Walkthrough - Guide for Clock Tower

Scroll down to read our guide named "Walkthrough" for Clock Tower on PlayStation (PSX), or click the above links for more cheats.

  
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Clock Tower Walkthrough 
For The Sony PlayStation Game Console
Written By Rob McGregor
Version 1.0 - 26th December 1999
HTML Version at: http://welcome.to/clocktower
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No portion of this walkthrough may be reproduced without 
written or e-mail permission from me. You may contact me at 
[email protected] for any authorizations, comments, or 
corrections or additions. 

If you wish to put this walkthrough on a web site, e-mail 
notification is needed. If you do wish to use this on a page in 
HTML please make sure you tell me before doing so with 
information on how and where it will be used. This document may 
not be sold or used for profit.

This walkthrough is not authorized by, endorsed, or associated 
in any way with Human Entertainment Ltd. or any associated or 
affiliated company. This walkthrough should not be confused with 
any publication that is distributed by Human Entertainment Ltd. 
or any associated or affiliated company. Clock Tower, all 
characters locations etc. (c) & TM Human Entertainment Ltd. 
(c) & published by Agetec/Ascii Entertainment Ltd.

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1.0 - T A B L E  O F  C O N T E N T S
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1.0 - Table of Contents
    1.1 - Updates
    1.2 - Introduction
    1.3 - What is Clock Tower?
    1.4 - How To Play Clock Tower
        1.4.1 - Game Terminology
        1.4.2 - Display Screen
        1.4.3 - Operations (Controls)
        1.4.4 - Game Flow
        1.4.5 - Intermissions
        1.4.6 - Progression Screens
        1.4.7 - Power and Game Over
        1.4.8 - Pause Options 
        1.4.9 - Memory Card Information
        1.4.10 - Designers Notes
        1.4.11 - Other Info You Should Know
    1.5 - Characters
    1.6 - Items
    1.7 - Hints
    1.8 - Story
2.0 - Walkthrough
    2.1 - Prologue - Samuel Barton
    2.2 - Intermission 1 - 1 - Jennifer Simpson
    2.3 - Intermission 1 - 2 - Helen Maxwell
    2.4 - Scenario 1 - 1 - University - Jennifer Simpson
    2.5 - Scenario 1 - 2 - University - Helen Maxwell
    2.6 - Intermission 2 - 1 - Jennifer Simpson
    2.7 - Intermission 2 - 2 - Helen Maxwell
    2.8 - Scenario 2 - 1 - Rick's House - Nolan Campbell
    2.9 - Scenario 2 - 2 - Rick's House - Stan Gotts
    2.10 - Scenario 2 - 3 - Municipal Library - Helen Maxwell
    2.11 - Intermission 3 - 1 - Jennifer Simpson
    2.12 - Intermission 3 - 2 - Helen Maxwell
    2.13 - Scenario 3 - 1 - Barrows Mansion - Jennifer Simpson
    2.14 - Scenario 3 - 2 - Barrows Mansion - Helen Maxwell
3.0 - Maps
4.0 - Unknown Info/Things to add
5.0 - FAQ
6.0 - Legal Stuff
7.0 - Credits

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1.1 - U P D A T E S
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Version 1.0 - All the sections are up. I don't have much idea on 
when any other updates will come though, so I'll just see. 

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1.2 - I N T R O D U C T I O N
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Why the heck do I find myself writing this Walkthrough for such
a game as Clock Tower? I have no real reason, I just seemed to
pick up the game again after a nearly a year and find there was 
no full FAQ for it. Really I think this would only be useful to 
those who have never played the game before. 

Clock Tower is one of those games that has reply value if you can
be bothered to play, and to my knowledge is only liked by a select
few. You can play it for five minutes and decide if you like it 
or not. I just happened to like it enough to write this guide for
people who want to finish it but don't want to waste too much time
on it because they want to play another game.

Okay, so you've chosenn to play this game and need a guide. Well
you've come to the right place. This guide should be everything
you need, if it's not here you have 2 choices, Find another 
(hard thing) or e-mail me (easy thing). Your choice.

For those of you who want more of the recently defunct Human 
Entertainment's Clock Tower games, check out Clock Tower 
Ghosthead aka Clock Tower 2: The Struggle Within. Or if you 
looking for a chalenge, try and find a copy of Clock Tower: The 
First Fear on Super Famicom from 1995. Good luck with that. Either
that or somewhere on the net there is someone is peddling a ROM 
of it. 

Well I think I've blabbed on enough, on with the guide.
- Rob 

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1.3 - W H A T  I S  C L O C K  T O W E R ?
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The most common question I am asked through my web page is what
the hell Clock Tower is (what is it about exactly), and how does 
it play.

Q - What is Clock Tower?

Clock Tower is a game for the Sony PlayStation console (I can 
guess most people know this) that was released in 1997 by Human
Entertainment Japan. It is the sequal to a game called Clock Tower
for the Super Famicom from 1995. If you want to know what the 
story is about check out the Story section of this guide.

Q - How does Clock Tower play? Is it like Resident Evil or 
something? 

No, Clock Tower isn't like Resident Evil. It's a point and click
adventure game. You don't use weapons (well not exactly) to get 
rid of your enemy, you use objects and items to hit him with or 
hide in. It's not too hard in places, if your looking for a 
really hard puzzle with no scares just a mystery style type game 
I suggest you find Broken Sword 1 or 2 and play that.

If you need to know anything more contact me at 
[email protected]

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1.4 - H O W  T O  P L A Y  C L O C K  T O W E R
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There is so much to Clock Tower, so I've split this up into 
sections. 

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1.4.1 - G A M E  T E R M I N O L O G Y
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Click Point - The cursor (arrow on screen) will change shape 
when placed on certain objects. This indicates that the 
character can interact (pick up, talk etc.) with this thing. 
These points where the cursor changes are called click points. 

Click - Pressing a button on a click point to perform an action 
is called "clicking." 

Panic/Danger Mode - When a character's life is in danger the 
cursor will blink red. 

Escape Mode - Escape mode is activated when the character is 
chased by Scissorman. Unlike the normal mode, click points only 
occur on objects for escaping, door's etc. and effective for 
making Scissorman retreat. Thing's to throw etc. This mode 
remains in effect until Scissorman is somehow forced to retreat
(a specific music theme accompanies the escape mode). 

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1.4.2 - D I S P L A Y  S C R E E N
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Cursor - The character performs an action when the cursor is 
moved to a click point and an object is selected. When the 
cursor is placed at a new location and clicked, the character 
will move to that new area. The cursor also indicates current 
power and panic mode (see Power and Game Over). 

Item Window - To use an item that you've picked up, move the 
cursor to the top if the screen (upper left hand corner) to 
display the current inventory of items. Click the item you want 
to use. The cursor will display a picture of the item which 
moves around the screen with your cursor. You can then select 
a click point with the cursor to use that item. Obtained items 
not displayed in the inventory (some keys etc.) are 
automatically used when the appropriate location is clicked. 

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1.4.3 - O P E R A T I O N S (Controls) 
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Clock Tower makes use of any standard PlayStation controller, 
or the PlayStation mouse.

X Button (Left Button on Mouse) - Used for directing your 
character and for selecting items on progression screens. A 
quick double click makes the character run. Click once more 
to stop running. 

START button (Left + Right buttons on Mouse) - Pause button. 
Allows the use of the pause function. (see Pause Options) 

Square Button (Right Button on Mouse) - Used as a panic button. 
Rapid repeated clicking in panic mode can get you out of a 
tight spot. 

Direction Buttons (Movement of the Mouse) - Used for moving 
the cursor around the various screens. 

Circle Button (Right Button on Mouse) - Cancels a progression 
screen. 

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1.4.4 - G A M E  F L O W
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Basic Game Flow - The game repeats the pattern that you will 
find below. There are four scenarios per game including the 
prologue. An ending may come before the fourth scenario 
depending on how a game progresses. The succeeding scenario 
depends on the player's actions in the previous scenarios. 
Mid-game scenario variations do not affect your ending rank. 

Scenario - Save Screen - Intermission - Scenario

Heroines - The main heroines throughout the game are Jennifer 
Simpson and Helen Maxwell. Actions during the prologue determine 
which will be the central character you portray in 
your story. 

Player Character - Within each scenario, you may be operating 
characters other than the heroine (in the Prologue, for 
example). The character you play is determined by the scenario 
progression. 

Endings - There are five different endings per heroine, 
determining a total of ten endings for this game. The 
conclusion depends on your actions and the progression through 
the scenarios that you explore. 

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1.4.5 - I N T E R M I S S I O N S
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Scissorman appears at night. The Intermissions refers to the 
adventure mode between scenarios. These are usually daytime 
scenes, so Scissorman poses no danger. Selections made could 
affect the scenario progression. 

Intermission Map Screen - This screen displays the entire 
neighborhood where the characters live. Click points indicate 
places on the map where the character can visit. Use the cursor 
to click on places you wish to visit. 

Intermission Room Screen - When the desired location is clicked 
on the intermission map screen, the selected building is 
entered and conversations begin with the characters found 
there (operations are identical to those used during normal 
game play). When certain conditions are met within the 
building, you automatically return to the map screen. The next 
scenario begins after you have fulfilled all required 
conditions of the intermission. 

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1.4.6 - P R O G R E S S I O N  S C R E E N S 
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Main Menu Screen - The controls of the main menu. 

New Game - Starts a new game. 

Continue - Resumes a game from the entrance of the room where 
the game ended unless the power has been turned off since the 
last game played. 

Data Load - Switches to the data load screen when selected. 
Data saved on a memory card is read and you can select to 
continue from your save file. 

Sound - Select "STEREO" or "MONORAL." Selected item switches 
upon selection. 

Ending List - Switches to the ending list screen when selected. 
Displays an ending list so you can check the endings you have 
so far. 

Pamphlet - Switches to the pamphlet screen when selected. This 
displays extra information about the game. 

Data Load Screen - This screen is for loading data saved on 
memory cards to continue specific game play. Any of the three 
areas with data will display the characters name, scenario 
level and total play time. Select the data you wish to load. 

Data Save Screen - When a scenario is completed, a data save 
screen appears. Play data can then be saved to memory cards 
at this point. 

Ending List Screen - Endings cleared display "CLEARED." Select 
one to see the ending movie corresponding to that ending 
(NOTE: The movies can only be watched after you have that 
ending. "D" endings have no movies). 

Pamphlet Screen - Extra info and goodies are in the Pamphlet 
screen. 

Hint - This contains the hints you discovered during the game. 
Select HINT to switch to the hint screen. Once there, select 
the hint you want. Discovered hints are marked. (For the full 
list of Hints see the hints section)
 
Story of Clock Tower - This contains the story line and 
background of Clock Tower (It is written in the Story Section) 

??? - This is not initially available. But when certain 
conditions are met... 

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1.4.7 - P O W E R  A N D  G A M E  O V E R 
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During the game, each character has three levels of strength 
indicated by the cursor color. Strength decreases after extreme 
action or after being attacked, and recovers with time (In 
escape mode, action has no effect and recovery is also 
suspended). For example, if you encounter Scissorman using 
the panic button, your strength decreases by one level. If your 
strength is already at the lowest level (red cursor and you 
encounter Scissorman, your strength goes down to zero. You 
will be killed no matter how much to rapidly press the 
panic button. 

Game Over Screen - Game over occurs when your strength reaches 
zero, when you fail in rapid firing during panic mode etc. When 
the game is over, the screen switches over to the "Dead End" 
game over screen, the returns to the main menu. Select CONTINUE 
from the main menu to resume play from where you just entered 
the room. The game restarts with your strength recovered by one 
level, use this opportunity wisely and escape! (NOTE: Resetting 
or turning the power off eliminates your chance to CONTINUE) 

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1.4.8 - P A U S E  O P T I O N S
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When you pause, the pause menu is displayed on the screen. 
Choose an option by the X Button or the Left Button on the 
mouse. 

Return To Game - Returns to the game. 

Save Game - The current status is saved onto a memory card. 
Your game will be saved at the point when you just entered the 
current room. 

Load Game - The data saved on the memory card is loaded. 

