Walkthrough For Clock Tower 3
Walkthrough For Clock Tower 3
Chapter One- "Please Hammer, Dont Hurt Em"
-1. Prologue
The game starts by showing you a cutscene setting things up; Alyssa Hamilton receives a
note from her mother at boarding school, telling Alyssa that she is in terrible danger, and
to stay away from home until after her fifteenth birthday has passed. Like a dutiful
daughter, she runs home, but finds that no one is home except for a creepy old man who
knows too much about Alyssa to make her comfortable, who then disappears into the
house. After the opening cutscene, Alyssa is left alone in the dining room. There are no
items or clues here, but feel free to search the area; certain areas such as the chair the
Dark Man was sitting in or the fireplace will give you short text descriptions when you
search near them. When you are done, exit through the only door in the room. You are
now in the main hall of Alyssas house. Pressing start will bring up the inventory
window, which should be empty. However, the top right corner of the screen tells you
your current location, in this case "Guest Wing (1 FL)" which means, of course, the first
floor in the guest wing. As for why Alyssa is looking for her mom in the guest wing of
the house is a mystery that is never solved. Regardless, in addition to the door to the
room that you just exited, there should be three more doors and a staircase. In addition,
there is a glowing table with a journal on it in the south west corner of the room, which
can be used to save your game, and a glowing table with a large vase on it in the south
east corner of the room, which can be used to refill your container of Holy Water, once
you receive it. The doors in the middle of the southern wall lead outside, but you will
never get the opportunity to use them. The doors on the east wall also do not open, and
you never get to find out where they go. The doors on the north wall, almost behind the
stairs, lead deeper into the guest quarters, but the doors beyond them are locked for the
time being, so for the moment disregard them. That just leaves the stairs, so climb them
when you are done looking around.
This is the Guest Wing Second Floor. At the top of the stairs is a balcony overlooking
the main entry hall below, with three doors leading off from it. The one directly in front
of the stairs, on the north wall, is unmarked and leads deeper into the house. The door
on the west wall cannot be opened, and bears a plaque reading "Philip". Later on in the
game we will find that Philip was Alyssas father. As to why he kept a room separate
from Nancys is another mystery that will not be solved. The door on the east wall has a
plaque that reads "Alyssa", and is (you guessed it) Alyssas room. This is where we will
start.
Enter Alyssas room and take a look around. Gather in as many details as you
can. They are not really important, but later in the game certain objects and elements
from Alyssas room pop up here and there, and these details add some depth and
continuity to the proceedings. In the north west corner of this room is a desk with a
television, a stuffed animal, and a glittering object. Search the glittering object to receive
your first useable item, the Lavender Water. Notice that the television doesnt seem to be
working�how odd. On the west wall, between the desk and the door that you came in
through, is a locked armoire. Dont bother searching for the key if this is your first time
through the game, as you can only get the key to the wardrobe after beating the game
once. For more information, see the section marked "Secrets and Mysteries" after the
walkthrough. There is another desk on the east wall, but there is nothing really
interesting about it. You would think that Alyssa would want to put on some jeans or
something, rather than run around in her school mini-skirt and blazer, but hey, to each
their own (when you can change her outfit, in the clear game, none of the other outfits are
any more appropriate for exploring; maybe she doesnt own any jeans). Exit through the
door on the north wall.
This area appears to be some kind of lounge, with a cozy little table and a couple of
chairs sitting in front of a roaring fire. If you turn around and look at the door that you
just came through, you will notice that there is a plaque on this door to Alyssas room as
well, just so you dont get lost. In addition to this there is a door at the end of the hallway
next to the fireplace, leading north, which will never open and apparently goes into the
lodgers quarters. Down the hallway to the west are two doors; the one on the south wall
is the other side of the unmarked door at the top of the stairs, while the one on the west
wall is covered by a funky glowing blue sigil. Though it usually seems like a bad idea to
touch doors covered in glowing mystical runes, do so now for a little surprise and a mini-
tutorial on Panic. Dont worry, panic subsides rather quickly if you are not being chased,
so dont waste your Lavender Water. Since you cant get past this door, head back down
the hallway. As you re-enter the lounge, a secret crawlspace through the fireplace is
revealed. Dont worry about burning Alyssas bare knees, and crawl through the
fireplace into the previously hidden room.
