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June 16, 2010

Walkthrough For " Syberia II"

During the opening sequence, you'll learn that Kate's boss from New York,
Edward Marson, has decided to start searching for her to find out what in the
hell is going on with her. Meanwhile, Kate and Hans are on the train trying to
make their way to Syberia, which is where Hans wants to go and Kate is going to
help get him there.

You'll soon arrive in the small town of Romansburg.

ROMANSBURG:

Before leaving the train, go into the passenger area where Hans has turned it
into a mini-workshop. Talk to him about everything only to learn that he has a
one track mind. All he can think of is getting to Syberia, so once you're done,
leave him alone and try to exit the train. You'll receive a call from Oscar,
who says that Hans jerry-rigged something similar to Kate's phone for Oscar to
use in case he needs to contact Kate. After the conversation, you can leave the
train.

Outside you'll meet Colonel Emeliov, the local law enforcement. As he tries to
welcome Kate to Romansburg, a message will come over the PA doing exactly that.
He'll decide to go back into the station, so follow him inside. Talk to him
about everything and then leave. Go south on the platform to find Oscar working
on the train. Before talking to him, let's wind up the train. The train winder
is to the left of Oscar and the players of the first game should be pretty well
familiarized with how it works. You turn the wheel, pull the lever (which is
hidden to the left of the machine), and then turn the wheel again.  Now that
the train has been wound up, talk to Oscar. When you talk to him about the
train, you'll learn that you can't leave so easily this time because due to the
excessively cold weather, you'll need to fill the coal car with coal to keep
warm.

Go to the opposite end of the platform and check out the gate you find there.
It's locked, so you'll need to find the key if you ever want to go down there.
Go back to the station house and walk over to where Emeliov was standing the
first time you were there. You'll find a broken candy machine. You can ignore
that, but what you can't ignore is the small key sitting on the corner of the
table. Take it with you and then talk to Emeliov about the coal to learn that
you can fill the car up with coal for free. Cool beans, we might be leaving
this popsicle sooner than expected.

If you ask Emeliov about the gate, he'll tell you that it's locked to keep the
people living down below from coming up above. I don't see why that would be
necessary in such a small town, but I suppose I'll find out the answer to that
later.

Check out the candy machines near the counter. Unlock the drawer on the
right-most machine using the small key you stole and pilfer the change out of
it. Go into your inventory and grab the coins, only to have a menu pop up
displaying all the different coins you currently have.

Use the fifth coin, the one with a deer on it, and insert it into the left
machine and turn the knob to get some sugar candy. Use the second coin from the
left on the middle machine to get some fishy-looking candy. Exit the house once
again and let's get that coal car filled up so we can be our way.

The machine you need to use to fill the car is just south of the station, so go
over there and pull the handle. The machine will come to life, but what's this?
No coal came out of it, what a rip-off! Voice your complaints to the little
girl below you to learn her name is Malka and Kate will try to get down there.

While you're still angry that you have to stay in Romansburg for a little while
longer, go back to Emeliov and give him a piece of your mind by talking to him
about coal. Ask him about the key and he'll tell you that he lost it. I say
kick his peg-leg ass for being so irresponsible.

Leave the house and go talk to Malka some more. Ask her about the key and she
says she wants a present before she will tell you who has it. Give her the
sugar candy and lo and behold, Malka ties the gate key you need and almost beat
the crap out of Emeliov for losing to her balloon and sends it up to Kate. Kate
will grab the balloon and take the key with her.

Go open the locked gate you saw earlier with the key and head on down the
stairs. Back in New York, Edward Marson and his colleagues will have decided to
hire a detective, Nick Cantin to go find Kate for them.

Find Malka and talk to her about everything. She'll tell you how her mother
died and that a guy named Cirkos has been taking care of her. She also talks
about the Bourgoff brothers, who she says are nothing but a couple of liars and
thieves.

Head left to find yourself at the bottom of the coal machine. You'll see a
generator, which has run out of gas (and therefore the reason why the coal
machine isn't working) and an empty gas can nearby. Take the gas can with you
and then continue on down the road.

You'll see a fence with a door that has a peephole in it. This is the residence
of the Bourgoff brothers. Be polite and ring the doorbell. Talk to Ivan, the
guy who shows up to talk to you. You won't get a lot of help from him, so we'll
just have to find another way in. Follow the fence around until you see a
poster covering a hole in the fence. Rip it off and climb through the opening.

You'll see a large crate near the center of the yard with a couple beady eyes
peeking out. Look at the crate to see a furry white animal being kept inside.
Let him out and Ivan will have to go chasing him down and returning him to his
crate. Now that the little prick is gone, swipe their gas can and Kate will
give them the empty one in return. Go under the structure and talk to Ivan's
brother, Igor, who is sleeping on the couch. Ivan will eventually return, but
not before Kate has already made her way out of there. You can listen as Ivan
berates Igor for letting Kate get away.

Head over to the coal machine and pour the gasoline into the generator. Hit the
red button on the right side and watch as this puppy springs to life. Head up
top and fill up the coal car, but after that's done, Oscar will come running
and inform you that Hans has gone missing. Go back down below and enter the
inn, which is across from Malka.

You'll find Hans here staring at the automaton horses until he becomes
delirious and subsequently collapses. Kate will bring him to the train and tuck
him into bed. Go back to the Bourgoffs' house, but if you continue along the
fence, you'll see that where you snuck in earlier has been since boarded up.
Continue following the path, but you'll hear Kate says that it's too cold for
her to keep going any further when you try to cross the bridge.

Head back into town and talk to Emeliov. Ask him for some help and he'll be
kind enough to lower the ladder that leads up into the attic. Climb up there
and there will be some winter clothes for Kate to wear. Kate needs a private
place to change, but there's no one around, so she could have very well changed
right then and there (wink wink). Let's just amuse Kate by having her go back
to the train and going into the bathroom (the door next to the exit).

Now that Kate has changed, go back and talk to Malka some more. She'll tell you
that the monks may be able to do something for Hans and then when you're done
talking, go into the inn and talk to Cirkos, the bartender. Talk to him about
Malka and the shrouds and he'll say that Malka is in charge of all that stuff,
so go back and talk to her about everything. She'll give you a token to use so
you can get a shroud, so go back to the bridge leading to the monastery and get
one. Take the shroud to Hans and use it on him to let it do its magic.

Go to the bridge once more and cross it. Follow the path up to the monastery
and pull the chain near the elevator shaft. You'll see a monk look down at Kate
and shake his head no, meaning there won't be an elevator coming to let Kate
get up there. Follow the path off to the east to find a monk doing something at
a pond.

Talk to the monk about everything and Kate will find out she can't get up to
the monastery because she's a girl (and I bet the monks think girls still have
cooties too) and make note that the conversation stops whenever the monk hears
a bird calling. Apparently the call belongs to a rare bird known as the “merula
alba”, or white raven. Time to head back to Emeliov again. Ask him for some
more help and he'll give Kate three different colored bird calls. Go back to
the monk and use the silver bird call on him. He'll run off, leaving the other
monks' habits behind. Swipe one and Kate will automatically change into it. Go
back and pull the chain again and not realizing that the monk is actually Kate
in disguise, the monk up above will send the elevator down for Kate.

Follow the path around and when Kate hears the church bell ring, she'll
automatically walk to the courtyard. Walk west and enter the chapel and go
towards the front. The patriarch will come out and realize who the “monk”
really is. Talk to him about everything and when Kate shows the patriarch the
shroud, he'll have a couple of monks bring Hans up to the monastery.

Meanwhile, back in New York, Marson gets an update from Cantin, and you realize
that he was in Aralbad and that Kate checked out a while ago. He tells them
that Kate's behavior is different and then we go to the monks carrying Hans.

In the morning, Kate will talk with the patriarch, and after much persuasion
he'll allow Kate to see Hans. Go into the hallway and there is a door along the
wall that you can open. This is Hans' room, so talk to him about everything
until you see the monk you saw washing habits come over to the door and begin
eavesdropping. When he does this, stop talking to Hans and go out and talk to
the monk. Tell him about Hans and then ask him about Brother Alexei. He'll
continue speaking in Latin, but eventually he should give you a scroll and a
stained-glass mammoth. Once you receive these you can look at the scroll
without the mammoth being in the way so you can find out how to get to Alexei.

Finish your conversation with Hans and then leave his room for now. Out in the
courtyard, you'll see a bucket on the ground with an object laying next to it.
Pick the object up to learn that it's really a brush and take it with you. Go
back to the chapel, and rather than talking with the patriarch, there are some
paintings along the wall. The one we want to look at is the one on the left,
near where you encounter the patriarch.

Use the brush on the book and Kate will brush the paint away, revealing a cross
with several dots around it. Some are in white, some not. Hmm...I wonder if
this could be a clue for a later puzzle? I think it'd be a good idea for you to
jot it down, just in case it comes in handy later.

Go back to the courtyard and this time, go north into the monastic library.
Follow the ramp down to the bottom and hidden to your right is a rather long
candle lighter. Take it and notice the view. You see that cross on the floor
and how the candles are arranged? Does it remind you of anything? We just saw a
funny-looking pattern not too long ago in the chapel and I hope you remembered
to jot it down. Anyway, the white dots you saw represent the candles you need
to light. The cross is tilted at an angle, so solve the puzzle accordingly. The
first candle you want to light is at the 12 o'clock position, but slightly off
to the left of the cross. Work clockwise (going right from 12 o'clock) and then
light the candles at the 3, 4, 8, and 9 o'clock positions.

Once you've successfully solved the puzzle, you'll notice an aperture at the
top of the library open up and allow light to shine in. Head up there and look
through the aperture to get a nice view of Romansburg. Kate will pull back from
it and the next thing you want to do is put the stained glass mammoth into the
aperture. You'll then need to shrink the aperture's hole, and in order to do
that you need to push the four panels surrounding it in the correct order.
Starting with the bottom, push the panels in a clockwise fashion and the
aperture will shrink and an outline of the mammoth will be shown on the wall.
Go back down the hall and stop to where you can see the outline of the
mammoth's eye on the wall and push the plinth in and a bookcase will move,
revealing a hidden room.

Take the book and the Youkol relic with you. Read the rather long book to learn
about various aspects of the Youkol culture, but more particularly about the
scarlet brambles. Leave the library and go back to the elevator. On your way
there you will see a wheelbarrow. Inspect the wheelbarrow to find a pair of
shears. Take them with you and now we're going to check out the monastery's
graveyard. You can find it by going to the courtyard and heading into the area
to the left of the library.

You want to head around the tree in front of you. It doesn't matter which way,
except that the right path will get you to where we want to go quicker. When
you get to where we want to be, you'll see a grave near Kate's feet with
something covering it. A close-up view of the grave will reveal that it is
covered in scarlet brambles. Use the shears to cut away the brambles and then
take the herbs and brambles (it's one item) with you.

