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Name: Sovia Siadari

Npm: 16120037

I.INTRODUCTION
1. Title and author

Title : ALICE'S ADVENTURE IN WONDERLAND

Author : Lewis Carroll

2. Cover

Year : 1865

Page :130

Publisher : Macmillan & Co.

3. Author

Born on January 27, 1832 in Daresbury, England, Charles


Dodgson wrote and created games as a child. At age 20 he received a
studentship at Christ church and was appointed a lecturer in
mathematics. Charles was shy but enjoyed creating stories for children,
his books including “Alice’s adventure in wonderland” were publisher
under the pen name Lewis Carroll and died in 1898.

4.introductory material (Dedication) : To a Dear child

5. Introduction of the novel

Alice's Adventures in Wonderland (1865) is a novel written by


English author Charles Lutwidge Dodgson, better known under the
pseudonym Lewis Carroll. It tells the story of a girl named Alice who falls
down a rabbit-hole into a fantasy world populated by peculiar and
anthropomorphic creatures. The tale plays with logic in ways that have
made the story of lasting popularity with adults as well as children. It is
considered to be one of the most characteristic examples of the genre of
literary nonsense, and its narrative course and structure has been
enormously influential, mainly in the fantasy genre.

6.chapters : 12

Name :

Alice ,The White Rabbit, The Queen Of Hearts,The King Of Hearts,The


Cheshire Cat ,The Duchess,The Caterpillar, The Mad Hatter, The March
Hare,The Dormouse, The Gryphon, The Mock Turtle, Alice’s Sister, The
Knave Of Hearts, The Mouse,The Dodo(The Duck,The Lory, And The
Eaglet),The Cook,The Pigeon, Bill, The Frog-Footman

7. Summary

As fascinated by the sight, she follows the rabbit down the hole.
She falls for a long time, and finds herself in a long hallway full of doors.
There is also a key on the table, which unlocks a tiny door; through this
door, she spies a beautiful garden. She longs to get there, but the door
is too small. Soon, she finds a drink with a note that asks her to drink it.
There is later a cake with a note that tells her to eat; Alice uses both, but
she cannot seem to get a handle on things, and is always either too
large to get through the door or too small to reach the key.

While she is tiny, she slips and falls into a pool of water. She
realizes that this little sea is made of tears she cried while a giant. She
swims to shore with a number of animals, most notably a sensitive
mouse, but manages to offend everyone by talking about her cat's ability
to catch birds and mice. Left alone, she goes on through the wood and
runs into the White Rabbit. He mistakes her for his maid and sends her
to fetch some things from his house. While in the White Rabbit's home,
she drinks another potion and becomes too huge to get out through the
door. She eventually finds a little cake which, when eaten, makes her
small again.

In the wood again, she comes across a Caterpillar sitting on a


mushroom. He gives her some valuable advice, as well as a valuable
tool: the two sides of the mushroom, which can make Alice grow larger
and smaller as she wishes. The first time she uses them, she stretches
her body out tremendously. While stretched out, she pokes her head into
the branches of a tree and meets a Pigeon. The Pigeon is convinced
that Alice is a serpent, and though Alice tries to reason with her the
Pigeon tells her to be off.

Alice gets herself down to normal proportions and continues her


trek through the woods. In a clearing she comes across a little house
and shrinks herself down enough to get inside. It is the house of the
Duchess; the Duchess and the Cook are battling fiercely, and they seem
unconcerned about the safety of the baby that the Duchess is nursing.
Alice takes the baby with her, but the child turns into a pig and trots off
into the woods. Alice next meets the Cheshire cat (who was sitting in the
Duchess's house, but said nothing). The Cheshire cat helps her to find
her way through the woods, but he warns her that everyone she meets
will be mad.

Alice goes to the March Hare's house, where she is treated to a


Mad Tea Party. Present are the March Hare, the Hatter, and the
Dormouse. Ever since Time stopped working for the Hatter, it has
always been six o'clock; it is therefore always teatime. The creatures of
the Mad Tea Party are some of the must argumentative in all of
Wonderland. Alice leaves them and finds a tree with a door in it: when
she looks through the door, she spies the door-lined hallway from the
beginning of her adventures. This time, she is prepared, and she
manages to get to the lovely garden that she saw earlier. She walks on
through, and finds herself in the garden of the Queen of Hearts. There,
three gardeners (with bodies shaped like playing cards) are painting the
roses red. If the Queen finds out that they planted white roses, she'll
have them beheaded. The Queen herself soon arrives, and she does
order their execution; Alice helps to hide them in a large flowerpot.

