Looking to complete all achievements in Alice VR? Look no further! This English guide contains all the information you need to earn 100% completion. While I gathered most of the information myself, I received some help from 风之矢 [Google Translate: Arrows of the Wind] who wrote the Chinese Alice VR guide. Their guide was especially helpful in finding the last few audio logs and cards I was missing. Let’s dive in and conquer all the achievements in Alice VR!
Starting the Game
As I have a Meta Oculus, I struggled with trying to play Alice VR. I came to find that the game doesn’t support being played with the Oculus VR headset (well, that explains things).
I then tried to play with controller – which worked fine… but, I found (for myself) that keyboard and mouse was best for me.
I did have issues loading the game as it would consistently crash after the loading screen. From some other helpful posts on the Steam discussion boards for this game, I found that the below suggestion worked for me (where other suggestions did not work for me).
In Steam, right click on the Alice VR game, go to Properties….
Add the following line in the “Advanced users may choose to enter modifications to their launch options.”
Alice VR loaded (and stayed loaded) with no problems for me after I did that.
Story Achievements
Down the rabbit hole
Completed Starship
How I Met Your Robot
Meet the CAT
Some Kind of Mushroom
Complete the desert mine hallucination
Fatamorgana
Complete the desert hallucination
Womp Rat
Completed Desert
Fumes
Complete the pump station hallucination
The Gordian Knot
Solve the gravity ramps puzzle
“10/6”
Answer correctly to all of Hatter’s riddles
Before you answer these riddles correctly, first answer them incorrectly six times to get the Time Killer achievement.
Medicinal Herbs
Complete the greenhouse hallucination
Bad Hatter
Find the victim of the Hatter’s scatterbrainedness
After you find the skeleton, go back into the labyrinth and wait 10 minutes for the Mommy? achievement.
Anyone out there?
Completed City
Chapter-Related Achievements
Climb on top of the walls of the desert maze
When one of the wall pieces that moves up and down is down, stand on it, wait for it to go up to be flush with the top of the wall and walk onto a non-moving piece of the wall.
Bullseye
Hit the target in the desert level at first try
Can be aggravating as there is no chapter selection in this game. If you miss, you have to start the game over. Fortunately, this achievement is in the second chapter. Additionally, if you throw an object in the hedge maze area with the target, but not anywhere close to the target, it still counts as your first target attempt.
Troublesome Neighbour
Throw 20 objects out of the labirynth
I believe this achievement was meant for the end-game labyrinth; however, the achievement popped for me when I threw 20 items out of the desert maze/labyrinth (throw it over the target to launch it out of the labyrinth); recommended to use apples due to the Apple jelly achievement.
Driving Me Crazy
Drive the dune buggy for 10km
Drive at least 10km in the buggy – easy enough; however, if you only keep it in the first gear, you can also pop the Are we there yet? achievement in the same run. If you can rig your keyboard/controller/VR remote to constantly be moving the vehicle while away and you’re waiting for the achievement to pop, it’s certainly an idea. 🙂
Are we there yet?
Finish the game without ever using the buggy’s 2nd gear
This achievement pops shortly after the last possible buggy use. Just don’t put it in 2nd gear and the achievement will pop.
On Foot
Cross the sea of Tears on foot
The desert area that you just drove on in first gear for the two achievements above? Walk it instead. Do not get into the buggy at all even if you do not drive it – as doing so may disqualify the achievement.
Slowpoke
Solve the Planetarium puzzle after the hints show up
This popped for me after I solved the puzzle… which didn’t take me long… and after I saw no hints. #shrug
Fearless
Passed an upside-down gravity ramp looking down the whole way
In a gravity ramps puzzle section, get to a road section where you are hanging upside down and face down to the ground. Accumulate a few dozen (or so) steps in this orientation and the achievement should pop – you can even walk back and forth on a small stretch of gravity ramp as long as the upside-down and face-down orientation remains consistent. I completed this achievement in the gravity ramp section with the rotating roads by switch.
Time Killer
Answer incorrectly to 6 riddles
At one point in the game, you’re in control of yourself in what appears to be a loading screen. The Hatter will present some riddles to you. Answer them incorrectly six times and get the achievement.
Mommy?
Get lost in the labirynth for more than 10 minutes
After you find the skeleton, go back into the labyrinth and wait 10 minutes.
Spare a minute for PETA?
