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FAQ/Walkthrough

by WinkySugarFree

The SugarFree Guide To...
                 OOOO O      OOO   OOOO O   O
                O     O     O   O O     O  O 
                O     O     O   O O     OOO  
                O     O   O O   O O     O  O
                 OOOO OOOOO  OOO   OOOO O   O
                     
                                  OOOOO  OOO  O   O OOOOO OOOO
                                  O O O O   O O O O O     O   O
                                    O   O   O O O O OOOO  OOOO
                                    O   O   O OOOOO O     O  O
                                    O    OOO  O O O OOOOO O   O

          II                        II        II      
         IIIIIII  IIIIIIII         IIIIIII   IIIIIII  IIIIIIII  
        II    II  II    II        II    II  IIII  II  II    II  
             II   II    II  || II      II      IIII         II  IIIIIIII
            II    II    II    II      II        III        II  
         IIII     IIIIIIII  III    IIII      IIII II    IIII   



                          CLOCK TOWER: THE FIRST FEAR

                        A Game by HUMAN Entertainment
                          For the Following Systems:
                            Nintendo Super Famicom
                        Sony PlayStation Game Console
                              Bandai WonderSwan
                             Windows 95-Based PC

         The Content of This Guide is Based On the Use of This Disc:
                   Clock Tower: The First Fear <SLPS 00917>


==================================================
=                                                =
= TABLE OF CONTENTS                       Search =
=                                         String =
==================================================
=                                                =
= 1. Introduction                          <01X> =
=    a. History                            <01A> =
=    b. Story                              <01B> =
=    c. Characters                         <01C> =
=    d. Gameplay                           <01D> =
=    e. FAQs                               <01E> =
=                                                =
= 2. Game Versions                         <02X> =
=    a. Clock Tower (Super Famicom)        <02A> =
=    b. Clock Tower: The First Fear (PSX)  <02B> =
=    c. Clock Tower (PC)                   <02C> =
=    d. Clock Tower (WonderSwan)           <02D> =
=    e. Version Comparison                 <02E> =
=                                                =
= 3. Guide                                 <03X> =
=    a. Preface                            <03A> =
=    b. Tactics                            <03B> =
=    c. Walkthrough                        <03C> =
=         The Beginning...                 <03D> =
=         Alternate Scissorman Intros      <03E> =
=         Ending S                         <03F> =
=         Ending A                         <03G> =
=         Ending B                         <03H> =
=         Ending C                         <03I> =
=         Ending D                         <03J> =
=         Ending E                         <03K> =
=         Ending F                         <03L> =
=         Ending G                         <03M> =
=         Ending H                         <03N> =
=    d. Endings                            <03O> =
=    e. Room List                          <03P> =
=    f. Item List                          <03Q> =
=    g. The Lantern and Copper Colored Key <03R> =
=                                                =
= 4. Plot Analysis                         <04X> =
=                                                =
= 5. Miscellaneous                         <05X> =
=    b. Version History                    <05A> =
=    c. Author                             <05B> =
=    d. Credits                            <05C> =
=    e. Thanks                             <05D> =
=    g. Contact Info                       <05E> =
=                                                =
==================================================
=                                                =
=                             TABLE OF CONTENTS  =
=                                                =
==================================================




==============================================================================
=                                                                            =
= 1. Introduction                                                      <01X> =
=                                                                            =
==============================================================================

This section of the guide will introduce you to the game material of this
horror classic.

 ------------------
| a. History <01A> |
 ------------------

<ABOUT HUMAN ENTERTAINMENT>
	Human Entertainment is the software company that programmed and
published the Clock Tower series in Japan. 
	The graphics of the first title, although not super impressive, were
not sub-par. They were sufficiently dark, even sometimes managing to be
suspenseful.

     The music, done by Kouji Niikura, is simply amazing, capturing the
perfect feel for the ultimate survival horror game. The soundtrack is dripping
with European horror stylings, and is simply amazing.

<ABOUT THE GAME>
     Because of the obscurity of the series, it is difficult to pinpoint and
research the origins of the game. It can be assumed that it is influenced by
European horror films, one strong example being the film Phenomena, a project
headed by the incredible and famous Dario Argento. This masterpiece seems to
have substantial ties to the game due to various similarities, such as the
killer being a grotesquely deformed young boy, and some strikingly similar
situations that occur in each work. Also, Jennifer has some similarities in
appearance to Jennifer Connelly, who played the main character in Phenomena.

==============================================================================

 ----------------
| b. Story <01B> |
 ----------------

Northern Europe. September 1995.
	On a rather average September day, Jennifer Simpson and her friends
are adopted from the Granite Orphanage by a woman named Mary. She takes them
to her home, a massive mansion, marked by an astonishing, monolithic Clock
Tower. All seems to be normal, but nothing feels quite right.

It happened in September of that year...

==============================================================================

 ---------------------
| c. Characters <01C> |
 ---------------------

Jennifer Simpson - Left an orphan after her mother's death and her father's
                   sudden disappearance, she and her friends are adopted by
                   Mary Barrows. She is determined and has great survival
                   skills.

      Ann/Anne   - The other girls that Mary has adopted from the Granite
      Laura/Lola   Orphanage. Let's just say their wits don't even begin match
      Lotte        Jennifer's.

    Mary Barrows - Mary is a teacher at the Granite Orphanage. She is the one
                   that adopted the girls.

      Scissorman - A vicious killer that has appeared after Mary has
                   disappeared... He is very short and has an abnormal
                   appearance. As it can be deduced from his name, he wields a
                   large pair of scissors.

   Simon Barrows - The husband of Mary Barrows. Could he still be alive in
                   this mansion, or is he another of Scissorman's victims?

  Walter Simpson - Jennifer's father, who was a doctor. He suddenly went
                   missing during a house call.

   Bobby Barrows - These twins are the sons of the Barrows. They are rarely
     Dan Barrows   seen, and it is said that they are evil and horribly
                   grotesque.



(There are multiple possible translation of Barouzu, but for the sake of
continuity with Clock Tower 2, the last name of the killers will be referred
to as Barrows. Also, some characters have alternate translations for their
names, and no real official Romanized counterparts.)

==============================================================================

 ------------------
|d. Gameplay <01D> |
 ------------------

The gameplay in this game is very simple. It follows some standard design
practices from point-and-click adventure games. It has a very dark feel, and
is innovative with its use of fear and panic.

<Main Menu>
Game Start  (All Versions)  Start the game with the intro.
Quick Start (All Versions)  Skip the intro and get right into the fray.
Continue    (All Versions)  Continue from where you last left off
Load Start  (PSX)           Loads from the last time you saved.
Ending List (All Versions)  See the endings you have earned.
Stereo>     (Super Famicom) Switch sound between stereo and mono.
Sound>      (PSX)           Change sound options.
Control>    (PSX)           Change controls between two options.

<Controls>
Super Famicom
Directional Pad - Move Cursor
              Y - Action
              X - Stop/Cancel
              B - Panic Button
              A - Item Select
              L - Run Left
              R - Run Right
          Start - Pause
         Select - Nothing

PlayStation
Directional Pad - Move Cursor
         Square - Action
       Triangle - Stop/Cancel
              X - Panic Button
         Circle - Item Select
             L1 - Run Left
             L2 - Run Left
             R1 - Run Right
             R2 - Run Right
          Start - Nothing
         Select - Nothing

WonderSwan
    X1 - Cursor Up
    X2 - Cursor Right
    X3 - Cursor Down
    X4 - Cursor Left
    Y1 - Nothing
    Y2 - Select Item
    Y3 - Nothing
    Y4 - Select Item
     B - Stop/Cancel
     A - Action
Option - Nothing
 Start - Pause

Note: In the PlayStation version, the option to use the mouse is available.

<Game Modes>
 Normal Mode - In this mode, you search for the way through the mansion,
               looking for clues, Jennifer's friends, and a way out.
Evasion Mode - In this mode, you must search for a way to evade Scissorman.
  Panic Mode - In this mode, Jennifer's portrait is flashing colors, and you
               must press the panic button as fast as possible to avoid dire
               consequences.

<Panic Button>
Whenever Jennifer's portrait flashes, this means you must press the Panic
Button quickly and repeatedly until the situation passes.

<Panic Level>
Jennifer's Panic Level is noted by the color of the background in her
portrait.

There are four different Panic Levels:
  Blue - Good
 Green - Ok
Orange - Not So Great
   Red - Absolutely Terrible

Just stand still to restore her panic level. Also, there is a drink in the
kitchen that can calm her nerves. It is in the drink cabinet. It can only be
used once.

<Dead End>
Upon your defeat, the words DEAD END will be displayed on the screen.

==============================================================================

 --------------
|e. FAQS <01E> |
 --------------

Q: What are the [LANTERN] and [COPPER COLORED KEY] I saw in your items section
   for?
A: The [LANTERN] is used to find the [COPPER COLORED KEY] in the {Library}.
   The [COPPER COLORED KEY] is used to let yourself out of the jail cell if
   you get stuck in it. You can't get these items and get an ending above
   ending B.

Q: What is the [ROPE] for?
A: I don't know how long anyone else has had this figured out, but I found the
   use for it just recently...as in five minutes ago.

   At first, I theorized that the rope could be used to cross the area in the
   {Foyer} where the floor drops out, as the chandelier disappears if the
   sprite layer is disabled on an emulator. It didn't work.

   Next, I theorized that it could maybe be used to tie up Scissorman if you
   knock him down. Kind of...an alternative to using up one of your escapes.
   That didn't work either.

   I found out, after getting stuck on the upper floor in the {West Hall
   Right}, the area where you use the board, that Jennifer still jumps across
   the gap. How does she get back, you ask? Well...she gets the rope from the
   {Storage Room} if she didn't already get it from the attic, and uses it on
   the statue with the funny looking base.

   I'm sure that someone else has found this one out, but I'm just so excited
   that I finally found a use for it...^.^

Q: What are the major differences between the ports of this game?
A: In the PlayStation and WonderSwan ports, there are various enhancements.
   There is a new room available that seems to have no real purpose, and some
   new scenes, and also, some new gameplay in the PlayStation and WonderSwan
   versions. There is also a saving feature added to the PlayStation version.




==============================================================================
=                                                                            =
= 2. Game Versions                                                     <02X> =
=                                                                            =
==============================================================================

This section describes the different versions of this game and compares them.

 --------------------------------------
| a. Clock Tower (Super Famicom) <02A> |
 --------------------------------------

Release Date: September 14th, 1995

Clock Tower on the Super Famicom is the first version, and is the blueprint
for the other versions. It is the full experience, and compares almost equally
with the Sony PlayStation version, which only sports extra FMV files on the
disc, a few extra scenes and scares, and enhanced audio.

==============================================================================

 ---------------------------------------------------------
| b. Clock Tower: The First Fear (Sony PlayStation) <02B> |
 ---------------------------------------------------------

Release Date: July 17th, 1997

	This version took the advantage of the newer 32-bit hardware of the
Sony PlayStation, and added new sounds, scenes, and FMVs to enhance the Clock
Tower experience. There are also more challenges, and a few unused items from
the Super Famicom version end up getting used, such as the Green Colored
Dagger. It also contains a strange item labeled "Like55.wav", which appears to
be put on the disc for no real reason.

==============================================================================

 --------------------------------
| c. Clock Tower (Windows) <02C> |
 --------------------------------

Release Date: August 20th, 1999

Not much is known about this version. I'm hunting a copy down so that I can
elaborate on this version.

