Вы находитесь на странице: 1из 81

Clock Tower 3: FAQs and Walkthrough with Synopsis

U.S. Version
Written by Collin Lee (adarkervision@yahoo.com)
Copyright May of 2003 by Collin Lee
Version 1.0

-GUIDE OUTLINE-
I. Introduction
-a. The Players (Characters)
-1. Alyssa Hamilton
-2. Nancy Hamilton
-3. Dick Hamilton
-4. Philip Hamilton
-5. The Dark Man
-6. Dennis
-7. Linda
-b. The "Arsenal" (Items)
-1. Holy Water
-2. Lavender Water
-3. Sigil Stones
-4. Invisibility Bands
-5. Other (non-support) Items
-c. Freaking out (The Panic Meter)
-d. The Big Bads (Entities and Subordinates)
-e. Run Away! (Hiding and Evading)
-1. Hiding Spots
-2. Evade Points
-f. The Little Bads (Restless Spirits)
-g. The Smackdown (Boss Battles)
II. The Walkthrough (with synopsis)
-a. Chapter One-"Please Hammer, Don't Hurt 'Em"
-1. Prelude (The Hamilton House, Present Day)
-2. A Little Night Music (London, Christmas 1942)
-3. Boss Battle: Sledgehammer
-b. Chapter Two-"It Must Have Been Some Bad Acid"
-1. Intermission (The Hamilton House, Present Day)
-2. I Hear the Acid's Lovely(London, November 1963)
-3. Boss Battle: The Corroder
-c. Chapter Three-"A Rooder Awakening"
-1. The Sewers and What Lies Above (Sewers, around 1988)
-2. Axe me no questions, Tell me no lies(A Graveyard, Present Day)
-3. Boss Battle: The Chopper
-d. Chapter Four-"Snickety Snack"
-1. Hell's Waiting Room (Hospital, Present Day)
-2. A Charming Residence (Castle, apparently outside of time and
space)
-3. Boss Battle: Scissorwoman
-4. Boss Battle: Scissorman
-e. Chapter Five- "Happy Birthday! I Got You a Gaping Chest Wound"
-1. Climbing the Tower of Power (The Clock Tower, just before
midnight)
-2. The Final Battle: Lord Burroughs
-f. Secrets and Mysteries
-g. Final Review
-h. Conclusion and Farewell

I. Introduction

Hello all. This is my first ever guide, so bear with me. I noticed that most
Walkthroughs
are very generalized, in order to keep spoilers to a minimum, and I respect that.
But I
thought that there might be others out there like me, who want a little more to go
along
with the "turn here, push that" approach, and who might like a synopsis of the
game's
events to go along with the directions. This is not meant to ruin anything for
someone
who has not played the game before, and as such I try not to blurt out surprises as
they
happen, but rather to describe them after they happen, to keep events in context.
Thus I
won't say "Turn here to see a little girl beaten to death with a hammer", but
rather "Turn
here for a nasty surprise. That lovely gentleman is known as Sledgehammer, and he
seems to have something against little girls". Honestly, if you don't want
Spoilers, than
you should never read ahead in a Walkthrough. Clock Tower 3 is somewhat linear,
and
so I am going to assume that if you are reading a Walkthrough it is for a way to
find the
best path, and the best strategies to get through the game with a minimal effort.
And that,
my friend, I can promise you. In fact, if you follow this guide to the smallest
nuance, it is
entirely possible to get through the entire game without using any of your support
items,
and with no unnecessary backtracking. I try to keep the proceedings clear, and
summarize the story and action a concisely as possible, while still reiterating
that which
is important. There is a lot of detail in this game, and a lot of threads running
through the
story, and aside from giving directions, I feel that it is my job in this guide to
help
highlight them and keep them straight. So again, I reiterate; if you are looking
for a
simple verbal map to get through the game, with a minimum of exposition, there are
guides better suited to your needs. However, if you are looking for a complete
resource
on the game, covering the characters, setting, story and systems, in addition to a
simple
walkthrough, than you have come to the right place. That being said

Clock Tower 3 was released in North America on March 18, 2003 by Capcom, and was
developed by Sunsoft. The previous two games in the series, Clock Tower and Clock
Tower 2: The Struggle Within were developed by Human Entertainment and published
by ASCII Entertainment and Agetec Incorporated, respectively. Furthermore, the
game
called Clock Tower here in North America is actually the second game in the series
in
Japan, the first being released originally for the Super Famicom and then for the
Playstation as Clock Tower: First Fear, but only in Japan. That means that Clock
Tower
2 (called Clock Tower: Ghost Head in Japan) is actually Clock Tower 3, and this
game is
Clock Tower 4but don't worry about that, because we don't live in Japan. This
game
bears but a few things in common with the original games in the series, as they
were both
more "point-and-click" type adventures, while Clock Tower 3 has more action.
Capcom
leaned towards this style of game play in hopes of drawing in a larger audience,
and I
must say that I feel that it has made the series more accessible, without
sacrificing the
tone and feel of the series. What Clock Tower 3 does share with the rest of the
series is
an alternative to the guns blazing commando style of other survival horror games
(most
of which I love, don't get me wrong). Instead it focuses on really surviving,
which is to
say avoiding confrontation and injury my hiding from and evading one's pursuers,
while
trying to unravel a mystery. The Clock Tower series has also always had a helpless
but
brave young girl as the hero. In addition, this game does have an incarnation of
Scissorman, though he is much different from the menacing antagonist of the
previous
games. Also, the name Alyssa was used for the protagonist of Clock Tower 2 in
North
America (it was Yutaka in Japan, for those who are interested). That is where the
similarities end, however (at least that I can think of; please feel free to
educate me if I
miss other similarities), as this series took on a new look and a new direction
under
Capcom. The most important of these changes are having multiple killers pursuing
you
instead of just one main one, and the ability to fight back against these pursuers
at the end
of each Chapter. And now on to the game itself

a. The Players

-1. Alyssa Hamilton


Alyssa is the main character in the game. She was sent away to boarding school
when
she was twelve, and told she couldn't come back for six years. Now she is fourteen

(almost fifteen), and is disturbed when she receives a letter from her mother
telling her
not to come home until her fifteenth birthday has passed. Alyssa calls home but no
one
answers, so Alyssa, like any teenage girl, ignores her mother's wishes and rushes
home
in hopes of figuring out what is going on

-2. Nancy Hamilton


Alyssa's mother. Her reasons for sending Alyssa away so abruptly are unknown, but
she
remains steadfast in her decision. Nancy and her daughter are very close, which
makes
her behavior that much more confusing

-3. Dick Hamilton


Nancy's father, Dick, has been like a father to Alyssa all of her life, since she
never knew
her real father. Three years ago he left without explanation, and has not been
heard from
since. His disappearance saddens and hurts Alyssa, and she waits anxiously for his

return.

-4. Philip Hamilton


Philip was Alyssa's father, who died tragically in an accident when she was just a
baby.
Alyssa has no recollection of her father whatsoever.

-5. The Dark Man


This black garbed and enigmatic stranger is the only person at the house when
Alyssa
returns. At first, Alyssa thinks he is one of her mother's boarders, but he seems
to know
more about Alyssa and the house than she is comfortable with

-6. Dennis
This redheaded scamp is a friend of Alyssa's from grade school. He seems to have a
bit
of a crush on her

-7. Linda
Linda is Dennis' sister, a missionary nurse who has raised Dennis since he was a
little
boy. She is currently in Africa, working as a relief worker.

b. The "Arsenal"
Alyssa has a few (a very few) support items that she can do to aid her in survival
throughout the game.

-1. Holy Water


That's some high quality H20! Holy Water is your single most valuable resource in
the
game. At the beginning you will only be able to carry a few doses of it at a time,
but as
your proceed through the game, you will gain the ability to carry more. But what
can it
do, you ask? Well, it can unlock doors marked with a glowing blue sigil. It can
activate
the transportation runes known as Portal Squares. And, more importantly, it can
fend off
and stun attackers, be they Subordinates, Minions, or Spirits. When you hit the
attack
button (the triangle button is the default) Alyssa will throw a dose of Holy Water
in a
short arch ahead of her, stunning any enemies caught by the splash so that she has
time to
make her escape. Since this valuable commodity is so important, you will want to
refill
any time you see a Holy Water reservoir jar (you can tell which jars these are
because
they glow) or at a Lion's Head Fountain. Never leave home without it.

-2. Lavender Water


Lavender Water is a throwback to earlier centuries, when nobles would carry scented

kerchiefs or other perfumed objects to fend off noxious odors and revitalize
themselves
when faint. Sissies. Anyway, Lavender Water is an extract made from the purple
lavender flowers, which gives of a clean, pleasing odor. Alyssa, the little noble
that she
is, uses the scent of Lavender Water to bring her back from the edge of panic when
attack
from enemies threatens to push her over the edge. It seemed like a better choice
than
Bourbon to give to fourteen year old girl. Like all support items, it is a rare
commodity,
and should only be used to bring Alyssa back from a full-blown panic, or to keep
her
from going into a full blown panic when hiding, because that causes her to burst
from her
hiding place.

-3. Sigil Stones


These crystals will protect Alyssa from one killing blow. They are used
automatically
when an attack or event would kill Alyssa outright, such as when getting hit while
in a
full panic or hit by the automated axes in Chapter Four. You will know when they
are
used because there will be the sound of the crystal breaking and a blue flash of
light.
Note that they cannot be used in boss battles (unfortunately), nor will they keep
you
from dying if you fall from the plank in the Concert Hall in Chapter One.

-4. Invisibility Bands


What has it gots in its nasssty little pocketses? These handy little items will
turn Alyssa
invisible for a short time, keeping Subordinates and their Minions from finding her
out.
These a pretty rare, and should only be used if you absolutely need to slip past a
lurking
assailant, or if you need a few extra seconds head start to make it to a hide or
evade point.

-5. Other (non-support) Items


All other items that you find it the game will be either Key Items (such as the
keys, the
Looking Glass, or the Sacred Bottle), Documents (that give you another piece of the

story), or Sentimental Items for setting restless Spirits free (such as a Teddy
Bear or an
Engagement Ring). Key Items are used automatically as the situation arises, such
as
opening a door to use a key. Sentimental Items must be used on the bodies of
specific
Spirits, and will be covered under the section on Spirits, below.

c. Freaking Out
In the top right corner of the screen is the Panic Meter, and when Alyssa feels
threatened,
such as when someone is trying to maul or kill her, her Panic Meter raises. When
she
feels very threatened, such as when a Subordinate jumps out of hiding and knocks
her on
her ass, the Panic Meter raises a lot. If it fills up entirely, Alyssa will go
into full out
panic, and begin to act erratically. The camera gets all screwed up, your field of
vision
narrows, Alyssa stumbles while trying to run away, can't use Holy Water to protect
herself, and will even just stop and tremble instead of trying to get away. You
can lower
Alyssa's panic level by getting her out of the stressful situations and into
hiding, by
escaping her pursuers, or by using Lavender Water. Note that even while Alyssa is
in a
hiding spot, if a Subordinate is sniffing around close to her hiding spot, her
Panic Meter
will raise. If it is really high to begin with, and this is enough to push her
over the edge
into a full panic, Alyssa will burst from her hiding spot and directly into danger,
so use a
Lavender Water if she is on the very edge and an enemy is near her hiding place.

d. The Big Bads


Each level has a possessed and deadly killer stalking it, in addition to restless
Spirits.
This killer is called a Subordinate, and the force possessing them is called an
Entity. The
Entity governing the Subordinate grants its host immortality, and gets its power
from the
trapped souls of the victims of the killer. The souls of those killed are trapped
on earth
by something in their lives left unfinished, and it is up to Alyssa to find the
Sentimental
Items that will give them the strength to move on, thus robbing the Subordinates of
their
power source. Subordinates are relentless and nearly impossible to kill, and even
if you
manage to lose them, they will soon be back. Subordinates show up at pre-scripted
moments, after a certain amount of time has passed, when Alyssa runs into their
moth-
like Minions, or when Alyssa makes a racket by kicking or knocking over certain
objects,
such as cans, pots and pans, and bottles, among other things. Once the Subordinate
is on
to you, the only way to get rid of them is to use Hide or Evade Points (covered
below).
You can render yourself invisible to Subordinates and their Minions for a short
time by
using an Invisibility Band, and you can stun a Subordinate temporarily or destroy
their
Minions with a dose of Holy Water. The only way to get rid of a Subordinate
entirely is
to find a Sentimental Object belonging to the trapped souls that are powering them,
and
then engage the Subordinate in a final Boss Battle (also covered below).

e. Run Away!!!
Until Alyssa finds the Sentimental Item for the level and can face the Subordinate
in
battle, she will have to settle for running away and hiding. There are areas in
the game
set aside as Hide and Evade points, where you can find a few minutes of respite
from the
killer's relentless pursuit. There are usually one or two Hide Points in a level,
and these
areas can be used over and over to hide from the Subordinate. They are usually a
fairly
small and secure place, such as in a locker, behind a curtain, behind an aquarium,
and so
on. When you are being pursued, Hide Points are marked by a ball of greenish-blue
energy, and activate as soon as you run into them. You will automatically pull the
curtain
or door (or whatever) shut behind you and find a few moments of safety as the
Subordinate looks for you (even if they were right on your heels and saw you run
into the
Hide Point). If the Subordinate searches near your hiding spot, Alyssa starts to
get
nervous, and her Panic Meter will fill a little bit. If the meter was almost full
to begin
with, Alyssa can go into a full-blown panic and burst from her hiding spot, as you
can't
use a Hide Point when you are in a full panic. This is the only way that you will
be in
danger from a Subordinate while in hiding, because they can't open the hiding place
and
find you themselves. Lavender Water can be used while in hiding if necessary if
full
panic is immanent. To leave a hiding space when it is safe, simply hit the search
button
(the X button is the default).

Evade Points are something altogether different. They glow similarly to a Hide
Point
when you are being pursued, but Evade Points can be used only once. Furthermore,
if the
Subordinate is right on your heels, you will not be able to use the Evade Point.
The good
thing about Evade Points is that that they will get rid of a Subordinate right
away, and
keep him out of your hair for a few minutes. You see, Evade Points are used to
temporarily incapacitate, rather than hide from, the Subordinate. An example of an
evade
point would be a cable sitting in a puddle of water, which is attached to a power
switch
(which is where the Evade Point is located). Throw the switch, and when the
Subordinate runs into the puddle of water, he will be electrocuted, temporarily
incapacitating him. You would be wise to use the time that you have bought wisely,

since you won't get to do it again.

f. The Little Bads


In addition to the Subordinates, there are other, lesser threats that Alyssa must
deal with.
The least common are the Minions of the Subordinates, in the form of
purplish-blue lunar moths. The inhabit certain areas, and head straight for Alyssa
when
she arrives in the areas they inhabit. Their touch causes Alyssa's panic meter to
rise, but
worse, it summons the Subordinate for the area. To keep them from reporting her
position to their master, Alyssa must destroy the Minions with a dash of Holy
Water, or
escape the area they inhabit without letting them get near her.

The second, and more common lesser enemies are the restless Spirits of those slain
by the
Subordinates. They stay close to their earthly bodies, hurt and alone, lashing out
at any
who come near. They will pursue Alyssa if she comes too close to them, and if they
latch
on to her, her Panic Meter will begin to fill, so staying away from them is a good
idea.
They are bound to the earth by things left undone or unsaid, and can only be gotten
rid of
by helping them come to terms with this unfinished business, by bringing them the
items
that symbolize the business they left unfinished. An example of this would be
giving a
missing engagement ring back to a Spirit who died before he was able to give it to
his
sweet-heart, or a fountain pen to a Spirit who died before finishing a final note
to their
loved ones. Each Spirit has a specific item needed to free it, and once you have
returned
to their body and offered the item, the Spirit will dissipate, bothering the living
no more.
In addition, they will leave behind a useful item for Alyssa to use, in thanks for
her help
in freeing them. This is just like the Sentimental Items needed to free the
greater Spirits
that are powering the Subordinate for the area, which is necessary to complete a
level, but
on a smaller scale.

g. The Smackdown
Once the Sentimental Item belonging to the greater Spirits whose misery is powering
the
level's Subordinate is found, Alyssa gains the power to face off against the
Subordinate
in battle, using a divine bow and arrow. The Subordinate will try to stop you from

reaching the greater Spirits, knowing that if you free them, the Subordinate's
power will
dwindle. When they do so, a Boss Battle will begin, in which Alyssa must fight
damage
her attacker while at the same time dodging his attacks. Attacking with the bow is

accomplished by pressing and holding the attack button (the triangle button is the
default), and then releasing it to fire an arrow. The longer you hold the attack
button, the
more powerful the arrow will be.

The trick to boss battles is not just to pound them with arrows until they keel
over. This
doesn't work so well. Instead, you need to transfix them, which means hitting them
with
super-charged arrows that pin them to the spot with glowing chains. You need to
transfix
the enemy with three glowing chains, from three different trajectories before you
can
unleash a devastating attack that will finish them off. Unfortunately this isn't
as easy as
it sounds. It takes time to charge up an arrow long enough for it to form a golden
chain
upon impact, and at the same time the Subordinate will be trying to kill you.
Furthermore, you can't charge up an attack when moving, or adjust the trajectory of
your
shot once you begin to hold down the attack button. So what this means is running
around until your enemy is stunned or slowed, and then charging your arrow and
nailing
him while he is distracted. Once the enemy is bound by one golden chain, it
becomes
easier to hit him with the next. Unfortunately you can't just stand in one spot
and nail
them with binding shots while they pinned. The binding chains need to criss-cross
your
enemy in order to hold him well enough to hit him with your final attack. This
means
that you will need to move at least forty-five degrees to one side of your last
shot or the
other in order for the next binding shot to do its job. Once the Subordinate is
pinned by
three chains, from three different directions, simply hold down your normal attack
button.
If the enemy is properly bound, Alyssa will unleash a devastating celestial attack
that
does quite a bit of damage. Some of the more powerful Subordinates will need more
than
just this attack to finish them, but if you weaken them earlier in the battle with
regular
attacks, this strike should finish them for good.

In addition, there are two kinds of Special Arrows that you can collect; green
Repellant
Arrows and red Binding Arrows. Repellant Arrows do heap-big damage and knock your
enemy back a few steps. Binding Arrows act as though they were a super-charged
regular arrow, and attach one golden chain to bind the Subordinate to the spot.
However,
all Special Arrows are a rare commodity, and should be saved for the last boss
battle of
the game. Trust me. This was a public service announcement. Ignore at your own
risk.

II. Clock Tower 3 Walkthrough


For the purposes of this guide, when I say, for example, turn left, I mean Alyssa's
left as
she is oriented on the screen. Thus, what is left when coming from one direction
will
become right when she is coming from the opposite direction. When I say "head
towards
the left-hand side of the room", I mean your left, the player's, meaning towards
the left-
hand side of the television screen. If I say towards the front or back of the
room, I mean
closer or further away from the "camera", or the screen (even though it is two
dimensional, you know what I mean). If I say a direction, such as north, west, or
north-
east, I mean in relationship to the map in the inventory screen. These maps are
not
oriented to the directions, although it would have been nice if they were, so the
directions
simply refer to what WOULD be north, south, whatever if you consider the top of the

screen north and the bottom south. An actual compass or a icon showing you where
you
are on the map would have been nice, and made writing this guide a lot easier, but
I did
my best. And now, to the game.

-a. Chapter One- "Please Hammer, Don't Hurt 'Em"


-1. Prologue
The game starts by showing you a cutscene setting things up; Alyssa Hamilton
receives a
note from her mother at boarding school, telling Alyssa that she is in terrible
danger, and
to stay away from home until after her fifteenth birthday has passed. Like a
dutiful
daughter, she runs home, but finds that no one is home except for a creepy old man
who
knows too much about Alyssa to make her comfortable, who then disappears into the
house. After the opening cutscene, Alyssa is left alone in the dining room. There
are no
items or clues here, but feel free to search the area; certain areas such as the
chair the
Dark Man was sitting in or the fireplace will give you short text descriptions when
you
search near them. When you are done, exit through the only door in the room. You
are
now in the main hall of Alyssa's house. Pressing start will bring up the inventory

window, which should be empty. However, the top right corner of the screen tells
you
your current location, in this case "Guest Wing (1 FL)" which means, of course, the
first
floor in the guest wing. As for why Alyssa is looking for her mom in the guest
wing of
the house is a mystery that is never solved. Regardless, in addition to the door
to the
room that you just exited, there should be three more doors and a staircase. In
addition,
there is a glowing table with a journal on it in the south west corner of the room,
which
can be used to save your game, and a glowing table with a large vase on it in the
south
east corner of the room, which can be used to refill your container of Holy Water,
once
you receive it. The doors in the middle of the southern wall lead outside, but you
will
never get the opportunity to use them. The doors on the east wall also do not
open, and
you never get to find out where they go. The doors on the north wall, almost
behind the
stairs, lead deeper into the guest quarters, but the doors beyond them are locked
for the
time being, so for the moment disregard them. That just leaves the stairs, so
climb them
when you are done looking around.