Go back to the elevator and I'm sure you want to leave Hans behind now, but you
can't. We're back here because there is a machine nearby that we need to
utilize. Take the matches and then put the brambles into the bucket. Next you
want to open up the small cylinder underneath the spigot. Take a wick from the
left side of the machine and put it into the cylinder and close it. Pull the
handle to use the bellows that will heat up the bucket. Turn the spigot and
it'll pour some of the contents into the cylinder. Open the cylinder and take
what you find inside to realize that you've just made an herbal candle.

Go back to Hans and in his bedroom, go over to the table and put the Youkol
relic on it. Put the candle inside the relic and then light it using the
matches. The effects of the candle will heal Hans and once he's sitting up,
feel free to talk to him and Kate will tell him she'll try to find a way for
them to leave the monastery.

If you go back to the elevator, you'll find the patriarch standing nearby. He
says the only way you'll be able to leave is when Hans ends up in a box. Screw
this guy. Go back to the chapel and since the patriarch is guarding the
elevator, he isn't in the room he always popped out of whenever you entered
that area.

Go into the room and take the ornate key you find inside. You can use this key
to unlock the gate near the chapel entrance. Ring the bell to summon the monks
to go do whatever it is they do. Go back to the graveyard and take the left
path this time to arrive in the spot where you may have seen a monk digging a
grave. Check out the large hole in the wall and then position the casket nearby
so that it's in front of the hole. Go back to talk to Hans and he'll decide to
go with Kate. So much for getting out of there quickly, but once they reach the
casket  the patriarch and a couple of flunkies will show up in attempt to stop
the pair from leaving. It doesn't do much good as they take off down the hill
in the casket.

The end of the ride will leave the pair by the bridge leading up to the
monastery. They'll automatically go back to train, where Hans will go back to
working. Talk to him about leaving and he'll say there's one last thing that
you need to do. He fixed the mechanical heart for the horses in the inn, but
he's too old and weak to go fixing the horses himself. Kate will agree to go do
the job for him, so go back to the inn.

Upon arrival, you'll see Cirkos trying to train a youki to jump through a hoop.
He is unsuccessful, so he goes back behind the counter while the youki takes
off. Check out the horses on the stage and get a close-up view of their inner
workings. Put the heart in the middle and then put the lower left pipe in the
lower left middle hole (just click on the hole and the pipe will automatically
move there). Put the upper left pipe in the upper right hole of the upper left
section and put the upper right pipe in the upper left hole of the upper right
section. In the remaining section, connect the pipe to the right most hole.

Push the central post down and if you did things correctly, each horse will
buck slightly, but that doesn't mean they're fully functional yet. Disconnect
all the pipes and then push the post again. You'll see the heart rotate, and
the pointer at the top change. Rotate the heart two more times and the pointer
will be at the far right. Connect the pipes to their respective holes and push
the post again and the horses will be working again.

After Kate is finished, there'll be a rumbling and she'll realize that the
train is leaving without her. She tries to catch up to it, but she's too late.
Go and talk to Emeliov and he'll tell you about the gangcar down below. If you
want to use the gangcar, go out to the platform and pull the lever near the
stairs to go down below. Hop in the gangcar and let's catch that train! Sadly,
it's not meant to be as the gangcar comes to a halt on the other side of the
platform.

Go to the inn and talk to Cirkos. He'll let you have the youki, as it's not
really his to begin with. You can find the youki back at the Bourgoffs' place,
and this time their front door is open. You'll find the youki sulking near
where you met Igor when you first arrived. Give him some fish candy that you
had been carrying around and he'll agree to follow you. Go back up to the
gangcar with the youki in tow and hop on. This time you'll be able to take off
after the train, but soon Ivan will spot Kate following him and when the train
crosses the bridge, it'll collapse, leaving Kate to find another way around.

THE MIDDLE OF NOWHERE:

No walkthrough I've seen for Syberia 2 refers to the place you're in now as the
middle of nowhere, but seeing as you're not near any type of civilization, I'd
say that would be the best thing to call it, wouldn't you agree?

The path you need to follow is a bit hard to find, but it veers off in a
northeasterly direction. Follow it and along the way you'll see a frozen Youkol
altar. Continue on until the youki sees a beaver and decides to go over and
harass it by barking. While he's occupied with that, continue up the path
without him by following the one that doesn't take you to the youki. You'll be
in a clearing and you should be able to see some branches laying on the ground.

Take the branches with you and go back to the altar. Place the branches under
it and then light them on fire using the matches. The altar will thaw,
revealing a fish. Take the fish with you and go back to the youki. Give the
fish to the youki and Kate will lead him to the clearing. As the youki as
eating the fish, a tree near the river in the other screen will topple over,
allowing Kate to cross the river.

Do so and on the other side continue to follow the path until you see some logs
sticking out of the ground. There is a fork here, so take the left fork and
follow it until you see a log cabin, ignoring the collapsed footbridge along
the way.

Inside the youki will take a seat. Check out the mantle and take the three
items you find there. The book will tell you about the orange salmon. Before
you head outside, go towards the back door and then to your left to find the
kitchen counter. On the left side is a fish tank, so take it with you and then
head out the back door to the pier. You'll want to save your game here in case
you mess up the fishing, but with me as your guide, it'll be practically
impossible to mess it up. Take the fishing rod and then check out the tackle
box near Kate's feet to see what kind of lure we have to work with.

You want to use the third lure in the first row and then cast your rod into the
rightmost part of the lake. If all goes well, and it should, Kate will catch an
orange salmon, which is something we'll need to be using in just a moment. If,
in the off-chance you catch anything but an orange salmon, you'll need to load
your game and try it again until you have the right fish.

Go back into the cabin and then leave it again using the front door. As Kate
goes to usher the youki out, the youki suddenly yelps and jumps back into the
cabin. Kate will take a peek out the door and she'll realize that there's a
humongoid grizzly bear standing outside her door, and she'll quickly close the
door. (Just so you know, you never have to worry about Kate being killed in
either of the Syberia games, as it just doesn't happen). To get rid of the
bear, open the nearby window and toss the orange salmon at it and it'll go away.

Leave the cabin and go back to the footbridge you ignored earlier. Hack away at
the nearest post using the hatchet and Kate will pull up a rope and plate. Use
the rope and plate this time and Kate will use it to swing across to the other
side of the chasm and the youki will set a new long jump record for animals
everywhere as he follows Kate across.

As you begin to follow the next path, the youki will run off to chase after a
bird. Continue on and you'll realize that the Bourgoffs are here and they're
trying to kill Kate and the youki by flinging boulders down at them. Just as
Igor prepares to toss another rock, you'll hear the motor of an airplane and
you can see that it's coming in for a not-so-smooth landing.

What you'll want to do now is try to climb the cliff only to learn that the
first hold is too far out of Kate's reach. You can remedy this problem by using
the hatchet on it. The next part does take a bit of time to accomplish, but
you'll have to work your way up the cliff. You may have to backtrack here and
there, but please be patient and you will get up to the top.

Head over to the wreck by going south and then west from your present location.
Go past the downed plane to find the pilot hanging in the tree. You can talk to
him if you want, but he's sleeping (which seems odd) and the headset on his
head will prevent him from hearing Kate.

Go back to the wreck and look at the cockpit. The name of the pilot is shown at
the top of the instrument panel, and it reads "Boris Charov". Hmm, why does
that name sound so familiar? Oh yeah, I know! He's the guy Kate sent into space
in the first game!

Turn the power on by pressing the upper left switch. In order for us to be able
to get through to Boris's headset, we need to find out its frequency. To do
that, you'll have to play with the switches on the bottom right and the two at
the top. I don't remember how to get the first couple numbers, but I believe to
get the second set you need to flick the right top switch on and turn the other
off and at the bottom right panel, flick the first switch in the down position
and flick the other two up. I don't believe the knobs below them come into play
at all, but once you've figured it out the numbers "28" show up.

You'll have to play with the switches to get the first set, and those numbers
are "03". This means that the frequency for the headset is "0328". There isn't
a way that I'm aware of to get them both to display on the panel, so don't
worry about it. When you're done, go back out into the clearing and head south.
Just as you enter the next area, Ivan and Igor will just about run over Kate
with their snowmobile.

Follow their track back to the last scene and head on over to the equipment
shed. Turn on the intercom system by pushing the lone red button at the top and
set the frequency to "0328" by using the other red buttons to the left of it.
Each button controls one number, so pushing the first button along the top will
increase the first box by a number while the first button along the bottom
decreases it by one.

Once the frequency is set, push the button on the microphone and Kate will
speak to Boris over the intercom. He'll get himself out of the tree, so feel
free to go back to the crash site at your own convenience. You'll find Boris
working on his flying wing, so talk to him about everything and he'll let you
know that you can use the ejector seat in manual mode to get to the train.
However, you will need to find out the coordinates. You can push the button on
the right side that has a symbol next to it, but when you talk to Boris about
it he'll say that the radar is working right now.

To get the coordinates, go back to the equipment shed and turn on the radar.
Climb up the ladder near the shed to get up to the dish and then turn the crank
so that the arrow points to the letter B. Go back to the shed and check out the
radar. You can see that it's picking up a large blip, so that must be the
train. Check out where it's located to get the coordinates, which is 80 degrees
by 20 degrees. Go back to the crash site and get a close-up view of the cockpit.

Looks like Boris put in a new panel, so on the left side, enter 80 in the first
display and 20 in the second one and push the button. Watch the somewhat
amusing sequence as Kate is launched into the air by the ejection seat. She'll
come to a landing near the train and we're one step closer to getting the hell
out of here.

Head towards the front of the train, but when the scene changes, you'll see the
youki checking out an object that's sticking out of the ground. Go over it and
try to pick it up, and Kate will end up yanking it out of the snow and suddenly
come to life. She'll realize that it's Oscar and right now he's all froze up.

Go down to the passenger car and hop in. You'll see the mess the Bourgoffs have
made out of this car, but as you go into Hans' workshop, take the rolled up
paper on the floor near his bed to find the blueprints of the train. Search in
front of the overturned table to find an oil dispenser and take it with you.

Go back to Oscar and get him lubed up. He'll go back to his engine and he says
that you can leave as soon as Kate enters the passenger car. Do as he says but
when he tries to move the train, it won't get very far as the passenger car is
stuck on the collapsed bridge. Go up to the engine and talk to Oscar to find
out that since it is stuck on the bridge, the car will have to be decoupled
from the rest of the train.

In order for Kate to decouple the train, you will have to go back to the
passenger car and into the room where the pedestal used to sit. Try to open the
round panel on the floor, but it's not going to happen. Call Oscar on the
cellphone and he'll open it for you. Slide the top, bottom, and middle sliders
in that order and just as the passenger car is about to go over the bridge,
Kate makes it out to the next car in one piece and the train will be off.

The next stop for the Clockwork Express (my name for the train) is near a
massive mammoth monument (try saying that three times fast).