==============================================================================

 -----------------------------------
| d. Clock Tower (WonderSwan) <02D> |
 -----------------------------------

Release Date: December 9th, 1999

	This is a cut down version of Clock Tower, designed for players to
take the horror of Clock Tower with them on the go. Some dialogue has been
altered, and some pieces of background have been sacrificed. The drained
colors don't allow the game to be represented in its full splendor.

==============================================================================

 -----------------------------
| e. Version Comparison <02E> |
 -----------------------------

 -------------------------------------------
|    Feature        | WS  | SFC | PSX | PC  |
|-------------------|-----|-----|-----|-----|
|    8-Bit Audio    |  X  |     |     |  ?  |
|-------------------|-----|-----|-----|-----|
|    16-Bit Audio   |     |  X  |  X  |  ?  |
|-------------------|-----|-----|-----|-----|
|  Enhanced Sounds# |  X  |     |  X  |  ?  |
|-------------------|-----|-----|-----|-----|
|        FMV        |     |     |  X  |  ?  |
|-------------------|-----|-----|-----|-----|
|   8-Bit Graphics  |  X  |     |     |  ?  |
|-------------------|-----|-----|-----|-----|
|  16-Bit Graphics  |     |  X  |  X  |  ?  |
|-------------------|-----|-----|-----|-----|
| Additional Scenes |  X  |     |  X  |  ?  |
|-------------------|-----|-----|-----|-----|
|       Other*      |     |     |  X  |  ?  |
 -------------------------------------------

#Enhanced sounds means that the game's sound set is based on that of Clock
 Tower 2.

*The Sony PlayStation version of this game has a file of unknown origin titled
 Like55.wav. It's a song that is seemingly randomly placed on the disc, and
 takes up 1/3 of the space on it. This file matches the audio track on the
 disc.




==============================================================================
=                                                                            =
= 3. Guide                                                             <03X> =
=                                                                            =
==============================================================================

 ------------------
| a. Preface <03A> |
 ------------------

In writing this guide, I have taken care to try to be as spoiler-free as
possible. All story-related study and musings are in the plot section. Please
take note that the way I write this isn't the DEFINITE way to beat the game.
This game has so much flexibility with some parts that there are multiple ways
to beat it and still attain the same ending. Nothing has to be done in the
order that I list, these are just in the order that I usually do them in the
game. If you want to get a certain ending, and go about it your own way, there
are ending conditions at the end of this section.

I assume, in this guide, that you are either playing the translated version of
the game, or you know Japanese.
 
Good luck, and enjoy!

==============================================================================

 ------------------
| b. Tactics <03B> |
 ------------------

These are just some tips to the people that only use a guide as a last resort.

-If you are playing the PlayStation version and you don't understand the
 Japanese language, play the translated Super Famicom version first. This way
 you understand what you need to do in certain situations such as:
      *If there are events that give little noticeable output to someone that
       does not have a comprehensive understanding of the Japanese language.
      *You know what certain items are and how to use them. (The pesticide
       hardly LOOKS like pesticide...)

-Most of the time, if you can't figure something out, there are certain events
 that must be triggered, or items that must be used in a seemingly
 obscure manner. You will often end up feeling stupid when you finally figure
 it out and it was something painfully simple.

-Never take a possible hiding place for granted. I have found quite a few
 hiding spots that I didn't think would be programmed in, but found to be
 quite helpful when running from Scissorman.

-After using up your current panic level, try your best to rest Jennifer until
 she is back at blue panic level before continuing. You never know when you'll
 need it...

-The following rooms are randomly interchanged with each other.
 1. {Stained Glass Foyer} Random Rooms
    a. {Armor Room}
    b. {Occult Study}
 2. {West Hall Area} Random Rooms
    a. {Cage Room}
    b. {Doll Room}
    c. {Library}
    d. {Piano Room}
    e. {Taxidermy Room}
    f. {West Hall Bathroom}
    g. {Desolate Room}

==============================================================================

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
:: This section may be incomplete...I will fill in the incomplete parts     ::
:: when I find something new.                                               ::
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

-Scissorman can be found in the following rooms.
    a. {West Hall Bathroom}
    b. {Storage Room}
    c. {Piano Room}
    d. {Doll Room}

-You can hide from/avoid Scissorman in the following rooms.
    Entrance Area
    a. {Debris Room}
    b. {Bedroom}
    c. {Bathroom}
    d. {Attic}
    e. {Garage}

    West Hall Area
    a. {West Hall Bathroom}
    b. {Library}

-There are scares in the following locations.
    Entrance Area
    a. {Foyer}
       Flooring drops in the upstairs area.
    b. {Bedroom}
       A hand comes out of the mirror and tries to strangle Jennifer if she
       looks in it.
    c. {Bedroom} !!PLAYSTATION VERSION ONLY!!
       The mirror shatters when Jennifer looks in it.
    d. {Den}
       The room will go all poltergeist on you.
    e. {Bathroom}
       The sink will sometimes put out an abnormal substance.

    West Hall Area
    f. {West Hall Bathroom}
       A cat will pop out of the box...if you're lucky.
    g. {Doll Room}
       The dolls will move...and that's all that will happen if you're lucky.
    h. {Storage Room}
       A cat will pop out of the box...if you're lucky.
    i. {Taxidermy Room}
       A jar will fall to the floor, exposing a beating heart.
    j. {Taxidermy Room} !!PLAYSTATION VERSION ONLY!!
       Some kind of creature, assumedly a zombie, is in the closet.

==============================================================================

 ----------------------
| c. Walkthrough <03C> |
 ----------------------

                          **************************
                          * The Beginning... <03D> *
                          **************************

This section is for if you decide to choose Start Game instead of Quick Start.

{Foyer}
Talk to each of the girls once, then talk to Laura. Talk to Lotte.
Go into the room to your left, and you'll be in the {Debris Hall}.

{Debris Hall}
Continue walking and a scene will occur. You will end up back in the {Foyer}.

{Foyer}
This is the exact spot that you would be in if you did a quick start.

Good luck!

******************************************************************************

                   ****************************************
                   * Alternate Scissorman Intros... <03E> *
                   ****************************************

:::::::::::::::::::::::::::::::Courtyard  Intro:::::::::::::::::::::::::::::::
Can be used for the following endings: B,C,D,E,F,G,H

{Foyer}
Go left into the {Debris Hall}.

{Debris Hall}
Go into the {Debris Room}, which is through the open doorway.

{Debris Room}
Grab the [SHARP STONE] from the pile. Use the [SHARP STONE] on the cracked
wall. You will automatically be taken into the {Courtyard}.

{Courtyard}
Most of the time, an event will be triggered, but if it hasn't been triggered
yet, just leave and come back in. When you're being chased, run into
Scissorman, knock him over with the panic button, then go back to the hole in
the {Debris Room}.

::::::::::::::::::::::::::::::::Bathtub  Intro::::::::::::::::::::::::::::::::
Can be used for the following endings: S,A,C,D,E,F,G,H

{Foyer}
Go left into the {Debris Hall}.

{Debris Hall}
Go left into the {Den Hall}.

{Den Hall}
Walk left until you hear dripping. Enter the {Bathroom}.

{Bathroom}
Click on the curtain. Head back into the {Den Hall}.

{Den Hall}
Head left until you're in the {Stained Glass Foyer}.

{Stained Glass Foyer}
Go up the stairs, then head all the way left and enter the {Attic Hall},
which is through the door on the far, far left.

{Attic Hall}
Go into the {Attic}.

{Attic}
Click the chest behind the armoire. Hit the panic button a lot, and it's over.

::::::::::::::::::::::::::::::Stained Glass Intro:::::::::::::::::::::::::::::
Can be used for the following endings: B,C,D,E,F,G,H

{Foyer}
Go into the {Debris Hall}.

{Debris Hall}
Go into the {Den Hall}.

{Den Hall}
Walk until you hear dripping. Continue down to hall to the {Stained Glass
Foyer}.

{Stained Glass Foyer}
After the scene, head back into the {Den Hall}.

{Den Hall}
Head back into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Head up the stairs, and go all the way left, entering the {Attic Hall}.

{Attic Hall}
Go into the {Attic}.

{Attic}
Click the chest behind the cabinet, and hit the Panic Button a bunch. There
you go.


******************************************************************************

                              ******************
                              * ENDING S <03F> *
                              ******************

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
::  IF YOU ARE PLAYING THE PLAYSTATION OR WONDERSWAN VERSION, YOU MUST HAVE ::
::   LAURA DIE FIRST. FOR SOME REASON, IT DOESN'T WORK IF ANNE DIES FIRST.  ::
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

{Foyer}
Go into the {Debris Hall}.

{Debris Hall}
Go into the {Den Hall}

{Den Hall}
Go into the first room you can enter. This is the {Den}.

{Den}
Check the box on top of the dresser for the [WEST HALL KEY]. If it is not
there, it is going to be in the {Attic Hall}. Go into the door in the top
right to enter the {Bedroom}.

{Bedroom}
Check the dresser for the [PERFUME]. After that, let the parrot out of the
cage. When the parrot is flying around, keep clicking on the bed that has a
red blanket on it. Eventually, Jennifer will grab the blanket, then throw it
over the parrot. This gives you an extra hiding spot for later. Head through
the door to the right to go back into the {Den Hall}.

{Den Hall}
Walk until you hear water dripping and creepy music. Enter the {Bathroom}.

{Bathroom}
Open the curtains. After the scene, you are going to be chased by Scissorman.
Go through the door to the right to go back into the {Den Hall}.

{Den Hall}
Run all the way left until you go into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Go up the stairs, then run all the way left. Enter the left-most door. This
leads to the {Attic Hall}.

Note: In the Super Famicom version, the door all the way to the left sometimes
isn't visible. Fix this by clicking on the door you DO see on the left. This
will cause the camera to pan over, and you'll finally see it.

{Attic Hall}
Enter the only door besides the one you came from. This leads to the {Attic}.

{Attic}
Click on the box behind the armoire. Hit the panic button like crazy, then let
the scene play out. You are safe...for now. Click behind the armoire again.
Jennifer will say it's hopeless, but we can figure out a way around the
armoire being too tall, right? Click the box that's in the middle of the room
to get Jennifer to push it. She will push it up against the armoire, making it
easier to ascend. Click on the box behind the armoire again to get the [BLACK
ROBE]. After this, click on the [ROPE] and the cans by the door to get the
[PESTICIDE]. Head back out to the {Attic Hall}.

{Attic Hall}
If you didn't find the [WEST HALL KEY] earlier, then it's here. Click on the
bird's nest on the far left, then click on the box to push it against the wall
to reach it. Jennifer will find a bunch of junk and...the [WEST HALL KEY]!
Now, make your way out into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Now, take the door in the middle of the terrace to go to the {Courtyard Hall}.

{Courtyard Hall}
If you EVER hear a scream in this hall, NEVER look out the window...unless you
want to lose the S ending...which ruins the point of following this part of
the guide. Anyway, head all the way right to go into the {West Hall Left}.

{West Hall Left}
Make sure you're on the second floor. Head all the way right into the
{Fireplace Hall}.

{Fireplace Hall}
Run all the way right into the {West Debris Hall}.

{West Debris Hall}
Head right, leading to the {West Hall Right}.

{West Hall Right}
Head right until you run into a gap. Click the gap, then click the plank. Now, 
head all the way right, entering the last door on the right, which leads to
the {Storage Room}.