The Queen invites Alice to play croquet, which is a very difficult


game in Wonderland, as the balls and mallets are live animals. The
game is interrupted by the appearance of the Cheshire cat, whom the
King of Hearts immediately dislikes.

The Queen takes Alice to the Gryphon, who in turn takes Alice to
the Mock Turtle. The Gryphon and the Mock Turtle tell Alice bizarre
stories about their school under the sea. The Mock Turtles sings a
melancholy song about turtle soup, and soon afterward the Gryphon
drags Alice off to see the trial of the Knave of Hearts.

The Knave of Hearts has been accused of stealing the tarts of the
Queen of Hearts, but the evidence against him is very bad. Alice is
appalled by the ridiculous proceedings. She also begins to grow larger.
She is soon called to the witness stand; by this time she has grown to
giant size. She refuses to be intimidated by the bad logic of the court
and the bluster of the King and Queen of Hearts. Suddenly, the cards all
rise up and attack her, at which point she wakes up. Her adventures in
Wonderland have all been a fantastic dream.

II. LITERARY ELEMENTS


1. TIME AND PERIOD OF HISTORY
Time :

Place : England, Wonderland


2. MOOD : excited
3. NARATORS POINT OF VIEW : The narrator speaks in third
person.
4. CHARACTER

*Alice - The seven-year-old protagonist of the story. Alice believes


that the world is orderly and stable, and she has an insatiable curiosity
about her surroundings. Wonderland challenges and frustrates her
perceptions of the world.

*The White Rabbit - The frantic, harried Wonderland creature that


originally leads Alice to Wonderland. The White Rabbit is figure of some
importance, but he is manic, timid, and occasionally aggressive.

*The Queen Of Hearts - The ruler of Wonderland. The Queen is


severe and domineering, continually screaming for her subjects to be
beheaded.
*The King Of Hearts - The coruler of Wonderland. The King is
ineffectual and generally unlikeable, but lacks the Queen’s ruthlessness
and undoes her orders of execution.

*The Cheshire Cat - A perpetually grinning cat who appears and


disappears at will. The Cheshire Cat displays a detached, clearheaded
logic and explains Wonderland’s madness to Alice.

*The Duchess - The Queen’s uncommonly ugly cousin. The Duchess


behaves rudely to Alice at first, but later treats her so affectionately that
her advances feel threatening.

*The Caterpillar - A Wonderland creature. The Caterpillar sits on a


mushroom, smokes a hookah, and treats Alice with contempt. He directs
Alice to the magic mushroom that allows her to shrink and grow.

*The Mad Hatter - A small, impolite hatter who lives in perpetual tea-
time. The Mad Hatter enjoys frustrating Alice.

*The March Hare - The Mad Hatter’s tea-time companion. The March
Hare takes great pleasure in frustrating Alice.

*The Dormouse - The Mad Hatter and March Hare’s companion. The
Dormouse sits at the tea table and drifts in and out of sleep.

*The Gryphon - A servant to the Queen who befriends Alice. The


Gryphon escorts Alice to see the Mock Turtle.

*The Mock Turtle - A turtle with the head of a calf. The Mock Turtle is
friendly to Alice but is exceedingly sentimental and self-absorbed.

*The Knave Of Hearts - An attendant to the King and Queen. The


Knave has been accused of stealing the Queen’s tarts.

*The Mouse - The first Wonderland creature that Alice encounters.


The Mouse is initially frightened of Alice and her talk about her pet cat,
and eventually tells the story of Fury and the Mouse that foreshadows
the Knave of Heart’s trial.

*The Dodo - A Wonderland creature. The Dodo tends to use big


words, and others accuse him of not knowing their meanings. He
proposes that the animals participate in a Caucus race.

*The Duck, The Lory, And The Eaglet - Wonderland creatures who
participate in the Caucus race.

*The Cook - The Duchess’s cook, who causes everyone to sneeze


with the amount of pepper she uses in her cooking. The Cook is ill-
tempered, throwing objects at the Duchess and refusing to give
evidence at the trial.

