C L O C K   T O W E R  -  THE FIRST FEAR ---------------------------------------- 
Clock Tower: The First Fear Walkthrough 
For Super Famicom 
Written by Eric S. Hooton 
Version 3.0 - November 28, 2001 
Copyright (c) 2001, Eric Hooton. 
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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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1.1 - UPDATES 
1.2 - INTRODUCTION 
1.3 - STORY 
1.4 - GAME TERMINOLOGY 
1.5 - DISPLAY SCREEN 
1.6 - CONTROLS 
1.7 - MAIN MENU 
1.8 - CHARACTERS 
1.9 - ITEMS 
1.10 - STRENGTH 
2.0 - WALKTHROUGH 
3.0 - MAPS 
3.1 - ROOMS THAT MAY SWITCH LOCATION 
3.2 - DANGERS/ODDITIES 
3.3 - SAFE SPOTS
3.4 - FAQ 
4.0 - CLOSING STUFF 
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1.1 - U P D A T E S 
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3/13/01 - Added to sections 1.9, 3.0, 3.2, 3.3 and 4.0. Upgraded guide to 
version 1.5. 
11/28/01 - Updated all sections, added an FAQ section (3.4) and upgraded guide 
to version 3.0. Yes, it's been awhile. It's tough to update without a 
computer! 
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1.2 - I N T R O D U C T I O N 
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I just want to make this as breif as I can. I am a Clock Tower junkie who 
noticed there doesn't seem to be a single Clock Tower: First Fear guide in 
existence, so I decided to make one. And if this guide doesn't help you...Then 
I'll be a Barrows' uncle!

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1.3 - S T O R Y 
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Raised in the Granite Orphanage, Jennifer and her friends were wanted as 
daughters. Jennifer's parents died while she was still very young, and was 
always on the quiet side. Everything was fine in the Orphanage with her 
friends, and things were looking alright. In September of 1995, a lady named 
Mary Barrows found it in her heart to adopt Jennifer and her friends, taking 
them to her nice mansion. But as soon as Mary went to find Mr. Barrows, all 
hell would break loose...
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1.4 - G A M E  TERMINOLOGY 
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Click Point - The cursor (arrow on screen) will change shape when moved across 
certain objects or areas of a room. This indicates that Jennifer can interact 
(pick up, talk, search, etc) with whatever should be compatible. 
Panic/Danger Mode - When Jennifer's life is in danger, the background to her 
photo will flash red and blue. Tap the panic button rapidly to escape. 
Escape Mode - Escape mode is activated if Jennifer is being stalked. You will 
know you are in Escape Mode if your character runs when you push the walk 
button, and by Scissorman's theme music. This is a good time to hide. NOTE: 
be careful when running from Bobby, as Jennifer sometimes manages to trip 
and fall. Kinda like b-horror! Also, don't let being quick on your feet go 
to your head. I dusted Bobby down a corridor, and yet, he pops up right in 
my face. He must take after Jason Voorhees. Be wary!

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1.5 - D I S P L A Y   S C R E E N 
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Cursor - Jennifer will perform an action or move to a new location when the 
cursor is moved to a click point and/or area of the room and is selected. 
Item Window - To use an item that you've picked up, open the inventory (by 
pressing the A button) to display your current items. Select the item you 
want to use. The cursor will become the icon of the item you have in your 
hand. You can then select a click point with the cursor to use that item. 
Dialogue Box - Displayed at the bottom of screen, shows the text throughout 
the game. Also accompanied by a photo of whoever is speaking. 
Character Photo - A photo of Jennifer is normally displayed here. This 
determines two things - who is talking, and when you are in danger, suprised, 
etc. 
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1.6 - C O N T R O L S 
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Directional Pad - moves the cursor around the screen. 
Y Button - makes Jennifer walk to an area on screen and/or a click point. 
Double-clicking will make Jennifer run. 
X Button - makes Jennifer stop walking or running. 
A Button - brings up your inventory. 
B Button - tap rapidly when in Panic/Danger mode to evade death. 
L Button - makes Jennifer run left. 
R Button - makes Jennifer run right. 
Start Button - pauses game. 
Select Button - no function. 
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1.7 - M A I N   M E N U 
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GAME START - starts a normal game. 
QUICK START - skips the prologue and starts a normal game. 
CONTINUE - starts you off where you last entered a room if you were killed. 
ENDING LIST - shows the list of endings. There are a total of 9 endings in 
the game, from S to H. The end is determined by your progress in the game 
and what conditions are met. 
STEREO/MONAURAL - set sound to either stereo or monaural. 
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1.8 - C H A R A C T E R S 
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JENNIFER SIMPSON - main character of the game. She is adopted with her buddies, 
Ann, Laura and Lotte, by the Barrows family from the Granite Orphanage. 

