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    FAQ/Walkthrough by RMcGregor

    Version: 3.0 | Updated: 10/17/00 | Printable Version | Search Guide | Bookmark Guide

      
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    Clock Tower Walkthrough 
    For The Sony PlayStation Game Console
    Written By Rob McGregor
    Version 3.0 - 17th October 2000
    HTML Version at: http://welcome.to/clocktower - Sorry Offline
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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 
    mcgregorr@xtra.co.nz 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  - Slight Mishap
        1.4  - What is Clock Tower?
        1.5  - Review
        1.6  - How To Play Clock Tower
            1.6.1  - Game Terminology
            1.6.2  - Display Screen
            1.6.3  - Operations (Controls)
            1.6.4  - Game Flow
            1.6.5  - Intermissions
            1.6.6  - Progression Screens
            1.6.7  - Power and Game Over
            1.6.8  - Pause Options 
            1.6.9  - Memory Card Information
            1.6.10 - Designers Notes
            1.6.11 - Other Info You Should Know
        1.7  - Characters
        1.8  - Items
        1.9  - Hints
        1.10 - 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 - ??? Option Explored
        4.1 - Earning ???
        4.2 - Inside ???
    5.0 - Unknown Info/Things to add
    6.0 - FAQ
    7.0 - Legal Stuff
    8.0 - Credits
    
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    1.1 - U P D A T E S
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    Version 3.0 (II) - Kinda decided to clean out the old e-mails and
                       make a few corrections and updates. Nothing 
                       major enough to make a update change to the 
                       guide, just minor corrections and updates. 
                       - Earning ??? Properly Explained
                       - FAQ's updated accordingly
                       - Few minor corrections
                       - You do know Clock Tower 3 is out from 
                         Capcom now right?
    
    Version 3.0 - Added details in sections. Added notes on my 
    situation w/Clock Tower. More FAQ's. My review from Survival Horror
    Extreme also added.
    
    Version 2.0 - Important Notice about "Play as Scissorman" code 
    added, added info on '???' Option, FAQ section filled slightly. 
    
    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. 
    
    Clock Tower is one of those games that has replay 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, which seems to be the
    norm. I even get requests to explain the game quite often. 
    
    Okay, so you've chosen 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 or PC from 1995 or the 1996 PlayStation
    re-release. Good luck with that. Either that or somewhere on the net 
    there is someone is peddling a ROM of the Famicom version. 
    
    Before you e-mail me, make sure you're not going to ask 
    me about "Playing as Scissorman," as that code a Gamesages is a
    load of crap. The amount of e-mails I got on it during the time the
    guide has existed has been too much, so I thought I better include 
    it, though at the same time I have been able to include some new 
    things. 
    
    For this latest version I had hoped to have added a Mouse Useage 
    section but a slight mishap has caused me to not be able to. 
    
    Well I think I've blabbed on enough, on with the guide. Have fun.
    - Rob 
    
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    1.3 - S L I G H T  M I S H A P !
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    While I don't want to admit this, I came close to not being always 
    able to help people with exact questions anymore. This was because 
    a few months ago a friend of mine accidently snapped my Clock Tower
    disk when it got stuck under a stool. I bet you can guess that he 
    sat on the stool and the resulting pressure snapped the disk. I 
    have yet to figure who left the disk on the floor :(  
    
    Though I was lucky. I went on the hunt for a new copy, which is 
    becoming harder and harder to track down, and while I've missed out 
    on one recent opertunity, in the end I was lucky enough to fine a
    store with a second hand copy. 
    
    The problem though means that the time I took finding the new copy
    has stopped me from being able to being a mouse use section to the 
    guide and with this looking to be the last ever update I doubt I 
    ever will do so. 
    
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    1.4 - 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. Although this should be in the FAQ section, it has 
    importance to what Clock Tower is.
    
    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 and PC from 1995. Clock Tower - First Fear is
    a re-release of the original Super Famicom version, and was 
    released in 1996 for Japan only. Tracking down a copy will be hard
    and playing it even harder if you don't know how to read Japanese. 
    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 which you can't find in this 
    guide then contact me at mcgregorr@xtra.co.nz
    
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    1.5 - R E V I E W
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    Basically because I thought I better add a review, and had written
    one for my friends site, Survival Horror Extreme 
    (http://www.survivalhorror.net), I decided to add it to the guide
    in what can probably be called a lame attempt at adding more KB's
    to a guide though I'll just say it's a nice bit of info for those
    wanting to see my views on the game fully. 
    