*The Pigeon - A Wonderland creature who believes Alice is a


serpent. The pigeon is sulky and angry and thinks Alice is after her eggs.

*Bill - A lizard who first appears as a servant of the White Rabbit and
later as a juror at the trial. Bill is stupid and ineffectual.

*The Frog-Footman - The Duchess’s footman. The Frog-footman is


stupid and accustomed to the fact that nothing makes sense in
Wonderland.

III. PLOT

EXPOSIOTION :The story begins with Charles Kingsleigh trying to sell


his project to some men. His talk is interrupted by his 6-year old
daughter Alice, who had that nightmare again. She tells her father she
saw many strange creatures including a dodo bird, a white rabbit
wearing a waistcoat, a smiling cat, and a blue caterpillar. Alice wonders
if she has gone mad, which Charles responds she is. He tells her that all
the best people are mad. Thirteen years later, after her father's death,
Alice attends a party with her mother at the Victorian State. Alice learns
that it's an engagement party for herself and Hamish, a snobby man
Alice dislikes. Alice begins to see a Rabbit in a waistcoat and during
Hamish's proposal, Alice pursues the White Rabbit. Alice falls down a
rabbit hole, full of objects floating in midair, into a room full of many
doors. Trying each one, she finds only the smallest door can be opened
with the key. Alice notices on the table a "Drink Me" bottle. Believing it to
be a dream, she drinks some and shrinks down to 2 feet tall, enough to
fit through the door. But the door is locked and she left the key on the
table. Alice attempts to retrieve it while unknown voices comment if she's
the wrong or right Alice. Alice finds the "Eat Me" cake. She takes a bite
and grows to 20 feet. Alice picks up the key and drinks the whole "Drink
Me" bottle. She shrinks again and unlocks the door.

RISING ACTION : Alice enters the door into a vast garden residing
in Underland. Exploring it, she runs into the White Rabbit, the
Dormouse, Tweedledum, Tweedledee, and the Dodo. The group take
Alice to Absolem the caterpillar, where they consult a calendar like scroll
detailing the every day in Underland known as the Oraculum. Eventually,
on Frabjous day, Alice has to slay the Jabberwocky, but Alice--not
wanting to slay the dragon--attempts to consult them she's not the one.
Absolem comments that Alice is "Not hardly Alice." Before they can
return Alice to her home, the group is ambushed by
the Bandersnatch and cards. The White Rabbit and Uilleam the Dodo
get captured along with several flamingos. Alice, who's pursued by the
Bandersnatch, stands her ground. Mallymkun, the Dormouse, saves
Alice by stabbing out the Bandersnatch's eye, but it manages to scar
Alice's arm. Alice and the Tweedles carry on until the 'Jubjub Bird'
captures the Tweedles.

Meanwhile, The Red Queen screams out in anger that someone stole
her tarts. After finding out it was one of her Frog-Footmen, he is later to
be executed. The Queen informs a Fish-Footman to choke the frog's
children so she can eat them on a meal with caviar. She is informed
by the Knave of Hearts that Alice has returned to Underland, the Red
Queen assigns Bayard Hamar, the Bloodhound, to pursue Alice for his
imprisoned wife and pups, and his own freedom.
The wandering Alice encounters the Cheshire Cat who bandages her
arm and escorts her to the tea party. Alice arrives with Chessur and
meets Tarrant Hightopp, the Mad Hatter, along with Thackery Earwicket,
the March Hare and Mallymkun. Ilosovic Stayne, the Knave of Hearts,
arrives at the tea party. The Hatter quickly shrinks Alice to 6-inches tall
and hides her in a teapot. Tarrant manages to persuade Bayard to not
reveal Alice's location. Bayard leads the Knave and his troops away.
Tarrant begins his journey with Alice on his hat.
On their way, Tarrant tells his sad story on how he lost his clan and the
beginning of the Red Queen's reign known as the Horunvendush Day
with the loss of the Vorpal Sword. The cards begin to approach
cornering Tarrant and Alice at a river and as a last resort, Tarrant throws
his hat with Alice on it across the river. Tarrant is captured without
resistance and Alice decides to sleep under the hat.