Spare the CAT
When Heart tells you to reclaim CAT for 500 graphene, ignore her and keep walking forward. (Interestingly, I actually reclaimed CAT and the achievement still popped for me…)
Scavenger Hunt Achievements
Grow big 33 times
The only place you can grow big is at the planetarium puzzle. So, simply repeat growing big and resizing to normal… rinse and repeat until the achievement pops.
Eat me
Shrink 33 times
You’ll likely hit this achievement if you’re aiming for all achievements due to the multiple runs. In case you don’t… size down and re-size back to normal; again, rinse and repeat until the achievement pops.
Apple jelly
Throw 100 apples
Pretty self-explanatory… how ’bout (throwing) them apples!?!?
Carbon Footprint
Carry 6600 units of graphene
Make sure you collect from all graphene dispensers and graphene canisters.
This achievement naturally pairs with the Greedy achievement.
{Edit: This achievement does not pop regardless of what the player does. Please see the Miscellaneous Details section at the end of this guide for more information.}
Archiver
Find all audio logs (total: 43)
The achievement indicates there are 43 total audio logs to find in the game (there is an extra audio log that occurs via story play for which you do not need to find the ball that counts for the Anthropologist achievement – which is why the Audio Log sections of this guide has 44 entries); however, I have verified that if you re-listen to an audio log you have already listened to, it (unfortunately) counts as an additional audio log found. So, this achievement is possible to be obtained by not finding all audio logs.
Anthropologist (total: 30)
Find every audio log left behind by the citizens
Only the audio logs found which contain messages from the Preacher, Skeptic, Smuggler, Agent, etc. count toward this achievement. “Other” audio logs and audio logs which are unidentified do not count (except for the Councilor audio logs which 3 of 4 are not identified and still count). Additionally re-plays of an audio log found do not count as an additional audio log found for this achievement.
Full deck
Find all the cards
I was able to find each card at least once to count for the achievement; but after finding a card, sometimes the game would display the card again on a subsequent play through; whereas, other times, the card never showed up again after being found. Heads up! (For this guide’s completion, I played the game again from a new account so I could get all of the screen shots!)
Playing Cards (1 – 6)
Card 1: 2 of Spades
How to find the card: On the Starship, from the robot maze puzzle, go to the elevator, turn left, go straight 3 times (through doors) and you’ll end up in a room with two graphene canisters. There is a concealed blue , straight, straight, straight, room with two canisters, hidden wall switch on back of right side wall.
Card 2: 3 of Spades
How to find the card: Starting in the Desert hedge maze, you will meet the CAT. then go left, then right, then left (moving wall). Past the moving wall, turn right, another right, turn left, and turn another left (moving wall). Past the second moving wall, turn left and you will find a table with the card on the right.
Card 3: 4 of Spades
How to find the card: At the beginning of the desert mine hallucination, you will hear a “watch the sky” message. With your vehicle, go forward and hug the left wall and turn left when you can. The card is on the ground in front of the table.
Card 4: 5 of Spades
How to find the card: After coming back to the real world from the desert mine hallucination, drive (or walk) forward and veer to the left. On the backside of the rock structure on the left side of the road, on a pallet of planks, you’ll find the next card.
Card 5: 7 of Spades
How to find the card: After entering the pump station area, open door and move forward. Find an object to throw to hit the button behind the door that halfway closes repeatedly. Shrink down and enter the white rabbit duct. Turn left and walk down the duct. Coming out of the duct, you’ll see another duct diagonally to the left in front of you – enter that duct. Grow to normal size and look down to the other end of the corridor. You will find the card on a crate.
Card 6: 6 of Spades
How to find the card: After pump station hallucination ends, you will find yourself back in the room which previously contained Card 5 (note: if you did not get the fifth card earlier, it will not be there now). Shrink down and go back through the two ducts to get you back to the main entrance room and re-size to normal and leave. Re-enter the pump station and CAT will appear and indicate that the room you walked into is certainly not the room you previously visited. Turn right and on the large crate to the left, the card will be on top of it.