Head northeast towards the monument and then east to find Igor. Since he's
here, it must mean that Ivan is somewhere in the vicinity as well. Talk to him
about everything to learn that Hans has once again gone missing and that he
isn't going anywhere due to the "evil spirits" that must obviously be lurking
around the area.

Go back one screen and head south to find the snowmobile that they rode in on.
Look in the saddle bag on the back and take the gauze blanket with you. Go over
to the statue and stuff its mouth with the blanket and you'll stop the noise
you kept hearing. Go back to Igor and Kate will convince him that the evil
spirits have gone and he'll decide to take off for home on the snowmobile.

He left a pair of snowshoes behind, but I don't think he'll miss them too much.
Put the shoes on and then head up the ramp. As you go into the next area, Ivan
will come out of nowhere and threaten Kate with a mammoth tusk. Talk to Ivan
until he can stand no more and then call Oscar on the cellphone. He doesn't
want to come and help you, but he will honk the train's horn. Sounding the horn
will distract Ivan momentarily, so go over to the sled in the upper left corner
and check it out. Take the ivory knife you see hiding under some bones and use
it to cut the rope at the right of the sled.

Didn't quite make the impact you thought it would, did it? Ivan comes after
Kate, but as he does so, the ice underneath them cracks and Kate falls into a
hole that forms. What will happen to our daring heroine this time? Stay tuned
to find out!

YOUKOL VILLAGE:

Kate awakes from a dream naked (and looking good, I might add) and finds
herself in a strange hut. She'll get dressed and then you're free to do what
you want. Leave the hut and talk to the guy standing near the door. You're in
the Youkol village and he'll tell you that Hans is sick again and is on the
verge of death.

He'll tell you that if you want to see him, you'll have to find the spirit
woman, and in order to do that, just follow the sound of the drums. Check out
the basket on the other side of the door and take the antlers with you. Head
east to find the drums that the Youkol man mentioned earlier. Awfully long
drumsticks, aren't they? Ignore them for now and continue on to the southeast.

There's a spot just south of the hides that you need to check out because
there's a leather strap on the ground that you'll need to take. Once you have
it, it'll automatically combine with the antlers to form a slingshot. Go back
to where you saw the drums and go up to the drumsticks as they beat away. Kate
should focus on some icicles hanging over the drumsticks, so use the slingshot
on them and she'll use it to knock down an icicle and jam them up, allowing
Kate to pass.

Head north to find the spirit woman's hut. You'll find Hans here all strung up,
but he isn't dead yet. To the right side of him are some masks hanging on the
wall. Take one and the woman will allow Kate to have it. On the other side is a
Youkol altar. Take the prayer wheel you find sitting there and the woman will
allow Kate to have that too.

Talk to the woman about everything to learn that Hans is in a dream state and
that he doesn't want to come back. Kate is adamant that she try to bring him
out of it, but in order to do that, she needs some dream fruit that grows from
a rare plant. We'll just have to see what we can find around here, so when
you're done talking, leave here.

From where you picked up the leather strap, go southwest. Check out the machine
you find there. Take the cork bung from the ground and then take the empty
flask from the middle of the machine. Put the flask in the holder at the top
(it may be a bit hard to find, but it's hanging over the river, if that helps
any) and then turn the crank to lower the flask into the water. Turn it again
to bring it back up and take the flask to get one full of water.

Head south and go over to the youki pen and check out the gate. Take the
fishbone with you and then go east and follow the path as it turns to the
north. You'll eventually come to a cave lined with torches. Enter the cave
following the path to the northwest and continue on to you find an ice wall.
You'll see a lemming scuttling about (it'll eventually run off to the right),
some tunnels in the wall, as well as some berries growing within.

Plug up the bottom right hole using the cork bung and then back out of the
view. Go over to the perch near the tree and hang the prayer wheel from it.
Give the wheel a spin and a harfang bird will fly over to the perch, scaring
the lemming back over to the tunnels.

Go back to the ice wall and the lemming will follow the tunnel to a small hole
within the tunnels and now he has no way to get across. Take the cork bung out
of the first hole and plug up the hole near the lemming and it'll jump across,
but now it's at the bottom of a shaft and it has no way to get up to the top.

Pour the water from the flask into the hole at the top of the shaft to fill it
up. The lemming will then swim to the top, pick some berries, and wait for you
at the next problem spot. Drop the fishbone into the hole above him and the
lemming will use it as a ladder. He'll tumble down the next half of the tunnel
and drop the berries he picked.

Take the berries to learn that they're actually the dream fruit you've been so
desperately needing.  Make the long trek back to the spirit woman's place and
talk to her to tell her that you have the dream fruit and watch the sequence as
Kate goes on a trip and enters the dream world.

VALADILENE (DREAM WORLD):

Holy flashback, Batman! If you've played the original Syberia, you'll know
exactly where you end up, but notice anything different? Everything's in a
yellowish color. Head down into the cave and take the mammoth doll you find
laying on the ground at the very back of the cave. Leave here and follow the
path until you reach the courtyard.

You'll find a young girl here, so talk to her about everything to learn that
she is indeed Anna Voralberg, albeit a younger version, the woman who died at
the beginning of the first game. She'll eventually talk about her father, whom
she says might be at home right now. Once you're done talking to her, go down
the stairs and across the bridge to enter the town of Valadilene.

Follow the road down for a couple of scenes (the original game had a third that
took you by the notary's house) and enter the door on the right. It may be a
bit hard to find, but the view will change when you get into the area. Once
you've found it, head through the door and into the fountain plaza. From the
fountain, take the right path and head into the house. The players of the first
game will recognize this house because it was locked when you came here, and
you ended up having to sneak into the attic by using a ladder.

Moving on, go into the room to the left to find Hans and Anna's father,
Rodolphe Voralberg. Talk to him about everything to learn that he'll be leaving
for the factory shortly and that Hans is in the house as well, but he's being
punished and is currently locked in the attic.

When you're done with the father, go out and check out the clock near the
stairs. Note its current time and then look at the bottom of it and look at the
time there. Not exactly synchronized is it? Head back and talk to Anna again to
learn that her father leaves for the factory at exactly 7:15.

Go back to the house and mess with the clock again. On either side of the
bottom clock face are two switches. The one on the left advances the clock by
15 minutes while the other advances it by 30 minutes. First, let's synchronize
the clock by setting the bottom clock face so that it reads 2:45 (it'll end up
just before the III, which is Roman for the numeral three). Touch the figures
next to the bell to raise the counterweights and then set the bottom clock face
so that it reads 7:15 (in other words, a little past the VII, which is Roman
for the numeral seven). Set the pendulum in motion to get the clock working and
then pull on one of the counterweights to move the hands of the clock.

Touch the bell and if everything went as planned, the clock will begin to
strike 7:15 (I messed up on this one and couldn't get the clock to strike. If
this happens, try pulling on the other counterweight. In my case, I had pulled
the left one earlier and then when I figured out the problem, I ended up
pulling on the right one to get it to work).

Once the clock begins to strike, Rodolphe will get up and leave for the
factory. In doing so, he'll set a key down on the table. Go into the room and
take the attic key off of the table. Go upstairs and unlock the door and enter
the attic. You'll find Hans tinkering away here, so give him the mammoth doll
and you two will get to talking, with Hans switching between his current self
and his former self as the conversation goes on.

Make note of how he talks about Oscar and that Kate must find a way to open his
heart. When you're done talking, Hans will disappear and you should use the
thing on the table to leave the dream world.

YOUKOL VILLAGE REVISITED:

Leave the hut and go back to the youki pen. From there, go north  and climb up
the ladder. Follow the path past the stairs to find a couple of Youkol to talk
to. You won't be able to understand them, but you can try to talk to them about
everything if you wish. Continue past them to find the train, and in front of
the train you'll find a hook. If you try to pick up the hook, Kate will say
it's too heavy for her to move on her own.

Try to ask the Youkol for help, but they'll apparently refuse to do so. Go back
to the train and climb into the engine to find Oscar. Talk to him and
eventually you'll be able to talk to him about wearing the Youkol mask. Do so
and he'll agree to put it on, but doesn't exactly like the idea either. Go back
to the Youkols and talk to them about Oscar and then ask them for help to move
the hook.

This time they'll go over and hook the train up. Examine the hook and pull the
lever to take up the slack. Go back down into the tunnel and this time go up
the stairs you went past earlier. Follow the ledge to the left and then
southeast. Pull the right lever to bring the train down and then climb back
down and continue to backtrack. You'll have to go east past the youki pen and
follow the path there until you find the train. Go up the stairs and then go
into the engine and talk to Oscar about everything.

He'll eventually decide to go off on his own to the spirit woman's place and
Kate will be left to follow him there. At the hut, you will find Oscar laying
on the bed underneath Hans. Push the dreamcatcher near the door to hear Anna
say "7:15 exactly". Check out Oscar's chest to notice some buttons arranged in
a clock pattern. Push the ones at 7 and 3 and more buttons will appear. Push
the new ones at 12, 3, 6 and 9 and a key will pop out. Take the key and watch
the sequence.

Talk to the spirit woman and she'll tell Kate that she'll have to prepare the
voyage for her and Hans. Go back to the train and climb up into the engine. Get
a close-up view of the instrument panel, and use the key in the slightly
discolored spot between the two gauges near the top.

Pull the lever at the top right and top left and a snake automaton will emerge
from the top of the train. Flip the far right switch near the wheel in the
middle and the snake will take some coal and then go back into the train. Flip
the top right and top left levers again and this time you'll see the snake come
out of the bottom of the train.

Flip the switch to the left of the last one you moved and the snake will take
in some water. Turn the large wheel at the far left and the fire will be
stoked. Use the switch at the far left and something will come out of the front
of the train. Turn the wheel above that last switch and the train will spew
some steam to melt some ice to reveal a massive ark.

To get to the ark, go back down the stairs and follow the path east. Cross the
bridge and head north. Once you get to the dock leading to the boat, talk to
the Youkol standing nearby. He says you'll want to take the youki with you and
that he'll open the doors when you're ready to leave.

Go onto the ark and talk to Hans and he'll reiterate that you need a youki
before you can leave. Go back to the youki pen and let the youki out. He'll
take off for the ark, and you should follow him back there too and get aboard.
You'll set sail for the next area.

THE ICE SHELF:

As you sail through the water, the boat will eventually run aground on a
penguin-infested ice shelf. Talk to Hans and Kate will wonder if this is
Syberia, but alas, it's not. Disembark from the ark and head northeast to find
some skeletons and then head north. Find the tusk and take it with you to learn
that it came from a narwhal.

Go back one screen and then head west. You'll find the ark's anchor stuck in
the ice, so use the narwhal tusk to free it and then continue on past it. Kate
will turn around and watch as Ivan Bourgoff has somehow found his way here and
has decided to commandeer the ark. It won't be going anywhere as it's still
stuck on the ice shelf.

Follow the path southwest and then go south until you can't go south no more.
You can try to go east, but you'll only find a crowd of penguins blocking your
way. Go northwest instead to find a nest of penguin eggs and put the Russian
doll in it. Kate will call the penguins over to check out their new egg and
it'll free up the eastern path as well.

