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    FAQ/Walkthrough by Mr_Mason_W2DS

    Version: 2.0 | Updated: 08/18/08 | Search Guide | Bookmark Guide

    WARNING:  While the Main Walkthrough Portion of this 
    Document is Relatively Spoiler Free, some sections
    following that contain MAJOR SPOILERS, so only read
    those sections if you do not mind or have already
    played.  Be careful even then, since some of those
    might contain spoilers for the SEQUEL (they're
    marked, but be careful not to skip right to them
    without realizing it).
    UPDATE STATUS:  Wow...here I am, SEVEN YEARS after 
    starting this guide, and somehow I find that I haven't
    updated it once in nearly seven years.  I wasn't yet a 
    Junior in High School upon starting this guide, and now 
    it's been over a year since I graduated from College.  
    It makes me feel old, looking back on it, but now I'm 
    rambling.  The bottom line is, now at last this guide is 
    finally complete, more or less (unless someone needs me 
    to answer questions, etc, along with a few brush-ups
    I'm still making here and there).  The face of the guide 
    has changed a lot, now, since the English Translation is 
    much easier to find, allowing me to make the Walkthrough 
    part of this guide pretty much Spoiler Free.  However, the 
    Character Analysis section is still here (and expanded) for 
    your reading pleasure, along with an all new Plot Points 
    and Theories section, for those of you who have completed 
    the game (and possibly the sequel) or who don't mind Spoilers.  
    C  L  O  C  K
    T  O  W  E  R
    (The First Fear)
    A Walkthrough For A Highly Under-Recognized Game
    System:  SNES		
    Written By:  Mr_Mason_W2DS  
    Began On:    July 23, 2001
    Latest Work Finished on:  August 6, 2008
    Version 2.0
    This Document Copyright (c) 2001, 2008 Mr_Mason_W2DS 
    You can contact me at MrMasonW2DS@hotmail.com
    FOR THE RECORD:  As this Entire Guide is written by me, 
    you may use this guide only for the purpose of helping 
    you.  You may post it or show it to others for 
    non-profit purposes ONLY.  You may not submit it to 
    any kind of magazine (In America, you'd probably have 
    no reason to for this game), nor sell it, nor put it 
    on a CD for sale.  If you do post it anywhere under 
    the set conditions that must be met, then everything 
    must be intact, including all the credits, both to 
    myself and to those who provided me with information.  
    You may not take credit for this specific FAQ in any 
    way shape or form, though if you are in the credits, 
    you may take credit for that which you are credited for.
    You may also use the information found here to make
    an FAQ of your own (since the information belongs to the
    Game itself and thus to the public) but please credit me
    if this guide was your source, and especially if you
    reference one of my own theories (such as in the Character 
    Analysis section).    
    1.0.  Table Of Contents
    1.1  Credits
    1.2  Intro To this Walkthrough
    1.3  Story
    1.4  Characters
    1.5  Playing the Game
    1.6  Maps Of The Barrows Mansion
    1.7  Walkthrough Preface
    1.8  S ENDING
    1.9  A ENDING
    2.0  B ENDING
    2.1  C ENDING
    2.2  D ENDING
    2.3  E ENDING
    2.4  F ENDING
    2.5  G ENDING
    2.6  H ENDING
    2.7  Character Analysis
    2.8  Plot Analysis and Theories
    2.9  Closing
    1.1  Credits
    All of these people get credit for making this walk-
    through possible.  I'm listing them according to the
    help they gave.
    --Tsama, CStarFlare, and Scissorman, for giving me
    much needed storyline elements, such as translations,
    who was who between Dan and Bobby, Etc.
    --CStarFlare, and MzXr468 for helping with the S 
    ending.  They were the source, and without them I'd 
    still not know how to get it.  I also thank Gutsyness 
    for relaying this information to me.  Huntz67 gets 
    a LOT of thanks here, because CStareFlare told me 
    that he was the original source who gave CStarFlare
    and MzXr468 the information.
    --Eric S. Hooten,  because his FAQ kept me from being 
    completely lost the first time I played the game.  I'd
    have never found my way around by trying to make sense
    of all the Japanese!  Also, he is credited for my 
    knowledge of the B and C endings, because it was using
    his guide that I got these two endings.
    --Lord Zero, whose guide confirmed what I thought
    was the way to the A ENDING (as well as pointed out
    something I wouldn't have known, since I always did
    the thing in question, which will be pointed out
    later in this guide).  It was also reading Lord Zero's
    guide, and a compliment he paid to mine, that 
    inspired me now (SEVEN YEARS later) to finally 
    finish what I started, albeit looking somewhat different
    from when I began.  So, many thanks to you!
    --Similar thanks goes to Daemon_Machina, who used my
    guide to make an awesome Map of the Barrows mansion
    (Check it out!), and to anyone else who has used or 
    referenced my guide...little things like that made me 
    realize it was worth the effort.
    --Goldie, of Don't Cry Jennifer forums, who gave me some
    information from an e-mail straight from Clock Tower's
    creator, Hifumi Kouno.
    --Hifumi Kouno, who not only directed the games, but seems
    kind enough to respond to the e-mails of his fans, making
    him a valuable source of information as well as the creator
    of a very great franchise.
    1.2  Introduction to the Walkthrough
    This walkthrough is made with the intent of being as        
    formal, fun, informative (yet spoiler free in the walkthrough
    section), and helpful as it can be, all at the same time.  
    I'm hoping that I can give it just a touch of a professional 
    feel, as this game lacks an officcial walkthrough in America
    (Ex: Bradygames, Prima, etc).  So, I hope that this walkthrough 
    can compensate for that; though I must admit, some great
    walkthroughs have surfaced since I set out with this one years
    ago.  This walkthrough is far less necessary than it was then,
    if it's necessary at all.  But what can I say?  I feel that
    I should finish what I started, even if it's extremely late.
    I think that this Game, Clock Tower, is a wonderful game which isn't 
    recognized nearly as much as it should be.  This is mostly 
    because it (unfortunately) was never released in America.  
    This is one of the most irrational decisions in video game
    history, because the game was so advanced for an SNES 
    game.  It'd have done well in the US, and was one of the
    first console games ever to deal with cinematic-type 
    horror.  It did quite well in its mood, considering what
    the programmers' limits were.  But I digress.  I hope that
    you enjoy this walkthrough, and I hope it helps you.  
    1.3  Story
    Jennifer and her three friends, Lotte, Ann, and Laura,
    have been chosen to be adopted by the mysterious, yet
    unquestionably wealthy Mr. Barrows, who lives in a mansion
    known as Clock Tower (Hence the game's name) because of 
    it's own, quite large Clock Tower, by whose chimes the locals
    once tended their fields before it apparently stopped running 
    nearly a decade before the game's events.  
    Jennifer and her friends are led to their new home by Mary, or, 
    as they often call her, Ms. Mary out of respect.  They're thrilled 
    to have a new home, especially this particular home, which 
    is obviously spectacular from the moment they enter the main hall.  
    However, a place this big was bound to hold secrets..
    And the secrets of Clock Tower are darker than those
    of most estates..  Because Jennifer and her friends are
    about to discover that the Barrows family is far from
    normal..  That evil lives even within the wall of the most 
    beautiful places.  And that there are some things 
    worse than being in an orphanage..
    1.4 Characters
    Note:  In this Characters section, information directly preceded
    by an asterisk (*) come from the Clock Tower creator,
    Hifumi Kouno, courtesy of Goldie from Don't Cry Jennifer
    Jennifer Simpson: She and her friends are only fourteen.