{Storage Room}
Click on the top of the cart. After that, click the middle of the cart to move
it. Jennifer will recognize that the wall is weak. Now, click on the pipe to
knock it in. Go through the door to enter the {Hidden Room}.

{Hidden Room}
Click on all of the papers and the medical bag, then click on the body. A
scene will take place. After it's over, head back into the {Storage Room}.

{Storage Room}
Head out into the {West Hall Right}.

{West Hall Right}
Go all the way left, into the {West Debris Hall}.

{West Debris Hall}
Head left, into the {Fireplace Hall}.

{Fireplace Hall}
Head all the way left, into the {West Hall Left}.

{West Hall Left}
Go back into the {Courtyard Hall}.

{Courtyard Hall}
Head into the {Stained Glass Foyer}.

{Stained Glass Foyer}
If you're not downstairs, get there. Head all the way left, entering the 
{Kitchen Hall}.

{Kitchen Hall}
Enter the first door you see to enter the {Kitchen}.

{Kitchen}
Select the [PESTICIDE] and click the meat locker with it. It will kill the
bugs, and Jennifer will put the [GOLD COLORED KEY] in her pocket. Head back
into the {Kitchen Hall}.

{Kitchen Hall}
Head right into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Find which of the two locked doors is the one that goes with the [GOLD COLORED
KEY]. This is the {Armor Room}.

{Armor Room}
If Mary is in here, leave as soon as possible and reenter. If not, click the
table in the middle to get the [SILVER COLORED KEY]. Head back into the
{Stained Glass Foyer}.

{Stained Glass Foyer}
Go to the other door that was locked, as this one goes with our new key. This
leads to the {Religious Study}.

{Religious Study}
Click the mural, then click the bookshelf that covers part of the mural. If
Jennifer does not push over the bookshelf, you need to get the [SMALL DEMON
STATUE]. If she does, you need the [STAFF], and you need to click the mural
again, and if you're playing the Super Famicom version, the vase on the wall.
Click on the books on the desk. Now you can head back out into the {Stained
Glass Foyer}.

{Stained Glass Foyer}
Go into the {Courtyard Hall}.

{Courtyard Hall}
Head into the {West Hall Left}.

{West Hall Left}
If you're playing the Super Famicom version, skip the next part and head to
the {Hutch Room}, which is randomly placed somewhere in the {West Hall Area}.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
::                 !!PlayStation/WonderSwan Version Only!!                  ::
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
::                                                                          ::
:: You have a little extra work to do. Find and go to the {Taxidermy Room}. ::
::                                                                          ::
:: {Taxidermy Room}                                                         ::
:: Turn the lights off. Run over to the sparkly box and click it. You will  ::
:: obtain the [GREEN DAGGER]. Click on the metal closet right next to you.  ::
:: After the little scene, use the [GREEN DAGGER] on the enemy. It will     ::
:: drop the [HUTCH KEY]. Head over to the {Hutch Room}.                     ::
::                                                                          ::
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

{Hutch Room}
If you're playing the Super Famicom version, check the counter for the [HUTCH
KEY]. Use the [HUTCH KEY] on the hutch. It can be used on two parts, one part
to let out the rats, another to let out the crows. After this, head back out
into the {West Hall Area}

{West Hall Area}
You have to do a little bit of searching on your own now. There are a few
randomly placed rooms you're going to be looking for. If you need the [STAFF],
go to the {Music Room}. If you need the [SMALL DEMON STATUE], go to the
{Library}.

******************************************************************************
*                            GETTING THE [STAFF]                             *
******************************************************************************
*                                                                            *
* {Music Room}                                                               *
* Check behind the curtain to get the [STAFF]. If you find Scissorman        *
* instead, you messed up and actually need the [SMALL DEMON STATUE]. Head    *
* back into the {West Hall Area}.                                            *
*                                                                            *
******************************************************************************

******************************************************************************
*                      GETTING THE [SMALL DEMON STATUE]                      *
******************************************************************************
*                                                                            *
* {Library}                                                                  *
* Click on all of the bookshelves until you find one that surprises          *
* Jennifer. Different versions place the note in different places. Anyway,   *
* this shelf contains a note that Jennifer finds to be of interest. It tells *
* of a small demonic statue. This statue is located in the {West Hall Right} *
* on the top floor. Go there.                                                *
*                                                                            *
* {West Hall Right}                                                          *
* If you're not upstairs, get there, and search the second statue from the   *
* left. Jennifer will find the [SMALL DEMON STATUE].                         *
*                                                                            *
******************************************************************************

{West Hall Area}
Head to the {Fireplace Hall}.

{Fireplace Hall}
Enter the second door from the right, which is the {Baby Room}.

{Baby Room}
Click on the toybox to get the [CEREMONY KEY]. When you are attacked, hit
panic like crazy, then head back out into the {Fireplace Hall}.

{Fireplace Hall}
Head into the room to the right, entering the {West Debris Hall}.

{West Debris Hall}
Go right, leading into the {West Hall Right}.

{West Hall Right}
Go downstairs, and find the {Ceremony Room}.

{Ceremony Room}
Click on the center of the star to get an interesting message. If you had to
get the [SMALL DEMON STATUE], use it on the altar. If you had to get the
[STAFF], use it on the vase in the corner. Descend the ladder into the {Cave
Entrance}.

{Cave Entrance}
Walk right until the dog starts growling. Quickly use the [PERFUME] and the
[BLACK ROBE] to disguise Jennifer and she will automatically walk further.
Keep on going right until a scene takes place. Go back, entering the door
you passed, which leads to the {Cave}.

{Cave}
Go all the way right, leading to the {Cradle}.

{Cradle}
Click on the cradle, then a scene will take you to the {Cave} again.

{Cave}
Hit the panic button when Jennifer's image begins flashing, and a rather
cool scene will take place. After it's all over, go into the door you
passed when you were heading to the cradle. This is the {Elevator Hall}.

{Elevator Hall}
Enter the {Elevator}.

{Elevator}
Click on the 3rd floor button. You will end up in the {Clock Tower}

{Clock Tower}
Watch the scene, panic when you're attacked, and then you're done.

******************************************************************************

                                ******************
                                * ENDING A <03G> *
                                ******************

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
::  IF YOU ARE PLAYING THE PLAYSTATION OR WONDERSWAN VERSION, YOU MUST HAVE ::
::   LAURA DIE FIRST. FOR SOME REASON, IT DOESN'T WORK IF ANNE DIES FIRST.  ::
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

{Foyer}
Go into the {Debris Hall}.

{Debris Hall}
Go into the {Den Hall}.

{Den Hall}
Go into the first room you can enter. This is the {Den}.

{Den}
Check the box on top of the dresser for the [WEST HALL KEY]. If it is not
there, it is going to be in the {Attic Hall}. Go into the door in the top
right to enter the {Bedroom}.

{Bedroom}
Check the dresser for the [PERFUME]. After that, let the parrot out of the
cage. When the parrot is flying around, keep clicking on the bed that has a
red blanket on it. Eventually, Jennifer will grab the blanket, then throw it
over the parrot. This gives you an extra hiding spot for later. Head through
the door to the right to go back into the {Den Hall}.

{Den Hall}
Walk until you hear water dripping and creepy music. Enter the {Bathroom}.

{Bathroom}
Open the curtains. After the scene, you are going to be chased by Scissorman.
Go through the door to the right to go back into the {Den Hall}.

{Den Hall}
Run all the way left until you go into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Go up the stairs, then run all the way left. Enter the left-most door. This
leads to the {Attic Hall}.

Note: In the Super Famicom version, the door all the way to the left sometimes
isn't visible. Fix this by clicking on the door you DO see on the left. This
will cause the camera to pan over, and you'll finally see it.

{Attic Hall}
Enter the only door besides the one you came from. This leads to the {Attic}.

{Attic}
Click on the box behind the armoire. Hit the panic button like crazy, then let
the scene play out. You are safe...for now. Click behind the armoire again.
Jennifer will say it's hopeless, but we can figure out a way around the
armoire being too tall, right? Click the box that's in the middle of the room
to get Jennifer to push it. She will push it up against the armoire, making it
easier to ascend. Click on the box behind the armoire again to get the [BLACK
ROBE]. After this, click on the [ROPE] and the cans by the door to get the
[PESTICIDE]. Head back out to the {Attic Hall}.

{Attic Hall}
If you didn't find the [WEST HALL KEY] earlier, then it's here. Click on the
bird's nest on the far left, then click on the box to push it against the wall
to reach it. Jennifer will find a bunch of junk and...the [WEST HALL KEY]!
Now, make your way out into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Head down the stairs and all the way left, into the {Kitchen Hall}.

{Kitchen Hall}
Go into the second door from the right. It leads to the...you guessed it...
{Kitchen}.

{Kitchen}
Get the [HAM] from the fridge, then use the [INSECTICIDE] on the meat locker,
getting you the [GOLD COLORED KEY], then head back into the {Kitchen Hall}.

{Kitchen Hall}
Go right, into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Figure out which of the two locked doors in this hall is the door that goes
with the [GOLD COLORED KEY] you just obtained. This is the {Armor Room}.

{Armor Room}
If Mary isn't in here, leave and come back. If she is, you're going to end up
in the {Shed}.

{Shed}
Immediately give the man the [HAM]. A scene involving Lotte and Mary plays.
When you regain control of Jennifer, immediately grab the 2x4 that's in front
of the door, which triggers another scene. You'll end up in the {Courtyard}.

{Courtyard}
Go all the way left, move the box, then go through the door. You'll end up in
the {Courtyard Hall}.

{Courtyard Hall}
If you ever hear screaming in this room, do not look out the window. Anyway,
Head left, into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Head back into the {Armor Room}.

{Armor Room}
Look on the table for the [SILVER COLORED KEY]. Go back out into the {Stained
Glass Foyer}.

{Stained Glass Foyer}
Go to the only other room that was locked in here. This is going to be the
{Religious Study}.

{Religious Study}
Click the books on the desk, then click the mural. After clicking on the
mural, click on the bookshelf that is blocking the rest of it. If you can't
click it or nothing happens when you click it, you need the [SMALL DEMON
STATUE]. If it gets shoved over, you need to check the mural a second time,
and if you're playing the Super Famicom version, click the vase that's painted
on the wall. Also, you need to locate the [STAFF]. Head back into the {Stained
Glass Foyer}.

{Stained Glass Foyer}
Head back into the {Courtyard Hall}.

{Courtyard Hall}
Head right, which leads to the {West Hall Left}.

{West Hall Left}
If you're playing the Super Famicom version, skip the next part and head to
the {Hutch Room}, which is randomly placed somewhere in the {West Hall Area}.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
::                 !!PlayStation/WonderSwan Version Only!!                  ::
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
::                                                                          ::
:: You have a little extra work to do. Find and go to the {Taxidermy Room}. ::
::                                                                          ::
:: {Taxidermy Room}                                                         ::
:: Turn the lights off. Run over to the sparkly box and click it. You will  ::
:: obtain the [GREEN DAGGER]. Click on the metal closet right next to you.  ::
:: After the little scene, use the [GREEN DAGGER] on the enemy. It will     ::
:: drop the [HUTCH KEY]. Head over to the {Hutch Room}.                     ::
::                                                                          ::
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

{Hutch Room}
If you're playing the Super Famicom version, check the counter for the [HUTCH
KEY]. Use the [HUTCH KEY] on the hutch. It can be used on two parts, one part
to let out the rats, another to let out the crows. After this, head back out
into the {West Hall Area}

{West Hall Area}
You have to do a little bit of searching on your own now. There are a few
randomly located rooms you're going to be looking for. If you need the
[STAFF], go to the {Music Room}. If you need the [SMALL DEMON STATUE], go to
the {Library}.