Screen - This option adjusts the screen display position on the 
monitor (X is left or right, Y is up or down). Use it when the 
display runs past the edge of the monitor. 

Reset - The terminates the game and returns to the title 
screen (If hit by accident, you can use the continue function 
to return to your game). 

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1.4.9 - M E M O R Y  C A R D  I N F O R M A T I O N 
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Handling Memory Cards for Clock Tower - Rules and info for 
memory cards. 

- It uses a maximum of 4 (min 2) blocks on a card. 
- Clock Tower uses memory card slot 1 only. 
- Data for up to three games can be saved per memory card 
- The ending list, hint's found etc. is checked upon the start 
of the game. Make sure the memory card with that info is 
inserted into memory card slot one when you start. If not the 
game will be reinitialized. 
- Before play make sure there is enough room on your memory 
card for the saves. 

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1.4.10 - D E S I G N E R S  N O T E S
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Within the instructions were some notes from the games 
designers. Just thought they maybe of interest for people to 
see. 

Hifumi Kawano (Director) - Should the game system come first, 
or should the material come first? This is the first vital 
question faced by a game designer. Many current games place 
the system first, and then the material is superimposed as an 
extra little flavor. Clock Tower is designed so that the 
material comes first. All systems were designed to address the 
question of how best to express horror. This resulted in some 
rather ruthless work, but frankly, if you were being chased by 
an immortal killing machine in real life your survival wouldn't 
be much better anyway. If you manage to finish the game without 
getting killed even once, consider yourself capable of survival 
even with Jason tracking you down. 

Also, the high ranking endings in this story are not 
necessarily the best endings Especially the "A" rank endings, 
which are so opportunistic that we call them the "Hollywood" 
version. Players' opinions will no doubt vary on whether these 
endings are appropriate for this story. If you don't like the 
"A" rank ending, find another ending you like. Then again for 
Jennifer's sake, you might want to see a completely happy 
ending... at least once. 

Masaki Higuchi (Main Programmer) - Kudos to the staff, and 
thanks to the players who brought this software. Try using 
lots of different patterns to finish this game. We've secretly 
included all sorts of weird fun stuff. 

Yoichiro Shimazaki (Visual Director) - A more realistic image 
was sought by using lots if animation and full 3D polygons to 
portray murders in normal and surreal settings. We're counting 
on your perseverance to see every single image and every 
movement of Jennifer and the other characters. 

Kaori Takazoe & Hiroshi Niikura (Sound Composers) - As with 
the best horror stories, our sound theme was "Noise and 
Silence." The terror or silence, the terror of sound, sounds 
that aren't there when they should be, sounds that occur in 
impossible places... the sound production for this game 
involved a lot of variations on the "noise and silence" 
theme. If the player gets even a small taste of "The terror 
of sound," the sound staff couldn't be more pleased. 

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1.4.11 - O T H E R  I N F O  Y O U  S H O U L D  K N O W
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This section is for all the other stuff that doesn't fit into 
the other sections, especially in game tips. Keep looking here 
for added tips. If you have some info that isn't here the e-mail
 me at [email protected] and tell me about it. 

- Always look out for objects you can use against Scissorman. 
- When escaping don't use the same methods over and over. 
Things break or Scissorman works out where you are. 

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1.5 - C H A R A C T E R S
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There is many characters that you meet and play as in Clock 
Tower. Here is long list of who's who, and a little info about 
each. Also remember, the number of survivors at the end of the 
game relies on your actions in the game, so take notice. 

Jennifer Simpson -
15 year old heroine of Clock Tower, Jennifer lost her parents 
when she was very young and raised in the Granite Orphanage. 
After her narrow escape from the Scissorman a year ago, Helen, 
who was investigating the case for her studies, took her in. 
After a year together, they developed a sisterly relationship. 
Jennifer's difficult life has made her tough and inventive - 
she had to be to stay alive. 

Helen Maxwell -
30 year old Helen, the other heroine of Clock Tower, is an 
assistant professor of criminal psychology and curious about 
Scissorman in the Clock Tower case. She wants to do a profile 
on him... in turn, he wants her dead. Helen is very instinctive 
of the events going on from her psychology work. It comes in 
quite handy during the game. 

Nolan Campbell -
A reporter for a third-rate tabloid newspaper. Nolan is 
targeted by Scissorman when he starts getting a little too 
interested in the Clock Tower case. 

Stan Gotts - 
A Police Officer investigating the Clock Tower case. Stan 
is obsessed with tracking "Scissorman" down. A believer in 
hands-on experience he places no faith in the supernatural and 
believes that he'll be able to bring this case to a close. 

Samuel Barton -
Professor of criminal psychology. Provides psychological 
profiling research and investigates the Clock Tower case from 
his own angle. 

Harris Chapman -
Research assistant studying criminal psychology. Harris is a 
sneaky, small, gaunt man and has a warped infatuation with 
Jennifer. 

Edward -
Another person who, like Jennifer, survived the Clock Tower 
incident a year ago. Edward's true identity is unknown. He 
lost his memory when rescued and was taken to the Granite 
Orphanage, where he was given the name Edward. 

Beth -
Another of the Research Assistants. She becomes involved in 
the events of Scissorman and Clock Tower when they start 
getting more involved with her. 

Tim -
Nolan's camera man. He works closely on all the things that 
Nolan works on. He gets scared when things get freaky. 

Kay -
Edward's guardian when he's in Norway. She doesn't do much in 
the story, but she is just there to look after Edward.

Rick - 
An old butler of the Barrows mansion, you'll meet him in 
Scenario 2.

Mr. Sullivan -
The head librarian. He likes to collect things and show them 
off in a personal gallery. 

Danny -
Danny is the computer guy for the University. You'll meet him 
a couple of times during the game. 

Scissorman -
Scissorman is the main enemy in the game. He's real identity 
and reason for killing is unknown, and he carries a giant pair 
of Scissors. Claims of him being immortal seem true, as no 
matter how many times you loose him he comes back again and 
again. 

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1.6 - I T E M S
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Here is the full list of what items are in the game.

The format is simple
Item
- Use
- Where the item is found.
- In what scenario is it found 

Scenario 1 Items

Ladder Key 
- Used to open the escape ladder. 
- In the security office on the desk. 
- Jennifer. 

Oil Can 
- It's used in the third scenario to open the storeroom door.
- It can be found in the storage room, on the shelf on the 
  right side. 
- Jennifer. 

Office Key 
- You use it automatically when you go into the Treatment Room. 
- Found on Helen's desk.
- Jennifer, Helen. 

Pliers 
- Used to take the wire of the escape door. 
- They are found on the back computer desk in the computer 
  room on the third floor. 
- Helen. 

Storage Key 
- Used to open the escape door. 
- In the security office on the desk. 
- Helen. 

Flashlight 
- It's used in the third Scenario, to find the door spell. 
- It can be found in the office, in the locker nearest to 
  the wall. 
- Helen. 

Scenario 2 Items

Rick's House Scenario 

Devil Statue 
- Used in the third Scenario against Scissorman. 
- If Harris took the statue to Rick's, you will find it in 
  the closet on in the bedroom on the 2nd floor, playing as 
  Nolan, or on the table in the living room on the 2nd Floor 
  playing as Gotts. 
- Nolan, Gotts. 

Powder Soap 
- You use it on the dog outside so that you can escape. 
- In the laundry on the first floor. 
- Nolan, Gotts. 

Library Scenario 

Devil Statue 
- Used in the third Scenario against Scissorman. 
- If Burton took the statue to Mr. Sullivan, you will find it 
  on the table in the Collection Room of Mr. Sullivans. 
- Helen.

Reading Room Key 
- Needed to get into the Reading Room 
- You get it off Mr. Sullivan 
- Helen. 

Collection Room Key 
- Needed to get into the Collection Room 
- You get it from Sullivan's desk. 
- Helen. 

Screwdriver 
- To remove the vent so that Edward can escape. 
- You will find it in the Library's office, in a draw on the 
  left side of the desk near the photocopier. 
- Helen. 

Scenario 3 Items

Stair Key 
- Needed to get upstairs. 
- Found in the coats in the clergy room. 
- Jennifer. 

Foreign Note 
- See The Door Spell 
- Found in the chapel library. 
- Jennifer. 

Star Plate 
- Needed to pick the right path. 
- In the Church Hall. 
- Jennifer. 

Candle 
- Needed to find the map. 
- In the torture room. 
- Jennifer. 

Library Key 
- Needed to get into the Library. 
- Found in a mouse hole in the master bedroom. 
- Jennifer, Helen. 

Mansion Key 
- Needed to get past the metal gate. 
- Given to you by Beth in Jennifer's game. Found on a counter 
  in the sitting room in Helen's game. 
- Jennifer, Helen. 

Copper Book 
- Book needed to get to the hidden library.
- Found in the bed in the Servant's Quarters. 
- Jennifer, Helen. 

Door Spell 
- Needed to kill Scissorman. 
- For Jennifer, it is the translated foreign note. For Helen, 
  it is found in the fireplace of the master bedroom. 
- Jennifer, Helen. 

Box Key 
- Used to free Helen.
- Found in the stone coffin in the store room.
- Jennifer. 

Rope 
- Used to free Helen. 
- Found on the shelf in the storeroom. 
- Jennifer. 

Genealogy 
- Information on the Barrows. 
- Found in the upstairs library. 
- Jennifer. 

Matches 
- Needed to light the candle 
- You get them off Tim.
- Jennifer. 

Mansion Map 
- Used to find the path underground. 
- For Jennifer, it's inside the fireplace on the second floor. 
  For Helen, it's inside the cosmetic box in the church. 
- Jennifer, Helen. 

Batteries 
- Needed for the torch. 
- In Nolan's tape recorder in the store room. 
- Helen. 

Fireplace Key 
- Only use it if your going for ending C. 
- Given to you by Harris, in the kitchen. 
- Helen. 

Lead Balls 
- Needed to find the "Dry Path" 
- Are found in the chest in the store room. 
- Helen. 

Wooden Box 
- Contains the cosmetic key. 
- Found in the upstairs library. 
- Helen. 

Cosmetic Key 
- Is used on the cosmetic box. 
- Inside the wooden box, you have to burn it to get the key. 
- Helen. 

Pistol 
- Used for shooting Scissorman, and shooting the lock off the
  church door. 
- You get it off Gotts. 
- Helen.

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1.7 - H I N T S
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Here you will find all the hints in the game and their 
locations, just incase you feel like picking them up in the 
game for some odd reason. 

Hint 1 - 
Who - Prof. Barton 
Scenario - Prologue 
Location (Object, Room) - File Cabinet, Treatment Room 

The main character is determined by the number of times Harris 
is spoken to in the corridor during the prologue. If he spoken 
to two or more times then Jennifer becomes the main character. 

Hint 2 - 
Who - Jennifer 
Scenario - Scenario 1 
Location (Object, Room) - Left corner boxes, Storage Room (1F) 

If a certain item is not picked up in Scenario 1, then the best 
ending will not occur. 

Hint 3 - 
Who - Jennifer 
Scenario - Scenario 1 
Location (Object, Room) - To right of door, Women's Lounge (3F) 

When in a pinch, there are many times when clicking on some 
item will rescue the character. Don't give up! Try to click on 
something until the very end. 

Hint 4 - 
Who - Helen 
Scenario - Scenario 1 
Location (Object, Room) - On top of desk, Treatment Room (2F) 

Endings except Ending E are determined according to how many 
conditions were met in the last scenario. 

Hint 5 - 
Who - Helen 
Scenario - Scenario 1 
Location (Object, Room) - On top of table, Student Office 
Room(2F) 

One extremely important point is who is asked to investigate 
the statue in the Prologue. Do NOT forget who was asked! 

Hint 6 - 
Who - Nolan 
Scenario - Scenario 2 
Location (Object, Room) - On fireplace, Upstairs Living Room 

The pattern of the Star Plate is extremely important (Note - 
In Jennifer's Scenario). It would wise to write it down. 

Hint 7 - 
Who - Helen 
Scenario - Scenario 2 
Location (Object, Room) - In Machine Room of the Library 

If Helen is the protagonist in the last scenario, be very 
careful of the item she is given by Harris. If she uses it... 