MARY BARROWS - adopter of Jennifer and her friends, also is the psychotic 
mother of Dan and Bobby Barrows.

BOBBY BARROWS - one half of the demonic Barrows twins, Bobby spends alot of 
time having fun by stalking and killing adopted children his Mother brings 
home, which appears to be mommy's idea of fun for the whole family.

DAN BARROWS - not much is known about the other half of the demon children, 
but he is recognized as the "cradle under the star". Just wait 'til you see 
him.

ANN - Jen's buddy in the green dress with brown hair. She can survive, if 
Jen plays her cards right.

LAURA - Jen's blonde buddy. She can also survive.

LOTTE - Jen's redheaded buddy. Despite Lotte's heroism efforts and hard edge, 
she dies no matter what ending you're going for.

SIMON BARROWS - Without sanity or food, Simon is locked away in a jail cell 
somewhere on the premesis for unknown reasons. If this was supposed to be 
Mary's husband, consider the divorce!

WALTER SIMPSON - Jenifer's father. He doesn't have a big role at all..he's 
a corpse, for christ's sake! But he unevails an interesting part of the story 
if you can find him.
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1.9 - I T E M S 
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Note: an item marked with * means that the item can only be found when certain 
conditions have been met. 

ROCK - found in rock room. Used to smash away weak wall in rock room. CAR 
KEY - found in the garage. Used to start car. 
HAM - found in the kitchen. Give to Simon Barrows in the jail cell.
INSECTICIDE - found in cabinet room. Used to kill the cockroaches in the meat 
locker in the kitchen (by equipping the can and clicking the meat locker 
rapidly as soon as you open it). 
PERFUME - found in master bedroom. Used for a disguise from guard dog in cave 
1. 
BLACK ROBE - found in cabinet room or phone room. Also used for a disguise 
from guard dog in cave 1. 
CAGE KEY - found in cage room. Used to unlock cage. 
*DEMON IDOL - found in hall 14. Used to open doorway to underground caverns 
(cave 1) in the chapel.
WEST WING KEY - found in lounge or hall 11. Unlocks west wing.
GOLD KEY - found in kitchen. Unlocks phone room.
SILVER KEY - found in phone room. Unlocks reading room.
ROPE - found in cabinet room or storage room. Used to repel to hall 8 if stuck 
on hall 14 (refer to safe spots for info). 
*SCEPTER - found in music room. Used to gain access to cave 1.
*LANTERN - found in fireplace room. Used to locate green key in the library. 
(only appears if you witness your friend get thrown out the window)
COPPER KEY - found in wall in library. Use unknown.
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1.10 - S T R E N G T H 
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During the game, Jennifers' picture will prove to be somewhat helpful. The 
window color symbolizes Jennifer's strength, blue being normal, red being 
near death. You can lose strength from encounters with Bobby, constantly 
running if noone is after you, natural dangers, etc. You can regain strength 
overtime, too, by standing idle until Jennifer sits to rest. Also, her 
reactions to the environment and other things will let you know when something 
is fishy. Here's a list of what you may see. 