This is the Guest Wing Second Floor. At the top of the stairs is a balcony
overlooking
the main entry hall below, with three doors leading off from it. The one directly
in front
of the stairs, on the north wall, is unmarked and leads deeper into the house.
The door
on the west wall cannot be opened, and bears a plaque reading "Philip". Later on
in the
game we will find that Philip was Alyssa's father. As to why he kept a room
separate
from Nancy's is another mystery that will not be solved. The door on the east wall
has a
plaque that reads "Alyssa", and is (you guessed it) Alyssa's room. This is where
we will
start.

Enter Alyssa's room and take a look around. Gather in as many details as you
can. They are not really important, but later in the game certain objects and
elements
from Alyssa's room pop up here and there, and these details add some depth and
continuity to the proceedings. In the north west corner of this room is a desk
with a
television, a stuffed animal, and a glittering object. Search the glittering
object to receive
your first useable item, the Lavender Water. Notice that the television doesn't
seem to be
workinghow odd. On the west wall, between the desk and the door that you came
in
through, is a locked armoire. Don't bother searching for the key if this is your
first time
through the game, as you can only get the key to the wardrobe after beating the
game
once. For more information, see the section marked "Secrets and Mysteries" after
the
walkthrough. There is another desk on the east wall, but there is nothing really
interesting about it. You would think that Alyssa would want to put on some jeans
or
something, rather than run around in her school mini-skirt and blazer, but hey, to
each
their own (when you can change her outfit, in the clear game, none of the other
outfits are
any more appropriate for exploring; maybe she doesn't own any jeans). Exit through
the
door on the north wall.

This area appears to be some kind of lounge, with a cozy little table and a couple
of
chairs sitting in front of a roaring fire. If you turn around and look at the door
that you
just came through, you will notice that there is a plaque on this door to Alyssa's
room as
well, just so you don't get lost. In addition to this there is a door at the end
of the hallway
next to the fireplace, leading north, which will never open and apparently goes
into the
lodgers' quarters. Down the hallway to the west are two doors; the one on the
south wall
is the other side of the unmarked door at the top of the stairs, while the one on
the west
wall is covered by a funky glowing blue sigil. Though it usually seems like a bad
idea to
touch doors covered in glowing mystical runes, do so now for a little surprise and
a mini-
tutorial on Panic. Don't worry, panic subsides rather quickly if you are not being
chased,
so don't waste your Lavender Water. Since you can't get past this door, head back
down
the hallway. As you re-enter the lounge, a secret crawlspace through the fireplace
is
revealed. Don't worry about burning Alyssa's bare knees, and crawl through the
fireplace into the previously hidden room.

As you crawl through, you are treated to a rather disturbing little cutscene. At
its
conclusion, walk towards the broken statue and search the broken noggin for the
Sacred
Bottle of Holy Water and a note from your dear old mum that is full of all kinds of
useful
mother-daughter advice on exorcism and redeeming the dead. Once you finish reading

this heart-warming missive, you can look at the statue, which tells you that it is
the patron
saint of the Hamilton house. There is nothing else to do here, so crawl back out
through
the fireplace. Go back down the westward hallway to the sigil-marked door, get
fairly
close to it, and tap the triangle button to douse it with Holy Water. This
permanently
breaks the seal on the door, so you never have to worry about wasting holy water
breaking the same seal twice. However, since Holy Water is such a rare commodity
at
this point in the game, and you never know when you will need it, you may want to
go
back downstairs real quick and refill at the jar in the south-east corner of the
main hall
before continuing. Once this is has accomplished, return to the upstairs and enter
through
the newly unsealed door.

This area has three doors, but the one in the north-east corner of the room is
boarded up,
and a search of it tells us Alyssa can never remember it being opened. The door
next to it
on the north wall has a sigil mark on it, but the sigil is not glowing. If you try
to open the
door, you will find it isoccupied. Don't bother using Holy Water on this door,
because
it doesn't do anything at this time. Follow the hallway to the west; it turns
north and
terminates in a door marked with a plaque that reads "Nancy". This is Alyssa's
mother's
room.

There is an object glittering on the desk in the middle of the room, but don't look
at it yet,
as it triggers a cutscene so that you can't look around the rest of the room. A
hasty search
reveals little, except that she left in a hurry. There is a clock in the north-
west corner of
the room that has stopped, and you are told you will need the winding keys to get
it going
again. Unsurprisingly, there are none handy. Once you have searched the rest of
the
room to your heart's content, check out the glittering item on the desk in the
middle of
the room. It is a picture of Alyssa, her mother Nancy, and her grandfather,
Dick.
Another creepy little cutscene follows, after which Alyssa will find herself in a
strange
place.

-2. A Little Night Music


Alyssa is in a strange hallway, facing a door that is sealed. Head down the
hallway
towards the camera (south), until Alyssa reaches a barred door at the end, which
she will
automatically open, triggering another impressive cutscene. Apparently, London is
being
bombed. When you have control of Alyssa again, you find yourself in a stairwell
across
from the barred door that you came through, which will no longer open. A quick
check of
your map tells you that this area is called High Street. The stairwell that you
ended the
cutscene is simply one end of a tiny little tunnel that goes under another very
short set of
stairs that leads up to a locked door on the south wall of this area. Opposite
this, on the
north wall, is an identical short and rather pointless tunnel that goes under the
street for a
few paces. At the western end of this little tunnel, there is a flyer hanging on a
brick wall
facing the mouth of the tunnel. It reads "Christmas Eve, 1942: 15th Annual Piano
Concours". This is where, or rather when, you are; London 1942. Well, at least
that
explains all the bombing going on. Directly south of the flyer, only a few feet
away, are
some cans lying in the street, a phone booth, and a trail of blood leading to a
corpse a
short distance to the west. The cans are items that can be kicked or disturbed if
you walk
into them. This isn't a problem right now, but it is not a good idea once you meet
the
first Entity; stumbling into objects like these will bring him running. The door
to the
phone booth is being held shut by something at the moment. Follow the smear of
blood
westward, and another cutscene will start. You get to meet your first Spirit, and
these
one seems pretty keen on getting its ring back. This is pretty indicative of most
Spirits
who you encounter; each one will have a clue near its corpse hinting at what
Sentimental
Item will be needed to set it free. In this case, it flat out tells you it wants
its damn ring.
Avoid contact with this and all Spirits, as they will latch onto Alyssa and cause
her Panic
Meter to rise. If Spirits get too close, Alyssa can stun them with a hit from the
ol' Holy
Water. Now that the door to the phone booth is open, run inside and search the
shelf for
the ring and a short tutorial on Spirits and Sentimental Items. Having found it,
run back
to the corpse, press start to bring up your inventory, and select the ring. The
Spirit can
now shuffle off this mortal coil, and in thanks leaves an item for Alyssa to use.
After the
Spirit is free, search near its body for a glittering item, in this case the Sigil
Stone. A
Sigil Stone is an object that will protect you from one lethal blow, automatically.
So all
in all, it isn't a bad tradeoff. Continue on your merry way, and you will find
that the path
turns sharply south, past a Lion's Head Fountain. Lion's Head Fountains are handy
little
stations where you can save and refill your Holy Water. I suggest doing both here,
and
saving as often as possible throughout the course of the game. Trust me, this will
save
you a lot of backtracking if you get killed. After saving and refilling here,
continue
south, easing around the cans in the middle of the path between the two barrels.
This
path terminates with a Sigil Marked door on your right (if you look at your map, it
would
be north, but this doesn't really jive with the directions on the map of the area
that you
just came through) and a dead end cliff overlooking a concert hall, which seems to
be the
source of the mysterious piano music that has been playing since you arrived.
Splash the
door with Holy Water, refill at the Lion's Head Fountain, and then go through the
newly
un-sealed door, which leads down some steps.

Go ALL the way down the steps until you reach the street below. The map says this
area
is called The Promenade. The road goes to the west, but notice another set of
stairs
across from you leading down to the edge of the river. Go down these steps and
head
west, and you should pass by a Spirit on the main street above. Search the ground
near
here for a glittering object, which turns out to be a gold fountain pen, then
continue west
until you reach another set of stair which brings you back up to street-level.
Head back to
the east on the main street, towards the Spirit. You should find a bloody chalk
outline in
the middle of the road, in front of a bunch of tables, with a half-finished letter
nearby.
Use the gold fountain pen so that the Spirit can finish its letter and move on, and
you will
be rewarded with an Invisibility Band, which renders you invisible to Entities and
Spirits
for a short amount of time when used. Continue on to the west, under a tall
underpass.
Coming out the other side, there should be another staircase leading down towards
the
river to your left. Don't bother going down this first staircase, but instead
continue to the
west, past the bridge leading south on your left and the sigil marked door to the
Norton's
Tailor on your right, until you see huge steel gate blocking the path to the west,
and
another stairway leading down next to the river on your left. Go down to the river
and
back towards the east until you are smack against the side of the bridge; there
should be a
glittering item at your feet. Search to find another Lavender Water, then go back
up to
the street and splash the Sigil marked door with some Holy H2O. If you are the
cautious
type you can safely cross the bridge and use the Lion's Head Fountain on the other
side,
to the left of the archway, to refill and save. Either way, you should return to
Norton's
Tailor and go through the now un-sealed door to continue.

There is a staircase to the left of the main door as you enter in the center of the
room is a
broken display case, and behind that is a tall counter. A quick search of the
counter itself
tells us that someone has been rummaging around the counter. Search the far right
side of
the counter for another Lavender Water. Follow the counter to the left, and you
will find
a curtained area in the corner. If you enter this area, the curtain closes and it
switches to
first person view. This is a hiding space. Remember it, as you will have to use
it once
you meet the first Entity. Just south of the hiding space is a desk with a
document
entitled "Dad's Letter" on it. The letter is addressed to someone named May, and
says
that that the author is in Champagne, France, and that they should go there on
vacation
after the war is over, implying that he is in the military, and stationed in
France. He
mentions the organized blackouts in London (which were used to make the Germans'
job
of bombing them that much harder), and his concern for May being alone at night.
He
signs it "With love, Daddy". Behind the desk, on the west wall, is a door, but it
is locked
from the other side. There is a Christmas Tree in front of the desk, which leads
May to
speculate that today must be Christmas. Since there is nothing else of interest
down here,
climb the stairs to the second floor landing.

On the east wall, at the top of the stairs, is a window that has been broken
inward, and the
glass crunches underfoot as you climb the stairs. Follow the balcony around to the
west,
where there are two doors on the west wall. The one closest to the stairs opens up
into a
short hallway with a Sigil Marked Door at the end. Break the seal with some Holy
Water, and then go through. It leads into someone's bedroom. The bookcase is
filled
with the classics, and all the records are old. Now whether that means that the
books and
the records are from the 1940's, and they are old by Alyssa's standards (especially
if she
hasn't figured out that she is in 1942 yet), or if they are even older than the
1940's is
unclear. Be careful searching the shelf near the record player, as the watering
can can be
knocked to the floor with a clatter. There is a strong fire in the fireplace,
which indicates
someone has been there recently. And finally, on the nightstand next to the bed,
is a
photograph of the owner of the house, with a key next to it. This is the Red
Drawer Key.
Seeing as how there are no red drawers in this room, it seems it is time to search
the other
door on the second floor landing. Backtrack to the landing at the top of the
stairs, and
enter the door in the south-west corner, the only other door in this area.

There is a short hallway, with a door on your right at the top of a flight of
stairs. Notice
the blood on the wall opposite the door, and on the stairs themselves. The door is
locked,
so continue down the stairs. This is where things start to get ugly. This room
has also
been trashed. There is a small desk in the middle of the room towards the northern

portion of the room, and a "L" shaped desk to the south of this, part of which is
covered
with newspapers. Next to the L-shaped desk is a red filing cabinet. Moving
towards this
desk causes Alyssa to move closer on her own and begin to read the newspapers,
which
tell you of 12 year old May Norton, a young pianist who was murdered on Christmas
day,
1942. She had played at the concert hall the night before, and was living by
herself
because her father, William Norton had been sent back to the war front in July.
Damn.
Making a twelve year old girl live by herself in London during the war? That is
just
asking for trouble, or at the very least, severe therapy. Regardless, finish
reading the
article for a rather horrible surprise. This is your first Subordinate, a happy
little fellow
who goes by the name Sledgehammer, for obvious reasons. Following the cutscene you

will get a short tutorial about Evade and Hide points. Once done reading this, you
will
find yourself directly in front of the red file cabinet. Even though Sledgehammer
is
breathing down your neck, quickly search the red file cabinet to use the Red Drawer
Key,
which opens the cabinet a gives you May's Room Key. This in hand, you must find a
way to escape the hammer-wielding maniac. Heading south around the back side of
the
L-shaped desk would lead you to a door that is sealed with barbed wire. You are
going to
need a special tool to open this door, so instead head north around the back side
of the
smaller desk and go through the door behind it on the west wall. This brings you
back
into the front area of Norton's Tailor, through the door that was locked from the
other
side earlier. Remember the curtained area in the north-west corner of this room?
It
should be glowing now, which means it is a hiding spot. Run into it, and the
curtains will
automatically close, hiding you from your assailant. Stay there until you see (or
hear)
Sledgehammer teleport away and the chase music stops. From this point forward he
never stays away for long, so quickly exit your hiding spot and run back up the
stairs,
down the hallway to the door in the south-west corner that leads back into the area
where
you first saw Sledgehammer. The door that he had come bursting out of is May's
room.
Use the key you got from the red filing cabinet and enter.

On a shelf next to the door is May's diary. It doesn't say much, but shows May's
nervousness about her upcoming recital, and her wish to make her father proud. The
rest
of the room is trashed, but quickly take a look around, and then go over to the
dresser,
where a glittering object shows. It is an Invitation to the piano concert, just
what you'll
need to enter the concert hall. Of course, as soon as you find this, Sledgehammer
finds
you and starts trying to beat down the door to get to you. Don't panic; just turn
around
and search the bottom half of the room for a glowing evade point. Use it for a
cool
cutscene showing Alyssa using the old noodle to evade her attacker. Her attacker
may be
down, but not permanently, so use this respite wisely. Alyssa has everything she
needs
from Norton's Tailor for the time being, so run down the stairs, around the back
side of
the small desk, and go back through the door into the front room where the hide
point is.
Run back through the front door and out into the street. No matter how fast or
slow you
do this, Sledgehammer comes bursting out of the Tailor's only a few steps behind
you.
Now you have a choice; you can either shake him the easier (but longer) way, by
running
back up to High Street, past the Lion's Head Fountain and into the phone booth
where
you found the wedding ring, which is a hide point, or you can run as fast as you
can
across the bridge to the Lion's Head Fountain on the other side, douse Sledgehammer

with Holy Water when he gets near, quickly refill, then run through the archway
next to
the fountain and across the courtyard to the concert hall. Once you get to the
concert
hall, there is a cutscene as you enter, and your assailant will leave you alone for
a while.
Regardless of which method you use to evade you assailant, chances are you will
have to
use Holy Water to slow him down at least once, so before you enter the concert
hall,
make sure you refill your Holy Water at the Lion's Head Fountain. Don't worry too
much about saving, because there is a saving diary right inside the concert hall
that is
more convenient. By the way, you might have noticed that there are paths leading
to the
left and the right by the Lion's Head Statue before you pass through the archway in
front
of the concert hall courtyard. Don't worry about these, as they both end in dead
ends.
Same goes for the paths leading to the left and the right when you reach the large
fountain in the courtyard itself; keep going straight towards the concert hall, as
there is
nothing to find to the left and right.

Once inside the hall, cross the room to the diary on the front counter and save
your game.
You can enter the area behind this counter, in which case you will find a wall of
little
boxes locked with combinations; you are going to have to find the combination
before
you can get at what is inside. Go back around the counter. You will notice that
there is a
hallway that curves around to the northeast, and a hallway that curves around to
the
northwest. It doesn't matter which way you go, as they meet in the middle. Any
roped-
off doors that you see cannot be accessed because they are "off limits". It is
good to
know that Alyssa follows the rules even when faced with supernatural hammer-
wielding
serial killers and earth-bound restless Spirits. For the sake of this guide, we
will say you
take the left-hand side of the loop. The first door you come across is roped off.

The second door you come to opens into actual concert hall proper, with a bunch of
seats
taking up the main part of the room, and the stage dominating the north end. On
east wall
is a roped-off door, and there is another on the south wall, to the east of the
door you just
came in through. There is a door on the west wall that is currently locked. For
the time
being, let's turn our attention to the stage itself. There is a set of stairs that
lead up to the
stage on its west end, so head in that direction now. The game will take over when
you
get close enough, and treat you to a grisly cutscene. Not only can May not get the
damn
song right, but now Sledgehammer has returned to try to give you a seat right next
to her
on the piano bench of the damned. Luckily, it is easy enough to escape him this
time.
There is a roped-off door on the east wall of the stage, which is useless and
should be
ignored. Instead, run towards the north-west corner of the stage, and you should
be able
to slip behind the stage curtain. For whatever reason, M.C. Hammer can't follow
you
back here, so you will be safe until he goes away. There is no glowing area that
tells you
that it is a hiding space, but it works just the same. While Sledgehammer is still
running
around on the other side of the curtain, do your best to ignore him and head
towards the
east, staying behind the curtain as you do so. You will find a switch on the north
wall in
the north-east corner of this area. Flip the switch to traumatize yourself
further, and
when the cutscene is over, search the body for a clue that more or less tells you
the
combination to the safe on the wall behind the front desk. The combination is BAD,

where each letter stands for a numerical value. It gives you two works and their
numerical values to help you figure out the clue; 1014 = BABE, and 3403 = DEAD.
Thus, 1 = B, 0 = A, 4 = E, and 3 = D. The only three letters we are interested in
is B, A,
and D, so your combination is 103. Make sure that you flip the switch again to
raise the
section of catwalk, or else you are going to have to go out of your way to do so
later. If
the creepy music hasn't passed yet, wait for the sound of the creep teleporting
away and
the end of the chase music, then run for the door you came in through. If you run
up the
center aisle through the seats, beware of a bottle in the middle of the path; if
you kick
this, Sledgehammer will come running soon after. Once you are on the path looping
back
towards the front counter, don't go back the same way you came. Turn to Alyssa's
left
and run past two roped off doors, and you should see an object glittering on a
narrow
shelf on Alyssa's left (east wall); this is more Lavender Water. Now continue
along the
loop back to the front counter. Step behind it a search the rows of lockers to
input your
newly acquired combination (103 for those with short attention spans), by pressing
up or
down to change the digit's numerical value, and left or right to select which digit
you are
inputting. When the combination reads 103, press the action button to open the
locker
and receive the Master Key. I have been asked how Alyssa knew which one of the
sixteen lockers the combination referred to, as A) there was no locker number
mentioned,
and B)the clue referred to a "Safe Combination", not "Locker Combination". The
answer
is, "Who cares?" Maybe she could see the key inside this particular locker and
assumed it
was the one that she needed, or maybe it was just pure luck. Move on. Anyway, the

Master Key will open the front door (bet you didn't even know it was locked), and
the
locked door on the west wall of the concert hall proper (the big room with the
piano and
all the chairs). Unless you are low on Holy Water, you shouldn't need to leave the

Concert Hall yet, so that leaves the locked door in the stage area. If you are
low, return to
the Lion's Head Fountain outside the Concert Hall courtyard, refill, and come back.
Now
you are ready to go on. First, save your game at the front counter that you are
standing
behind. Then return to the large room with the stage in it, the only other room
that you
have been able to access so far in the Concert Hall. If you want to see bloody May
play
some more, head up to the stage. If Sledgehammer shows up before you open the door

on the west wall, hide behind the curtain until he goes away. Regardless, when the
coast
is clear, head through the door on the west wall.

There is a door to your right (north) and a door to your left (south); first head
to the left
and go through the double doors at the end. As you cross the hall, you are in for
a nasty
little jolt; Sledgehammer has found you once again. Since he is right on you, and
you
panic meter is high, hit him with a dash of Holy Water and run for the stairs on
the far
end of the room (south) while he is stunned. There isn't anything else of
interest in this
room, so don't worry about it; there is a roped off door on the west wall of this
room that
would lead back into the entry hall if it worked, and a glassed in payphone that
Alyssa
can't use on the east wall. If you want to check these out more thoroughly, you
will get a
chance to do so later. For now, run like hell until you reach the top of the
stairs, and run
through the double doors at the top.

Dash across this new room, past some chairs on your left and a door with a glowing
sigil
on your right, and press the action button to open the locker and jump inside. Now
hold
real still until the bad man teleports away. He may leave the room at least once,
but until
you hear the teleportation noise and the music fades, he will probably be back. If
your
panic gets too high while you are in the locker and you think Alyssa might burst
from
cover, or if she goes into full Panic Mode at any time, use a Lavender Water to
calm her
ass down, or else you can't use the Hide Point. Once Sledgehammer is gone, leave
your
hiding space and hit the glowing sigil with a dash of Holy Water to unseal it. By
the
way, the other lockers in this area do open, but there is nothing inside of use.
Also, there
is a bottle that can be knocked over to reveal Alyssa's position against the wall
to the
right of the sigil marked door, so avoid this. Check this stuff out if you want,
then go
through the unsealed door into the balcony area overlooking the stage.

There is a roped-off door to your right, against the south wall of this area, next
to the
stairs leading up around the stairs. There is a dead end up against the balcony
railing to
your left. The only way through is to move to your right, towards the south, climb
the
stairs next to all the chairs all the way to the top, and move east until you find
the stairs
going down the other side. Descend these, then turn so you are facing the east
wall. If
you go left (north) there is a roped-off door and a dead end against the railing.
So that
means right it is, to a door on the south wall. Go through this door.

