uncertain, elusive, and  sad. But it is &amp;#039;&amp;#039;victory&amp;#039;&amp;#039;, and is the necessary condition of her returning to Wonderland (&amp;#039;&amp;#039;AMA&amp;#039;&amp;#039;), and handling its multiple changes, which are a function and result of her own changes. Victory in &amp;#039;&amp;#039;AMA&amp;#039;&amp;#039;, leads to her release from Rutledge,		&lt;br /&gt;
&lt;br /&gt;
Accepting the hurt/damage/sadness of the loss DOES NOT MEAN—“achieving closure,” or “forgetting” or “coming to terms with” the loss. It DOES MEAN that the denial, anger, guilt, and depression that she feels—constantly but in no particular order—may ebb and flow, but may never disappear entirely.&lt;br /&gt;
&lt;br /&gt;
:: As Cat might say, for example: &lt;br /&gt;
:::: “You cope with grief. You do not conquer it.” &lt;br /&gt;
:::: “Depression is a condition. It is also an addiction.”&lt;br /&gt;
:::: “The fights you win in dreams are still victories”&amp;lt;br/&amp;gt;&lt;br /&gt;
Alice says:“I suppose it depends on the fight.”&amp;lt;br /&amp;gt;&lt;br /&gt;
Cat says:“I know it depends on the dream.”&lt;br /&gt;
&lt;br /&gt;
Alice finishes &amp;#039;&amp;#039;ALICE ASYLUM&amp;#039;&amp;#039; alone, lapses into self-induced coma. Need a motive for cat’s absence (and reappearance in a vastly different guise in &amp;#039;&amp;#039;AMA&amp;#039;&amp;#039;). Night be an “operative” McGuffin perhaps an ineffectual one—not the answer to Alice’s problems. Either way: She must heal herself.	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&amp;#039;&amp;#039;AMERICAN MCGEE’S ALICE&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
September 7, 1873—1874&lt;br /&gt;
:: After eight years of “slumber”  she wakes, signals that she wants paper and pen and she draws “a cat”; after that, triggered by the Rabbit “repair”, she speaks (in rhyme). her first conventional speech in 10 years. Naturally, she’s matured physically, and It becomes clear that she has matured mentally as well. She has a more sophisticated sense of the world and her situation. Not necessarily comforted by her “understanding.” In fact, the world is more disturbing.&lt;br /&gt;
&lt;br /&gt;
:: She revisits (is driven back to)  Wonderland; it has altered to reflect what she met, negotiated, and won in &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&amp;#039;&amp;#039;ALICE: ASYLUM&amp;#039;&amp;#039;.&amp;lt;/span&amp;gt; She finds cat “much changed.”  Several locations, options, and characters have morphed again; others have disappeared. The Red Queen once again threatens murder, but Alice knows her game.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
:: Her return visits to Wonderland become comments and revelations as she continues to “talk” with Dr. Wilson. She’s most often cogent; but just as often in ways that make no sense to him. Fitful progress; Step forward—then three steps back. She has an alter ego that is at extreme variance with her actual self. But, through gameplay, he does see progress. He sees her gaining strength; resolution; purpose. He wants to help her leave Rutledge. She’s gaining on her neurosis, but, if he’s honest, she’s got a long way to go—and he might not make it to the finish line with her. Working her way through &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;AMA&amp;lt;/span&amp;gt;, she thinks/feels she’s ready to live in the “real” world. She has learned that she must accept (own, as is frequently said today) her grief and it’s manifestations. Alice leaves Rutledge (not unharmed). Wonderland, its function, its presence, its appearance, its significance has changed forever. Layers of meaning, experience have been added to it. Layers have been lost. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&amp;#039;&amp;#039;ALICE: MADNESS RETURNS (1875)&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
In &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;A:MR&amp;lt;/span&amp;gt;, a different set of feelings—powerful, traumatic, and deeply disturbing—are triggered by her memories. Her years of suffering—her mental anguish, her guilt, her denial—had to be endured, if not completely overcome, for her to find the truth of her tragedy and move on.&lt;br /&gt;
		&lt;br /&gt;
&lt;br /&gt;
:: Hatter doesn’t have the McGuffin. &lt;br /&gt;
:::: Either there is no McGuffin; or the McGuffin, like the Hatter, is ineffectual—not the answer to Alice’s problems. She must heal herself&lt;br /&gt;
&lt;br /&gt;
[[Story|&amp;#039;&amp;#039;&amp;#039;&amp;lt;&amp;lt;&amp;lt;Back&amp;#039;&amp;#039;&amp;#039;]]&lt;/div&gt;</summary>
		<author><name>American</name></author>
		
	</entry>
	<entry>
		<id>https://www.americanmcgee.com/asylumwiki/index.php?title=An_Outline_of_Sorts&amp;diff=341</id>
		<title>An Outline of Sorts</title>
		<link rel="alternate" type="text/html" href="https://www.americanmcgee.com/asylumwiki/index.php?title=An_Outline_of_Sorts&amp;diff=341"/>
		<updated>2018-08-22T07:26:25Z</updated>