    Jennifer is a nice girl, who seems quiet at times, yet
    always polite.  She's known to let her worry and 
    curiosity get the best of her at times, however.  This
    girl holds more agony inside than is obvious from the 
    outside.  She lost both of her parents when she was 
    small.  Her father was a doctor, and he simply disappeared
    without ever being found as of the time the game
    takes place.  Jennifer can only hope that her new life with 
    Mr. Barrows can help her to move  on...And give her some 
    resolution as to her past.  *In the orphanage, Jennifer was
    a quiet girl, and this caused her to have a position of
    standing on the sidelines, not being part of the popular
    Ann:  Ann seems optimistic girl, and seems excited and
    curious about her new adoptive father.  Ann doesn't 
    seem to stress easily, as her optimistic expectations
    rule out too much worry.  She can come across as teasing
    with her friends at times (as a comment made by her early
    on suggests).  *She was part of the popular crowd in the 
    orphanage, and she wasn't quite close with Jennifer.  
    Laura:  Laura seems the opposite of Ann.  She seems a bit
    more introverted, quiet, and serious; also, she worries more,
    and seems bothered by her intuition, by which she is set
    ill at ease about the girls' new home.  She's one of the 
    least optomistic people about the move.  This isn't
    to say she's not excited--but she is probably 
    least happy about the adoption out of Jennifer and her 
    friends.  *She was also part of the popular crowd, and she
    and Ann, despite their different personalities, seem to
    have been close friends.  
    Lotte:  It is now well known that Lotte is female, not least
    of which reasons is her feminine figure, which is ironically
    more noticeable than with the other girls, most likely in order to 
    make sure that she is known to be female, since her clothing and
    hair style are more gender neutral compared to the others.  
    Admittedly, in spite of the graphical evidence, I once thought 
    she was a male, partly due to the name, which I thought was a version of 
    "Lot." In any case, Lotte seems insecure about the adoption, but not
    for the same foreboding ill-ease as Laura.  Instead, it seems 
    she fears that she will not live up to the expectations
    of Mr. Barrows or ever grow accustomed to a new, presumably luxurious
    and pampered way of life, a fear that is implied by comments made early
    in the game by her and Ann.  Are her fears true, or unfounded?  *Like
    Jennifer, Lotte was an outsider to the popular crowd in the orphanage,
    and she is closer with Jennifer than the others.
    Mary:  Apparently from the adoption agency, Mary has acted as the mediator 
    between Mr. Barrows and his soon-to-be children.  She behaves in a 
    caring manner towards Jennifer and her friends, and seems more than 
    happy to take part in guiding the children to their new home.  
    Simon Barrows:  A man of mystery..  He's apparently been a recluse for 
    quite some time, not leaving his mansion, not even being seen in 
    the past nine years or so.  It would seem that something
    happened in his life nine years ago, something so devastating that 
    he withdrew from the rest of the world.  He seems to be very lonely as of 
    late, as implied by the adoption of Jennifer and her friends.  But 
    he is burdened by a family secret that he doesn't wish to bear.
    A secret that he couldn't escape, even when he tried to..  Can 
    his new children help him to escape a destiny that's all too 
    1.5 Playing the Game
    Clock Tower is a fairly simple, yet unique, game
    to play.  It's a point and click adventure, one
    of the first to appear as a console game.  This 
    annoys many people, but if you're into the game
    enough to be reading this walkthrough, then you
    probably aren't too annoyed, or you just won't
    let something like that get in the way of this 
    game.  Here are some of the main points of 
    Controls:(According to SNES Control Pad)
    Y:  Action Button.  Used for most 
    things, walking, searching, talking, opening
    doors, etc.
    B:  Panic Button.  Used to get you out
    of dangerous situations.
    A:  Item Button.  Used to observe and 
    go through your inventory.
    X:  Makes Jennifer stop walking or running
    and come to a rest.
    Start:  As in most games, used to Pause.
    Direction Pad:  Moves the mouse-style cursor.
    L:  Run Left.
    R:  Run Right.
    --In order to move Jennifer, click in any 
    direction, but not on an object..  She will
    walk in the direction you click.  To make
    Jennifer run, there are two methods.  Situate
    the cursor on the side you want her to run 
    to and double click, OR press the L and R 
    buttons(for the SNES equivalent, not your 
    keyboard if you have an emulator) which makes
    her run in the corresponding direction.
    --In order to talk to people or search items,
    and open doors, situate the cursor over the
    item/person/door, and if it can be searched,
    opened, or if they can be talked to, the cursor
    should become a bracket, enclosing the desired
    destination.  Then, simply click with the action
    button.  Voila!  
    --When you're in danger, it will help to become
    familiar with the panic button.  Whenever your in 
    danger, and you can't hide and are forced into
    confrontation (Or, at a certain time, when you
    must flee), tapping the panic button rapidly 
    can help you to escape.  Just keep tapping until
    you are safe.  When you want to use an object or
    exit a door, or climb up an area, etc, etc,
    to defend yourself, remember to click on it with 
    the action button first, then start hitting the 
    panic button.  In short, this button provides
    Jennifer with the resourcefulness and adrenaline
    she will need to survive.
    --Know when to hide, and choose your hiding places
    wisely.  When being tracked by the Terrors of Clock
    Tower, there's a chance you'll mess up and die if 
    you're not careful.  Pay attention to every 
    option and possibility.  Once you've found a hiding
    place, click on it to use it to your survival needs.
    --Pay attention to Jennifer's picture.  The color
    behind the picture determines how strong Jennifer is.
    Looking death in the eye is certainly known to 
    deplete one's strength.  Here is a list of the 
    colors, and what level of strength they represent.
    Blue--Full Strength.  You're doing pretty well, and
    the odds are, with good use of the panic button, 
    you'll be able to survive, assuming you know what
    resources to use and what places to hide.
    Green--Reasonable Strength.  You're still doing 
    okay, but you've been startled.  You're probably
    doing as well off as with Blue Strength, but
    just beware not to lose much more strength..
    Yellow--You're pretty low on strength.  You still
    have strengh left, but it would be wise to avoid
    depleting that last bit of strength at all costs.
    Red--You've used up all of your adrenaline and 
    strength.  If you have to escape from a situation,
    you'd best do so by means other than those 
    requiring the panic button, as it's success rate
    is questionable (though not impossible) in this
    state of wild fear and fatigue.  That means a 
    really close encounter will more likely result in
    your death.
    Your strength goes down a level or more whenever 
    you do something strenuous, or go through
    a startling or terrifying experience.  It rebuilds,
    as you have time to rest and/or calm down, but
    this takes a while.  As such, try to avoid such
    strength depleting situations whenever possible,
    such as by hiding as opposed to fighting. 
    Jennifer's picture is also helpful for other 
    reasons.  When it flashes, then you're in grave
    danger.  This is usually when you must use the 
    panic button, and is usually a sign that
    your strength will be depleted a level.  Also,
    when the picture closes in on Jennifer's eye,
    showing surprise, the meaning, which is often
    obvious, is that danger is very near, but 
    escapable without use of the panic button.  This
    is USUALLY a warning to start making tracks!
    IF YOU DIE:  If you fall victim to the terror running
    rampant throughout Clock Tower's corridors, then
    you'll get the game over screen, saying "DEAD END"
    (Which I find far more creative than "YOU DIED", LOL)
    Don't worry, and certainly don't shut the game off,
    because you can choose continue at the title 
    screen and start right back in the room where you
    met your demise, at the same point in the game.