As you crawl through, you are treated to a rather disturbing little cutscene. At its
conclusion, walk towards the broken statue and search the broken noggin for the Sacred
Bottle of Holy Water and a note from your dear old mum that is full of all kinds of useful
mother-daughter advice on exorcism and redeeming the dead. Once you finish reading
this heart-warming missive, you can look at the statue, which tells you that it is the patron
saint of the Hamilton house. There is nothing else to do here, so crawl back out through
the fireplace. Go back down the westward hallway to the sigil-marked door, get fairly
close to it, and tap the triangle button to douse it with Holy Water. This permanently
breaks the seal on the door, so you never have to worry about wasting holy water
breaking the same seal twice. However, since Holy Water is such a rare commodity at
this point in the game, and you never know when you will need it, you may want to go
back downstairs real quick and refill at the jar in the south-east corner of the main hall
before continuing. Once this is has accomplished, return to the upstairs and enter through
the newly unsealed door.
This area has three doors, but the one in the north-east corner of the room is boarded up,
and a search of it tells us Alyssa can never remember it being opened. The door next to it
on the north wall has a sigil mark on it, but the sigil is not glowing. If you try to open the
door, you will find it is�occupied. Dont bother using Holy Water on this door, because
it doesnt do anything at this time. Follow the hallway to the west; it turns north and
terminates in a door marked with a plaque that reads "Nancy". This is Alyssas mothers
room.
There is an object glittering on the desk in the middle of the room, but dont look at it yet,
as it triggers a cutscene so that you cant look around the rest of the room. A hasty search
reveals little, except that she left in a hurry. There is a clock in the north-west corner of
the room that has stopped, and you are told you will need the winding keys to get it going
again. Unsurprisingly, there are none handy. Once you have searched the rest of the
room to your hearts content, check out the glittering item on the desk in the middle of
the room. It is a picture of Alyssa, her mother Nancy, and her grandfather, Dick.
Another creepy little cutscene follows, after which Alyssa will find herself in a strange
place.
-2. A Little Night Music
Alyssa is in a strange hallway, facing a door that is sealed. Head down the hallway
towards the camera (south), until Alyssa reaches a barred door at the end, which she will
automatically open, triggering another impressive cutscene. Apparently, London is being
bombed. When you have control of Alyssa again, you find yourself in a stairwell across
from the barred door that you came through, which will no longer open. A quick check of
your map tells you that this area is called High Street. The stairwell that you ended the
cutscene is simply one end of a tiny little tunnel that goes under another very short set of
stairs that leads up to a locked door on the south wall of this area. Opposite this, on the
north wall, is an identical short and rather pointless tunnel that goes under the street for a
few paces. At the western end of this little tunnel, there is a flyer hanging on a brick wall
facing the mouth of the tunnel. It reads "Christmas Eve, 1942: 15th Annual Piano
Concours". This is where, or rather when, you are; London 1942. Well, at least that
explains all the bombing going on. Directly south of the flyer, only a few feet away, are
some cans lying in the street, a phone booth, and a trail of blood leading to a corpse a
short distance to the west. The cans are items that can be kicked or disturbed if you walk
into them. This isnt a problem right now, but it is not a good idea once you meet the
first Entity; stumbling into objects like these will bring him running. The door to the
phone booth is being held shut by something at the moment. Follow the smear of blood
westward, and another cutscene will start. You get to meet your first Spirit, and these
one seems pretty keen on getting its ring back. This is pretty indicative of most Spirits
who you encounter; each one will have a clue near its corpse hinting at what Sentimental
Item will be needed to set it free. In this case, it flat out tells you it wants its damn ring.