		<summary type="html">&lt;p&gt;American: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Alice Notes (From RJ Berg &amp;amp; American McGee Chats - July 17,2018)&amp;#039;&amp;#039;&amp;#039;  The Alice Trilogy  * Chronology **Alice: Asylum	1863-73 **AMA		1873-74—————rename this? **Ali...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Alice Notes (From RJ Berg &amp;amp; American McGee Chats - July 17,2018)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Alice Trilogy&lt;br /&gt;
&lt;br /&gt;
* Chronology&lt;br /&gt;
**Alice: Asylum	1863-73&lt;br /&gt;
**AMA		1873-74—————rename this?&lt;br /&gt;
**Alice: MR	1874-75&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1860-63&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:: Alice, a bright child with a susceptible imagination, “meets” Wonderland, an exciting refuge from her predictable, staid middle-class life in Oxford. She returns often because:&lt;br /&gt;
&lt;br /&gt;
:::: * It’s loaded with marvelous characters and exotic locations&lt;br /&gt;
:::: * It’s safe. Though often threatened, she’s never physically harmed&lt;br /&gt;
:::: * It’s filled with unique, but appealing physical and mental challenges&lt;br /&gt;
&lt;br /&gt;
:: Wonderland supplies:&lt;br /&gt;
&lt;br /&gt;
:::: *Vivid, high-wire (if juvenile) drama;&lt;br /&gt;
:::: *Multiple brands of fun;&lt;br /&gt;
:::: *Manageable fears, the overcoming of which build her confidence&lt;br /&gt;
	&lt;br /&gt;
:: Likely that during 1860-63, as she ages, she’d find, on return “visits,” that some of the familiar, more fanciful Wonderland locations/options would have morphed slightly— others might have disappeared. Not all characters would survive her maturation; some would have changed roles/sides. Still, Wonderland is the refuge of choice as she enters adolescence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&amp;#039;&amp;#039;ALICE ASYLUM&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Story opens in the hospital (St. Bart’s)&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&amp;#039;&amp;#039;CINEMATIC&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
::Two doctors enter Alice’s room, approach her bed; she’s supine, motionless.&lt;br /&gt;
:: Doctor, waving file, reviews the “facts” of her case. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: &amp;#039;&amp;#039;&amp;#039;VERSION 1&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
# “Face it, Grantham; she’s virtually deaf, dumb, and blind.”		&lt;br /&gt;
# “She survived the fire, Doctor, but her loss . . .&lt;br /&gt;
&lt;br /&gt;
# “Her burns have healed; she’s been comatose for months.”&lt;br /&gt;
# “Silence is often the sign of suffering and trauma . . .&lt;br /&gt;
&lt;br /&gt;
#“But what of insanity? She used to scream constantly—without cause, purpose, or result. Her mind is obviously gone. She registers no pain, no discomfort; apparently feels nothing; obviously hears nothing; and hasn’t opened her eyes in weeks.  &lt;br /&gt;
# “She is damaged, Doctor. But she will heal. She just needs time.”&lt;br /&gt;
&lt;br /&gt;
# She’s wasted enough of mine already.  And yours. I’m sorry, Grantham, but your “therapies” are useless to her . . .and to you. They’re at odds with the hospital’s best practices and failure needlessly threatens your reputation. In my judgment it&amp;#039;s time to shift her to a more appropriate facility—Bedlam or another asylum. As a simple matter of fact, better use could be made of her bed. Nothing more can be done for her here.”&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
:: &amp;#039;&amp;#039;&amp;#039;VERSION 2&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:::: Doctor, St. Bart’s Managing Director, enters Alice’s room, approaches her bed; she’s supine, motionless. He’s angry, waves a file, and rants:&lt;br /&gt;
:: “ You’ve made no progress Alice. You refuse to even try. Grantham was a good and decent man. And what did it get him? “Bedlam’s the place for you, Alice; you’ll fit right in with maniacs and hopeless reprobates warehoused there.” You’re a raving lunatic. Bart’s cannot cure your craziness. We certainly can’t afford it. Your money is exhausted. You refuse to improve. You ruined Grantham’s career and caused his demise. You won’t ruin mine. I’m a professional. I do not fail. Heal yourself, you wicked girl.”&lt;br /&gt;
	&lt;br /&gt;
:: &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&amp;#039;&amp;#039;CINEMATIC&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
:: As doctor(s)move out of the ward, camera shifts so we see their backs; as it closes-up on Alice’s face; her eyes open suddenly; her stare is not reassuring. She’s heard it all. &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;FTB&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
::November 4, 1864&lt;br /&gt;
:: &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&amp;#039;&amp;#039;CINEMATIC&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
:: Nearly a year to the date of the fire,  she is awake but, silent, uncommunicative. &lt;br /&gt;
:: Two nurses, big winged hats, are beside Alice’s bed. Their conversation offers time, place, situation&lt;br /&gt;
# “She just stares. Matron says it’s a ‘psycolic breakdown’.” &lt;br /&gt;
# “Psychotic,’ I think! Like Dr. Grantham. Off his nut, he was.”&lt;br /&gt;
&lt;br /&gt;
#“Matron says Alice is to blame.”&lt;br /&gt;
#“Drove him ‘round the bend’ no doubt.”&lt;br /&gt;
&lt;br /&gt;
# “She’s been here a year; ‘exhausted our resources.’ Matron says. She’s to RUTLEDGE ASYLUM in a day or two.&lt;br /&gt;
# “Like to see the back of her, creepy little git.”&lt;br /&gt;
&lt;br /&gt;
:: They leave.&lt;br /&gt;
&lt;br /&gt;
:: Alice now THINKS she knows why Grantham, who was becoming deranged, has disappeared. She thinks Grantham lost the “battle for her sanity,” that having failed in his mission (to “cure” her) and “broken” his promise to her thereby, he’d killed himself. She sits up, bangs her head against the bedstead until she passes out.&lt;br /&gt;
&lt;br /&gt;
November 11 1864—April 1, 1865&lt;br /&gt;
:: Alice (according to the Dr. Hieronymous Q.Wilson’s casebook to AMA,) arrived at Rutledge on a stretcher, her head encased in bandages. She’s had what he calls an “accident” at St. Bart’s. The action of ALICE ASYLUM takes place in this 6-month window.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;What didn’t travel with Alice’s file from St. Barts.&amp;#039;&amp;#039;&lt;br /&gt;
:: &amp;#039;&amp;#039;Just because she didn’t talk didn’t mean she wasn’t listening&amp;#039;&amp;#039;&lt;br /&gt;
:: &amp;#039;&amp;#039;She knows about the fire. Unresolved questions about her survival confound her&amp;#039;&amp;#039;&lt;br /&gt;
:: &amp;#039;&amp;#039;She’s heard  discussion about sending her to the infamous asylum, Bedlam.&amp;#039;&amp;#039;&lt;br /&gt;
:: &amp;#039;&amp;#039;Dr. Grantham, distraught, is dead. Alice is beset by new grief; mourning her loss, the disappearance of her only friend/ally in the real world. Why? Did she cause him to “go”? Is it her fault? Did she not show improvement. Is constant, permanent loss and resulting sadness her fate? The minuscule chards of her stability disintegrate. She was nearly ready to seek refuge in her brain’s favorite place. She’s been reluctant to pollute her happy place with the toxic recollections of the fire and the death of Grantham.&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;THE GAME&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
:: Alice, nearly 13, musing in bed, talking to herself with things like&lt;br /&gt;
:: “They must be gone; or they’d come to visit; on holiday without me.”&lt;br /&gt;
:: “What’s wrong with me?” &lt;br /&gt;
:: “Was the fire my fault?” &lt;br /&gt;
:: “Who’s to blame—if not me?’&lt;br /&gt;
:: “Did they save me and lose themselves”&lt;br /&gt;
:: “Why did I survive?”&lt;br /&gt;
:: “Did Dinah escape?”&lt;br /&gt;
:: “Where is that Cheshire Cat?”&lt;br /&gt;
:: “ If I could just . .  .&lt;br /&gt;
:: “If only . . . etc., etc.&lt;br /&gt;
&lt;br /&gt;
She alone survived the fire. But, she doesn’t quite believe it. “IT” is the fire, the death of her whole family, and her survival. &lt;br /&gt;
&lt;br /&gt;
In her fragile state, she’s wondered if/(pretended?) this is all a dream, a vivid nightmare. She’s hoped it. She’s invested in the dream. She’s wondered if she might create an alternative ending—so the dream might be easier to manage/cope with or just disappear. But she knows something is wrong. And often she has lucid visions of the horror. But one day, when she’s feeling (relatively)“strong,” she closes her eyes, to “sleep . . .perchance to dream”—and risks a retreat to her treasured Wonderland. &lt;br /&gt;
&lt;br /&gt;
She arrives. But, if not for a fleeting glimpse of a RABBIT, wherever it is she has “landed” would be unrecognizable. Wonderland the refuge, its familiar geography and topography, has been blown apart, fragmented like her mind.  There’s nothing familiar, comforting, consoling, safe, or enjoyable about it.&lt;br /&gt;