You are now at the eastern end of a corridor running east and west. The first door
you
pass on the south wall is locked from the other side; no help there. Continue down
the
hallway and there is an open door on the south wall, and if you continue to the end
of the
hall you find a roped-off door on the north wall that would have lead out back into
the
balcony area through the roped-off door to the right of the balcony stairs that you
saw
earlier, and a dead end. Go through the open door on the south wall to enter a
costume
storage area. Take in all of the neat stuff as you move east, past a bookcase and
an open
wardrobe, with a violin case leaning against the wall between them, and you will
reach a
dead-end made by a haphazard pile of junk. Go to the open wardrobe and search the
tuxedo for a box of matches, then leave the room and head back the way you came.
As
you near the door leading back to the balcony, Sledgehammer makes another dramatic
entrance. The wreckage the wall he busted through partially blocks the route back,
so run
back into the storage room, even though you know it is a dead end. What choice do
you
have? There is a glowing evade point right over the violin between the bookcase
and the
wardrobe; use it quickly. Alyssa takes another moment to fight back, and
temporarily
incapacitates the killer under a shower of boxes. Run back out the way you came
towards the exit to the balcony and the pile of rubble. There is a small opening
through
the rubble on the right side, so have Alyssa crawl through. You can enter the room
that
Sledgehammer busted out of now, through the hole he made in the south wall. This
is the
other end of the storage room, on the other side of the pile of junk you just
buried
Sledgehammer under. Don't worry about him just now, but search the glittering
object
against the south wall for another Invisibility Band. Once you have this, run back

through the hole in the wall, and back out through the door to the balcony which is

directly in front of you. Run forward until you see the stairs on your left, then
run up
them, back west behind the seating, and then down the staircase on the other side.
Exit
the area through the door you originally entered this area through, on the west
wall.

Now you should be back out by the three lockers that act as a hiding spot. Run
back
through the door to the south and down the stairs until you reach the bottom.
Since you
didn't get to before, feel free to check this area out a little more thoroughly,
until your
Panic Meter is totally clear. Then exit through the double doors on the north
wall.

Head towards the door that you haven't checked out yet on the north end of this
hallway,
for a nasty shock. Doesn't this guy ever get discouraged? He is being humiliated
by an
almost fifteen year old girl! Hit him with your last dose of Holy Water, then slip
past
him through the door he just came through, back into the stage area. Run to
Alyssa's left,
onto the stage, and slip behind the curtain and stay there until the bastard
teleports away.
When he is gone, run back across the performance hall, through the double doors on
the
south end, and back out to the lobby. Use the Master Key to unlock the front door
(if you
haven't done so already), run across the courtyard, out through the archway, and
turn
right (west) to refill at the Lion's Head Fountain. Save if you want (you will be
doing so
again as soon as your re-enter the Concert Hall), and then return to the Concert
Hall. By
this time Sledgehammer should be chasing you again. He almost always shows up
behind you, so keep running towards the Concert Hall. Run in through the front
door,
past the front desk, into the performance hall, onto the stage, and slip behind the
curtain
until he teleports away. Then return to the front hall and save as quickly as you
can.
Once this is accomplished, rush back into the performance hall and through the door
on
the west wall. Finally, turn right and go down the hallway until you reach the
door at the
end, on the north wall. Go on through.

Here there is a flight of stairs. Climb it until you reach the first landing, then
turn left.
This is a vaguely square room, with a couch and a desk along the west wall, and a
vase in
the center. The couch and the vase are nothing special, but search the glittering
object on
the desk to reveal another Lavender Water. Then follow the north wall to the right
and
around a short corner to find a short hallway and the stairs that continue up.
Follow them
to the top and enter the door that you find here. Sledgehammer may be chasing you
at
this point, but do your best to ignore him. Only once was he ever waiting for me
at the
top of the stairs; if this happens do your best of get away from him, run
downstairs and
hide behind the stage curtains until he goes away; hit him with Holy Water if you
need
some breathing room. Hopefully however, he will be behind you and not in your way.

Sledgehammer leaves you alone as you enter this area; that is never a good sign. As
you
enter this area, you will notice that it is a V-shaped section of wire-mesh
catwalk. If you
run straight ahead, you will reach a dead end. Instead, turn right as you come
through the
door and run west. If you did not flip the switch in the area behind the curtain a
second
time, after getting the combination for the locker, there will be a section of
catwalk
missing, and you will have to go back down stairs and flip the switch before you
continue. Otherwise, the catwalk turns sharply south, until you reach an area with
an
unlit lantern and a plank stretching out over the darkness. Examine the lantern to
use the
matches to light it, then turn back to the plank. Yes, you are going to have to
cross it.
Ease out onto the plank and begin edging your way across. If Alyssa wobbles and
waves
her arms, in means that you will have to wait until she regains her balance, then
adjust
her trajectory. If she falls, it is game over. Make your way across, stopping to
readjust
every time she wobbles. Once you get to the other side, you will find a small area
of
catwalk with a pair of pliers in the middle. Grab these, and then edge back across
the
board, using the same method as before. Once you are on the other side, another
cutscene starts. It might seem a little surreal, but the lunar moth is a clue;
these little
bastards are the Entities' eyes and ears. If they see you, so does their master.
You can't
do anything about this one right now, because you now have Sledgehammer between you

and the way out. Hit him in the face with some Holy Water, and then run past him
and
out the door you came in through, in the north-east corner of the room, on the
north wall.
Sprint down the stairs, down the short hallway, and then make a sharp left when you

reach the landing. Run down the remaining stairs, out through the door, then take
the
first door on your left out into the stage area, and hide behind the curtain. If
you can help
it, try to make it all the way to behind the curtain without having to use your
last two
doses of Holy Water, because there are some of those damned Lunar moths in this
area
that need to be destroyed. It is possible to get all the way down here alive
without using
the Holy Water; trust me. You might get hit once, but just keep going. Once you
are
behind the curtain, turn and douse the moths with holy water to destroy them. The
moths
not only call the Subordinate for the area, but if they touch Alyssa they can cause
her
Panic Meter to rise as well, and we don't want that. There are three of them, and
they
usually come by twos or all together. If they are all together, great; one dash of
Holy
Water should get them all. If not, try to hit two together, then nail the last one
with your
last dash of Holy Water. If you have to use a second dash of Holy Water before
reaching
the stage area, don't go to the stage yet; run past the door to the stage, out
through the
door at the far end of the hallway, up the stairs at the far end of the room,
through the
door at the top, and hide in the closet until Sledgehammer goes away. Then return
downstairs, go through the doors to the stage area, and either dash for the exit or
use a
Band of Invisibility to slip past the moths guarding this area, and out into the
hallway
leading to the front desk and the exit.

Whichever method you use to effect your narrow escape, it is time to leave the
Concert
Hall. Save your game at the front (trust me on this one), and leave the Concert
Hall.
Now it is time for a mad dash. Sledgehammer comes bursting through the doors
behind
you, so keep running across the courtyard, around the fountain in the middle and
slip
through the arch with the crazed fiend on your heels. Turn right as you come out
of
archway, and quickly refill at the Lion's Head Fountain. Nail Sledgehammer with a
quick dash of Holy Water, quickly refill again, and then run like hell across the
bridge
back towards Norton's Tailor. Lunar moths will start converging on you from the
sides,
but ignore them. Alternately, you can stay near the Lion's Head Fountain and
alternately
douse Sledgehammer with Holy Water and then refill, until his Minions come to you,
then destroy them with Holy Water, stun Sledgehammer one last time, and then run
for
Norton's Tailor. Regardless, he should come bursting into the room right behind
you, so
hit him again with Holy Water and then run for the hiding spot in the north-west
corner
of the room until he teleports away. Once he is gone, leave your hiding space and
follow
the wall on your right until you reach the door behind the desk. Go through it,
and take a
right, following the east wall of this room as it turns sharply west, then run west
until you
reach the door covered in barbed wire. Search it to use the Pliers and unseal the
door.
Enter it to find William's room.

This is a cozy little room with fireplace, an empty bookshelf, a little table
covered in
books (why weren't they in the bookshelf?), a little table with flowers on it, a
couch with
a coffee table in front of it, a rocking chair, and, of course, a piano. Where
else would
little May practice her ivory tickling? There are really only two things of
importance in
this room; the rocking chair and a box on the mantelpiece above the fire. The
rocking
chair is in the north-east corner of the room, and it holds a Repellant Arrow.
This handy
little things are only used in boss battles, and should be saved for the end of the
game.
Once you have this in hand, search the box on the mantelpiece to start a fairly
long but
important cutscene. Aww. I guess that pocket watch must be very important to poor

May. There are some other important bits of information in the box as well,
including the
real identity to the one we call Sledgehammer. His name was Robert Morris, aged
32,
who killed twelve people with a hammer before being captured and hanged on the 10th
of
September, 1941. But wait a second, wasn't May Norton murdered on December 25th,
1942? I guess you just can't keep a good serial killer down. It is time to bring
Alyssa her
father's watch, and put a stop to this madness. Leave William's room through the
only
door, and retrace your route back out of Norton's Tailor for the last time.

Whether you killed them or not, the Minions are now gone from this area. Cross the

bridge without fear of attack, refill your Holy Water (just for the hell of it),
and save your
game at the Lion's Head Statue. Go through the archway and start to cross the
courtyard
to begin the final battle with Sledgehammer.

-3. Boss Battle: Sledgehammer


It's time to teach the Hammer that "You can't touch this"! Yeah, I know, that
was bad. Regardless, once you get most of the way across the courtyard,
Sledgehammer
shows up for a little fisticuffs, mano-a-little girl-o. Once the cutscene is
over, you get a
short tutorial on how to fight boss battles. For more general information on Boss
Battles,
check out section I. h. The Smackdown.

After the tutorial, you get to see exactly what Alyssa is supposed to use to fight
the
Entities; her Sacred Bottle turns into a Devine Bow that can shoot energy arrows.
Groovy. Just like the Ranger on the old Dungeons and Dragons cartoon. Now it is
time
to brawl. According to the stats at the beginning of the fight, Sledgehammer has
killed
26 people. The newspaper article says Robert Morris killed 12 before he died, and
he
said that May was only the beginning, so somewhere he killed another 13 people in
between. There was one Spirit on High Street, and one on the Promenade, and if he
killed the manager of the Concert Hall (the guy who had the combination for the
locker),
that still leaves ten. Oh well. I guess I don't need to see every body.

Bobby has on a couple of attacks. The first is a slow overhead strike when he gets
too
close to you, which is easy to avoid if you keep moving. He occasionally pauses to
do a
happy little dance, but don't be fooled; it doesn't give you enough time (usually)
to hit
him with a super-charged binding arrow. What you have to wait for is for him to
say
"Die!" After he says this he strikes the ground with his hammer, which sends a
shockwave towards you that can do damage and knock you on your ass if you are close

enough. If you are somewhat near him when you hear him start this attack, hit the
crouch
button and hold it until the shockwave goes by. As soon as it has, quickly stand.
Put at
least a few strides between the two of you, and then begin charging an arrow. The
camera switches to the first person view, and the arrow begins glowing ever
brighter.
Hold it until wavy beams of light stream off of it, and then release. If you think
it is
almost ready, and Sledgehammer charges you, keep holding it as long as you possibly

can. Even if he hits you, the released arrow should pin him to the spot if you
held the
attack long enough. Unfortunately, you can't just stand in the same spot and
pummel
him if you really hope to bind him. You need to capture him in a criss-crossing
spider's
web of energy bands, and have points of origin at least 45 degrees apart, so move
left or
right significantly before attempting another pinning attack. Do this three times,
from
three different spots, and you have him pinned. It gets a lot easier after the
first shot pins
him, because so long as you are out of his range, the first pinning shot holds him
in place
to set him up for the next. Don't get discouraged if you take too long and he
breaks free;
just calmly start the process over again. If you are feeling ballsy, you can pin
him
without waiting for him to release the energy wave. Simply wait until he unleashes
a
regular attack, turn, and begin to charge an attack. Hold it until the last
possible moment,
and then release it into him point blank right before he is about to strike you.
If your
timing was right, your attack will stop his attack and pin him to the spot. Even
if it
wasn't strong enough to pin him, it should have been enough to stop his attack and
stun
him for a second, so you can try again. This method is faster, but it takes
nerves of steel,
since you really have to wait until the last possible moment to make it effective.

Once you have him pinned with three energy chains, start another attack from
anywhere
on the screen. Instead of pointing at the Subordinate, Alyssa aims at the sky, and
looses
an arrow into the gathering clouds, unleashing a devastating holy attack from
above.
This should be more than enough to cook Sledgehammer's toast. He will be destroyed
in
the rush of energy, and release the Clover of Love, which Alyssa will automatically
pick
up. This sounds vaguely dirty, but the object is in fact a piece of the clover
necklace that
Alyssa has been carrying. Now that she has it in her possession, Alyssa's Sacred
Bottle
becomes more powerful; you now can carry four doses of Holy Water instead of three.

Not bad.

Don't worry about going back and saving, as you are more or less done here, and the

Entity who has been torturing you is no more. Take a few moments to appreciate the
nice
environment of the courtyard which the programmers did such a nice job on, but that
you
have been too busy running in fear to enjoy. Unfortunately, the way back towards
the
Promenade is permanently closed, so if you missed something, it is gone. Once you
have
looked around to your heart's content, continue up the steps and enter the Concert
Hall.
Again, don't worry about saving your game at the front desk. You are almost done
here,
so continue on your way until you reach the performance hall. Run up to the stage
to
begin a long, touching, and informative cutscene. Alyssa tells May that her father
is
dead, and then tries to comfort her by telling her that she never knew her father
because
he died when she was very young, but that she loves her grandfather the same way
May
loves her father. She then encourages May to play the piano along with the pocket
watch's tune for practiceand she finally gets the damn song right! Her father
comes
back from beyond to gather her up and thank Alyssa, and then May and William return
to
the afterlife together, finally at peace. Alyssa, for her part, sees them off, and
then
collapses in a heap on the stage. It must have been all that stress.
She wakes up in her bed, wondering if the whole thing has just been a dream

-b. Chapter Two: "It must have been some bad Acid"
-1. Intermission
There is a pounding at Alyssa's curtained window, but she can't see what is
outside.
Fearfully, she edges towards it to see what she can seeis it a demon, an Entity,
or some
horrible beast? Well, yes, kind of. It is Alyssa's grade school friend Dennis,
and by this
cutscene it appears that he has some form of wanker epilepsy. This red-headed
scamp
not only grates on my every nerve, but he also has a key to Alyssa's grandfather's
room
that Alyssa's mother gave him to give to Alyssa if he were to see her. So since
Dennis
obviously has a huge crush on Alyssa (and also seems to know where Alyssa's bedroom

window ishmmm), he brought the key over for her, climbed the trellis, and pounded
on
her window. Howkind of him.

Now that you have a key for Grandpa Dick's room, it is time to head downstairs
again.
Alyssa automatically leaves the room through the lower door, leaving Dennis behind
temporarily. Go down the staircase, hang a hard right, and double back to the
doors
almost under the stairs (but if you want to, check the doors to the Dining Room
first; who
the hell locked them, if you are here alone probably the creepy old guy who told
you
your mommy was never coming home). When you go through these doors, you enter a
corridor with a door at either end. The one to your left goes into the guest's
rooms, and is
permanently locked; you'll never get in there. The door to your right is Dick's
room.
Which brings up another interesting question; the map clearly states that this is
the Guest
Wing. So why are Alyssa, Nancy, Philip and Dick's rooms all located in this wing?
Are
they guests in their own house? Are they slumming it? The world may never know.
These questions aside, use the key that Dennis gave you to open Dick's room. You
know, if I had that name I think I would definitely go with Richard. Anyway, the
room
you are now in is Alyssa's Grandfather's office, and is full of strange and
esoteric objects
and books. Before looking at the obvious objects on the desktop, take a few
moments to
take in some of the room. Notice the painting of your Grandfather on the wall to
your
right as you enter the room. On the left is a wall of masks (eerily, I have a very
similar
wall in my own house). Search the bookcase and the desk drawers for interesting
bits of
information. Remember the locked drawer that is on the right as you are facing the
desk.
Notice also that there is a mask missing from the wall. Once you have taken all
this in,
check out the object on the top of the desk.
The Book of Entities Vol. 1 explains some of the horrible things that Alyssa has
seen;
evil spirits called Entities possess innocent humans and drive them to acts of
ruthless
cruelty and murder. Those humans who are thus possessed are called Subordinates.
Even killing the Subordinates does not stop the evil, as the Entity will simply
resurrect its
Subordinates to continue the killing spree. Subordinates gain power from each human

they kill, taking sustenance from the misery and suffering of the victim's soul.
Subordinates can acquire an infinite amount of power in this way. Only certain
humans
can fight the Subordinates and the Entities who control them; the Rooders;
metaphysical
warriors who's job it is to redeem the souls of the restless dead, and send them on
their
way. They are the ones chosen to fight the evil creatures called the Entities, and
most of
them are girls in their early teens. Only one girl, in all the worldnever mind,
that last
bit is from Buffy. Alyssa realizes that what she experienced earlier was no
"dream"; she
is a Rooder, and she actually redeemed the dead and defeated an Entity and its
Subordinate!

As she is trying to cope with the connotations of this, Dennis burst in, in his
trademark
irritating manner. Alyssa shows him the book of Entities, most likely confusing
the poor
bastard even further. Alyssa decides that she needs to find her mother to get the
answers
that she needs, and can sense that she is close. Dennis begs to be allowed to
help, as his
sister Linda, who raised him, is away working as a relief worker in Africa, so he
is all
alone, and, from the sounds of it, bored out of his skull. Alyssa agrees to let
him help her
find her mother, and tells him to search upstairs while she searches down. Now
that the
cutscene is over, it is time to search for clues. There is a note on Dick's desk
that says
"The Keys to the mystery of time lie behind you". Mystery of time, huh? How about
the
clock in Nancy's room, that said you needed Winding Keys to get it going? The
keyslie behind you is misleading; I kept turning around and searching the chair
and the
bookcase behind Alyssa, and there is nothing there. The clue should read that "The
Keys
to the mysteries of time lie behind ME", if it was Dick who wrote the note. Search
the
picture of Dick hanging on the wall to discover the Winding Keys to the clock in
Nancy's
room. It is pretty irritating that you searched here earlier, and found nothing,
simply
because you hadn't found the book or talked to Dennis about the Rooders yet. But
you
have the keys now, so what say we go upstairs.
Exit Dick's room, leave the corridor by taking the door on the left wall, climb the

stairway in the next room, go through the door at the top of the stairs, hang a
left, and go
through the door at the end of the hall. In this area, notice something has
changed; the
sigil on the door is now glowing blue. So what are you waiting for? Douse the
door with
Holy Water. Unfortunately, the sigil that was hold you out was also holding
something
in, so a cranky ghost comes out to play. Ignore it to the best of your abilities,
and enter
the now unsealed bathroom. Inside, you will find nothingother than a bathtub
containing the decayed corpse of one of your mother's boarders! The key to freeing
this
restless spirit is rather esoteric, and concerns the horrible stench that Alyssa
comments on
when searching the rotting soup that is the corpse in the bathtub. You need to use

something to make the room smell less terrible, and the only thing Alyssa is
carrying that
fits the bill is the Lavender Water. So use it already! This seems to work just
fine, and
the spirit is freed, leaving behind a Sigil Stone.

This little side-quest fulfilled, continue on your way. Leave the bathroom, turn
right, and
go a short distance around a corner into Nancy's room. As you walk in front of the

painting over the fireplace it falls, revealing another picture, this one with a
clock
depicted in it. The time on the clock in the painting reads 3:00, so go over to
the clock to
the right of the painting and use the winding keys when prompted. The time on the
real
clock says 3:05. How do you make the time read 3:00? The left key moves time
backwards by 40 minutes, while the right one moves it forward by 25 minutes. If
you are
having trouble, the solution is; left, right, left, right, right. Once you do
this, the wall to
the left of the clock slides aside to reveal a secret door, so enter it. In this
snazzy red
room is a desk, some weird occult mumbo jumbo, and a mystical circle on the ground.

Check the book on the desk for a hint on how to activate the "Portal Square" (the
symbol-
thing on the ground near the desk), then stand in the middle of the Portal Square
and
douse it twice with Holy Water. Step into the middle of the now glowing symbol,
and we
are on our way.