******************************************************************************
*                            GETTING THE [STAFF]                             *
******************************************************************************
*                                                                            *
* {Music Room}                                                               *
* Check behind the curtain to get the [STAFF]. If you find Scissorman        *
* instead, you messed up and actually need the [SMALL DEMON STATUE]. Head    *
* back into the {West Hall Area}.                                            *
*                                                                            *
******************************************************************************

******************************************************************************
*                      GETTING THE [SMALL DEMON STATUE]                      *
******************************************************************************
*                                                                            *
* {Library}                                                                  *
* Click on all of the bookshelves until you find one that surprises          *
* Jennifer. Different versions place the note in different places. Anyway,   *
* this shelf contains a note that Jennifer finds to be of interest. It tells *
* of a small demonic statue. This statue is located in the {West Hall Right} *
* on the top floor. Go there.                                                *
*                                                                            *
* {West Hall Right}                                                          *
* If you're not upstairs, get there, and search the second statue from the   *
* left. Jennifer will find the [SMALL DEMON STATUE].                         *
*                                                                            *
******************************************************************************

{West Hall Area}
Head to the {Fireplace Hall}.

{Fireplace Hall}
Enter the second door from the right, which is the {Baby Room}.

{Baby Room}
Click on the toybox to get the [CEREMONY KEY]. When you are attacked, panic
like crazy, then head back out into the {Fireplace Hall}.

{Fireplace Hall}
Head into the room to the right, entering the {West Debris Hall}.

{West Debris Hall}
Go right, leading into the {West Hall Right}.

{West Hall Right}
Go downstairs, and find the {Ceremony Room}.

{Ceremony Room}
Click on the center of the star to get an interesting message. If you had to
find the [SMALL DEMON STATUE], use it on the altar. If you had to find the
[STAFF], use it on the vase in the corner. Descend the ladder into the {Cave
Entrance}.

{Cave Entrance}
Walk right until the dog starts growling. Quickly use the [PERFUME] and the
[BLACK ROBE] to disguise Jennifer and she will automatically walk further.
Keep on going right until a scene takes place. Go back, entering the door
you passed, which leads to the {Cave}.

{Cave}
Go all the way right, leading to the {Cradle}.

{Cradle}
Click on the cradle, then a scene will take you to the {Cave} again.

{Cave}
Hit the panic button when Jennifer's image begins flashing, and a rather
cool scene will take place. After it's all over, go into the door you
passed when you were heading to the cradle. This is the {Elevator Hall}.

{Elevator Hall}
Enter the {Elevator}.

{Elevator}
Click on the 3rd floor button. You will end up in the {Clock Tower}

{Clock Tower}
Watch the scene, panic when you're attacked, and then you're done.




******************************************************************************

                              ******************
                              * ENDING B <03H> *
                              ******************

{Foyer}
Go into the {Debris Hall}.

{Debris Hall}
Go into the {Debris Room}.

{Debris Room}
Click on the pile of debris to get the [SHARP STONE]. Use it on the crack in
the wall. You'll end up in the {Courtyard}.

{Courtyard}
Go forward until a scene occurs. If a scene doesn't occur, leave through the
crack and come back. When Scissorman corners you, panic like crazy, then
leave through the crack. You'll be back in the {Debris Room}.

{Debris Room}
Go into the {Debris Hall}.

{Debris Hall}
Head left, leading to the {Den Hall}.

{Den Hall}
Go into the first room you can enter. This is the {Den}.

{Den}
Check the box on top of the dresser for the [WEST HALL KEY]. If it is not
there, it is going to be in the {Attic Hall}. Go into the door in the top
right to enter the {Bedroom}.

{Bedroom}
Check the dresser for the [PERFUME]. After that, let the parrot out of the
cage. When the parrot is flying around, keep clicking on the bed that has a
red blanket on it. Eventually, Jennifer will grab the blanket, then throw it
over the parrot. This gives you an extra hiding spot for later. Head through
the door to the right to go back into the {Den Hall}.

{Den Hall}
Run all the way left until you go into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Go up the stairs, then run all the way left. Enter the left-most door. This
leads to the {Attic Hall}.

Note: In the Super Famicom version, the door all the way to the left sometimes
isn't visible. Fix this by clicking on the door you DO see on the left. This
will cause the camera to pan over, and you'll finally see it.

{Attic Hall}
Enter the only door besides the one you came from. This leads to the {Attic}.

{Attic}
Click the box behind the armoire. Jennifer will say it's hopeless, but we can
figure out a way around the armoire being too tall, right? Click the box
that's in the middle of the room to get Jennifer to push it. She will push it
up against the armoire, making it easier to ascend. Click on the box behind
the armoire again to get the [BLACK ROBE]. After this, click on the [ROPE]
and the cans by the door to get the [PESTICIDE]. Head back out to the {Attic
Hall}.

{Attic Hall}
If you didn't find the [WEST HALL KEY] earlier, then it's here. Click on the
bird's nest on the far left, then click on the box to push it against the wall
to reach it. Jennifer will find a bunch of junk and...the [WEST HALL KEY]!
Now, make your way out into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Head down the stairs and all the way left, into the {Kitchen Hall}.

{Kitchen Hall}
Go into the second door from the right. It leads to the...you guessed it...
{Kitchen}.

{Kitchen}
Get the [HAM] from the fridge, then use the [INSECTICIDE] on the meat locker,
getting you the [GOLD COLORED KEY], then head back into the {Kitchen Hall}.

{Kitchen Hall}
Go right, into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Figure out which of the two locked doors in this hall is the door that goes
with the [GOLD COLORED KEY] you just obtained. This is the {Armor Room}.

{Armor Room}
If Mary isn't in here, leave and come back. If she is, you're going to end up
in the {Shed}.

{Shed}
Immediately give the man the [HAM]. A scene involving Lotte and Mary plays.
When you regain control of Jennifer, immediately grab the 2x4 that's in front
of the door, which triggers another scene. You'll end up in the {Courtyard}.

{Courtyard}
Go all the way left, move the box, then go through the door. You'll end up in
the {Courtyard Hall}.

{Courtyard Hall}
Head left, into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Head back into the {Armor Room}.

{Armor Room}
Click the armor. Yay! Now, look on the table for the [SILVER COLORED KEY]. Go
back out into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Go to the only other room that was locked in here. This is going to be the
{Religious Study}.

{Religious Study}
Click the books on the desk, then click the mural. After clicking on the
mural, click on the bookshelf that is blocking the rest of it. If you can't
click it or nothing happens when you click it, you need the [SMALL DEMON
STATUE]. If it gets shoved over, you need to check the mural a second time,
click the vase on the mural if you are playing the Super Famicom version, and
you need to locate the [STAFF]. Head back into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Head back into the {Courtyard Hall}.

{Courtyard Hall}
Head right, which leads to the {West Hall Left}.

{West Hall Left}
If you're playing the Super Famicom version, skip the next part and head to
the {Hutch Room}, which is randomly placed somewhere in the {West Hall Area}.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
::                 !!PlayStation/WonderSwan Version Only!!                  ::
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
::                                                                          ::
:: You have a little extra work to do. Find and go to the {Taxidermy Room}. ::
::                                                                          ::
:: {Taxidermy Room}                                                         ::
:: Turn the lights off. Run over to the sparkly box and click it. You will  ::
:: obtain the [GREEN DAGGER]. Click on the metal closet right next to you.  ::
:: After the little scene, use the [GREEN DAGGER] on the enemy. It will     ::
:: drop the [HUTCH KEY]. Head over to the {Hutch Room}.                     ::
::                                                                          ::
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

{Hutch Room}
If you're playing the Super Famicom version, check the counter for the [HUTCH
KEY]. Use the [HUTCH KEY] on the hutch. It can be used on two parts, one part
to let out the rats, another to let out the crows. After this, head back out
into the {West Hall Area}

{West Hall Area}
You have to do a little bit of searching on your own now. There are a few
randomly generated rooms you're going to be looking for. If you need the
[STAFF], go to the {Music Room}. If you need the [SMALL DEMON STATUE], go to
the {Library}.

******************************************************************************
*                            GETTING THE [STAFF]                             *
******************************************************************************
*                                                                            *
* {Music Room}                                                               *
* Check behind the curtain to get the [STAFF]. If you find Scissorman        *
* instead, you messed up and actually need the [SMALL DEMON STATUE]. Head    *
* back into the {West Hall Area}.                                            *
*                                                                            *
******************************************************************************

******************************************************************************
*                      GETTING THE [SMALL DEMON STATUE]                      *
******************************************************************************
*                                                                            *
* {Library}                                                                  *
* Click on all of the bookshelves until you find one that surprises          *
* Jennifer. Different versions place the note in different places. Anyway,   *
* this shelf contains a note that Jennifer finds to be of interest. It tells *
* of a small demonic statue. This statue is located in the {West Hall Right} *
* on the top floor. Go there.                                                *
*                                                                            *
* {West Hall Right}                                                          *
* If you're not upstairs, get there, and search the second statue from the   *
* left. Jennifer will find the [SMALL DEMON STATUE].                         *
*                                                                            *
******************************************************************************

{West Hall Area}
Head to the {Fireplace Hall}.

{Fireplace Hall}
Enter the second door from the right, which is the {Baby Room}.

{Baby Room}
Click on the toybox to get the [CEREMONY KEY]. When you are attacked, panic
like crazy, then head back out into the {Fireplace Hall}.

{Fireplace Hall}
Head into the room to the right, entering the {West Debris Hall}.

{West Debris Hall}
Go right, leading into the {West Hall Right}.

{West Hall Right}
Go downstairs, and find the {Ceremony Room}.

{Ceremony Room}
Click on the center of the star to get an interesting message. If you had to
use the [SMALL DEMON STATUE], use it on the altar. If you had to use the
[STAFF], use it on the vase in the corner. Descend the ladder into the {Cave
Entrance}.

{Cave Entrance}
Walk right until the dog starts growling. Quickly use the [PERFUME] and the
[BLACK ROBE] to disguise Jennifer and she will automatically walk further.
Go through the doorway to enter the {Cave}.

{Cave}
Go all the way right, leading to the {Cradle}.

{Cradle}
Click on the cradle, then a scene will take you to the {Cave} again.

{Cave}
Hit the panic button when Jennifer's image begins flashing, and a rather
cool scene will take place. After it's all over, go into the door you
passed when you were heading to the cradle. This is the {Elevator Hall}.

{Elevator Hall}
Enter the {Elevator}.

{Elevator}
Click on the 3rd floor button. You will end up in the {Clock Tower}

{Clock Tower}
Watch the scene, panic when you're attacked, and then you're done.




******************************************************************************

                              ******************
                              * ENDING C <03I> *
                              ******************

{Foyer}
Go into the {Debris Hall}.

{Debris Hall}
Go into the {Debris Room}.

{Debris Room}
Click on the pile of debris to get the [SHARP STONE]. Use it on the crack in
the wall. You'll end up in the {Courtyard}.

{Courtyard}
Go forward until a scene occurs. If a scene doesn't occur, leave through the
crack and come back. When Scissorman corners you, panic like crazy, then leave
through the crack. You'll be back in the {Debris Room}.