&lt;br /&gt;
This Wonderland is a series of islands suspended in space—small planets in a sunless, starless galaxy. Her domestic tragedy seems to have triggered a cosmic event, a big bang. Wonderland has morphed into unstable and dangerous domains.  The planets are in retrograde jetting away from a once benign core; lit by fire, nuclear fuel, coal, candles,, gas etc. Each planet (LEVEL) is uniquely symbolic; uniquely populated with familiar or vaguely reminiscent characters, decorated, and equipped with unique challenges, enemies, weapons, “toys,” etc. Each is primarily associated (not co-terminous) with a STAGE of Grief. Each could be associated with significant (if not always intelligible) astrological and alchemical signs, color schemes, nursery rhymes, obscure Victorian references and odd bits or popular culture.&lt;br /&gt;
&lt;br /&gt;
Alice perceives the likelihood of a link between her (certain though non-specific) damaged self and this strange version of Wonderland. To  fix this alien, “broken” incarnation and return it to “normal,” she intuits, may help her help herself. But, like Humpty Dumpty after the fall, she can’t do it. It’s a fool’s errand (she’ll realize eventually). Doomed to failure. Not possible; not even desirable. Too much has changed. She’s lost too much. Still, her awareness of the enormity of the challenge, (and the impossibility of success as she defines it) won’t stop her from trying to reconstruct, cure, resurrect, overcome, etc., etc.&lt;br /&gt;
&lt;br /&gt;
:: LEVELS &lt;br /&gt;
:: The first and final levels might be the only ones that Alice visits “in order.” The first level might be the only one selectable when the game begins. ALL other levels might become selectable after the first is “completed.” The final level would only be selectable after all the other levels have been completed. &lt;br /&gt;
&lt;br /&gt;
The levels could be the principle repositories (representatives) of the traditional STAGES of grief—Denial, Anger&amp;amp; Guilt, Bargaining, Depression (Despair), and Acceptance. But the stage and the eponymous level are not synonymous. Alice might “find” Anger and/or Depression, for example, in the level whose emphasis (and “name?”) is Denial. Multiple stages might be represented/confronted but only tentatively resolved in single Level. The stages are “managed,” not really overcome. Alice might meet/express/expose DENIAL, which is usually considered to be the first stage of grief, in any Level. &amp;#039;&amp;#039;There is no linear progression through the stages—they are not stops on some linear timeline (of grief).&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Levels might have names that suggest the STAGES &lt;br /&gt;
:: No Noh (Denial). E.g., No is the answer to everything. No one “knows” anything. No help, no relief, no consolation or resolution) No Skill (Noh)&lt;br /&gt;
:: Ire-Land (Anger)&lt;br /&gt;
:: Golden Gilt (Bargaining)&lt;br /&gt;
:: Tombstone (Depression)&lt;br /&gt;
:: Resolution  (Acceptance)&lt;br /&gt;
&lt;br /&gt;
:: FIRST LEVEL&lt;br /&gt;
:: If she could only find the Cheshire Cat, she thinks, he might help her. He was mysterious, a little odd but not malignant on her youthful visits. He certainly knows things. He must still be somewhere in this altered landscape and he “likely” has more than information. When found, however he is more a Cheshire Kitten. He doesn’t, at this point, even know the value of what he knows. &lt;br /&gt;
&lt;br /&gt;
:: FINAL LEVEL&lt;br /&gt;
:: The final level will need to accommodate/set up the Alice in AMA—including her state of mind, her maturity, her appearance, the “new” incarnation of Wonderland, her progress/her challenges—the “reasons” why she has to spend another 8 years at Rutledge. &lt;br /&gt;
&lt;br /&gt;
:: VICTORY&lt;br /&gt;
:: &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;What does victory look like? A win in Wonderland and/or a defeat in Rutledge.&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
::The final “victory” of &amp;#039;&amp;#039;ALICE: ASYLUM&amp;#039;&amp;#039;—all the battles won, enemies dispatched/neutralized/converted in game play notwithstanding—is that Alice is able to achieve an understanding/acceptance of her grief—its causes and its effects. This victory is obviously qualified, uncertain, elusive, and  sad. But it is &amp;#039;&amp;#039;victory&amp;#039;&amp;#039;, and is the necessary condition of her returning to Wonderland (&amp;#039;&amp;#039;AMA&amp;#039;&amp;#039;), and handling its multiple changes, which are a function and result of her own changes. Victory in &amp;#039;&amp;#039;AMA&amp;#039;&amp;#039;, leads to her release from Rutledge,		&lt;br /&gt;
&lt;br /&gt;
Accepting the hurt/damage/sadness of the loss DOES NOT MEAN—“achieving closure,” or “forgetting” or “coming to terms with” the loss. It DOES MEAN that the denial, anger, guilt, and depression that she feels—constantly but in no particular order—may ebb and flow, but may never disappear entirely.&lt;br /&gt;
&lt;br /&gt;
:: As Cat might say, for example: &lt;br /&gt;
:::: “You cope with grief. You do not conquer it.” &lt;br /&gt;
:::: “Depression is a condition. It is also an addiction.”&lt;br /&gt;
:::: “The fights you win in dreams are still victories”&amp;lt;br/&amp;gt;&lt;br /&gt;
Alice says:“I suppose it depends on the fight.”&amp;lt;br /&amp;gt;&lt;br /&gt;
Cat says:“I know it depends on the dream.”&lt;br /&gt;
&lt;br /&gt;
Alice finishes &amp;#039;&amp;#039;ALICE ASYLUM&amp;#039;&amp;#039; alone, lapses into self-induced coma. Need a motive for cat’s absence (and reappearance in a vastly different guise in &amp;#039;&amp;#039;AMA&amp;#039;&amp;#039;). Night be an “operative” McGuffin perhaps an ineffectual one—not the answer to Alice’s problems. Either way: She must heal herself.	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&amp;#039;&amp;#039;AMERICAN MCGEE’S ALICE&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
September 7, 1873—1874&lt;br /&gt;
:: After eight years of “slumber”  she wakes, signals that she wants paper and pen and she draws “a cat”; after that, triggered by the Rabbit “repair”, she speaks (in rhyme). her first conventional speech in 10 years. Naturally, she’s matured physically, and It becomes clear that she has matured mentally as well. She has a more sophisticated sense of the world and her situation. Not necessarily comforted by her “understanding.” In fact, the world is more disturbing.&lt;br /&gt;
&lt;br /&gt;
:: She revisits (is driven back to)  Wonderland; it has altered to reflect what she met, negotiated, and won in &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&amp;#039;&amp;#039;ALICE: ASYLUM&amp;#039;&amp;#039;.&amp;lt;/span&amp;gt; She finds cat “much changed.”  Several locations, options, and characters have morphed again; others have disappeared. The Red Queen once again threatens murder, but Alice knows her game.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
:: Her return visits to Wonderland become comments and revelations as she continues to “talk” with Dr. Wilson. She’s most often cogent; but just as often in ways that make no sense to him. Fitful progress; Step forward—then three steps back. She has an alter ego that is at extreme variance with her actual self. But, through gameplay, he does see progress. He sees her gaining strength; resolution; purpose. He wants to help her leave Rutledge. She’s gaining on her neurosis, but, if he’s honest, she’s got a long way to go—and he might not make it to the finish line with her. Working her way through &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;AMA&amp;lt;/span&amp;gt;, she thinks/feels she’s ready to live in the “real” world. She has learned that she must accept (own, as is frequently said today) her grief and it’s manifestations. Alice leaves Rutledge (not unharmed). Wonderland, its function, its presence, its appearance, its significance has changed forever. Layers of meaning, experience have been added to it. Layers have been lost. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&amp;#039;&amp;#039;ALICE: MADNESS RETURNS (1875)&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
In &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;A:MR&amp;lt;/span&amp;gt;, a different set of feelings—powerful, traumatic, and deeply disturbing—are triggered by her memories. Her years of suffering—her mental anguish, her guilt, her denial—had to be endured, if not completely overcome, for her to find the truth of her tragedy and move on.&lt;br /&gt;
		&lt;br /&gt;
&lt;br /&gt;
:: Hatter doesn’t have the McGuffin. &lt;br /&gt;
:::: Either there is no McGuffin; or the McGuffin, like the Hatter, is ineffectual—not the answer to Alice’s problems. She must heal herself&lt;br /&gt;
&lt;br /&gt;
[[Main Page|&amp;#039;&amp;#039;&amp;#039;&amp;lt;&amp;lt;&amp;lt;Back&amp;#039;&amp;#039;&amp;#039;]]&lt;/div&gt;</summary>
		<author><name>American</name></author>
		