BLUE WINDOW - normal. You have full strength. 
GREEN WINDOW - moderate. You have two levels of strength. 
BROWN WINDOW - caution. You have one level of strength. 
RED WINDOW - danger. You have no strength left. You can still use the panic 
button to escape danger, but natural dangers that require strength to 
overcome may kill you instantly (example: the parrot) FLASHING WINDOW - panic 
mode. Tap the B button rapidly. 
SURPRISED LOOK - something unusual has just been seen or heard. 
EXTREME CLOSE-UP! - you've probably just had a close encounter with madness. 
Usually wise to run. 
GAME OVER SCREEN - you will see this if you are killed. Basically, a screen 
that simply says "Dead End". You can continue from where you last entered 
the room by clicking "continue" at the main menu. 
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2.0 - W A L K T H R O U G H 
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Below are the methods for each ending. Side note: you must follow the 
walkthroughs exactly as they are said in order to get the ending(s). 

ENDING S
Go to master bedroom, get cologne from bureau. Go to lounge, examine box on 
top of bureau. Go to bathroom 1, evade Bob. Go to hall 11, examine birds nest 
on wall, push box to wall, examine ledge again. Go to cabinet room, examine 
chest behind the cabinet. Examine the middle box, then examine chest again 
to get the black robe. Go to Bobbys' room, examine toy box. Defeat the doll. 
Go to cage room, get cage key from table, use cage key on right side of cage 
to free the crow. Go to the library, examine second bookshelf from left. Go 
to hall 14, use the wooden board to cross the gap, get the demon idol from 
one of the statues. If idol isn't there, go to music room and get the scepter 
from the curtain. (if you have the scepter, get the key from the meat locker 
in the kitchen, go to the phone room and get the silver key from the table, 
go to the reading room, examine the books on table, the mulan, then push the 
left shelf over and examine the mulan twice to gain access to chapel. Use 
the scepter in the vase in the chapel to open the door.) Go to storage room, 
pull the cart to the left, use pipe to break the wall down. Go to secret room, 
examine scribbles on wall, both notes on the floor, the duffle bag, then the 
corpse (for a pretty cool side of the story). Go to chapel, use demon idol 
on the iron disk. Go to cave 1, walk until the dog barks. Use the robe and 
perfume on self. Go forward and talk to Lotte. Go to cave 2. Go to Dan's lair, 
examine curtain to reveal Dan. After defeating him, go to the elevator and 
choose floor 3. You will automatically run up the ladder and turn on the power 
to the clock, causing Bobby to lose his mind and fall over the railing, to 
his death. After you see your friend, Mary will try to kill you. Tapping the 
panic button will have an old winged pal come and save the day with his friends, 
and you'll survive the madness with a friend. (if you saw Laura die, then 
Ann will survive. Vice versa.)

ENDING A
Follow the directions for ending S, but instead of going to the secret room, 
get thrown in the jail cell with Simon (refer to dangers/oddities to conquer 
this dilemna), then play on to the end.

ENDING B
Follow the directions for ending S or A, but have Ann and Laura die.

ENDING C 
Follow the same directions for ending B, but select floor 2 in the elevator. 
When you reach the hall, fend off Mary. After she's down, run to the left 
(going right takes you to balcony 2 in foyer 1). Enter either archway. Run 
left and climb the ladder. When Mary grabs your leg, kick her in the face 
and enjoy her big plunge. When you enter the clock tower, you will 
automatically flip the switches, causing a pursuing Bobby to plunge to his 
death. You may be the only one, but you're alive.

ENDING D 
Follow the directions for ending C, but don't acknowledge the secret room. 
Go to floor 2 in the elevator and go to hallway, where Mary gives you an 
untimely ending. 

ENDING E 
Follow the same directions for ending D, but go to floor 3 in the elevator. 
Dan will cut the elevator power and jump down into the elevator with you, 
and everything goes black. Apparently, this is as far as you go! 