Playing Cards (7 – 13)
How to find the card: On reaching the Old City, turn left and you’ll see a sign pointing to the Granary; follow that sign and enter the granary. You will enter a room with four knockdown targets; you must knock them down in order (and they are assigned random orders each play through) – if you hit a target not in the right order, all knocked down targets come back up; fortunately, the order remains the same, you simply need to re-knock down the targets. Once all four targets are down, the backdoor opens. Walk through that door all the way to the next granary room. Approaching the table, you will find a recipe for Mad Hatter Fruit Salad. Two items are already crossed off and those are the items on the table. To obtain the card, you need to complete the recipe. Facing the table as you entered, the spoon is behind you on your right behind some planks; take down the wooden planks (though, at a specific angle, you don’t even need to remove the planks), retrieve the spoon, and add it to the bowl. Facing the table as you entered, one apple is in the middle archway in a basket on a crate; the other apple is to the back-right of the room in a basket on the ground. Facing the table as you entered, the kiwi is at the end of the table on the right. Upon adding the last ingredient, the ingredients disappear, CAT appears, and the card appears in the bowl.
Card 8: 8 of Spades
How to find the card: In the Old City, starting from where you entered this part of town (silver double doors), the OPEN sign should be on your right and the thoroughfare to the other part of the city on your left. Make your way through the thoroughfare, but in the middle, pause and look to your right. There is a Wanted poster and boards blocking access. Pull down the boards and there is a card on the ground.
Card 9: 9 of Spades
How to find the card: After the first decontamination room and the second light puzzle room, CAT will tell you, “Dogs are not mad.” In the far right corner of the room is a door with a light that is stopping you. The way to get into the room is by throwing an object onto the button near the front-center of the room, going through that newly opened door, and retrieving the graphene. The retrieval of the graphene pulls enough power from the light to stop blocking you from opening the door and entering. Once you enter, a blue robot scurries in front of you and the card is in the hallway to the left concealed behind some items with blankets on them.
Card 10: 10 of Spades
How to find the card: In greenhouse hallucination, after the spinning platforms, and after the gravity ramp, enter the palm tree stone maze, and enter the palm tree area on your right with a switch. Activate the switch which will move the blocking light. Turn to your right and keep following/hugging the right wall until you arrive to a card on a pile of rock rubble.
Card 11: Ace of Spades
How to find the card: In Hatter City, the city presents you with three chances to successfully complete a four-round, 30-sum countdown game for which there are 5 graphene canisters and a playing card as a reward. It can be confusing to understand how the game works and how it selects the numbers from which you can choose (by throwing an object at the corresponding target).
How it works:
The first line is always 1, 2, 3, 4. With each choice, that spot’s value is nulled/blank for the next series. The next series of numbers starts with the first two numbers of the previous line summed [except for the first line, if you choose 4, it starts with 5].
(e.g., First line: 1, 2, 3, 4 — choose 2
Second line: 1 + 2 = 3; 3, x, 5, 6 — choose 5
Third line: 3 + 5 = 8; 8, x, x, 11 — choose either
Fourth line: 8 + 11 = 19; 19, x, x, x)
With the above, can you solve for the answer without looking at the solution? 🙂
The solution:
Interestingly, the solution is all square numbers: 1, then 4, then 9, then 16. 1 + 4 + 9 + 16 = 30
Card 12: Jack of Spades
How to find the card: After leaving Hatter City and talking with CAT, the card is on the floor of the walkway walking toward the teleport to the Service Room.
Card 13: King of Spades
How to find the card: In the Service Room, walk through all the open doors and to the end of the room. The card is on the left on the ground (across from the air space barrier console)
Audio Logs (1 – 11)
Audio Log 1
Qualifies for Anthropologist achievement: Yes (1 of 30)
Qualifies for Archiver achievement: Yes (1 of 43)
Person and Recording Number: Preacher 2
How to find the audio log: Starting in the Desert hedge maze, you will meet the CAT. Then go left, then right, then left (moving wall). Past the moving wall, turn right, another right, and another right. You will find masks with visible audio log ball on the ground.
Audio Log 2
Qualifies for Anthropologist achievement: No (Others, 1 of 7)
Qualifies for Archiver achievement: Yes (2 of 43)
Person and Recording Number: Other 5
How to find the audio log: Starting in the Desert hedge maze, you will meet the CAT. Then go right (moving wall). Past the moving wall, turn left, turn left again, turn right. Click on the Drink Me interactor to become smaller and walk through the rabbit hole. After entering the rabbit hole, turn right, go forward, and a visible audio log ball is on the ground on the right.
Audio Log 3
Qualifies for Anthropologist achievement: Yes (2 of 30)
Qualifies for Archiver achievement: Yes (3 of 43)
Person and Recording Number: Skeptic 4
How to find the audio log: After exiting the Desert hedge maze with the target toss, the visible audio log ball will be on the ground before the fork in the road.