CLIMAX :Alice is found by Bayard and in repayment for the events


that lead to the capture of Hatter, Alice is taken to the Red Queen's
castle and crosses the moat full of severed heads. Bayard throws
Tarrant's hat over the wall. While the Queen is playing croquet, Alice is
found by Nivens McTwisp, the White Rabbit who gives her some more
Upelkuchen cake to make her grow again, but Alice eats too much and
grows to 8.5 feet. The Red Queen sees Alice and to avoid suspicion,
Alice tells the Queen her name is Um from Umbridge and that people
make fun of for her height. The Queen accepts Alice's story and
welcomes her to her court. Alice soon finds herself at the Red Queen's
side and the Mad Hatter's trail, which eventually the Red Queen is
persuaded by Tarrant to become her hatter. Alice is able to retrieve
Tarrant's hat and returns it to him.

Bayard manages to arrive at the White Queen's castle and is greeted by


the White Queen herself. Bayard delivers the news that Alice is currently
residing in the Red Queen's castle.
Alice locates the Vorpal Sword which resides in the domain of the
Bandersnatch. On her way, the Knave corners her but Alice manages to
get away. One of the Red Queens followers was watching. Retrieving
the eye from Mallymkun, Alice returns the eye to the Bandersnatch. Alice
finds the case to the Vorpal Sword but is locked. Alice's wound begins to
burn and she falls unconscious. Nivens McTwisp retrieves the Oraculum.
The next morning while Tarrant is hatting the Red Queen, she hears the
news about the Knaves advancement towards Alice. Alice wakes up to
find the Bandersnatch watching her. Alice notices a key to the case on
its neck. Alice retrieves the key and salvages the Vorpal Sword. The
Bandersnatch repays Alice by licking her wound to make it better as a
sign of friendship.
FALLING ACTION The Knave attempts to lie on how it's Um (Alice)
that's obsessed with him, which the Queen believes and orders the
capture of Um. Alice returns to Tarrant and Mallymkun but right away is
charged of seduction. The Knave notices the Vorpal sword and tries to
snatch it. Hatter holds the Knave and cards off, but Mallymkun blurts out,
"Run, Alice." The Knave, now knowing Alice's true identity, decides to kill
her.

Alice runs out to the courtyard but is ambushed by the cards, but the
Bandersnatch breaks free of its chain and escapes with Alice in tow.
Alice arrives at the White Queen's castle, presenting the Vorpal Sword to
the queen. The White Queen then shrinks Alice back down to her
original size. Alice meets once again with Absolem who replies about his
earlier comment that she was not Alice then but is more like Alice now.

Tarrant and Mallymkum are held in a cell near Bayard's wife and pups.
Chessur morths into the cell and wonders if he can have Tarrant's hat
after the execution. On the day of Tarrant and Mallymkun's execution,
the executor severs Tarrant's head but his body disappears with only the
hat floating in the air. Tarrant was substituted by Chessur and the real
Hatter is up with the Red Queen. Tarrant reveals that all of the Red
Queen's followers are phonies and Tarrant makes a speech for all those
willing to rebel against the Bloody Bighead to rise and escape to the
White Queen's side. In retaliation, the Red Queen orders the release of
the Jubjub Bird which terrorizes the people. Tarrant manages to escape
with Mallymkun, the Tweedles, Nivens, and Bayard's wife and pups, and
the Cheshire cat returns his hat and asks Alice how her arm is. The Red
Queen then tells the Knave to prepare the Jabberwock for battle as it is
time to visit her sister.
RESOLUTION :To find a Champion to do battle against the Jabberwock,
many propose but the calendar still shows Alice as the slayer. Alice, not
wanting to fight, runs off into the castle where once again she
encounters Absolem preparing to go into pupa stage. He chats with her,
and Alice finds out that "Underland" is what she mistakenly heard as
"Wonderland" during her first visit. Alice realizes that her dreams were
really memories and Underland does exist. Frabjous day has finally
arrived with both Red and White armies prepared for the epic battle.
Alice dons the armor and Vorpal sword. Both armies arrive at a
chessboard-like battlefield for the battle between Alice and the
Jabberwock. The Jabberwock finally reveals itself to Alice. Alice strikes
first slicing off the Jabberwock's tongue, all while doing so, trying to
reassure herself that it is not a dream. As the battle between Alice and
the Jabberwock carries on, the Jabberwock gains the upper hand.
Tarrant assaults the Jabberwock, leading both armies to battle. Alice
climbs some ruins of a castle and continues to fight the Jabberwock.
Tarrant faces off against the Knave, easily dominating him. Mallymkun
and Bayard are assaulted by the Jubjub bird but it gets crushed by a
catapulted boulder accidentally fired by one of the Red Queen's soldiers.