ENDING F 
Follow the directions for ending D, but don't acknowledge Lotte at the end 
of cave 1. Or have her get killed by going to the kitchen and examining the 
shelf of drinks a few times to find your way into a jail cell with Simon Barrows 
(make sure you got the ham from the fridge FIRST). Talk to Simon, then give 
him the ham. He'll mention something important, then Lotte should come and 
free you eventually. When you try to go outside, you'll hear Lotte scream, 
and think otherwise. Rather than clicking on the box (which wouldn't be good), 
club Mary with the 2x4. Once outside, proceed to the end of the game following 
the directions for ending D, and go into the elevator. This time, you won't 
have the honor of living long enough to even observe the interior of the 
elevator!

ENDING G
Witness the death of Ann and Laura, then go to the garage, get the car key 
and start the car three times to escape.

ENDING H
Go straight to the garage, get the car key and start the car three times to 
escape. After the credits, you'll figure out where they got the idea for Urban 
Legend!
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3.0 - M A P S 
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you may want to pay close attention to these if you want to get through the 
madness in one non-confused piece. NOTE: I didn't map -balcony 2- because 
it is pointless. All the screens after the elevator in the caves are pretty 
much self-explanitory one-wayers, too. 
---LEGEND--- 

#: stairs                   / or \: door
H1-H14: hall 1 thru 14      X: dead end (not literally)
F1-2: foyer 1 and 2         BR1-3: bathroom 1 thru 3
RR: rock room               G: garage
K: kitchen                  MB: master bedroom
LNG: lounge                 F: fireplace room
CG: cage room               CH: chapel 
TR: trophy room             JC: jail cell
CY: courtyard               MR: mannequin room
LB: library                 MUS: music room
CB: cabinet room            PH: phone room
ST: storage room            RED: reading room
BOB: Bobby's room           DAN: Dan's lair
CV1-2: cave 1 and 2         SC: secret room
ELE: elevator               BY1-2: balcony 1 and 2


       FIRST FLOOR
             ___
            | G |               ____
            |_\_|__             |   |
        ____|   |  |            |TR |
       | K  /H3 |PH|            |_/_|
       |____|_\_|/_|____________|   |
            |   |    H4         /   #to H9
            |F2 /________/______|H5 |
            |   |      |   |    |_/_|
            |   #to BY1|   |    |   |____
            |   |      |   |    |   / CG |
            |_/_|      |   |    |   |____|
            |   |___   |   |    |H6 |    |
            |   |   |  |   |___ |   / CH |<to CV1
            |   /BR1|  |   |   ||   |____|
            |   |___|  |   / JC||   |    |
            |   /   |  |   |___||   / BR2|
            |H2 |MB |  |   |    |/__|____|
            |   |_/_|  |CY |    |   |___
            |   |   |  |   |    |   |   |
            |   /LNG|  |   |    |H7 / X |
            |___|___|  |   |    |/__|___|
            |   |______|   |    |   |
            |H1 |RR   /    |    |   #to H14
            |/__/_____|____|    |   |
            |   |               |H8 |____
            |   |               |   |    |
     start> |F1 |               |   / MUS|
            |   #to BY2         |   |____|
            |___|   (dead end)  |   |    |
                                |   / LB |
                                |   |____|
                                |___|


      SECOND FLOOR

                          ____
                         | CB |
            to F2        |_/__|____
             __#_________|   H11   |
            |    BY1     /_________|
            |___/________/   RED   |
              |   |      |_________|
              |   |
              |H10|    ___   ________    ___        _______
              |   |   |BR3| |BOB/ F  |  | X |      |ST / SC|
        ______|_/_|___|_/_|_|_/_|__/_|__|_/_|______|_/_|___|
       | MR   | H9   |    H12        | H13  |  H14         |
       |______/_#____/_______________/______/___#__________|
               to H5                          to H8

        
           UNDERGROUND CAVERNS

           to CH
           __#__
          |     |   ___
          |     |  |   |
          |     |  |ELE|
          | CV1 |__|_/_|______________
          |     |               |     |
          |     /     CV2       / DAN |
          |     |_______________|_____|
          |_____|




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3.1 - ROOMS THAT MAY SWITCH LOCATION 
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the following is a list of what rooms may switch locations, depending on your 
actions. If you're looking for a room and it's not where the map says, refer 
to the list below. 