Audio Log 4
Qualifies for Anthropologist achievement: Yes (3 of 30)
Qualifies for Archiver achievement: Yes (4 of 43)
Person and Recording Number: Preacher 5
How to find the audio log: After exiting the Desert hedge maze, continue driving (or walking) forward until a cave is on your right (sometimes pink smoke is coming out of it). Walk into the cave and keep moving forward until you find floating rocks with an extension bridge toward it. The visible audio log ball is on the ground.
Audio Log 5
Qualifies for Anthropologist achievement: No (Others, 2 of 7)
Qualifies for Archiver achievement: Yes (5 of 43)
Person and Recording Number: Other 3
How to find the audio log: At the start of the desert mine hallucination, turn around from the switches you just flipped that released the toxins and the visible audio log ball is on your left on the ground.
Audio Log 6
Qualifies for Anthropologist achievement: Yes (4 of 30)
Qualifies for Archiver achievement: Yes (6 of 43)
Person and Recording Number: Preacher 3
How to find the audio log: Second phase of the desert mine hallucination start appearing with rectangular prisms. Go forward, but turn right and head to the right as soon as there is an opening. Continue forward until you find the visible audio log ball.
Audio Log 7
Qualifies for Anthropologist achievement: Yes (5 of 30)
Qualifies for Archiver achievement: Yes (7 of 43)
Person and Recording Number: Preacher 4
How to find the audio log: Back in the real-world Desert, drive (or walk) forward under four arches, turn left, turn another left under a bridge, and turn another left to find more masks. The visible audio log ball is on the ground.
Audio Log 8
Qualifies for Anthropologist achievement: Yes (6 of 30)
Qualifies for Archiver achievement: Yes (8 of 43)
Person and Recording Number: Smuggler 1
How to find the audio log: From the masks in Audio Log 7, leave that area and drive back under the bridge, veer to the left, and drive forward to the encampment. Get out of the buggy and walk up to crates with the wood barricades. Pull the wood off and find the visible audio log ball on the ground.
Audio Log 9
Qualifies for Anthropologist achievement: Yes (7 of 30)
Qualifies for Archiver achievement: Yes (9 of 43)
Person and Recording Number: Smuggler 2
How to find the audio log: After solving the planetarium puzzle, drive out of the planetarium puzzle entrance and turn right; continue forward until you can go no further. Looking to your left is the bridge power station; whereas, looking to your right is a lookout structure. Drive to the lookout structure where you will find a visible audio log ball on the ground.
Audio Log 10
Qualifies for Anthropologist achievement: Yes (8 of 30)
Qualifies for Archiver achievement: Yes (10 of 43)
Person and Recording Number: Smuggler 3
How to find the audio log: After powering the bridge, drive straight, turn left, and follow around to the den cave encampment. Enter the encampment on foot where you will find a visible audio log ball on the ground.
Audio Log 11
Qualifies for Anthropologist achievement: Yes (9 of 30)
Qualifies for Archiver achievement: Yes (11 of 43)
Person and Recording Number: Skeptic 1
How to find the audio log: Leaving Audio Log 10, drive forward and veer right to under the bridge. Veer left and find an encampment. Pull wood off of a fence section to enter and the visible audio log ball will be on the ground to your left.
Audio Logs (12 – 21)
Qualifies for Anthropologist achievement: No (Unidentified, 1 of 7)
Qualifies for Archiver achievement: Yes (12 of 43)
Person and Recording Number: Person Unidentified
How to find the audio log: In Gryphon station, on the second level, in the back on the left-hand side, concealed by the crates you will find an audio log ball.
Audio Log 13
Qualifies for Anthropologist achievement: Yes (10 of 30)
Qualifies for Archiver achievement: Yes (13 of 43)
Person and Recording Number: Engineer (message 1, unlocks 5)
How to find the audio log: In the underground pump station, after the first graphene dispenser, turn right, then turn left, then go straight to the end. The concealed audio log ball is behind a couple of crates.
Audio Log 14
Qualifies for Anthropologist achievement: Yes (11 of 30)
Qualifies for Archiver achievement: Yes (14 of 43)
Person and Recording Number: Engineer (message 3, unlocks 4)
How to find the audio log: Enter the pump station and walk forward until the end. Turn right (you will hear CAT talk) and find the visible audio log ball on the ground.