-2. I Hear the Acid's Lovely


I have a feeling that we aren't in Kansas any more, Toto. As Alyssa steps out of
the light
in the center of the Portal Square, she finds herself in an area that is most
certainly not
Nancy's hidden office. The Portal Square stops glowing, but you can still see it
drawn on
the ground. In fact, if you douse it twice with Holy Water again, you can re-
activate it
and return to your own time and place. Leave it alone for now, however, and
investigate
this new area. There is only one way to go, so head south. It appears to be some
sort of
out of the way park in the middle of a suburb. On the ground in the top right
corner of
the park is a Lavender Water. Fill up your Holy Water at the Lion's Head Fountain
dominating the center of the park, and save. If you search the trashcan at the
bottom of
this area, you will find an newspaper article. It is dated November 23, 1963, and
tells of
Dorothy Rand and her toy-maker son Albert Rand, whose bodies were found in a drum
filled with acid in the garage adjoining their house on Russell Street, in West
Sussex.
Albert lived with his mother, a blind widow, and he himself had his eyes gouged out
prior
to the murder. It also says the police were looking for a man who had been staying
with
the Rands a few days before the murder, having claimed to be a distant relative.
Something tells me that these murders might be why you are there. Leaving the area
by
the only path, you will find that you can't go left, as the way is blocked by a
fence. So
turn right, and walk up the path parallel to the park, until you find two
trashcans, with a
nearby red hued Spirit. Here the path turns to the left. Notice the teddy bear at
the foot
of the left-most trashcan? Pick it up, then continue cautiously past the Spirit to
the left.
On the left side of the path you will notice a dumpster with an arm sticking out of
it; this
is the Spirit's corpse. There is a half-heart pendant dangling from the limp hand;
you are
going to need the other half to put the Spirit to rest and collect your reward.
Also on the
left, on the same screen, just past the dumpster, notice a door. It is locked from
the other
side. Continue to avoid the Spirit and continue on your way. You will pass a wall
with
some bright red graphiti that reads "Get Ready To Go To Hell". Lovely, run past
this and
past a little alcove with toppled barrels near it. Soon you will find another
Spirit, another
door on your left, and just beyond it, the Spirit's crashed car, with the trunk
sprung and
an empty gift box just below it. The teddy bear that you found earlier was once in
the
box, a gift that some little girl would never get. Well, do your best anyway, and
use the
teddy bear near the car. This appeases the hippy Spirit, and she departs, leaving
you a
Sigil Stone. Leave it to a hippy to give you a crystal. Now head through the
purple-hued
door to your left.

Great; a derelict looking house with a wide trail of blood running down the center
of the
hallway. This should end well. Note the cans on the floor to your left, as these
will be a
noise hazard once you meet the Subordinate for this level. Also on the left is a
set of
locked double doors. There is only one way to go, so continue through the house
until
you trigger a creepy cutscene. Count Crapula! That charming fellow must have been

Albert, and he isn't the happiest clown at the circus. But since he is gone, try
once more
to go down the hallway. Another cutscene follows, in which Alyssa decides to do
some
exploring without your help, and meets Dorothy, albeit briefly. When this scene is
done,
check the door to find it is being held shut from the other side, then go to the
right some
more; at the end of the hall there is a locked door with a crooked picture next to
it. As
you look at the picture, Alyssa thinks that she should straighten the picture, but
then
doesn't do so. Now go back to the main hall, and a Spirit will begin to pursue
Alyssa.
You will run past a door on your right, but don't bother to stop, because it is
locked. Run
up some stairs and don't stop until you run out of hallway. Here you will find
another
door, this time on your left. This little room has a few objects of interest; a
desk with a
journal on it, bookshelf with a toolbox, a bed, and a table with a Moonflower on it
and a
picture of the moon behind it. First things first, and knowledge should always
come first.
Read Albert's journal, on the desk. It seems that the Rand's "relative" who came
to stay
was named John Haigh, and that Albert was wary of him from the beginning, but that
dear old mum told him not to judge a book by its cover. I guess Dorothy should
have
listened to Albert. Now check the toolbox, to find it locked. Finally, examine
the
Moonflower on the table next to the bed. It asks if you want to turn the flower,
so turn it
North, towards the moon on the picture behind it. The bed slides aside to reveal a
ladder
that leads through a hatch on the floor. Go down the ladder and you will come out
of a
chimney in the dining room downstairs. Don't stand around too long, or you will
get
blindsided by the same Spirit who cased you up the stairs earlier. Run around the
table
and pick up the glittering object from the other end; the kitchen key. On the
other end of
the table is the Half Heart pendant, so avoid the Spirit as you run around to the
other side
and grab it. Notice the fire extinguisher leaning against the wall opposite the
room's only
door, then leave the room through the door. You are back in the main hallway of
the
house, and just exited through the doors that had been locked from the other side.
You
are near the doors where you first came into the house, but as the ghost comes
sliding
through the wall behind you, don't bother running for the front door, as something
has
locked it behind you! So run back up the hallway, around the corner, past the
hallway to
your right, around another corner, and use the Kitchen key on the door to the right
that
you ran by earlier while the ghost was pursuing you the first time.

Run through the door and into the kitchen to trigger a short cutscene, then read
the
reporter's memo. It tells us quite a bit about John Haigh's murder of the Rands,
if you
pay close attention to the dates on the documents. The reporters Memo says that he
had
found a very important clue in the Rand's murder case, and was going back to the
house
to investigate. Which is how he ended up here, dead. Along with the Memo is an
old
news article dated May 11, 1962, that tells how John Haigh, a serial killer on the
run
since "early last year" (which would be 1961), was finally captured. Haigh had
killed
several pensioners, whose bodies he then disposed of by stuffing them into vats of
stolen
sulfuric acid. Knowing that he needed more sulfuric acid to continue in this
manner,
police staked out factories that used sulfuric acid in their processes, in hopes
that he
would come for more, which he did, at a plating factory in Horsham. In his
attempts to
escape the cops Haigh lost his balance and fell from a platform into a vat of acid,

ironically meeting the same end as those he had killed. The Rand's murders could
have
been some of the "several pensioners" mentioned in the articles, except for the
dates; the
first article found in the trashcan in the park was dated November 23, 1963. This
is a
year and six months after the article was written. So John Haigh was possessed by
an
Entity, killed a bunch of people, fell into a vat of acid, got resurrected, then
came back,
posed as the Rand's relative, and killed them too. He didn't even bother to change
his
name in between, as Albert's diary refers to John Haigh by name. Ballsy.

Check out the corpse on the floor (burned by somethinghmmm), and his camera, then
dash out through the door on the far wall before the ghost (who is still chasing
you) gets
hold of you. You can check this place out a little better after you get rid of
that damned
Spirit. You end up back in the alleyway outside of the building, next to the
dumpster
with the body in it. Run over to the body and use the Half Heart pendant to set
the red
Spirit free, and receive an Invisibility Band in exchange. Then return to the
nearby park
for a refill and save. But what is this! Alyssa's mum makes a cameo, before
disappearing into thin air. She left something behind, on the ground on the left
hand side
of the screen; Dick's Desk Key. Time to head back to the future. Or present,
rather.
Whatever. Run back to the Portal Square to the north, douse the circle twice with
Holy
Water, then step into the light.

Once back in the red room, head back downstairs to Dick's office and use the key
on the
drawer on the right-hand side. Inside is the book of Entities II, which tells you
how to
vanquish a Subordinate. You must find a sentimental item belonging to the murdered

soul who is powering the Subordinate, in order to heal the victim and send them on
their
way. Once the object is found, the Rooder's power is boosted and a "Rooder Portal
Square" appears, with the sacred weapon needed to destroy the Subordinate within.
Oh,
so that is what happened earlier with Sledgehammer. Anyway, also in the drawer is
the
missing mask, so use it on the wall to your right, and the wall slides aside to
reveal a
hidden portion of Dick's office. There are a lot of books here, and a few desks.
One wall
is taken up entirely by old family photos. On the small, book covered desk to the
side of
the central desk, search to find another Repellant Arrow. Search the box on the
central
desk for a roll of film and a document written in your grandfather's hand. The
document
says that the Rooder bloodline is passed from mother to daughter, down through the
ages,
and the Hamilton bloodline is particularly strong with it. The Rooder powers
manifest in
the early teens, and dwindle quickly as the Rooder ages, so that the powers are
gone
entirely at the age of twenty. The ex-Rooders then marry in their early twenties,
in hopes
that they will have a girl child to pass on the Rooder bloodline to. Dick didn't
believe in
any of this until he found the Book of Entities, and now he is particularly proud
of it.
Before we go any farther, we should get this out of the way, to avoid any
confusion; in
Clock Tower the family name is the name of the female's family. Dick's last name
was
Brown, until he married Francesca Hamilton, and his name became Dick Hamilton.
Dick
and Francesca had a daughter named Nancy, and she married Philip (whose original
last
name was never revealed) and he became Philip Hamilton. So for some reason they
are
following a matriarchal bloodline; the men lose their "maiden" names when they get
married, and take the last name of their wives. You go, sisters. Fight the power!

Actually, I noticed the same thing in the Japanese animation Neon Genesis
Evangelion;
the father of the main character, Shinji, whose name was Gendo Rokobundi , married
Yui
Ikari, and became Gendo Ikari. It must be some wacky Japanese thing. But I digress

once again. Once Alyssa finishes reading her Grandfather's notes, she realizes
that she
really is a Rooder, and hopes that by doing her Rooder thing and saving Dorothy and

Albert Rand's souls, she will be free, and able to find her mother. So return
upstairs to
the red room with the Portal Square; notice that it is still glowing. Once you
have
activated it once from each side, it stays open until you are done with that level;
i.e. you
have defeated the Subordinate and freed the trapped spirits that power them. So
step into
the glowing circle and return to the 1960s.

Refill your Holy Water and save at the Lion's Head Fountain, then return to the
kitchen
of the Rand's house through the door next to the dumpster with the now-at-rest
corpse
inside. Run over to the camera and use the film that you got from Dick's hidden
office to
finally set the pesky spirit to rest. In exchange, you receive some pictures that
(amongst
other things) show you how the body ended up in the dumpster outside. The second
picture shows you that had you moved the crooked picture in the hallway where you
first
saw Dorothy (like you wanted to), you would have found a hidden switch. Dammit!
Check out the rest of the kitchen if you want, taking notice of the pots on the
left side of
the sink, which can be knocked to the floor with quite a racket. Right, stay away
from
those. Now exit the room through the door leading back into the house, go around
the
corner to your left, then go down the branching hallway you had explored briefly
before.
As you go down this hallway, ignore the door on your left, which some force is
still
holding shut. Examine the crooked painting at the end of the hallway, flip the
hidden
switch, and go through the now unlocked door next to it.

To your left is a small bathroom, which you can use to hide in later, and to your
right is a
Lion's Head Fountain and a path that leads west, up a flight of metal stairs.
Refill your
Holy Water (if necessary) and save, then climb the stairs. The path turns north at
the top
of the stairs, and right ahead there is a door that is locked from the other side
on your
right, a stairway going down on your left, and a door a short way up the path to
the north.
Go north through the unlocked door.

Walk straight forward through this small, ransacked room. In the north-west corner
there
is some wood that can be knocked over, which makes a racket. Next to this is a
large
container marked Sodium Chlorate (to which Alyssa remarks "sounds flammable"; smart

14 year old). Continue to search to trigger a nasty, brutal cutscene showing you
both the
Rand's grisly end, a glimpse of the fate of the sentimental object you will be
looking for,
and your first view of the most disturbing looking Subordinate in the game; John
Haigh,
"The Corroder". After the cutscene, dash north, away from your assailant, and
towards
the Sodium Chlorate, your evade point, which should have a green glow around it.
The
villain is doused with burning chemicals, and Alyssa effects her escape through the
front
door. However, during the cutscene with the burning Corroder, a glittering object
can be
seen in the background. Alyssa will have to go back for it. Turn right around and
run
back into the room Alyssa just escaped from. Run to the south-east corner of the
room
and pick up the glittering object next to the double doors; another Invisibility
Band. Now
enter the double doors, into the room in which you saw Dorothy and Albert receive
their
acid baths.

On the east wall of this room is shelf with a glittering object on it. This is the
key to the
toolbox back in the main house. There is nothing more of interest here, so exit
through
the door in the south-west corner of the room, back onto the metal catwalk near the
stairs.
Turn left and run down the stairs leading back to the Lion's Head Fountain, refill
your
Holy Water, and save. Then head back through the door leading into the main house.
Go
down the hallway and turn right at the end, or try to. The Corroder jumps out of
nowhere
and blasts you in the face with acid, raising your Panic Meter almost as far as it
can go.
Don't let the bastard push you over the edge; instead hit HIM in the face with Holy

Water, dodge around him as he is screaming, and run past the room on the right,
down
the hallway and up the stairs, until you reach the door at the end of the hallway.

Alternately, you could turn left at the end of the first hallway to avoid getting a
face full
of acid, enter the double doors in the main hall (near the blood smears), and go up
the
chimney into the same room above. Corroder will still burst into the kitchen
behind you,
but you won't have to use a Holy Water and your Panic Meter won't be topped out.
Either way, you are now in the upstairs room, with a maniac right behind you. But
Corroder can't up through the narrow chimney passage with him bulky chemical tanks,

so he will have to come around and come in through the door. Either way you
choose,
you are in the same boat.

Run over to the toolbox on the bookshelf, and use the Toolbox Key when prompted.
Inside is a hexagonal wrench, so take it and get a move on. Run back over to the
ladder
leading into the dining room below, and wait; after a few seconds, Corroder comes
bursting into the upstairs room. Quickly descend the ladder to avoid him. Now you
have
to act quickly; there is a glowing Evade point over the fire extinguisher, on the
same side
of the room as the chimney. If you try to leave the room without using the Evade
point,
the door will burst open as you attempt to leave, and Alyssa will be knocked on her
ass
and damned near Panicked. You will probably need to use a dose of Holy Water on
your
enemy to escape. But seeing as you won't have to come back here again, instead of
trying to leave through the doors, just use the Evade point, if you can. As you
use the
Evade point, Corroder will come bursting into the room, and Alyssa will throw the
extinguisher, which will break open, filling the room with obscuring mist. The
good
news is that he can't see you. The bad news is, you can't see him too well either.
But
since you know where what you are looking for is (the door) you have the advantage.

Sneak past him into the hallway, then turn left, run up the hallway until you see
the
branching hallway going right, run down it to the end, and back out the door at the
end.

You are now back in the area with the metal stairs and the Lion's Head Fountain.
Run
over to the fountain, refill if necessary, and save. Then try to climb the stairs.
You will
hear Johnny come out of a door above you, so turn around and make a mad dash for
the
bathroom. If you need to buy some time, hit him with a dash of Holy Water, but
whatever you do, make it to the bathroom. I've run for a bathroom with almost as
much
urgency before, but never because a man dressed in leather and a World War II gas
mask
was trying to immerse me in acid. Well, there was that one time when it FELT like
that,
after Mexican night, but that is a whole different story. Anyway, run past the
door
leading back into the main house on your left, and through the door at the end.
Then
immediately turn around and use the Evade point located directly against the door
to
temporarily dispatch your assailant. Enjoy the cutscene. Okay, that was a little
too Wile
E. Coyote for a horror game, but what the hell. Refill and save again at the
Lion's Head
Fountain if you want (I did) and climb the stairs. At the top, bear left and go
down the
stairs on the other side, towards the river, then go left through the gate at the
bottom.
Alyssa will notice Dorothy's shawl caught in a grate in the river, but you can't
get there
from here. Run south, past the giant fans, until you reach the dead end. You will
notice a
red knob sticking out of a pipe; examine it and use the hexagonal wrench when
prompted
to stop the fan next to you. Go through the fan like you would go through a door,
by
hitting the action button, and Alyssa will crawl past the fans, down a short
tunnel, and
past the stopped fan on the other side, without you having to do anything.

Unfortunately, the Corroder gets here at the same time you do, leaving you with few

options in an unfamiliar room. So run straight ahead from your entry point, until
you see
the Corroder or the camera shifts, showing you the only door to this room, which is
on
the north wall and has a red light over it. Nail your enemy with a shot of Holy
Water to
slow him down, then run through the door.

He will still be chasing you, so run down the stairs, and through the metal doors
to the
left of the stairs, without stopping. Run through this next room, past a Save
Journal to
your left and a table to your right, then bear right, all the way to the Evade
point in the
farthest corner of the room. Use the Evade point immediately, and the Corroder
will
meet another ignoble end. Which brings up an interesting point; despite being very

creepy looking and killing people with frickin' ACID for Christ's sake, the
Corroder is
very goofy. You kill him goofy when you use evade points. He giggles and capers
in the
cutscenes when you see him killing people. If you ever let him close enough to
really
attack you, he knocks you to the ground, then jumps up in the air and tries to kill
you
with his ass, just like Mario. If he ever succeeds in hitting you, he dances and
claps,
while giggling. Oh yeah. This annoying bitch is going DOWN for the count. After
he is
gone search the table for a Lavender Water and the Daughter's letter, then save in
the
journal across from the table. This accomplished, leave the room the way you came
in.

Hopefully, you were moving too fast on the way in for the Spirit who hangs around
this
area to even make an appearance, let alone cause trouble for you. Dodge past it
now as
you move north, away from the stairs. Do NOT go back up the stairs to the room
with
the fans to explore it further; The Corroder has left his Minions there, and will
find you if
you return to this room; furthermore, there is nothing to find. Turn to follow the
path
when it turns, and run east until you run out of sidewalk. There is a short flight
of stairs
leading down to a small empty platform, and a very narrow ledge that continues
east.
Press the directional diagonally towards the wall and the ledge to get Alyssa to
put her
back to the wall, then edge east until you reach a small stone island, with a
narrow plank
leading to another island. This island has two boards leading off of it; a short
one in the
foreground of the screen, and a longer one towards the back. The easier-looking of
the
two (the shorter, closer one) is, or course, dangerous, but use it anyway, as
falling into the
water once is necessary if you want to free that last Spirit you encountered. As
you cross
the board it breaks, dumping you into the water. Don't bother trying to struggle,
as you
are simply carried downstream until fetching up against some metal bars that keep
you
from going further downstream. This also just happens to be right next to the
small
platform by the water, right next to where you started edging along the ledge. As
Alyssa
is catching her breath, something is stirred up from the depths, somethingdead.
Alyssa
leaps out of the water and up the short set of stairs, but once you regain control,
turn
around and go back. Examine the corpse for information about how he make have
died,
then use the Daughter's Letter from your inventory to set his Spirit Free. As a
reward
you are given the very valuable Binding Arrow, which you should save until the end
of
the game. Now climb the stairs, edge back along the ledge to the first island,
then cross
the plank back to the second island. Notice that the short board, which broke, and
should
be gone, is back. Ignore it and cross the longer one towards the back of the
screen to the
next landing. There are two more boards, one to the front, and one to the back,
but only
the one towards the front is safe, so cross the one closest to the screen to reach
another
island. This one has only one board leaving it, but beware; she who hesitates is
lost. If
you don't cross as quickly as possible, ignoring the board's grumbling and quaking,
the
board will slip, dumping you back into the river. You will end up back at the
platform
with the now dormant corpse, and have to do the whole board-crossing section over
again. Luckily, this board will also have returned, or else there would be no way
to beat
the level. So cross quickly and surely, as the board falls into the water behind
you, with
you safely on the other side. For here, caught in the grating, is Dorothy's shawl.
And
you know what that means; it is almost time to end the level. Turn left and walk a
short
distance until you pass a fence and back onto solid ground. Then turn left again,
and
begin to walk. This will activate a cutscene, and suddenly, you are stuck in a
narrow
alley with the maniac! Hit him immediately with Holy Water, than turn and run the
opposite direction until you see a door on the fence to your left. Turn and open
it, then
run forward. You will realize that you are back in the section where the ghost
once
roamed, and as you keep running forward you the door on your left leading back into
the
room where you electrocuted the Corroder. Ignore it and run back up the stairs,
stopping
only to hit Corroder with more Holy Water if he gets too close. Go through the
door at
the top of the stairs. Another cutscene follows as you enter the room, and it is
time to
destroy your tormentor.

-3. Boss Battle: Corroder


As the battle starts, the first thing you need to do is get a feel for your enemy's
rhythms;
just like all boss battles, this one has a pattern. He has a handful of pre-
scripted
comments, with a certain attack or behavior attached to each one. First of all,
just like
Sledgehammer before him, he will take a swipe at you if he gets too close.
Luckily, this
attack is slow and easy to avoid if you keep moving. He makes two quick swipes
with
his spray nozzle, and the clouds of acid that come out of them are small and slow-
moving, so keep on the move. Every once in a while, when he has a straight line of
sight,
he will say "There she is". When you hear this, move quickly to one side or the
other,
because he is about to shoot a long, accurate stream of acid in straight line.
This attack
moves much more quickly than the clouds, so as soon as you hear him start this
attack,
get out of the way and keep moving, abandoning any attacks you may have started.
His
third action is to say "Time to die" or simply grunts a laugh; when he does either
of these
things, he pauses for a short time and waves his arms around. After a couple of
seconds,
he then charges straight towards wherever you are on the screen. This is not a
dash
attack, or anything like that, he just runs a little faster to catch up with you.
If you have a
straight line of sight (i.e. he won't have to dodge around anything to get to you),
he will
run straight at you, without dodging from side to side. This is a good time to
line up a
shot and hold it for as long as you can; you may even be able to get a binding
shot, if you
have enough space between you. Just hold it for as long as you can, than release
it point
blank when he stops to attack you. The best time for a binding attack, however, is
when
his acid spraying nozzle jams. He will try to make a regular swipe at you as he
comes in
close, but nothing comes out of the nozzle. He will then yell "Damn it!" and shake
the
nozzle a number of times to clear it, two groups of three quick shakes. After
that, he will
begin one of his main attacks anew; either the quick swipes (if you are close), the
"There
she is" long range attack, or one of his charging attacks. Regardless, your job,
once you
hear the "Damn it!" is to stop wherever you are, turn, and try and get a pinning
shot on
him. These moments when him nozzle jams are the best opportunities to do so.