Go onto the ice where the penguins were originally only to have a crack form
behind Kate. Use the narwhal tusk on it and Kate will break off the large chunk
of ice from the rest and use it to float over to the ark. You'll next find
yourself in the ship's hold.

Move the barrel out of the way and go through the door. Climb up the ladder
near Hans to find the anchor room and take the hook you find on the floor.
Climb back down into the hold and check out where the mast goes through the
deck. Use the hook on the ivory part and then attach the rope to the hook.

Pull the lever on the floor and watch as the mast swings around and launches
Ivan off the boat into the crowd of penguins. The boat will leave without Ivan
while the penguins get to have their way with him.

SYBERIA:

We'll have arrived at the place we've been searching so long to find, but I was
hoping for something a little more spectacular. Hans will take off on his own
and Kate should leave the boat as well. Go east and climb up the ladder to the
guard tower. Check out the guard only to find that he's long dead. Take the
medallion you find off his body and then climb back down the ladder.

Follow the path to the other side and walk down the stairs. Run down the pier
to the end and look at the chest you find there. Take the stone plates with you
and then follow the pier north (but don't go back up the stairs). Look at the
grass here to find another stone plate and pick one of the flowers as well.
Continue down the path to find Hans sitting on a bench. There is a lever on the
right side of the door that you need to pull, but it may be a bit hard to see.
The lever will lower another youki cage, similar to the one you saw on the
gangcar.

Go back to the boat and climb down into the hold. You'll find the youki
snoozing away here, and you can wake him up by waving the flower in front of
his nose. The youki will continue to impress me as he wakes up and jumps all
the way up to the deck of the boat.

Before following the youki, go through the door and check out the paintings on
the canvas.  Once you're done looking, go topside and lead the youki back to
the gate and he'll automatically jump into the cage and open the door before
collapsing from exhaustion. Hans will go through the gate as Kate shakes her
head, so when she's done, follow him through the gate.

Walk up the stairs and go across the walkway. At the end you will find yet
another strange machine. Look at the ground underneath it and at the top left
is another stone plate. I could go into a lengthy discussion about how to use
the medallion to figure out which stone goes where, but I won't. Here's the
solution: Put the first plate in the southwest part of the circle, the next
goes in the east, and then place the rest of the stones as they appear in your
first inventory slot in the northwest, north, and southeast parts of the circle.

Turn the wheel on the left side and a key should come out of the middle. Take
the key with you and then go up the stairs to the north. Hans is here looking
out into the horizon, so talk to him and he'll tell Kate that he wants her to
summon the mammoths by using the flute. Go down the other set of steps and
you'll find the flute in question. Look at the panel and use the ivory key at
the bottom to reveal a set of buttons. Put the key into the second hole on the
bottom and then turn the wheel to turn the dish.

Go over to the left side and examine it. You'll have to arrange the valves so
that the flute will play the right tones. All the valves are currently open,
and if you turn the handle next to them once, it'll partially close them. A
second pull will close them all the way.

Set the top row so that the first hole is open, the second hole is partially
closed, and the last is left open. The bottom row should have the holes set to
partially closed, fully closed, and fully open. Pull the horizontal lever and
watch as the amazing journey that you've been on for so long finally comes to
an end.

June 8, 2010

Grand Theft Auto - San Andreas " Cheat Codes "





             Grand Theft Auto - San Andreas




          Find & amp by: Manish Diwakar








Armor,Health,and,Money:R1,R2,L1,x,left,down,right,up,left,down,right,up(Type during gameplay.)




Change to other People:


-----------------------


Right,Right,Left,Up,L1,L2,Left,Up,Down,Right(x2).




Ladies Love C.J.:


-----------------

June 6, 2010

Walkthrough For " Clock Tower 3 "

Chapter One- "Please Hammer, Don't Hurt 'Em"
-1. Prologue
The game starts by showing you a cutscene setting things up; Alyssa Hamilton receives a
note from her mother at boarding school, telling Alyssa that she is in terrible danger, and
to stay away from home until after her fifteenth birthday has passed.  Like a dutiful
daughter, she runs home, but finds that no one is home except for a creepy old man who
knows too much about Alyssa to make her comfortable, who then disappears into the
house.  After the opening cutscene, Alyssa is left alone in the dining room.  There are no
items or clues here, but feel free to search the area;  certain areas such as the chair the
Dark Man was sitting in or the fireplace will give you short text descriptions when you
search near them.  When you are done, exit through the only door in the room.  You are
now in the main hall of Alyssa's house.  Pressing start will bring up the inventory
window, which should be empty.  However, the top right corner of the screen tells you
your current location, in this case "Guest Wing (1 FL)" which means, of course, the first
floor in the guest wing.  As for why Alyssa is looking for her mom in the guest wing of
the house is a mystery that is never solved.  Regardless, in addition to the door to the
room that you just exited, there should be three more doors and a staircase.  In addition,
there is a glowing table with a journal on it in the south west corner of the room, which
can be used to save your game, and a glowing table with a large vase on it in the south
east corner of the room, which can be used to refill your container of Holy Water, once
you receive it.  The doors in the middle of the southern wall lead outside, but you will
never get the opportunity to use them.  The doors on the east wall also do not open, and
you never get to find out where they go.  The doors on the north wall, almost behind the
stairs, lead deeper into the guest quarters, but the doors beyond them are locked for the
time being, so for the moment disregard them.  That just leaves the stairs, so climb them
when you are done looking around.

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

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

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

As you crawl through, you are treated to a rather disturbing little cutscene.  At its
conclusion, walk towards the broken statue and search the broken noggin for the Sacred
Bottle of Holy Water and a note from your dear old mum that is full of all kinds of useful
mother-daughter advice on exorcism and redeeming the dead.  Once you finish reading
this heart-warming missive, you can look at the statue, which tells you that it is the patron
saint of the Hamilton house.  There is nothing else to do here, so crawl back out through
the fireplace.  Go back down the westward hallway to the sigil-marked door, get fairly
close to it, and tap the triangle button to douse it with Holy Water.  This permanently
breaks the seal on the door, so you never have to worry about wasting holy water
breaking the same seal twice.  However, since Holy Water is such a rare commodity at
this point in the game, and you never know when you will need it, you may want to go
back downstairs real quick and refill at the jar in the south-east corner of the main hall
before continuing.  Once this is has accomplished, return to the upstairs and enter through
the newly unsealed door.

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

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

-2. A Little Night Music
Alyssa is in a strange hallway, facing a door that is sealed.  Head down the hallway
towards the camera (south),  until Alyssa reaches a barred door at the end, which she will
automatically open, triggering another impressive cutscene.  Apparently, London is being
bombed.  When you have control of Alyssa again, you find yourself in a stairwell across
from the barred door that you came through, which will no longer open. A quick check of
your map tells you that this area is called High Street.  The stairwell that you ended the
cutscene is simply one end of a tiny little tunnel that goes under another very short set of
stairs that leads up to a locked door on the south wall of this area.  Opposite this, on the
north wall, is an identical short and rather pointless tunnel that goes under the street for a
few paces.  At the western end of this little tunnel, there is a flyer hanging on a brick wall
facing the mouth of the tunnel.  It reads "Christmas Eve, 1942: 15th Annual Piano
Concours".  This is where, or rather when, you are; London 1942.  Well, at least that
explains all the bombing going on.  Directly south of the flyer, only a few feet away, are
some cans lying in the street, a phone booth, and a trail of blood leading to a corpse a
short distance to the west.  The cans are items that can be kicked or disturbed if you walk
into them.  This isn't a problem right now, but it is not a good idea once you meet the
first Entity; stumbling into objects like these will bring him running.  The door to the
phone booth is being held shut by something at the moment.  Follow the smear of blood
westward, and another cutscene will start.  You get to meet your first Spirit, and these
one seems pretty keen on getting its ring back.  This is pretty indicative of most Spirits
who you encounter; each one will have a clue near its corpse hinting at what Sentimental
Item will be needed to set it free.  In this case, it flat out tells you it wants its damn ring. 
Avoid contact with this and all Spirits, as they will latch onto Alyssa and cause her Panic
Meter to rise. If Spirits get too close, Alyssa can stun them with a hit from the ol' Holy
Water.   Now that the door to the phone booth is open, run inside and search the shelf for
the ring and a short tutorial on Spirits and Sentimental Items.  Having found it, run back
to the corpse, press start to bring up your inventory, and select the ring.  The Spirit can
now shuffle off this mortal coil, and in thanks leaves an item for Alyssa to use.  After the
Spirit is free, search near its body for a glittering item, in this case the Sigil Stone.  A
Sigil Stone is an object that will protect you from one lethal blow, automatically.  So all
in all, it isn't a bad tradeoff.  Continue on your merry way, and you will find that the path
turns sharply south, past a Lion's Head Fountain.  Lion's Head Fountains are handy little
stations where you can save and refill your Holy Water.  I suggest doing both here, and
saving as often as possible throughout the course of the game.  Trust me, this will save
you a lot of backtracking if you get killed.  After saving and refilling here, continue
south, easing around the cans in the middle of the path between the two barrels.  This
path terminates with a Sigil Marked door on your right (if you look at your map, it would
be north, but this doesn't really jive with the directions on the map of the area that you
just came through) and a dead end cliff overlooking a concert hall, which seems to be the
source of the mysterious piano music that has been playing since you arrived.  Splash the
door with Holy Water, refill at the Lion's Head Fountain, and then go through the newly
un-sealed door, which leads down some steps.

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

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

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

There is a short hallway, with a door on your right at the top of a flight of stairs.  Notice
the blood on the wall opposite the door, and on the stairs themselves.  The door is locked,
so continue down the stairs.  This is where things start to get ugly.  This room has also
been trashed.  There is a small desk in the middle of the room towards the northern
portion of the room, and a "L" shaped desk to the south of this, part of which is covered
with newspapers.  Next to the L-shaped desk is a red filing cabinet.  Moving towards this
desk causes Alyssa to move closer on her own and begin to read the newspapers, which
tell you of 12 year old May Norton, a young pianist who was murdered on Christmas day,
1942.  She had played at the concert hall the night before, and was living by herself
because her father, William Norton had been sent back to the war front in July.  Damn. 
Making a twelve year old girl live by herself in London during the war?  That is just
asking for trouble, or at the very least, severe therapy.  Regardless, finish reading the
article for a rather horrible surprise.  This is your first Subordinate, a happy little fellow
who goes by the name Sledgehammer, for obvious reasons.  Following the cutscene you
will get a short tutorial about Evade and Hide points.  Once done reading this, you will
find yourself directly in front of the red file cabinet.  Even though Sledgehammer is
breathing down your neck, quickly search the red file cabinet to use the Red Drawer Key,
which opens the cabinet a gives you May's Room Key.  This in hand, you must find a
way to escape the hammer-wielding maniac.  Heading south around the back side of the
L-shaped desk would lead you to a door that is sealed with barbed wire.  You are going to
need a special tool to open this door, so instead head north around the back side of the
smaller desk and go through the door behind it on the west wall.  This brings you back
into the front area of Norton's Tailor, through the door that was locked from the other
side earlier.  Remember the curtained area in the north-west corner of this room?  It
should be glowing now, which means it is a hiding spot.  Run into it, and the curtains will
automatically close, hiding you from your assailant.  Stay there until you see (or hear)
Sledgehammer teleport away and the chase music stops.  From this point forward he
never stays away for long, so quickly exit your hiding spot and run back up the stairs,
down the hallway to the door in the south-west corner that leads back into the area where
you first saw Sledgehammer.  The door that he had come bursting out of is May's room. 
Use the key you got from the red filing cabinet and enter. 