    1.6  Map Of The Barrows Mansion
    Simon Barrows has to be one of the wealthiest men
    in Romsdaaren, Norway--His mansion is huge.  However, 
    its layout is fairly simple, and after going over these 
    maps a couple of times, you'll pick up fairly quick
    on what's where.  I strongly suggest that you 
    use it your first time through, because the game
    is very confusing otherwise, unless you've got a 
    translated version.  Some of the rooms are 
    interchangeable, so I numbered them all rather
    than list a room.  Below is the key, telling
    not only what rooms go with which numbers, but
    what some of the symbols stand for.
    Symbols:  S: Stairs  L:  Ladder.  E:  Elevator. 
              U:  Door leading Up and Down.  
              R:  Door leading left and right.
              x:  Can't be opened.  
    	  ~~~:  Dead end of Rocks.
      1.Foyer                           2.Collapsed Hall  
      3.Living Room                     4.Master Bedroom  
      5.1st Bathroom                    6.2nd Foyer
      7.Phone Room or Religious Study   8.Kitchen
      9.Garage                          10.Scream Hallway  
      11.Trophy or Mannequin Room       12.Hall of Idol
      13.Courtyard			    14.Jail Shed
      15.Cage Room,2nd BathR,or Library 16.Chapel
      17.Cage Room,2nd BathR,or Library 20.2nd Foyer Upst.
      18.MusicRoom,2nd BathR,or Library 22.ClosetRoom
      19.Libr.,Music,Cage, or 2nd BathR 23.Scream Hallway2
      21.Phone Room or Religious Study  26.Child's Room
      24.Trophy or Mannequin Room       27.Normal Study
      25.MusicRoom,Library,or 2nd BathR 28.Storeroom
      29.Secret Prison                  31.Foyer Upst.
      30.2nd Floor Elevator Hall        33.Cave 
      32.Outside Balcony		    34.Huge Cavern
      36.Cave Elevator Hall             
      35.The Cradel Under The Star
    *Note1:  The Clock Tower, While being the Games 
    Namesake, is only one room.  When you get there,
    everything to do is obvious, so it isn't on the
    *Note2:  Among ALL of the rooms that CAN be the 2nd
    Bathroom, ONE of them will always be sealed off..
    You can't even click on it..  Be aware that this
    will happen, so don't think your game's messed up. 
                                 1st Floor
                          _____________       _________
                          | 15|L16| 17|       |18 | 19|
         |  11 |  S        |          |   | S         |
         |_____R_ _________R__________R__ R___________|
               | U|   | 14|           |  U|
               |  |   |U__|           |   |
               |10|        13         |~~~|
               |  R                   |~~~|
        _______|_U|___________________R   |____________
    ____|8 |7 R     S     | 5 | 4 | 3 | 2 |	     S	  |
    |9  |_U|__|     6     |__U|U__|__U|__U|	    1	  |
                                  2nd Floor
                          _____________       _________
                          |25 |26 |27 |       |29 |28 |
         | 24 |  S        |           |   | S t  12   |
         |____R__ ________R___________R__ R___t_______|
               | U|                   |  U|
               |  |                   |~~~|
               |23|                   |___|
               |  |                   | E |
        _______|_U|___________________| 30|____________
        |22|21R    20     |  32      L|   |   31       |
      __|_U|__|  ____S____|_U__U______|__U|  _____S____|
      |_______R__|        |___________R___R__|
                               | L |
                               |   |
                               |   |
                               |   |
                               |33 |
                               |   |
                               |   |   _____
                               |   |   | E |
                               |   |   |   |
                               |   |   |36 |____________________
                               |   |___|__U|34 _________   | 35|
                               |   R_______________________R___|
                               |   |
                               |   |
    APOLOGY:  I know that, with the rooms being numbered and so
    many of them being interchangable, my maps may be confusing.
    While I think I did a decent job of making these maps in shape
    and accuracy, I admit that they may be confusing in the way the 
    rooms are labeled.  Try to study the map until you are familiar 
    with it.  I apologize for any inconvenience.
    STRATEGY:  A good strategy for using this game is to copy
    and paste it onto a text file, then open it in two windows.  
    Set one window on the map, and use the other for reading the
    guide.  This way, you won't have to waste time by scrolling
    up and down the guide to see the map.
    1.7  Walkthrough Of Clock Tower: Preface
    I have made this walkthrough to show you how to get the 
    different endings of Clock Tower.  These, I hope, are helpful
    enough to aid you in your escape, and good enough to capture
    your interest.  However, as many of the ending methods are
    similar in many ways, there are many things that are copied
    and pasted, so don't expect something entirely new when you
    are reading the same instructions, except for special cases.
    This walkthrough used to be way more detailed, story wise, as
    when I first made this walkthrough (SEVEN YEARS ago!  Wow!)
    English versions of the game were rare to come by; so I
    thought it was a good service to explain (as far as I could)
    what was going on.  Now, the walkthrough is far more to-the-
    point than before, since it's fairly easy to find an English
    version of the game. 
    I do hint at certain things just to help the player confirm
    that he/she has picked up on all the plot points he or
    she should have picked up on at certain points; that said, the
    best way to avoid even the mildest spoiler is to play through
    the game as best as you can without a walkthrough at all.  
    Still, in revamping this walkthrough since the game can be
    played in English, I felt I had the opportunity to make it
    free of most plot spoilers, at least insofar as I could.  
    HOWEVER, take care not to scroll down past the Guide for
    Ending G, as some things beyond that point are no longer
    part of the standard walkthrough, and DO contain direct
    The S ENDING is the most detailed Guide; after that, guides
    for other endings will often say something along the lines
    of "Do what you would to get the S ENDING except for (insert 
    difference here)".  So, once you have familiarized yourself
    with how to get the S Ending, it will be much easier to
    get the others.
    *Note:  A LOT of keys you get aren't in your inventory.  So,
    if I don't say to get it from your inventory, it means that
    it's automatically used when you open the corresponding 
    door, or whatever the key goes to.
    1.8  The S ENDING
    You start out in the Foyer.  
    Ms. Mary tells Jennifer and her friends to stay put as she goes to 
    find Mr. Barrows.  That's a simple task..  Wow, the night will be 
    a breeze if everything's that simple, right? Of course.  
    Be sociable and talk to your friends, all of them...twice, in fact,
    leaving Lotte for last both times, if you want the full effect of
    the conversation.  Jennifer, being a responsible and generous
    young lady, will volunteer to look for Ms. Mary and save Lotte
    the trouble.
    Once you hear a scream, you'll find that your friends are 
    missing from the Foyer.  It may just be a joke, but like any
    good friend, you'll want to find them ASAP, just in case.  
    Check the entire foyer if you're a perfectionist and 
    completionist (as I can be) but it's not necessary for
    any reason at all.  If you do, though, you'll discover that the
    front door is locked.  So don't figure on escaping the house
    that easily, "if" you encounter any danger...
    When you're finished searching the Foyer, through the door that
    Jennifer originally left through, and then into the next door in 
    the far left.  From this hall, go into the living room.  Search the
    box on the chest, as there may or may not be a "West Wing Key;"
    if not, you'll find it later, and if so, don't worry if it
    doesn't appear in your inventory.  As I've said before, many 
    keys won't.   
    Next go to the Master bedroom (You can reach it directly from the
    Living Room).  Look at the picture on the dresser for some 
    story development, though you don't have to in order to finish
    the game.  