However, he has more hit points than Sledgehammer, and even if you pin him down and

nail him with the super-charged heavenly attack, he won't die unless you have
whittled
his life down somewhat before hand. So here is the best plan of attack; run until
you see
him pause for any reason, then turn and fire a semi-charged arrow (one that glowing

somewhat, but is less than a binding attack) at him. One important point to keep
in mind
is that even though there is a big metal machine in the middle of the room, you can
shoot
through it, even if you can't see through it. Alyssa automatically locks onto the
enemy's
position, so try to trust that your attack will work. Of course, he might move out
of the
way, but you will find he does that a lot even when you can see him. Anyway, just
hit
him with lesser attacks as often as possible, and wait for a chance to pin him,
either when
he charges you from across the room, or when his nozzle jams. Once you have one
glowing chain attached to him, it makes things a little easier. Just like with
Sledgehammer, move forty-five degrees at least, then hit him again. He will try to
charge
you, even when he is bound, but don't let him intimidate you. Hold your shot until
you
have another binding shot, then move again. The only time you should abandon your
binding shot in the middle of charging is if you are too close and he hits you, or
you hear
him say "There she is". If you hear this, stop whatever you are doing and get out
of the
way. He can hit you with this shot no matter where he is in the room, if he has a
straight
line. Pin him three times from at least forty-five degrees apart, and Alyssa's
next attack
will be her divine finishing attack, just like the one you used to destroy
Sledgehammer.
If he somehow survives this attack (he might, if you didn't soften him up enough
first)
just hit him with semi-charged arrows until he dies screaming. After he is gone,
Alyssa
gets another piece of the Clover Amulet, the Clover of Courage. Like the Clover
of
Love, this piece increases the amount of Holy Water your Sacred Bottle can hold, so
you
now have five doses instead of four. Groovy.
After the Subordinate is dead, it is time to put let the Spirits of Albert and
Dorothy rest.
Leave through the fan you stopped earlier. On the other side, follow the path up
the
stairs, but don't bother going into the house where you saw Dorothy and Albert
killed;
they aren't there. They are in the room where you first saw Dorothy, in locked
room of
the main house. So go down the stairs on the other side, past the Lion's Head
Fountain
(you don't need to save or refill, but feel free), and through the door leading
back into the
house. Once in there go forward to the first door, on your right, and open it. A
fairly
long and touching cutscene follows. Their spirits are free, and the evil has been
vanquished.

Okay, maybe not all the evil. It seems the strange guest from the beginning is
somehow
involved in all this, and doesn't seem too pleased with your interference. This
are about
to get serious.

-c. Chapter Three: "A Rooder Awakening"


-1. The Sewers and What Lies Above
Well, you were back in Alyssa's housefor a few seconds. Now it isn't there
anymore,
and there is a big evil Clock Tower where it once stood. What's worse, you have
been
thrown into Hell by the Dark Man, who says that a) you and he will be one, and live

forever starting at midnight on your fifteenth Birthday (in two hours, no less),
and that b)
the Subordinates killed your mum. Well, maybe this isn't Hell, but it is
underground, and
it is damp, and it is evil. So close enough. Towards the top of the screen is a
weird
"Tombstone" thing with a Rooder symbol on it, which seems familiar to Alyssa.
Towards the bottom of the screen, glittering in the water next to some stalagmites,
is a
Lavender Water. The only way out seems to be through a tunnel on the right hand
side of
the screen, which you must crawl through. You end up on a small platform in the
sewers,
of all places. Look around all you want, but there is only one way to go. Left
(south on
the map) is a dead end, so right it is. There is another platform out of the water

diagonally from the platform you started on, so slog towards it. You will notice a
Spirit
moving around on the other side of the grate separating this part of the tunnel
from the
next, just beyond the platform with the ladder on it. Ignore the ghost and climb
the
ladder.

Hmm. Another short tunnel, this one with a fast-flowing stream in the middle of
it, with
sidewalks on either side and some short connecting bridges. Head left (west on the
map)
on the same side of the stream as you started out on. You will find a door on your
right,
just past some stalagmites, so go into it. The first thing you will notice as you
enter will
be the saving journal, with a jar of Holy Water next to it. By all means, refill
(if you've
used any) and save. Then continue into the room. It isn't very big, and there are
just two
other things of interest in here. The first is obvious; as you move further into
the room
there will be a small desk or table on your left (south-east corner of the room, on
the
map) with a glittering object on it. The object is the Worker's Key, so take it.
The other
point of interest is that behind the fish tank, in the other bottom (south-west)
corner, is a
hiding spot. This is about to become your new best friend, but for the time being
just
note its location, try it out, and head back out of this room.

Surprise! This charming fellow is Chopper, and he is a very bad man. Once the
introductions are complete, nail him with some Holy Water, than run back to the
room
you just left and dive into your hiding spot. Stay there until you hear him
teleport away,
then step out, refill your Holy Water, and save. Then leave the room again. Cross
the
short bridge across the stream, then turn left and follow the wall until it
branches into a
short secondary corridor with a door at the end. Unlock the door with the Worker's
Key,
then enter the next room.

This is a long corridor that opens onto some scaffolding before branching left and
right.
For the time being, turn left and down a couple of stairs, then turn left and
descend
another short flight of stairs into a curving corridor. Chances are that Chopper
will show
up while you are in this area, as he never stays gone for long. Don't let him
distract you
though; get everything you can from each level before returning to the room with
the fish
tank to save. If he gets too close, simply hit him with some Holy Water and get
back to
work. So, at the bottom of the short set of stairs, turn right and follow the
path, noting
the gray box on the wall to your left. This is a power transfer box with all the
wires
disconnected, but you don't want to touch the live wires with your bare hands, so
leave it
alone for now. Follow this corridor to the end, side-stepping stalagmites as you
go;
notice, however, the item glittering at the base of the second group of
stalagmites, as it is
a Sigil Stone. At the end of this path are a couple of wooden crates stacked on
top of
each other. Inside the top one is the Distribution Plan. This tells you which
wires hook
to each other in the circuit to restore power. Unfortunately, you still need some
insulating gloves to connect the wires. First run back to the room with the fish
tank, hide
there until Chopper leaves, then refill your Holy Water and save. Then return
through the
door you opened with the Worker's Key earlier.

Go forward until the scaffolding branches left and right. Earlier, you went left.
This
time, go right. There is a door with "B-3" painted on it. This number is the level
you are
on, the basement, third level. Open the door and activate the machinery inside to
move
this elevator to "B-1" or "B-2". Choose B-2, then exit the elevator when it stops.
Run
down the stairs directly in front of you, then turn left. As you run down this
corridor,
Chopper appear directly behind you without warning. Nail him with some Holy Water
to
slow him down, then continue until you see a stack of crates on the right side of
the
corridor, with a red box on top. Search the red box to find the Crowbar, than keep

running, hugging the left side of the screen as you see the right side of the
corridor is on
fire. Right beyond this is a seeming dead end, with metal barrels against a blank
wall.
Luckily, this is an evade point, so run up to the glowing ball over the barrels and
hit the
action button. Chopper will temporarily put himself out of your misery. Take this

opportunity to run past him, back down the corridor, and back up the stairs to the
elevator. You can return to B-3 and save, or you can continue directly to B-1.
Either
way, B-1 is your next goal, so head there when you are ready.

As you come out of the elevator, there are stairs directly ahead of you and a path
to your
right. You can't get all the way through to your right until the power is on
because there
is a door with an electronic card reader at the end, so run down the stairs and go
left.
Chopper will make another very sudden appearance, but for the moment keep running.

You will see a big metal closet to your right; run over to this and open it.
Inside are some
Insulated Gloves. Grab them, and while you are stopped, turn and hit Chopper with
some
Holy Water. If you want to check out what is at the end of this path, keep going.
At the
end is a circuit breaker, but with the power turned off, it won't do much good.
Slip back
the way you came, hitting Chopper sparingly with Holy Water when necessary, and run

back to the elevator and return to B-3. Try to save at least one dose of Holy
Water for the
run back to the "safe" room with the fish tank, because he often comes out of the
door
ahead of you on this level. If so, nail him and slip by, run back to the safe
room, hide
until you hear him teleport away, then refill Holy Water and save. Whew. We are
almost
done with these basement levels, but we are going to need one more thing before we
reconnect the power; the key card for the door out of this area. Luckily, it is
nearby.

Leave the room a cross the stream, then take a left. Go past the corridor leading
back to
the elevator, until you are standing next to a tank that says "Danger" in cloud of
steam.
You should be just on the other side of the little stream from where you first came
up to
this level from the sewers. On the ground there is a heavy metal hatch. Search,
and
when it asks if you want to use the Crowbar, say yes. Go down the hatch, back into
the
sewers.

You should immediately see a skeleton at the bottom of the ladder, and some stairs
going
into the water. There is a ghost in this area, so be careful. Search the corpse
for a clue to
what it needs to be at peace, and you will find a note. It says that the now-dead
guy came
to rescue someone, but was captured and locked in the sewer, and to top it all off,
he lost
his glasses given to him by his loved one. Go into the water and they should be
readily
apparent; the spectacles are on a little island across from the corpse, barely out
of the
water. Retrieve them and give them back to the corpse, and the freed Spirit will
give you
the Card Key in return. Don't bother searching the rest of this little area, as
there is
nothing to find. Climb the ladder and return to B-3.

Chopper should most likely be waiting for you at the top, so hit him with some Holy

Water and run for your hiding place behind the fish tank. Once he is gone, refill
your
Holy Water and save. Then exit the room, and go back through the door across the
hall
towards the elevator. We are returning to the circuit box, so turn left where the
path
branches and take another left down the stairs, then turn right and move forward
until you
see the circuit box. Before opening it, take a moment to refresh your memory about
how
the wires are supposed to hook up by looking at the Maintenance Manual under
"Files"
on your pause screen; top left corner to bottom right corner, top center to bottom
left
corner, and top right to bottom middle. Then open the box and make this happen.
You
will see a red light come on over the circuit breaker on B-1, so that is our next
goal. Run
to the elevator and go to B-1.

Once you get there, go straight ahead and down the stairs, take a left, and begin
to run to
the circuit breaker switch. Unfortunately, Chopper is between you and it. Hit him
with
Holy Water, run past him to the end, and throw the switch to turn the power on.
You are
almost done with this section. Run back the way you came, hit Chopper again with
Holy
Water, and then run up the stairs on your right when you get to them. Turn left
and
follow the path to the end. Use the card key on the door and run through, and you
are
freeat least for the moment.

This is some kind of storage area. Directly in front of the door is a Repellant
Arrow, so
grab it, and then go further on to your room. On your left is a jar of Holy Water,
so refill.
Directly ahead is a saving journal, so save. Otherwise, the room is empty, so go
up the
stairs, which are the only other exit from the room. There is a door at the top of
the
stairs, so go through.

The first thing you will notice in this new area is the crying baby. Go forward
and you
will see some boxes with a stuffed animal on top. If you examine it, Alyssa says
"A
brand-new toy rabbitIt can't be the one I was given when I was a child." But if
you
were paying attention when you first looked around Alyssa's room, it sure looks
like it.
The corridor itself should also seem somewhat familiar. You are back in Alyssa's
house,
but the door that you just came out of should have lead to Nancy's room. The door
to the
bathroom (which had the dead woman in the tub) is locked, as is the room that was
boarded up last time you saw it. Before exiting through the door that should lead
back
towards the room with the fireplace, check out the little table across from the
bathroom
door; there is a statue here that Alyssa's mom gave her, which should be in her
room.
Strange. Anyway, leave through the aforementioned door now.

Curiouser and curiouserthe fire in the fireplace has been re-lit, and there is a
rocking
horse in the corner next to it, with gift-bows still attached. The door leading
further into
the guest wing is still impassable, and the door to Alyssa's room now reads
"Nancy", and
is locked. I am sure that you have figured it out by now, but Alyssa is a little
slower on
the uptake. Exit through the door leading out to the staircase.

The other door leading into Alyssa's, or rather Nancy's room is also locked, and
the one
that read Philipstill says Philip, but is now locked, rather than just impassable.
Why
were Alyssa and Philip keeping separate rooms? Apparently they weren't if that
baby
crying is who we think it is. Head down the stairs, and a cutscene takes over at
the
bottom. Awww. Isn't that sweet? Nancy and her baby, and an explanation of what
the
four clovers each stand for; love, friendship, hope, and courage. Well, all good
things
must come to an end, and this happy scene comes to a bloody one. Alyssa rushes out
the
courtyard just in time to see her beloved grandfather, Dick, murder Philip, the
father who
she never really knew. And to top it all off, Chopper shows up to rub it in.
Well, to rub it
in and to kill her.

Boss Battle: Chopper


Chopper takes it really easy on you this time. He moves somewhat slowly, and
doesn't
seem to use all of his attacks. Which is good, because your battlefield is
severely limited;
you can only run around the courtyard, you can't climb the steps, and you have a
couple
of trees and the bloody stump that your father died next to there to trip you up.
Luckily,
his body is gone. For some reason the Rooder Portal Square appears, and Alyssa
tries to
fight Chopper. I don't know how this is possible, since the Book of Entities II
says that
the Rooder Portal Square only appears and opens when the Rooder finds the
sentimental
item necessary to free the Spirit powering the Subordinate. Oh well, I guess
Alyssa can
use the Rooder Portal Square is she is really pissed, too. Anyway, do your best to
avoid
Chopper and all obstacles as you run around this tiny area. Since he stalks you
fairly
slowly, put a bit of distance between you, turn, and hold off your shot until he is
right on
top of you. If you had enough time, you will bind him with one of the golden
chains.
Even if you didn't the charged-up arrow should be enough to knock him back and
break
off his attack. Once you have one golden chain binding him, he is a little easier
to hit,
since he can't go too far in any direction with the chain tethering him. So move
to
another location, charge up to the max, and then hit him again. Just remember to
move a
short distance after every shot and stay out of his range, and you should have him
pinned
down in no time.

Before you can do the coup de grace super-powered kill shot, a cutscene takes over,
of
Alyssa aiming for Chopper's heart, as he is helplessly bound. She fires, there is
a flash of
light, and when it clearsChopper is free and unharmed. He laughs at her and tells
her
she will join all the others, and then opens a pool of inky blackness beneath her.
She
sinks from sight and is gone.

-2. Axe Me No Questions, Tell Me No Lies


Alyssa now wakes up in some kind of cemetery, but she is no longer holding her bow;

instead, she has a scroll, which Alyssa immediately begins to read. It is a second
set of
Dick's notes, explaining how he allowed Nancy to marry Philip to preserve the
Rooder
bloodline, but was disgusted by Philip's weak will and stupidity, and was outraged
by the
fact that he and Nancy said that they didn't want to raise Alyssa to be a Rooder.
Dick
saw this as shirking one's duties, and blamed Philip for any attempts to avoid this

obligation. Finally, Philip did something to push Dick too far (as we saw), and
after the
murder he manipulated the police to cover the whole thing up. Wonderful guy.

Once Alyssa is done reading this, it is time to explore your surroundings. There
is a gate
behind her, with Celtic-looking crosses on either side. Examine the crosses to
find that
each has a hollow impression in it, as if some object goes there. Then run towards
the
screen (east on the map) until a cutscene takes over. The restless Spirits here
are the
ghosts of Rooders. That is who you will have to put to rest before you can leave
the area.
They were all killed by Entities and their subordinates, and at least one of them
had her
heart removed and used in something called the Ritual of Engagement. The Spirits
disappear before they tell Alyssa what the Ritual is. Run back through the columns

towards the gate you came in through, and you should see an object glittering in
the top
left hand corner of this area. Run over to it and pick it up, as it is a Lavender
Water, and
then return to the hub area, where you woke up. Run between the two crosses and
through the gate behind them. All that is in this area is a Lion's Head Fountain,
so refill
your Holy Water if necessary and save, then return to the central area where you
woke
up.

Now you have a choice; the gate to your right, or the gate to your left, meaning
the right
side of the screen (north on the map) or the left side of the screen (south on your
map).
The area to the right is a little tougher, so lets do that one first and get it out
of the way.
Take the path all the way to the right of the screen, and when you reach the end
you
should be in an area surrounded by pillars, with a Portal Square in the middle.
Douse it
twice with Holy Water, and you will be transported to another area.

You may want a quick escape route from here, so when you get to the other side,
douse
the Portal Square twice again to return to the area you just came from. Just like
the Portal
Square in the Red Room in Alyssa's house, once it has been activated from both
sides, it
remains active until you are done with it, and doesn't need to be activated again.
Run to
the Lion's head statue, refill your Holy Water and save, and then run back to the
Portal
and step through again. You should be in a misty outdoor area, which looks like
another
part of the cemetery. There is only one way to go, so follow the winding path
through the
grave stones until your reach a more open area. As you step into this area another

cutscene starts, and you find out that not only is Chopper back, and not only does
it seem
that he killed your mother, but that the whole graveyard is full of his victims.
Yeesh.
After the cutscene, start things off right and nail him with some Holy Water.
While he is
stunned, run back towards your mother's car, and pick up the note on the ground.
Apparently, the Entities need the heart of a Rooder who has reached her fifteenth
birthday to perform the Ritual of Engagement thingy, and Nancy sent her away until
she
would be safely past her birthday, and thus safe. The Dark Man talked about how
when
your Birthday came along, the two of you would become one Chances are they are
talking about the same thing. When you are done reading, run towards the screen,
away
from the car. There are Lunar Moth Minions in this area, so if you run into them
(or
Chopper, of course) hit them with some Holy Water. Wind your way along the path
and
eventually you should see a shack. Run inside and bear to the right, past a
partition, then
turn left once you clear it to come into the shacks only real room. There is a
curtained
hiding place in here, so hide until you hear him teleport away then come out.

This cozy little den appears to be Chopper's place, as there are hatchets sticking
out of
the way here and there. Directly across from the hiding place is a little desk
with The
Book of Entities III on top of it. Take this and read about how Harold Palmer came
to be
the Subordinate known as Chopper, the leader of all the Subordinates. On the bed
to the
right of this little desk is a bed, and on the bed glitters a Lavender Water. Take
this and
head back towards the exit of the shack. Before leaving, make use of the jar of
Holy
Water to the left of the door, and the save journal to the right of the door. Then
leave the
shack.
As you do this next section, keep in mind that the shack is the only place to
escape from
Chopper, so if you are assaulted by him, stun him with Holy Water as needed and run

back to the hiding space in the shack, then refill at the jar in the shack once he
is gone.
Anyway, run back up the path until you reach the car, than take a ninety degree
left and
run up the left hand path. The path at the top of the screen is back towards the
Portal
Square. After going up the left path for a few yards you will see the Celtic cross
thing
that Chopper was perched on in the cutscene earlier. Run around the cross and then
turn
and look at the other side of it; there are some short steps leading up to a Lion's
Head
carving, with a button in its mouth. Take note of this but don't push the button,
since you
don't know what it does. In this general vicinity, off the beaten path, there is
an
Invisibility ring partially concealed behind a gravestone, but after finding this
you can
continue on your way. The path will branch left and right, and there will be a
podium in
the middle. The podium bears an inscription around the rim that says "Purify
thyself with
Holy Water and awaken the lions in order". At the podium, bear right and run until
you
see a column like the one with the Lion's Head carving you saw earlier. Run up and

inspect it, and you will find another carving, this one with one eye. Since it
said to
awaken them in order, and one comes before two, hit this button. Then turn and run
back
to the podium, take a left, and go back the Lion's Head carving that you noted
earlier; it
has two eyes, so it is next. Finally, run back to the podium, take a left, and run
until you
see another pillar with another carving. This one has three eyes, so give the
button a
poke. Nothing happens, because there is still the "Purifying with Holy Water"
thing to
do; not thyself as the podium says, but the podium itself. Run back to the podium,
douse
it with Holy Water, and a stone disk appears in a flash of light, floating above
it. This is
the Compass of Shadows. Grab this and you are done with this part, and can leave.

I am sure you have gotten Chopper's attention at this point, but if his music
starts while
you are almost done with this puzzle, finish it first before worrying about him,
because he
has to come all the way from the shack. If you see one of the Minion Moths, toast
it with
Holy Water. Now it is time to get out of here. Run back up the path, past the
two-eyed
Lion's Head pillar, back towards the car. When you run into Chopper, hit him with
Holy
Water, dodge around him, and keep going. At the car, turn left and head towards
the
back of the screen. If all of this sounds like too much trouble, than now might be
the
time to use an Invisibility Ring, so you can slip right by the axe-wielding maniac
and his
little winged friends without any confrontation. Follow the winding path back
through
the graveyard to the Portal Square, activate it if you didn't earlier, and jump
through.

However, if you didn't activate it earlier, you might not have enough Holy Water
to
activate it now, after fighting your way past Chopper and his minions. So instead
of
taking a left at the car, take a right and go back into the shack, hide until
Chopper
teleports, then come out, refill your Holy Water, save, and then run back to the
car and
keep going past it up the winding path to the Portal Square. Re-activate it with
two
dashes of Holy Water, and you are on your way.