{Debris Room}
Go into the {Debris Hall}.

{Debris Hall}
Head left, leading to the {Den Hall}.

{Den Hall}
Go into the first room you can enter. This is the {Den}.

{Den}
Check the box on top of the dresser for the [WEST HALL KEY]. If it is not
there, it is going to be in the {Attic Hall}. Go into the door in the top
right to enter the {Bedroom}.

{Bedroom}
Check the dresser for the [PERFUME]. After that, let the parrot out of the
cage. When the parrot is flying around, keep clicking on the bed that has a
red blanket on it. Eventually, Jennifer will grab the blanket, then throw it
over the parrot. This gives you an extra hiding spot for later. Head through
the door to the right to go back into the {Den Hall}.

{Den Hall}
Run all the way left until you go into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Go up the stairs, then run all the way left. Enter the left-most door. This
leads to the {Attic Hall}.

Note: In the Super Famicom version, the door all the way to the left sometimes
isn't visible. Fix this by clicking on the door you DO see on the left. This
will cause the camera to pan over, and you'll finally see it.

{Attic Hall}
Enter the only door besides the one you came from. This leads to the {Attic}.

{Attic}
Click the box behind the armoire. Jennifer will say it's hopeless, but we can
figure out a way around the armoire being too tall, right? Click the box
that's in the middle of the room to get Jennifer to push it. She will push it
up against the armoire, making it easier to ascend. Click on the box behind
the armoire again to get the [BLACK ROBE]. After this, click on the [ROPE] and
the cans by the door to get the [PESTICIDE]. Head back out to the {Attic
Hall}.

{Attic Hall}
If you didn't find the [WEST HALL KEY] earlier, then it's here. Click on the
bird's nest on the far left, then click on the box to push it against the wall
to reach it. Jennifer will find a bunch of junk and...the [WEST HALL KEY]!
Now, make your way out into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Head down the stairs and all the way left, into the {Kitchen Hall}.

{Kitchen Hall}
Go into the second door from the right. It leads to the...you guessed it...
{Kitchen}.

{Kitchen}
Get the [HAM] from the fridge, then use the [INSECTICIDE] on the meat locker,
getting you the [GOLD COLORED KEY], then head back into the {Kitchen Hall}.

{Kitchen Hall}
Go right, into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Figure out which of the two locked doors in this hall is the door that goes
with the [GOLD COLORED KEY] you just obtained. This is the {Armor Room}.

{Armor Room}
If Mary isn't in here, leave and come back. If she is, you're going to end up
in the {Shed}.

{Shed}
Immediately give the man the [HAM]. A scene involving Lotte and Mary plays.
When you regain control of Jennifer, immediately grab the 2x4 that's in front
of the door, which triggers another scene. You'll end up in the {Courtyard}.

{Courtyard}
Go all the way left, move the box, then go through the door. You'll end up in
the {Courtyard Hall}.

{Courtyard Hall}
Head left, into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Head back into the {Armor Room}.

{Armor Room}
Click the armor. Yay! Now, look on the table for the [SILVER COLORED KEY]. Go
back out into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Go to the only other room that was locked in here. This is going to be the
{Religious Study}.

{Religious Study}
Click the books on the desk, then click the mural. After clicking on the
mural, click on the bookshelf that is blocking the rest of it. If you can't
click it or nothing happens when you click it, you need the [SMALL DEMON
STATUE]. If it gets shoved over, you need to check the mural a second time,
click the vase on the mural if you are playing the Super Famicom version, and
you need to locate the [STAFF]. Head back into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Head back into the {Courtyard Hall}.

{Courtyard Hall}
Head right, which leads to the {West Hall Left}.

{West Hall Left}
If you're playing the Super Famicom version, skip the next part and head to
the {Hutch Room}, which is randomly placed somewhere in the {West Hall Area}.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
::                 !!PlayStation/WonderSwan Version Only!!                  ::
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
::                                                                          ::
:: You have a little extra work to do. Find and go to the {Taxidermy Room}. ::
::                                                                          ::
:: {Taxidermy Room}                                                         ::
:: Turn the lights off. Run over to the sparkly box and click it. You will  ::
:: obtain the [GREEN DAGGER]. Click on the metal closet right next to you.  ::
:: After the little scene, use the [GREEN DAGGER] on the enemy. It will     ::
:: drop the [HUTCH KEY]. Head over to the {Hutch Room}.                     ::
::                                                                          ::
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

{Hutch Room}
If you're playing the Super Famicom version, check the counter for the [HUTCH
KEY]. Use the [HUTCH KEY] on the hutch. It can be used on two parts, one part
to let out the rats, another to let out the crows. After this, head back out
into the {West Hall Area}

{West Hall Area}
You have to do a little bit of searching on your own now. There are a few
randomly generated rooms you're going to be looking for. If you need the
[STAFF], go to the {Music Room}. If you need the [SMALL DEMON STATUE], go to
the {Library}.

******************************************************************************
*                            GETTING THE [STAFF]                             *
******************************************************************************
*                                                                            *
* {Music Room}                                                               *
* Check behind the curtain to get the [STAFF]. If you find Scissorman        *
* instead, you messed up and actually need the [SMALL DEMON STATUE]. Head    *
* back into the {West Hall Area}.                                            *
*                                                                            *
******************************************************************************

******************************************************************************
*                      GETTING THE [SMALL DEMON STATUE]                      *
******************************************************************************
*                                                                            *
* {Library}                                                                  *
* Click on all of the bookshelves until you find one that surprises          *
* Jennifer. Different versions place the note in different places. Anyway,   *
* this shelf contains a note that Jennifer finds to be of interest. It tells *
* of a small demonic statue. This statue is located in the {West Hall Right} *
* on the top floor. Go there.                                                *
*                                                                            *
* {West Hall Right}                                                          *
* If you're not upstairs, get there, and search the second statue from the   *
* left. Jennifer will find the [SMALL DEMON STATUE].                         *
*                                                                            *
******************************************************************************

{West Hall Area}
Head to the {Fireplace Hall}.

{Fireplace Hall}
Enter the second door from the right, which is the {Baby Room}.

{Baby Room}
Click on the toybox to get the [CEREMONY KEY]. When you are attacked, panic
like crazy, then head back out into the {Fireplace Hall}.

{Fireplace Hall}
Head into the room to the right, entering the {West Debris Hall}.

{West Debris Hall}
Go right, leading into the {West Hall Right}.

{West Hall Right}
Go downstairs, and find the {Ceremony Room}.

{Ceremony Room}
Click on the center of the star to get an interesting message. If you had to
use the [SMALL DEMON STATUE], use it on the altar. If you had to use the
[STAFF], use it on the vase in the corner. Descend the ladder into the {Cave
Entrance}.

{Cave Entrance}
Walk right until the dog starts growling. Quickly use the [PERFUME] and the
[BLACK ROBE] to disguise Jennifer and she will automatically walk further.
Enter the doorway you see to go into the {Cave}.

{Cave}
Go all the way right, leading to the {Cradle}.

{Cradle}
Click on the cradle, then a scene will take you to the {Cave} again.

{Cave}
Hit the panic button when Jennifer's image begins flashing, and a rather
cool scene will take place. After it's all over, go into the door you
passed when you were heading to the cradle. This is the {Elevator Hall}.

{Elevator Hall}
Enter the {Elevator}.

{Elevator}
Click on the 2nd floor button. You will end up in the {2nd Floor Elevator
Hall}.

{2nd Floor Elevator Hall}
Go to the right to enter the {2nd Floor Elevator Hall II}.

{2nd Floor Elevator Hall II}
Panic when you're attacked, then run to the left to enter the {Arch Hall}.

{Arch Hall}
Click on one of the arches to head out to the {Balcony}.

{Balcony}
Click on the ladder, panic when you need to, and Jennifer will enter the
{Clock Tower}.

{Clock Tower}
Watch the scene, panic when you're attacked, and then you're done.

******************************************************************************

                              ******************
                              * ENDING D <03J> *
                              ******************

{Foyer}
Go left, into the {Debris Hall}.

{Debris Hall}
Go left, into the {Den Hall}.

{Den Hall}
Go into the {Den}.

{Den}
Check the box on top of the dresser for the [WEST HALL KEY]. If it's not in
there, we'll find it in the {Attic Hall} later. Head into the door near the
back of the room to enter the {Bedroom}.

{Bedroom}
Click the dresser for the [PERFUME]. If you want to have an extra hiding
place, click the cage to let the parrot out, then click the red blanket on the
right bed to capture it. Leave the room through the door on the right to go
back to the {Den Hall}.

{Den Hall}
Go left until you hear dripping and creepy music, then keep going left,
entering the {Stained Glass Foyer}.

{Stained Glass Foyer}
This is where you find out why it's called the {Stained Glass Foyer}. After
the scene, go right to go into the {Den Hall}.

{Den Hall}
Go back into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Go up the stairs, then run all the way left. If you don't see the second door
on the far left, try to open the door you DO see, and the camera will scroll
over, showing the second door. Go through it to enter the {Attic Hall}.

{Attic Hall}
Enter the only door other than the one you came through to enter the {Attic}.

{Attic}
Climb over the armoire...or whatever it is...by clicking on the box behind it.
Hit the panic button like Jennifer's life depends on it...because it does...
and when the scene ends, click on the box behind the armoire again. Jennifer
will say it's hopeless, but there IS hope! I promise! Click on the box in the
middle of the room, and Jennifer will push it up against the armoire. You can
now climb over and get the [BLACK ROBE]. Also grab the [INSECTICIDE] from in
front of the door, then head back into the {Attic Hall}.

{Attic Hall}
If you didn't get the [WEST HALL KEY] in the {Den}, then go all the way left.
Click on the nest, then click the box to push it against the wall. Now click
on the nest to check it for the key...and oh goodness...it's there! Now head
back out into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Go downstairs, then run left into the {Kitchen Hall}.

{Kitchen Hall}
Head into the first door you see, entering the {Kitchen}.

{Kitchen}
Use the pesticide on the meat locker to get the [GOLD COLORED KEY]. Head back
into the {Kitchen Hall}.

{Kitchen Hall}
Head right, entering the {Stained Glass Foyer}.

{Stained Glass Foyer}
Find the room in this area that goes with the [GOLD COLORED KEY]. After you've
found it, enter to find yourself in the {Armor Room}.

{Armor Room}
If Mary's here, you have to start over. Otherwise, grab the [SILVER COLORED
KEY] from the table, then head back out into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Head into the only remaining locked room in this area to go into the
{Religious Study}.

{Religious Study}
Click the mural. After clicking on the mural, click on the bookshelf that is
blocking the rest of it. If you can't click it or nothing happens when you 
click it, you need the [SMALL DEMON STATUE]. If it gets shoved over, you need
to check the mural a second time, click the vase on the mural if you are
playing the Super Famicom version, and you need to locate the [STAFF]. Head
back into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Go in the door in the middle of the terrace to enter the {Courtyard Hall}.

{Courtyard Hall}
Go all the way right to enter the {West Hall Left}.

{West Hall Left}
Go right, entering the {Fireplace Hall}.

{Fireplace Hall}
Enter the second door from the right to enter the {Baby Room}.

{Baby Room}
Click on the toybox to get the [CEREMONY KEY]. Panic when you're attacked,
then head back out into the {Fireplace Hall}.

{Fireplace Hall}
If you need the [STAFF] find the {Music Room}. If you need the [SMALL DEMON
STAUE], find the {Library}.