On a shelf next to the door is May's diary.  It doesn't say much, but shows May's
nervousness about her upcoming recital, and her wish to make her father proud.  The rest
of the room is trashed, but quickly take a look around, and then go over to the dresser,
where a glittering object shows.  It is an Invitation to the piano concert, just what you'll
need to enter the concert hall.  Of course, as soon as you find this, Sledgehammer finds
you and starts trying to beat down the door to get to you.  Don't panic; just turn around
and search the bottom half of the room for a glowing evade point.  Use it for a cool
cutscene showing Alyssa using the old noodle to evade her attacker.  Her attacker may be
down, but not permanently, so use this respite wisely.  Alyssa has everything she needs
from Norton's Tailor for the time being, so run down the stairs, around the back side of
the small desk, and go back through the door into the front room where the hide point is. 
Run back through the front door and out into the street.  No matter how fast or slow you
do this, Sledgehammer comes bursting out of the Tailor's only a few steps behind you. 
Now you have a choice; you can either shake him the easier (but longer) way, by running
back up to High Street, past the Lion's Head Fountain and into the phone booth where
you found the wedding ring, which is a hide point, or you can run as fast as you can
across the bridge to the Lion's Head Fountain on the other side, douse Sledgehammer
with Holy Water when he gets near, quickly refill, then run through the archway next to
the fountain and across the courtyard to the concert hall.  Once you get to the concert
hall, there is a cutscene as you enter, and your assailant will leave you alone for a while. 
Regardless of which method you use to evade you assailant, chances are you will have to
use Holy Water to slow him down at least once, so before you enter the concert hall,
make sure you refill your Holy Water at the Lion's Head Fountain.  Don't worry too
much about saving, because there is a saving diary right inside the concert hall that is
more convenient.  By the way, you might have noticed that there are paths leading to the
left and the right by the Lion's Head Statue before you pass through the archway in front
of the concert hall courtyard.  Don't worry about these, as they both end in dead ends. 
Same goes for the paths leading to the left and the right when you reach the large
fountain in the courtyard itself; keep going straight towards the concert hall, as there is
nothing to find to the left and right.

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

 The second door you come to opens into actual concert hall proper, with a bunch of seats
taking up the main part of the room, and the stage dominating the north end.  On east wall
is a roped-off door, and there is another on the south wall, to the east of the door you just
came in through.  There is a door on the west wall that is currently locked.  For the time
being, let's turn our attention to the stage itself.  There is a set of stairs that lead up to the
stage on its west end, so head in that direction now.  The game will take over when you
get close enough, and treat you to a grisly cutscene.  Not only can May not get the damn
song right, but now Sledgehammer has returned to try to give you a seat right next to her
on the piano bench of the damned.  Luckily, it is easy enough to escape him this time. 
There is a roped-off door on the east wall of the stage, which is useless and should be
ignored.  Instead, run towards the north-west corner of the stage, and you should be able
to slip behind the stage curtain.  For whatever reason, M.C. Hammer can't follow you
back here, so you will be safe until he goes away.  There is no glowing area that tells you
that it is a hiding space, but it works just the same.  While Sledgehammer is still running
around on the other side of the curtain, do your best to ignore him and head towards the
east, staying behind the curtain as you do so.  You will find a switch on the north wall in
the north-east corner of this area.  Flip the switch to traumatize yourself further, and
when the cutscene is over, search the body for a clue that more or less tells you the
combination to the safe on the wall behind the front desk.  The combination is BAD,
where each letter stands for a numerical value.  It gives you two works and their
numerical values to help you figure out the clue; 1014 = BABE, and 3403 = DEAD. 
Thus, 1 = B, 0 = A, 4 = E, and 3 = D.  The only three letters we are interested in is B, A,
and D, so your combination is 103.  Make sure that you flip the switch again to raise the
section of catwalk, or else you are going to have to go out of your way to do so later.   If
the creepy music hasn't passed yet, wait for the sound of the creep teleporting away and
the end of the chase music, then run for the door you came in through.  If you run up the
center aisle through the seats, beware of a bottle in the middle of the path; if you kick
this, Sledgehammer will come running soon after.  Once you are on the path looping back
towards the front counter, don't go back the same way you came.  Turn to Alyssa's left
and run past two roped off doors, and you should see an object glittering on a narrow
shelf on Alyssa's left (east wall); this is more Lavender Water.  Now continue along the
loop back to the front counter.  Step behind it a search the rows of lockers to input your
newly acquired combination (103 for those with short attention spans), by pressing up or
down to change the digit's numerical value, and left or right to select which digit you are
inputting.  When the combination reads 103, press the action button to open the locker
and receive the Master Key.  I have been asked how Alyssa knew which one of the
sixteen lockers the combination referred to, as A) there was no locker number mentioned,
and B)the clue referred to a "Safe Combination", not "Locker Combination".  The answer
is, "Who cares?" Maybe she could see the key inside this particular locker and assumed it
was the one that she needed, or maybe it was just pure luck.  Move on.  Anyway, the
Master Key will open the front door (bet you didn't even know it was locked), and the
locked door on the west wall of the concert hall proper (the big room with the piano and
all the chairs).  Unless you are low on Holy Water, you shouldn't need to leave the
Concert Hall yet, so that leaves the locked door in the stage area.  If you are low, return to
the Lion's Head Fountain outside the Concert Hall courtyard, refill, and come back.  Now
you are ready to go on.  First, save your game at the front counter that you are standing
behind.  Then return to the large room with the stage in it, the only other room that you
have been able to access so far in the Concert Hall.  If you want to see bloody May play
some more, head up to the stage.  If Sledgehammer shows up before you open the door
on the west wall, hide behind the curtain until he goes away.  Regardless, when the coast
is clear, head through the door on the west wall. 

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

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

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

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

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

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

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

Sledgehammer leaves you alone as you enter this area; that is never a good sign. As you
enter this area, you will notice that it is a V-shaped section of wire-mesh catwalk.  If you
run straight ahead, you will reach a dead end.  Instead, turn right as you come through the
door and run west.  If you did not flip the switch in the area behind the curtain a second
time, after getting the combination for the locker, there will be a section of catwalk
missing, and you will have to go back down stairs and flip the switch before you
continue.  Otherwise, the catwalk turns sharply south, until you reach an area with an
unlit lantern and a plank stretching out over the darkness.  Examine the lantern to use the
matches to light it, then turn back to the plank.  Yes, you are going to have to cross it. 
Ease out onto the plank and begin edging your way across.  If Alyssa wobbles and waves
her arms, in means that you will have to wait until she regains her balance, then adjust
her trajectory.  If she falls, it is game over.  Make your way across, stopping to readjust
every time she wobbles.  Once you get to the other side, you will find a small area of
catwalk with a pair of pliers in the middle.  Grab these, and then edge back across the
board, using the same method as before.  Once you are on the other side, another
cutscene starts.  It might seem a little surreal, but the lunar moth is a clue; these little
bastards are the Entities' eyes and ears.  If they see you, so does their master.  You can't
do anything about this one right now, because you now have Sledgehammer between you
and the way out.  Hit him in the face with some Holy Water, and then run past him and
out the door you came in through, in the north-east corner of the room, on the north wall. 
Sprint down the stairs, down the short hallway, and then make a sharp left when you
reach the landing.  Run down the remaining stairs, out through the door, then take the
first door on your left out into the stage area, and hide behind the curtain.  If you can help
it, try to make it all the way to behind the curtain without having to use your last two
doses of Holy Water, because there are some of those damned Lunar moths in this area
that need to be destroyed.   It is possible to get all the way down here alive without using
the Holy Water; trust me.  You might get hit once, but just keep going.  Once you are
behind the curtain, turn and douse the moths with holy water to destroy them.  The moths
not only call the Subordinate for the area, but if they touch Alyssa they can cause her
Panic Meter to rise as well, and we don't want that.  There are three of them, and they
usually come by twos or all together.  If they are all together, great; one dash of Holy
Water should get them all.  If not, try to hit two together, then nail the last one with your
last dash of Holy Water.  If you have to use a second dash of Holy Water before reaching
the stage area, don't go to the stage yet; run past the door to the stage, out through the
door at the far end of the hallway, up the stairs at the far end of the room, through the
door at the top, and hide in the closet until Sledgehammer goes away.  Then return
downstairs, go through the doors to the stage area, and either dash for the exit or use a
Band of Invisibility to slip past the moths guarding this area, and out into the hallway
leading to the front desk and the exit. 

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

This is a cozy little room with fireplace, an empty bookshelf, a little table covered in
books (why weren't they in the bookshelf?), a little table with flowers on it, a couch with
a coffee table in front of it, a rocking chair, and, of course, a piano.  Where else would
little May practice her ivory tickling?  There are really only two things of importance in
this room; the rocking chair and a box on the mantelpiece above the fire.  The rocking
chair is in the north-east corner of the room, and it holds a Repellant Arrow.  This handy
little things are only used in boss battles, and should be saved for the end of the game. 
Once you have this in hand, search the box on the mantelpiece to start a fairly long but
important cutscene.  Aww.  I guess that pocket watch must be very important to poor
May.  There are some other important bits of information in the box as well, including the
real identity to the one we call Sledgehammer.  His name was Robert Morris, aged 32,
who killed twelve people with a hammer before being captured and hanged on the 10th of
September, 1941.  But wait a second, wasn't May Norton murdered on December 25th,
1942?  I guess you just can't keep a good serial killer down.  It is time to bring Alyssa her
father's watch, and put a stop to this madness.  Leave William's room through the only
door, and retrace your route back out of Norton's Tailor for the last time. 

Whether you killed them or not, the Minions are now gone from this area.  Cross the
bridge without fear of attack, refill your Holy Water (just for the hell of it), and save your
game at the Lion's Head Statue.  Go through the archway and start to cross the courtyard
to begin the final battle with Sledgehammer.

-3. Boss Battle: Sledgehammer
It's time to teach the Hammer that "You can't touch this"!  Yeah, I know, that
was bad.  Regardless, once you get most of the way across the courtyard, Sledgehammer
shows up for a little fisticuffs, mano-a-little girl-o.   Once the cutscene is over, you get a
short tutorial on how to fight boss battles.  For more general information on Boss Battles,
check out section I. h. The Smackdown.