Alice manages to get on the back of the Jabberwock, where she is


launched into the air, and then cuts off the Jabberwock's head while
shouting "OFF WITH YOUR HEAD!" Everyone witnesses the defeat of
the Jabberwock. The Red Queen orders her troops to kill Alice but they
no longer follow her since the death of both the Jabberwock and Jubjub
bird. Chessur crowns the White Queen as once again the queen of
Underland. The White Queen banishes her sister to the outlands along
with the Knave. The Knave, unable to live with the Red Queen, attempts
to kill her but is quickly stopped by Tarrant. As the Red Queen and The
Knave are carried off, Tarrant does the Futterwacken dance. The White
Queen collects the blood of the Jabberwock which will send Alice back
to the human world. Giving her final farewell and reminding them she will
return, Alice drinks the blood.

Alice finds herself grasping the edge of the rabbit hole. She climbs up
and out of the hole and returns to the party. Alice declines Hamish's
proposal, scolds everyone who wanted her to marry him, and chooses to
become his father's apprentice. Alice begins her voyage to China, saying
goodbye to her family. A blue butterfly lands on Alice's shoulder. Alice
smiles and replies, "Hello, Absolem." Absolem then flies off, and the
movie ends.

Iv. TONE AND STYLE

1. TONE : flash back


2. WRITER’S STYLE : Simple, Clever, Poetic

Although the Alice books are stories for children, they're probably
above the reading level of children of Alice's own age (seven in Through
the Looking-Glass). The introduction of longer vocabulary words and
Victorian customs also adds to the difficulty for twenty-first-century
readers. Still, for the most part, the books are written in simple language
that most readers can understand. Most sentences are relatively short
and straightforward, and when the language does become complicated,
the narrator usually makes fun of it for us before it gets too heavy.

3. LITERARY DEVICES
Symbols :The Garden, The Caterpillar’s Mushroom

V.THEME

1. THEME :Life as a Meaningless Puzzle

In Alice’s Adventures in Wonderland, Alice encounters a series of puzzles


that seem to have no clear solutions, which imitates the ways that life
frustrates expectations. Alice expects that the situations she encounters will
make a certain kind of sense, but they repeatedly frustrate her ability to
figure out Wonderland. Alice tries to understand the Caucus race, solve the
Mad Hatter’s riddle, and understand the Queen’s ridiculous croquet game,
but to no avail. In every instance, the riddles and challenges presented to
Alice have no purpose or answer. Even though Lewis Carroll was a
logician, in Alice’s Adventures in Wonderland he makes a farce out of jokes,
riddles, and games of logic. Alice learns that she cannot expect to find logic
or meaning in the situations that she encounters, even when they appear to
be problems, riddles, or games that would normally have solutions that
Alice would be able to figure out. Carroll makes a broader point about the
ways that life frustrates expectations and resists interpretation, even when
problems seem familiar or solvable.

2. LESSON FOR LIFE :Life as a Meaningless Puzzle

In Alice’s Adventures in Wonderland, Alice encounters a series of


puzzles that seem to have no clear solutions, which imitates the ways
that life frustrates expectations. Alice expects that the situations she
encounters will make a certain kind of sense, but they repeatedly
frustrate her ability to figure out Wonderland. Alice tries to understand
the Caucus race, solve the Mad Hatter’s riddle, and understand the
Queen’s ridiculous croquet game, but to no avail. In every instance, the
riddles and challenges presented to Alice have no purpose or answer.
Even though Lewis Carroll was a logician, in Alice’s Adventures in
Wonderland he makes a farce out of jokes, riddles, and games of logic.
Alice learns that she cannot expect to find logic or meaning in the
situations that she encounters, even when they appear to be problems,
riddles, or games that would normally have solutions that Alice would be
able to figure out. Carroll makes a broader point about the ways that life
frustrates expectations and resists interpretation, even when problems
seem familiar or solvable.

3. WRITER’S INTENTION

To entertain the reader especially children and imagine.

VI. CONCLUSSION REFERENCE

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