Audio Log 15
Qualifies for Anthropologist achievement: Yes (12 of 30)
Qualifies for Archiver achievement: Yes (15 of 43)
Person and Recording Number: Engineer 2 (message 2, unlocks 3)
How to find the audio log: Take the elevator down in the pump station. From the puzzle, go right, then left, then left, and you will find a visible audio log ball on the ground.
Audio Log 16
Qualifies for Anthropologist achievement: Yes (13 of 30)
Qualifies for Archiver achievement: Yes (16 of 43)
Person and Recording Number: Alchemist 3
How to find the audio log: In the pump station hallucination, after the long hallway shatters, move forward past the white rabbit and you’ll see an audio log ball to your diagonal left. Turn right, then turn left, then turn left, and move toward the ball – which then the ball will fly away. Making your way to exit the area, two doors will open and you will find the visible audio log ball on the ground to the left shortly beyond the open doors.
Audio Log 17
Qualifies for Anthropologist achievement: Yes (14 of 30)
Qualifies for Archiver achievement: Yes (17 of 43)
Person and Recording Number: Engineer (message 1, unlocks 2)
How to find the audio log: While still in the pump station hallucination, find the circular room with the size adjusters and shrink. Walk under the crates on the left and keep going forward until you find a duct on the left – enter that duct and find a visible audio log ball on the ground.
Audio Log 18
Qualifies for Anthropologist achievement: Yes (15 of 30)
Qualifies for Archiver achievement: Yes (18 of 43)
Person and Recording Number: Agent 3
How to find the audio log: Once the pump station elevator is fixed and you rise up on it, move forward and veer to the right staying forward. Instead of going up the ramp, turn left and you will see a visible audio log ball on a crate.
Audio Log 19
Qualifies for Anthropologist achievement: Yes (16 of 30)
Qualifies for Archiver achievement: Yes (19 of 43)
Person and Recording Number: Skeptic 2
How to find the audio log: At the end of the first gravity ramp maze, unlock and open the door. The audio log ball will either be visible or may be concealed behind a crate based on your angle of viewing. This is in the room with the three knockdown targets on the left (as oriented upon entering the room).
Audio Log 20
Qualifies for Anthropologist achievement: No (Unidentified, 2 of 7)
Qualifies for Archiver achievement: Yes (20 of 43)
Person and Recording Number: Person Unidentified
How to find the audio log: Upon entering the Old City, open the door under the BAR sign and enter the bar. Walk up to the bar and open the service hatch to get behind the bar. On a short barrel is a visible audio log ball.
Audio Log 21
Qualifies for Anthropologist achievement: No (Others, 3 of 7)
Qualifies for Archiver achievement: Yes (21 of 43)
Person and Recording Number: Other 1
How to find the audio log: Still in the Old City, go into the Store and head to the back. On your right will be a visible audio log ball on a crate next to some food.
Audio Logs (22 – 31)
Qualifies for Anthropologist achievement: Yes (17 of 30)
Qualifies for Archiver achievement: Yes (22 of 43)
Person and Recording Number: Preacher 1
How to find the audio log: Shrink in the Old City and head over to the toy car. After driving the toy car in the ducts (or walking fast on your own), grow to normal size and walk forward and slightly veering to the right. At the end is the visible audio log on the ground.
Audio Log 23
Qualifies for Anthropologist achievement: Yes (18 of 30)
Qualifies for Archiver achievement: Yes (23 of 43)
Person and Recording Number: Engineer (message 5 [already unlocked from Audio Log 13]; message 1 never unlocks/shows completed)
How to find the audio log: After activating the switch to rotate the gravity ramps in the air, go forward. At the T, turn left. Go forward until you arrive to another T. Turn right and go forward until you arrive to another T. Turn left and move forward until you find a visible audio log ball on a pedestal.
Audio Log 24
Qualifies for Anthropologist achievement: Yes (19 of 30)
Qualifies for Archiver achievement: Yes (24 of 43)
Person and Recording Number: Alchemist 1
How to find the audio log: Turn around and move forward until you can (and do) turn right. Move forward until you can (and do) turn left. Move forward until you can (and do) turn right. Move forward until you can (and do) turn left. When you get to the door, turn around and see the green switch on the right and activate it.
Move forward until you arrive at a T and turn right until you arrive to another T. Turn left until you arrive to another T. Turn left and go forward until you reach visible audio log ball on a table with food.