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

Bobby has on a couple of attacks.  The first is a slow overhead strike when he gets too
close to you, which is easy to avoid if you keep moving.  He occasionally pauses to do a
happy little dance, but don't be fooled; it doesn't give you enough time (usually) to hit
him with a super-charged binding arrow.  What you have to wait for is for him to say
"Die!"  After he says this he strikes the ground with his hammer, which sends a
shockwave towards you that can do damage and knock you on your ass if you are close
enough.  If you are somewhat near him when you hear him start this attack, hit the crouch
button and hold it until the shockwave goes by.  As soon as it has, quickly stand.  Put at
least a few strides between the two of you, and then begin charging an arrow.  The
camera switches to the first person view, and the arrow begins glowing ever brighter. 
Hold it until wavy beams of light stream off of it, and then release.  If you think it is
almost ready, and Sledgehammer charges you, keep holding it as long as you possibly
can.  Even if he hits you, the released arrow should pin him to the spot if you held the
attack long enough.  Unfortunately, you can't just stand in the same spot and pummel
him if you really hope to bind him.  You need to capture him in a criss-crossing spider's
web of energy bands, and have points of origin at least 45 degrees apart, so move left or
right significantly before attempting another pinning attack.  Do this three times, from
three different spots, and you have him pinned.  It gets a lot easier after the first shot pins
him, because so long as you are out of his range, the first pinning shot holds him in place
to set him up for the next.  Don't get discouraged if you take too long and he breaks free;
just calmly start the process over again.  If you are feeling ballsy, you can pin him
without waiting for him to release the energy wave.  Simply wait until he unleashes a
regular attack, turn, and begin to charge an attack.  Hold it until the last possible moment,
and then release it into him point blank right before he is about to strike you.  If your
timing was right, your attack will stop his attack and pin him to the spot.  Even if it
wasn't strong enough to pin him, it should have been enough to stop his attack and stun
him for a second, so you can try again.   This method is faster, but it takes nerves of steel,
since you really have to wait until the last possible moment to make it effective. 

Once you have him pinned with three energy chains, start another attack from anywhere
on the screen.  Instead of pointing at the Subordinate, Alyssa aims at the sky, and looses
an arrow into the gathering clouds, unleashing a devastating holy attack from above. 
This should be more than enough to cook Sledgehammer's toast.  He will be destroyed in
the rush of energy, and release the Clover of Love, which Alyssa will automatically pick
up.  This sounds vaguely dirty, but the object is in fact a piece of the clover necklace that
Alyssa has been carrying.  Now that she has it in her possession, Alyssa's Sacred Bottle
becomes more powerful; you now can carry four doses of Holy Water instead of three. 
Not bad. 

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

She wakes up in her bed, wondering if the whole thing has just been a dream…

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

Now that you have a key for Grandpa Dick's room, it is time to head downstairs again. 
Alyssa automatically leaves the room through the lower door, leaving Dennis behind
temporarily.  Go down the staircase, hang a hard right, and double back to the doors
almost under the stairs (but if you want to, check the doors to the Dining Room first; who
the hell locked them, if you are here alone… probably the creepy old guy who told you
your mommy was never coming home…).  When you go through these doors, you enter a
corridor with a door at either end.  The one to your left goes into the guest's rooms, and is
permanently locked; you'll never get in there.  The door to your right is Dick's room. 
Which brings up another interesting question; the map clearly states that this is the Guest
Wing.  So why are Alyssa, Nancy, Philip and Dick's rooms all located in this wing?  Are
they guests in their own house?  Are they slumming it?  The world may never know. 
These questions aside, use the key that Dennis gave you to open Dick's room.  You
know, if I had that name I think I would definitely go with Richard.  Anyway, the room
you are now in is Alyssa's Grandfather's office, and is full of strange and esoteric objects
and books.  Before looking at the obvious objects on the desktop, take a few moments to
take in some of the room.  Notice the painting of your Grandfather on the wall to your
right as you enter the room.  On the left is a wall of masks (eerily, I have a very similar
wall in my own house).  Search the bookcase and the desk drawers for interesting bits of
information. Remember the locked drawer that is on the right as you are facing the desk. 
Notice also that there is a mask missing from the wall.   Once you have taken all this in,
check out the object on the top of the desk.

The Book of Entities Vol. 1 explains some of the horrible things that Alyssa has seen;
evil spirits called Entities possess innocent humans and drive them to acts of ruthless
cruelty and murder.  Those humans who are thus possessed are called Subordinates. 
Even killing the Subordinates does not stop the evil, as the Entity will simply resurrect its
Subordinates to continue the killing spree. Subordinates gain power from each human
they kill, taking sustenance from the misery and suffering of the victim's soul. 
Subordinates can acquire an infinite amount of power in this way.  Only certain humans
can fight the Subordinates and the Entities who control them; the Rooders; metaphysical
warriors who's job it is to redeem the souls of the restless dead, and send them on their
way.  They are the ones chosen to fight the evil creatures called the Entities, and most of
them are girls in their early teens.  Only one girl, in all the world…never mind, that last
bit is from Buffy.  Alyssa realizes that what she experienced earlier was no "dream"; she
is a Rooder, and she actually redeemed the dead and defeated an Entity and its
Subordinate! 

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

Exit Dick's room, leave the corridor by taking the door on the left wall, climb the
stairway in the next room, go through the door at the top of the stairs, hang a left, and go
through the door at the end of the hall.  In this area, notice something has changed; the
sigil on the door is now glowing blue.  So what are you waiting for?  Douse the door with
Holy Water.  Unfortunately, the sigil that was hold you out was also holding something
in, so a cranky ghost comes out to play.  Ignore it to the best of your abilities, and enter
the now unsealed bathroom.  Inside, you will find nothing…other than a bathtub
containing the decayed corpse of one of your mother's boarders!  The key to freeing this
restless spirit is rather esoteric, and concerns the horrible stench that Alyssa comments on
when searching the rotting soup that is the corpse in the bathtub.  You need to use
something to make the room smell less terrible, and the only thing Alyssa is carrying that
fits the bill is the Lavender Water.  So use it already!  This seems to work just fine, and
the spirit is freed, leaving behind a Sigil Stone. 

This little side-quest fulfilled, continue on your way.  Leave the bathroom, turn right, and
go a short distance around a corner into Nancy's room.  As you walk in front of the
painting over the fireplace it falls, revealing another picture, this one with a clock
depicted in it.  The time on the clock in the painting reads 3:00, so go over to the clock to
the right of the painting and use the winding keys when prompted. The time on the real
clock says 3:05.   How do you make the time read 3:00?  The left key moves time
backwards by 40 minutes, while the right one moves it forward by 25 minutes.  If you are
having trouble, the solution is; left, right, left, right, right.  Once you do this, the wall to
the left of the clock slides aside to reveal a secret door, so enter it.  In  this snazzy red
room is a desk, some weird occult mumbo jumbo, and a mystical circle on the ground. 
Check the book on the desk for a hint on how to activate the "Portal Square" (the symbol-
thing on the ground near the desk), then stand in the middle of the Portal Square and
douse it twice with Holy Water.  Step into the middle of the now glowing symbol, and we
are on our way. 
   
-2. I Hear the Acid's Lovely…
I have a feeling that we aren't in Kansas any more, Toto.  As Alyssa steps out of the light
in the center of the Portal Square, she finds herself in an area that is most certainly not
Nancy's hidden office.  The Portal Square stops glowing, but you can still see it drawn on
the ground.  In fact, if you douse it twice with Holy Water again, you can re-activate it
and return to your own time and place.  Leave it alone for now, however, and investigate
this new area. There is only one way to go, so head south.   It appears to be some sort of
out of the way park in the middle of a suburb.  On the ground in the top right corner of
the park is a Lavender Water.  Fill up your Holy Water at the Lion's Head Fountain
dominating the center of the park,  and save.  If you search the trashcan at the bottom of
this area, you will find an newspaper article.  It is dated November 23, 1963, and tells of
Dorothy Rand and her toy-maker son Albert Rand, whose bodies were found in a drum
filled with acid in the garage adjoining their house on Russell Street, in West Sussex.
Albert lived with his mother, a blind widow, and he himself had his eyes gouged out prior
to the murder. It also says the police were looking for a man who had been staying with
the Rands a few days before the murder, having claimed to be a distant relative.  
Something tells me that these murders might be why you are there.  Leaving the area by
the only path, you will find that you can't go left, as the way is blocked by a fence. So
turn right, and walk up the path parallel to the park, until you find two trashcans, with a
nearby red hued Spirit.  Here the path turns to the left.  Notice the teddy bear at the foot
of the left-most trashcan?  Pick it up, then continue cautiously past the Spirit to the left. 
On the left side of the path you will notice a dumpster with an arm sticking out of it; this
is the Spirit's corpse.  There is a half-heart pendant dangling from the limp hand; you are
going to need the other half to put the Spirit to rest and collect your reward.  Also on the
left, on the same screen, just past the dumpster, notice a door.  It is locked from the other
side.  Continue to avoid the Spirit and continue on your way.  You will pass a wall with
some bright red graphiti that reads "Get Ready To Go To Hell". Lovely, run past this and 
past a little alcove with toppled barrels near it.  Soon you will find another Spirit, another
door on your left, and just beyond it, the Spirit's crashed car, with the trunk sprung and
an empty gift box just below it.  The teddy bear that you found earlier was once in the
box, a gift that some little girl would never get.  Well, do your best anyway, and use the
teddy bear near the car.  This appeases the hippy Spirit, and she departs, leaving you a
Sigil Stone. Leave it to a hippy to give you a crystal.   Now head through the purple-hued
door to your left. 

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

 Run through the door and into the kitchen to trigger a short cutscene, then read the
reporter's memo.  It tells us quite a bit about John Haigh's murder of the Rands, if you
pay close attention to the dates on the documents.  The reporters Memo says that he had
found a very important clue in the Rand's murder case, and was going back to the house
to investigate.  Which is how he ended up here, dead.  Along with the Memo is an old
news article dated May 11, 1962, that tells how John Haigh, a serial killer on the run
since "early last year" (which would be 1961), was finally captured.  Haigh had killed
several pensioners, whose bodies he then disposed of by stuffing them into vats of stolen
sulfuric acid.  Knowing that he needed more sulfuric acid to continue in this manner,
police staked out factories that used sulfuric acid in their processes, in hopes that he
would come for more, which he did, at a plating factory in Horsham.   In his attempts to
escape the cops Haigh lost his balance and fell from a platform into a vat of acid,
ironically meeting the same end as those he had killed.  The Rand's murders could have
been some of the "several pensioners" mentioned in the articles, except for the dates; the
first article found in the trashcan in the park was dated November 23, 1963.  This is a
year and six months after the article was written.  So John Haigh was possessed by an
Entity, killed a bunch of people, fell into a vat of acid, got resurrected, then came back,
posed as the Rand's relative, and killed them too.  He didn't even bother to change his
name in between, as Albert's diary refers to John Haigh by name. Ballsy.