	</entry>
	<entry>
		<id>https://www.americanmcgee.com/asylumwiki/index.php?title=Story&amp;diff=340</id>
		<title>Story</title>
		<link rel="alternate" type="text/html" href="https://www.americanmcgee.com/asylumwiki/index.php?title=Story&amp;diff=340"/>
		<updated>2018-08-22T07:26:06Z</updated>

		<summary type="html">&lt;p&gt;American: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[An Outline of Sorts]]&lt;br /&gt;
&lt;br /&gt;
[[1. Chaos, a Prelude to Denial]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Alice Notes (From RJ Berg &amp;amp; American McGee Chats - July 17,2018)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Alice Trilogy&lt;br /&gt;
&lt;br /&gt;
* Chronology&lt;br /&gt;
**Alice: Asylum	1863-73&lt;br /&gt;
**AMA		1873-74—————rename this?&lt;br /&gt;
**Alice: MR	1874-75&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1860-63&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:: Alice, a bright child with a susceptible imagination, “meets” Wonderland, an exciting refuge from her predictable, staid middle-class life in Oxford. She returns often because:&lt;br /&gt;
&lt;br /&gt;
:::: * It’s loaded with marvelous characters and exotic locations&lt;br /&gt;
:::: * It’s safe. Though often threatened, she’s never physically harmed&lt;br /&gt;
:::: * It’s filled with unique, but appealing physical and mental challenges&lt;br /&gt;
&lt;br /&gt;
:: Wonderland supplies:&lt;br /&gt;
&lt;br /&gt;
:::: *Vivid, high-wire (if juvenile) drama;&lt;br /&gt;
:::: *Multiple brands of fun;&lt;br /&gt;
:::: *Manageable fears, the overcoming of which build her confidence&lt;br /&gt;
	&lt;br /&gt;
:: Likely that during 1860-63, as she ages, she’d find, on return “visits,” that some of the familiar, more fanciful Wonderland locations/options would have morphed slightly— others might have disappeared. Not all characters would survive her maturation; some would have changed roles/sides. Still, Wonderland is the refuge of choice as she enters adolescence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&amp;#039;&amp;#039;ALICE ASYLUM&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Story opens in the hospital (St. Bart’s)&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&amp;#039;&amp;#039;CINEMATIC&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
::Two doctors enter Alice’s room, approach her bed; she’s supine, motionless.&lt;br /&gt;
:: Doctor, waving file, reviews the “facts” of her case. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: &amp;#039;&amp;#039;&amp;#039;VERSION 1&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
# “Face it, Grantham; she’s virtually deaf, dumb, and blind.”		&lt;br /&gt;
# “She survived the fire, Doctor, but her loss . . .&lt;br /&gt;
&lt;br /&gt;
# “Her burns have healed; she’s been comatose for months.”&lt;br /&gt;
# “Silence is often the sign of suffering and trauma . . .&lt;br /&gt;
&lt;br /&gt;
#“But what of insanity? She used to scream constantly—without cause, purpose, or result. Her mind is obviously gone. She registers no pain, no discomfort; apparently feels nothing; obviously hears nothing; and hasn’t opened her eyes in weeks.  &lt;br /&gt;
# “She is damaged, Doctor. But she will heal. She just needs time.”&lt;br /&gt;
&lt;br /&gt;
# She’s wasted enough of mine already.  And yours. I’m sorry, Grantham, but your “therapies” are useless to her . . .and to you. They’re at odds with the hospital’s best practices and failure needlessly threatens your reputation. In my judgment it&amp;#039;s time to shift her to a more appropriate facility—Bedlam or another asylum. As a simple matter of fact, better use could be made of her bed. Nothing more can be done for her here.”&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
:: &amp;#039;&amp;#039;&amp;#039;VERSION 2&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:::: Doctor, St. Bart’s Managing Director, enters Alice’s room, approaches her bed; she’s supine, motionless. He’s angry, waves a file, and rants:&lt;br /&gt;
:: “ You’ve made no progress Alice. You refuse to even try. Grantham was a good and decent man. And what did it get him? “Bedlam’s the place for you, Alice; you’ll fit right in with maniacs and hopeless reprobates warehoused there.” You’re a raving lunatic. Bart’s cannot cure your craziness. We certainly can’t afford it. Your money is exhausted. You refuse to improve. You ruined Grantham’s career and caused his demise. You won’t ruin mine. I’m a professional. I do not fail. Heal yourself, you wicked girl.”&lt;br /&gt;
	&lt;br /&gt;
:: &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&amp;#039;&amp;#039;CINEMATIC&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
:: As doctor(s)move out of the ward, camera shifts so we see their backs; as it closes-up on Alice’s face; her eyes open suddenly; her stare is not reassuring. She’s heard it all. &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;FTB&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
::November 4, 1864&lt;br /&gt;
:: &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&amp;#039;&amp;#039;CINEMATIC&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
:: Nearly a year to the date of the fire,  she is awake but, silent, uncommunicative. &lt;br /&gt;
:: Two nurses, big winged hats, are beside Alice’s bed. Their conversation offers time, place, situation&lt;br /&gt;
# “She just stares. Matron says it’s a ‘psycolic breakdown’.” &lt;br /&gt;
# “Psychotic,’ I think! Like Dr. Grantham. Off his nut, he was.”&lt;br /&gt;
&lt;br /&gt;
#“Matron says Alice is to blame.”&lt;br /&gt;
#“Drove him ‘round the bend’ no doubt.”&lt;br /&gt;
&lt;br /&gt;
# “She’s been here a year; ‘exhausted our resources.’ Matron says. She’s to RUTLEDGE ASYLUM in a day or two.&lt;br /&gt;
# “Like to see the back of her, creepy little git.”&lt;br /&gt;
&lt;br /&gt;
:: They leave.&lt;br /&gt;
&lt;br /&gt;
:: Alice now THINKS she knows why Grantham, who was becoming deranged, has disappeared. She thinks Grantham lost the “battle for her sanity,” that having failed in his mission (to “cure” her) and “broken” his promise to her thereby, he’d killed himself. She sits up, bangs her head against the bedstead until she passes out.&lt;br /&gt;
&lt;br /&gt;
November 11 1864—April 1, 1865&lt;br /&gt;
:: Alice (according to the Dr. Hieronymous Q.Wilson’s casebook to AMA,) arrived at Rutledge on a stretcher, her head encased in bandages. She’s had what he calls an “accident” at St. Bart’s. The action of ALICE ASYLUM takes place in this 6-month window.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;What didn’t travel with Alice’s file from St. Barts.&amp;#039;&amp;#039;&lt;br /&gt;
:: &amp;#039;&amp;#039;Just because she didn’t talk didn’t mean she wasn’t listening&amp;#039;&amp;#039;&lt;br /&gt;
:: &amp;#039;&amp;#039;She knows about the fire. Unresolved questions about her survival confound her&amp;#039;&amp;#039;&lt;br /&gt;
:: &amp;#039;&amp;#039;She’s heard  discussion about sending her to the infamous asylum, Bedlam.&amp;#039;&amp;#039;&lt;br /&gt;
:: &amp;#039;&amp;#039;Dr. Grantham, distraught, is dead. Alice is beset by new grief; mourning her loss, the disappearance of her only friend/ally in the real world. Why? Did she cause him to “go”? Is it her fault? Did she not show improvement. Is constant, permanent loss and resulting sadness her fate? The minuscule chards of her stability disintegrate. She was nearly ready to seek refuge in her brain’s favorite place. She’s been reluctant to pollute her happy place with the toxic recollections of the fire and the death of Grantham.&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;THE GAME&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
:: Alice, nearly 13, musing in bed, talking to herself with things like&lt;br /&gt;
:: “They must be gone; or they’d come to visit; on holiday without me.”&lt;br /&gt;
:: “What’s wrong with me?” &lt;br /&gt;
:: “Was the fire my fault?” &lt;br /&gt;
:: “Who’s to blame—if not me?’&lt;br /&gt;
:: “Did they save me and lose themselves”&lt;br /&gt;
:: “Why did I survive?”&lt;br /&gt;
:: “Did Dinah escape?”&lt;br /&gt;
:: “Where is that Cheshire Cat?”&lt;br /&gt;
:: “ If I could just . .  .&lt;br /&gt;
:: “If only . . . etc., etc.&lt;br /&gt;
&lt;br /&gt;
She alone survived the fire. But, she doesn’t quite believe it. “IT” is the fire, the death of her whole family, and her survival. &lt;br /&gt;
&lt;br /&gt;
In her fragile state, she’s wondered if/(pretended?) this is all a dream, a vivid nightmare. She’s hoped it. She’s invested in the dream. She’s wondered if she might create an alternative ending—so the dream might be easier to manage/cope with or just disappear. But she knows something is wrong. And often she has lucid visions of the horror. But one day, when she’s feeling (relatively)“strong,” she closes her eyes, to “sleep . . .perchance to dream”—and risks a retreat to her treasured Wonderland. &lt;br /&gt;
&lt;br /&gt;
She arrives. But, if not for a fleeting glimpse of a RABBIT, wherever it is she has “landed” would be unrecognizable. Wonderland the refuge, its familiar geography and topography, has been blown apart, fragmented like her mind.  There’s nothing familiar, comforting, consoling, safe, or enjoyable about it.&lt;br /&gt;