You are now back in the relative safety of the central graveyard where you woke up.
Run
back up the path to the central area, and examine the leftmost of the two Celtic
crosses to
use the Compass of Shadows. It doesn't do anything without its companion, so don't

expect anything to happen, but at least now you don't have to lug it around. Go
through
the gate between the two crosses and refill your Holy Water and save at the Lion's
Head
Fountain. Return to the central areas and head to the left of the screen. Go down
the one
path you haven't explored yet, and at the end is another Portal Square. Douse it
twice
with Holy Water, and you are teleported away again.

Now you are inside an eerie tomb, but as I promised, this one is not as dangerous
as the
last Portal Square you came from. In fact, there is no need to pre-activate the
Portal
Square exit from this area, because you won't need to leave in a hurry. Against
the wall
behind where you appear is a small rectangular podium with a hollow depression in
it. In
either corner of this room are Jars of Holy Water, should you need a refill. Note
the
Rooder sigil on the wall behind your point of appearance, but don't bother
searching it or
dousing it with Holy Water, because you can't do anything with ityet. There is a
path
straight ahead of your position, a path to the left, and a path to the right. This
is how we
will refer to them for this section; in relation to the dias that you started this
level on.
Therefore, the leftmost path will be left, the rightmost path will be right, and
the path
between the two will be center.

This whole area is just big puzzle; at the end of each of the three paths is a
Rooder's tomb
representing a color and element, with a stone inset into each of the Rooder's
sarcophagi
that should be the same as the color and element of the tomb that it is in. There
is a red
Sky Rooder's tomb, a blue Sea Rooder's tomb, and a yellow Earth Rooder's tomb;
however, the blue Sea Rooder's tomb contains the red Sky Stone, the red Sky
Rooder's
tomb contains the yellow Earth Stone, and the yellow Earth Rooder's tomb contains
the
blue Sea Stone. The solution seems simple enough, right? There is only two
problems
keeping you from easily solving the puzzle. First is the Spirits of the Rooders,
who are
haunting their tombs (each Spirit also colored to represent the tomb they are
haunting),
and won't rest until the appropriate colored Stone is returned to their tomb, so
you will
have to dodge them. The second problem is that for some reason Alyssa can't carry
more
than one Rooder Stone at a time; this means you just can't go pick up all three and
swap
them around.

The key to the puzzle is the rectangular pedestal on the dias. It has a depression
in the
top just big enough to hold one stone, so you have to take a Rooder Stone from one
of the
tombs, return with it to the pedestal, examine the pedestal, and deposit the stone
when
prompted, then get the next stone from the next tomb, swapping them around until
you
have all the proper colored stones in the correct tombs. Here's the specifics; the
left path
is the Earth Rooder's Tomb, (yellow), but contains the Sea Rooder's Stone (blue).
The
central path leads to the Sky Rooder's Tomb (red), but contains the Earth Rooder's
Stone
(yellow). The path on the right leads to the Sea Rooder's Tomb (blue), but
contains the
Sky Rooder's Stone (red). Each path is guarded by a Rooder Spirit (complete with
skeletal faces, color-co-ordination, and a gaping hole where their hearts should
be), but
since there are jars of Holy Water in the main chamber of this area, don't be shy
about
dousing them if they get to pushy, to keep them out of your way. In addition the
paths
on the right and left each have a Repellant Arrow on the ground half way between
their
entrances and the tombs, so be sure you pick them up. The simplest answer to the
puzzle
is this; take the left path to the Earth tomb, take the Sea stone, then return to
the central
area and place it on the pedestal. Next go up the central path to the Sky tomb,
retrieve
the Earth Stone, then return back to the left path and put the Earth stone in the
Earth
Tomb, in the depression left when you removed the Sea stone. This will free the
Spirit of
the Earth Rooder, but none of the Rooder Spirits leave you a gift in return for
freeing
them. Ungrateful bitches. Anyway, now go down the right path to the Sea tomb,
take the
Sky stone, and return to the central path to the Sky tomb, freeing the Spirit of
the Sky
Rooder. Finally, return to the dias with the pedestal, retrieve the Sea stone,
then return to
the path on the right and return the Sea stone to the Sea tomb to free the last of
the
Rooder Spirits.

When the last Rooder Spirit is gone, the slab of stone with the Rooder sigil on it
in the
main room slides aside, revealing the Compass of Light. Go grab it, and you are
done, so
splash the Portal Square on the floor twice to return to the central graveyard.
Run back to
the main area, but before you place the last Compass, quickly detour up the path
between
the crosses to refill your Holy Water and save at the Lion's Head Fountain. Then
go back
to the crosses and put the examine the rightmost cross to place the Compass of
Light,
which opens a huge Portal Square in the center of the area. Step through it to go
to the
last area in this level.

This is some sort of giant cavern, and the Portal Square remains glowing at the
point
where you appeared. That's good; at least you know you won't be trapped here.
Follow
the rocky, narrow path, sidestepping the stalagmites as necessary. Soon the path
leads to
an opening in a rock wall, so go through. Take note of the nifty torches on the
wall in
here, and pick up the Binding Arrow on the left side of the path. Then continue
forward
until a cutscene takes over.

How's that for some gruesome details? I'm not sure how Alyssa read the
inscription,
since it didn't appear to be in English, but the gist of it was that the person
performing the
Ritual of Engagement must cut out the heart of a Rooder during the first hour of
her
fifteenth year, and drink the blood from the still beating heart in order to become
an
Entity. Nifty. At the conclusion, a Rooder Square appears with an Old Rooder
Arrow in
the center of it, at the foot of the dias area Alyssa ends up on at the end of the
cutscene.
Take a moment to check out the statues on either side of this area (you are going
to
become really familiar with these chipper folks pretty soon), then grab the arrow
and go
back the way you came. As you pass through the gap in the rock wall, the cavern
around
you begins to collapse, so you have to run back to the Portal Square you came in
through
before it all comes crashing down around you. To make it more difficult on you,
the
camera sways all around the room like Robert Downey Jr., but try to ignore this as
you
dodge the swaying stalagmites and run back up the path and through the Portal
Square.

Whew. You are back in the central area of the graveyard again, but unfortunately
you
don't get a breather. As you step forward another cutscene takes over, and before
you
know it, you are in the final boss battle with Chopper again.

-3. Boss Battle: Chopper (for real this time)


Two things to notice; first, he is totally recovered from your last bout, and isn't
going to
take it easy on you this time. Second, the doors leading to the other parts of
this level are
now shut and/or blocked by magical barriers, so you only have the central area to
use as
your battleground. The gist of this battle is the same as all other boss battles
in the game;
run around and avoid his attacks until you are given the opportunity to strike, and
strike
hard. However, as you will see, you will have to make your own opportunities to do
so.

He has but a handful of attacks. If he gets too close when he is chasing you, he
will take
a couple of swipes with his axe. Just keep going, being careful not to get hung up
on
tombstones as you run. Every once in a while he will shout and attempt a flip
attack,
where he jumps up, spins around, and comes slamming down with both axes. If you
can
avoid this (easy enough; keep moving, and cut sharply to the side when he is in the
air if
you think he is too close and might hit you) he will be momentarily stunned. You
may
have enough time to nail him with a supercharged arrow and pin him, but probably
not,
so nail him with at least a partially charged arrow if he does this, to whittle his
health
down. In fact, pelt him with arrows, even weak ones, whenever you get the chance,
because he has enough health that a single group of binding attacks/super attack
isn't
going to be enough to finish him if he hasn't been injured first.

The key to pinning him is also when he is the most dangerous. When Chopper yells
"Catch!" he is going to throw his axe at you. Don't panic; instead, stop, turn
towards
him, and begin to charge up an arrow. When the axe comes flying at you, release
your
arrow to deflect the axe back at Chopper, which will hit, injure, and stun him.
When this
happens you will have adequate time to charge up a Binding attack and pin him to
the
spot. Then move the requisite forty-five degrees and line up another shot. Since
his only
options are to move towards you and try to hit you with his axes, in which case he
shouldn't be able to reach you because he is pinned, or to throw his axe at you, in
which
case you can deflect it back at him again, stunning him once more and setting him
up for
another pinning attack, it should be much easier to pin him the second and third
times.
There is only one attack to look out for; sometimes Chopper will throw his axe at
you in a
sideways arch. This one is can also be deflected back at him, but your timing and
trajectory will have to be precise, since it isn't coming straight at you. For
some, the best
option may be to run away from this attack, to live to fight another day, or just
take a hit
in interest of nailing Chopper with as strong an attack as possible, if your health
is strong
enough; just ignore the axe and keep aiming at Chopper until the axe hits you or
you get
fully charged (whichever comes first), as when you get hit the arrow will be
released. As
I said, if he is still kicking after taking Alyssa's super attack, just keep
pummeling him
with arrow charged as much as possible, and he will fall.

Now there should be another cutscene, almost a replay of the discouraging end of
the
courtyard battle. Fortunately, the Old Rooder Arrow is potent, and is enough to
finish the
leader of the Entities once and for all. Once he is dead, Alyssa will receive
another piece
of the Clover Pendant, the Clover of Hope. Unfortunately, it doesn't seem to
increase
your Holy Water supply. Dammit. Anyway, now head towards the only open area in
the
cemetery, the columned area where you saw the Rooder ghosts. They are finally
free,
and ask you not to allow the Ritual of Engagement to take place. Okay ladies, just
for
you. Alyssa's mom shows up as well, to congratulate her; with Chopper gone, she is

supposed to be free as well. Unfortunately, the Dark Man shows up and takes her
prisoner, revealing that he is the one is going to perform the Ritual of
Engagement. He
then teleports Alyssa to the base of a spiraling staircase, where Dennis finds her
and gives
her the encouragement to keep going. Alyssa says that she needs all four pieces of
the
Clover Pendant to defeat the Entities (I can't seem to figure out where she came up
with
this idea), and there is only one piece left. Suddenly, the staircase swirls out
of sight, and
Alyssa and Dennis are left in the middle of a secluded forest path

-d. Chapter Four: "Snickety Snack"


-1. Hell's Waiting Room
There is but one way to go, so follow the path into the deep, dark tunnel. Dennis
whines,
then runs to catch up. The tunnel comes out on some urban street, and the name of
the
area above the map, Hospital Street, doesn't help much either, other than to tell
you that
there is a hospital nearby. There is nothing to find, so move forward until a
cutscene
takes over and the pair of youngsters run into a creepy and derelict hospital,
because
Dennis is an idiot. This idiocy is compounded when his "sister" turns out to be
one of a
pair of Subordinate twins, Scissorman and Scissorwoman, whose images you saw
earlier
on the statues in the area where you found the Old Rooder Arrow in the last
chapter.
Yes, those katanas that they are carrying are, in fact, giant scissors separated
into two
separate blades. They take Dennis captive, and tell Alyssa that if she wants to
see him
alive, she must give them her heart, so they can make a new Entity. They then take

Dennis and disappear, leaving Alyssa alone in the hospital reception area. There
is a
ghost here, so exercise caution as you explore this area. The Spirit's corpse is
lying on
the floor next to a gurney on the far side of the room, but there is nothing you
can do for
her right now. Instead, notice the glittering object on the nightstand between the
two
beds towards the back of the screen (north on the map). This is the Photo of
Mother, but
it is not your mother, or the mother of the Spirit in this room, so head towards
the left of
the screen, and out through the door, into the actual waiting room. To your left,
against
the wall near the door, is a couch, and on the couch is a Lavender Water. To the
left of
that are some elevator doors that apparently don't open, and a man's corpse on a
gurney.
His ghost is lingering in this room, so be quick in freeing his soul by giving him
the
Photo of Mother; in exchange he leaves another Invisibility Band. To the right of
the
corpse are the doors leading back outside, which you can't go through. Continuing
around the room clockwise, you should find a jar of Holy Water in the next corner,
followed by a saving journal. Before saving, however, continue to search the
counter
where the journal is located to find a Labeled Key A on the other end of the
counter.
Now save, and after exploring the details of this room to your heart's content,
leave this
room the way you came in (Note: if anyone can make out what is scrawled on the
floor
around the gurneys near the door in this room, please let me know).

Run through this room, ignoring for now the corpse on the floor. Near the corpse
is a
note entitled Dennis' Letter to Linda. This doesn't tell you much other than
Dennis was
raised by his sister, and that he really cares about her. Sniff. Turn right at
the letter and
continue through the door on the east wall. Now you will be in a hallway. To your
left
are two locked doors, one on the north wall, and on the east wall, in the north-
east corner.
To your right is a couch at the end of the hallway, and, on the east wall, in the
south east
corner, stairs going up to the next floor. Take these now. At the top of the
stairs you will
find another couch to your left, and another long hallway to your right. The
first
doorway you will come across is on the west wall, to your left, and is locked. The
next
one, on your right (east wall), is open, and leads into a bathroom, the middle
stall of
which is a hiding place that you might need to use later. The next door is again
on your
left (west wall), but it is locked, and as you examine it you will be able to see
through a
crack in it another Portal Square. Right next to this door is a triple locking
mechanism,
which you can use Labeled Key A on now, if you would like. However, you still need

two more keys to get the door open, so continue up the hallway. The next door, on
your
right (east wall) is closed but unlocked, so go inside. There is a bed and some
equipment,
but no objects of interest. What is of interest is the hole in the wall in the
north-east
corner of this room, leading into the room to the north. Crawl through here, and
keep in
mind for later that this is safe area similar to behind the curtains in the first
level; the
Subordinates simply can't get in here. That makes it better than the hiding spot
in the
bathroom, because you can't panic in here and run from hiding. Regardless, the
door
leading out of this room is locked, as is the cabinet in the corner with the object
inside.
Next to the bed is a nightstand with a Looking Glass on it, which you should take
with
you. Now crawl back out of this area and leave the room on the other side. As you
move
forward to examine the next room, a cutscene starts, and Alyssa takes interest in
the full
length mirror at the end of the hall. As she gazes into the darkened reflection,
Scissorman shows up behind her and proceeds to terrorize her. Instead of
panicking, run
towards the mirror and hit the examine button. When it prompts to ask if you want
to use
the Looking Glass, say yes, and you will be transported through the mirror into
another
area.

This is, of course, the other side of the mirror, and as such everything on this
side of the
mirror is exactly the same as on the other side, but in reverse. That means rooms
that
were on the left side of the hall are now on the right, and vice versa. Also, the
objects
and so on are different on this side. Furthermore, on this side of the mirror you
will be
tormented by Scissorwoman instead of Scissorman, and she is hot on your trail.
Mere
moments after escaping her brother, you hear her come through the door at the other
end
of the hall. Run through the first door, on your left, to escape her. In here is
a message
scrawled on the wall backwards, in blood ("Let me out from here!!!"), and a chair
with a
Release Form in it. That is all there is to be had in here, so leave once you have
the form.
Your freedom from the Subordinate was only temporary, as she comes running again
once you step back into the hallway. Run into the first door that you find on the
opposite
side of the hall, on Alyssa's right as she runs away from the mirror (west wall).
This is a
mirror image of the room with the hole in the wall, so make a dash for the hole as
soon as
you enter the room, hitting Scissorwoman with Holy Water to slow her down, if
necessary. Once on the other side of the wall from the Subordinate, stay there
until you
here her teleport away and the chase music stops. While you are waiting for this,
you
might as well see what you can find in this room on this side of the mirror. The
first
thing you will notice is the cabinet is locked with a Sigil, so douse it with Holy
Water to
unlock it. Then open the cabinet to find some Lavender Water. After Scissorwoman
is
gone, crawl back through the hole and leave the room. Ignore all the rest of the
doors for
the time being; the triple locked door that holds the Portal Square on the other
side of the
mirror is unlocked on this side, but holds nothing except a jar of Holy Water and
an
endless supply of Minion moths that will bring Scissorwoman Running. Instead, run
to
the end of the hall and go down the stairs. At the bottom you will find the Photo
of a
child on the sofa, and an open bathroom in the top left hand corner of the area.
Go inside
the bathroom and search the sink right next to the door for Labeled Key C.

At this point, thing can get ugly, because it should be about time for Scissorwoman
to
make another entrance. You can hide in the stall at the other end of the bathroom
until
she goes away, but here is the ugly part; after she teleports away and you go to
leave the
bathroom, she ambushes you again from the alcove next to the sink, pushing your
Panic
Meter almost to full! So here are your options: either don't hide there in the
first place,
stun her with Holy Water, and run back upstairs and make a mad dash for either the
hole
in the wall or the mirror; or, you can hide in the stall until she teleports away,
use an
Invisibility Band and slip past her ambush and out through the door. If you choose
the
latter option, you can then refill your Holy Water in the room upstairs where the
Minions
were, as for some reason they are no longer there (perhaps because she herself is
still
crouched downstairs, waiting for her chance to jump out at you). Regardless, you
have
everything you need from the mirror world, so head back upstairs and leave through
the
mirror.

Now, the room to your immediate left as you come through the mirror is locked, as
it is
the other side of the room you crawled into through the hole in the wall, where you
found
the Looking glass. Continue back down the hall to the next door, which is now on
your
right (west wall). Go inside, and you will find a room with a corpse in a chair, a
Spirit,
and the message that you saw earlier ("Let me out from here!!!"), only written
forwards.
Search the corpse to see what it needs to be free, and find a note that tells you
that this
poor soul only wanted a Release Form, but every time he got one, it disappeared.
So give
him the one you found in his chair on the other side of the mirror, to set his
Spirit free. In
return you will find a Sigil Stone on the ground next to him. Now leave this room,
and
go through the next door on the other side of the hall, back into the room with the
hole in
the wall. Scissorman is waiting for you on the other side of the door, but don't
sweat it.
Hit him with some Holy Water to stun him, then crawl through the hole in the wall
and
open the now unstuck cabinet; it must have been held shut by the Sigil on the other
side
of the mirror. Inside you find Labeled Key B. You now have all three of the keys
to
open the room with the Portal Square, but it is not time yet, as there is still the
Spirit of
the nurse downstairs to free. Wait until Scissorman teleports away, then crawl
back
through the wall and leave the room. Run all the way to the far end of the hall,
go down
the stairs, and go back to the reception area, where the nurse's body lies. Use
the Photo
of Child on her corpse to free her Spirit, and in return you will receive another
Repellant
Arrow. Now go back to the lobby area, refill on Holy Water and save. Now run back

through the reception area, back up the stairs, and examine the lock next to the
room with
the Portal Square to use the three labeled keys. Now that the door is unlocked, go
inside
to find a Portal Square in the middle of the room, and a jar of Holy Water Behind
the
curtain on the left side of the screen, if you need it. Now douse the Portal
Square twice
with Holy Water to activate it, and you will be transported to a new area.

-2. A Charming Residence


You are now standing in a barren, rocky area, with thunder crashing in the
distance.
Follow the path until a cutscene takes over. The chanting fellow is your
Grandfather, and
he is heading towards the castle at the end of the rocky gorge. As you follow,
before
going through the broken gates, notice the document that he seems to have dropped
in the
middle of the path. Pick it up to hear wonderful things about your dear old Grand
dad. It
seems that he was at least considering ripping out Alyssa's heart and drinking its
blood so
that he could gain immortality, and he and Alyssa could be together forever.
Great. In
addition, he was researching something called "The Legend of Lord Burroughs", which

also has to do with becoming an Entity, and might be related to the Ritual of
Engagement. Its secret has something to do with a mysterious triangular crest and
the
letters A, D, and N. AND? DAN? NAD? DNA? Well, we don't know for now, so let's
go on. To the left of the broken gate, before you go through, is another Lavender
Water
glittering on the ground. Now go through the broken gates. To your left is a
Lion's Head
Fountain, so go over to it, refill and save. As you continue up the path,
Scissorman
comes dashing towards you from the way you came. At the end of the path you are
going to need time to break a sigil on a door, and there is nowhere to hide from
your
enemy, so you have two options; make a run for the door at the end of the path, and
hit
him with Holy Water whenever he gets close, then break the Sigil and go through the

door to escape, or use an Invisibility Band to easily make it to the end of the
path, break
the Sigil, and escape into the interior of the castle. I would choose the latter,
simply
because you might need the Holy Water sooner than you think, but either way, break
the
Sigil on the door at the end of the path, and then slip through the door.

This area is dominated by vaguely obscene looking statues leading up to a spiral


staircase
in the middle of the room. There are also three arrows in this room; a Repellant
Arrow in
the south-west corner of the chamber, a Binding arrow behind the spiral staircase,
and
another Repellant Arrow next to the door on the east wall. The spiral staircase is
a dead-
ends partway up, so after collecting the arrows, go through the door on the west
wall.

This door leads to a short set of stairs on the outside of the building. As you
climb
you will be ambushed by Scissorman on the first landing, so stun him with some Holy

Water, than continue to run up the stairs. There is a corpse at the top, with an
object
glittering next to it. Ignore this for the moment, because just past that is a
dead end
where the stone bridge crumbled away, and an Evade Point. Use this now, and watch
Scissorman take a tumble. When he is out of commission, go back and check out the
object next to the body. It is an Employee's Memo, which tells us that someone
named
Ralph and Jemima want the Employee to kill more villagers, though he has killed ten

alreadynow his masters want twenty more. He hopes that the villagers will be able
to
escape by slipping through the bars of the kitchen window, which he loosened for
this purpose,
and that those who escape will tell the world about the horrors going on in the
castle. Well, if you examine the corpse you will find that things must not have
gone so
well, as the body is missing its head. I guess Ralph and Jemima found out, and
were not
pleased. The restless Spirit who haunts the outside areas of this castle is the
owner of this
body, and would really like its head back. But you don't have any spare noggins in
your
inventory at the moment, so it is time to go back the way you came. When you reach
the room
with the spiral staircase, cut straight across the room and head through the door
on the
opposite (east) wall.