    Check the drawer of the dresser, to find perfume.  Pocket
    the sweet smelling stuff, and leave into the hall.
    Once out in the hall, continue to the left.  Suddenly, you hear
    dripping water.  And such a sound, in a horror game, can't
    be a good omen.  It's coming from the 1st Bathroom.  
    Go into the bathroom.  Go through the door in the middle, 
    not bothering to close it back (in fact, make a point to open
    it if Jennifer closes it), and inspect the shower.
    You'll make two discoveries, the second of which
    is an active threat (and will be throughout the rest
    of the game).  Run out of the bathroom and go through the
    door to the far left in the hall, to the 2nd Foyer.   
    Run up the stairs, and go to the far left, into the hall 
    leading to the Closet Room. If you can't see the door, run a 
    little to the right, then run back to the left, until the screen 
    scrolls over enough to show the door.  Then go into the hall.  
    Once in the hall, the first door you see is the door you should take--the 
    closet Room.  There is a cupboard to the far left.  Click 
    on the box on the other side of it, and Jennifer will begin
    to climb over it.  Start tapping the panic button, fast!
    You'll climb over; then you need to wait for your stalker to
    leave.  Jennifer will climb back over to the other side, 
    once she's safe.  
    Click on the box on the other side again.  This time,
    Jennifer can't make the climb--she doesn't have the 
    motivation of having a homicidal psycopath behind her.
    No problem (you're likely grateful), just click on the box
    in the middle of the room.  Jennifer will push it to the 
    cupboard.  Now click on the other box yet again.  This time,
    Jennifer will be able to climb over, where she will open the
    box.  There's a long, black cloak inside.  You have no idea
    why, but you keep the cloak out of some intuition that 
    it might be useful.  
    There are two green cans of pesticide beside the door, which 
    will also be important, so take one.  Now you can leave this 
    If you didn't find a West Wing Key in the living room
    box, then in the hallway outside the closet room, go to the 
    far left wall, and examine the nest up there.  You can't reach it.
    Between the options of the stick and the box in the
    middle of the hall, opt to click on the box (the stick
    won't work).  Jennifer will push the box over to the nest.  
    Click on the nest again, and Jennifer will climb onto the box, 
    and take a key from the nest.  Now, leave this hall into the
    2nd Foyer.  
    Once you're back in the 2nd foyer, go downstairs, and then go to 
    the leftmost door.  You're on your way to the Kitchen.  The 
    leftmost door in the foyer should lead to a hallway.  The kitchen
    is the first doorway you see.  
    Once you're in the kitchen, you see that there is a meat locker 
    in the upper left corner of the room (the big metal thing).  
    You should check it, with your pesticide ready.  In other words,
    this is your first chance to use an item.  Go into your inventory, 
    and go over to the green can.  Now, with the green can, click on 
    the meat locker.  You'll find that it was a wise choice, as large 
    cockroaches will try to swarm you.  They will die from the 
    pesticide, and you will be free to take the key from
    inside.  Leave the kitchen.  
    You should get back to the 2nd foyer now.  There is a door in the 
    middle of the first floor wall here that you must now take.  
    This leads you to the Scream Hallway, where you may or may not hear 
    a scream.  Do NOT look out the windows, EVER, after the 
    scream occurs (if it ever does) but instead, "assume" that 
    the scream comes from the other end of the hall.  With 
    that in mind, hurry to the other end.  When you get there, 
    no one's there.  (Note: this can also happen upstairs,
    in Scream Hallway2, where you should follow the same
    procedure of NOT looking out the windows.  This procedure
    is a KEY point when trying to get an S ending).  The door
    on the other end of the scream hall leads you to yet 
    another hallway.
    You are now in the back of the mansion, the West Wing.  
    Go up the stairs to the left.  This will lead you to 
    an upstairs hallway, where you should go to the right, 
    until you go into another hallway.  Here, your destination is the 
    middle door.  Click on it.  The room it leads to should look
    like a child's room.
    Click on the toy chest against the right wall (The one the clown
    doll is sitting on).  You'll get a key from here.  Something
    decidedly supernatural will occur, and you'll find
    yourself face to face with a "small" threat.  Don't worry too 
    much, though, and just walk calmly toward this new 
    enemy, and when you get near it start tapping the panic button.  
    You and the enemy will knock one another down, and only you
    will survive unscathed.  
    Leave the room by going out of the door you came through.
    Once in the hallway, go all the way to the right, and 
    keep going until you reach a hole in the floor.  Walk 
    to and examine the hole.  Then, use the plank next to 
    it to make a bridge of sorts.  Walk across it.  
    Now, go to the door all the way to the right, examining the
    weird part of the wall if you want to.  The door will
    lead to the storage room.  There are two crates on a
    carrier against the wall in the background.  
    Click on them, thus pushing them aside.  Examine the crack 
    in the wall that was behind them. Use the pipe against the shelf by clicking 
    on it, and  Jennifer will break that portion of the wall down. Now,click 
    on the hole there to enter it.  (Note:  I suggest that 
    you do all of this rather quickly if you don't want
    to risk getting an unpleasant surprise.  If, at any 
    point in this room, you are ambushed, the way to escape is to 
    run out into the hallway, go across the plank, into the door at the 
    far left.  Then go BACK through it and run back across the plank, 
    click on the plank, and Jennifer will pick it up.  This will ensure
    your survival at least for now).
    Once you've entered the hole in the wall (with or without
    having been interrupted), you'll find
    yourself in the secret prison.   Check the markings 
    on the wall to the left, the two slips of paper on the floor,
    and the bag on the floor for full story development.  If you
    put the pieces together carefully, you should know something
    disturbing now about a certain someone...
    Now examine the body in the corner, the identity of which
    provides a pivotal point in the game's plot.  There's
    a note in the corpse's skeletal hand.  Let Jennifer read
    the tragic words fully, which will also give you some 
    insight into the type of horror you are dealing with; it seems
    there is something even more horrific than anything you've
    seen yet, waiting/living in a certain location ominously
    hinted at in the notes you have read.  There's nothing
    more to do here.  Leave the room the way you came, proceeding 
    to the hall as quickly as possible from the storage room, 
    as if you haven't already been ambushed there, you're still 
    fair game for that.  If it happens, do as instructed before.
    Make your way to the cage room.  This room, 
    as you may find out, is one of the first interchangable
    rooms.  It is normally room 15 or 19.  But can be
    any of the others listed for it on the map key. 
    Once you find the cage room, examine the table
    in it, and you should recieve a key.  Use the  
    key from the table on both cages.  
    Now, leave this room.  Go back to the 2nd foyer,
    and go into the phone room, which can be either
    Room 7, or Room 21 on my map.  If it's really
    the phone room, you will automaticly use the 
    key you got from the meat locker in order to open 
    the door.  Once you go in, if no one's there then
    exit the room, and go back in.  Keep this up until
    an event is triggered.  Leave the room as soon as
    you have control (You'll understand why when
    it happens).  Then re-enter the room.
    Check the table in the middle of the room in order
    to pick up a key.  This key is for the Religious 
    Study, so keep that in mind.  
    For now though, go to the music room.  The music room 
    can be room 18, 19, or 25..  Once you find it, search 
    behind the curtain.  If you find anything behind the
    curtain other than a Sceptor, then you have to beat the
    game with the Statue.  In that case, scroll down 
    past all of this to #7 in "IN CASE OF STATUE".  I can't
    stress enough (without Spoilers) that, if for any reason 
    you do not find the Sceptor upon your very first time 
    opening the curtain here, it means that you will have to 
    use the Statue.  