&lt;br /&gt;
This Wonderland is a series of islands suspended in space—small planets in a sunless, starless galaxy. Her domestic tragedy seems to have triggered a cosmic event, a big bang. Wonderland has morphed into unstable and dangerous domains.  The planets are in retrograde jetting away from a once benign core; lit by fire, nuclear fuel, coal, candles,, gas etc. Each planet (LEVEL) is uniquely symbolic; uniquely populated with familiar or vaguely reminiscent characters, decorated, and equipped with unique challenges, enemies, weapons, “toys,” etc. Each is primarily associated (not co-terminous) with a STAGE of Grief. Each could be associated with significant (if not always intelligible) astrological and alchemical signs, color schemes, nursery rhymes, obscure Victorian references and odd bits or popular culture.&lt;br /&gt;
&lt;br /&gt;
Alice perceives the likelihood of a link between her (certain though non-specific) damaged self and this strange version of Wonderland. To  fix this alien, “broken” incarnation and return it to “normal,” she intuits, may help her help herself. But, like Humpty Dumpty after the fall, she can’t do it. It’s a fool’s errand (she’ll realize eventually). Doomed to failure. Not possible; not even desirable. Too much has changed. She’s lost too much. Still, her awareness of the enormity of the challenge, (and the impossibility of success as she defines it) won’t stop her from trying to reconstruct, cure, resurrect, overcome, etc., etc.&lt;br /&gt;
&lt;br /&gt;
:: LEVELS &lt;br /&gt;
:: The first and final levels might be the only ones that Alice visits “in order.” The first level might be the only one selectable when the game begins. ALL other levels might become selectable after the first is “completed.” The final level would only be selectable after all the other levels have been completed. &lt;br /&gt;
&lt;br /&gt;
The levels could be the principle repositories (representatives) of the traditional STAGES of grief—Denial, Anger&amp;amp; Guilt, Bargaining, Depression (Despair), and Acceptance. But the stage and the eponymous level are not synonymous. Alice might “find” Anger and/or Depression, for example, in the level whose emphasis (and “name?”) is Denial. Multiple stages might be represented/confronted but only tentatively resolved in single Level. The stages are “managed,” not really overcome. Alice might meet/express/expose DENIAL, which is usually considered to be the first stage of grief, in any Level. &amp;#039;&amp;#039;There is no linear progression through the stages—they are not stops on some linear timeline (of grief).&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Levels might have names that suggest the STAGES &lt;br /&gt;
:: No Noh (Denial). E.g., No is the answer to everything. No one “knows” anything. No help, no relief, no consolation or resolution) No Skill (Noh)&lt;br /&gt;
:: Ire-Land (Anger)&lt;br /&gt;
:: Golden Gilt (Bargaining)&lt;br /&gt;
:: Tombstone (Depression)&lt;br /&gt;
:: Resolution  (Acceptance)&lt;br /&gt;
&lt;br /&gt;
:: FIRST LEVEL&lt;br /&gt;
:: If she could only find the Cheshire Cat, she thinks, he might help her. He was mysterious, a little odd but not malignant on her youthful visits. He certainly knows things. He must still be somewhere in this altered landscape and he “likely” has more than information. When found, however he is more a Cheshire Kitten. He doesn’t, at this point, even know the value of what he knows. &lt;br /&gt;
&lt;br /&gt;
:: FINAL LEVEL&lt;br /&gt;
:: The final level will need to accommodate/set up the Alice in AMA—including her state of mind, her maturity, her appearance, the “new” incarnation of Wonderland, her progress/her challenges—the “reasons” why she has to spend another 8 years at Rutledge. &lt;br /&gt;
&lt;br /&gt;
:: VICTORY&lt;br /&gt;
:: &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;What does victory look like? A win in Wonderland and/or a defeat in Rutledge.&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
::The final “victory” of &amp;#039;&amp;#039;ALICE: ASYLUM&amp;#039;&amp;#039;—all the battles won, enemies dispatched/neutralized/converted in game play notwithstanding—is that Alice is able to achieve an understanding/acceptance of her grief—its causes and its effects. This victory is obviously qualified, uncertain, elusive, and  sad. But it is &amp;#039;&amp;#039;victory&amp;#039;&amp;#039;, and is the necessary condition of her returning to Wonderland (&amp;#039;&amp;#039;AMA&amp;#039;&amp;#039;), and handling its multiple changes, which are a function and result of her own changes. Victory in &amp;#039;&amp;#039;AMA&amp;#039;&amp;#039;, leads to her release from Rutledge,		&lt;br /&gt;
&lt;br /&gt;
Accepting the hurt/damage/sadness of the loss DOES NOT MEAN—“achieving closure,” or “forgetting” or “coming to terms with” the loss. It DOES MEAN that the denial, anger, guilt, and depression that she feels—constantly but in no particular order—may ebb and flow, but may never disappear entirely.&lt;br /&gt;
&lt;br /&gt;
:: As Cat might say, for example: &lt;br /&gt;
:::: “You cope with grief. You do not conquer it.” &lt;br /&gt;
:::: “Depression is a condition. It is also an addiction.”&lt;br /&gt;
:::: “The fights you win in dreams are still victories”&amp;lt;br/&amp;gt;&lt;br /&gt;
Alice says:“I suppose it depends on the fight.”&amp;lt;br /&amp;gt;&lt;br /&gt;
Cat says:“I know it depends on the dream.”&lt;br /&gt;
&lt;br /&gt;
Alice finishes &amp;#039;&amp;#039;ALICE ASYLUM&amp;#039;&amp;#039; alone, lapses into self-induced coma. Need a motive for cat’s absence (and reappearance in a vastly different guise in &amp;#039;&amp;#039;AMA&amp;#039;&amp;#039;). Night be an “operative” McGuffin perhaps an ineffectual one—not the answer to Alice’s problems. Either way: She must heal herself.	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&amp;#039;&amp;#039;AMERICAN MCGEE’S ALICE&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
September 7, 1873—1874&lt;br /&gt;
:: After eight years of “slumber”  she wakes, signals that she wants paper and pen and she draws “a cat”; after that, triggered by the Rabbit “repair”, she speaks (in rhyme). her first conventional speech in 10 years. Naturally, she’s matured physically, and It becomes clear that she has matured mentally as well. She has a more sophisticated sense of the world and her situation. Not necessarily comforted by her “understanding.” In fact, the world is more disturbing.&lt;br /&gt;
&lt;br /&gt;
:: She revisits (is driven back to)  Wonderland; it has altered to reflect what she met, negotiated, and won in &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&amp;#039;&amp;#039;ALICE: ASYLUM&amp;#039;&amp;#039;.&amp;lt;/span&amp;gt; She finds cat “much changed.”  Several locations, options, and characters have morphed again; others have disappeared. The Red Queen once again threatens murder, but Alice knows her game.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
:: Her return visits to Wonderland become comments and revelations as she continues to “talk” with Dr. Wilson. She’s most often cogent; but just as often in ways that make no sense to him. Fitful progress; Step forward—then three steps back. She has an alter ego that is at extreme variance with her actual self. But, through gameplay, he does see progress. He sees her gaining strength; resolution; purpose. He wants to help her leave Rutledge. She’s gaining on her neurosis, but, if he’s honest, she’s got a long way to go—and he might not make it to the finish line with her. Working her way through &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;AMA&amp;lt;/span&amp;gt;, she thinks/feels she’s ready to live in the “real” world. She has learned that she must accept (own, as is frequently said today) her grief and it’s manifestations. Alice leaves Rutledge (not unharmed). Wonderland, its function, its presence, its appearance, its significance has changed forever. Layers of meaning, experience have been added to it. Layers have been lost. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&amp;#039;&amp;#039;ALICE: MADNESS RETURNS (1875)&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
In &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;A:MR&amp;lt;/span&amp;gt;, a different set of feelings—powerful, traumatic, and deeply disturbing—are triggered by her memories. Her years of suffering—her mental anguish, her guilt, her denial—had to be endured, if not completely overcome, for her to find the truth of her tragedy and move on.&lt;br /&gt;
		&lt;br /&gt;
&lt;br /&gt;
:: Hatter doesn’t have the McGuffin. &lt;br /&gt;
:::: Either there is no McGuffin; or the McGuffin, like the Hatter, is ineffectual—not the answer to Alice’s problems. She must heal herself&lt;br /&gt;
&lt;br /&gt;
[[Main Page|&amp;#039;&amp;#039;&amp;#039;&amp;lt;&amp;lt;&amp;lt;Back&amp;#039;&amp;#039;&amp;#039;]]&lt;/div&gt;</summary>
		<author><name>American</name></author>
		