******************************************************************************
*                            GETTING THE [STAFF]                             *
******************************************************************************
*                                                                            *
* {Music Room}                                                               *
* Check behind the curtain to get the [STAFF]. If you find Scissorman        *
* instead, you messed up and actually need the [SMALL DEMON STATUE]. Head    *
* back into the {West Hall Area}.                                            *
*                                                                            *
******************************************************************************

******************************************************************************
*                      GETTING THE [SMALL DEMON STATUE]                      *
******************************************************************************
*                                                                            *
* {Library}                                                                  *
* Click on all of the bookshelves until you find one that surprises          *
* Jennifer. Different versions place the note in different places. Anyway,   *
* this shelf contains a note that Jennifer finds to be of interest. It tells *
* of a small demonic statue. This statue is located in the {West Hall Right} *
* on the top floor. Go there.                                                *
*                                                                            *
* {West Hall Right}                                                          *
* If you're not upstairs, get there, and search the second statue from the   *
* left. Jennifer will find the [SMALL DEMON STATUE].                         *
*                                                                            *
******************************************************************************

{Ceremony Room}
If you have the [STAFF], place it in the vase. If you have the [SMALL DEMON
STATUE], place it on the altar. Descend the ladder to enter the {Cave
Entrance}.

{Cave Entrance}
Head right until the dog growls. Then, quickly disguise Jennifer with the
[PERFUME] and the [BLACK ROBE]. Keep going right after Jennifer throws off the
disguise and let the scene go. After it's over, go into the door you passed on
your way to the scene, and enter the {Cave}.

{Cave}
Go all the way right until you hit the {Cradle}.

{Cradle}
Click on the curtain. A scene will play. You'll end up in the {Cave}.

{Cave}
Hit the panic button when appropriate, and enjoy the scenes. After it's all
over, go into the door you passed, which leads to the {Elevator Hall}.

{Elevator Hall}
Click on the elevator button. This takes you to the {Elevator}.

{Elevator}
Click the second floor button. Guess where you end up?

{Second Floor}
Watch the scene, and you win.

******************************************************************************

                              ******************
                              * ENDING E <03K> *
                              ******************

{Foyer}
Go left, into the {Debris Hall}.

{Debris Hall}
Go left, into the {Den Hall}.

{Den Hall}
Go into the {Den}.

{Den}
Check the box on top of the dresser for the [WEST HALL KEY]. If it's not in
there, we'll find it in the {Attic Hall} later. Head into the door near the
back of the room to enter the {Bedroom}.

{Bedroom}
Click the dresser for the [PERFUME]. If you want to have an extra hiding
place, click the cage to let the parrot out, then click the red blanket on
the right bed to capture it. Leave the room through the door on the right to
go back to the {Den Hall}.

{Den Hall}
Go left until you hear dripping and creepy music, then keep going left,
entering the {Stained Glass Foyer}.

{Stained Glass Foyer}
This is where you find out why it's called the {Stained Glass Foyer}. After
the scene, go right to go into the {Den Hall}.

{Den Hall}
Go back into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Go up the stairs, then run all the way left. If you don't see the second door
on the far left, try to open the door you DO see, and the camera will scroll
over, showing the second door. Go through it to enter the {Attic Hall}.

{Attic Hall}
Enter the only door other than the one you came through to enter the {Attic}.

{Attic}
Climb over the armoire...or whatever it is...by clicking on the box behind it.
Hit the panic button like Jennifer's life depends on it...because it does...
and when the scene ends, click on the box behind the armoire again. Jennifer
will say it's hopeless, but there IS hope! I promise! Click on the box in the
middle of the room, and Jennifer will push it up against the armoire. You can
now climb over and get the [BLACK ROBE]. Also grab the [INSECTICIDE] from in
front of the door, then head back into the {Attic Hall}.

{Attic Hall}
If you didn't get the [WEST HALL KEY] in the {Den}, then go all the way left.
Click on the nest, then click the box to push it against the wall. Now click
on the nest to check it for the key...and oh goodness...it's there! Now head
back out into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Go downstairs, then run left into the {Kitchen Hall}.

{Kitchen Hall}
Head into the first door you see, entering the {Kitchen}.

{Kitchen}
Use the pesticide on the meat locker to get the [GOLD COLORED KEY]. Head back
into the {Kitchen Hall}.

{Kitchen Hall}
Head right, entering the {Stained Glass Foyer}.

{Stained Glass Foyer}
Find the room in this area that goes with the [GOLD COLORED KEY]. After you've
found it, enter to find yourself in the {Armor Room}.

{Armor Room}
If Mary's here, you have to start over. Otherwise, grab the [SILVER COLORED
KEY] from the table, then head back out into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Head into the only remaining locked room in this area to go into the
{Religious Study}.

{Religious Study}
Click the mural. After clicking on the mural, click on the bookshelf that is
blocking the rest of it. If you can't click it or nothing happens when you
click it, you need the [SMALL DEMON STATUE]. If it gets shoved over, you need
to check the mural a second time, click the vase on the mural if you are
playing the Super Famicom version, and you need to locate the [STAFF]. Head
back into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Go in the door in the middle of the terrace to enter the {Courtyard Hall}.

{Courtyard Hall}
Go all the way right to enter the {West Hall Left}.

{West Hall Left}
Go right, entering the {Fireplace Hall}.

{Fireplace Hall}
Enter the second door from the right to enter the {Baby Room}.

{Baby Room}
Click on the toybox to get the [CEREMONY KEY]. Panic when you're attacked,
then head back out into the {Fireplace Hall}.

{Fireplace Hall}
If you need the [STAFF] find the {Music Room}. If you need the [SMALL DEMON
STAUE], find the {Library}.

******************************************************************************
*                            GETTING THE [STAFF]                             *
******************************************************************************
*                                                                            *
* {Music Room}                                                               *
* Check behind the curtain to get the [STAFF]. If you find Scissorman        *
* instead, you messed up and actually need the [SMALL DEMON STATUE]. Head    *
* back into the {West Hall Area}.                                            *
*                                                                            *
******************************************************************************

******************************************************************************
*                      GETTING THE [SMALL DEMON STATUE]                      *
******************************************************************************
*                                                                            *
* {Library}                                                                  *
* Click on all of the bookshelves until you find one that surprises          *
* Jennifer. Different versions place the note in different places. Anyway,   *
* this shelf contains a note that Jennifer finds to be of interest. It tells *
* of a small demonic statue. This statue is located in the {West Hall Right} *
* on the top floor. Go there.                                                *
*                                                                            *
* {West Hall Right}                                                          *
* If you're not upstairs, get there, and search the second statue from the   *
* left. Jennifer will find the [SMALL DEMON STATUE].                         *
*                                                                            *
******************************************************************************

{Ceremony Room}
If you have the [STAFF], place it in the vase. If you have the [SMALL DEMON
STATUE], place it on the altar. Descend the ladder to enter the {Cave
Entrance}.

{Cave Entrance}
Head right until the dog growls. Then, quickly disguise Jennifer with the
[PERFUME] and the [BLACK ROBE]. Keep going right after Jennifer throws off the
disguise and let the scene go. After it's over, go into the door you passed on
your way to the scene, and enter the {Cave}.

{Cave}
Go all the way right until you hit the {Cradle}.

{Cradle}
Click on the curtain. A scene will play. You'll end up in the {Cave}.

{Cave}
Hit the panic button when appropriate, and enjoy the scenes. After it's all
over, go into the door you passed, which leads to the {Elevator Hall}.

{Elevator Hall}
Click on the elevator button. This takes you to the {Elevator}.

{Elevator}
Click the button for the third floor. Congratulations.

******************************************************************************

                              ******************
                              * ENDING F <03L> *
                              ******************

{Foyer}
Go left, into the {Debris Hall}.

{Debris Hall}
Go left, into the {Den Hall}.

{Den Hall}
Go into the {Den}.

{Den}
Check the box on top of the dresser for the [WEST HALL KEY]. If it's not in
there, we'll find it in the {Attic Hall} later. Head into the door near the
back of the room to enter the {Bedroom}.

{Bedroom}
Click the dresser for the [PERFUME]. If you want to have an extra hiding
place, click the cage to let the parrot out, then click the red blanket on the
right bed to capture it. Leave the room through the door on the right to go
back to the {Den Hall}.

{Den Hall}
Go left until you hear dripping and creepy music, then keep going left,
entering the {Stained Glass Foyer}.

{Stained Glass Foyer}
This is where you find out why it's called the {Stained Glass Foyer}. After
the scene, go right to go into the {Den Hall}.

{Den Hall}
Go back into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Go up the stairs, then run all the way left. If you don't see the second door
on the far left, try to open the door you DO see, and the camera will scroll
over, showing the second door. Go through it to enter the {Attic Hall}.

{Attic Hall}
Enter the only door other than the one you came through to enter the {Attic}.

{Attic}
Climb over the armoire...or whatever it is...by clicking on the box behind it.
Hit the panic button like Jennifer's life depends on it...because it does...
and when the scene ends, click on the box behind the armoire again. Jennifer
will say it's hopeless, but there IS hope! I promise! Click on the box in the
middle of the room, and Jennifer will push it up against the armoire. You can
now climb over and get the [BLACK ROBE]. Also grab the [INSECTICIDE] from in
front of the door, then head back into the {Attic Hall}.

{Attic Hall}
If you didn't get the [WEST HALL KEY] in the {Den}, then go all the way left.
Click on the nest, then click the box to push it against the wall. Now click
on the nest to check it for the key...and oh goodness...it's there! Now head
back out into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Go downstairs, then run left into the {Kitchen Hall}.

{Kitchen Hall}
Head into the first door you see, entering the {Kitchen}.

{Kitchen}
Use the [PESTICIDE] on the meat locker to get the [GOLD COLORED KEY]. Head
back into the {Kitchen Hall}.

{Kitchen Hall}
Head right, entering the {Stained Glass Foyer}.

{Stained Glass Foyer}
Find the room in this area that goes with the [GOLD COLORED KEY]. After you've
found it, enter to find yourself in the {Armor Room}.

{Armor Room}
If Mary's here, you have to start over. Otherwise, grab the [SILVER COLORED
KEY] from the table, then head back out into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Head into the only remaining locked room in this area to go into the
{Religious Study}.

{Religious Study}
DO NOT click the books on the desk. That would ruin this ending. Click the
mural. Then, if the game will let you, click on the bookshelf. If it doesn't
get pushed over or you can't click it, you need to get the [SMALL DEMON
STATUE]. If you did push over the bookshelf, you need the [STAFF]. Click the 
mural again if you uncovered more of it, then click the vase on the mural if
you're playing the Super Famicom version. Head out into the {Stained Glass
Foyer}.

{Stained Glass Foyer}
Go in the door in the middle of the terrace to enter the {Courtyard Hall}.

{Courtyard Hall}
Go all the way right to enter the {West Hall Left}.

{West Hall Left}
Go right, entering the {Fireplace Hall}.

{Fireplace Hall}
Enter the second door from the right to enter the {Baby Room}.

{Baby Room}
Click on the toybox to get the [CEREMONY KEY]. Panic when you're attacked,
then head back out into the {Fireplace Hall}.

{Fireplace Hall}
If you need the [STAFF] find the {Music Room}. If you need the [SMALL DEMON
STAUE], find the {Library}.

