Alice's Adventures in Wonderland and Through the by Lewis Carroll

By Lewis Carroll

First released in 1865, Lewis Carroll’s Alice’s Adventures in Wonderland used to be a right away good fortune, as used to be its sequel, Through the Looking-Glass. Carroll’s feel of the absurd and his striking reward for video games of common sense and language have secured for the Alice books a permanent spot within the hearts of either adults and children.

Alice starts her adventures whilst she follows the frantically behind schedule White Rabbit down a gap into the mystical global of Wonderland, the place she meets quite a few superb creatures, together with Tweedledee and Tweedledum, the Cheshire Cat, the hookah-smoking Caterpillar, the Mad Hatter, and the Queen of Hearts—who, with the aid of her enchanted deck of cards, tips Alice into taking part in a strange video game of croquet.  Alice keeps her adventures in throughout the Looking-Glass, that is loosely in response to a online game of chess and contains Carroll’s well-known poem “Jabberwocky.”

 Throughout her fabulous trips, Alice keeps her cause, humor, and experience of justice. She has turn into one of many nice characters of resourceful literature, as immortal as Don Quixote, Huckleberry Finn, Captain Ahab, Sherlock Holmes, and Dorothy Gale of Kansas.

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Extra resources for Alice's Adventures in Wonderland and Through the Looking-Glass (Barnes & Noble Classics Series)

Example text

Alice, page 55) Š 舠All right,舡 said the Cat; and this time it vanished quite slowly, beginning with the end of the tail, and ending with the grin, which remained some time after the rest of it had gone. 舡 (Alice, page 103) The King and Queen of Hearts were seated on their throne when they arrived, with a great crowd assembled about them舒all sorts of little birds and beasts, as well as the whole pack of cards. (Alice, page 125) Š 舗Twas brillig, and the slithy toves Did gyre and gimble in the wabe; All mimsy were the borogoves, And the mome raths outgrabe.

She tells her sister her dream, whereupon her sister dreams Alice舗s dream. But this second dream is different from Alice舗s, for it is a dream in which the dreamer is half awake and acknowledges that the dream cannot last forever and will 舠change to dull reality舡 (p. 143). Alice, her sister surmises, will wake and grow up into everyday reality, within which the dull and boring world no longer seems opposed to desires but must be reconciled to them. Earlier the extinct Dodo had solemnly called for 舠more energetic remedies舡 (p.

272). Near the end of the books, Alice angrily calls quits to the pack of cards and pulls the tablecloth out from under the diners舗 meal. Indeterminism creates a world where there is no end to worrying about what Alice was unable to consume, and the most non-consumable thing about ourselves is our own passions. What is to be done with them? Desire resembles a game not with subjects who reciprocate our feelings but with losers and winners. Both books end violently, with the upsetting of a table and of a pack of cards, acts that suggest the end of an unsuccessful game and the figurative death of Alice舗s desires.

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