	</entry>
	<entry>
		<id>https://www.americanmcgee.com/asylumwiki/index.php?title=FAQ&amp;diff=326</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://www.americanmcgee.com/asylumwiki/index.php?title=FAQ&amp;diff=326"/>
		<updated>2018-08-21T09:12:17Z</updated>

		<summary type="html">&lt;p&gt;American: /* General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Alice: Asylum ==&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
Game is set before American McGee&amp;#039;s Alice&lt;br /&gt;
&lt;br /&gt;
Bumby not in game&lt;br /&gt;
&lt;br /&gt;
Red Queen &amp;amp; Queen of Heart&lt;br /&gt;
&lt;br /&gt;
Platforms: Aiming for PC, Console. Yes, we love Nintendo Switch. Ultimate platforms depend on our source of funding and our publishers. It&amp;#039;s a bit early to say. &lt;br /&gt;
&lt;br /&gt;
Remasters: We would like to have &amp;quot;American McGee&amp;#039;s Alice&amp;quot; and &amp;quot;Alice: Madness Returns&amp;quot; remastered and bundled (in some fashion) with the release of Asylum. That way people can play all three on the same platform. This is a &amp;quot;wish list&amp;quot; item - again, depends on source (and amount) of funding, publisher, etc.&lt;br /&gt;
&lt;br /&gt;
=== Concerns Often Brought Up ===&lt;br /&gt;
&lt;br /&gt;
EA&lt;br /&gt;
&lt;br /&gt;
Loot Boxes&lt;br /&gt;
&lt;br /&gt;
DLC&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How To Help ==&lt;br /&gt;
1. [http://www.americanmcgee.com/ Sign the mailing list!]&lt;br /&gt;
&lt;br /&gt;
2. Follow American on Social Media! ([https://www.youtube.com/user/obnard YouTube] [https://www.instagram.com/americanmcgee/ Instagram] [https://twitter.com/americanmcgee Twitter])&lt;br /&gt;
&lt;br /&gt;
3. Support “Asylum” Pre-Production via [https://www.patreon.com/americanmcgee Patreon!]&lt;br /&gt;
&lt;br /&gt;
4. Purchase American’s official merchandise at his [https://mysterious.americanmcgee.com/ online shop!]&lt;br /&gt;
&lt;br /&gt;
5. Spread the news to all your Alice loving chums.&lt;br /&gt;
&lt;br /&gt;
== American McGee ==&lt;/div&gt;</summary>
		<author><name>American</name></author>
		