Hint 8 - 
Who - Gotts 
Scenario - Scenario 2 
Location (Object, Room) - In cabinet on left wall, Kitchen 

If Helen is the protagonist in the last scenario, something 
muct be dropped down the shaft when decideing which of the 
three shafts is correct. 

Hint 9 - 
Who - Jennifer 
Scenario - Scenario 3 
Location (Object, Room) - On table in the Upstairs Living 
Room 

If Jennifer is the protagonist in the last scenario, when she 
is trying to escape and runs out onto the 2F terrace, if you 
click on... 

Hint 10 - 
Who - Helen 
Scenario - Scenario 3 
Location (Object, Room) - On bookshelf just left of the door 
in the Chapel Library 

When carring the box that can't be opened, you need to do 
something fairly drastic to get at the contents. 

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1.8 - S T O R Y
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Terrified, a young girl climbs up a steep cliffside trying 
desperately to get away from the malevolent butcher known as 
Scissorman. The girl, Jennifer Simpson, knows all too well the 
fate that lies in store for her if she does not reach the top 
in time. She has seen too many of her friends sheared by the 
cruel blades of the Barrows Twins. Dan and Bobby - The 
Scissormen. Jennifer, in her frenetic last attempts at escape, 
reaches for the final grip at the top of the cliff. Just as she 
pulls herself to the top, her grip breaks free, pulling down a 
large crate that she had been supporting herself on at the top 
ledge. The contents of the crate explode upon impact below, 
engulfing the entire area in flames. Listening to the screams 
of her attacker as he withered under the brunt of the explosive 
flames, Jennifer turned to watch in horror as her would be 
assailant turned slowly into nothing but a ball of fire before 
her very eyes. It was finally over - or so she thought... 

In the mountains of Romsdaaren, Norway, stands the Barrows 
Family Mansion. This mansion had a large clock tower by which 
the locals tended their flocks in the surrounding fields. The 
local people called the mansion the Clock Tower. In 1986, the 
mistress of the Barrows Mansion gave birth to twins. From the 
day they were born however, it was obvious the twins were not 
normal and were evil. The twins were given the names Bobby and 
Dan, who were later to become the murderous Scissormen. 
In 1995, Jennifer, a young girl from Granite Orphanage, whose 
parents died when she was quite small was lured into the 
Barrows Mansion where she was attacked by a monster wielding 
a giant pair of scissors. That monster was the grown-up Bobby. 
She managed to escape from the terrible horrors, destroy the 
monster, and flee the mansion. For the next year all of Norway 
was caught up with the sensationalized Scissorman Murders. 

But then a series of brutal murders swept the front pages of 
the local news... the Scissorman has returned! After her rescue, 
Jennifer had been taken in by Helen Maxwell, an assistant 
professor of criminal psychology. Helen had heard every detail 
of Jennifer's encounter and now she searched for any 
information that could put an end to this killer. How could 
this madman be back? Somehow she had to find the secret to the 
seemingly immortality of this crazed, psychotic lunatic. But 
the murders are moving closer and closer to home. Will she 
survive long enough to uncover all the secrets that could 
finally destroy him forever? 

------------------------------------------------------------------>
2.0 - W A L K T H R O U G H
------------------------------------------------------------------>

This is the full walkthrough to all 8 Scenarios and 10 Endings 
of Clock Tower. This game is hard when first you play it, but 
once you get used to it is rather easy. Also, after talking 
to people who used the bits of information out on the net 
already, they told me finished the game in under an hour, and 
could get every ending in less than a day. I would agree, I 
have done it by using my very own guide. So it is for this 
reason that I think that this guide should only be used when 
you are stuck. Don't follow it right through as you will only 
spoil the game for yourself. Don't say I didn't warn you about 
it. 

Now that the mean stuff is over I can get down to the business 
of the guide. As you read up top there is 8 Scenarios... well 
that is actually 8 Possible scenarios in game. The Prologue is 
one, there are two possible 1st Scenario sections, a three 
possible ones for the 2nd Scenario, and another 2 for the 3rd 
and final Scenario. Within all these are decisions that will 
be made that choose the characters you play as, the next 
scenario, the ending and survivors. Some of these can be easily 
overlooked. 

Scissorman will turn up at anytime so use the Tips To Survive 
to escape and then continue on following the guide. There are 
a few in-game things that will change depending on what order 
you do things, such as how Rose dies in the University. If you 
go to the 2nd floor toilets before going to the therapy room, 
then Rose will be at the Toilets dead, if you go to the room 
first then she will be dead on the bed there. There are a few 
others. 

The guide is written in steps so that you can also keep track
of where you are, but there is also are some brief notes (Tips
To Survive) at the end of each section on stuff you should know 
like the items in full, where Scissorman hides to scare the 
crap out of you, and how to defeat or hide from Scissorman. 
Also, please note, that if I say left or right I mean to the 
screen left or right, seeing as all the playing views you can 
always go left or right on the screen. 

If you have anything to add, or if I have anything wrong, 
please e-mail me at [email protected]

Well, I guess it's onto the guide. Good luck. 

------------------------------------------------------------------>
2.1 - Prologue - Samuel Barton
------------------------------------------------------------------>

1 - After Helen and Jennifer leave, examine the bed, and the 
scissors on the desk. If you wish to get HINT 1, search the 
file cabinet beside the bed. Once you have done that, and read 
all that Barton has to say, go out the door. 

2 - In the office, talk to Beth twice, look at the Devil Statue. 
Afterwards, look at the Scissorman mask, Harris' desk (the one 
opposite the file cabinets just behind Danny), and then talk to 
Danny twice. Once you have done that you will find you will be 
able to leave the office. 

3 - Go down the hall to the right and talk to Harris. BIG 
DECISION - If you want to play as Helen, talk to Harris ONCE 
only. If you want to play as Jennifer talk to him TWICE or more. 

4 - Use the elevator to go to the first floor. Click on the 
black area when the lift doors are open to exit it. Go through 
the big talk with Nolan, then when your back on the lift choose 
the 2nd floor. 

5 - Go back to the office. Once inside talk to Harris, then 
examine the Devil Statue. BIG DECISION - You will get the 
choice of asking Harris to take the Statue to Rick. You have 
the choice of Yes or No. Choose your one; Yes means he will 
take it to Rick, No means Barton will take the Statue to the 
Mr. Sullivan, the head librarian. Do not forget who it has 
gone to, as this is very important. 

6 - Go into the treatment room and talk to Edward and Kay, 
this will end the scenario and you will have the choice to 
Save. 

If you talked to Harris Twice, go to Jennifer's 1st 
Intermission

If you talked to Harris Once, go to Helen's 1st Intermission

------------------------------------------------------------------>
2.2 - Intermission 1 - Jennifer Simpson
------------------------------------------------------------------>

The Intermissions are straight forward enough... I'll just say 
where to go very quickly, so you don't muck around with all 
the boring stuff. 

Jennifer decided to go out. When she does you will get a map 
with places to go to. This is where you have to go to in order. 

University Research Building - Talk to Helen, then leave. 

Municipal Library - Talk to Mr. Sullivan, the head librarian 
about his collection. 

Norway International Hotel - Meet Kay and Edward. 

University Staff Housing - Talk to Nolan and you will go on an 
interview/date... kinda sick. Nolan is 26, and hitting on a 15 
year old. Oh well... 

Go to Jennifer's 1st Scenario

---------------------------------------------------------------->
2.3 - Intermission 1 - Helen Maxwell
---------------------------------------------------------------->

The Intermissions are straight forward enough... I'll just say 
where to go very quickly, so you don't muck around with all 
the boring stuff. 

After Helen's computer crashes, she decides to go out for a 
while as she cant do anything else. 

Police Station - Talk to Gotts about the Clock Tower case and 
Prof. Barton. 

Norway International Hotel - Meet Kay and Edward. 

University Research Building - Return here to finish off the 
Intermission 

Go to Helen's 1st Scenario

------------------------------------------------------------------>
2.4 - Scenario 1 - University - Jennifer Simpson
------------------------------------------------------------------>

1 - After the street scene, and the death of the security 
guard, you will be inside the University. Run (double click) 
quickly to the toilets. Hide in the stall until the music 
stops. It is then you know that Scissorman is gone. When it has 
go back to the hall. 

2 - I think it's easier to work your way up floor by floor, Well 
start by heading to the left from the toilets, and go to the 
second door along. This is the storage room. In the boxes in 
the left hand corner is HINT 2. Go over to the shelf on the 
far side. On it you will find the "OIL CAN". This is a very 
important item, so don't forget to grab it. 

3 - Leave the storage room, and go right, past the stairs and 
the lift, all the way to the end of hall. The doors at the end 
will be locked, so go in the door to the left of the window. 
Once inside you will find a security guard with his back to 
you. Talk to him... Oh no it seems all this Scissorman stuff 
has gone WITH his head. There is a phone which you can use by 
the door but it is dead. You can hit the alarm which is by 
the window, but it will just make a noise. Search the table 
for the "Ladder Key." You will need this to escape. Leave the 
room and take the lift or stairs to the 2nd floor. 

4 - Go into the door to the right of the lift, ignore the 
waiting room you enter as there is nothing there. Go into the 
other door. There is a phone which you can use, Jennifer will 
call Helen, but all she gets is Helen's funny answering 
machine message before the phone is cut off. Also usually 
while you are in the room a fax comes in from Scissorman "Get 
Ready! I'm comin' to get Ya!!" Leave the room and go back to 
the hall where the lift is. 

5 - If you feel like grossing yourself out go into the 
toilets on the 2nd floor, and look in the staff closest to 
the camera. Nice. Okay, Jennifer... you didn't need to puke 
like that in the corner. There's a stall right in front of 
you can do that in. Go back to the hall. Regardless of if 
you did that or not, head into the lab that Helen works in. 
Once inside, search Helen's desk (The computer beside the one 
with the orange thing on it) to get the "Office Key." There 
is a phone on Barton's desk (the one by itself) but it's 
dead. Go into the treatment room by Barton's desk. There isn't 
any thing in here, but you may notice that the giant scissors 
are no longer on the desk. Leave and head up to the third 
floor using the stairs or the lift. 

6 - There is nothing in the computer room to the door on the 
right of the lift. If you go to the far left end of the 
hallway, it will lead to another hall. The left door of the 
two is the Woman's Lounge. There is nothing in there but HINT 3
on the stand by the door. Other than that, there is nothing on 
this floor, so take the stairs up to the fourth floor. 

7 - Once your up on the forth floor, use the ladder key to 
open the ladder box below the window. It will then cut to a 
scene of Jennifer climbing down the ladder. She will run off, 
and you've just finished the scenario. Save if you wish to. 

-----

Tips To Survive - A collection of information for this level. 

Items You Can Find - Items To Be Picked Up In This Scenario. 

Ladder Key - In the security office on the desk. Used to open 
the escape ladder. 

Oil Can - It can be found in the storage room, on the shelf 
on the right side. It's used in a later scenario. 

Office Key - Found on Helen's desk. You use it automatically 
when you go into the Treatment Room. 

Places To Find Scissorman 

1st Floor - 
A. Lockers on the left end of the hallway, the third from 
   the right. 
B. Storage room has two places, he can be hiding in the box 
   by the shelf where you get the Oil Can from, or behind the 
   table leaning against the wall. 

2nd Floor - 
A. The office with the Fax machine and lockers. He can jump 
   out of the lockers. 
B. Or through the window (See places to Hide from SM. - 2nd 
   Floor, J ) 

3rd Floor - 
A. The computer room "KILL... KILL... KILL" 

Any Floor - 
A. Sometimes he is on the lift 
B. If you stand around for too long he may come. He comes 
   after a certain amount of time anyway. 

Places To Hide From Scissorman/Things To Attack With. * 
* Please note a lot of these have downsides depending on if 
Scissorman knows where you are, or if you have used them a 
few too many times. 