This leads to another short set of stairs on the outside of the building, and a
crumbled path.
However, though it looks like a dead end, you can still continue. On the right
side of the
screen is an opening, or archway, through the stone wall. Walk over to this
opening and
you will notice that there is a very narrow ledge leading along the outside of the
path, just
wide enough for Alyssa to edge along, so do this now. A headless ghost moves
through
the walls of this area, but it can do you no harm as long as you are on the ledge,
so ignore
it. About half way along, a stone gargoyle blocks the path, so use the
crouch/crawl
button to make Alyssa crouch down, and hold this as you slide along the wall, under
the
gargoyle. Once past it you will soon see another opening in the wall, so slip
through this
and back onto terra firma. This is short lived however; the door at the end of the
path is
locked. So now slip through another opening on the right hand side of the screen,
near
the locked door, and back onto a different part of the ledge. Easy out along the
wall
again, until you see a small, barred window close to the ground. Search this to
squeeze
through the bars and enter the kitchen. Note: this is the window to the kitchen,
which was
mentioned in the memo of the headless employee whose body lies in the west branch.
Why didn't
I just tell you to go east, to the kitchen first, you ask, since you didn't get
anything useful
from the west branch? Annoyingly enough, Alyssa can't figure out how to slip
through the bars
into the kitchen until she reads about it in the Employee's Memo. If you had tried,
it simply
would have said "I can't slip through here" or something like that. It is just
another anoying
little plot thing, like how you couldn't find the Winding Keys behind the picture
of Dick until
it let you, back in Chapter Two. Oh well. Onward.

This is the kitchen. On the table is a Jotting Pad that says "If you wish to open
the other path,
calm the flames", and what this means you will see soon enough. As you move
towards the other
end of the room, the door opens up and Scissorwoman appears. Quickly move over to
the oven on the wall to Alyssa's right (north wall), and use the Evade Point over
the oven
to pull a Hansel and Gretel on the bitch. After she is out of commission, examine
the fire
in the brick chimney to see a crest with an "A" on it in the back of the fire.
Then
examine the ashes in the corner opposite the fire to use them to extinguish the
fire in the
chimney. Now that the flames are out, grab the "A" Crest. Scissorwoman's bony
ass is
still sticking out of the stove, so you can't grab the object in there yet, but
remember to
check here later. Now leave the kitchen through the door Scissor Woman came in
through (west on the map). This new area is but a short hallway, so run to the
other end
and go through the door on the other end (west wall again).

This room has a big fountain in the center, and a bunch of large dining tables.
Along the
wall to Alyssa's left (south wall on the map), you will find a jar of holy water
and a save
journal. Use them now. On the end of the table directly between the journal and
the jar,
there is a candlestick that has been dragged from its original position. Push it
back where
it belongs and the statues on either end of the room will stop pouring water and
raise out
of the ground so that a pair of embossed pillars appear in their place. One of the
pillars
bears the letter "N", the other one bears the letter "A". Hmm. Place the "A"
Crest in the
pillar with the "A" on it. Then exit through the door on the far side of the room
from
where you came in (just past the "A" pillar, west wall on the map). There is
another short
hallway with nothing in it, so run through it and go through the door on the other
side.

You should now be in a small library. On the table to the left of the door you
will find
Dick's Notes 4; it chronicles Alyssa's grandfather's three year search to find Lord

Burroughs' castle, and unlock the mystery of the triangular crest that is the key
to the
Ritual of Engagement. He also realizes that Nancy must have found his notes by
now,
and figured out that he plans to tear out Alyssa's heart on her 15th birthday, and
has
probably begun to take action to stop him. Once you are done perusing this
document,
move across the room towards the next table. You will be ambushed by Scissorwoman
before you can grab the glittering object off the table, so nail her once with some
Holy
Water to stun her, and then grab the object, which is another Lavender Water. Stun
her
again if necessary, and then run out the door in the back of the room, where she
appeared.
You are again on the path outside the castle, and the path ahead is once again
crumbled
away. Furthermore, the headless Spirit wanders this area. Luckily, your pursuer
won't
follow you out here, so at least you don't have to worry about her. As you come
through
the door, step out through the archway on your right. You do not want to go
forward,
towards the broken path, however. Instead you are going to edge back towards the
library, until you see another small window near the ground on a narrow ledge.
Examine
this area to crawl through, into an area of the library that is behind some
bookcases. You
will be able to hear Scissorwoman still looking for you on the other side of the
bookcases, but ignore her since she can't get through to where you are. Embedded
in the
wall to the left side of the screen is the "N" Crest. Grab this, and then wait in
here until
you hear the annoying wench teleport away. Then crawl back through the window,
edge
back along the ledge, and re-enter the library through the door. Run all the way
back the
way you came until you reach the Dining Room, refill your Holy Water and save.
Then
place the "N" Crest in the "N" marked pillar. This will cause the large painting
on the
north wall to rise, revealing a secret door behind it. Don't go through yet,
however, as
you still need to free the headless Spirit. Go past the "N" pillar and through the
door, run
back through the short hallway, and go through the door at the end, back into the
kitchen.
Search the stove where you had previously fried Scissor Woman and you will find the

Charred Skull. Take this and leave the kitchen through either the window, or
through the
front door, which was locked from this side. Step back out onto the ledge through
the
second archway to your right to edge past the gap in the path, then go down both
flights
of stairs and through the door at the bottom, back into the main hall where the
spiral
staircase is. Run straight across and go through the door on the other side.

Scissorman is back, and you already used the Evade Point here earlier, so you will
have
to think of something else. Either hit him with Holy Water and go about your
business as
quickly as possible, or (the far easier option) use an Invisibility Band to sneak
by him.
Either way, your goal here is to get to the headless corpse, who strives to one day
not be
quite so headless. So help the man out already! But be quick. In exchange you get
a Sigil
Stone and a Repellant Arrow; not a bad haul. Now head back down the stairs and out
the
door at the bottom. Cross the large hall one more time and go back through the
doors
towards the kitchen. Scissorwoman will be waiting for your return now that the
Spirit is
no longer patrolling this area, so stun her with some Holy Water and jump back out
onto
the narrow ledge where you will be safe from her. Edge back along the ledge
towards the
kitchen, and the chase music will stop when you are halfway across. This doesn't
mean
that the horrible bimbo is gone, however, just that she has decided to take another

approach. As you step off of the ledge and back onto the path on the other side,
she
comes back through the door from the kitchen. Though she can't reach you on the
ledge,
she will also never go away if you are standing on the ledge, so your only option
is to
douse her with Holy Water again and run past her into the kitchen. Cross the
kitchen as
fast as possible and run through the door on the other side. Keep running down the
short
hallway, re-enter the Dining Room through the door at the end, and then run halfway

across the dining room on the left hand side and refill your Holy Water at the jar.

Scissorwoman should still be right on your ass, so if she gets too close, hit her
again with
Holy Water. Run out the door on the far end of the room, down the next short
hallway,
and enter the library through the door on the end. Weave your way through the
library
and out through the door on the other side. Finally step back out onto the ledge,
edge
back towards the library and re-enter the small area where you found the "N" Crest.
As
before, Scissorwoman will look around the library while you are safe on the other
side of
the bookcase. After she teleports away, leave through the widow, go back along the

ledge, and go back into the library. Now, run all the way back to the Dining Room,
refill
your Holy Water, and save. Finally, go through the door that was hidden behind the
painting.

Cross the short hallway and go through the double doors at the end. You should now
be
in a "U" shaped hall with some suits of armor and four iron maidens. Run past them
and
go through the red doors on the north wall. The door locks behind you, trapping
you in
this grand but oppressive room. Notice the ornate triangular symbol that dominates
the
floor in the middle of this room; this must be the symbol that Dick was talking
about in
his notes. As you walk towards the opposite side of the room, Alyssa takes time to

examine the impressive painting of a man on horseback. Search the shelf beneath
the
painting to find the "D" Crest, the Book of Entities IV, and Dick's Notes 5.
The Book of Entities IV tells us about Lord Darcy Burroughs, who was an incredibly
powerful landowner in the beginning of the 17th century. He married Natalya
Hamilton,
and had one daughter, Annabel, of whom Lord Burroughs was especially fond. Not
fond
enough, however, that when he learned of the Ritual of Engagement, he planned to
kill
her to achieve immortality. Unfortunately for him, his daughter died in a carriage

accident the day before her fifteenth birthday, which kept Lord Burroughs from
performing the ritual and sending him into a murderous rage. He had the coachman
and
the maid who were with Annabel at the time of her death killed, and when this
didn't
make him feel better, he started killing the rest of the staff, and even the
villagers. When
Natalya tried to convince him to stop, he killed her too. The villagers finally
decided
they had had enough, and formed a mob to kill Lord Burroughs. He ended up being
crushed to death in the cogs of the castle clock tower while fleeing the mob. Not
before,
of course, he vowed to plague the world with hate and terror as long as the clock
tower
continued to stand. Finally, we have some idea of what is going on.

Dick's Notes illuminate things even further. Darcy Burroughs also had a son, from
his
first marriage, named William, who escaped the castle when his father died. He
went
into hiding and changed his name to Billy Brown to avoid being recognized as the
son of
a mass murderer. As it turns out, Brown was Dick's last name before he married
Francesca Hamilton and took her name, and Billy Brown was his ancestor, making him
a
direct descendant of Lord Burroughs (and for those keeping track, this wasn't
inbreeding,
even though Burroughs married a Hamilton, because William was a son from a previous

marriage, and thus carried no Hamilton blood). Furthermore, Lord Burroughs' first
name
was Darcy, his wife was name Natalya, and their daughter Annabel; D, N, and A.
Dick's
first name iswell, Dick, his daughter was Nancy, and her daughter is Alyssa; D, N,
and
A again. Small world, huh? Well, in the words of Buffy, there are two things I
don't
believe in; coincidences, and leprechauns. Dick sees all of this as the
inevitability of fate;
he is meant to complete what Lord Burroughs started, perform the Ritual of
Engagement,
and become an Entity.

And if that wasn't bad enough, as soon as you are done reading the documents, the
antique projector in the front of the room comes on, and shows the Scissor Twins
torturing Dennis, pit and the pendulum style. When the cutscene is done, search
directly
below the screen the image was projected onto to find the button that was
illuminated by
the light from the projector. Push it and the shelf where you found the Crest and
the
documents slides up, revealing a hollow beneath. Go over to it and put the "D"
Crest in it
to unlock the door to the room and begin a deadly chain of events outside the room.

Leave the room through the only doors, but be careful.

The suits of armor in the hall outside have burst into deadly motion, swinging
their axes
in irregular patterns. The iron maidens are also now activated, but for your
benefit; they
are now elevators into a dungeon below. The axes will kill you with a single hit
if you
don't have any Sigil Stones; if you do have Sigil Stones, every time you are hit
you will
lose one stone. So don't get hit. Unfortunately, the iron maiden elevators need
to be
used in a certain order to be effective, as doors in the chamber below need to be
unlocked
and opened from the correct side before you can move around the chamber freely.
The
elevator directly next to the door isn't useful right now, since the area that it
leads to is
blocked off by locked doors that can only be unlocked from the other areas reached
by
other elevators. Instead, first cross across the top of the room without passing
any active
suits of armor; the one in the middle of the north wall is dormant. Go down
through the
elevator here (north-west corner) into the room below, and move forward until you
reach
a metal barred door. It is locked from this side, so unlock it and open it. Now
go back to
the elevator and return to the hallway with the armor. Now you need to run south,
past
three suits of armor, and go down the elevator in the south-west corner. To do
this
without getting hit, wait until both suits of armor that you can see have both just
moved;
the one closest to the north swings with and up and down motion, and the next one
further south swings side to side. After each swing you will have a few seconds to
move,
so as soon as you see these two move almost at the same time, dodge around them and

sprint south. The third one is also pretty easy to avoid; just keep moving. Once
you
reach the elevator on this end (right next to the door you first entered this area
through)
get into elevator and return to the basement. Move towards the back of the screen,
and
the door to this cell will fall outward. Move out into this hallway, and continue
until you
reach another door, which is also locked from this side. Unlock and open it, and
now you
have free access to three out of the four elevators. As you step through the now
unlocked
door, you will see a bloody trail on the floor. Follow it to the elevator in the
north-east
corner of the room and ride it back up to the hall. You are once again next to the
red
doors. The last of the elevators lies to the south of this, so use the same
tactics as before
to get past the swinging axes to reach the south-east end. Go down the last
elevator. To
your left is a bench with a skeleton on it, but there is no restless Spirit here,
and no items,
so ignore it. Move to your right and go through the open doorway. You will see
a lot of
blood on the ground, and right above that, a switch on the wall. Get ready for a
mad dash
before you throw the switch. It will raise two iron portcullises that are on a
short timer;
you will have to dash straight across the room without pausing for an instant,
moving in a
straight line despite the changing camera angles, without getting hung up on
anything.
Otherwise the gates will come crashing back down before you reach the other end,
and
you will have to use the elevator in the north-east corner again, run south past
the
gauntlet of axe-y death again, and try once more. So throw the switch when you are

ready and run like mad, as straight as possible. When you make it you will know;
there
will be a cutscene of the gate crashing down right behind Alyssa, startling her and

knocking her on her ass. Once this is done, get up and go through the only door in
the
room.

You have finally reached the room with Dennis and the goofy twins. They apparently

took the time to make a animatronic dummy resembling Dennis (seems kind of
redundant
to me), which they chop in half with the pendulum blade. Too bad it wasn't the
real
Dennis, but moments later they flip over the alter to show you that he is still
alive, and in
the same predicament. They tell you he will live if you will give them your heart
(yeah,
right), and then surround you on the stairs, but before they can grab you, the
section of
stairs you are standing on collapses, depositing you into yet another sub-chamber.
You
can't go back the way you came, and the door on the side of the room is broken, so
move
forward until you see and intact door, with a book on a pedestal to the left of it.
The book
is the Book of Entities V, and it tells you about Ralph and Jemima, Oriental Twins
who
served sadistically in the employ of Lord Burroughs, exercising their knowledge and

fascination with bladed weapons (scissors in particular) to eviscerate and


dismember
victims who were still alive. When Burroughs was killed, the twins were cornered
and
stoned to death by the angry mob, but were resurrected together by the same Entity
so
that they might be Subordinates in death. Ladies and gentlemen, I give you
Scissorman
and Scissorwoman. After reading this, go through the door at the end of the room.

Okaythe door leads into an exact replica of Dick's inner office, the one behind
the wall
of masks. Search the bookcases on the left hand side of the room to find pictures
that
Alyssa drew for her beloved Grampy, and a story about the big bad wolf. Look
carefully
at Alyssa's drawing of the big bad in the background, and you will notice that it
looks an
awful lot like the Dark Man who dragged Alyssa into all of this. Once you are done

looking, the bookcase where you found the drawing slides back to reveal yet another

secret chamber behind it. In here there is a desk, and some books, and some pretty

drawings that Alyssa made as a little girland a ladder leading up. Climb the
ladder to
climb up through a hidden panel in the floor of the room with the projector. A
fairly long
and creepy cutscene commences, showing you how your grandfather performed a ritual
to join with the shade of Lord Burroughs to make the circle of evil complete;
Burroughs
and Dick will perform the Ritual of Engagement to create a new Entity together,
thus
finally fulfilling Burroughs shattered dream. At the end of the cutscene you once
again
see Ralph and Jemima on the projection screen, taunting you with poor Dennis. Wait
a
second, am I telling you that you have to go past those axe swinging suits of
armor, back
into the basement, and dash past those timed iron gates all over again? Yes I am.
Go
back out of this room, carefully time your dash past the suits of armor into the
south-east
corner, go back down into the basement through the iron maiden, cross to the
switch, pull
it, and run like hell, straight as an arrow to the other side, just like before.
You are
treated to the same cutscene of Alyssa falling on her ass, so get up and go through
the
door for the last time.

As you start down the stairs, Dennis is removed temporarily from danger, and the
battle
against Scissorwoman begins.

-3. Boss Battle: Scissorwoman


Don't even bother trying to pin this little bitch, as she teleports away whenever
she is
cornered, and her Entity can't be pinned down and destroyed until you take down her

brother, since they share an Entity. Just focus on staying out of the way of her
attacks
and pummeling her with arrows as strong as you can charge them. Like most
Subordinates, she will charge at you and attempt to slash you, and as she is
charging is a
good time to get a shot off, no matter how weak. A strong enough attack will knock
her
back long enough for you to move out of the way as well. Also like the other
Subordinates, these attacks are pretty easy to avoid if you keep moving. Unlike
other
Subordinates, she doesn't pause after taking a swing at you, but instead teleports
away,
sometimes really close to you, and tries again. She moves fairly quickly, so stay
on your
toes and take shots when you can get even a moment. If she does connect with an
attack
she dances and claps for a few seconds, proud of herself, so if you are quick you
can get a
shot off before she teleports away again.

Her secondary attack is tougher, though less frequent. She will teleport to the
middle of
the chamber and begin swinging her blades around to start a whirlwind, which will
knock
down and damage Alyssa if it connects. Move as far away from her as possible and
try to
line up a shot, or hit her before she gets the whirlwind started to stop this
attack before it
begins. Lining up a shot once she has started the whirlwind is harder than it
sounds,
because it seems to screw up the auto-aim; instead of aiming at her automatically
when
you hold down the attack button, Alyssa will aim straight ahead. So you will have
to line
up the shot manually, which is hard to do while still staying out of the range of
the
whirlwind. Furthermore, weaker shots will be deflected by the whirlwind before
they
reach her, so you will have to charge up your attacks quite a bit before an arrow
will
punch through the wind and hit her. If you wait for about fifteen or twenty
seconds,
Jemima will stop her whirlwind attack anyway, and will go back to teleporting
around.

Once you have her on the ropes, and she has little life left, she will start
teleporting faster
and closer, so that you have less time to react. Just hit her with arrows often
and keep
moving, and she should be dead in no time.

Once she is down, Alyssa runs to Dennis (who is no longer hidden beneath the altar,
it
seems) and begins to free him, using one of Jemima's blades. Suddenly Ralph shows
up,
and is none to pleased that you killed his sister. Now it is time for you to fight
this
effeminate albino.

-4, Boss Fight: Scissorman


Luckily, he moves a little slower than his sister, and doesn't teleport. This is
good
because he is also a lot tougher to kill than his sister, and you are going to need
to pin
him down. As is always the rule during boss battles, keep moving to avoid his
ordinary
attack, as he methodically stalks you and swings his blades when he gets near. He
has a
number of attacks, including a powerful one that comes with little warning, in
which blue
energy blades erupt from the ground in a straight line away from him. If this
happens
while you are running away, jag left or right to avoid this attack. He also has a
number of
normal attacks, such as a swipe or a jump and swipe attack when he gets close, but
these
all amount to the same thing, and are easily avoided if you keep moving. The
really
dangerous attack comes when he says "I've got a present for you!", which means that
he
is about to unleash a devastating scything energy attack. He charges up with a
blue glow
around himself for a short while, and when he is done, blue blades of energy tear
through
the air in an arch all around the room.

While he is attempting to charge up this attack is the best time to hit him with a
pinning
arrow attack. The second that you hear him say "I've got a present for you", turn
and
begin to charge up an attack. Hold it until it is fully charged, with the little
tail of energy
coming off of it, then nail him. Move away from him in about a forty-five degree
arch,
then charge up another attack. Keep in mind he can still strike with the blue
energy
blades from the ground, even when pinned, so if this attack starts, hit him with an
arrow,
whether it is fully charged or not, to disrupt his attack, and then immediately
start
charging another arrow. It may take a few attempts to get him full pinned, but
this
actually a good thing, since you need to whittle down his health before the final
attack
can kill him. In addition to when he is charging up for the scything energy
attack, it is
also very possible to injure or even pin him if he gets far enough away from you.
Since
he doesn't teleport around like his sister, any time he comes in for an attack, he
charges
in a straight line, so long as nothing is in his way. So if you put some distance
between
you, then charge up an attack that you are aiming at him, you just may have enough
time
to bind him with an energy chain. Even if you don't have enough time, the charged
arrow will knock him back and stun him in addition to wearing away at his health.
In
fact, if your time is right, you can keep hitting him with arrows and stunning him
until he
breaks off to make a more powerful attack.

No matter how you do it, once you have him pinned once, keep moving around the room

and bind him with energy chains from every angle until Alyssa finally unleashes the

devastating final attack. If this doesn't finish him, pummel him with more arrows
until
he is done. Then there will be another cutscene to end the chapter.

Alyssa tries to cut the last of the ropes binding Dennis to the altar, but Ralphy
isn't done
yet, and grabs Alyssa, pinning her against the wall, ready to take revenge for his
sister.
Before he can, Dennis frees himself and activates the pendulum, which swings
forward
and skewers the subordinate, destroying him. Wow! He finally made himself useful!