    However, if you find a sceptor behind the curtain, 
    take it, and leave the room.  
    Now go back to the 2nd Foyer, and to the Religious Study, 
    which can be room 7 on  the first floor, or 21 on the second 
    floor, whichever one of the two that wasn't the phone room.  
    There are two bookshelves here, which you should examine first.
    Now examine the demonic-looking painting.  It looks like
    some sort of demonic worship.  Now, go over to the desk, 
    and observe the books, chair, and the corner of the desk.  On the
    desk you should read something that will be very useful information
    later in the game, and in fact relates to the game's very
    Now examine the bookshelf to the left.  Jennifer will push it over,
    revealing an extra portion of the painting.  Examine
    it once, and then use the sceptor on it.  Nothing
    will happen, though, as this is just a precaution to
    take.  I think Jennifer compares the sceptor to the one in the 
    picture, since sometimes she will not use the Sceptor
    properly in absence of this step (unless I'm doing something
    else wrong at those times).  
    Now it's time to go to the chapel.  It's room 16.  You should
    recognize this from the painting.  Examine everything in this room,
    if only for minor plot development.    In the floor, there is 
    a square outline inside of the star marking.  Make SURE to examine 
    it.  If you've been piecing things together, you should feel
    very close to a dark discovery.
    Check the flower vase in the upper right corner.  Then 
    use your sceptor on it.  If Jennifer won't do so,
    then she still doesn't have enough evidence that
    this is what must be done.  In that case, you'll
    have to go back up to the religious study, and
    examine both portions of the painting again,
    then use the sceptor on the sceptor in the 
    painting.  This has happened to me many times, and
    it's frustrating.   After this, go back down to the 
    chapel.  Then try to use the sceptor on the vase
    once more.  If it doesn't work, examine the markings
    on the floor again and then try.  It should certainly
    work now.  Jennifer will wonder for a minute what's
    supposed to happen, when a trapdoor opens inside of
    the star!  
    Go down the trap door..  You're now under the star...
    This new area appears to be a huge cave.  Walk to the 
    right, once you're at the bottom of the ladder.  You'll 
    see a figure in a black cloak walking past a guard dog.  
    Follow the figure.  However, the dog notices you.
    When it barks, remember that you have a black cloak 
    too.  So, use the perfume on yourself, then use the
    cloak on yourself.  In your new disguise, your
    canine foe will be non-the-wiser.  
    Once on the other side of the dog, go all the way to the 
    right, past the opening.  You will trigger an 
    event.  Once it's finished, Jennifer must now go to the 
    passage that was right beside the dog--into the Huge Cavern.  
    Once here, walk to the right until you see a table and some
    crates.  Those crates hold explosives.  You don't have an
    explanation, so move on to the right, all the way 
    until you enter the next "room".  There, you will find
    two huge pillars framing a fancy red curtain.   
    Again, having pieced together the facts you've
    gathered so far will bring you to a chilling
    realization about what this must be.  Examine the curtain.  
    You will eventually, due to what happens, come to a shallow
    body of water and to a steep slope (back in the Huge Cavern)
    which Jennifer must climb.   Start tapping the panic button as
    rapidly as you can.  Jennifer makes it halfway up, but
    slides back down.  Keep tapping the panic button, and 
    you'll be fine, despite the tension of the situation.
    Jennifer will now run back to the entrance of 
    this place.  Go through the cave in the background.
    Once she goes into it, go all the way to the right.
    There's an elevator.  Use the panel next to it
    to enter it.  There are three other floors besides
    this one--1st, 2nd, and 3rd.  Go to the 3rd floor.  
    Jennifer will exit the elevator, and for a while
    the events will be automatic.  Don't get too 
    comfortable however.  If you should find yourself
    under a direct attack, tap the panic button rapidly 
    until Jennifer is again safe!
    Congratulations, you have just guided Jennifer
    through her horrific stay at the Clock Tower
    Mansion...and you have, in this case, helped
    her to achieve the best outcome possible in
    the game!  
    There are times in the game when you will
    use the statue instead of the sceptor.  
    This is, I believe, the correct way to
    end the game, since the statue appears
    in the sequal.  In the below portion
    of the guide, I tell the only ways
    I've ever gotten an S Ending in which the
    statue was used.  Using the statue instead
    of the sceptor has no real affect on the 
    game, but here I will tell how to get it.
    This isn't as descriptive as everything
    above, as it's all in the S Guide Above.
    However, certain parts that you haven't
    read to yet if you've gotten the statue
    will be descriptive.  Well, on with this
    part of the guide:
    1:  When you go to the Master Bedroom,
    let the parrot out and click on the 
    bed.  Use the panic button to wrap it
    up in the cover.
    2:  When the most common stalker attacks you from
    the bathroom, hide under the left bed in the 
    master bedroom.
    3:  NOW go to the closet room (22), and
    get the cloak.  
    4.  In the hall outside of the closet 
    room, get the key from the nest by 
    pushing the crate up to it and examining
    5.  Go through scream hall 2 (room 23) NOT
    looking through a window if you hear a 
    6.  Go to the Child's room, check the toybox 
    for the chapel key, and defeat the enemy
    by using the panic button.  
    7.  Go to the Library(Room 15, 17, 18, 19,
    OR 25), read the words on the second book
    shelf.  One of the books says, mysteriously,
    to look for the idol in the bosom of the 
    statue upstairs.
    8.  Now, go up to the Hall of Idol (12),
    which is also the hall with the plank.
    Examine the second statue you see.  You'll
    find the idol you read about in the library!
    It looks VERY important, but you don't know
    what to do with it yet..  You'll have to
    move on for now.
    9.  Go to the storage room, move the 
    crates, and break the wall down.  Go 
    through the hole.
    10.  Examine everything, the corpse last of
    11.  Now, do EVERYTHING in the S Ending
    guide that you haven't done already, 
    except for everything pertaining to the
    sceptor.  This means you never have to
    visit the music room, but I still search
    the religious study for plot reasons.  
    You won't be able to push the book shelf over 
    though.  (It may be particularly important
    to examine the Religious Library if you're
    trying for an A ENDING, so bear that in mind).
    12.  Whenever you've done everything 
    else on the S Ending guide, get to the 
    chapel.  Examine everything in this room.
    There is some sort of altar under a picture of some
    sort of demon..  In the floor, there is a square
    outline inside of the star marking.  Make SURE
    to examine it.  
    For now, You notice that the alter looks just right to 
    place the statue on.  Could this be what the statue 
    is for?  To find out, get the statue from your 
    inventory and use it on the altar.  Sure enough, a 
    trapdoor opens inside of the STAR!  
    NOTE:  From this point on, use the portion of the
    S ENDING guide titled "THE CAVES"
    as you would "In the Case of the Statue."  Once you
    hear dripping, however, pass the bathroom up and go
    on to the Second Foyer.  Once you see what happens 
    there, hide in the Master Bedroom.  From that point on,
    follow the S Ending Guide bearing one thing in mind:
    In the Phone Room, NEVER examine the Suit of Armor.
    It may also pay to never enter the 1st Bathroom, though
    I'm almost 100% certain that it won't matter as long
    as you don't go in before going to the Second Foyer.
    Then you will have the same Rank (the S Ending) but
    there will be one difference; whether you consider
    it a small or significant difference depends on
    what how you look at it.