1st Floor - 
A. The Security Room - You can hide under the bench to hide. 
B. The Toilets - You can use the stalls in the Toilets. 
C. The Elevator - You can use the lifts to escape. If you use 
   it a lot, or have been playing for a long time you may find 
   it is not working because the power is out. 
D. The Storage Room - The box by the right hand wall is a good 
   place to escape, just be careful that you know where 
   Scissorman is before you open it. 

2nd Floor - 
A - The Fire Extinguisher - You can spray this at Scissorman. 
    It's located at the left-hand end of the 2nd Floor hall. 
B. The Toilets - Yet again you can use the toilets... but don't 
   forget the closet one to the screen is occupied. 
C. The Elevator - Read above for Elevator info. 
D. The Laboratory - There is a can of Mace on Beth's desk (the 
   one with the orange thing on the computer), spray it at 
   Scissorman. 
E. Treatment Room - On the shelf beside the desk where the 
   scissors are SUPPOSED to be is a bottle of Ammonia which you 
   will throw at Scissorman. 
F. Waiting Room - You can hide under the bench. 
G. Waiting Room Again - You can use the flowerpot in the middle 
   of the room to smack over his head. 
H. Office - You can hide under a desk. 
I. Office Again - One of the lockers has an umbrella in it that 
   you can smack Scissorman over the head with. 
J. Office YET Again - You can click on the window when being 
   chased, and you will hide between the window and the door. 
   This only works ONCE though because the second time he will 
   jump through the window. 

3rd Floor - 
A. Bathroom Again - See 1st Floor above 
B. Lifts Again - See 1st Floor Above 
C. Fire Extinguisher - By the Woman's Lounge, spray Scissorman 
   with it. 
D. Woman's Lounge - You can hide in the top bunk beds. 

Go to Jennifer's 2nd Intermission

------------------------------------------------------------------>
2.5 - Scenario 1 - University - Helen Maxwell
------------------------------------------------------------------>

1 - You will start in the woman's quarters. Talk to Rose a 
couple of times before turning out the light and hopping into 
one of the bunks. You will be woken up and you will find Rose 
is not these anymore. Click on the door to answer it. 

2 - After the scene, you will be out in the hallway. Go to the 
left and grab the Fire Extinguisher and use it on Scissorman. 
You will be on the third floor. Go into the door on the right 
side of the lift. Once inside check the last computer on the 
closets side of the room to the camera. There will be some 
tools on the desk. You will take the "Pliers." Leave the room 
and go down to the second floor taking the lift of the stairs. 

3 - Go into the door to the right of the lift, and into the 
waiting room. Go through here and into the office. Check the 
locker closest to the wall for a "Flashlight," A very 
important item. Also while you are here, search the top of 
the desk in the middle of the room for HINT 5. Usually while 
you are in the room a fax comes in from Scissorman "Get 
Ready! I'm comin' to get Ya!!" Leave the room and go back to 
the hall where the lift is. You can use the phone to call 
the police, but the police wont believe you. If you call a 
second time, after telling where you are the phone goes dead. 
Leave and go back to the hall outside the lift. 

4 - Go back to the hall. Regardless of if you did that or not, 
head into the lab that Helen works in. Once inside, search 
Helen's desk (The computer beside the one with the orange 
thing on it) to get the "Office Key." There is a phone on 
Barton's desk (the one by itself) but it's dead. If you feel 
like grossing yourself out go into the treatment room by 
Barton's desk, and look the bed.. Nice. Check the desk for 
HINT 4 There isn't any thing else in here, but you may notice 
that the giant scissors are no longer on the desk. Leave and 
head down to the first floor using the stairs or the lift. 

5 - Again, go into the door on the right of the lift, with 
the window to the right of it. Once inside you can hear a 
dripping noise, we will get to that soon. There is a panel 
on the back wall you can press. Just makes an noise, Helen 
gets freaked, and I'm amazed it doesn't bring Scissorman 
your way. The phone which you can pick up is dead. If you 
look at the partition in the middle of the room (the big 
brown thing) something will be mentioned about the sound 
of dripping water. Click on it again to see what it is. 
Great huh? Click on the desk (it looks like you are 
clicking on the bottom of the partition), and grab the 
"Storage Key" which you will find there. Now leave the 
room. 

6 - Head down the hall to the last door before the 
non-emergency exit, and enter it. You should find yourself 
in the Storage Room. Go to the red door at the back and 
click on it. You will be told that it leads to the parking 
lot outside, but that it is wired shut. To fix this, use 
the pliers on door, then use the storage key. Once that 
is done you will exit out the door and finish the Scenario. 
Congratulations. Save and continue. 

-----

Tips To Survive - A collection of information for this level. 

Items You Can Find - Items To Be Picked Up In This Scenario. 

Pliers - Used to take the wire of the escape door, they are 
found on the back computer desk in the computer room on the 
third floor. 

Storage Key - In the security office on the desk. Used to 
open the escape door.. 

Flashlight - It can be found in the office, in the locker 
nearest to the wall. It's used in a later scenario. 

Office Key - Found on Helen's desk. You use it automatically 
when you go into the Treatment Room. 

Places To Find Scissorman 

1st Floor - 
A. Lockers on the left end of the hallway, the third from 
   the right. 
B. Storage room has two places, he can be hiding in the box 
   by the shelf where you get the Oil Can from, or behind the 
   table leaning against the wall. 

2nd Floor - 
A. The office with the Fax machine and lockers. He can 
   jump out of the lockers. 
B. Or through the window (See places to Hide from SM. - 
   2nd Floor, J ) 

3rd Floor - 
A. The computer room "KILL... KILL... KILL" 

Any Floor - 
A. Sometimes he is on the lift 
B. If you stand around for too long hey may come. He comes 
   after a certain amount of time anyway. 

Places To Hide From Scissorman/Things To Attack With. 
* Please note a lot of these have downsides depending on if
Scissorman knows where you are, or if you have used them a 
few too many times. 

1st Floor - 
A. The Security Room - You can hide under the bench to hide. 
B. The Toilets - You can use the stalls in the Toilets. 
C. The Elevator - You can use the lifts to escape. If you use 
   it a lot, or have been playing for a long time you may 
   find it is not working because the power is out. 
D. The Storage Room - The box by the right hand wall is a good 
   place to escape, just be careful that you know where 
   Scissorman is before you open it. 

2nd Floor - 
A. The Fire Extinguisher - You can spray this at Scissorman. 
   It's located at the left-hand end of the 2nd Floor hall. 
B. The Toilets - Yet again you can use the toilets... but 
   don't forget the closet one to the screen is occupied. 
C. The Elevator - Read above for Elevator info. 
D. The Laboratory - There is a can of Mace on Beth's desk (the 
   one with the orange thing on the computer), spray it at 
   Scissorman. 
E. Treatment Room - On the shelf beside the desk where the 
   scissors are SUPPOSED to be is a bottle of Ammonia which 
   you will throw at Scissorman. 
F. Waiting Room - You can hide under the bench. 
G. Waiting Room Again - You can use the flowerpot in the
   middle of the room to smack over his head. 
H. Office - You can hide under a desk. 
I. Office Again - One of the lockers has an umbrella in it 
   that you can smack Scissorman over the head with. 
J. Office YET Again - You can click on the window when being 
   chased, and you will hide between the window and the door. 
   This only works ONCE though because the second time he 
   will jump through the window. 

3rd Floor - 
A. Bathroom Again - See 1st Floor above 
B. Lifts Again - See 1st Floor Above 
C. Fire Extinguisher - By the Woman's Lounge, spray Scissorman 
   with it. 
D. Woman's Lounge - You can hide in the top bunk beds. 

Go to Helen's 2nd Intermission

------------------------------------------------------------------>
2.6 - Intermission 2 - Jennifer Simpson
------------------------------------------------------------------>

After Gotts and Helen have finished you will be back on the 
map. The places you need to go to are as follows. 

Oslo Week Newspaper Company - Go to find Nolan, but you'll talk 
to Tim, Nolan's cameraman. 

University Research Building - You will talk about the statue. 
Very Important info will come up about the place where the 
statue is. Helen will offer to go get the statue from the 
Library. You wont have to make the decision just yet. 
Now go back to the Newspaper Company, and talk to Nolan. 
IMPORTANT - Nolan will offer to go to Rick's and get the statue. 
This is where your memory comes in handy. If you said YES to 
Harris about taking the statue to Rick, then say YES to Nolan. 
If you said NO to Harris, and took the statue to Professor 
Sullivan then say No to Nolan, and Helen will go to the Library. 

Special Note- If you want to get the E Ending, go to the 
opposite place of the statue, e.g.. If Harris took it to Rick, 
and you want this E ending then you will say no to Nolan, so 
that Helen goes to the Library and doesn't find the statue. 
This way, you will get the E ending. 

If you said YES to Nolan, go to the 2nd Scenario in Rick's 
House with Nolan

If you said No to Nolan, go to the 2nd Scenario with Helen 
in the Library

------------------------------------------------------------------>
2.7 - Intermission 2 - Helen Maxwell
------------------------------------------------------------------>

After Gotts, Jennifer, and Helen have finished you will be back 
on the map. The places you need to go to are as follows. 
Norway International Hotel - You will talk to Kay for a bit 
about Scissorman and Edward. 

University Research Building - You will talk about the statue. 
Very important info will come up about the place where the 
statue is. Helen will think about going to get the statue 
from the Library. You wont have to make the decision just yet. 
If you go to the Library, you will find Suliivan is not there. 
Now go back to the Police Station and talk to Gotts. 

IMPORTANT - Gotts will offer to go to Rick's and get the statue. 
This is where your memory comes in handy. If you said YES to 
Harris about taking the statue to Rick, then say YES to Gotts. 
If you said NO to Harris, and took the statue to Professor 
Sullivan then say No to Gotts, and Helen will go to the Library. 

Special Note- If you want to get the E Ending, go to the 
opposite place of the statue, e.g.. If Harris took it to Rick, 
and you want this E ending then you will say no to Gotts, so 
that Helen goes to the Library and doesn't find the statue. 
This way, you will get the E ending. 

If you said YES to Gotts, go to the 2nd Scenario in Rick's 
House with Gotts

If you said No to Gotts, go to the 2nd Scenario in the 
Library with Helen

------------------------------------------------------------------>
2.8 - Scenario 2 - Rick's House - Nolan Campbell
------------------------------------------------------------------>

1 - After Rick is crushed, Scissorman will be after you. Go to 
the door on the left side of the house and enter it. In 
the hall you come to will be two doors, enter the left door. 
Once inside the bathroom, go to the bath area, and open the 
door. Your character will hide from Scissorman. 

2 - Go back into the hall outside the bathroom where you hid 
from Scissorman, and go into the other door on the right side. 
This is the laundry. Just inside the door, high up is a shelf. 
Search it for the "Powder Soap." Go back out to the main room, 
where Rick's body is. 

3 - There isn't much to do in here, you can make yourself a 
nice drink from the cocktail bar Rick has on the right hand 
wall. Go through the closest door to the screen on right side. 
You will find yourself in another hallway. Go up the stairs 
and through the door. You will be on the second floor, above 
the main room. Head into the door right beside where you 
entered. 

4 - Once inside look in the green wardrobe on the left wall. 
You will be told that there seems to be something inside. 
Check again and you will receive the Devil Statue. Leave the 
way you came and go down the 2nd floor hall to the other door. 
Once inside the only think of interest is HINT 3 on the 
fireplace mantle. Head back down to the first floor main room 
where Rick is. 

5- Last thing we need to do is locate the Barrows Castle. Go 
into the other door on the right hand side. This is the 
kitchen. On the wall is a mask. Look at it to find the 
location of the castle. People always get confused with the 
next part. The mask, a chair and a painting all attack you. 
Grab the vase off the table, then click on the mask when Nolan 
has it in his hand. This will get rid of them. Leave the 
kitchen. 

6 - Time to leave. Go to the right hand side of curtain at the 
back of the main room. Right at the end you will be able to 
pull it back. Do so. Once outside approach the dog, and quickly 
equip the powder soap. Use it on the dog then escape. You just 
finished the scenario. If you went to this area to get the "E" 
Ending then it will come on. If you did get the statue, the 
option to save will come up. Save if you wish. 