CAGE ROOM - sometimes trades places with bathroom 2 or library. 
LIBRARY - sometimes switched to where cage room, bathroom 2 or music room 
normally is. 
BATHROOM 2 - sometimes switched to where cage room OR library normally is. 
Also inaccessible sometimes. 
BATHROOM 3 - sometimes trades places with the Music room. 
MUSIC ROOM - sometimes trades places with bathroom 3 or library. 
TROPHY ROOM - sometimes trades places with the mannequin room. 
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3.2 - D A N G E R S / O D D I T I E S 
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HALL 1 - sometimes the drapes on the window will move, or a pair of glowing 
eyes may be visible. I'm not sure if it's Dan, but maybe someday, I'll find 
out. 

COURTYARD - if this is your first destination (by using the rock on a weak 
wall in the rock room) you can watch Ann fail at the backstroke. That blasted 
Bobb-o doesn't make a good life guard! 

LOUNGE - sometimes, the painting will bleed. This is usually followed by the 
TV turning on by itself, and a strange, windy sound. Good creep-out. 

MASTER BEDROOM - sometimes, when you admire yourself in the mirror, your 
reflection will become jealous and strangle you. AND, not only will the little 
bastard kill you if you free him, but the PARROT will even blow your hiding 
spot cover when Dan comes-a-knockin'! I wish you could destroy this nuisance. 
Here's one thing you can do, though: you can counter his kill by clicking 
on the right bed when he is flying around, and clicking it again when Jennifer 
is holding the sheet to catch him. That will shut him up. (if you still die, 
then click alot of times to insure safety. Also, your strength has to be in 
at least the brown level to do this) 

BALCONY 2 - halfway across, the floor will give out, making it totally 
impassible. 

BATHROOM 1 - sometimes, when examined, the sink will pour blood. Other times, 
it will pour maggots. This is why Bob has no manners. Also, if this is your 
first destination, you can find one of your friends hanging in the shower. 
Bob will play shark and make you go #2 in your pants. 

FOYER 2 - if this is your first destination, Bob will crash through the sunroof 
with one of your friends and say "hi". 

HALL 4/10 - if you hear a scream in here, look out one of the windows to see 
one of your friends learn to fly from another area of the house. Keep in mind, 
this also determines what ending you get.

KITCHEN - inside the meat locker are a swarm of cockroaches and such that 
love to piss you off. Just nuke 'em with the insecticide by equipping it and 
clicking a few quick times on the meat locker as soon as you open it. If you 
don't have it, run. Also, the drink shelf can either restore your health or 
make you pass out (effects are random).

JAIL CELL - if you wind up inside with Simon, he will gobble you up like a 
happy meal if you don't give him the meat. If you forgot the meat, you might 
as well start all over again. Also, if inside the cell at first, after your 
escape, hiding in the box or trying to exit will earn you buckshot in the 
tummy. Click on the pole instead to knock on Mary.

MANNEQUIN ROOM - one of the mannequins moves and makes noises. Strange, but 
your worries are the middle two mannequins that fall apart when examined. 
Sometimes, Bob will be hiding behind the left one.

BOBBYS' ROOM - the doll hanging by its leg will try to kill you when you examine 
the toy box. Use the panic button to defeat it. 

BATHROOM 2/3 - sometimes a cat will surprise you by popping out of a box. 
Awww... 

PHONE ROOM - this room contains a ringing phone, although the line has been 
cut. Sometimes, you can also find Laura in here, wearing armor. Also, if you 
come here without finding the body in the secret room, Mary will knock you 
out and you'll find yourself in the jail cell with Simon. If so, you better 
have grub to share.

STORAGE ROOM - on your first visit, either Bob or a cat will pop out of the 
box. 