    
    A giant pair of scissors.... how unoriginal I hear you say. Well of 
    course, Clock Tower is a game made of B grade horror, but it isn't 
    the Scissors you should be scared of, it's the manic killer who is 
    wielding them. Clock Tower is the thinking mans (or woman's) 
    Survival Horror game and rightly so. 
    
    A mansion in Norway, the site of a horrific case of mass murder, 
    casts the opening of the Clock Tower story. One of two survivors of 
    the murder incident, Jennifer Simpson, explains the situation of 
    being hunted down by one of the Mansions family, Bobby Barrows, who 
    she described as a Scissorman, a man wielding a giant pair of 
    scissors which he used to kill people. Throughout Norway, talk of 
    the Scissorman murder case works it's way through the locals' 
    chatter. A professor of criminal psychology, Helen Maxwell takes in 
    Jennifer, and for the next year the Scissorman case slowly dwindles 
    out of thought. Suddenly a series of murders start appearing again, 
    it seems Scissorman has returned. It is time for Helen to search 
    out the killer and put an end to his murderous spree.
    
    Clock Tower takes place in an interactive point and click world 
    allowing you to search most items and interactive with objects. It 
    is also by clicking in this manner which lets you move around the 
    areas. While this may seem slow for many people used to the speedy 
    movement of games like Parasite Eve and Resident Evil, for others 
    the ability to move around in this movement will make the game 
    better. To someone new to point and clicks, especially on the 
    PlayStation, the system can be downright frustrating, and take a 
    good while to get use to. The game is PlayStation mouse compatible 
    though, which if you have access to one, makes the game much easier 
    to play. 
    
    The point to the exploration is based in a more set out location. 
    Unlike most Click and Point games that can have 2D images on 2D 
    backgrounds (usually hand drawn animation such as Broken Sword) 
    both the characters and backgrounds are made of the 3D models. This 
    means you have to move around tables, move up stairs and other such 
    objects, and also allows the camera to swing, pan and follow you 
    around rooms. The only let down to this 3D is a lack of details to 
    some objects, and the occasional graphics glitch. If you can get 
    around them, then you should be happy with this department. 
    
    But what would be the game without the horror touch? The game does 
    put it to good use; you can't help but be shocked when you find 
    dead bodies sliced open or stabbed with Scissormans blades. Of 
    course his blades aren't the only thing used, which is something 
    to credit the creators, the now defunct Human Entertainment, on. 
    Even with the huge scissors as weapons they still managed to not 
    use them for every death and have some shock value. The game also 
    has ways to make you jump, both when it comes to being surprised by 
    events and when you're attacked (and this will happen often). 
    
    While Scissorman can attack you doesn't mean you have to stand back 
    and let him kill you, though should you die you can basically just 
    continue on as long as you don't shut off the machine. There aren't 
    any real weapons to use, except for a Pistol you gain late in the 
    game, so you use your smarts to hide or use items around you to 
    attack him with. Smash a pot plant on his head, smack him with an 
    umbrella, or hide under a bed, desk, or in a closet. It's the quick 
    thinking that will let you survive, and this is why Clock Tower is 
    often called a thinking Survival Horror game. 
    
    Clock Tower features some nice music and sound effects, and the use 
    of two themes for Scissorman is good because you should never tire 
    of listening to the music. It's also used as a key to know he on his 
    way, well that is if he doesn't spring a trap on you first. Just 
    about everything has a sound effect, though some sounds don't sound 
    exactly right, and you might find the game occasionally glitches 
    playing incorrect sound or playing a sound for too long. You'll find 
    the voice acting to be average, not Metal Gear Solid of course, but 
    not Resident Evil either. 
    
    The game also offers various events in certain areas depending on 
    what Scissorman is up to, and 10 endings for maximized replay value. 
    The problem is once you know the game well enough you can get an 
    ending in about 30 minutes to and hour. On top of this the 
    intermissions are a real pain to get through and they slow the game 
    to a halt. While they might be good the first time through for 
    explaining more of the background story, it would have been nice to 
    have the option to skip past them to stop the action from slowing 
    down. 
    
    Overall, I will say Clock Tower is more geared to people who like on 
    the edge survival, and a bit of logical thinking, it's not a game for 
    every survival horror game fan. Despite minor niggles with graphics 
    and some sound effects, Clock Tower is a game worth picking up should 
    you see it and be interested in the game. If you haven't had the 
    chance to play it but see it for sale real cheap (probably the only 
    way you will see it-I hear AgeTec no longer prints copies) or on a 
    rental shelf, get it and give it a go. And if you don't like it you 
    can come back here and kick my ass hard and proper, just the way I 
    like it.
    
