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47 pages 1 hour read

Lewis Carroll

Through The Looking Glass

Fiction | Novel | Middle Grade | Published in 1871

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Symbols & Motifs

Chessboard Landscape

The game of chess is both the basis for the novel’s setting and a multi-layered symbol of order, power, and aspiration. The looking-glass world’s landscape is squared off like a chessboard, with brooks and hedges dividing the ground “up into squares” that “reached from brook to brook” (110). Alice notices this right away: “‘I declare it’s marked out just like a large chessboard! […] There ought to be some men moving about somewhere—and so there are!’” (110). Alice can only accomplish her goal of becoming a queen—the most powerful chess piece—if she moves through every square to reach the other side of the board. Thus, her journey along the chessboard showcases her aspiration to gain power, authority, and maturity; she will move from being a Pawn to a Queen. Finishing her journey to become Queen Alice can be seen as her winning a chess match. Her checkmate is that she has become queen of the land.

The symbol of chess extends through the whole novel, with nods to it in the setting, characters, and dialogue. Besides the chessboard environment, the characters are representative of chess pieces, including queens, kings, pawns, and knights. Each character has its own role within the game’s hierarchy, displaying the characteristics that fit their piece. For instance, the Red Queen is a queen piece, the most powerful, who shows great assertiveness, wisdom, wit, and prowess. She runs faster than anyone else, teaches Alice lessons about how to move across the board, and is the unchallenged leader. Likewise, the White Knight is chivalrous, kind, and protective of Alice, all qualities of a gentlemanly knight. When he first encounters Alice, he cries out, “Ahoy! Ahoy! Check!” (167). In chess, “check” means that a piece is directly threatened by another player’s piece; the White Knight calls out “check” because Alice is about to be attacked by the Red Knight. He also states he can only bring Alice to the end of the wood: “I’ll see you safe to the end of the wood—and then I must go back, you know. That’s the end of my move” (168). The limitation of the White Knight’s movement in the story alludes to the rules governing knights’ moves in chess. Knights may only move forward or back a limited number of squares before they must move horizontally across the board. Thus, as a knight in a chess game, the White Knight can only accompany Alice for a limited time before he has to diverge from her path.

Further, the chess structure of the land provides context for Alice’s lack of power in the looking-glass land. As a pawn, Alice is subject to the unpredictable world and characters around her. She does not have control over the larger system at play, as she realizes after trying to use logic in many riddles and strange interactions with characters: “Alice began to remember that she was a Pawn, and that it would soon be time for her to move” (113). Though she is confused by the looking-glass world’s system, Alice understands the basic rules of going from square to square, which keeps her moving forward. Throughout the tale, these keyword choices of “square,” “check,” “pawn,” “chess,” “chessmen,” and more showcase the foundational symbolism of chess in the narrative.

Mirrors and Reflections

The looking glass and its reflective world are symbolic of transition, transformation, identity, and perception. The looking-glass world represents a reflection of Alice’s everyday reality and her inner creativity. When Alice first crawls through the looking-glass portal, the room she enters is so similar that Alice thinks it is a simple reflection of her home, until the moving chess pieces reveal that this world is fundamentally different. Her home’s setting transitions into a new, strange house filled with living chess pieces and a huge chessboard setting outside. The setting, as described above, is a symbol too, and it is another example of transformation. The chessboard from her living room transforms into an entire realm, the landscape of squares Alice travels through. Likewise, by the book’s conclusion, the characters are revealed to be transformed versions of things in Alice’s reality. For instance, Alice concludes that Kitty had transformed into the Red Queen, Snowdrop the white kitten into the White Queen, and the mother cat into Humpty Dumpty: “‘Now, Kitty!’ she cried, clapping her hands triumphantly. ‘Confess that [the queen chess piece] was what you turned into!’” (195). Her tangible pets are reflected in the Looking-Glass world as transformed characters, taking new shapes and identities while still acting as Alice’s companions. Her subconscious changes her ordinary world into something new and inventive: the looking-glass realm.