    1.9 The A ENDING
    To get the A ENDING, do EXACTLY as you would for the S
    ENDING (whether or not you go for the "Slightly Different
    Variation") except for a couple of things.  
    First of all, after getting the Key from the Meat Locker
    in the Kitchen, you'll immediately want to get the 
    Ham from the Refrigerater..
    Second of all, never go into the Secret Prison.  That's
    right, completely ignore the parts of the S ENDING guide
    that tell you to go into the Secret Prison, meaning you
    should never move the two crates in the Storage Room,
    and you definitely should never use the pipe to break
    a whole in the wall leading to that room, at least not
    until further notice.
    Once you go into the Phone Room, just as you did with
    the S ENDING, go in and out of it over and over until
    you trigger an event.  If you've played through the
    S ENDING, you'll realize that this event is playing
    out somewhat differently than it did on the S Path.
    After the events in the Phone Room have finished, you'll
    find yourself in a totally different location (The Shed) sitting
    opposite a certain character.  Use the ham on that character
    as soon as you can.  When you are able to exit through a door
    on the far right, DON'T.  Instead, select the two-by-four block
    of wood right beside the door.  
    Do check out the Religious Library and examine everything
    in it you can.  I always did just for the sake of the 
    plot developement, but evidently it's also a MUST 
    for this ending (thanks to Lord Zero for this one)!
    Once you have left the Shed, carry on with the exact same
    path you would follow for the S ENDING, and you'll 
    end your journey with the A ENDING.  Decide for yourself
    whether or not it is in fact the "Second Best" ending.
    2.0 The B ENDING  
    To get the B ENDING, do exactly as you would in the
    S ENDING except for one difference...go into the 
    Scream Halls until you DO hear a Scream, and then 
    immediately look out a window.  After witnessing
    the event, carry on as usual with the S ENDING strategy
    FULLY (other than the one difference mentioned), and 
    you'll end up getting the B ENDING.  
    Just remember, after getting off the elevator, there
    will still be a moment in which, though the threatened
    death is slightly different from the S and A endings, 
    you will have to tap the panic button rapidly to survive.  
    If you should find yourself in immediate danger, use the 
    panic button!
    If you're following the S ENDING Path "For a Slightly
    Different Variation" then you'll have to be sure
    to examine the Suit of Armor in the Phone room when
    you go there.  Remember, however, that the B ENDING
    will be exactly the same no matter which path
    for the S ENDING you were following (with the one
    difference suggested in each case) to get it.
    2.1 The C ENDING
    Do exactly what you would for the B ENDING, except
    that, once you board the Elevator in the Caves, you 
    should press the button for the 2ND Floor instead of for
    the 3rd Floor.
    Once you exit the hall that you find yourself in just
    off the elevator, you will trigger an event.  Tap
    the panic button when it becomes obvious that you're
    in danger.  Run through the door on the left side
    of the screen, then click on either of the doorways
    in the next hall; they both lead to the same
    place (The OutSide Balcony, Room #32).  
    Climb the ladder in the background, and while climbing
    it, it will become obvious that you should tap
    the panic button rapidly.  Do so, and from that 
    point on, the ending should play out on its own.
    2.2 The D ENDING
    Do everything that you would do for the S ENDING, 
    except NEVER enter the Secret Prison, NEVER
    enter the Phone Room (which means you will
    never enter the Religious Study) and NEVER click
    on the shelf beside the calendar in the Kitchen.
    If you find out that you must enter the Religious
    Study (if you get the Scepter instead of the statue)
    then save just before entering the Phone Room, and
    if you trigger an event in that room, restart
    and keep entering the room until you do NOT trigger
    the event, and get the key and leave.  HOWEVER, I 
    recommend you play as though you were going for
    the S ENDING (aside from the differences mentioned
    here) in "In Case of Statue" as it's much easier
    to pull this ending off if you don't have to use
    the Scepter.
    Aside from this, play all the way up to the elevator in
    the Caves using the S ENDING Guide aside from these 
    differences.  Then, on the elevator, select the 2nd
    Floor.  Go out into the hallway beyond the one you
    exit the elevator into, and ENDING D will take
    care of itself.
    2.3 The E ENDING
    Do the exact same things as you would for the D ENDING
    except that you should select the 3rd Floor once you
    reach the elevator in the caves.  From that point
    on, the E ENDING will play out on its own.
    2.4 The F ENDING
    To get the F ENDING, follow the same exact path for the
    S ENDING up UNTIL you have just passed the guard dog.
    DO NOT continue to the right end of the screen, but 
    instead go directly into the cave.  From then on,
    follow the S Ending guide, and you'll find yourself
    getting the F ENDING.
    2.5 The G ENDING
    Getting the G Ending is very simple.  Follow the S Ending
    Guide until you have hidden for the first time, having 
    GONE INTO THE 1st BATHROOM upon hearing the dripping sounds.
    Then, after hiding, go into either of the Scream Halls until
    you hear a scream.  Look out one of the hallway's windows.
    Then proceed immediately to the Garage.  There is a crate 
    behind the car, where you will find a key.  Use the key
    on the car repeatedly until Jennifer finally drives away
    into "safety."  Watch the credits roll, then see the ending.
    But will Jennifer's ordeal be over without permanent
    2.6 The H ENDING
    The way to get the H Ending is almost identical to
    getting the G Ending, but not quite, so follow these
    instructions.  Follow the S Ending Guide up until you have 
    hidden for the first time.  Then, proceed 
    immediately all the way to the Garage.  There is a crate behind 
    the car, where you will find a key.  Use the key on the car 
    repeatedly until Jennifer finally drives away into "safety."  
    Watch the credits roll, and then afterwards you'll see the 
    ending...can escaping really be that easy?
    2.7  Character Analysis  _SPOILERS_
    Do NOT read any further unless you have beaten the 
    game or do not mind to read spoilers...this Character
    Analysis and the following section are in light of things 
    you will have discovered throughout the game.  From here 
    on until the "Closing" Section, THERE WILL BE SPOILERS,
    so if you want to read the Closing but don't want
    any SPOILERS, scroll all the way to the bottom of the page
    without even glancing at the text.
    Who are Bobby and Dan?  What's up with Simon 
    Barrows?  What's the whole truth about Ms. Mary?
    All of these questions are about to be answered, as best
    as I know how.  If you've beaten the game, then you know 
    that there's a lot to these characters, especially
    more than is explained in the beginning of this
    guide.  So, just sit back and read, and you will
    see what seems to be, and what I believe to be, the
    deal with these characters.
    MS. MARY (MARY BARROWS):  She really turned out to be 
    the mother of the Barrows Twins, and the wife of Simon
    Barrows.  It is my opinion that the girls did NOT
    know she was Mrs. Barrows, but rather thought she was 
    working with the adoption agency.  My reasoning is that
    when Jennifer sees her name as "Mary Barrows" on her
    father's patient list, she seems to react as though
    she hadn't known that Mary was a Barrows.  In the end,
    Mary turned out to be quite the opposite of a caring
    adoption case worker.  She was full of hatred, and she was
    very evil.  Whether she was tainted upon birthing demonic
    children or whether she married into the Barrows family
    for that very purpose in the first place (the family has
    a history of such demonic happenings), when Jennifer 
    encounters her, any show of genuine kindness shown by
    Ms. Mary is only a front.  Regardless of Ms. Mary's
    initial feelings for her husband, she later made him a 
    prisoner when he couldn't accept their demonic children.  