    Graphics - 7
    Sound - 8
    Control - 6
    Gameplay - 9
    Overall - 7
    (Total - 7.5)
    
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    1.6 - 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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    1.6.1 - 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" (obviously).
    
    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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    1.6.2 - 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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    1.6.3 - 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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    1.6.4 - 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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    1.6.5 - 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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    1.6.6 - 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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    1.6.7 - 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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    1.6.8 - 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 - This 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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    1.6.9 - 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 1) 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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    1.6.10 - 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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    1.6.11 - 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 mcgregorr@xtra.co.nz 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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    1.7 - 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. He seems more invloved in 
    getting the scoop on the murders from Jennifer than anything 
    else (well apart from Jennifer ^_^), something he may learn to 
    regret.
    
    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. Believes that Scissorman is not an immortal 
    killer, instead places that idea has been created by newspapers 
    like the one Nolan works for. Instead he feels that he is a 
    screwball who likes to uses scissors as his murder weapon.
    
    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, he left before the 
    murders began. You'll meet him in Scenario 2 where he'll 
    explain more about the Clock Tower story.
    
    Mr. Sullivan -
    The head librarian. He likes to collect things and show them 
    off in a personal gallery. You may meet him in Scenario 2 when 
    he looks at the statue.
    
    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 which he uses to kill people with. Claims of him 
    being immortal seem true, as no matter how many times you loose 
    him he comes back again and again. 
    
    ------------------------------------------------------------------>
    1.8 - I T E M S
    ------------------------------------------------------------------>
    
    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 characters 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.
    
    ------------------------------------------------------------------>
    1.9 - H I N T S
    ------------------------------------------------------------------>
    
    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. 
    
    
    ------------------------------------------------------------------>
    1.10 - S T O R Y
    ------------------------------------------------------------------>
    
    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. And don't say I didn't warn you 
    about it. :-D
    
    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 mcgregorr@xtra.co.nz
    
    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 decides 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 sicking actually... he's a cradle-
    snatcher. 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.  
    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 which wont bring 
    anyone (I was expecting Scissorman-perhaps if you continue to
    press it he does something, never tried). 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 stall 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 
    else 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 Toilets - You can use a mop lying in the corner of the
       stall to wack Scissorman over the head should he actually 
       try to break in through the stalls door.
    D. 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. 
    E. 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 the 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 them where you are the phone goes 
    dead. Leave and go back to the hall outside the lift. 
    
    4 - 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, 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 Toilets - You can use a mop lying in the corner of the
       stall to wack Scissorman over the head should he actually 
       try to break in through the stalls door.
    D. 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. 
    E. 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. 
    If your not getting the E ending then 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 
    thing 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 - Pantry 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 might 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 because he'll smash through the door if
       you do it again. 
    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 obviously. 
    
    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 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 (If your not getting 
    the E ending). 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 - Pantry 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 might 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 because he'll smash through the door if
       you do it again.  
    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. 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 HINT 7, 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 
    HINT 9. 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 
    L. Store room off Kitchen - Trapdoor - If you open it and 
       stay behind it, Scissorman will fall in the hole (Credit:
       Seth Larson)
    
    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, B, or C go to SECTION 8. 
    If you are trying to get ending 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 10 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 
    L. Store room off Kitchen - Trapdoor - If you open it and 
       stay behind it, Scissorman will fall in the hole (Credit:
       Seth Larson)
    
    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 - ? ? ?  O P T I O N  E X P L O R E D
    ------------------------------------------------------------------>
    
    Besides the Play as Scissorman question, the other question I get 
    often is what is the "???" Option, and how do I earn it? So seeing 
    as so many people asked about it I am here to explain how to get 
    it, and what you will find inside.
    
    ------------------------------------------------------------------>
    4.1 - E A R N I N G  ? ? ?  
    ------------------------------------------------------------------>
    
    There is a little confusion as to how you earn the ??? option. 
    Various cheat sources around the net say earn the 2 best endings 
    for each character (ie. The A Endings). What I originally thought 
    is that you have to earn all the endings to unlock the option. 
    But, and here's the but, I've had people say they got all the 
    endings, but it still won't unlock. 
    