-----

Tips To Survive - A collection of information for this level.

Items You Can Find - Items To Be Picked Up In This Scenario. 

Devil Statue - If Harris took the statue to Rick's, you will 
find it in the closet on in the bedroom on the 2nd floor. This 
is the main item for this scenario. 

Powder Soap - In the laundry on the first floor. You use it on 
the dog outside so that you can escape. 

Places To Find Scissorman 

1st Floor- 
A. Kitchen - Panty in the floor. You have to be careful of 
   this sometimes... at one stage while I was writing this 
   guide Scissorman randomly arrived while I was standing 
   around. I went to the kitchen to hide in the pantry just to 
   find he was hiding in there already. Scared the shit outta me 
   because I didn't expect it. Its a bit like the box in the 
   Storage Room thing in Scenario 1. 
B. Outside - Besides Scissorman, you also add have to watch 
   out for the dog... 
C. Main Entranceway - Coming in from the main lounge, 
   Scissorman my jump down from the staircase as you walk towards 
   them. 

2nd Floor - 
A. Lounge - For a bit of comedy, you will sometimes find 
   Scissorman in the rocking chair watching Cartoons on the TV. 
B. Bedroom - Sometimes when you enter Rick's bedroom, an alarm 
   goes off and alerts Scissorman to where you are. 
C. Really a 2nd/1st Floor thing. If you come out to the top of 
   the stairs, Nolan will trip and roll down the stairs 
   allowing Scissorman to catch up for an attack. Rumors have it
   that it only happens after you have a drink from the cocktail
   bar. 

Any Floor - 
A. If you stand around for too long hey may come. He comes 
   after a certain amount of time anyway. 

Places To Hide From Scissorman/Things To Attack With. 

1st Floor - 
A. Shower/Bathroom Area - Hide in the bathroom. IIRC you can 
   only use this once. 
B. Pantry - Use Scissorman's on trick against him. You can 
   hide in the pantry, just make sure he isn't already in there. 
C. Main Entranceway - You can use one of the umbrella's on the 
   umbrella stand if your quick enough, to whack Scissorman over 
   the head. 

2nd Floor - 
A. Bedroom - You can grab the sheet off the ed and throw it 
   over Scissorman to escape. 
B. Bedroom - You can climb into the closet where the statue 
   is located. 

If you went for the E Ending, then it is GAME OVER

If you got the statue, then go to Jennifer's 3rd Intermission

------------------------------------------------------------------>
2.9 - Scenario 2 - Rick's House - Stan Gotts
------------------------------------------------------------------>

1 - After Rick is mauled, and you shoot the crap outta 
Scissorman, he will be after you. Go to the the door on the 
left side of the house and enter it. In the hall you come to 
will be two doors, enter the left door. Once inside the 
bathroom, go to the bath area, and open the door. Your 
character will hide from Scissorman. Exit the bath area when 
he is gone. 

2 - Go back into the hall outside the bathroom where you just 
hid from Scissorman, and go into the other door on the right 
side. This is the laundry. Just inside the door, high up is 
a shelf. Search it for the "Powder Soap." Go back out to the 
main room. 

3 - There isn't much to do in here, you can make yourself a 
nice drink from the cocktail bar Rick has on the right hand 
wall. Go through the closest door to the screen on right side. 
You will find yourself in another hallway. Go up the stairs 
and through the door. You will be on the second floor, above 
the main room. Ignore the door right beside where you entered 
(It's only good for when your being chased), and enter the 
door at the end of the hallway. 

4 - Once inside check the table and you will receive the 
Devil Statue if Barton had it sent here. Last thing we need 
to do is locate the Barrows Castle. Have a look at the 
painting to the right of the fireplace, Gotts will examine it 
and find the location of the Barrows Castle. Head back down 
to the first floor main room where Rick is. 

5 - If you wish to find HINT 8 go into the other door on the 
right hand side. This is the kitchen. Check the cabinet on 
the left side of the room for it. On the wall is a mask, you 
do NOT have to look at it . If you do happen to, you will be 
in a little trouble People always get confused with the next 
part. The mask, a chair and a painting all attack you. Grab 
the vase off the table, then click on the mask when Gotts 
has it in his hand. This will get rid of them. Leave the 
kitchen. 

6 - Time to leave. Go to the door on the right hand side at 
the back of the main room and go outside. Once outside 
approach the dog, and quickly equip the powder soap. use it 
on the dog then escape. You just finished the scenario. If 
you went to this area to get the "E" Ending then it will 
come on. If you did get the statue, the option to save will 
come up. Save if you wish. 

-----

Tips To Survive - A collection of information for this level.

Items You Can Find - Items To Be Picked Up In This Scenario. 

Devil Statue - If Harris took the statue to Rick's, you will 
find it on the table in the lounge on the 2nd floor. This is 
the main item for this scenario. 

Powder Soap - In the laundry on the first floor. You use it 
on the dog outside so that you can escape. 

Places To Find Scissorman 

1st Floor- 
A. Kitchen - Panty in the floor. You have to be careful of 
   this sometimes... at one stage while I was writing this 
   guide Scissorman randomly arrived while I was standing around. 
   I went to the kitchen to hide in the pantry just to find he 
   was hiding in there already. Scared the shit outta me because 
   I didn't expect it. Its a bit like the box in the Storage Room 
   thing in Scenario 1. 
B. Outside - Besides Scissorman, you also add have to watch 
   out for the dog... 
C. Main Entranceway - Coming in from the main lounge, 
   Scissorman my jump down from the staircase as you walk towards 
   them. 

2nd Floor - 
A. Lounge - For a bit of comedy, you will sometimes find 
   Scissorman in the rocking chair watching Cartoons on the TV. 
B. Bedroom - Sometimes when you enter Rick's bedroom, an alarm 
   goes off and alerts Scissorman to where you are. 
C. Really a 2nd/1st Floor thing. If you come out to the top of 
   the stairs, Gotts will trip and roll down the stairs allowing 
   Scissorman to catch up for an attack. Rumors have it that it 
   only happens after you have a drink from the cocktail bar. 

Any Floor - 
A. If you stand around for too long hey may come. He comes 
   after a certain amount of time anyway. 

Places To Hide From Scissorman/Things To Attack With. 

1st Floor - 
A. Shower/Bathroom Area - Hide in the bathroom. IIRC you can 
   only use this once. 
B. Pantry - Use Scissorman's on trick against him. You can hide 
   in the pantry, just make sure he isn't already in there. 
C. Main Entranceway - You can use one of the umbrella's on the 
   umbrella stand if your quick enough, to whack Scissorman over 
   the head. 

2nd Floor - 
A. Bedroom - You can grab the sheet off the bed and throw it 
   over Scissorman to escape. 
B. Bedroom - You can climb into the closet and hide. 

If you went for the E Ending, then it is GAME OVER

If you got the statue, then go to Helen's 3rd Intermission

------------------------------------------------------------------>
2.10 - Scenario 2 - Library - Helen Maxwell
------------------------------------------------------------------>

1 - You will start in the front lobby of the Library. You can 
talk to the Clerk to tell you where Mr. Sullivan is. Go 
through the sliding doors. You can talk to Edward, but there 
isn't much to say. Go past the shelves and out the door. The 
door to your immediate right is the Reading Room. You need a 
key to enter it. The next door is Mr. Sullivan's office. Go 
inside and talk to him. You will get the "Reading Room Key" for 
the reading room, he will talk about Leave and go into the 
reading room. 

2 - Look to the left of the step ladder. Helen will mention 
that books on England are above the stepladder. Click on the 
stepladder, and see will find the book "Lords of Northern 
England" The scene will cut to later on, the clerk will come 
in and tell you that the library is about to close shortly. 
Click on the door and go out. The clock will start ringing, 
and Mr. Sullivan will come out. You will go up to the clock 
room, and Mr. Sullivan will loose his head about the whole 
matter. Escape down the stairs. 

3 - The best place to hide is the front desk. Go all the way 
back to the desk (click high), and click on the bit where the 
clerk sits, to hide yourself from Scissorman. When he is gone, 
go back to the hallway.. You may or may not want to click on 
the clerk's body has it hanged on the book shelf. Scissorman 
will show himself if you do. Once your at the hallway you will 
hear Edward's voice. 

4 - Go back up to the clock room, a video will take place, 
then you will have some sort of chain coil itself around your 
leg, and Scissorman will turn up. Mash the panic button and 
escape and hide back at the front desk again. Go back up to the 
Clock room later on if you want to find HINT7, search the cogs 
for it. 

5 - After all that, head into Professor Sullivan's office. 
Click on the desk. You will get a message about the computer 
the first time (IIRC - either that or you got it for clicking 
too high, click lower if you get the computer message again and 
again), a message about letters the third time, and you will 
find the "Collection Room Key" the third time. Now enter the 
other door on the left wall with the newly gained Collection 
Room Key. 

6 - After turning on the light (and if Scissoman wasn't there, 
or you have returned), search the table in the middle to get 
the statue if Mr. Sullivan had received it in the prologue. 
Once that is done go back to the front desk and go into the 
door behind it (Click on the wood partition to get to it). 
Once inside you will see a cut scene of a chair moving. Click 
on it and you will find that it will be Edward. 

7 - You will find yourself in the Reading Room, and you will 
chuck Edward under the desk. Go have a look at the vent on 
the left wall if the Reading Room, then head back to the office 
you found Edward in. At the front desk you will find that the 
Police have came. Continue to the office and search the left 
end of the desk just behind the photo copier. You will find 
the "Screwdriver" which you can use to remove the vent cover. 

8 - Return to the Reading Room and use the Screwdriver on the 
vent cover. Edward will crawl out the vent. Make your way back 
to the Front Desk. On the way, you will meet Gotts. 
Scenario Finished. 

-----

Tips To Survive - A collection of information for this level.

Items You Can Find - Items To Be Picked Up In This Scenario. 

Devil Statue - If Burton took the statue to Mr. Sullivan, you 
will find it on the table in the Collection Room of Mr. 
Sullivans. This is the main item for this scenario. 

Reading Room Key - Needed to get into the Reading Room, you 
get it off Mr. Sullivan 

Collection Room Key - Needed to get into the Collection Room, 
you get it from Sullivan's desk. 

Screwdriver - To remove the vent so that Edward can escape. 
You will find it in the Library's office, in a draw on the 
left side of the desk near the photocopier. 

Places To Find Scissorman 

1st Floor- 
A. Main Library - If you look at the shelf where the clerk is 
   hanging, he will attack you. 
B. Collection Room - Fish Tank, and that's about all you need 
   to know. 
C. Collection Room Again - Statues. If you have a look at the 
   statues at the end of the room, sometimes Scissorman will be 
   up on the table acting as one. 

2nd Floor - 
A. When Sullivan is killed. 
B. After the Chain attacks you. 

Any Floor - 
A. If you stand around for too long hey may come. He comes 
   after a certain amount of time anyway. 

Places To Hide From Scissorman/Things To Attack With. 

1st Floor - 
A. Front Desk - You can hid under the desk all the time and 
   Scissorman wont find you. 
B. Reading Room - You can use the stepladder to hit Scissorman 
   with. 
C. Sullivan's Office - You can use the lamp on his desk to hit
   him with. 
D. Collection Room - If you click on the table, you will pick 
   up an object off the desk to use to hit Scissorman with. 
E. Office - Click on the photocopier, and you will nail 
   Scissorman by pushing it into him when he comes in the room. 

If you went for the E Ending, then it is GAME OVER

If you got the statue for Jennifer, then go to Jennifer's 3rd 
Intermission

If you got the Statue for Helen, then go to Helen's 3rd 
Intermission

------------------------------------------------------------------>
2.11 - Intermission 3 - Jennifer Simpson
------------------------------------------------------------------>

This is where it all winds up. Your going to go off to the 
Barrows Castle, and you'll be bringing heaps of people along. 

If Nolan went to get the statue then - 

Back on the map head over to the Newspaper Office. You will 
talk to Nolan and decide to go to the Barrows castle "In 
England." Gee, can you get any more detail that that Nolan? 

Police Station - Head over there and talk to Gotts, Professor 
Barton will also be there. You have just picked up two more 
people. 