Avoid contact with this and all Spirits, as they will latch onto Alyssa and cause her Panic
Meter to rise. If Spirits get too close, Alyssa can stun them with a hit from the ol Holy
Water. Now that the door to the phone booth is open, run inside and search the shelf for
the ring and a short tutorial on Spirits and Sentimental Items. Having found it, run back
to the corpse, press start to bring up your inventory, and select the ring. The Spirit can
now shuffle off this mortal coil, and in thanks leaves an item for Alyssa to use. After the
Spirit is free, search near its body for a glittering item, in this case the Sigil Stone. A
Sigil Stone is an object that will protect you from one lethal blow, automatically. So all
in all, it isnt a bad tradeoff. Continue on your merry way, and you will find that the path
turns sharply south, past a Lions Head Fountain. Lions Head Fountains are handy little
stations where you can save and refill your Holy Water. I suggest doing both here, and
saving as often as possible throughout the course of the game. Trust me, this will save
you a lot of backtracking if you get killed. After saving and refilling here, continue
south, easing around the cans in the middle of the path between the two barrels. This
path terminates with a Sigil Marked door on your right (if you look at your map, it would
be north, but this doesnt really jive with the directions on the map of the area that you
just came through) and a dead end cliff overlooking a concert hall, which seems to be the
source of the mysterious piano music that has been playing since you arrived. Splash the
door with Holy Water, refill at the Lions Head Fountain, and then go through the newly
un-sealed door, which leads down some steps.
Go ALL the way down the steps until you reach the street below. The map says this area
is called The Promenade. The road goes to the west, but notice another set of stairs
across from you leading down to the edge of the river. Go down these steps and head
west, and you should pass by a Spirit on the main street above. Search the ground near
here for a glittering object, which turns out to be a gold fountain pen, then continue west
until you reach another set of stair which brings you back up to street-level. Head back to
the east on the main street, towards the Spirit. You should find a bloody chalk outline in
the middle of the road, in front of a bunch of tables, with a half-finished letter nearby.
Use the gold fountain pen so that the Spirit can finish its letter and move on, and you will
be rewarded with an Invisibility Band, which renders you invisible to Entities and Spirits
for a short amount of time when used. Continue on to the west, under a tall underpass.
Coming out the other side, there should be another staircase leading down towards the
river to your left. Dont bother going down this first staircase, but instead continue to the
west, past the bridge leading south on your left and the sigil marked door to the Nortons
Tailor on your right, until you see huge steel gate blocking the path to the west, and
another stairway leading down next to the river on your left. Go down to the river and
back towards the east until you are smack against the side of the bridge; there should be a
glittering item at your feet. Search to find another Lavender Water, then go back up to
the street and splash the Sigil marked door with some Holy H2O. If you are the cautious
type you can safely cross the bridge and use the Lions Head Fountain on the other side,
to the left of the archway, to refill and save. Either way, you should return to Nortons
Tailor and go through the now un-sealed door to continue.
There is a staircase to the left of the main door as you enter in the center of the room is a
broken display case, and behind that is a tall counter. A quick search of the counter itself
tells us that someone has been rummaging around the counter. Search the far right side of
the counter for another Lavender Water. Follow the counter to the left, and you will find
a curtained area in the corner. If you enter this area, the curtain closes and it switches to
first person view. This is a hiding space. Remember it, as you will have to use it once
you meet the first Entity. Just south of the hiding space is a desk with a document
entitled "Dads Letter" on it. The letter is addressed to someone named May, and says
that that the author is in Champagne, France, and that they should go there on vacation
after the war is over, implying that he is in the military, and stationed in France. He
mentions the organized blackouts in London (which were used to make the Germans job
of bombing them that much harder), and his concern for May being alone at night. He
signs it "With love, Daddy". Behind the desk, on the west wall, is a door, but it is locked
from the other side. There is a Christmas Tree in front of the desk, which leads May to
speculate that today must be Christmas. Since there is nothing else of interest down here,
climb the stairs to the second floor landing.
