Clock Tower 3 Walkthrough :
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Walkthrough - FAQ/WalkthroughClock 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 4…but 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 working…how 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 is…occupied. 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 |
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