    Mary seems to be crazy as well as evil, possibly suggesting
    that she was indeed driven insane by her children's abnormal
    birth rather than being originally evil.  Several times in 
    the game, she  says some absurd things, such as disgustedly 
    calling Jennifer a thief despite her own obviously worse 
    offense (murder), and speaking as though killing Jennifer is 
    merely an act of parental discipline.  Whether she is purely 
    evil or simply driven insane (and thus in some sense a tragic 
    villain) by a love for her tainted children, she now partakes 
    in the demonic rituals of the Barrows family heritage (perhaps
    because it nurtures her evil but beloved children), and 
    ultimately forces Jennifer to either kill her or be killed.
    SIMON BARROWS:  You ultimately discover that he is
    a prisoner in a cage.  It would seem that he really 
    DIDN'T want the evil family burden of the Barrows.   
    The Barrows family apparently has a family religion 
    centering around demon worship, which has marked their very 
    genetic line, leaving them prone to having demonic, deformed 
    children on occasion (whether this happens at random or due 
    to a deliberate summoning is never explained), but Simon 
    evidently didn't want to have any part of such evil.  When 
    he discovered that his children had been tainted, it seems 
    he rejected them, as Quintin had done to his son generations 
    before.  It is reasonable to believe he tried to use the 
    Clock Tower against the children, but that Mary found out 
    his plan and outsmarted him, ultimately imprisoning him, 
    where he remains imprisoned.  He likely dies of starvation 
    before the game is over, as Jennifer is the only survivor 
    in the sequel.
    BOBBY BARROWS:  The most frequent enemy in the game,
    Bobby apparently has a demon inside of him.  In fact,
    it seems his very soul is demonic rather than human.  
    Whether due to rituals or to a Barrows Family
    curse (due to the family religion), Bobby was born
    with a bloodlust and a deformed mind.  It seems Bobby
    has the natural desire to kill, a desire nurtured by
    his mother's all-too-willing approval.  His weapon of
    choice, quite possibly because it can also act as 
    a sheild (Protection since he's nine years old, and 
    even if it's hard to kill him, he can apparently feel pain), 
    is a pair of oversized hedge clippers, or perhaps these
    scissors were specially fashioned by his mother.  
    In any case, he's a terror to behold.  Because of the
    second game, I'm inclined to believe he's wearing 
    some cheap mask, as in the sequel he is said to have 
    worn one..  Jennifer, in her fright, sees this
    as his real face.  Judging by the fact that falling from 
    great heights on multiple occasions doesn't even scathe him, 
    Bobby may be a being that can be killed only by complete 
    destruction--like getting ground up in Clock Gears.  
    He's much more dangerous than his mother for this reason.  It
    is possible that he acts as a guardian for his brother, a role
    that may very well be a sacred one in the Barrows religion if
    his brother is seen as a type of incarnate deity.
    DAN BARROWS:  Of the twins, he is the most affected by the Barrows 
    Curse/Religion. Like his brother, he has a demon spirit for a soul, 
    it seems. He is a huge, monstrous creature, who, as though he were a 
    baby, can only crawl because of his massive size.  He is kept and 
    protected in the caves,where his mother and brother possibly feed him 
    the corpses of their victims, which is perhaps the biggest 
    purpose behind their murdurous ways, besides adhering to the 
    Barrows' bloodthirsty religion.  He is very slow, because of his
    limited mobile abilities, but he is very strong and resilient, and 
    may have inherent magical abilities, possibly being the source of much 
    of the supernatural evil in the  mansion, given that he is pampered and 
    possibly even worshipped by his mother and brother (the picture above 
    the altar in the Chapel resembles Dan very much).  For this reason, 
    it is possible that creatures like Dan are seen as incarnations of 
    some sort of deity in the religion of the Barrows family.  Whether his 
    mother believed in and practiced such a thing all along or began to 
    believe (and practice) it after birthing him is unknown.  
    in the US, NOT "The Struggle Within")
    Dan's different appearance in the sequel has raised many questions.
    In his return, he looks more like his brother, normal in size and 
    form.  Being grossly affected by the Demonic deformities common to 
    the Barrows family, in the original game Dan's demonic spirit
    seems to have worked in a unique fashion, as if the demon used 
    his human body for a core to form upon, growing its own physical 
    manifestation around and engulfing his body.  This would possibly 
    serve as protection for the demon, since, if it was ever destroyed 
    somehow, it could simply retreat from its own physical body, and 
    into its core, which grew inside as a normal (looking) boy.  
    Thus when the demon is finally burned, its outer flesh acts as a 
    shield for the concealed body within.  Jennifer's mesmerized reaction 
    to the burning mass (shown in the opening to the sequel) suggests that 
    she noticed that there was something more to the demon than the outside, 
    and in fact it may be that fact that drives her over the edge and causes
    her to lose her memory of much of her plight.  The limp of Scissorman 
    in the sequel might be seen as a result of Dan's natural body (having
    been in use for less than a year) being weaker than Bobby's, who had no
    problem walking normally with the giant scissors.  And the way Dan 
    claims to have a memory loss could have been more than an alibi, but 
    an excuse to learn correct speech, and figure out a world he's never 
    seen before as the Instructors tried to "restore his memory".  Despite
    the possible disadvantages of being relatively new to using his human 
    body, Dan retains much of his former power in the sequel, being able to 
    influence others to do evil things and being so resilient that only a 
    complete exorcism from the Earthly realm can stop him.
    WALTER SIMPSON:  Jennifer's father, a doctor.  It turns out that the
    occasion of his house call when he disappeared was the birth of 
    Mary Barrows' twin boys.  When he delivered the babies, apparently
    without having any clue as to the Barrows Family history, one
    of them (or perhaps both of them; the translation makes it seem
    that way) ate his hand.  Seeing that they were already horribly
    deformed and bloodthirsty, he knew that the children were demonic.
    However, Mary overpowered him, probably helped along by the fact
    that he had lost a hand and was likely weakened by the shock of
    it.  It is unlikely that Simon helped Mary do this, since Simon
    seems to have been vehemently against taking part in being an
    approving father to the demonic children.  In any event, Walter
    Simpson ultimately died of suffocation from being trapped in
    the Secret Prison, which was evidently sealed airtight.  The
    last thing apparently on his mind was his daughter, Jennifer,
    whose name he wrote three times in his last log before breathing
    his last.
    2.8  Plot Points and Theories  _SPOILERS_
    Many things have already been covered in the Character Analysis
    section, but I do believe there are a few lingering questions.
    WHICH ENDINGS ARE "AUTHENTIC":  (Very minor Spoilers for the Sequel, as
    in it's information you find out very very early in the Sequel and in
    fact can deduce from the instruction manual before you even play the game)
    Well, at the time the game was released, it's probably true that ANY 
    of the endings were authentic.  However, the sequel shows that only 
    Endings A, B, and C could be the authentic endings in the Clock Tower 
    universe if the Sequel is to be included in that Universe.  In some way, 
    these are the most cinematic/dramatic endings, so it makes sense.    
    TIME WILL CAUSE ADHERENCE?  What's the deal with the Clock Tower driving
    the Scissorman to his own self inflicted Demise?  It would seem that 
    whichever Barrows originally had the mansion built in Romsdaaren Norway 
    rejected the evil of the family religion and, perhaps using an ancient
    means of fighting evil, erected a special Clock Tower infused with
    some special kind of power.  That power could bind the brand of evil
    that breathes life into the Demon Children sometimes born in the Barrows
    family, and it is released whenever the Clock Tower gears are working.