Norway International Hotel - Talk to Edward and Kay, and then 
go. Two more added. 

University Research Building - Beth and Harris will be in the 
Lab. They will also decide to come to the Castle. 

Newspaper Office - Helen will be at the newspaper company 
along with Nolan. All the arrangements have been made. On your 
trip are yourself (Jennifer), Helen, Nolan, Gotts, Barton, 
Edward, Kay, Beth, Harris and Tim. 

If Helen went to get the statue then - 
University Research Building - Helen and Beth are there. 

Police Station - Head over there and talk to Gotts, Professor 
Barton will also be there. You have just picked up two more 
people. 

Norway International Hotel - Talk to Edward and Kay, and then 
go. Two more added. 

Newspaper Office - Nolan will be at the newspaper company along 
with Tim. They decide to come along for the trip. 

University Research Building - Helen and Nolan will be in the 
Lab. All the arrangements have been made. On your trip are 
yourself (Jennifer), Helen, Nolan, Gotts, Barton, Edward, Kay, 
Beth, Harris and Tim. 

You will go directly to the Oslo Airport. After the small 
scenes your next scenario will begin. 

Go to Jennifer's Third Scenario for the guide for her last 
scenario.

------------------------------------------------------------------>
2.12 - Intermission 3 - Helen Maxwell
------------------------------------------------------------------>

This is where it all winds up. Your going to go off to the 
Barrows Castle, and you'll be bringing heaps of people along. 
Back on the map head over to the Police Station and talk to 
Gotts, Professor Barton will also be there. You will talk to 
Gotts and decide to go to the Barrows castle In England. 
Kinda reminds me of Wayne's World 2. 

Garth: "So, did Jim Morrison give you Del Preston's exact 
address?" Wayne: "Yeah, he said EXACTLY London, England." 

Finish talking to them and then leave. 

Oslo Newspaper Company - Talk to Nolan and Tim, they will 
decide to join you on your trip to England. 

Norway International Hotel - Talk to Edward and Kay, and then 
go. Two more added. 

Municipal Library- Beth and Harris will be in the Library. 
They will also decide to come to the Castle. 

Police Station - Jennifer will be at the Police Station along 
with Gotts. All the arrangements have been made. On your trip 
are yourself (Helen), Jennifer, Nolan, Gotts, Barton, Edward, 
Kay, Beth, Harris and Tim. 

You will go directly to the Oslo Airport. After the small 
scenes your next scenario will begin. 

Go to Helen's Third Scenario for the guide for her last 
scenario. 

------------------------------------------------------------------>
2.13 - Scenario 3 - Barrows Mansion - Jennifer Simpson
------------------------------------------------------------------>

This is where it gets confusing. You can earn 4 endings here, 
so the guide is split up into paths for ease of ending choice. 
Game on!

1 - After the scene with Harris and Scissorman, go into the 
door to the left of where you exited. Once inside hide behind 
the clothes on the rack. Scissorman will arrive and you will 
throw the rack on him. Back out in the hall, re-enter the 
room that had the rack you threw on Scissorman. He will no 
longer be here. Search the clothes on the ground to get the 
"Stair Key." As you stand in the room, you will get a cut 
scene of the Virgin Mary statue in the corner. Blood will run 
from it's eyes. Leave back out to the hallway. 

If you are trying to get ending A or B, go to SECTION 2.
If you are trying to get ending C or D, go to SECTION 3.

2 - Go into the library room that Harris had you in. Click on 
the area by the ladder to receive the "Foreign Note." Leave 
and go through the door at the right end of the hallway. 

Go to SECTION 3.

3 - Leave and go through the door at the right end of the 
hallway. You will find yourself in a very odd chapel. There 
are some weird lightning effects that come up if you hang 
around too long. There will be a copper plate on the right of 
the fresco (the large odd cross at the front). This is the 
"Star Plate". A very important item. Take note of the pattern 
on the plate when it is shown close up. Writing or drawing it 
down is a good idea. Once you have the plate, head through the 
door on the left wall. 

Go to SECTION 4.

4 - Once inside Jennifer will complain of the smell. You will 
also find Gotts on the floor. After you have talked to 
"Assistant Inspector" Gotts, grab the "Candle" off the floor 
near him. Next comes one of the most overlooked things ever. 
I've had many people I've talked to quit because they couldn't 
find this. A Keyhole. On the wall next to the rollers is the 
keyhole you use the stair key on. This will lower the stairwell 
down, and allow you to leave this area. Go up it. 

Go to SECTION 5.

5 - You will be in a lounge room. Look at the table to find 
HINT9. Exit the room, and enter the door to the left of where 
you exited. Once inside you will be the master bedroom. Click 
on the night stand in-between the two beds. A mouse will 
scuttle across and into the left wall. Go over to the wall and 
search the area where the mouse went to. You will be told about 
the hole and that there is something in the hole. Search again 
to move the desk, then search yet again to get the "Library 
Key." 

If you are trying to get ending A or B, go to SECTION 6.
If you are trying to get ending C or D, go to SECTION 8.

6 - Go out to the main hall and downstairs. Go into the door 
on left rear wall (this will be directly below the master 
bedroom). You will be in a sitting room with paintings on the 
walls. Go out the opposite door. You will now be in what I will 
refer to as Hallway 1. The first 3 doors (left to right) are 
the Servant's Quarters, The Garden, and Hallway 2 door. Go into 
the first door which is the Servant's Quarters. Go to the bed, 
and look under the covers and you'll find the "Copper Book." 
Click again to get the book. 

Go to SECTION 7.

7 - Go into the fountain room, inside you will find Professor 
Barton, talk to him twice, then get him to look at the 
"Foreign Note." It will become the "Door Spell" after the 
Latin is explained to you. Leave the room the way you came in. 

Go to SECTION 8.

8 - Go out to the main hall and downstairs. Go into the door 
on left rear wall (this will be directly below the master 
bedroom). You will be in a sitting room with paintings on the 
walls. Go out the opposite door. You will now be in what I will 
refer to as Hallway 1. The first 3 doors (left to right) are 
the Servant's Quarters, The Garden, and Hallway 2 door. (If 
your getting the A ending, you should be already here). Go 
into the Hallway 2 door, and go into the only door down this 
hallway, which leads to the kitchen. Go through the kitchen 
and into the kitchen storeroom. Click on the floor to be told 
about it, then search the shelves and flick the switch. Go 
down the hole in the floor, then try to return up the ladder. 
You will hear a noise. Search the racks to find Beth, talk to 
her twice by clicking the back wine rack. On the second talk 
she will give you the "Mansion Key." Now return to Hallway 1 
and use the mansion key on the gate. 

If you are getting the A, B, or C, ending, go to SECTION 9.
If you are getting the D ending, go to SECTION 10.

9 - Use the door at the end. You won't be able to enter it 
because the door has rusted up. Use the oil can you received 
in Scenario 1 on it and enter. Click on the coffin once you 
are inside to receive the "Box Key." Click the lower part of 
the first shelf (to the right of the coffin, where you can 
see the shelf) to receive the "Rope." Now try to open the box. 
You will find that you can't because some bats come in and 
stop you. Use the rope on the door to stop the bats coming in 
(you can only use the rope on the door once you have been 
attacked once). Use the box key on the box to find Helen 
inside. Talk to her twice then leave. Go up the stairs nearby 
and go in the door at the top. You will find yourself in 
Hallway 5. There are two doors in here, go into the closest 
one. You will find yourself on a balcony outside. Try to go 
into the other door, you will be attacked by Scissorman. Click 
on the gap by the windows to make it out onto the ledge and 
in the window. Inside the room you will find Nolan. Talk until 
you can't talk any more, then leave the room. 

Go to SECTION 10.

10 - Go back to the main hall. On the top floor, along the left 
wall is an open doorway (it had bars across it before you used 
the Mansion Key on the one downstairs) go through it. This is 
Hallway 3. Go into the first door to find yourself in a study/
office type room with a fireplace. Ignore this room and go 
into the next. Click on the top of the closest bookshelf. You 
will be told there is something on top, so use the footstool 
beside the shelf to get it. You will find the "Genealogy." It 
will tell you about Quentin Barrow's the 13th Generation 
Barrow, who is marked as a "Traitor." Leave and go back to 
the main hall. 

Go to SECTION 11.

11 - Go back into the lounge where you crawled out of the 
fireplace. Inside you should find Tim. Sometimes he will be 
sitting beside the fireplace, and if you talk to him a few 
times he will give you the "Matches." Sometimes you will find 
him dead in the fireplace. If you do, find his camera on the 
ground. Right beside it is the "Matches," so pick them up. 
Leave the room. 

Go to SECTION 12.

12 - Go downstairs to the sitting room. You would have been 
through here on your way to hallway one. Look at the portraits 
on the back wall. Jennifer will look at Quentin Barrows one, 
and find out about the map. Leave and go back out to the main 
hall. 

Go to SECTION 13.

13 - Go back to the Office/Study. Look at the fireplace, and 
Jennifer will say it it too dark to see. Take the candle from 
your inventory, and put it into the candle holder you will 
find on the left end of the desk, that is right beside the 
fireplace. Now that the candle is in it, use the matches to 
light it. Jennifer will automatically use it to find the 
"Mansion Map." 

If your getting the A ending, go to SECTION 14.
If your getting the B, C, or D endings, go to SECTION 15.

14 - Go into the Library, and look at the scratch marks on 
the floor. Then use the Copper Book on the bookshelf with a 
book missing. It will move across and open another room. 
Go into the room, and decide which of the three shafts you 
need to go down from what was at the top of the Star Plate. 
When you are down the right one (you can continue if you pick 
the wrong one), go into the door you found. Click on the floor 
below the altar. You will find a "Dagger" but watch out, you 
will need to click on the door you came in or else you will 
be killed. Go back to the main hall after you have escaped. 

Go to SECTION 15.

15 - Make your way to the fountain room, where Professor 
Barton is or was. Now that you know about the trap door, 
click on the second tree to the right of the fountain to use 
the valve and drain the fountain. Click on where the trap 
door is and descend the ladder. 

If you are trying to get ending A, go to SECTION 16.
If you are trying to get ending B, go to SECTION 17.
If you are trying to get ending C, go to SECTION 18.
If you are trying to get ending D, go to SECTION 19.

16 - The "A" Ending. Walk to the end of the passage and 
enter the room. You'll find Scissorman as who he really is, 
then he'll chase you. Run across the bridge to the altar. 
Put the statue down on the altar. The "Door" will open and 
Jennifer will utter the "Door Spell." N-ha Ee Sh* When 
Scissorman grabs you, click up on the inventory, and use the 
Dagger on Scissorman, he'll go flying into the door. That's it. 
Just watch the ending. Scenario ends. Game over. 

17 - The "B" Ending. Walk to the end of the passage and enter 
the room. You'll find Scissorman as who he really is, then 
he'll chase you. Run across the bridge to the altar. Put the 
statue down on the altar. The "Door" will open and Jennifer 
will utter the "Door Spell." N-ha Ee Sh* You will be grabbed 
by Scissorman, but you can't escape. That's it. Just watch the 
ending. Scenario ends. Game over. 

18 - The "C" Ending. Walk to the end of the passage and enter 
the room. Watch the video. Scenario ends. Game over. 

19 - The "D" Ending. You will find Edward in the tunnel. Sit 
back and watch the ending. Scenario ends. Game over. 

-----

Locations Of People:

For the last scenario, the important thing is to find all the
people in the scenario. Here is the list of where people are 
in this scenario. 

Harris - He is in the Chapel Library. 

Nolan - He is in the room with all the dead children. 

Tim - He is in the lounge room by the fireplace. 

Gotts - He is in the torture room. 

Professor Barton - He is in the garden/fountain room 

Edward - In the room under the fountain. 

Helen - In the box you need the box key for in the storeroom. 

Beth - She is in the wine cellar, which is under a hollow floor 
board in the room Harris comes out of. (The food storage room 
next to the kitchen.) 

Kay - Underground with Edward 

-----

Tips To Survive - A collection of information for this level.

Items You Can Find - Items To Be Picked Up In This Scenario. 

