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This is the walkthrough for Wonderland as it is featured in Kingdom Hearts, as well as its Final Mix version. After leaving Traverse Town Sora, Donald, and Goofy ventured to Wonderland using their gummi ship. Upon their arrival they witnessed the White Rabbit who was in a hurry to meet the Queen of Hearts, and decided to follow him.

Completing the world by sealing the Keyhole also grants you the bronze trophy and achievement The Rabbit Hole in the 1.5 ReMIX version.

Walkthrough[]

Start by following the White Rabbit into the Bizarre Room, where you will have to push the bed into the wall and talk to Doorknob. As instructed, drink the blue bottle to shrink, then jump down from the table to run into groups of Shadows, Soldiers, and Red Nocturnes. The latter are small, flying Heartless that rely on ranged fireballs like your own Fire magic, which they will absorb as HP if hit with. Now that you can actually deplete your MP bar with Fire, note that you can refill it by dealing physical damage, with each extra MP requiring more hits before it is full. Enemies will also drop MP orbs from now on.

Clear the room, then enter through the passage behind the bed you removed (if you did not, return to the table, drink the other bottle to grow again, push the bed, and then shrink yourself again). This leads to the Queen's Castle area. After the cutscene you will have to find evidence to proof Alice's innocence. There are a total of four boxes with evidence to collect, although you only need one to continue the story. Save if needed, then go through the only opening in the hedge wall to enter the Lotus Forest, after which you will chat with the Cheshire Cat.

While in the Lotus Forest you can interact with the flowers, who will request items from you, giving a better one in return. Gift them by placing the item in your personal inventory, then select the flower as the recipient when using it. Past the red flower on the right is a small area with a blue Trinity Mark, where you can find the first piece of evidence (Footprints), and if you climb the nearby platforms and enter the hole in the tree trunk you will land near the second piece (Stench) on the stove in the Bizarre Room. Return to the Lotus Forest to find the third piece (Antenna) atop another platform next to a boulder blocking an exit, at the rear end of the forest.

The last piece of evidence can be found by trading a Potion with a yellow floor to become big, and stomping the tree stump to cause a platform to appear, followed by hitting the nut on the tree branch and eating it to shrink again (hit the tree to respawn the nut if you need it later). Head for the new platform, where you can go through a nearby hole in the wall to end up in the Bizarre Room again, where you can just barely reach a shelf with the last evidence box (Claw Marks). Once collected the Cheshire Cat shows up again, teaching you Blizzard, which has a wide spread and medium range, and is doubly effective against fire-type enemies like the Red Nocturnes. It is also superb against enemies clustered close together. If you ignore this piece of evidence you instead receive it after beating the last boss.

Lastly, you can find a missable Camping Set by returning to the Rabbit Hole room at the start and defeating the waves of enemies there (you can do this again after the next bossfight too). With the evidence collected, you can now return to the Queen of Hearts, who will present her own evidence (bring the total up to five, no matter what) and then shuffle the lot, asking you to pick one. The boxes that drop the fastest are the ones containing the Queen's evidence (your companions). Whatever the result is, a bossfight will ensue against the Queen of Hearts, her Card Soldiers, and the Crank Tower.

Crank Tower bossfight[]

Wonderland from KH1 gameplay 2

The Crank Tower bossfight.

If the queen has only one box it contains both Donald and Goofy, if she has more they can contain either of them solo. If you end up picking her box(es) she will imprison them, although you can still free them by hitting their cages. The Card Soldiers only use melee attacks and are not that strong, but can only be temporarily knocked out and not killed. The Queen will be almost harmless, but can rouse her Soldiers if they are knocked out, and if attacked can lead to the red Soldiers freezing up out of fear (stops when attacked). The Crank Tower itself only serves to keep Alice's cage hoisted up, thus you can freely hit the inanimate object until it breaks. It does not have HP, but rather breaks down based on a total number of hits taken. It will periodically release a large batches of either HP, MP, or munny when each crank is destroyed as well. Once the fight is over it will turn out Alice has been kidnapped.

Return to the Lotus Forest to watch a red flower spit out a rock, after which a new Heartless spawns; the Large Body. Large Bodies are invulnerable to frontal melee damage, but not to spells, or attacks from the rear. They will at first use slow swipes, ground stomps, and body slam attacks by launching themselves forwards, but after reaching 40% HP will become enraged and use a powerful charge attack. A well-timed deflect can stop them mid-charge, but you might also just take them out before they get the chance by spamming Fire. By now you may also encounter White Mushrooms, which are non-hostile targets that will show some kind of emotion or action, which imply the type of magic that has to be casted on them. Cast the correct spell a total of three times for rewards, and the same one three times for spell Arts and a higher chance at the valuable Mystery Goo.

The three passages leading to the Bizarre Room inside the Forest now allow you to walk on the room's walls. Make sure to explore these and interact with the various objects for several handy items (such as a Defense Up) and more enemies to fight. You can now also enter the Tea Party Garden, where you can sit on the empty chairs to cause items and enemies to spawn (examine the sign first). From here, go through the door in the house to emerge in the Bizarre Room again, this time on the ceiling. Per the Cheshire Cat's instructions, light the lamps to brighten the room, then return to the table with the drinks (there is a shortcut to the Queen's Castle area) and speak to the cat again to cause the Trickmaster to spawn.

Trickmaster bossfight[]

Wonderland from KH1 gameplay 3

The Trickmaster bossfight.

The Trickmaster can only take damage when hit on the torso, and due to its tall legs will often force you to jump and try to hit it, or (preferably) repeatedly climb the chair or table for aerial combos. it might sometimes temporarily collapse for a few seconds and drop a few HP orbs, which also gives you an opportunity at a few easy hits. The Trickmaster itself will rely on both kicks and sweeps with its long arms and batons, but neither are too powerful, and can be avoided by sticking closely to its sides. If you rely on the table and chair too much for height it is liable to flatten either entirely, or make the latter spin, making timing jumps harder. Both items will eventually return to normal, however.

In terms of magic; Thunder, if you have it, is the most effective, whereas Fire and Blizzard deal little damage. Fire will also sets it batons alight, doubling its damage output and granting it the ability to throw fireballs and perform a flamethrower, although the former can be deflected back. After enough damage is taken it will head for the stove and try to light its batons by itself, at which point you can resort to using Blizzard to cool them down. You can also use Blizzard to hit the grate at the bottom of the stove to douse it before Trickmaster can light them at all, which is better as cooling down the batons on your own is difficult.

After its defeat you will receive an Ifrit's Horn (which you should equip) and Blizzard if you do not have it yet, as well as learn the world's Keyhole is inside Doorknob, and automatically close it. This earns you a Navi-G Piece, which comes into use later. With that the world is cleared, but before heading out it is recommended to ensure you have explored the location fully, as the Bizarre Room contains many odd ways in and out, as well as objects to interact with. Other than the Defense Up you can also find several gummi blocks that will make the rather weak and slow starter ship slightly less of a pain to fly with.

From here you can continue with the walkthrough for the Olympus Coliseum, or the walkthrough for Deep Jungle, for now visit the former, which requires you to fly back to Traverse Town and then to the next world.

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