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The aim of the game is to free Alice from his chains. Get four or more connected symbols to create a cluster, winning symbols


When exploring the city of his latest musical tour venue, Alice comes all through an eerie bookstore.

Whereas working his fingers alongside the spines of outdated books, he lands on a journal that piques his curiosity. When opening the e-book, Alice finds that the pages are clear. Intrigued, he buys the e-book.

As a result of the journal is clear, Alice takes the possibility to pen his memoir.

With each stroke, he hears scratching coming from contained in the e-book. As he continues to place in writing, completely different pages fill with tales of various Coopers in parallel dimensions.

Now a prisoner of his private making, Alice ought to protect his story alive, to take care of himself alive.


The aim of the game is to free Alice from his chains. Get 4 or further linked symbols to create a cluster, worthwhile symbols are eradicated for the grid and new symbols will drop to refill the grid.

This will proceed until no new worthwhile mixtures may very well be created.

On a non-winning spin there is a likelihood to set off one in every of many 4 realities.

The Insane Asylum

Transform all high-paying symbols into the an identical high-paying picture.

The Dungeon

Transforms all low-paying symbols into diversified high-paying symbols.

The Chamber of Horrors

Destroy symbols to depart behind Wilds.

The Temptation Room

Offers a Wild to the grid and transforms symbols all into the an identical picture.

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