On the east wall, at the top of the stairs, is a window that has been broken inward, and the
glass crunches underfoot as you climb the stairs. Follow the balcony around to the west,
where there are two doors on the west wall. The one closest to the stairs opens up into a
short hallway with a Sigil Marked Door at the end. Break the seal with some Holy
Water, and then go through. It leads into someones bedroom. The bookcase is filled
with the classics, and all the records are old. Now whether that means that the books and
the records are from the 1940s, and they are old by Alyssas standards (especially if she
hasnt figured out that she is in 1942 yet), or if they are even older than the 1940s is
unclear. Be careful searching the shelf near the record player, as the watering can can be
knocked to the floor with a clatter. There is a strong fire in the fireplace, which indicates
someone has been there recently. And finally, on the nightstand next to the bed, is a
photograph of the owner of the house, with a key next to it. This is the Red Drawer Key.
Seeing as how there are no red drawers in this room, it seems it is time to search the other
door on the second floor landing. Backtrack to the landing at the top of the stairs, and
enter the door in the south-west corner, the only other door in this area.
There is a short hallway, with a door on your right at the top of a flight of stairs. Notice
the blood on the wall opposite the door, and on the stairs themselves. The door is locked,
so continue down the stairs. This is where things start to get ugly. This room has also
been trashed. There is a small desk in the middle of the room towards the northern
portion of the room, and a "L" shaped desk to the south of this, part of which is covered
with newspapers. Next to the L-shaped desk is a red filing cabinet. Moving towards this
desk causes Alyssa to move closer on her own and begin to read the newspapers, which
tell you of 12 year old May Norton, a young pianist who was murdered on Christmas day,
1942. She had played at the concert hall the night before, and was living by herself
because her father, William Norton had been sent back to the war front in July. Damn.
Making a twelve year old girl live by herself in London during the war? That is just
asking for trouble, or at the very least, severe therapy. Regardless, finish reading the
article for a rather horrible surprise. This is your first Subordinate, a happy little fellow
who goes by the name Sledgehammer, for obvious reasons. Following the cutscene you
will get a short tutorial about Evade and Hide points. Once done reading this, you will
find yourself directly in front of the red file cabinet. Even though Sledgehammer is
breathing down your neck, quickly search the red file cabinet to use the Red Drawer Key,
which opens the cabinet a gives you Mays Room Key. This in hand, you must find a
way to escape the hammer-wielding maniac. Heading south around the back side of the
L-shaped desk would lead you to a door that is sealed with barbed wire. You are going to
need a special tool to open this door, so instead head north around the back side of the
smaller desk and go through the door behind it on the west wall. This brings you back
into the front area of Nortons Tailor, through the door that was locked from the other
side earlier. Remember the curtained area in the north-west corner of this room? It
should be glowing now, which means it is a hiding spot. Run into it, and the curtains will
automatically close, hiding you from your assailant. Stay there until you see (or hear)
Sledgehammer teleport away and the chase music stops. From this point forward he
never stays away for long, so quickly exit your hiding spot and run back up the stairs,
down the hallway to the door in the south-west corner that leads back into the area where
you first saw Sledgehammer. The door that he had come bursting out of is Mays room.
Use the key you got from the red filing cabinet and enter.
On a shelf next to the door is Mays diary. It doesnt say much, but shows Mays
nervousness about her upcoming recital, and her wish to make her father proud. The rest
of the room is trashed, but quickly take a look around, and then go over to the dresser,
where a glittering object shows. It is an Invitation to the piano concert, just what youll
need to enter the concert hall. Of course, as soon as you find this, Sledgehammer finds
you and starts trying to beat down the door to get to you. Dont panic; just turn around
and search the bottom half of the room for a glowing evade point. Use it for a cool
cutscene showing Alyssa using the old noodle to evade her attacker. Her attacker may be
down, but not permanently, so use this respite wisely. Alyssa has everything she needs
from Nortons Tailor for the time being, so run down the stairs, around the back side of
the small desk, and go back through the door into the front room where the hide point is.