In the looking-glass world, Alice’s perceptions and beliefs about manners, language, logic, and possibility are challenged. The White Queen, for example, challenges her beliefs about how time works:

‘That’s the effect of living backwards,’ the Queen said kindly: ‘it always makes one a little giddy at first—’
‘Living backwards!’ Alice repeated in great astonishment. ‘I never heard of such a thing!’
‘—but there’s one great advantage in it, that one’s memory works both ways.’
‘I’m sure mine only works one way,’ Alice remarked. ‘I ca’n’t remember things before they happen’ (136).

Time in the looking-glass world is inverted, just as images are in a mirror. To the White Queen, time and memory work in the opposite direction from how Alice experiences it. She moves backward through time, from Alice’s point of view, rather than forward, “remembering” and reacting to events before they happen. While Carroll is playing with ideas of inversion as an extended concrete pun on the “looking-glass,” the topsy-turviness of the world also profoundly transforms Alice. Part of Alice’s growing maturity requires her to learn to accept things she does not understand and embrace things that she thought were impossible. The mental flexibility she acquires through her journey allows her to recognize that imagination and reality are not opposites, but can co-exist.

The Garden of Live Flowers

The beautiful Garden of Life Flowers is a fantastical symbol and satire of social judgment. The garden has a chapter dedicated to it, revealing its importance in the story’s overall symbolism. In the looking-glass world, flowers, like humans, have conversations and engage in loud banter. Their commentary is focused mostly on appearances: “‘Said I to myself, “Her face has got some sense in it, though it’s not a clever one!” Still, you’re the right colour, and that goes a long way,’ the Rose said. [...] ‘I never saw anybody that looked stupider,’ a Violet said” (105-06). The flowers are preoccupied by shallow things such as Alice’s appearance. Their harsh judgment of Alice mirrors the frivolous judgments of Victorian society. The flowers engage in polite but absurd conversations and arguments, which may reflect Carroll’s views on the social etiquette and conventions of this era. The author mocks society’s rituals, as the flowers jest, joke, and argue until the Tiger-Lily tree shushes them, symbolizing yearning for meaningful conversations instead of drama and superficial judgment. Alice ignores their rudeness but also does not protest against it, reflecting the expectation in Victorian society that children remain deferential to adults. The fact that the “adults” in this case use their superior social position to denigrate a child’s appearance to her face exposes the immaturity of so-called grown-ups.

The talking flowers also contribute to the dreamlike and surreal atmosphere, as one of many impossible phenomena Alice is surprised to find. Like many other characters, places, and customs, she even questions how they exist. In contrast, the flowers think Alice is some strange version of a flower, judging her as “pointy” and “wilted.” The plants’ existence and flower-centric viewpoint emphasize the absurdity and illogical nature of the looking-glass world. They are a transformed version of Alice’s world’s plants, a creative and human-like take on plants.

The Rushes

The rushes Alice gathers from the water while rowing with the sheep are symbolic of trying to hold on to childhood, fantasies, and dreams. When Alice picks the rushes from the rowboat, she keeps reaching for more and more of them, but they elude her: “though she managed to pick plenty of beautiful rushes as the boat glided by, there was always a more lovely one that she couldn’t reach” (143). Alice cannot cling to her childhood forever, since, just like the rushes, her youth will fade. She cannot reach out and grab ahold of lost time, no matter how badly she yearns to. Since she is an imaginative, curious child, she would love to remain a kid forever, daydreaming and playing pretend (see Alice’s Character Analysis), but sadly she cannot deny growing up. Like dreams, the rushes also slip through her grasp, an ode to Alice’s love for pretend and the intense certainty she can’t bring fantasies into reality:

What mattered it to her just then that the rushes had begun to fade, and to lose all their scent and beauty, from the very moment that she picked them? Even real scented rushes, you know, last only a very little while—and these, being dream-rushes, melted away almost like snow, as they lay in heaps at her feet (143).

The rushes fade away like dreams, no longer existing once Alice awakens from her adventures in the looking-glass world. They are even called “dream-rushes” and known to last very little time, an homage to the quickness of dreams and childhood, which are never meant to last. Time continues onward, from the moment she picks each rush, to their evaporation, symbolizing how quickly dreams and youthfulness end. Nevertheless, Alice treasures them, foreshadowing the way she will treasure her imagination and the fantasies she creates even after returning to reality.

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