- This page is about the character. Did you mean the boss enemy?
Alice is one of the three Magical Girls who join Eric(a)'s party.
Eric(a) first meets Alice in the midst of a plan to turn her peers into brainwashed dolls through the magic of the Monarch Insect. After interfering with her plans, she attempts to enslave Eric(a) and Natalie, but they break free. While Eric(a) wishes to have Alice expelled, Natalie takes the troubled girl's side, lying to Nele that the fight was only a LARP. Alice then joins the team, blackmailing Eric(a) by threatening to reveal their true gender.
Backstory
Originally, Alice grew up a healthy, happy child, with two loving parents. All this changed when her uncle, jealous of her father's fortune, murdered her parents and severely injured Alice. On her eighteenth birthday, Alice finally confronted her caretaker with her memory of his crimes, and he drunkenly confessed to everything. He then injected her with a poison designed to cause a massive heart attack several hours later, all so that he could acquire her massive inheritance.
Before this could come to pass, Nele arrived, eager to enlist Alice as a Magical Girl. After some creative misunderstanding with Marianne, Alice was made into a Magical Girl. Immediately, she used her newfound powers to rebuild her ruined body into a form more to her liking, then brutally murdered her uncle with the same knife he used to slaughter her parents. At that point, she left with Nele for Magical Camp, leaving all remnants of her old life behind.
Personality
Alice is a damaged individual, at times cold and violent from the trauma of seeing her parents murdered, only to sincerely wish to bring others happiness the next moment. Her only solace is her collection of dolls, which she feels genuine compassion towards. She is able to form connections with other people, but inevitably feels the need to turn them into dolls as well. (In fact, the player can find themselves in many bad ends because of this tendency of hers.) Alice is usually accompanied by her three dolls, Phoebe, Nanette, and Dalia, each of which is actually possessed by a ghost. In an ideal world, Alice would finally have turned every living being into a doll, at which point she would join them. When happy, she even speaks in the third-person, further dehumanizing herself.
Alice has massive magical potential, displaying an innate mastery for it ever since her first moments as a Magical Girl. With specialities in mental magic, she is able to paralyse her foes or change an individual's thoughts and beliefs with a word. She applies her trademark spell Macabre Puppetry liberally and often, seemingly unaware of the issues others might have with her doing so.
Base Stats
HP | MP | ATK | DEF | MAT | MDF | AGI | LUK | EVA | NUL |
---|---|---|---|---|---|---|---|---|---|
300 | 100 | 5 | 10 | 30 | 20 | 15 | 20 | 5% | 0% |
- | - | - | - | - | Wk | - | Rs | - | - | - |
- | - | - | Rs | Rs | - | - | - | - | - | - | Wk | - | - | - |
Stat Improvements
Progression Bonuses
- Gains +10 MAT and +10 MDF upon completing the Alaska Mission.
- Gains +100 HP when first entering the Pleasure Palace.
Affection Bonuses
- 2: +5 MAT.
- 4: +5 AGI and +5 LUK.
Mixed Bonuses
- Gains +5 MAT if she accompanies Eric(a) during the trip to Earth. (Highest affection at the time.)
- Nine Magicos beaten and 7 affection: +5 MDF and +5 LUK.
Weapons
Name | Type | MHP | MMP | ATK | DEF | MAT | MDF | AGI | LUK | EVA | NUL | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Cursed Knife | Sharp | +10 | Starting equipment +75% chance to curse target | |||||||||
Dreamforged Dagger | Sharp | +10 | +10 | +15 | +1000% chance to curse target | |||||||
Green-Haired Doll | Acid | Ignores changes in ATK stat +50% chance to poison target | ||||||||||
Killer's Dagger | Absorb | +30 | Heals wielder based on damage inflicted | |||||||||
Sacrificial Dagger | Sharp | +5 | +10 | +15 | +50% chance to curse target | |||||||
Witch Doll | Blunt | Ignores changes in ATK stat +75% chance to curse target |
Skills
Being the camp's creepy doll maker girl, it's no surprise that Alice's main specialities in the game are Charmed and Dolled. Although they are only effective against mainly weaker minions rather than bosses, they are still vital during certain boss fights where the minions can buff the bosses, because Alice can convert them or turn them into dolls and peacefully dismantle them into pieces.
Other than that, she's also a decent magical attacker - she can wear enemies down with Cursed, and two of her skills, while costly, can inflict true damage that ignores defence. Alice's equipments are rather hard to find as they are usually well-hidden, but they can grant surprisingly beneficial advantages - like lifesteal and immunity to most form of control effects.
Special
- Inner Reserves
- Spectral Sword
- Wraith Shield
- Gained upon defeating ten Magicos, also requiring a minimum affection of 7.
Magic
- Be My Doll!
- Doll Girl's Anger
- Grim Dismantling
- Gained upon having 4 affection.
- Macabre Puppetry
- Disquieting Puppet Show
- Gained upon having a full party and having beaten three Magicos.
- Ghostly Daggers
- Only gained if Alice accompanies Eric(a) during the trip to Earth. (Highest affection at the time.)
- Mental Blast
- Gained upon completing the Alaska Mission.
Relationship
Raising her affection level will further your relationship, as well as improving her combat abilities.
Affection
You can raise Alice's affection in the following ways:
- First Tea Party: After she joins your team, you can find a distraught Alice standing by the cafeteria, trying to talk one of her former "dolls" into attending one of her tea parties. Offer to go with her instead to gain a point of affection.
- Second Tea Party: After attending the first tea party, you can find Alice waiting for you near the entrance of your room. Simply agree to her invitation for another point of affection. During the event, Alice will give you an unavoidable Facial Transformation, and you may choose to also get the Flawless Skin Transformation (along with a +5 boost to MDF).
- Third and Fourth Tea Parties: Two further points of affection can be acquired by speaking to Alice near the lake and accepting her tea party invitations. These have no associated cut scenes, but do further her affection path.
- Fifth Tea Party: Speak with Alice once more about a tea party. During the interaction that follows, she will attempt to give you a special gift (see "Alice's Gift" below). Choose at least two rebellious responses to survive the process and remain yourself.
- Following this tea party you can find and speak with Alice next to the Faculty Building in the day moping and confused about what happened with her previous gift. Nothing actually happens here beyond some flavour dialogue.
- A Discussion about Free Will: After rejecting Alice's Gift, you can talk to Alice another time in her room at night.
- What Do You Think?: At the second trap in the Big Tree Eric(a) can choose to ask Alice what she thinks about it which will net an affection point with her.
- Cookie Bandit: After the discussion Alice can now be found in the cafeteria during the day. She is wanting to steal some ingredients to bake some cookies, and agreeing to help her will gain an affection point.
Bad Endings
Alice's Gift:
- During the fifth tea party Alice will put a mask on your face in an attempt to turn you into a doll. Choosing less than two rebellious options will finish the dollification and rid you of free will.
Mind-Wiped:
- If Eric(a) steals Alice's panties during the exam without having recruited her prior to this, she will wait the next morning in front of Eric(a)'s dorm door and ask what this was about. Quickly losing patience, she repeatedly casts Macabre Puppetry on Eric(a) until their mind is basically emptied. The ending stops with a message that Alice attempts her camp take-over, but Eric(a) is too far gone to even realise this.
New Leadership:
- While Alice's affection is less than five, if she is the only survivor of a battle that knocks out your other three party members, she will take advantage of their weakness to brainwash them.
Magical Dollhouse:
- If the player picks up the Silver Key but does not enter her room for several days after that, she would've finished learning the magic from the Bee Hive that allows her to turn the entire camp into her dolls, forcing the staff members to flee.