(Bonus: Getting Out of This Maze) Turn around and move forward until you can (and do) turn left. Move forward until you see a green switch on the right; activate the switch. Head back onto the gravity road and move forward until you can (and do) turn left. When you arrive at the trash/junk pile, CAT will greet you. Do the puzzle to turn on the graphene waste management to activate the gravity road. When ready, move forward on the road until you arrive at a toy car; you have made it out of the maze.
Audio Log 25
Qualifies for Anthropologist achievement: No (Others, 4 of 7)
Qualifies for Archiver achievement: Yes (25 of 43)
Person and Recording Number: Other 2
How to find the audio log: In the next section of the Old City, open the door under the OPEN sign with the ramp up to it. Enter the door and turn left. On your left is a visible audio log ball on a torn off cabinet door.
Audio Log 26
Qualifies for Anthropologist achievement: No (Unidentified, 3 of 6)
Qualifies for Archiver achievement: Yes (26 of 43)
Person and Recording Number: Person Unidentified
How to find the audio log: Still in the Old City, under the Graphene Enhancer banner, open the door. This doorway is difficult to enter; a consistent effective strategy is getting to the far-most left part of the ramp and entering from that corner of the ramp. Once in, turn left and the visible audio log ball will be on the floor.
Audio Log 27
Qualifies for Anthropologist achievement: Yes (20 of 30)
Qualifies for Archiver achievement: Yes (27 of 43)
Person and Recording Number: Agent 2
How to find the audio log: Exiting Audio 26, forward and slightly to your left is an elevator switch. Press the switch and get on the elevator to go up. Go down the ramp and to the right; the visible audio log ball is in the back corner on a crate.
Audio Log 28
Qualifies for Anthropologist achievement: Yes (21 of 30)
Qualifies for Archiver achievement: Yes (28 of 43)
Person and Recording Number: Agent 1
How to find the audio log: Next to the train, and before riding the train, the visible audio log ball is on a piece of metal luggage.
Audio Log 29
Qualifies for Anthropologist achievement: No (Others, 5 of 7)
Qualifies for Archiver achievement: Yes (29 of 43)
Person and Recording Number: Other 6
How to find the audio log: After riding the train, the visible audio log ball is on a crate out in the open.
Audio Log 30
Qualifies for Anthropologist achievement: Yes (22 of 30)
Qualifies for Archiver achievement: Yes (30 of 43)
Person and Recording Number: Councilor 1
How to find the audio log: Also after riding the train, go to the far end of the train station. The audio log ball is on your left and on the ground under a gate off its hinges.
Audio Log 31
Qualifies for Anthropologist achievement: Yes (23 of 30)
Qualifies for Archiver achievement: Yes (31 of 43)
Person and Recording Number: Skeptic 3
How to find the audio log: In the room after the train station from exiting the train, head to the far end of the room on the right to the back wall, turn left, and the visible audio log ball is on a crate.
Audio Logs (32 – 40)
Qualifies for Anthropologist achievement: Yes (24 of 30)
Qualifies for Archiver achievement: Yes (32 of 43)
Person and Recording Number: Alchemist 2
How to find the audio log: After the first decontamination room and the second light puzzle room, CAT will tell you, “Dogs are not mad.” In the far right corner of the room is a door with a light that is stopping you. The way to get into the room is by throwing an object onto the button near the front-center of the room, going through that newly opened door, and retrieving the graphene. The retrieval of the graphene pulls enough power from the light to stop blocking you from opening the door and entering. Once you enter, a blue robot scurries in front of you and the visible audio log ball is on the ground on the first corridor to the right.
Audio Log 33
Qualifies for Anthropologist achievement: Yes (25 of 30)
Qualifies for Archiver achievement: Yes (33 of 43)
Person and Recording Number: Alchemist 4
How to find the audio log: In the greenhouse hallucination, after the spinning platforms, and after the gravity ramp, enter the palm tree stone maze, turn left, and then the first left possible. The audio log ball is on the ground concealed by palm trees.
Audio Log 34
Qualifies for Anthropologist achievement: Yes (26 of 30)
Qualifies for Archiver achievement: Yes (34 of 43)
Person and Recording Number: Alchemist 5
How to find the audio log: Near the end of the greenhouse hallucination, a visible audio log ball is on a crate on the right.
Audio Log 35
Qualifies for Anthropologist achievement: Yes (27 of 30)
Qualifies for Archiver achievement: Yes (35 of 43)
Person and Recording Number: Hatter
When entering Hatter City, the Hatter AI will greet you as the “virtual self of the founder of the Mirabilis colony.” This audio recording counts toward one of the 30 audio logs for the Anthropologist achievement.