    Mary evidently realized this, and at some point shortly after the birth of
    her children she stopped the Clock Tower from running (it was evidently
    running on the actual day/night of their birth according to the opening
    for "The First Fear" on the PS1).  She imprisoned Simon then, most likely
    because he tried to use the Clock Tower as a weapon against his children
    or she knew he WOULD try.  Note:  It would seem that the gears really
    do possess some special quality, as opposed to simply driving Bobby
    mad because of the noise; notes in the game specifically say "Time Will
    Cause Adherence," as if it were a solemn guarantee, whereas Bobby's merely
    reacting to a loud noise would be, at best, an unpredictable event.
    For more background on this, read the next part; but be warned that there
    are there are SPOILERS for the sequel contained in the rest, for the
    sake of explaining these things fully; that said, these Spoilers concern
    the BACK STORY of the sequel mainly instead of the "present-day" plot of
    the Sequel...but it is particularly interesting back story (that
    largely determines the location of an entire level in that game), so if you
    want to discover it IN the Sequel, please skip ahead to "THE BARROWS
    CURSE"  If you're okay as long as the "present-day" events of the
    sequel aren't ruined, then this section is no Spoiler threat to you (as
    long as you've played the SNES Original, of course) and it will help you
    fill in some of the gaps as to the nature of this game's namesake,
    the Clock Tower.  Otherwise, what you've already read is plenty enough (and
    all that could have been deduced anyway before the sequel was released).
    Some reference the sequel to will fill in some gaps.  In the Sequel, you 
    discover that Quinton Barrows, Master of the 13th Generation of the Barrows 
    Family, had discovered a way to exorcise the "Devil Children" that his family 
    was known for breeding.  He was branded a traitor for this, as he rejected the 
    apparently evil religion of his family (which evidently brought a curse upon 
    all  Barrows, though those who practice the family religion evidently look
    upon the curse as a gift) and killed his own son, who was the Scissorman
    in his generation (and possibly the original Scissorman).  Quinton did
    this using a Door that devours whatever enters it; that door was found
    in a cave beneath the original Barrows Castle.  It is reasonable to believe
    that whoever built the Clock Tower in the original game used a similar 
    power (though not by identical means) as that which was used to "exorcise 
    the Devil Children" by Quinton.
    THE BARROWS CURSE:  All that can really be said about the Barrows Curse
    is that it evidently afflicts even those in the Barrows family who do
    not WANT to take part in the family religion.  This would explain
    why bystanders like Simon fathered demonic children 
    despite their obvious resistance to the concept.  Why this curse has
    such a strong hold on the Barrows Family has not been explicitly
    stated by the original developers, and since subsequent owners of
    the series have shown little interest in the original plot, there
    is no official, canonical answer to this question.  It is reasonable
    to believe that the rituals of the Barrows family involved a blood
    pact, so that the very bloodline of the family was marked, regardless
    of whether or not those carrying that blood willed it to be or not.
    It would seem to be that same Curse that, at least when a Demonic 
    Child is present, can cause several supernatural atrocities to occur,
    such as a hand reaching out of a mirror and the reanimation of
    a corpse (in the PS1 version, the FIRST FEAR).  It is the sequel which
    reinforces this information, but since all of this -can- possibly be 
    deduced from the first game, there's no need to include direct Spoilers 
    for the Sequel on this topic.
    THE BARROWS RELIGION:  The nature of the Barrows Family's religion
    is obscure in that, for the most part, they seem to follow a 
    generic brand of demon worship.  Upon closer inspection, it seems
    that there are certain specific elements of the religion.  Because
    the picture above the altar in the Chapel (and on the fresco 
    in the Religious study) looks very much like Dan, it's possible that
    the Barrows family religion revolves around trying to incarnate some
    sort of dark deity into a physical form.  In Bobby's and Dan's
    generation, Dan would seem to be that incarnation.  Whether this 
    demonic incarnation happens randomly as a result of the Barrows' 
    family's history with the religion, or whether it may only happen when 
    one or both parents specifically perform certain rituals or cooperate 
    with those rituals is never explicitly stated.   (Minor Spoiler For the 
    Sequel)  The Sequel gives certain indications that the Barrows Religion 
    involves deliberate mockery of Christian beliefs, as certain symbols & 
    images of the Barrows religion seen in the sequel parallel Christian 
    symbols &  images but in a dark, sinister version.  Such parallels 
    would seem to make the "incarnation" of the Demon Children a direct 
    and intentional mockery, by the Barrows' demon-centered Faith, of the 
    Christian belief in the Incarnation.  Such details give the Barrows
    religion an even darker and more sinister edge by having it mock 
    something good and holy.  It is almost certainly the Barrows Religion 
    that causes the Barrows Curse.
    JENNIFER'S MOTHER?  Some say that the corpse sometimes found in the
    Trophy Room, which will attack Jennifer in the FIRST FEAR version of
    the game, is in fact Jennifer's mother, who, according to that same
    theory, must have gone to the house with Jennifer's father.  While,
    to my knowledge, there is no official statement confirming this,
    it does make sense that Jennifer's mother accompanied her husband
    to the Barrows Mansion, as for her to have disappeared separately
    from her husband would make Jennifer the victim of a painful 
    coincidence (though that too is possible; or her mother may have
    died from grief over the father; such possibilities are worth
    mentioning and should not be dismissed).  So it is not impossible
    that the corpse in the Trophy room is that of Jennifer's mother;
    however, it is noteworthy that, if that's the case, Jennifer never
    seems to realize it, as she doesn't attach any emotional significance
    to discovering the corpse, unlike her heartfelt display of cradling
    her father's skeletal remains.  It's also interesting that, if this
    corpse is Jennifer's mother, it isn't skeletal like her father's, 
    though it should be ROUGHLY the same age; admittedly, it is possible
    that the body was mummified, being found, after all, in a taxedermy
    room.  However, again, there is no official confirmation of this
    theory, so ultimately the player can decide what he or she believes 
    about this.
    2.9  Closing (END OF ALL SPOILERS)
    Finally, this guide seems like it just might
    be finished.  That said, if you have ANY 
    comments on how this FAQ can be made better, please 
    e-mail me at (I'll say it again so you don't have to 
    scroll all the way up there) MrMasonW2DS@hotmail.com.  
    You can also just post a Message on the SNES Clock Tower
    Message Board at GameFAQs.com.  Tell me anything you think 
    could improve this walkthrough.  I can't promise anything
    (unless there's some particular mistake in the walkthrough,
    which I would then certainly try to fix if I can),
    but you never know until you ask, right?  Thanks!    
    I will consider putting up a Frequently Asked Questions
    part if I am asked to and given certain specific questions
    to address that I have not already addressed in this guide.  
    However, do not ask me to put anything in the main walkthrough
    that would constitute a Spoiler.  I am pleased with the 
    relatively spoiler free state of the walkthrough as it is, and
    don't want to change that.  In fact, if you spot a spoiler
    I failed to edit out of it (since in the original version I 
    attempted to make a translation guide as much as a walkthrough) 
    please let me know by sending me an e-mail.
    Now that all the Endings are Covered and key plot points
    have been explored, if there proves to be no need for an
    FAQ section and no one finds a significant flaw with the guide,
    it looks like this guide is finally complete.  After nearly
    SEVEN YEARS without a single update, I'd say it's about time;
    wouldn't you?  
    Thanks for reading this, and I hope you found it entertaining,
    informative, and helpful all at the same time!

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