MUSIC ROOM - Bobby is usually behind the curtains. Sometimes he is in the 
ceiling, too. Trust me, it will be fairly obvious to notice him up there 
waiting for you to rock the piano. Also, the record player sometimes turns 
on by itself. 

TROPHY ROOM - in one of the jars is a pulsating organ of some type. Sometimes, 
a corpse can be discovered in the closet. Don't know what those 
gurgling/roaring sounds are coming from, though.

FIREPLACE ROOM - if you saw your friend get killed through the window in hall 
4 or 10, you will see that the window in this room is shattered. 

GARAGE - sometimes, the car will be missing. As if Jennifer can't take a hint!
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3.3 - S A F E   S P O T S 
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Here are some places you can go to evade Bobby. Some of them may not work 
at times. 

BATHROOM 1 - you can lock the door from the left side. Sometimes, Bobby won't 
fall for it. That would be bad.=) 

MASTER BEDROOM - you can hide under the left bed, but the parrot will hint 
Bob in on your location. Take care of the parrot before hiding here (refer 
to dangers/oddities section to learn how) 

GARAGE - climb the ladder and hold still and Bobby will bypass you. Sometimes 
he will drop in and spoil your fun, though.

ROCK ROOM - if you used the rock to make a passage to the courtyard, you can 
crawl through and instantly lose Bobb-o. 

CABINET ROOM - you can climb the left cabinet and hide behind it. Always works. 
Also, you can throw one of the cans on the floor at Bob. When the fumes drive 
him out, you better leave too. Consider yourself dead if your energy in the 
red, however.

LIBRARY - you can hide between the far left bookshelves, but usually Bobby 
will pop out and let you know who is truly stupid. 

BATHROOM 2/3 - hiding on the left side of the middle door always works, but 
the only downside is that you have to wait a couple minutes before you leave. 
If the music stops when you leave the bathroom, then Barrows is gone. I don't 
recommend this annoying waste of time, but if you're absolutely petrified, 
then camp out in here. 

HALL 14 - if you are entering from hall 13 and already have the board across 
the floor, you will automatically lift it and cause Bobby to fall. NOTE: if 
you're being chased from inside hall 14, you can run into hall 13 and back 
out and it will work anyways. A dandy move if he's in the storage room. If 
the board isn't laid out, after you jump the gap and escape, walk to the ledge, 
then use the rope on the statue standing to the left of the tapestry. The 
rope can be found in the storage room if you don't already have it. 

COURTYARD - if Bobby tries for a game of freeze tag out here, just go through 
to the rock room to instantly lose him. 
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3.4 - F  A  Q
-----------------------------------------------------------------------F
igured I'd throw in an FAQ just for a little more assistance, due to all the 
questions i received while I had no computer. It is also possible that some 
people pirated my old guide word for word and now everyone knows what to do. 
Never took the time to read any of those other guides, anyways, so I'll never 
know. Well, here goes anyways.

Q: Where can I get an English patch, if one exists?
A: It took some time, but I finally found an existing patch. Go to this 
address--http://agtp.romhack.net/clocktow.html 

Q: Where can I find the ROM?
A: www.pe2000.com

Q: Where can I find the cart itself?
A: Japan.

Q: What is Clock Tower 3?
A: Clock Tower 3 is known as Clock Tower 2- the struggle within, here in the 
USA. It has a completely different cast, no clocks, a foul-mouthed alter ego 
and a more humorous, kick-ass-and-chew-bubblegum b-horror approach that has 
absolutely nothing to do with the other 2 games at all, save for the gameplay. 
It made me laugh more than paranoid. I liked it, though. Check it out sometime 
if you want to laugh.

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4.0 - C L O S I N G   S T U F F 
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If you have any other questions/comments about anything, just drop me a line 
at Fragmatik@hotmail.com. Hope this has been helpful, and thanks for reading. 

ERIC HOOTON: everything
ALL THOSE E-MAILS AND STEVE WILLIAMS: all them hints you provided
BARROWS FAMILY: inspiration 

Copyright (c) 2001, EHooton.