Run back through the front door and out into the street. No matter how fast or slow you
do this, Sledgehammer comes bursting out of the Tailors only a few steps behind you.
Now you have a choice; you can either shake him the easier (but longer) way, by running
back up to High Street, past the Lions Head Fountain and into the phone booth where
you found the wedding ring, which is a hide point, or you can run as fast as you can
across the bridge to the Lions Head Fountain on the other side, douse Sledgehammer
with Holy Water when he gets near, quickly refill, then run through the archway next to
the fountain and across the courtyard to the concert hall. Once you get to the concert
hall, there is a cutscene as you enter, and your assailant will leave you alone for a while.
Regardless of which method you use to evade you assailant, chances are you will have to
use Holy Water to slow him down at least once, so before you enter the concert hall,
make sure you refill your Holy Water at the Lions Head Fountain. Dont worry too
much about saving, because there is a saving diary right inside the concert hall that is
more convenient. By the way, you might have noticed that there are paths leading to the
left and the right by the Lions Head Statue before you pass through the archway in front
of the concert hall courtyard. Dont worry about these, as they both end in dead ends.
Same goes for the paths leading to the left and the right when you reach the large
fountain in the courtyard itself; keep going straight towards the concert hall, as there is
nothing to find to the left and right.
Once inside the hall, cross the room to the diary on the front counter and save your game.
You can enter the area behind this counter, in which case you will find a wall of little
boxes locked with combinations; you are going to have to find the combination before
you can get at what is inside. Go back around the counter. You will notice that there is a
hallway that curves around to the northeast, and a hallway that curves around to the
northwest. It doesnt matter which way you go, as they meet in the middle. Any roped-
off doors that you see cannot be accessed because they are "off limits". It is good to
know that Alyssa follows the rules even when faced with supernatural hammer-wielding
serial killers and earth-bound restless Spirits. For the sake of this guide, we will say you
take the left-hand side of the loop. The first door you come across is roped off.
The second door you come to opens into actual concert hall proper, with a bunch of seats
taking up the main part of the room, and the stage dominating the north end. On east wall
is a roped-off door, and there is another on the south wall, to the east of the door you just
came in through. There is a door on the west wall that is currently locked. For the time
being, lets turn our attention to the stage itself. There is a set of stairs that lead up to the
stage on its west end, so head in that direction now. The game will take over when you
get close enough, and treat you to a grisly cutscene. Not only can May not get the damn
song right, but now Sledgehammer has returned to try to give you a seat right next to her
on the piano bench of the damned. Luckily, it is easy enough to escape him this time.
There is a roped-off door on the east wall of the stage, which is useless and should be
ignored. Instead, run towards the north-west corner of the stage, and you should be able
to slip behind the stage curtain. For whatever reason, M.C. Hammer cant follow you
back here, so you will be safe until he goes away. There is no glowing area that tells you
that it is a hiding space, but it works just the same. While Sledgehammer is still running
around on the other side of the curtain, do your best to ignore him and head towards the
east, staying behind the curtain as you do so. You will find a switch on the north wall in
the north-east corner of this area. Flip the switch to traumatize yourself further, and
when the cutscene is over, search the body for a clue that more or less tells you the
combination to the safe on the wall behind the front desk. The combination is BAD,
where each letter stands for a numerical value. It gives you two works and their
numerical values to help you figure out the clue; 1014 = BABE, and 3403 = DEAD.