******************************************************************************
*                            GETTING THE [STAFF]                             *
******************************************************************************
*                                                                            *
* {Music Room}                                                               *
* Check behind the curtain to get the [STAFF]. If you find Scissorman        *
* instead, you messed up and actually need the [SMALL DEMON STATUE]. Head    *
* back into the {West Hall Area}.                                            *
*                                                                            *
******************************************************************************

******************************************************************************
*                      GETTING THE [SMALL DEMON STATUE]                      *
******************************************************************************
*                                                                            *
* {Library}                                                                  *
* Click on all of the bookshelves until you find one that surprises          *
* Jennifer. Different versions place the note in different places. Anyway,   *
* this shelf contains a note that Jennifer finds to be of interest. It tells *
* of a small demonic statue. This statue is located in the {West Hall Right} *
* on the top floor. Go there.                                                *
*                                                                            *
* {West Hall Right}                                                          *
* If you're not upstairs, get there, and search the second statue from the   *
* left. Jennifer will find the [SMALL DEMON STATUE].                         *
*                                                                            *
******************************************************************************

{Ceremony Room}
If you have the [STAFF], place it in the vase. If you have the [SMALL DEMON
STATUE], place it on the altar. Descend the ladder to enter the {Cave
Entrance}.

{Cave Entrance}
Head right until the dog growls. Then, quickly disguise Jennifer with the
[PERFUME] and the [BLACK ROBE]. Don't go any further right than the doorway
that you see, or the ending will be ruined. Enter the doorway, and you'll end
up in the {Cave}.

{Cave}
Go all the way right until you hit the {Cradle}.

{Cradle}
Click on the curtain. A scene will play. You'll end up in the {Cave}.

{Cave}
Hit the panic button when appropriate, and enjoy the scenes. After it's all
over, go into the door you passed, which leads to the {Elevator Hall}.

{Elevator Hall}
Click on the elevator button. Hooray!

******************************************************************************

                              ******************
                              * ENDING G <03M> *
                              ******************


{Foyer}
Go left into the {Debris Hall}.

{Debris Hall}
Go left into the {Den Hall}.

{Den Hall}
Go left until you hear water dripping. At this point, go into the {Bathroom}.

{Bathroom}
Check behind the curtain, then go back into the {Den Hall}.

{Den Hall}
Go left until you are in the {Stained Glass Foyer}.

{Stained Glass Foyer}
Go up the stairs and into the door on the far left, which leads to the
{Attic Hall}.

{Attic Hall}.
Go to the door immediately near Jennifer to enter the {Attic}.

{Attic}
Get behind the armoire by clicking the box behind it. After Scissorman
leaves, exit into the {Attic Hall}.

{Attic Hall}
Exit to the right into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Go down the stairs. Take the door in the back of the room into the
{Courtyard Hall}. 

{Courtyard Hall}
Walk right until you hear a scream. Look out a window. After the scene, go
back into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Go left into the {Kitchen Hall}.

{Kitchen Hall}
Go left into the {Garage}.

{Garage}
Check the box behind the car for the [ENGINE KEY]. Use the [ENGINE KEY] on the
car three times.

******************************************************************************

                              ******************
                              * ENDING H <03N> *
                              ******************

{Foyer}
Go left into the {Debris Hall}.

{Debris Hall}
Go left into the {Den Hall}.

{Den Hall}
Go left until you reach the {Stained Glass Foyer}.

{Stained Glass Foyer}
After the scene, go back into the {Den Hall}.

{Den Hall}
Go back into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Go up the stairs and into the door on the far left, which leads to the
{Attic Hall}.

{Attic Hall}.
Go to the door immediately near Jennifer to enter the {Attic}.

{Attic}
Get behind the armoire by clicking the box behind it. After Scissorman
leaves, exit into the {Attic Hall}.

{Attic Hall}
Exit to the right into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Go down the stairs. Take the door to the left of the room into the
{Kitchen Hall}. 

{Kitchen Hall}
Go left into the {Garage}.

{Garage}
Check the box behind the car for the [ENGINE KEY]. Use the [ENGINE KEY] on the
car three times.

==============================================================================

 ------------------
| d. Endings <03O> |
 ------------------

******************************************************************************
***************************** Ending  Conditions *****************************
******************************************************************************
(I'm not 100% sure about these.)

[Ending S]
1. Laura dies.
2. Don't find Anne dead.
3. Look at the note in the {Religious Study}.
4. Save the animals.
5. Discover Walter.
6. Find Lotte in the Caverns.
7. Kill Dan.
8. Go to the third floor in the {Elevator}.

---

[Ending A]
1. Laura dies.
2. Don't find Anne dead.
3. Look at note in the {Study}.
4. Save the animals.
5. Discover Simon.
6. Find Lotte in the Caverns.
7. Kill Dan.
8. Go to the third floor in the {Elevator}.

---

[Ending B]
1. Anne dies.
2. Laura dies.
3. Do not discover Walter.
4. Discover Simon.
5. Look at the note in the study.
6. Find Lotte in the Caverns.
7. Kill Dan.
8. Go to the {3rd Floor} in the {Elevator}.

---

[Ending C]
1. Anne dies.
2. Do not discover Walter.
3. Discover Simon.
4. If Laura died first, find Anne dead.
5. Look at the note in the study.
6. Find Lotte in the Caverns.
7. Kill Dan.
8. Go to the {2nd Floor} in the {Elevator}.

---

[Ending D]
1. Laura/Anne dies.
2. Do not discover Walter.
3. Do not discover Simon.
4. Avoid seeing Mary.
5. Don't read note in the {Study}.
6. Find Lotte in the Caverns.
7. Kill Dan.
8. Go to the {2nd Floor} in the {Elevator}.

---

[Ending E]
1. Laura/Anne dies.
2. Do not discover Walter.
3. Do not discover Simon.
4. Avoid seeing Mary.
5. Read note in the {Study}.
6. Find Lotte in the Caverns.
7. Kill Dan.
8. Go to the {3rd Floor} in the {Elevator}.

---

[Ending F]
1. Laura dies.
2. Do not discover Walter.
3. Do not discover Simon.
4. Don't read note in the {Study}.
5. Lotte is never found.
6. Kill Dan.

---

[Ending G]
1. Laura dies.
2. Anne dies.
3. Leave in the car.

---

[Ending H]
1. Only Anne OR Laura dies. Not both.
2. Leave in the car.

******************************************************************************
**************************** Ending  Descriptions ****************************
******************************************************************************

:::::::::::::::::::::::::::::::::::::NOTE:::::::::::::::::::::::::::::::::::::
::                              Spoilers. Duh.                              ::
:::::::::::::::::::::::::::::::::::::NOTE:::::::::::::::::::::::::::::::::::::

[Ending S]
Scissorman dies. Mary is chased off of the platform by crows. Jennifer and one
friend survive.

---

[Ending A]
Scissorman dies. Remaining friend is killed by Mary. Mary is knocked off of
the platform by crows. Only Jennifer survives.

---

[Ending B]
Scissorman dies. Mary is electrocuted. Only Jennifer survives.

---

[Ending C]
Mary falls off of the ladder. Scissorman dies. Only Jennifer survives.

---

[Ending D]
Mary kills Jennifer.

---

[Ending E]
Scissorman kills Jennifer in the elevator.

---

[Ending F]
The power goes out in the elevator and blood comes out...

---

[Ending G]
Jennifer escapes, but is found dead three days later in her room at the
orphanage.

---

[Ending H]
Jennifer drives off in the car, and suddenly, during her trip, a large pair of
scissors appear in the rear view mirror...

==============================================================================

 --------------------
| e. Room List <03P> |
 --------------------

Entrance Area
01. {Foyer}
    The room you begin in.
    Items: [NONE]
02. {Debris Hall}
    The hall between the {Foyer} and the {Den Hall}.
    Items: [NONE]
03. {Debris Room}
    A room filled with {Debris}. It has a cracked wall...
    Items: [SHARP STONE]
04. {Den Hallway}
    The hall between the {Debris Hall} and the {Stained Glass Foyer}.
    Items: [NONE]
05. {Den}
    The den. It has a TV, fireplace, dresser, and some various other
    furnishings.
    Items: [WEST HALL KEY](Random)
06. {Bedroom}
    The only bedroom, contains a parrot, a dresser, two beds, and a extra
    creepy mirror...
    Items: [PERFUME]
07. {Bathroom}
    A very ominous bathroom.
    Items: [NONE]
08. {Stained Glass Foyer}
    A strikingly bright room in this terrible manor.
    Items: [NONE]
09. {Attic Hall}
    Hall leading to the {Attic}. Has a bird nesting in it...
    Items: [WEST HALL KEY] (Random)
10. {Attic}
    The attic, used for storage. Some rather useful items have found their
    way to the floor.
    Items: [PESTICIDE],[ROPE],[BLACK ROBE]
11. {Kitchen Hall}
    The hall that leads to both the {Garage} and the {Kitchen}.
    Items: [NONE]
12. {Kitchen}
    It's a kitchen...has a meat locker, a fridge, a counter, a sink, and
    Items: [GOLD COLORED KEY],[HAM]
13. {Garage}
    Has hay (?), a platform, a box, and a car.
    Items: [ENGINE KEY]
14. {Armor Room}
    Has a table, couch, two cabinets, a fireplace, and a suit of armor in the
    corner.
    Items: [SILVER COLORED KEY]
15. {Religious Study}
    Has a painting on the wall, and two bookcases.
    Items: [NONE]
16. {Courtyard}
    Has a {Shed}.
    Items: [NONE]
17. {Shed}
    Houses a prisoner.
    Items: [NONE]

West Hall Area
01. {West Hall Left}
    A large hall.
    Items: [NONE]
02. {West Hall Right}
    A large hall. A hole inhabits the top floor.
    Items: [SMALL DEMON STATUE]
03. {Doll Room}
    A room filled with large dolls.
    Items: [NONE]
04. {Taxidermy Room}
    A room filled with trophies from hunting.
   (Note: Items are not found here in the SFC version.)
    Items: [GREEN COLORED DAGGER]
05. {Hutch Room}
    A room inhabited by trapped sacrificial animals.
    (Note: No items are found here in the PSX version.)
    Items: [Hutch KEY]
06. {Library}
    This room contains many books...some of them peculiar, others useless.
    Items: [COPPER COLORED KEY]
07. {West Hall Bathroom}
    A well lit bathroom.
    Items: [NONE]
08. {Piano Room}
    A room containing a piano and a record player.
    Items: [STAFF] (Random)
09. {Fireplace Debris Hall}
    Hall between the {West Hall Right} area and the {Fireplace Hall}.
    Items: [NONE]
10. {Fireplace Debris Room}
    A room with lots of debris.
    Items: [NONE]
11. {West Hall 1F Debris Room}
    A room with lots of debris.
    Items: [NONE]
12. {Fireplace Room}
    A room with a lit fireplace, and a large selection of books.
    Items: [LANTERN] (Event Trigger Required)
13. {Play Room}
    A child's room.
    Items: [RITUAL KEY]
14. {Storage Room}
    A room used for storage. Some items are out of order.
    Items: [ROPE] (Only if it's not picked up in the {Attic})
15. {Painted Over Room}
    A room inhabited by a skeleton with secrets...
    Items: [NONE]
16. {Ritual Room}
    A room where rituals not of this Earth take place...
    Items: [NONE]
17. {Desolate Room} (PLAYSTATION VERSION ONLY)
    A seemingly empty room with no real addition to gameplay.
    Items: [NONE]

