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Alice in Wonderland and Through The Looking Glass Lewis Carroll
Themes, Motifs & Symbols
Themes
Themes are the fundamental and often universal ideas
explored in a literary work.
Chess as Metaphor for Fate
Alice's journey through Looking-Glass World is guided
by a set of rigidly constructed rules that guide her along her path
to a preordained conclusion. Within the framework of the chess game,
Alice has little control over the trajectory of her life, and outside
forces influence her choices and actions. Just as Alice exerts little
control of her movement toward becoming a queen, she has no power
over her inevitable maturation and acceptance of womanhood. At the
beginning of the game, Alice acts as a pawn with limited perspective
of the world around her. She has limited power to influence outcomes
and does not fully understand the rules of the game, so an unseen
hand guides her along her journey, constructing different situations
and encounters that push her along toward her goal. Though she wants to
become a queen, she must follow the predetermined rules of the chess
game, and she frequently discovers that every step she takes toward
her goal occurs because of outside forces acting upon her, such
as the mysterious train ride and her rescue by the White Knight. By
using the chess game as the guiding principle of the narrative, Carroll
suggest that a larger force guides individuals through life and
that all events are preordained. In this deterministic concept of life,
free will is an illusion and individual choices are bound by rigidly
determined rules and guided by an overarching, unseen force.
Language as a Means to Order the World
In Through the Looking-Glass, language
has the capacity to anticipate and even cause events to happen.
Alice recites nursery rhymes on several occasions, which causes
Tweedledum and Tweedledee, Humpty Dumpty, and the Lion and the Unicorn
to perform the actions that she describes in her rhymes. Rather
than recording and describing events that have already happened,
words give rise to actions simply by being spoken. Tweedledum and
Tweedledee's quarrel begins only after Alice recites the rhyme about
the broken rattle. Similarly, Humpty Dumpty's fall does not happen
until Alice describes the events in the classic nursery rhyme. Language
covers actions in Looking-Glass World, rather than simply describing them.
The flowers reinforce this principle by explaining that a tree can
scare enemies away with its bark. In our language, there is no relationship
between the bark of a dog and the bark of a tree, but in Looking-Glass
World, this linguistic similarity results in a functional common
ground. Trees that have bark are thus able to bark just as fiercely
as dogs.
The Loneliness of Growing Up
Throughout her adventures, Alice feels an inescapable
sense of loneliness from which she can find no relief. Before she
enters Looking-Glass World, her only companions are her cats, to
whom she attributes human qualities to keep her company. Once she
enters Looking-Glass World, she seeks compassion and understanding from
the individuals that she meets, but she is frequently disappointed.
The flowers and Humpty Dumpty treat her rudely, the Red Queen is
brusque, and the Fawn flees from her once it realizes that she is
a human. She receives little compassion from others and often becomes
sad. The one character who shows her compassion is the White Knight,
who must leave her when she reaches the eighth square and must take
on her role of Queen. Alice's dreams deal with the anxieties of
growing up and becoming a young woman. Since Alice believes that
loneliness is an inherent part of growing up, even in her dreams
she must face the transition into womanhood alone.
Motifs
Motifs are recurring structures, contrasts, or literary
devices that can help to develop and inform the text's major themes.
Inverse Reflections
Many of the basic assumptions that Alice makes about her
environment are reversed in Looking-Glass World. Outcomes precede events,
cakes are passed out before being cut, destinations are reached
by walking in the opposite direction, and characters remember the
future and think best while standing on their heads. These strange
phenomena challenge the way Alice thinks and in some cases expose
the arbitrary nature of her understanding of her own world. Many
of Alice's experiences exist as meaningless parodies of aspects
of her own familiar world back home. Alice becomes aware of a new,
inverted perspective on life as she travels forward and backward
through Looking-Glass World.
Dream
Alice falls asleep at the beginning of Through
the Looking-Glass, just as she did at the outset of Alice's
Adventures in Wonderland, so that the resulting fantastical
adventures occur in her dreams. The story follows Alice through
the various episodes of Looking-Glass World so that we experience
her adventures through her impressions of Looking-Glass House, the
chess game, and her quest to become a queen. The characters and
scenes that she encounters exist as a combination of her memories
and impressions of the waking world and the random, illogical inventions
of her dreaming mind. Carroll emphasizes the dream motif by basing
some of the denizens of Looking-Glass World on individuals from
the life of his real-life muse, Alice Liddell. For example, the
Red Queen is based on Alice's governess Miss Prickett, while the
White Knight is closely based upon Lewis Carroll himself.
Chess
The chess game that Alice participates in becomes the
organizing mechanism for her adventure in Looking-Glass World. Alice's
journey closely follows the rules of a traditional game of chess.
The perspectives and movements of the individual characters correspond
to the movements of their respective chess pieces. The Red and White Queens
have an unlimited view of the board, since queens can move in any
direction and as many spaces as they want in a single turn. The
Red and White Kings can only move one space at a time in any direction,
so while they have the same perspective as the queens, they have
limited mobility. This limitation explains why the White King cannot
follow the White Queen as she runs away from the other chessmen,
since she moves too fast. As a pawn, Alice can only move forward
once space at a time, with the exception of her first move, in which
she can move two spaces. Like a pawn, Alice can only see one square
ahead of her. When she reaches the final square and becomes a queen,
she can see the whole board because now she has the full mobility
of the queen chess piece. Alice's move to take the Red Queen results
in a checkmate of the Red King, ending the chess game and causing
Alice to wake up.
Train Imagery
Trains and train imagery appear frequently to underscore
the feeling of unstoppable forward motion that governs Alice's journey
toward womanhood. The Red King's somnolent snoring resembles a train engine,
while the White Queen screams like a train whistle before she pricks
her finger. Alice skips forward several spaces when she finds herself
unexpectedly on a train, shooting through the forest toward her
destination and mimicking Alice's forward movement as a pawn in
the chess game. The train imagery suggests the irreversible and
unstoppable movement toward adulthood that Alice becomes subject
to in her journey through Looking-Glass World.
Symbols
Symbols are objects, characters, figures, or colors
used to represent abstract ideas or concepts.
The Rushes
The rushes that Alice pulls from the water in Chapter
V represent dreams. Rushes are plans that grow in riverbeds and
poke through the surface of the water. The rapid fading of the rushes'
sweet scene after being picked corresponds to the fleetingness of
the memory of a dream after a person wakes up.
The Sleeping Red King
Tweedledum and Tweedledee tell Alice that she is only
a creation of the Red King's dream, which implies that Looking-Glass
World is not a construction of Alice's dream. The Red King becomes
a divine figure who dreams up all of Alice's adventures, fostering
the idea that she does not actually have any identity or agency
beyond what she is allowed in the context of the dream. The idea
that we are all just aspects of the dream of a divine power comes
from Bishop Berkeley, a philosopher who wrote during Carroll's lifetime
and who believed that man and the universe exist as part of God's
imagination.
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