Stair Key - Needed to get upstairs, found in the coats in the 
clergy room. 

Foreign Note - The door spell. Found in the chapel library. 

Star Plate - Needed to pick the right path. In the Church Hall. 

Candle - Needed to find the map. In the torture room. 

Library Key - Needed to get into the Library. Found in a mouse 
hole in the master bedroom. 

Mansion Key - Needed to get past the metal gate. Given to you 
by Beth. 

Copper Book - Book needed to get to the hidden library. Found 
in the bed in the Servant's Quarters. 

Door Spell - Needed to kill Scissorman. Translated foreign 
note. 

Box Key - Used to free Helen. Found in the stone coffin in the 
store room. 

Rope - Used to free Helen. Found on the shelf in the storeroom. 

Genealogy - Information on the Barrows. Found in the upstairs 
library. 

Matches - Needed to light the candle, get them off Tim. 

Mansion Map - Used to find the path underground. Inside the 
fireplace. 

Places To Find Scissorman 

1st Floor- 
A. Church - Clothing rack in the clergy room. 
B. Sitting Room - Comes out of fireplace if you search the 
   table sometimes. 

2nd Floor - 
A. Lounge Room - The Burrows painting on the wall. Sometimes 
   when you look at it Scissorman will jump out. 

Basement - 
A. Wine Cellar - Sometimes there instead of Beth. 

Any Floor - 
A. If you stand around for too long hey may come. He comes 
   after a certain amount of time anyway. 

Places To Hide From Scissorman/Things To Attack With. 

1st Floor - 
A. Church - Clergy Room - Rack of Robes. 
B. Church Library - The Books. 
C. Torture Chamber - Nail Wall. 
D. Sitting Room - Jug, but he knocks it away 
E. Sitting Room - Fire stoke to right side of fireplace 
F. Smashed room - drop 
G. Door to no where - drop 
H. Servants quarters - closet 
I. Kitchen - Pot on the head (bench) 
J. Kitchen - Frying pan over the head (wall under cabinet) 
K. Store room off Kitchen - Box 

2nd Floor - 
A. Master Bedroom - Sheet 
B. Master Bedroom - Closet 

------------------------------------------------------------------>
2.14 - Scenario 3 - Barrows Mansion - Helen Maxwell
------------------------------------------------------------------>

This is where it gets confusing. You can earn 4 endings here, 
so the guide is split up into paths for ease of ending choice. 
Game on! 

1 - After being left alone in the hallway, go out the door to 
find yourself in the main hall. Go upstairs and go into the 
door on the left side of the back wall. Once inside you will 
be the master bedroom. Click on the night stand in-between the 
two beds. A mouse will scuttle across and into the left wall. 
Go over to the wall and search the area where the mouse went 
to. You will be told about the hole and that there is 
something in the hole. Search again to move the desk, then 
search yet again to get the "Library Key." 

2 - Go out to the main hall and downstairs. Go into the door 
on left rear wall (this will be directly below the master 
bedroom). You will be in a sitting room with paintings on the 
walls. At the back wall will be a small table search it for 
the "Mansion Key." Once you have done that go out the opposite 
door. You will now be in what I will refer to as Hallway 1. 
The first 3 doors (left to right) are the Servant's Quarters, 
The Garden, and Hallway 2 door. Go into the first door which 
is the Servant's Quarters. Open the desk and get attacked by 
the hand. Pound on square to get it off you. Grab the quill 
on the desk (You'll see it in the camera angle) and stab it. 
Search the draw again and you'll get the clue about going in 
the fireplace. Now go to the bed, and look under the covers 
and you'll find the "Copper Book." Click again to get the book. 

If you are trying to get endings A, or B, go to SECTION 3.
If you are trying to get ending C, go to SECTION 4.
If you are trying to get ending D, go to SECTION 5.

3 - Now that you have the fireplace clue, return to the 
master bedroom, and use the flashlight on the fireplace (Only 
use the light on the fireplace ONCE, otherwise you will die in 
a weird way, okay you may want to do it once to look at it). 
After using the flashlight you'll be told the batteries are 
dead. Head back to Hallway 1. Go into the third door and into 
Hallway 2. Go into the only door down this hallway, which leads 
to the kitchen, and you'll meet Harris. He'll give you the 
"Fireplace key". (If you aren't trying to get ending C, DO NOT 
USE IT. I will tell you when to use it for the C ending). Go 
through the door Harris does and inspect the floor. Then search 
the shelves and flick the switch. Go down the hole in the floor, 
then try to return up the ladder. You will hear a noise. Search 
the racks to find Tim, talk to him. Now return to Hallway 1. 
Use the mansion key on the grate door. Head past the stairs and 
into the door. Once inside this storeroom you can find Nolan 
in the stone coffin. Search his tape recorder on the floor and 
you'll get "Batteries" for your flashlight. Go back to the 
master bedroom and use the flashlight again, and you'll 
receive the "Door Spell." 

Go to SECTION 5 

4 - Go into the third door in Hallway 1. This leads into 
Hallway 2. Go into the only door down this hallway, which leads 
to the kitchen, and you'll meet Harris. He'll give you the 
"Fireplace Key" which you will need to get the C ending.
 
Go to SECTION 5 

5 - Go into the store room where you find Nolan, and search 
the chest on the right side of the room for the "Lead Balls" 
in it. If you came down and got the batteries for the torch 
in the A or B endings, you can do this then. 

If you are trying to get endings A, B, or D, go to SECTION 7. 
If you are trying to get ending C, go to SECTION 6. 

6 - Beside the master bedroom is a lounge with a locked 
fireplace. Unlock it with the key Harris gave you. (ONLY IF YOU 
WANT THE C OR D ENDINGS!) Then crawl through. From where you 
arrive, proceed to your right, and you will enter the church, 
and see Jennifer get killed. Scissorman will exit. Go into the 
door to the right of the church, and enter the first door down 
this hall. You will be in the chapel library. Search the shelf 
just to the left of the door (the one with the ladder) to find 
HINT10. Then go back out and exit the church to the south (you 
will find the click point at the bottom front of the screen), 
and you'll be back in the main hall. 

Go to SECTION 7. 

7 - Go back to the main hall (if your not already there). On 
the top floor, along the left wall is an open doorway (it had 
bars across it before you used the Mansion Key on the one 
downstairs) go through it. This is Hallway 3. Go into the first 
door to find yourself in a library/office type room with the 
fire going. You can search the desk (click on the chair) to get
 a note that (is also a hint) which will come in handy later. 
Go into the back room (the real library) and make your decision 
from there. 

If you are trying to get endings A, or B, go to SECTION 8. 
If you are trying to get ending C, or D, go to SECTION 9. 

8 - On the top of one of the bookcases, is a box. Use the 
stepladder, and grab it. You now have the "Wooden box." Now go 
back into the office, and throw the wooden box into the fire. 
You'll get the "Cosmetic Key." Return back into the library 
room where you got the box. 

Go to SECTION 9 

9 - Examine the scratches on the floor. Then use the copper 
book on the bookcase with a missing book. Enter the "Path" room. 
Drop the lead balls down the pits. DO NOT GO DOWN THE PITS THAT 
YOU HEAR A WATER SOUND. If you do you will die a horrible "Oh 
my god, they killed Kenny!" rat eaten death. Instead, go down 
the one pit that has a "dry" sound. After following the path, 
you will arrive in a room where you will find Gotts. He will 
give you a "Pistol." After you talk exit the room. You will be 
in Hallway 3. 

If you are trying to get endings A, B, or D, go to SECTION 10. 
If you are trying to get ending C, go to SECTION 13.

10 - Go back out into the main hall. (It would be wise to save 
here in case you stuff up) Use the revolver on the locked 
church door. (The HUGE door at the bottom right area of the 
main hall, the one with the oversized padlock.) You'll see 
Jennifer up on a cross, and Scissorman will come out... the 
next part is very important. 

If you are trying to get ending A, or D go to SECTION 11. 
If you are trying to get ending B, go to SECTION 12.

11 - Right when Scissorman comes out to kill Jennifer, you 
have about 3 seconds to click on him with the revolver. (If 
you don't do this right Jennifer will die and you will NOT 
BE ABLE TO GET THE A OR D ENDING, so reload your saved game 
from 8 and try again.) If you do it correctly, you'll make 
Scissorman go away. After Jennifer is safe, go and talk to 
Barton in the back room where Scissorman when to. 

If you went for the D ending then it's GAME OVER 
If not, go to SECTION 13.

12 - You'll see the Jennifer on the Cross sequence. Oh well 
she died, real amazing. 

Go to SECTION 13.

13 - Return into the church. Go into the door to the right of 
the church, and enter the first door down this hall. You will
be in the chapel library. Search the bookshelf just to the left 
of the door to find HINT10. Go back to the hall outside the 
chapel library, but go into the other door. The is the priests 
room. Open the "Cosmetics box" with the key and you will get 
the "Mansion Map." You will find that there is a trapdoor in 
the fountain room. Go there now. 

Go to SECTION 14. 

14 - Now that you know about the trap door, click on the 
second tree to the right of the fountain to use the valve and 
drain the fountain. Click on where the trap door is and descend 
the ladder. 

If you are trying to get ending A, go to SECTION 15.
If you are trying to get ending B, go to SECTION 16.
If you are trying to get ending C, go to SECTION 17.


15 - The "A" Ending. Walk to the end of the passage and enter 
the room. You'll find Scissorman as who he really is, then 
he'll chase you. Run across the bridge to the altar. Put the 
statue down on the altar. The "Door" will open and Helen will 
utter the "Door Spell." N-ha Ee Sh* That's it. Just watch the 
ending. Scenario ends. Game over. 

16 - The "B" Ending. Walk to the end of the passage and enter 
the room. You'll find Scissorman as who he really is, then he'll 
chase you. Run across the bridge to the altar. Put the statue 
down on the altar. The "Door" will open and Helen will utter the 
"Door Spell." N-ha Ee Sh* That's it. Just watch the ending. 
Scenario ends. Game over. 

17 - The "C" Ending. You'll descend and enter the passage. 
That's it. Just watch the ending. Scenario ends. Game over. 

-----

Locations Of People:

For the last scenario, the important thing is to find all the 
people in the scenario. Here is the list of where people are 
in this scenario. 

Harris - He is in the Kitchen... he will come out of the food 
storage room and give you the Fireplace key. 

Nolan - He is in a stone coffin, in the storeroom. 

Tim - He is in the wine cellar, which is under a hollow floor 
board in the room Harris comes out of. (The food storage room 
next to the kitchen.) 

Gotts - He is in the room with all the dead children. To get 
to him, you'll have to take the "dry path." 

Professor Barton - If you kill the fake Scissorman in the 
church, you'll find him there. If you don't kill the fake 
Scissorman in the church, then he'll be under the fountain. 

Edward - In the room under the fountain. 

Jennifer - In the church. 

Beth - In one of the areas where you can loose Scissorman. Off 
Hallway 4. 

Kay - Underground with Edward 

-----

Tips To Survive - A collection of information for this level.

Items You Can Find - Items To Be Picked Up In This Scenario. 

Library Key - Needed to get into the Library. Found in a mouse 
hole in the master bedroom. 

Mansion Key - Needed to get past the metal gate. Found on a 
counter in the sitting room. 

Copper Book - Book needed to get to the hidden library. Found 
in the bed in the Servant's Quarters. 

Batteries - Needed for the torch. In Nolan's tape recorder in 
the store room. 

Door Spell - Needed to kill Scissorman. Found in the fireplace 
of the master bedroom. 

Fireplace Key - Given to you by Harris. Only use it if your 
going for ending C. 

Lead Balls - Needed to find the "Dry Path" Are found in the 
chest in the store room. 

Wooden Box - Contains the cosmetic key. Found in the upstairs 
library. 

Cosmetic Key - Inside the wooden box, is used on the cosmetic 
box. 

Pistol - Used for shooting Scissorman. You get it off Gotts. 
Mansion Map - Used to find the path underground. Inside the 
cosmetic box. 