Audio Log 36
Qualifies for Anthropologist achievement: No (Unidentified, 4 of 7)
Qualifies for Archiver achievement: Yes (36 of 43)
Person and Recording Number: Person Unidentified
How to find the audio log: After entering Hatter City, walk up to the statue and immediately turn left. The visible audio log ball is on a park bench.
Audio Log 37
Qualifies for Anthropologist achievement: No (Others, 6 of 7)
Qualifies for Archiver achievement: Yes (37 of 43)
Person and Recording Number: Others 7
How to find the audio log: From Audio 35, continue forward a bit and then turn left, go up steps, turn right, walk past the bench, and the visible audio log ball is on the ground next to a tipped over trashcan.
Audio Log 38
Qualifies for Anthropologist achievement: Yes (28 of 30)
Qualifies for Archiver achievement: Yes (38 of 43)
Person and Recording Number: Councilor 3
(does not identify as Councilor on screen)
How to find the audio log: Making your way out of the labyrinth, head to the Server Room. After opening the doors, take the door on the left. The audio log ball will be concealed in a conduit panel near the front of the room on the left.
Audio Log 39
Qualifies for Anthropologist achievement: No (Others, 7 of 7)
Qualifies for Archiver achievement: Yes (39 of 43)
Person and Recording Number: Other 4
How to find the audio log: After completing the labyrinth puzzle, enter the building called The Garden of Live Flowers (next to the skeleton) which is now open. The visible audio log ball is on the table on the right side of the room.
Audio Log 40
Qualifies for Anthropologist achievement: Yes (29 of 30)
Qualifies for Archiver achievement: Yes (40 of 43)
Person and Recording Number: Councilor 2
(does not identify as Councilor on screen)
How to find the audio log: Leaving Audio Log 39, looking at the labyrinth, you’ll see arches, enter the one on the far right, and take another immediate right. If a wall starts raising and blocks you, face away from the wall (you may need to give it time to fully lower into the ground), and walk sideways or backwards into the area. The visible audio log ball is on the bench.
Audio Logs (41 – 44)
Qualifies for Anthropologist achievement: No (Unidentified, 5 of 7)
Qualifies for Archiver achievement: Yes (41 of 43)
Person and Recording Number: Person Unidentified
How to find the audio log: Entering Hatter City, move forward toward Knave’s Bakery; turn right, walk toward, and go past Chess Club with Roboto Factory to your left. The visible audio log ball is on a crate.
Audio Log 42
Qualifies for Anthropologist achievement: No (Unidentified, 6 of 7)
Qualifies for Archiver achievement: Yes (42 of 43)
Person and Recording Number: Person Unidentified
How to find the audio log: The visible audio log ball is to the left of the 30 puzzle on the stone wall with plants.
Audio Log 43
Qualifies for Anthropologist achievement: Yes (30 of 30)
Qualifies for Archiver achievement: Yes (43 of 43)
Person and Recording Number: Councilor 4
(does not identify as Councilor on screen)
How to find the audio log: After conversing with CAT, the visible audio log ball is on the floor of the bridge on the right side just before the gravity ramp begins.
Audio Log 44
Qualifies for Anthropologist achievement: No (Unidentified, 7 of 7)
Qualifies for Archiver achievement: Yes (44 of 43)
Person and Recording Number: Person Unidentified
How to find the audio log: In the Service Room, after all doors open, the concealed audio log ball is behind the first crate on the right that you would otherwise pass going straight.
Ending Achievements
Force the Hatter into hibernation
Prior to visiting the Mad Hatter’s Palace, by taking a large majority of the graphene from the graphene dispensers, it depletes the Hatter AI and it goes into hibernation. Heart also acknowledges her inability to detect him.
Resistor
Spare the Hatter
Prior to visiting the Mad Hatter’s Palace, by taking little to no graphene from the graphene dispensers throughout the game (even if you collected from all graphene canisters), it allows the Hatter AI to retain the graphene to be spared and continue administrating.
Cog
Complete your mission
After deactivating the air space barrier, load liquid graphene from your suit to the power relay graphene dispenser (final option on the left that Heart tells you to do).
