directs Alice to Queensland and takes off with the intention of stopping the Jabberwock himself. On her way to the Queen of Hearts's castle, Alice sees the Gryphon and the Jabberwock engaged in an aerial battle, which ends with the Gryphon mortally wounded. Following Alice's victory against the Jabberwock, the dying Gryphon entrusts Alice with the final battle against the Queen of Hearts. At the entrance to the Queen's Hall, the Cheshire Cat attempts to confess to Alice about the nature of the Queen of Hearts, but he is suddenly executed as he states that "You are two parts of the same..." Alice engages in a fight with a figure puppeteered by the real Queen of Hearts, a giant fleshy tentacled creature who warns Alice that destroying her will destroy them both. Upon Alice's final victory over the Queen of Hearts, Wonderland is restored, and many of the characters who had died in the journey are revived. Her mind repaired, Alice leaves Rutledge Asylum. Development Conception After leaving id Software in 1997, creative director American McGee was inspired to design a game that did not involve space marines, guns, aliens and outer space, which were the common themes in the Doom and Quake series. McGee's dark and lustrous image of Alice's Adventures in Wonderland was primarily inspired by the Crystal Method track "Trip Like I Do", in which he heard the word "wonder". Following this inspiration, McGee and his creative partner R.J. Berg began sketching a narrative and preliminary designs. McGee's goal was to present what he considered to be a natural extension of the setting and characters of the original Alice novels. Many of the early experiments with evolving the material of the novel – which included manga, futuristic, cartoon and sexual interpretations – strayed from McGee's intended direction. Sketches of Alice, the Cheshire Cat and the Hatter by Terry Smith and Norm Felchle played a decisive role in establishing the game's visual style and served as a foundation for subsequent concept art. McGee sought to omit shortcomings in products that he had previously designed, such as recreating reality instead of creating a fantastic world, reusing traditional weapons, and unremarkable characters. The game had a budget of $4.5 million. While working on the game's plot, McGee considered several approaches to Alice's return to Wonderland, one of which involved a modern-day Alice murdering her abusive stepfather in reality while journeying