Places To Find Scissorman 

1st Floor- 
A. Church - Clothing rack in the clergy room. 
B. Hallway 4 - After you find Beth in the room, she will be 
   attacked and you will have to fend off Scissorman. 
C. Sitting Room - Comes out of fireplace if you search the 
table sometimes. 

2nd Floor - 
A. Lounge Room - The Burrows painting on the wall. Sometimes 
   when you look at it Scissorman will jump out. 

Basement - 
A. Wine Cellar - Sometimes there instead of Tim. 

Any Floor - 
A. If you stand around for too long hey may come. He comes 
   after a certain amount of time anyway. 

Places To Hide From Scissorman/Things To Attack With. 

1st Floor - 
A. Church - Clergy Room - Rack of Robes. 
B. Church Library - The Books. 
C. Torture Chamber - Nail Wall. 
D. Sitting Room - Jug, but he knocks it away 
E. Sitting Room - Fire stoke to right side of fireplace 
F. Smashed room - drop 
G. Door to no where - drop 
H. Servants quarters - closet 
I. Kitchen - Pot on the head (bench) 
J. Kitchen - Frying pan over the head (wall under cabinet) 
K. Store room off Kitchen - Box 

2nd Floor - 
A. Master Bedroom - Sheet 

------------------------------------------------------------------>
3.0 - M A P S
------------------------------------------------------------------>

Just so people don't get confused, "L" means Locked.

------------------------------------------------------------------>

~University Research Building 1st Floor~

                       ___________
  __________          |     |-||| |     ________
 \          |         |  3  |-    |    |        |
 |    2     |         |__/__|  ___|____|   4    |
 |          |    L    |     |     |LIFT|        |
 |_______/__|____/____|     |     |____|_/______|
 |                                              |
L\                      1                       \L
 |______________________________________________|

Key
1 - Hallway 1F
2 - Store Room
3 - 1st Floor Toilets
4 - Security Office

------------------------------------------------------------------>
~University Research Building 2nd Floor~

                       ___________
  ____________________|     |-||| |     ________
 |   6      \         |  3  |-    |    |        |
 |__________|    5    |__/__|  ___|____|   4    |
         L  |         |     |     |LIFT|        |
  _______/__|____/____|     |     |____|_/______|
 |                                      |       |  
L\                      1               /   2   |
 |______________________________________|_______|

Key
1 - Hallway 2F
2 - Waiting Room
3 - 2nd Floor Toilets
4 - Office
5 - Lab
6 - Treatment Room

------------------------------------------------------------------>
~University Research Building 3rd Floor~
                       ___________
  ____________________|     |-||| |     ________
 |          |         |  3  |-    |    |        |
 |    6     |    5    |__/__|  ___|____|   2    |
 |          |    L    |     |     |LIFT|        |
 | ______/__|____/____|     |     |____|        |
 |                    |                |        |  
L\        4           \        1       /        |
 |____________________|________________|___ ____|

Key
1 - Hallway 3F
2 - Computer Room
3 - 3rd Floor Toilets
4 - Lounge Hallway
5 - Men's Lounge
6 - Woman's Lounge

------------------------------------------------------------------>
~Rick's House 1st Floor~

 _________________________/____________
|  4   \   |                  |       |
|__ ___|   |                  |       |
|______| 2 |                  |   6   |_/_
|  3   \   |        1         \       |   |
|__ ___|   |                  |_______|   |
|______|_/_|                  | |||||||   |
       |                      \     5     |
       |______________________|___________|

Key
1 - Main Living Room 
2 - Hallway 1F
3 - Bathroom
4 - Laundry
5 - Entranceway
6 - Kitchen

------------------------------------------------------------------>
~Rick's House 2nd Floor~

            _______________
           |       3       |
 __________|_/___________/_|_
|                  |         |
|        2         |         |
|_/________________|    4    |
|        1         /         |
|______________    |_________|
               |   |
               |___\_

Key
1 - Hallway 2F
2 - Lounge
3 - Balcony
4 - Bedroom

------------------------------------------------------------------>
~Library 1st Floor~

 __________________
|          4       |
||||||___/___/___/_|_______________
     |    |   |            |   2   |
     |_6_/|   |            |/______|
     |    | 5 |     3      |       |
     | 7  |   |            /   1   \
     |____|___|____________\_______/

Key
1 - Entrance
2 - Office
3 - Library
4 - Hallway
5 - Reading Room
6 - Mr. Sullivan's Office
7 - Collection Room

------------------------------------------------------------------>
~Library 2nd Floor~
 ___________ _________
|           |  |||||  | 
|     2     \    1    |
|___________|_________|

Key
1 - Stairwell  
2 - Clock Tower

------------------------------------------------------------------>
~Barrows Mansion 1st Floor~
 ___________________________________________________________
|         |                         |            |          | 
|         \    10                   \    11      |    12    |
|    9    ||||||_______/____/____/__|            |          |
|         |         |    |     |    |            |          |
|         |    8    |    |     |    |___/________|___/______|
|_______/_|         |    |     | 7  |                       |
Dead End^ |_/_______|    |     |    |                       |
          |         | 4  |  5  |____|     -------------     | 
          |         |    |     |    |       |||| ||||       |
          |    3    |    |     | 6  |     -----|_|-----     |
          |         /    |     |    |          |_|          |
          |_________|__/_|__/__|_/__|          |_|    To The\
          |                         |    1     | |    Church/   
DROP -->  \           2             \                       |
          |_________________________|_______________________|
  

Key 
1 - Main Hall     
2 - Hallway 4      
3 - Kitchen	
4 - Hallway 2
5 - Garden/Fountain 
6 - Empty Room (Hole to escape from Scissorman here)
7 - Servant's Quarters
8 - Kitchen Storeroom
9 - Storeroom
10 - Hallway 1
11 - Sitting Room
12 - Entrance

------------------------------------------------------------------>
~Barrows Mansion 2nd Floor~
                                     _______________________
                                    |           |           | 
                _________           |           |           |
               |         |          |    11     |    12     |
           ____|||||| 6  |__________|           |           |
          |    |    |_/__|          |           |           |
          |    |    |    |     |    |___/_______|__/________|
          |         \    | 10  | 9  |                       |
          |     4   |    |_____|    |                       |
          |__       | 5  |     |_/__|     -------------     | 
             |      |    |     |    |     |||||| ||||||     |
             |_/____|    |  7  | 8  |     -----|_|-----     |
             |      |    |     |    |     |    | |    |     |
             |      |__/_|__/__|_/__|     |    | |    |     |
             |  3   |               |     |           |     |
             |      \       2       \     |     1     |     |
             |______|_______________|_____|___________|_____|

Key
1 - Main Hall 2F
2 - Hallway 3
3 - Ghost Room
4 - Porch
5 - Hallway 5
6 - 2F Stairwell
7 - Garden/Fountain 2F
8 - Study/Office
9 - Main Library
10 - Path Room
11 - Master Bedroom
12 - Lounge Room

------------------------------------------------------------------>
~Barrows Mansion Church~

 _______________
|    |          |
|    /    2     |
|    |          |
|    |__________|
| 1  |          |
|    /    3     |
|    |          |
|_/__|__________|________
|               |        |
|               \        |
/ To The Main   |   5    |
\ Hall 1F       |        |
|           4   |        |
|_______________|________|

Key
1 - Church Hallway
2 - Clergy Room
3 - Library 
4 - Main Church Hall
5 - Torture Chamber

------------------------------------------------------------------>
4.0 - U N K N O W N  I N F O/T H I N G S  T O  A D D 
------------------------------------------------------------------>

Well I can't think of much right now, but added info to 
Scissorman's hiding attacking places, and what you can use 
would be good. Other than that I don't think there is anything to
add to this.

------------------------------------------------------------------>
5.0 - F R E Q U E N T L Y  A S K E D  Q U E S T I O N S
------------------------------------------------------------------>

Currently I have no questions here. If you have a question on 
Clock Tower that you want answered, email me at 
[email protected] with your question. 

------------------------------------------------------------------>
6.0 - L E G A L  I N F O
------------------------------------------------------------------>

Just the legal tie up's that are too big to put at the top.

This walkthrough is Copyright (c) 1999 Rob McGregor.

You may not modify it in anyway for use on web pages (in any forms 
such as HTML) without asking me first. It may only be distributed 
only in its entire, unmodified form otherwise. I'm probably going 
to say no to a HTML version seeing as I have my own page already
at welcome.to/clocktower

Permission is not granted for anyone to "update" any of my 
work, be it changing details, or add things to an already 
existing walkthrough.

Failure to comply with any or all of these rules could 
result in legal action.

A small disclaimer...

If I'm wrong about something that is a fact, let me know.  
If I'm wrong about something that is my opinion, then you 
can let me know your opinion in a nice manor. Just remember 
that it's my opinion and I can't be wrong about it.

This walkthrough is not authorized by, endorsed, or 
associated in any way with Human Entertainment Ltd. or 
any associated or affiliated company. This walkthrough should 
not be confused with any publication that is distributed by 
Human Entertainment Ltd. or any associated or affiliated 
company. Clock Tower, all characters locations etc. (c) & TM 
Human Entertainment Ltd. (c) & published by Agetec/Ascii 
Entertainment Ltd.

------------------------------------------------------------------>
7.0  - C R E D I T S / P E O P L E  T O  T H A N K
------------------------------------------------------------------>
 
I will take the time to thank those individuals who helped me 
with the guide. 

VideoWorks Dunedin, for pointing me in the direction of where 
to get a disk resurfaced. Kudos to the guy who said turn it 
sideways and stick it up your candy ass. Bloody try-hard 
comedians, get some original lines.

The small scenario guides at www.gamefaqs.com written by SoLaR 
and Lenore. They were a good basis when I first got this game.

The codes from Gamesages, that were of little help, but still 
trying to play as Scissorman is rather stupid. 

The GamesMaster and staff at AGETEC for putting up with my 
pointless questions on a dated game. 

Likewise to all the regulars at the forum at AGETEC, 
especially Debbie, Derek, and "Scissorman," Dan and Bobby 
Barrows who helped my in my quest for knowledge.

All the people who supported me in making my CT webpage and
all other pages I have made. Especially CinemaGirl for all
those wonderful questions on the cursor colours.

All the people who joined Resident Evil Sitez 
(http://welcome.to/residentevilsitez). If you have RE page, 
big or small, e-mail me about joining up with RE Sitez. 
Free Advertising : - )

Somebody and Pure Evil, of New-Evil for giving me the 
chance to make a web page with out letting my lack of 
skills at first stopping them from letting me. 

Punisher of Evil Gaming Network (EGN) for allowing me to 
work, well, write my opinions and Evil Gaming news there.

President Evil for telling me that I could do well with my 
page, giving me a few writing hints and allowing me to use 
his Silent Hill Plot Summary at Streets Of Silent Hill.

All the people that submitted fanfucs... ehh, fanfics to my 
page. Especially Jill and Crankshaft... who have also 
supported my endeavors, how ever small and stupid they are.

Crankshaft again for the RE3 files that saved my butt, 
and slaving away at them for an entire morning. At 
least Nemesis gave you those Eagle Parts finally.

R@mmy and all the guys at the BIOHAZARDextreme message 
boards, the best boards I've been to.

Andrew M. For his continual positive attitude. Keep on 
gaming... and thanks for finishing FF8 for me :-) 

Everyone who has helped (and will help) me with this 
walkthrough. I will credit you individually if I do get 
help.

My dog if I had one.

All the other writers out on the net who do the excellent
work that we all love. You guys and gals are the stuff 
that make us lowelys try to write very well and look like
asses when we do. I doth thy hat to my chest.

Anyone I may have missed... please don't kill me. Contact 
me, and you will be added.

If you want to see this guide in HTML form with cool stuff
and images and such (oh goody!), check out my CT page at
http://welcome.to/clocktower

Resident Evil: A New Blood - 
http://www.new-evil.com/silenthill/res3new
Resident Evil Sitez - http://welcome.to/residentevilsitez

That's it... that's the end of this walkthrough. If you 
have any other questions, comments, suggestion, info to 
be included etc. please contact me at 
[email protected] 

- Rob
"I would rather believe the truth of my eyes than the 
words of the spoken"

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