	</entry>
	<entry>
		<id>https://www.americanmcgee.com/asylumwiki/index.php?title=Story&amp;diff=127</id>
		<title>Story</title>
		<link rel="alternate" type="text/html" href="https://www.americanmcgee.com/asylumwiki/index.php?title=Story&amp;diff=127"/>
		<updated>2018-07-17T07:59:50Z</updated>

		<summary type="html">&lt;p&gt;American: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Alice Notes (From RJ Berg &amp;amp; American McGee Chats - July 17,2018)&amp;#039;&amp;#039;&amp;#039;  The Alice Trilogy  	Chronology  		Alice: Asylum	1863-73  		AMA		1873-74—————rename this?  		A...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Alice Notes (From RJ Berg &amp;amp; American McGee Chats - July 17,2018)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Alice Trilogy&lt;br /&gt;
&lt;br /&gt;
	Chronology&lt;br /&gt;
&lt;br /&gt;
		Alice: Asylum	1863-73&lt;br /&gt;
&lt;br /&gt;
		AMA		1873-74—————rename this?&lt;br /&gt;
&lt;br /&gt;
		Alice: MR	1874-75&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1860-63&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
	Alice, a bright child with a susceptible imagination, “meets” Wonderland, an exciting refuge from her predictable, staid middle-class life in Oxford. She returns often because:&lt;br /&gt;
&lt;br /&gt;
		It’s loaded with marvelous characters and exotic locations&lt;br /&gt;
&lt;br /&gt;
		It’s safe. Though often threatened, she’s never physically harmed&lt;br /&gt;
&lt;br /&gt;
		It’s filled with unique, but appealing physical and mental challenges&lt;br /&gt;
&lt;br /&gt;
	Wonderland supplies:&lt;br /&gt;
&lt;br /&gt;
		Vivid, high-wire (if juvenile) drama;&lt;br /&gt;
&lt;br /&gt;
		Multiple brands of fun;&lt;br /&gt;
&lt;br /&gt;
		Manageable fears, the overcoming of which build her confidence&lt;br /&gt;
	&lt;br /&gt;
	Likely that during 1860-63, as she ages, she’d find, on return “visits,” that some of the familiar, more fanciful Wonderland locations/options would have morphed slightly— others might have disappeared. Not all characters would survive her maturation; some would have changed roles/sides. Still, Wonderland is the refuge of choice as she enters adolescence.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ALICE ASYLUM&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Story opens in the hospital (St. Bart’s)&lt;br /&gt;
&lt;br /&gt;
	CINEMATIC&lt;br /&gt;
	Two doctors enter Alice’s room, approach her bed; she’s supine, motionless.&lt;br /&gt;
	Doctor, waving file, reviews the “facts” of her case. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	VERSION 1&lt;br /&gt;
		1: “Face it, Grantham; she’s virtually deaf, dumb, and blind.”		&lt;br /&gt;
		2: “She survived the fire, Doctor, but her loss . . .&lt;br /&gt;
		1: “Her burns have healed; she’s been comatose for months.”&lt;br /&gt;
		2: “Silence is often the sign of suffering and trauma . . .&lt;br /&gt;
		1: “But what of insanity? She used to scream constantly—without cause, purpose, or result. Her mind is obviously gone. She registers no pain, no discomfort; apparently feels nothing; obviously hears nothing; and hasn’t opened her eyes in weeks. &lt;br /&gt;
		2: “She is damaged, Doctor. But she will heal. She just needs time.”&lt;br /&gt;
		1: She’s wasted enough of mine already.  And yours. I’m sorry, Grantham, but your “therapies” are useless to her . . .and to you. They’re at odds with the hospital’s best practices and failure needlessly threatens your reputation. In my judgment it&amp;#039;s time to shift her to a more appropriate facility—Bedlam or another asylum. As a simple matter of fact, better use could be made of her bed. Nothing more can be done for her here.”&lt;br /&gt;
&lt;br /&gt;
	VERSION 2&lt;br /&gt;
		Doctor, St. Bart’s Managing Director, enters Alice’s room, approaches her bed; she’s supine, motionless. He’s angry, waves a file, and rants:&lt;br /&gt;
	“ You’ve made no progress Alice. You refuse to even try. Grantham was a good and decent man. And what did it get him? “Bedlam’s the place for you, Alice; you’ll fit right in with maniacs and hopeless reprobates warehoused there.” You’re a raving lunatic. Bart’s cannot cure your craziness. We certainly can’t afford it. Your money is exhausted. You refuse to improve. You ruined Grantham’s career and caused his demise. You won’t ruin mine. I’m a professional. I do not fail. Heal yourself, you wicked girl.”&lt;br /&gt;
	&lt;br /&gt;
	CINEMATIC&lt;br /&gt;
	As doctor(s)move out of the ward, camera shifts so we see their backs; as it closes-up on Alice’s face; her eyes open suddenly; her stare is not reassuring. She’s heard it all. FTB&lt;br /&gt;
&lt;br /&gt;
	November 4, 1864&lt;br /&gt;
	CINEMATIC&lt;br /&gt;
	Nearly a year to the date of the fire,  she is awake but, silent, uncommunicative. &lt;br /&gt;
	Two nurses, big winged hats, are beside Alice’s bed. Their conversation offers time, place, situation&lt;br /&gt;
	1: “She just stares. Matron says it’s a ‘psycolic breakdown’.” &lt;br /&gt;
	2: “Psychotic,’ I think! Like Dr. Grantham. Off his nut, he was.”&lt;br /&gt;
	1: “Matron says Alice is to blame.”&lt;br /&gt;
	2: “Drove him ‘round the bend’ no doubt.”&lt;br /&gt;
	1: “She’s been here a year; ‘exhausted our resources.’ Matron says. She’s to RUTLEDGE ASYLUM in a day or two.&lt;br /&gt;
	2: “Like to see the back of her, creepy little git.”&lt;br /&gt;
&lt;br /&gt;
	They leave.&lt;br /&gt;
&lt;br /&gt;
	Alice now THINKS she knows why Grantham, who was becoming deranged, has disappeared. She thinks Grantham lost the “battle for her sanity,” that having failed in his mission (to “cure” her) and “broken” his promise to her thereby, he’d killed himself. She sits up, bangs her head against the bedstead until she passes out.&lt;br /&gt;
&lt;br /&gt;
November 11 1864—April 1, 1865&lt;br /&gt;
	Alice (according to the Dr. Hieronymous Q.Wilson’s casebook to AMA,) arrived at Rutledge on a stretcher, her head encased in bandages. She’s had what he calls an “accident” at St. Bart’s. The action of ALICE ASYLUM takes place in this 6-month window.&lt;br /&gt;
&lt;br /&gt;
What didn’t travel with Alice’s file from St. Barts.&lt;br /&gt;
	Just because she didn’t talk didn’t mean she wasn’t listening&lt;br /&gt;
	She knows about the fire. Unresolved questions about her survival confound her&lt;br /&gt;
	She’s heard  discussion about sending her to the infamous asylum, Bedlam.&lt;br /&gt;
	Dr. Grantham, distraught, is dead. Alice is beset by new grief; mourning her loss, the disappearance of her only friend/ally in the real world. Why? Did she cause him to “go”? Is it her fault? Did she not show improvement. Is constant, permanent loss and resulting sadness her fate? The minuscule chards of her stability disintegrate. She was nearly ready to seek refuge in her brain’s favorite place. She’s been reluctant to pollute her happy place with the toxic recollections of the fire and the death of Grantham.&lt;br /&gt;
&lt;br /&gt;
THE GAME&lt;br /&gt;
	Alice, nearly 13, musing in bed, talking to herself with things like&lt;br /&gt;
	“They must be gone; or they’d come to visit; on holiday without me.”&lt;br /&gt;
	“What’s wrong with me?” &lt;br /&gt;
	“Was the fire my fault?” &lt;br /&gt;
	“Who’s to blame—if not me?’&lt;br /&gt;
	“Did they save me and lose themselves”&lt;br /&gt;
	“Why did I survive?”&lt;br /&gt;
	“Did Dinah escape?”&lt;br /&gt;
	“Where is that Cheshire Cat?”&lt;br /&gt;
	“ If I could just . .  .&lt;br /&gt;
	“If only . . . etc., etc.&lt;br /&gt;
&lt;br /&gt;
She alone survived the fire. But, she doesn’t quite believe it. “IT” is the fire, the death of her whole family, and her survival. &lt;br /&gt;
&lt;br /&gt;
In her fragile state, she’s wondered if/(pretended?) this is all a dream, a vivid nightmare. She’s hoped it. She’s invested in the dream. She’s wondered if she might create an alternative ending—so the dream might be easier to manage/cope with or just disappear. But she knows something is wrong. And often she has lucid visions of the horror. But one day, when she’s feeling (relatively)“strong,” she closes her eyes, to “sleep . . .perchance to dream”—and risks a retreat to her treasured Wonderland. &lt;br /&gt;
&lt;br /&gt;
She arrives. But, if not for a fleeting glimpse of a RABBIT, wherever it is she has “landed” would be unrecognizable. Wonderland the refuge, its familiar geography and topography, has been blown apart, fragmented like her mind.  There’s nothing familiar, comforting, consoling, safe, or enjoyable about it.&lt;br /&gt;
&lt;br /&gt;
	This Wonderland is a series of islands suspended in space—small planets in a sunless, starless galaxy. Her domestic tragedy seems to have triggered a cosmic event, a big bang. Wonderland has morphed into unstable and dangerous domains.  The planets are in retrograde jetting away from a once benign core; lit by fire, nuclear fuel, coal, candles,, gas etc. Each planet (LEVEL) is uniquely symbolic; uniquely populated with familiar or vaguely reminiscent characters, decorated, and equipped with unique challenges, enemies, weapons, “toys,” etc. Each is primarily associated (not co-terminous) with a STAGE of Grief. Each could be associated with significant (if not always intelligible) astrological and alchemical signs, color schemes, nursery rhymes, obscure Victorian references and odd bits or popular culture.&lt;br /&gt;
&lt;br /&gt;
Alice perceives the likelihood of a link between her (certain though non-specific) damaged self and this strange version of Wonderland. To  fix this alien, “broken” incarnation and return it to “normal,” she intuits, may help her help herself. But, like Humpty Dumpty after the fall, she can’t do it. It’s a fool’s errand (she’ll realize eventually). Doomed to failure. Not possible; not even desirable. Too much has changed. She’s lost too much. Still, her awareness of the enormity of the challenge, (and the impossibility of success as she defines it) won’t stop her from trying to reconstruct, cure, resurrect, overcome, etc., etc.&lt;br /&gt;
&lt;br /&gt;
	LEVELS &lt;br /&gt;
	The first and final levels might be the only ones that Alice visits “in order.” The first level might be the only one selectable when the game begins. ALL other levels might become selectable after the first is “completed.” The final level would only be selectable after all the other levels have been completed. &lt;br /&gt;
&lt;br /&gt;
The levels could be the principle repositories (representatives) of the traditional STAGES of grief—Denial, Anger&amp;amp; Guilt, Bargaining, Depression (Despair), and Acceptance. But the stage and the eponymous level are not synonymous. Alice might “find” Anger and/or Depression, for example, in the level whose emphasis (and “name?”) is Denial. Multiple stages might be represented/confronted but only tentatively resolved in single Level. The stages are “managed,” not really overcome. Alice might meet/express/expose DENIAL, which is usually considered to be the first stage of grief, in any Level. There is no linear progression through the stages—they are not stops on some linear timeline (of grief).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Levels might have names that suggest the STAGES &lt;br /&gt;
	No Noh (Denial). E.g., No is the answer to everything. No one “knows” anything. No help, no relief, no consolation or resolution) No Skill (Noh)&lt;br /&gt;
	Ire-Land (Anger)&lt;br /&gt;
	Golden Gilt (Bargaining)&lt;br /&gt;
	Tombstone (Depression)&lt;br /&gt;
	Resolution  (Acceptance)&lt;br /&gt;
&lt;br /&gt;
	FIRST LEVEL&lt;br /&gt;
	If she could only find the Cheshire Cat, she thinks, he might help her. He was mysterious, a little odd but not malignant on her youthful visits. He certainly knows things. He must still be somewhere in this altered landscape and he “likely” has more than information. When found, however he is more a Cheshire Kitten. He doesn’t, at this point, even know the value of what he knows. &lt;br /&gt;
&lt;br /&gt;
	FINAL LEVEL&lt;br /&gt;
	The final level will need to accommodate/set up the Alice in AMA—including her state of mind, her maturity, her appearance, the “new” incarnation of Wonderland, her progress/her challenges—the “reasons” why she has to spend another 8 years at Rutledge. &lt;br /&gt;
&lt;br /&gt;
	VICTORY&lt;br /&gt;
	What does victory look like? A win in Wonderland and/or a defeat in Rutledge. &lt;br /&gt;
	The final “victory” of ALICE: ASYLUM—all the battles won, enemies dispatched/neutralized/converted in game play notwithstanding—is that Alice is able to achieve an understanding/acceptance of her grief—its causes and its effects. This victory is obviously qualified, uncertain, elusive, and  sad. But it is victory, and is the necessary condition of her returning to Wonderland (AMA), and handling its multiple changes, which are a function and result of her own changes. Victory in AMA, leads to her release from Rutledge,		&lt;br /&gt;
&lt;br /&gt;
Accepting the hurt/damage/sadness of the loss DOES NOT MEAN—“achieving closure,” or “forgetting” or “coming to terms with” the loss. It DOES MEAN that the denial, anger, guilt, and depression that she feels—constantly but in no particular order—may ebb and flow, but may never disappear entirely.&lt;br /&gt;
&lt;br /&gt;
	As Cat might say, for example: &lt;br /&gt;
		“You cope with grief. You do not conquer it.” &lt;br /&gt;
		“Depression is a condition. It is also an addiction.”&lt;br /&gt;
		“The fights you win in dreams are still victories”&lt;br /&gt;
Alice says:	“I suppose it depends on the fight.”&lt;br /&gt;
Cat says:	“I know it depends on the dream.”&lt;br /&gt;
&lt;br /&gt;
Alice finishes ALICE ASYLUM alone, lapses into self-induced coma. Need a motive for cat’s absence (and reappearance in a vastly different guise in AMA). Night be an “operative” McGuffin perhaps an ineffectual one—not the answer to Alice’s problems. Either way: She must heal herself.	&lt;br /&gt;
&lt;br /&gt;
AMERICAN MCGEE’S ALICE&lt;br /&gt;
September 7, 1873—1874&lt;br /&gt;
	After eight years of “slumber”  she wakes, signals that she wants paper and pen and she draws “a cat”; after that, triggered by the Rabbit “repair”, she speaks (in rhyme). her first conventional speech in 10 years. Naturally, she’s matured physically, and It becomes clear that she has matured mentally as well. She has a more sophisticated sense of the world and her situation. Not necessarily comforted by her “understanding.” In fact, the world is more disturbing.&lt;br /&gt;
&lt;br /&gt;
	She revisits (is driven back to)  Wonderland; it has altered to reflect what she met, negotiated, and won in ALICE: ASYLUM. She finds cat “much changed.”  Several locations, options, and characters have morphed again; others have disappeared. The Red Queen once again threatens murder, but Alice knows her game.&lt;br /&gt;
&lt;br /&gt;
	Her return visits to Wonderland become comments and revelations as she continues to “talk” with Dr. Wilson. She’s most often cogent; but just as often in ways that make no sense to him. Fitful progress; Step forward—then three steps back. She has an alter ego that is at extreme variance with her actual self. But, through gameplay, he does see progress. He sees her gaining strength; resolution; purpose. He wants to help her leave Rutledge. She’s gaining on her neurosis, but, if he’s honest, she’s got a long way to go—and he might not make it to the finish line with her. Working her way through AMA, she thinks/feels she’s ready to live in the “real” world. She has learned that she must accept (own, as is frequently said today) her grief and it’s manifestations. Alice leaves Rutledge (not unharmed). Wonderland, its function, its presence, its appearance, its significance has changed forever. Layers of meaning, experience have been added to it. Layers have been lost. &lt;br /&gt;
&lt;br /&gt;
ALICE: MADNESS RETURNS (1875)&lt;br /&gt;
In A:MR, a different set of feelings—powerful, traumatic, and deeply disturbing—are triggered by her memories. Her years of suffering—her mental anguish, her guilt, her denial—had to be endured, if not completely overcome, for her to find the truth of her tragedy and move on.&lt;br /&gt;
		&lt;br /&gt;
&lt;br /&gt;
	Hatter doesn’t have the McGuffin. &lt;br /&gt;
		Either there is no McGuffin; or the McGuffin, like the Hatter, is ineffectual—not the answer to Alice’s problems. She must heal herself&lt;/div&gt;</summary>
		<author><name>American</name></author>
		