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

 Once back in the red room, head back downstairs to Dick's office and use the key on the
drawer on the right-hand side.  Inside is the book of Entities II, which tells you how to
vanquish a Subordinate.  You must find a sentimental item belonging to the murdered
soul who is powering the Subordinate, in order to heal the victim and send them on their
way.  Once the object is found, the Rooder's power is boosted and a "Rooder Portal
Square"  appears, with the sacred weapon needed to destroy the Subordinate within.  Oh,
so that is what happened earlier with Sledgehammer.  Anyway, also in the drawer is the
missing mask, so use it on the wall to your right, and the wall slides aside to reveal a
hidden portion of Dick's office.  There are a lot of books here, and a few desks.  One wall
is taken up entirely by old family photos.  On the small, book covered desk to the side of
the central desk, search to find another Repellant Arrow. Search the box on the central
desk for a roll of film and a document written in your grandfather's hand.  The document
says that the Rooder bloodline is passed from mother to daughter, down through the ages,
and the Hamilton bloodline is particularly strong with it.  The Rooder powers manifest in
the early teens, and dwindle quickly as the Rooder ages, so that the powers are gone
entirely at the age of twenty.  The ex-Rooders then marry in their early twenties, in hopes
that they will have a girl child to pass on the Rooder bloodline to.  Dick didn't believe in
any of this until he found the Book of Entities, and now he is particularly proud of it. 
Before we go any farther, we should get this out of the way, to avoid any confusion; in
Clock Tower the family name is the name of the female's family.  Dick's last name was
Brown, until he married Francesca Hamilton, and his name became Dick Hamilton.  Dick
and Francesca had a daughter named Nancy, and she married Philip (whose original last
name was never revealed) and he became Philip Hamilton.  So for some reason they are
following a matriarchal bloodline; the men lose their "maiden" names when they get
married, and take the last name of their wives.  You go, sisters.  Fight the power! 
Actually, I noticed the same thing in the Japanese animation Neon Genesis Evangelion;
the father of the main character, Shinji, whose name was Gendo Rokobundi , married Yui
Ikari, and became Gendo Ikari. It must be some wacky Japanese thing.  But I digress
once again.  Once Alyssa finishes reading her Grandfather's notes, she realizes that she
really is a Rooder, and hopes that by doing her Rooder thing and saving Dorothy and
Albert Rand's souls, she will be free, and able to find her mother.  So return upstairs to
the red room with the Portal Square; notice that it is still glowing.  Once you have
activated it once from each side, it stays open until you are done with that level; i.e. you
have defeated the Subordinate and freed the trapped spirits that power them.  So step into
the glowing circle and return to the 1960s. 

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

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

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

On the east wall of this room is shelf with a glittering object on it.  This is the key to the
toolbox back in the main house.  There is nothing more of interest here, so exit through
the door in the south-west corner of the room, back onto the metal catwalk near the stairs. 
Turn left and run down the stairs leading back to the Lion's Head Fountain, refill your
Holy Water, and save.  Then head back through the door leading into the main house.  Go
down the hallway and turn right at the end, or try to.  The Corroder jumps out of nowhere
and blasts you in the face with acid, raising your Panic Meter almost as far as it can go. 
Don't let the bastard push you over the edge; instead hit HIM in the face with Holy
Water, dodge around him as he is screaming, and run past the room on the right, down
the hallway and up the stairs, until you reach the door at the end of the hallway. 
Alternately, you could turn left at the end of the first hallway to avoid getting a face full
of acid, enter the double doors in the main hall (near the blood smears), and go up the
chimney into the same room above.  Corroder will still burst into the kitchen behind you,
but you won't have to use a Holy Water and your Panic Meter won't be topped out. 
Either way, you are now in the upstairs room, with a maniac right behind you.  But
Corroder can't up through the narrow chimney passage with him bulky chemical tanks,
so he will have to come around and come in through the door.  Either way you choose,
you are in the same boat.

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

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

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

He will still be chasing you, so run down the stairs, and through the metal doors to the
left of the stairs, without stopping.  Run through this next room, past a Save Journal to
your left and a table to your right, then bear right, all the way to the Evade point in the
farthest corner of the room.  Use the Evade point immediately, and the Corroder will
meet another ignoble end.  Which brings up an interesting point; despite being very
creepy looking and killing people with frickin' ACID for Christ's sake, the Corroder is
very goofy.  You kill him goofy when you use evade points.  He giggles and capers in the
cutscenes when you see him killing people.  If you ever let him close enough to really
attack you, he knocks you to the ground, then jumps up in the air and tries to kill you
with his ass, just like Mario.  If he ever succeeds in hitting you, he dances and claps,
while giggling.  Oh yeah.  This annoying bitch is going DOWN for the count.  After he is
gone search the table for a Lavender Water and the Daughter's letter, then save in the
journal across from the table.  This accomplished, leave the room the way you came in. 

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

-3. Boss Battle: Corroder
As the battle starts, the first thing you need to do is get a feel for your enemy's rhythms;
just like all boss battles, this one has a pattern.  He has a handful of pre-scripted
comments, with a certain attack or behavior attached to each one.  First of all, just like
Sledgehammer before him, he will take a swipe at you if he gets too close.  Luckily, this
attack is slow and easy to avoid if you keep moving.  He makes two quick swipes with
his spray nozzle, and the clouds of acid that come out of them are small and slow-
moving, so keep on the move.  Every once in a while, when he has a straight line of sight,
he will say "There she is".  When you hear this, move quickly to one side or the other,
because he is about to shoot a long, accurate stream of acid in straight line.  This attack
moves much more quickly than the clouds, so as soon as you hear him start this attack,
get out of the way and keep moving, abandoning any attacks you may have started.  His
third action is to say "Time to die" or simply grunts a laugh; when he does either of these
things, he pauses for a short time and waves his arms around.  After a couple of seconds,
he then charges straight towards wherever you are on the screen.  This is not a dash
attack, or anything like that, he just runs a little faster to catch up with you.  If you have a
straight line of sight (i.e. he won't have to dodge around anything to get to you), he will
run straight at you, without dodging from side to side.  This is a good time to line up a
shot and hold it for as long as you can; you may even be able to get a binding shot, if you
have enough space between you.  Just hold it for as long as you can, than release it point
blank when he stops to attack you.  The best time for a binding attack, however, is when
his acid spraying nozzle jams.  He will try to make a regular swipe at you as he comes in
close, but nothing comes out of the nozzle.  He will then yell "Damn it!" and shake the
nozzle a number of times to clear it, two groups of three quick shakes.  After that, he will
begin one of his main attacks anew; either the quick swipes (if you are close), the "There
she is" long range attack, or one of his charging attacks.  Regardless, your job, once you
hear the "Damn it!" is to stop wherever you are, turn, and try and get a pinning shot on
him.  These moments when him nozzle jams are the best opportunities to do so.

However, he has more hit points than Sledgehammer, and even if you pin him down and
nail him with the super-charged heavenly attack, he won't die unless you have whittled
his life down somewhat before hand.  So here is the best plan of attack; run until you see
him pause for any reason, then turn and fire a semi-charged arrow (one that glowing
somewhat, but is less than a binding attack) at him.  One important point to keep in mind
is that even though there is a big metal machine in the middle of the room, you can shoot
through it, even if you can't see through it.  Alyssa automatically locks onto the enemy's
position, so try to trust that your attack will work.  Of course, he might move out of the
way, but you will find he does that a lot even when you can see him.  Anyway, just hit
him with lesser attacks as often as possible, and wait for a chance to pin him, either when
he charges you from across the room, or when his nozzle jams.  Once you have one
glowing chain attached to him, it makes things a little easier.  Just like with
Sledgehammer, move forty-five degrees at least, then hit him again.  He will try to charge
you, even when he is bound, but don't let him intimidate you.  Hold your shot until you
have another binding shot, then move again.  The only time you should abandon your
binding shot in the middle of charging is if you are too close and he hits you, or you hear
him say "There she is".  If you hear this, stop whatever you are doing and get out of the
way.  He can hit you with this shot no matter where he is in the room, if he has a straight
line.  Pin him three times from at least forty-five degrees apart, and Alyssa's next attack
will be her divine finishing attack, just like the one you used to destroy Sledgehammer. 
If he somehow survives this attack (he might, if you didn't soften him up enough first)
just hit him with semi-charged arrows until he dies screaming.  After he is gone, Alyssa
gets another piece of the Clover Amulet,  the Clover of Courage.  Like the Clover of
Love, this piece increases the amount of Holy Water your Sacred Bottle can hold, so you
now have five doses instead of four.  Groovy.

After the Subordinate is dead, it is time to put let the Spirits of Albert and Dorothy rest. 
Leave through the fan you stopped earlier.  On the other side, follow the path up the
stairs, but don't bother going into the house where you saw Dorothy and Albert killed;
they aren't there.  They are in the room where you first saw Dorothy, in locked room of
the main house.  So go down the stairs on the other side, past the Lion's Head Fountain
(you don't need to save or refill, but feel free), and through the door leading back into the
house.  Once in there go forward to the first door, on your right, and open it.  A fairly
long and touching cutscene follows.  Their spirits are free, and the evil has been
vanquished.

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


-c. Chapter Three: "A Rooder Awakening…"
-1. The Sewers and What Lies Above…
 Well, you were back in Alyssa's house…for a few seconds.  Now it isn't there anymore,
and there is a big evil Clock Tower where it once stood.  What's worse, you have been
thrown into Hell by the Dark Man, who says that a) you and he will be one, and live
forever starting at midnight on your fifteenth Birthday (in two hours, no less), and that b)
the Subordinates killed your mum.  Well, maybe this isn't Hell, but it is underground, and
it is damp, and it is evil.  So close enough.  Towards the top of the screen is a weird
"Tombstone" thing with a Rooder symbol on it, which seems familiar to Alyssa. 
Towards the bottom of the screen, glittering in the water next to some stalagmites, is a
Lavender Water.  The only way out seems to be through a tunnel on the right hand side of
the screen, which you must crawl through.  You end up on a small platform in the sewers,
of all places.  Look around all you want, but there is only one way to go.  Left (south on
the map) is a dead end, so right it is.  There is another platform out of the water
diagonally from the platform you started on, so slog towards it.  You will notice a Spirit
moving around on the other side of the grate separating this part of the tunnel from the
next, just beyond the platform with the ladder on it.  Ignore the ghost and climb the
ladder.