Thus, 1 = B, 0 = A, 4 = E, and 3 = D. The only three letters we are interested in is B, A,
and D, so your combination is 103. Make sure that you flip the switch again to raise the
section of catwalk, or else you are going to have to go out of your way to do so later. If
the creepy music hasnt passed yet, wait for the sound of the creep teleporting away and
the end of the chase music, then run for the door you came in through. If you run up the
center aisle through the seats, beware of a bottle in the middle of the path; if you kick
this, Sledgehammer will come running soon after. Once you are on the path looping back
towards the front counter, dont go back the same way you came. Turn to Alyssas left
and run past two roped off doors, and you should see an object glittering on a narrow
shelf on Alyssas left (east wall); this is more Lavender Water. Now continue along the
loop back to the front counter. Step behind it a search the rows of lockers to input your
newly acquired combination (103 for those with short attention spans), by pressing up or
down to change the digits numerical value, and left or right to select which digit you are
inputting. When the combination reads 103, press the action button to open the locker
and receive the Master Key. I have been asked how Alyssa knew which one of the
sixteen lockers the combination referred to, as A) there was no locker number mentioned,
and B)the clue referred to a "Safe Combination", not "Locker Combination". The answer
is, "Who cares?" Maybe she could see the key inside this particular locker and assumed it
was the one that she needed, or maybe it was just pure luck. Move on. Anyway, the
Master Key will open the front door (bet you didnt even know it was locked), and the
locked door on the west wall of the concert hall proper (the big room with the piano and
all the chairs). Unless you are low on Holy Water, you shouldnt need to leave the
Concert Hall yet, so that leaves the locked door in the stage area. If you are low, return to
the Lions Head Fountain outside the Concert Hall courtyard, refill, and come back. Now
you are ready to go on. First, save your game at the front counter that you are standing
behind. Then return to the large room with the stage in it, the only other room that you
have been able to access so far in the Concert Hall. If you want to see bloody May play
some more, head up to the stage. If Sledgehammer shows up before you open the door
on the west wall, hide behind the curtain until he goes away. Regardless, when the coast
is clear, head through the door on the west wall.
There is a door to your right (north) and a door to your left (south); first head to the left
and go through the double doors at the end. As you cross the hall, you are in for a nasty
little jolt; Sledgehammer has found you once again. Since he is right on you, and you
panic meter is high, hit him with a dash of Holy Water and run for the stairs on the far
end of the room (south) while he is stunned. There isnt anything else of interest in this
room, so dont worry about it; there is a roped off door on the west wall of this room that
would lead back into the entry hall if it worked, and a glassed in payphone that Alyssa
cant use on the east wall. If you want to check these out more thoroughly, you will get a
chance to do so later. For now, run like hell until you reach the top of the stairs, and run
through the double doors at the top.
Dash across this new room, past some chairs on your left and a door with a glowing sigil
on your right, and press the action button to open the locker and jump inside. Now hold
real still until the bad man teleports away. He may leave the room at least once, but until
you hear the teleportation noise and the music fades, he will probably be back. If your
panic gets too high while you are in the locker and you think Alyssa might burst from
cover, or if she goes into full Panic Mode at any time, use a Lavender Water to calm her
ass down, or else you cant use the Hide Point. Once Sledgehammer is gone, leave your
hiding space and hit the glowing sigil with a dash of Holy Water to unseal it. By the
way, the other lockers in this area do open, but there is nothing inside of use. Also, there
is a bottle that can be knocked over to reveal Alyssas position against the wall to the
right of the sigil marked door, so avoid this. Check this stuff out if you want, then go
through the unsealed door into the balcony area overlooking the stage.
There is a roped-off door to your right, against the south wall of this area, next to the
stairs leading up around the stairs. There is a dead end up against the balcony railing to
your left. The only way through is to move to your right, towards the south, climb the
stairs next to all the chairs all the way to the top, and move east until you find the stairs
going down the other side. Descend these, then turn so you are facing the east wall. If
you go left (north) there is a roped-off door and a dead end against the railing. So that
means right it is, to a door on the south wall. Go through this door.
You are now at the eastern end of a corrido