	</entry>
	<entry>
		<id>https://www.americanmcgee.com/asylumwiki/index.php?title=Chaos_Coins&amp;diff=31</id>
		<title>Chaos Coins</title>
		<link rel="alternate" type="text/html" href="https://www.americanmcgee.com/asylumwiki/index.php?title=Chaos_Coins&amp;diff=31"/>
		<updated>2018-07-02T06:29:32Z</updated>

		<summary type="html">&lt;p&gt;American: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Chaos Coins are in-game collectible items linked to real world physical coins. Physical coins will be distributed to fans via Patreon, Mysterious, Crowd Funding, and other channels. Ownership of a physical coin grants the holder a virtual coin in-game. The in-game coin will contain an owner-defined NAME and MESSAGE. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;NAME and MESSAGE constraints to be defined.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Goals&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
- having them in-game without pulling the player out of their gaming experience.&lt;br /&gt;
- and also giving prominence to the fans and their “ownership” of the coins in-game.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Coin Ledger&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The coin information, would be stored in a “coin ledger”. This ledger, would be obtained early in-game, and would serve as a tracker of sorts that listed:&lt;br /&gt;
&lt;br /&gt;
- Coin total in each chapter&lt;br /&gt;
- how many coins have been collected&lt;br /&gt;
- how many remained per area.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Notes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;A really good way of keeping tabs on &amp;amp; displaying collectibles was in Super Mario Odyssey with its “power moons”.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ChaosCoin-UI1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ChaosCoin-UI2.jpg]]&lt;/div&gt;</summary>
		<author><name>American</name></author>
		
	</entry>
	<entry>
		<id>https://www.americanmcgee.com/asylumwiki/index.php?title=Chaos_Coins&amp;diff=30</id>
		<title>Chaos Coins</title>
		<link rel="alternate" type="text/html" href="https://www.americanmcgee.com/asylumwiki/index.php?title=Chaos_Coins&amp;diff=30"/>
		<updated>2018-07-02T06:27:10Z</updated>

		<summary type="html">&lt;p&gt;American: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Description&lt;br /&gt;
Chaos Coins are in-game collectible items linked to real world physical coins. Physical coins will be distributed to fans via Patreon, Mysterious, Crowd Funding, and other channels. Ownership of a physical coin grants the holder a virtual coin in-game. The in-game coin will contain an owner-defined NAME and MESSAGE. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;NAME and MESSAGE constraints to be defined.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Goals&lt;br /&gt;
- having them in-game without pulling the player out of their gaming experience.&lt;br /&gt;
- and also giving prominence to the fans and their “ownership” of the coins in-game.&lt;br /&gt;
&lt;br /&gt;
Coin Ledger&lt;br /&gt;
The coin information, would be stored in a “coin ledger”. This ledger, would be obtained early in-game, and would serve as a tracker of sorts that listed:&lt;br /&gt;
&lt;br /&gt;
- Coin total in each chapter&lt;br /&gt;
- how many coins have been collected&lt;br /&gt;
- how many remained per area.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;A really good way of keeping tabs on &amp;amp; displaying collectibles was in Super Mario Odyssey with its “power moons”.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ChaosCoin-UI1.jpg]]&lt;br /&gt;
[[File:ChaosCoin-UI2.jpg]]&lt;/div&gt;</summary>
		<author><name>American</name></author>
		
	</entry>
	<entry>
		<id>https://www.americanmcgee.com/asylumwiki/index.php?title=File:ChaosCoin-UI2.jpg&amp;diff=29</id>
		<title>File:ChaosCoin-UI2.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.americanmcgee.com/asylumwiki/index.php?title=File:ChaosCoin-UI2.jpg&amp;diff=29"/>
		<updated>2018-07-02T06:22:29Z</updated>

		<summary type="html">&lt;p&gt;American: Example UI for Chaos Coin collection mechanic.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Example UI for Chaos Coin collection mechanic.&lt;/div&gt;</summary>
		<author><name>American</name></author>
		
	</entry>
	<entry>
		<id>https://www.americanmcgee.com/asylumwiki/index.php?title=File:ChaosCoin-UI1.jpg&amp;diff=28</id>
		<title>File:ChaosCoin-UI1.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.americanmcgee.com/asylumwiki/index.php?title=File:ChaosCoin-UI1.jpg&amp;diff=28"/>
		<updated>2018-07-02T06:21:22Z</updated>

		<summary type="html">&lt;p&gt;American: UI screen example for Chaos Coin collection mechanic in-game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UI screen example for Chaos Coin collection mechanic in-game&lt;/div&gt;</summary>
		<author><name>American</name></author>
		
	</entry>
	<entry>
		<id>https://www.americanmcgee.com/asylumwiki/index.php?title=Chaos_Coins&amp;diff=27</id>
		<title>Chaos Coins</title>
		<link rel="alternate" type="text/html" href="https://www.americanmcgee.com/asylumwiki/index.php?title=Chaos_Coins&amp;diff=27"/>
		<updated>2018-07-02T06:20:48Z</updated>

		<summary type="html">&lt;p&gt;American: Created page with &amp;quot;Chaos Coins  Goals - having them in-game without pulling the player out of their gaming experience. - and also giving prominence to the Patrons and their “ownership” of th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chaos Coins&lt;br /&gt;
&lt;br /&gt;
Goals&lt;br /&gt;
- having them in-game without pulling the player out of their gaming experience.&lt;br /&gt;
- and also giving prominence to the Patrons and their “ownership” of the coins in-game.&lt;br /&gt;
&lt;br /&gt;
Coin Ledger&lt;br /&gt;
The coin information, would be stored in a “coin ledger”. This ledger, would be obtained early in-game, and would serve as a tracker of sorts that listed:&lt;br /&gt;
&lt;br /&gt;
- Coin total in each chapter&lt;br /&gt;
- how many coins have been collected&lt;br /&gt;
- how many remained per area.&lt;br /&gt;
&lt;br /&gt;
[[File:ChaosCoin-UI1.jpg]]&lt;br /&gt;
[[File:ChaosCoin-UI2.jpg]]&lt;/div&gt;</summary>
		<author><name>American</name></author>
		
	</entry>
	<entry>
		<id>https://www.americanmcgee.com/asylumwiki/index.php?title=Gameplay&amp;diff=26</id>
		<title>Gameplay</title>
		<link rel="alternate" type="text/html" href="https://www.americanmcgee.com/asylumwiki/index.php?title=Gameplay&amp;diff=26"/>
		<updated>2018-07-02T06:18:49Z</updated>

		<summary type="html">&lt;p&gt;American: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Chaos Coins]]&lt;/div&gt;</summary>
		<author><name>American</name></author>
		
	</entry>
	<entry>
		<id>https://www.americanmcgee.com/asylumwiki/index.php?title=Gameplay&amp;diff=25</id>
		<title>Gameplay</title>
		<link rel="alternate" type="text/html" href="https://www.americanmcgee.com/asylumwiki/index.php?title=Gameplay&amp;diff=25"/>
		<updated>2018-07-02T06:17:39Z</updated>

		<summary type="html">&lt;p&gt;American: Created page with &amp;quot;[Chaos Coins]&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[Chaos Coins]&lt;/div&gt;</summary>
		<author><name>American</name></author>
		
	</entry>
	<entry>
		<id>https://www.americanmcgee.com/asylumwiki/index.php?title=MediaWiki:Common.css&amp;diff=6</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://www.americanmcgee.com/asylumwiki/index.php?title=MediaWiki:Common.css&amp;diff=6"/>
		<updated>2018-06-12T13:35:35Z</updated>

		<summary type="html">&lt;p&gt;American: Created page with &amp;quot;/* CSS placed here will be applied to all skins */  /* CSS placed here will affect users of the Vector skin */  /* Override Vector colour scheme to make it dark (compiled from...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/* CSS placed here will affect users of the Vector skin */&lt;br /&gt;
&lt;br /&gt;
/* Override Vector colour scheme to make it dark (compiled from modified LESS code) */&lt;br /&gt;
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		<author><name>American</name></author>
		
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