    The true way of getting the ??? option however is to save all of 
    the people in the game during the final scenario. Their locations 
    are already listed in the guide, you just have to be quick enough
    to save them. Do so and the ??? option will be unlocked. 
    
    Overall, the next section will explain what is in the ??? Option, 
    and it is from that you can decide if it's worth persuing the option
    any farther than just seeing all the endings/resucing all of the 
    people.
    
    ------------------------------------------------------------------>
    4.2 - I N S I D E  ? ? ?  
    ------------------------------------------------------------------>
    
    So you've gotten the ??? Option. What will you find inside? Or you 
    want to know if it's worth earning. Well, really, it's not all that
    amazing.
    
    - Option 1 - Pictures - Inside this selection you will find some
    art work of various area and character development sketches and 
    overall nice images. Other than the 40-odd images of settings and
    people, there is nothing more to this.
    
    - Option 2 - Sounds - Slightly more interesting is a collection of
    5 sounds from the game, all about a minute long. 
    
    The main Clock Tower remix tune that is used during the end credits.
    
    Scissormans attack music.
    
    The reprised edition of his attack music
    
    An interesting soung made of various muck arounds from the voice
    actors for Clock Tower (mainly the one doing Gotts' voice).
    
    And last is a longer version of Little John From The Castle, 
    including some lovely words.
    
    
    Little John From The Big Castle.
    
    Little John From The Big Castle,
    Play's with a little boy,
    Snip, snip, snip, off goes his head,
    Bright red, bright red.
    
    Little John From The Big Castle,
    Play's with a little girl,
    Stab, stab, stab, she looses her sight,
    Bright white, bright white,*
    
    Little John From The Big Castle,
    Found another friend,
    Slash, slash, slash, straight to his tummy,
    Out his sides, red and yummy** 
    
    
    *It's either Bright White, or Bright Light
    **I still can't work out what is said, I'm guessing it's yummy (it 
    sounds like it and it rhymes with tummy)
    
    Eventually, I plan to get MP3's of these up at my page (they are
    sitting on my computer, and I just haven't gotten around to 
    putting them up) and also screens of all the images in the Screens
    section of the ??? option. Check out my page 
    (http://welcome.to/clocktower) to see if I did eventually get them
    up there.
    
    ------------------------------------------------------------------>
    5.0 - 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.
    
    ------------------------------------------------------------------>
    6.0 - F R E Q U E N T L Y  A S K E D  Q U E S T I O N S
    ------------------------------------------------------------------>
    
    This is where I post up questions that I get from people. If you 
    have a question on Clock Tower that you want answered, email me at 
    mcgregorr@xtra.co.nz with your question. 
    
    
    Q - Can you play as Scissorman? Gamesages says you can, but I can't
    do it. Can you tell me how? (To the 50 or so people who asked)
    
    A - You can't play as Scissorman. The trick is a load of crap.  
    
    
    Q - Cleaning out a stack of old stuff I had, a came across some old 
    magazines. In one issue of Next Generation from August 1997 was a 3
    page "game info" advertisement for Clock Tower. On the second page 
    it outlined some of the secrets that Clock Tower had. At the bottom
    of this section it said: 
    
    "Also, when you've completed all ten endings, you have the power to 
    go back and start the game over, there will be another new option 
    called BUYOBUBYO (I won't give away what this does, but believe me,
    it's cool)."
    
    Can you tell me what this "BUYOBUBYO" secret is, because I have no 
    idea. 
    
    A: According to what I was told at Agetec, it was taken out of the 
    game. As to what it did and why it was taken out I have no idea.
    
    
    Q - Hi.  I tried the Invincble game shark code for Clock Tower 1 
    but it doesn't work. I know you said that you have to turn the Game 
    Shark off to open doors or use switches.  I did that, and the code 
    still didn't work.  Is there something wrong with the code, or did 
    I do something wrong?
    
    A - Most chances are that you saw the code for Clock Tower 2 Japan 
    (Which is Clock Tower 1 USNTSC and PAL) or the codes for CT2: The 
    Stuggle Within. I haven't seen any codes for Clock Tower that were 
    of much use. Also with the GameShark codes it might be the version 
    of the GameShark you are using, though I doubt this for the age of 
    game, though you never know. For more support on codes you should 
    try the GSCCC (http://www.cmgsccc.com) or Interacts page 
    (http://www.gameshark.com) for offical support.
    
    
    Q - Who is scissorman and does it turn out that there were two of 
    them the brothers?  
    