Cavern Area
01. {Caverns Entrance}
    The entrance to the caverns. A dog is guarding this room.
    Items: [NONE]
02. {Cradle Room}
    This room is inhabited by a rather large child.
    Items: [NONE]
03. {Elevator Passage}
    This is the passage to the {Elevator}
    Items: [NONE]
04. {Elevator}
    Dear god...an...elevator!
    Items: [NONE]
05. {2nd Floor Elevator Hall}
    Where you actually exit the elevator.
    Items: [NONE]
05. {2nd Floor Elevator Hall II}
    Hall where Mary can be met by Jennifer...
    Items: [NONE]
06. {Arch Hall}
    Room with two arches leading to the {Clock Tower}.
    Items: [NONE]
07. {Clock Tower}
    The famous looming clock tower.
    Items: [NONE]
08. {3F}/{3F Platform}
    This area is where the majority of the endings take place.
    Items: [NONE]

==============================================================================

 --------------------
| f. Item List <03Q> |
 --------------------

01. Perfume - Collected in the {Bedroom}.
02. Ham - Collected in the {Kitchen}.
03. Engine Key - Collected in the {Garage}.
04. Pesticide - Collected in the {Attic}.
05. Black Robe - Collected in the {Attic}.
06. Rope - Collected in the {Attic}/{Storage Room}. If you get stuck on the
           {West Hall Right} upper level after escaping from Scissorman, you
           can use the rope to get back down.
07. Sharp Stone - Collected in the {Debris Room}.
08. Hutch Key - Collected in the {Cages}.
10. Staff - Found in the {Piano Room}.
11. Small Demon Statue - Found in the {West Hall}.
12. Lantern - Found in the {Fireplace Room}. Used to find the Copper Colored
              Key.
12. Copper Colored Key - Found in the {Library}. Used to open the jail cell.
13. Green Dagger - Only in the PSX version. Found in the {Taxidermy Room}.
                   Used on the zombie-thing.

Non-Item Keys
1. [WEST HALL KEY]
2. [GOLD COLORED KEY]
3. [SILVER COLORED KEY]
4. [RITUAL KEY]

==============================================================================

 -------------------------------------------------
| g. The Lantern and the Copper Colored Key <03R> |
 -------------------------------------------------

This describes how to get and use the [LANTERN] and [COPPER COLORED KEY].

Please note that by getting these items, you give up any chance of getting
the S and A endings, so do it on an ending B, C, or F run.

{Foyer}
Go into the {Debris Hall}.

{Debris Hall}
Go into the {Den Hall}.

{Den Hall}
Walk until you hear water dripping and creepy music. Enter the {Bathroom}.

{Bathroom}
Open the curtains. After the scene, you are going to be chased by Scissorman.
Go through the door to the right to go back into the {Den Hall}.

{Den Hall}
Run all the way left until you go into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Go up the stairs, then run all the way left. Enter the left-most door. This
leads to the {Attic Hall}.

Note: In the Super Famicom version, the door all the way to the left sometimes
isn't visible. Fix this by clicking on the door you DO see on the left. This
will cause the camera to pan over, and you'll finally see it.

{Attic Hall}
Enter the only door besides the one you came from. This leads to the {Attic}.

{Attic}
Click on the box behind the armoire. Hit the panic button like crazy, then let
the scene play out. Click the cans by the door to get the [PESTICIDE]. Head
back out to the {Attic Hall}.

{Attic Hall}
If you didn't find the [WEST HALL KEY] earlier, then it's here. Click on the
bird's nest on the far left, then click on the box to push it against the wall
to reach it. Jennifer will find a bunch of junk and...the [WEST HALL KEY]!
Now, make your way out into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Head down the stairs and all the way left, into the {Kitchen Hall}.

{Kitchen Hall}
Go into the second door from the right. It leads to the...you guessed it...
{Kitchen}.

{Kitchen}
Get the [HAM] from the fridge, then use the [INSECTICIDE] on the meat locker,
getting you the [GOLD COLORED KEY], then head back into the {Kitchen Hall}.

{Kitchen Hall}
Go right, into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Go through the door in the middle of this room to enter the {Courtyard Hall}.

{Courtyard Hall}
Walk right until you hear a scream. Look out the window. Continue right,
entering the {West Hall Left}.

{West Hall Left}
Go to the second floor, then go right, entering the {Fireplace Hall}.

{Fireplace Hall}
Enter the last door before the door leading to the next area to the right.
This is the {Fireplace Room}

{Fireplace Room}
Get the [LANTERN] on the desk. Leave the room. You'll end up in the {Fireplace
Hall}.

{Fireplace Hall}
Find which one of the randomly placed rooms is the {Library}.

{Library}
Use the lantern on the huge hole in the wall. You'll get the [COPPER COLORED
KEY]. Find your way to the {Courtyard Hall} on the lower level.

{Courtyard Hall}
Head left into the {Stained Glass Foyer}.

{Stained Glass Foyer}
Go right until you're back in the {Den Hall}.

{Den Hall}
Go right until you're in the {Debris Hall}.

{Debris Hall}
Enter the {Debris Room}.

{Debris Room}
Click on the pile of debris to get the [SHARP STONE]. Use it on the wall
to get to the {Courtyard}.

{Courtyard}
Enter the {Shed}.

{Shed}
Give the man the [HAM]. Talk to him until he is no longer paying attention to
Jennifer, then go back out into the {Courtyard}.

{Courtyard}
Head left, move the box, and enter the {Courtyard Hall}.

{Courtyard Hall}
Go left until you're in the {Stained Glass Foyer}.

{Stained Glass Foyer}
Find which of the two locked rooms you are able to enter. This is the {Armor
Room}.

{Armor Room}
Mary should be in here. If she's not, leave and come back in. You'll end up
back in the {Shed}.

{Shed}
Use the [COPPER COLORED KEY] on the door.

That's it.



==============================================================================
=                                                                            =
= 4. Plot Analysis                                                     <04X> =
=                                                                            =
==============================================================================

:::::::::::::::::::::::::::::::::::::NOTE:::::::::::::::::::::::::::::::::::::
::                              Spoilers. Duh.                              ::
:::::::::::::::::::::::::::::::::::::NOTE:::::::::::::::::::::::::::::::::::::

Although superficially very simple, the plot of Clock Tower is actually quite
complex. The main elements of the first game are satanic worship and insanity.

::Main Plot::
It can be deduced that the reason behind the deformity and evil nature of the
Barrows children is mostly due to satanic related rituals. Simon must have
been oblivious to this, and taken advantage of. He, much like his ancestor,
realized that his spawn were evil, but unlike his ancestor, he was much, much
too late...

It is revealed in Clock Tower 2 that John Barrows, the first Scissorman, was
killed by his father before his reign of terror could be realized, but Simon,
realizing much too late what has happened, did not get such a chance. He was
probably locked up while hatching a scheme to kill the Barrows children.

It is apparent, as can be deduced, that this situation (the birth of the evil
Barrows twins, that is) was intentionally happened upon by Mary. It could
be deduced that she has a very complex knowledge of the occult, and probably
researched the Barrows family history in order to spawn the Scissormen, and
control them for her own purposes.

The Barrows killing spree probably began with Jennifer's Father, Walter. He
was visiting the Barrows on a house call, and never returned. His body is
obviously found, proving he was a Barrows victim, but not solid proof that he
is the first. His hand, as described in his account, was eaten by a newborn
Dan. He then was shoved in a room and left to die.

Mary is insane and homicidal. She obviously adopted the girls for a very
specific and evil purpose. They are each sequentially hunted down for sport,
then probably eaten by the Barrows family, or maybe just by Dan. (It's kind of
obvious that Dan has been doing some...eating.) One unexplained living person
is Simon Barrows. If he is such a threat to the twins, why let him live? He
could divulge important information regarding the twins and their vitality if
he had recovered his marbles even a little bit, easily jeopardizing Mary's
cozy little satanic operation.

In the end of the canonical story of this game, Dan gets blown up, and the
horror is over...maybe...not really...not at all. The only thing that is
certain of the Barrows line is that Dan is the last surviving Barrows family
member. It is shown in the PlayStation version that Dan's body was just a husk
made to harbor his true body, which allows him to continue his family's
signature reign of terror, wielding a slightly modified version of the Barrows
trademark murder weapon, and a much more menacing appearance.

::::::::::::::::::::::::::::Which Ending is Canon?::::::::::::::::::::::::::::
According to many things pointed out in the second game, it would appear that
Endings A and B meet the requirements to be canon. I like the A ending more,
so this is the one I like to believe took place.

:::::::::::::::::::::::::::::::The Next Fear...:::::::::::::::::::::::::::::::
The events following Clock Tower can be found (in English, even!) in the game
Clock Tower 2, which is known as Clock Tower in the United States and Europe.
It further develops the story, exposes more mythology, and deepens the story
of the Clock Tower universe. Unfortunately, the second game is the last
Scissorman title.




==============================================================================
=                                                                            =
= 5. Miscellaneous                                                     <05X> =
=                                                                            =
==============================================================================

 -------------------------
|a. Version History <05A> |
 -------------------------

Version 1.0
     This is the first version. No revisions, grammar or spelling corrections.
     This is the guide in the buff. Without dressing. I plan to add some codes
     for the Super Famicom version to the next version of this guide, but this
     one depends on how much time I get off of work (I work ~45 hours a week).
     After I have compared the different versions more thoroughly, I will
     update the version comparison section with that information as well.
     (If there is enough demand for one, I may add a section to this guide
      that will help people that know some Japanese, but aren't familiar
      with the kanji play the game and learn the kanji.)

Version 1.1
     Some formatting, spell checking, resolving a few half-translations from
     the manual in my notes and updating information accordingly.
          Found out what the lantern and copper colored key are for. Found out
     what the rope is used for. I think the guide is pretty much complete at
     this point. I think I'll rewrite the plot section and character
     descriptions and call the next version final.

 ----------------
|b. Author <05B> |
 ----------------
I am a really weird guy from Kansas. I work way too much (only according to
other people...I freaking love my job) and I have a cute puppy named Sifl. My
free time is divided between writing industrial music and playing video games.
That's pretty much my boring life.

I hope to write more guides, and if I ever do, I'll list them in this section.

 -----------------
|c. Credits <05C> |
 -----------------

Only reference materials included are the packaged game contents of
Clock Tower: The First Fear, and publicly available release date data.

Romanized namings are my own guesses. I am pretty much certain there are no
official Romanized counterparts.

If you want to copy something, use my guide as a reference, replace my name
with yours, do whatever. We all know who really wrote this, don't we?

 ----------------
|d. Thanks <05D> |
 ----------------
Thanks to Human Entertainment for making such a great product.

Thanks to ASCII for publishing the second and third games in the states. These
guys took a serious risk publishing the sequel to this game internationally,
and for that, I will always be in their debt.

Thanks to Aeon Genesis Translation Project for translating this title so I
could play it before I knew Japanese. I love you!!

Thanks to my mom for popping me out.

Thanks to my friends for taking my crap and accepting my addiction to this
game.
...Seriously. You think I'm annoying online...meet me in person. I'm a
freaking nightmare to people that are easily irritated.

 ----------------------
|e. Contact Info <05E> |
 ----------------------
Have any questions? Wanna stalk me? Just use any of these to get in touch
with me and we can resolve whatever you are having trouble with when it comes
to Clock Tower!

AIM: winkysugarfree
MSN: [email protected]




==============================================================================
Version 1.1 [5:24PM|2/19/2007.]