Grown a Conscience
Save the Colony
After deactivating the air space barrier, if the Hatter AI was not depleted (i.e., Greedy achievement) Hatter AI informs Alice that the ship flown in carries demolition charges and wants Alice to reactivate the air space barrier. To do so, press the middle button on the console which then activates the graphene dispenser on the right for loading. Load the liquid graphene from your suit to restart the barrier.
Miscellaneous Details
In Hatter City, the Hatter presents two trials – the first of which is his labyrinth. In the Server Room, there is a clock-like puzzle device on the wall (like previous devices similar to this) which has a “minute-hand” that rotates around and the player has to click on the right spots to turn those spots green to activate the device.
Without warning, the player is allowed one chance to successfully complete this clock-like puzzle device. As correct options are selected, the minute-hand increases in speed. The player can allow the minute-hand to keep rotating to understand where the player needs to click; yet, one mistake will shut down the device and indicate that access is unauthorized.
if the player successfully completes the clock-like puzzle device challenge, the remainder of the labyrinth challenge is bypassed.
Hatter City, Graphene Enhancer Building Entrance
When approaching to the Graphene Enhancer building, the Hatter says, “You’re not going anywhere… not until you solve my riddles.” Later, when you are finished with the riddles in this section, in my playthroughs, this audio file triggers again and the door is not able to be opened (when it should be since you have passed the trials by then).
What has worked for me is to exit the game to the Main Menu, and then choose to Continue the game. The game will then recognize that the riddles have been solved and you’ll then be able to enter the Graphene Enhancer building.
Software Bugs and Inconsistencies
This was a very fun game and I’m thankful to the developers for their effort and vision. I do wish the game had a more playthrough testing by people who were detail-oriented to find and correct the issues I found before release:
- The issue above with the Graphene Enhancer building entrance.
- At the end, you are given the opportunity to take CAT’s graphene and “kill” it. Regardless of which option you choose, after you move forward onto the bridge, Heart again tells you about that choice (even if you’ve already made it); additionally, regardless of the choice you make the achievement for choosing to save CAT and not take the graphene still pops.
- Regardless how slow or how fast I’ve completed the planetarium puzzle, I’ve never seen hints for it and I’ve always received the Slowpoke achievement (even if I completed it *very* *very* quickly).
- There are no chapters, so you must either Continue from where you are, or re-start the game.
- There is no way to reset your progress after completing the game – even when you are starting a new one. Some cards fail to re-appear on subsequent play throughs. Even by relocating my save files (effectively making the game create a new, blank save file), the game somehow still knew everything I had accomplished. I had to create a new account and share my library to it just to play through the game fresh again to get the screenshots needed (mostly for cards that would not re-appear on subsequent play throughs).
- Fortunately this doesn’t affect an achievement, but the audio logs unlocked for the Engineer (other than the first one which unlocked #5) kept unlocking a wrong audio log; and by the time 4 of the 5 Engineer audio logs were unlocked, the fifth one did not unlock the first log, it simply re-unlocked the fifth one… meaning the first Engineer audio log can never show as unlocked.
- Another issue was that the door in the Old City to the Granary was closed from a subsequent playthrough – and all play throughs thereafter (it is open by default on a first playthrough) and there is no way to open it on subsequent playthroughs (except from a new account). It simply remembers you completed it and doesn’t clear that flag when starting a new game.
- The Carbon Footprint achievement never pops regardless of how much graphene you are carrying. (In creating a comprehensive 100% achievement guide like this, I have done multiple playthroughs and even from more than one account. On two play throughs, I had over 8,000 graphene (but Steam indicates I only had about 6400 on one run, and 6200 on another run that I am *positive* I had over 8,000 [it was on the new account and I only completed *one* run on it].).
- The official website for the game (alice-vr dot com) no longer exists as of October 2019 and the Steam discussion boards indicate that they were very invested in updating issues when it first launched and even into some time, but no longer have the desire or bandwidth (and maybe they’re not even a development shop anymore) to update remaining issues. Therefore, the only way to get a platinum on this game is by using a third-party Steam achievement tool – I am normally very, very against these… but, given the circumstances, it is the only way the Carbon Footprint achievement is completed.
- Despite the problems, I had a very good time with the game and actually played with mouse and keyboard as it did not work with my Oculus 2; so good that when I saw there was no English 100% achievement guide, I thought I could benefit the community by creating one.
And that wraps up our share on ALICE VR: 100% Achievement Guide for Alice VR. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Sidewinder314, who deserves all the credit. Happy gaming!