    A - Scissorman is (or was) 2 brothers, though one was killed in 
    Clock Tower for Super Famicom (a.k.a. SNES). They were 2 'evil' 
    twins that liked to kill children, named Bobby Barrows and Dan 
    Barrows.
    
    
    Q - You mentioned a fake scissorman in your walkthrough, whats the 
    deal with the fake guy, is he immortal too and who is he?  
    
    A - Depending on which game you play the fake Scissorman can be 
    either 3 things. Prof. Barton, Harris, or there can be no fake one 
    found. The real one is Edward, the young boy, who is really Dan 
    Barrows.
    
    
    Q - Why was there a scissorman mask and scissorman shears on display 
    at the univiversity if it was supposedly burned up in that fire long 
    ago?  
    
    A - The Scissors are replicas, and the mask was from a party store. 
    The masks are popular because of Scissorman hype, kinda like those 
    Scream "Ghostface" masks if you want to think of it in that way.
    The thing that gets me is only one pair is ever explained and I 
    assume the fake Scissormen (Prof. Barton or Harris) used them seeing
    as they had access to the mask and the scissors from the lab. I just 
    wonder where Edward got and kept his scissoman gear that still 
    puzzles me. 
    
    
    Q - Whats the devil statue's role in the game?  
    
    A - The devil statue opens the door along with the Door Spell to 
    exorcise Scissorman. Placing the statue unlocks the access to the
    door and the door spell opens it. 
    
    
    Q - How do you unlock the ??? option, really?
    
    A - Check the 'Earning ???' section above in this guide. It's 
    explained in there. 
    
    
    Q - Was Quinten Barrows Bobby and Dan's father?
    
    A - I'm not sure, but chances are he was. If I could see a shot 
    of what was actually on the genealogy then I'd have an exact 
    answer, but well...
    
    As far as people have tried to explain it to me since Simon was
    their father. Quinten was the father of the original Scissorman
    from years ago - John Barrows, who never appeared in any games.
    Quinten was the one who killed John before he was able to do
    anything in Norway, but Simon was unable to stop them. Most of 
    this apparent background info comes from Clock Tower (First Fear)
    on the SNES/PlayStation. 
    
    Q - If Dan was immortal and needed to be "expeled from this world" 
    through that door, wouldn't Bobby be the same way?
    
    A - Who knows. One could have easily been stronger than the other. 
    It doesn't fit in with the idea of what you find around the castle 
    at the end though does it? :/ I can only call that one a plot hole, 
    unless of course, as you speculate, that Bobby isn't actually dead.
    
    
    Q - How does Scissorman be outside Rick's kitchen door, then in the 
    pantry 5 seconds later? Maybe Bobby is alive, and they're teaming 
    up...
    
    A: I put it down to either one of two things, just game design, or 
    the point that there was actually 2 scissormen in the house. One 
    being Dan and the other being one of the cast of the game who do 
    dress up as him. It could be, but it's far fetched I guess.
    
    
    Q - Are you going to do an General FAQ for Clock Tower 2: The 
    Struggle Within?
    
    A - Well I was planning on doing so, but after playing the game
    right through I'm not so sure. I don't really like it that much at
    all. I started on one, but it's been sitting there for a while. 
    I also want to do one for First Fear, but the Japanese will be a 
    real killer. 
    
    
    ------------------------------------------------------------------>
    7.0 - 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, 2000 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.
    
    ------------------------------------------------------------------>
    8.0  - 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. 
    
    Tom Walton for giving me space at his site Survival Horror Extreme
    to put my Clock Tower page back up. It can be found at 
    http://welcome.to/clocktower or http://www.survivalhorror.net/ct
    
    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/The Rock wannabes, 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 else who has helped with this guide.
    
    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
    
    Time to plug my other pages on Resident Evil
    
    Resident Evil: A New Blood - Guide to future RE games at -
    http://www.new-blood.com
    
    Streets Of Silent Hill - http://www.new-blood.com/sosh
    
    Resident Evil Sitez - The nets biggest list of Resident 
    Evil/Biohazard Websites at - 
    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 
    mcgregorr@xtra.co.nz 
    
    Clock Tower 2 FAQ Coming Soon.... Perhaps.
    Clock Tower First Fear.... maybe.... if I can figure the
    game out better. Damn kanji.
    
    - Rob
    "I would rather believe the truth of my eyes than the 
    words of the spoken." - Original dumbass quote