The twins prove to be just as irritating dead, and their giggling ghosts remain,
riding the
swinging pendulum blade, until both the blade and its riders disappear in a flash
of light.
This time you don't even get a section of the Clover Pendantyou're your troubles,
so
Alyssa is still short one. Alyssa shows her gratitude to Dennis by hugging him,
but then
he ruins his big moment by acting like a jackass, having another one of his spaz
attacks
on the altar. Mercifully, his shenanigans are ended when he and Alyssa are
transported
back to the foot of the spiral staircase, which leads up to the clock tower. The
Dark Man
makes another appearance, and Alyssa tells Dennis that the Dark Man is actually her

grandfather. The Dark Man tells Alyssa that to end this she must meet him at the
top of
the Clock Tower, now. Alyssa shrugs off the whining Dennis, and begins her final
ascent

-e. Chapter Five: "Happy Birthday! I got you a gaping chest


wound.."
-1. Climbing the Tower of Power
The stairway is broken, but luckily a rope is lowered so that Alyssa can climb it
to the
top. Climb until you run out of stairs, and when you reach the edge a cutscene
will take
over that shows Alyssa leaping out to grab the rope, which causes a winch to
activate,
bringing her up into the machinery of the Clock Tower. The first thing you will
notice
(besides the giant, grinding gears, is a Binding Arrow lying on the floor of the
Machine
Room, so pick it up. Now you have to find a way through the gears (very likely the
same
gears in which Lord Burroughs met his untimely, if much deserved, end), so crawl
under
the large horizontal gears and make your way to the left until you see the camera
angle
shift and you can stand again. Run a little further, and again crawl, this time
under the
shaft of a vertical gear. Just past this is a door with torches on either side,
which you
must go through.

Now you are outside the face of the Clock. To your left you will see a ladder,
which you
can't yet climb, and a gargoyle with a lever sticking out of its back, which you
can not
yet reach. Keep going to the left until you reach the feet of the giant statue of
the
demon/goat thing, next to which you will find a Repellant Arrow. Now notice the
small
gap behind the feet of the statue, a space just large enough for Alyssa to crawl
through.
Do so no, and throw the lever that you find on the other side. This opens a hatch
up high
in the clock's face, and moves the statue with the lever closer to the edge, where
Alyssa
can reach it. Now crawl back out past the statue's feet, and throw the lever on the

gargoyles back to raise the ladder. Move around to the front of the ladder and
climb it to
the next level. Open the doorway ahead of you, and go through.

Now you are in the upper Machine room, and instead of going under the gears, you
are
going to need to go on top of them. First, use the save point to the left of the
door; better
safe than sorry. Once this is done, climb the short flight of stairs to the first
gear and
jump on. Now it is just a matter of controlling your run along the gears as they
spin. At
the end of the last of the horizontal gears is a vertical gear; while staying in
place by
running in the opposite direction than the gear is spinning, hit the action button
near the
vertical gear to jump on and ride it to the top.

Now it is time for the final confrontation. The Dark Man is waiting for you, and
soon
transforms to show you one of his true forms, that of Alyssa's grandfather. He
says he
can't wait to be one with her for all eternity, and tells her why he had so much
trouble
finding Burroughs' castle; the Castle once stood where the Hamilton estate now
stands.
He actually lived on top of the remains of the castle before he left to look for
the castle.
He said that it was no coincidence, but instead the Entities doing. He takes this
as a sign
that he and Alyssa were always meant to become an Entity together, but Alyssa
denies
him, and demands to see her mother. Dick points to an area below, where Alyssa's
mother stands, still and pale. Alyssa runs down a flight of spectral stairs that
disappear as
she passes, only to find that her mother has been turned to stone. She is standing
on the
edge of the triangular symbol that Dick search for the mean of for so long. Dick,
now
transformed into Lord Burroughs, says that he had no choice but to turn her to
stone,
since she had betrayed him so much; first by marrying the weak-willed Philip and
again
by trying to keep Alyssa from him. As he is saying this, the camera cuts away to
show
Dennis coming up through the bowels of the Clock Tower, looking for Alyssa. Lord
Burroughs summons up an altar in the middle of the now glowing triangle, and
suddenly
Alyssa is flung into the air, her cloths transform into the flowing white robes
like
something out of a Greek tragedy, and she is bound to the altar. To further drive
home
that Alyssa is at his mercy, and no one can help her, Burroughs shatters the statue
that
was once Nancy with his sword, and the last of the pieces of the Clover Amulet is
revealed in the wreckage, before Burroughs sends it skittering over the edge into
the
lower parts of the Clock Tower. He then transforms back into Dick, this time
dressed in
red ceremonial robes, and begins chanting the Ritual of Engagement, the ghosts of
all of
the Subordinates chanting in counterpoint. Things are looking pretty bleak.

But no! Its red-headed wanker boy to the rescue, as he throws Alyssa the last of
the
pieces of the Clover Amulet, which she promptly joins with the others to reach her
full
potential, sending the Subordinate ghosts reeling back into the netherworld.
Unfortunately for Dennis, he also thought it would be a good idea to jump on
Burroughs'
back, who has now transformed back into his Lord Burroughs persona, and Dennis is
soon tossed over the ledge, back into the bowels of the Clock Tower. He did his
part
though, and Alyssa takes out her bow and leaps over the old man to safety. Thanks
to
Dennis, she is finally ready to face Lord Burroughs in battle.

-2. Final Battle: Lord Burroughs


First things first; this bad boy has two full health bars that must be whittled
down before
he can be defeated. This means beating him down for a while, Binding him to one
spot,
and nailing him with a divine final shot, and then doing the whole thing again. It
is like
two boss battles in one, except that you only get the one health bar for yourself.

Furthermore, Burroughs isn't easy to pin down even once, let alone twice. But it
can be
done, especially with the help of all those Special Arrows you have been saving.

Here is the big problem; Burroughs' normal ranged attack can Bind you to one spot,
the
same way your fully charged attack will a Subordinate (including Burroughs). If he
is
out of range to attack you with his sword, he will make an odd laughing noise as he

charges up and attack, and then releases a ball of purple energy to bind you to the
spot. If
he can get three bands attached to you, it is game over, because he can release a
final
devastating attack just like you can, and you have a lot less health than he does.
So your
job is to not be there when the ball of energy gets there. Move back and forth,
stopping
periodically to hit him with some weak attacks, then get moving again. A half
charged
arrow will stop his attack and knock him back momentarily, if you can get your
attack off
before he releases his. Every once in a while he will stop and laugh at you, a
deep
throaty laugh instead of the short cackle that precedes one of his energy attacks.
This is
your opportunity to hit him with a binding attack. Hang in there until it is fully
charged,
even if he is charging up a pinning attack of his own. If you timed it properly,
you
should have enough time to get your pinning attack off before he releases his. Now
move
forty five degrees and try to get another binding attack in, while dodging his.
Even if you
can't bind him fully right now, it is best to keep pummeling him the best that you
can, to
get his health down.

If he hits you with one Binding shot, simply break off your attempts to attack and
focus
on dodging until the Binding Chain wears off. One Binding shot doesn't limit your
movement to much, so long as you keep moving back and forth in a small space. If
you
think an attack is about to hit you while you are bound, run to the end of your
tether and
keep pressing in that direction, and the energy band holding you in place should
jerk you
off your feet. If you time this right, the next attack will pass over your head
instead of
hitting you. Keep dodging as best you can until the Binding wears off, then
continue
your pattern of dodging and firing. If he gets two Binding shots attached to you,
your
best bet is to just keep moving, at try to get jerked off your feet so that there
is less
chance that the third attack will hit and bind you. The key to this first portion
of the
battle is to take no risks; don't charge your attacks longer than you have time to,
or you
will get pinned to the spot before you have time to move. Hit him with weak to
moderate
arrows, and try to pin him only if you are sure you have time. If he gets close he
will
slash you with his sword in addition to the above attacks, and even stab you when
you are
on the ground. In addition, he can pick you up by the neck and drain a significant
amount
of life from you.

After you have reduced his first health bar down to half, he adds a nasty attack to
his
repertoire. He will yell "There is no escape!", and moments later a viscous bloody
mass
will rise from the spot where you were standing. If you are within its diameter it
will
hold you in place long enough for Burroughs to use his energy attack to bind you in

place, so when you hear him say "There is no escape", just run as far as you can in
any
direction, so long as it is a straight line and not directly towards Burroughs.
Always pick
the direction where you have the most distance to run in, to avoid getting hung up
and
caught in the red goo. Otherwise, keep up with the tactics mentioned previously,
dodging
and firing, but always moving. Soon his energy attack will get even more
dangerous, as
it will split into three balls, one going straight and the other two going
tangentially. He
only does this rarely, however, so just dodge them the best that you can and keep
up with
the strategy above.

Once you get his health bar so that it is all red, this means he is half dead. Now
it is time
to lay down a little ass whooping. Remember all those arrows we have been saving?

Well, it is time to use them. Special Arrows are activated by pressing the R1
button
instead of the normal attack. Unfortunately, you can't choose which arrows you
want to
use, as they are used in the order that they were picked up. Still, the Repellant
Arrows,
even though they do not Bind, do a nice chunk of damage, which is very nice
considering
how long it took to get him down to half hit points. When you use a Binding Arrow,
you
will know, as it glows red and places an energy chain on Burroughs when it hits,
just as
though you hit him with a fully charged regular arrow. When you do hit him with a
Binding Arrow, you need to move to another spot at least forty-five degrees away to
bind
him with a second arrow, just like normal. Keep up your normal pattern of fire and

dodge, exactly as before, except using Special Arrows instead of your regular
attack. If
you do the Binding right (i.e. moving far enough after each Binding shot) you
should
soon be able to pound him into the ground with the final attack.

Unfortunately, though this half of the battle should go quicker, Burroughs gets
tougher.
Once you start eating into his final health bar, he gets a number of new attacks.
First of
all, he can execute any of his normal attacks without warning now. He will
normally
give you a warning such as the taunt or the laugh, but sometimes now he won't,
simply
attacking without warning. This means that the puddle of goo can appear right
under
your feet without warning, effectively trapping you. He also can take time to
shrug off
your Binding attacks with a little burst of energy, freeing himself of all your
hard work
and wasting your Binding arrows. Luckily, he will also occasionally stop and say
"Are
you ready to give up now?", which gives you a chance to charge up a regular arrow
and
nail him in the kisser. The manuever that he uses to free himself of your binding
shots
can also be used to your advantage, if you are fast. Burroughs will build up this
blue
glowing energy field around himself, and when it is fully charged, he releases the
energy
and breaks your binding chains. However, he doesn't do any other attacks
simultaneously, so
he is also vulnerable at this time. If you want to stop him from breaking free,
just hit him
with a Repellent or partially charged arrow to interupt his attempt to free
himself. It is in
your best interest to not do this however, as you can keep him busy if he is
constantly trying
to break free of the binding chains. So what you do is begin to charge an arrow as
soon as you
see him gathering the blue energy, and hold it until he bursts free. When he does
so, he will
be floating a bit of the ground for a moment, before landing and resuming attacks.
If you hit
him with a fully charged arrow as soon as his feet hit the ground, you can bind him
anew. This
means he will have to either stay stuck or try to break free again. If he tries to
break free
again, simply use the same strategy to pin him once more. Using this strategy and
careful timing,
you should have him pinned down in no time.If you never pin him completely, or your
final attack
doesn't finish him, and you are out of special arrows, don't fret too much. Just
go back to your
original strategy and keep hammering away until he falls.

Unfortunately, that isn't the end of him. He disarms Alyssa at the last moment and

knocks her over the ledge, but Alyssa catches herself before plummeting to her
doom.
Burroughs gives her another chance to submit, but rather than do this, Alyssa tries
to let
go and fall to her death. Burroughs catches her arm and stops her from falling,
and
Alyssa gets free of his grip, back on firm ground. A spectral voice says "Alyssa,
take
strength from me". Now you have to run away from Burroughs and make your way
around the pit in the center to the left hand side of the screen, where the rubble
of
Alyssa's mother lies. Just keep moving no matter what, and when you reach the
rubble,
the final cutscene takes over.

Her mother's head under her arm, Alyssa kills Burroughs with a sword made of blue
flame, and her mother is temporarily returned to life, to tell her daughter how
proud she
is. The Clock Tower crumbles around them, along with the remains of their home,
and
Alyssa loses consciousness. When she awakes, she is in a field full of clover,
back in her
own clothes, and Dennis is there with her. She has her mother's Clover Amulet to
remind her that it wasn't a dream, and as she embraces Dennis she thinks to
herself:
"Mum, we did it" And that is that.

Congratulations! You either beat the game or finished reading this ridiculously
long
document. Or both. Either one is a great accomplishment, and you should be proud.

-f. Secrets and Mysteries


Once you beat the game, you will unlock a few new features. First of all, there
will be a
new section on the main start screen, marked "Gallery". This allows you to watch
all of
the cinemas and cutscenes in the game, as well as stills and Production Art from
the
game's development.

Secondly, you will receive a key to the wardrobe in Alyssa's room at the beginning
of
your next ("Clear") game. There are five outfits in the wardrobe that you can
choose
from, and they are, in the North American version of the game; the Greek Dress from
the
battle against Lord Burroughs, a Denim Cowgirl outfit (still with a mini-skirt), a
pretty
cool Rooder Warrior outfit (still REALLY short though), a fishnet and halter top
Whore
outfit (on a fourteen year old girlreal nice guys), and the her standard
schoolgirl outfit.
Apparently Alyssa won't wear anything that doesn't give her a nice breeze on her
cheeks.
This is true for the outfits in the Japanese version of the game as well; the Greek
Dress, a
Blue Sailor school uniform, a White Sailor school uniform, a Santa's Helper
Christmas
costume, and her regular school uniform. Jimmeny.
Also, when you play through this "Clear" game, the difficulty is a lot harder.
Alyssa's
Panic Meter fills faster, the Subordinates are faster and have new hiding places,
carry
different, nastier weapons, and are tougher to kill in the Boss Battles. All in
all, it makes
for a much tougher experience.

That's it for secrets, now what about Mysteries? Actually, I lied. There are no
real
mysteries left at the end of this game, other than what Alyssa has against pants,
why her
family was living in the guest wing of her house, and why the men take the women's
last
names when they marry. To these questions, there may not be a real answer

-g. Final Review


Obviously I enjoyed this game pretty well, or else I wouldn't have written over
fifty
pages of text about it. I felt that the game's story, game play, sounds and
graphics were
overall pretty good. It did have a few issues, which I will outline here, in no
particular
order. First of all, I felt the game was stronger in the first two chapters than
it was in the
last three. They set up the deal for us early on; Alyssa moves from era to era,
defeating
Subordinates by freeing the tormented Spirits who give them their power. She frees
the
Spirits by finding their Sentimental Items, and then, and only then, will the
Rooder Portal
Square open to give her the divine weapon needed to fight and defeat the
Subordinate.
However, after Chapter Two, there are no more Sentimental Items, and thus, she
shouldn't be able to fight the Subordinates. In Chapter Three, the Old Rooder
Arrow
works in roughly the same way, in the sense that until you find it, you can't
defeat
Chopper, but it is not a Sentimental Item per ce. In Chapter Four, there is no
item
needed, you simply need to get to the Dungeon and defeat the twins. Also, what was
the
deal with the Sewers on level three? Why did you end up there and what was their
significance? They seemed to simply be beneath the Hamilton House, since they led
up
into it, but why did they lead up into an area that should have been Nancy's room?
And
the castle in Chapter Four; obviously it was Burroughs' castle, which occupied the
space
where the Hamilton House now sits. But when is it? Is it in the early 17th
century, when
Lord Burroughs ruled, as would be suggested by the headless corpse still in the
hallway
and the general antiquity of the place? Or is it modern day, as would be suggested
by the
presence of the movie projector? If the castle was destroyed, and the Hamilton
House
built on top of it, how did Dick find Burroughs inner chamber and join with him?
Plus,
Burroughs said that he would continue to spread pain and suffering as long as the
Clock
Tower remained standingbut the Clock Tower must have been destroyed if the
Hamilton house was built where it once stood. Things like this probably could be
explained, but weren't. The game was simply stronger in the earlier Chapters, when

Alyssa was time-hopping. The story was still well done and engaging, it just had a
few
holes in it.

The graphics were excellent overall, with a few exceptions. Alyssa's model looked
good,
with realistic animations and cloth effects, such as her skirt. The environments
and
backgrounds were moody and well rendered. The Subordinates looked universally well

done, at least from a technical standpoint, but they were also one of the
disappointing
aspects of the game visually. The Subordinates were supposed to be frightening,
and the
first two, Sledgehammer and The Corroder, were. Chopper looked rather cool, but he

didn't fit the ambience of the game at all. I would have liked to see a
Leatherface or a
Michael Myers, some kind of creepy blade-wielding maniac. Instead, Chopper was
obviously very anime influenced, and would have looked more at home in a game like
Devil May Cry. The Scissor Twins were not frightening at all, but instead rather
goofy.
Actually, Scissorwoman was kind of a cutie, mass slaughter aside. And Scissorman
kind
of pranced around the level, looking like an effeminate albino ninja. They, for
their part,
would have done well as comic-relief characters in the Onimusha series. And as for
Lord
Burroughshis look fit the character pretty well, but I felt like I was getting
tossed
around by an evil Captain Morgan. Which actually happened a few times during
college,
but only metaphorically. Seriously, his model looked good, and he was imposingbut

not frightening.

The Spirits were the other disappointing feature, both sound and graphics-wise. The
idea
that the Spirits would have a visual clue as to what you needed to set them free
(such as
the Rooder Spirits who had hexagon-shaped holes where their hearts should be, for
example) was a good one, but the Spirits themselves looked cheesy and generic.
They
were all interchangeable, having nothing really to differentiate one from another.
They
should have at least used more polygons to render them, as they really didn't look
like
anything the original Playstation couldn't have done. As for sound, their moans
and
cackles were pure Scooby Doo. They certainly didn't sound like the moans of the
damned. One would have thought that after seeing how a game like Fatal Frame did
ghosts, making them really creepy with their own individual looks and sounds, that
the
designers might have taken a page out of their books. As it was, Clock Tower's
ghosts
just fell flat.

Sound was another mixed bag. Besides the Spirits, the sound in this game was done
really well, with realistic noises for each kind of surface Alyssa walked on, for
water,
storms and so on. But the Subordinates themselves should have had more than a
handful
of phrases and noises that they made, because most of them were creepy the first
few
times you heard them, but went quickly from creepy to irritating after a few
repetitions.
The snuffling noise that Sledgehammer made was the only one that didn't get out
after a
while. When I was hiding from Chopper behind the fish tank in the first part of
Chapter
Three, I heard him say "Oh, clever girl!" literally six times before he finally
teleported
away. But the one who wins the Irritation Prize is Scissorwoman; if I heard
"Snickety
Snack" or "Slice and Dice" one more time, I was going to go homicidal myself.

Other than the things mentioned above, I thought that the game was pure gold. The
inability to fight back against one's enemies, resulting in tense sessions of
running and
hiding, balanced by the ability to fight back against one's attackers as a sort of
catharsis
for the rest of the level ended up being a very satisfying combination. Add to
this the
Quantum Leap-like aspects of the earlier parts of the game where you go from time
to
time, setting the spirits of the damned free, and the very strong and interesting
story, and
you have a game that was a wonderful change of pace from Resident Evil and all of
its
clones. Although I do love Resident Evil, and especially Silent Hillthere is
something
closer to the roots of horror about not being able to fight back, about being
weaker than
one's enemies and still triumphing against impossible odds. Now lets just hope
that the
next Clock Tower (if they do one; they expected this game to sell a half-million
copies in
North America in its first months, and it only sold a quarter-million) they keep
the same
formula but focus on making the enemies, Spirits and Subordinates alike, more
frightening instead of flashy. They have an opportunity to make some really
memorable
horror icons here, the Michael Myers, Jason Vorhees, and Freddy Kruegers of the
video
game world. I would also like to see another aspect to the Boss Battles, where
after
destroying the Subordinate you must then destroy their true form, that of the
Entity that
was controlling themtwo nasty evils for the price of one. Here's to hoping that
Capcom stays at the helm and are up to the challenge of making Clock Tower even
more
frightening next time.
As I said, I though Clock Tower 3 was a very strong game overall that fell flat in
a few
places but still kept my attention and interest, even after a couple of times
through the
game. The super nasty "Clear" mode, with its extra elements of difficulty and
surprise
helped to give this game some good replay value. I give the game a 7.8 out of 10
for its
strong performance, excellent story, and fresh ideas. The franchise has room to
grow on
the Playstation 2, and I look forward to seeing it do so.

-h. Conclusion and Farewell


Well, I guess that is about it. I won't give you the normal non-sense about this
being my
intellectual property and whatnot. I did spent an awful lot of time and hard work
to build
it from the ground up, but I understand that it is a guide to someone else's
intellectual
property, that I was neither hired nor asked to do. That being said, please do not
try and
pass this off as your own work or post it on your own website without getting at
least
telling me first. This guide is will go first to GAMEFAQS.COM, and soon will be up
at
my upcoming horror themed site WWW.ADARKERVISION.COM. Keep an eye out for
it for more on horror games, movies, books, and more. If you have any questions
about
this or anything else, feel free to write to me at adarkervision@yahoo.com and I
will get
back to you as soon as possible. If I get enough questions I will add a FAQ
question and
answer section to the end of this already ridiculously long document. Thanks for
taking
the time to peruse it, and I hope that you found it entertaining and useful. Be
well.

-Collin Lee

Вам также может понравиться