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

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

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

Go forward until the scaffolding branches left and right.  Earlier, you went left.  This
time, go right.  There is a door with "B-3" painted on it. This number is the level you are
on, the basement, third level.  Open the door and activate the machinery inside to move
this elevator to "B-1" or "B-2".  Choose B-2, then exit the elevator when it stops.  Run
down the stairs directly in front of you, then turn left.  As you run down this corridor,
Chopper appear directly behind you without warning.  Nail him with some Holy Water to
slow him down, then continue until you see a stack of crates on the right side of the
corridor, with a red box on top.  Search the red box to find the Crowbar, than keep
running, hugging the left side of the screen as you see the right side of the corridor is on
fire.  Right beyond this is a seeming dead end, with metal barrels against a blank wall. 
Luckily, this is an evade point, so run up to the glowing ball over the barrels and hit the
action button.  Chopper will temporarily put himself out of your misery.  Take this
opportunity to run past him, back down the corridor, and back up the stairs to the
elevator.  You can return to B-3 and save, or you can continue directly to B-1.  Either
way, B-1 is your next goal, so head there when you are ready.

As you come out of the elevator, there are stairs directly ahead of you and a path to your
right.  You can't get all the way through to your right until the power is on because there
is a door with an electronic card reader at the end, so run down the stairs and go left. 
Chopper will make another very sudden appearance, but for the moment keep running. 
You will see a big metal closet to your right; run over to this and open it.  Inside are some
Insulated Gloves.  Grab them, and while you are stopped, turn and hit Chopper with some
Holy Water.  If you want to check out what is at the end of this path, keep going.  At the
end is a circuit breaker, but with the power turned off, it won't do much good.  Slip back
the way you came, hitting Chopper sparingly with Holy Water when necessary, and run
back to the elevator and return to B-3.  Try to save at least one dose of Holy Water for the
run back to the "safe" room with the fish tank, because he often comes out of the door
ahead of you on this level.  If so, nail him and slip by, run back to the safe room, hide
until you hear him teleport away, then refill Holy Water and save.  Whew.  We are almost
done with these basement levels, but we are going to need one more thing before we
reconnect the power; the key card for the door out of this area.  Luckily, it is nearby.

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

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

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

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

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

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

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

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

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

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

-2. Axe Me No Questions, Tell Me No Lies…
Alyssa now wakes up in some kind of cemetery, but she is no longer holding her bow;
instead, she has a scroll, which Alyssa immediately begins to read.  It is a second set of
Dick's notes, explaining how he allowed Nancy to marry Philip to preserve the Rooder
bloodline, but was disgusted by Philip's weak will and stupidity, and was outraged by the
fact that he and Nancy said that they didn't want to raise Alyssa to be a Rooder.  Dick
saw this as shirking one's duties, and blamed Philip for any attempts to avoid this
obligation.  Finally, Philip did something to push Dick too far (as we saw), and after the
murder he manipulated the police to cover the whole thing up.  Wonderful guy. 

Once Alyssa is done reading this, it is time to explore your surroundings.   There is a gate
behind her, with Celtic-looking crosses on either side.  Examine the crosses to find that
each has a hollow impression in it, as if some object goes there.  Then run towards the
screen (east on the map) until a cutscene takes over.  The restless Spirits here are the
ghosts of Rooders.  That is who you will have to put to rest before you can leave the area. 
They were all killed by Entities and their subordinates, and at least one of them had her
heart removed and used in something called the Ritual of Engagement.  The Spirits
disappear before they tell Alyssa what the Ritual is.  Run back through the columns
towards the gate you came in through, and you should see an object glittering in the top
left hand corner of this area.  Run over to it and pick it up, as it is a Lavender Water, and
then return to the hub area, where you woke up.  Run between the two crosses and
through the gate behind them.  All that is in this area is a Lion's Head Fountain, so refill
your Holy Water if necessary and save, then return to the central area where you woke
up. 

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

You may want a quick escape route from here, so when you get to the other side, douse
the Portal Square twice again to return to the area you just came from.  Just like the Portal
Square in the Red Room in Alyssa's house, once it has been activated from both sides, it
remains active until you are done with it, and doesn't need to be activated again.  Run to
the Lion's head statue, refill your Holy Water and save, and then run back to the Portal
and step through again.    You should be in a misty outdoor area, which looks like another
part of the cemetery.  There is only one way to go, so follow the winding path through the
grave stones until your reach a more open area.  As you step into this area another
cutscene starts, and you find out that not only is Chopper back, and not only does it seem
that he killed your mother, but that the whole graveyard is full of his victims.  Yeesh. 
After the cutscene, start things off right and nail him with some Holy Water.  While he is
stunned, run back towards your mother's car, and pick up the note on the ground. 
Apparently, the Entities need the heart of a Rooder who has reached her fifteenth
birthday to perform the Ritual of Engagement thingy, and Nancy sent her away until she
would be safely past her birthday, and thus safe.  The Dark Man talked about how when
your Birthday came along, the two of you would become one… Chances are they are
talking about the same thing.  When you are done reading, run towards the screen, away
from the car.  There are Lunar Moth Minions in this area, so if you run into them (or
Chopper, of course) hit them with some Holy Water.  Wind your way along the path and
eventually you should see a shack.  Run inside and bear to the right, past a partition, then
turn left once you clear it to come into the shacks only real room.  There is a curtained
hiding place in here, so hide until you hear him teleport away then come out. 

This cozy little den appears to be Chopper's place, as there are hatchets sticking out of
the way here and there.  Directly across from the hiding place is a little desk with The
Book of Entities III on top of it.  Take this and read about how Harold Palmer came to be
the Subordinate known as Chopper, the leader of all the Subordinates.  On the bed to the
right of this little desk is a bed, and on the bed glitters a Lavender Water.  Take this and
head back towards the exit of the shack.  Before leaving, make use of the jar of Holy
Water to the left of the door, and the save journal to the right of the door.  Then leave the
shack. 

As you do this next section, keep in mind that the shack is the only place to escape from
Chopper, so if you are assaulted by him, stun him with Holy Water as needed and run
back to the hiding space in the shack, then refill at the jar in the shack once he is gone. 
Anyway, run back up the path until you reach the car, than take a ninety degree left and
run up the left hand path.  The path at the top of the screen is back towards the Portal
Square.  After going up the left path for a few yards you will see the Celtic cross thing
that Chopper was perched on in the cutscene earlier.  Run around the cross and then turn
and look at the other side of it; there are some short steps leading up to a Lion's Head
carving, with a button in its mouth.  Take note of this but don't push the button, since you
don't know what it does.  In this general vicinity, off the beaten path, there is an
Invisibility ring partially concealed behind a gravestone, but after finding this you can
continue on your way.  The path will branch left and right, and there will be a podium in
the middle.  The podium bears an inscription around the rim that says "Purify thyself with
Holy Water and awaken the lions in order".  At the podium, bear right and run until you
see a column like the one with the Lion's Head carving you saw earlier.  Run up and
inspect it, and you will find another carving, this one with one eye.  Since it said to
awaken them in order, and one comes before two, hit this button.  Then turn and run back
to the podium, take a left, and go back the Lion's Head carving that you noted earlier; it
has two eyes, so it is next.  Finally, run back to the podium, take a left, and run until you
see another pillar with another carving.  This one has three eyes, so give the button a
poke.  Nothing happens, because there is still the "Purifying with Holy Water" thing to
do; not thyself as the podium says, but the podium itself.  Run back to the podium, douse
it with Holy Water, and a stone disk appears in a flash of light, floating above it. This is
the Compass of Shadows.  Grab this and you are done with this part, and can leave.

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

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

You are now back in the relative safety of the central graveyard where you woke up.  Run
back up the path to the central area, and examine the leftmost of the two Celtic crosses to
use the Compass of Shadows.  It doesn't do anything without its companion, so don't
expect anything to happen, but at least now you don't have to lug it around.  Go through
the gate between the two crosses and refill your Holy Water and save at the Lion's Head
Fountain.  Return to the central areas and head to the left of the screen.  Go down the one
path you haven't explored yet, and at the end is another Portal Square.  Douse it twice
with Holy Water, and you are teleported away again.

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

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

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

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

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

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

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

-3. Boss Battle: Chopper (for real this time)
Two things to notice; first, he is totally recovered from your last bout, and isn't going to
take it easy on you this time.  Second, the doors leading to the other parts of this level are
now shut and/or blocked by magical barriers, so you only have the central area to use as
your battleground.  The gist of this battle is the same as all other boss battles in the game;
run around and avoid his attacks until you are given the opportunity to strike, and strike
hard.  However, as you will see, you will have to make your own opportunities to do so. 

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

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

Now there should be another cutscene, almost a replay of the discouraging end of the
courtyard battle.  Fortunately, the Old Rooder Arrow is potent, and is enough to finish the
leader of the Entities once and for all.  Once he is dead, Alyssa will receive another piece
of the Clover Pendant, the Clover of Hope.  Unfortunately, it doesn't seem to increase
your Holy Water supply.  Dammit.  Anyway, now head towards the only open area in the
cemetery, the columned area where you saw the Rooder ghosts.  They are finally free,
and ask you not to allow the Ritual of Engagement to take place.  Okay ladies, just for
you.  Alyssa's mom shows up as well, to congratulate her; with Chopper gone, she is
supposed to be free as well.  Unfortunately, the Dark Man shows up and takes her
prisoner, revealing that he is the one is going to perform the Ritual of Engagement.  He
then teleports Alyssa to the base of a spiraling staircase, where Dennis finds her and gives
her the encouragement to keep going.  Alyssa says that she needs all four pieces of the
Clover Pendant to defeat the Entities (I can't seem to figure out where she came up with
this idea), and there is only one piece left.  Suddenly, the staircase swirls out of sight, and
Alyssa and Dennis are left in the middle of a secluded forest path…

-d. Chapter Four: "Snickety Snack…"
-1. Hell's Waiting Room
There is but one way to go, so follow the path into the deep, dark tunnel.  Dennis whines,
then runs to catch up.  The tunnel comes out on some urban street, and the name of the
area above the map, Hospital Street, doesn't help much either, other than to tell you that
there is a hospital nearby.   There is nothing to find, so move forward until a cutscene
takes over and the pair of youngsters run into a creepy and derelict hospital, because
Dennis is an idiot.  This idiocy is compounded when his "sister" turns out to be one of a
pair of Subordinate twins, Scissorman and Scissorwoman, whose images you saw earlier
on the statues in the area where you found the Old Rooder Arrow in the last chapter. 
Yes, those katanas that they are carrying are, in fact, giant scissors separated into two
separate blades.  They take Dennis captive, and tell Alyssa that if she wants to see him
alive, she must give them her heart, so they can make a new Entity.  They then take
Dennis and disappear, leaving Alyssa alone in the hospital reception area.   There is a
ghost here, so exercise caution as you explore this area.  The Spirit's corpse is lying on
the floor next to a gurney on the far side of the room, but there is nothing you can do for
her right now.  Instead, notice the glittering object on the nightstand between the two
beds towards the back of the screen (north on the map).  This is the Photo of Mother, but
it is not your mother, or the mother of the Spirit in this room, so head towards the left of
the screen, and out through the door, into the actual waiting room.  To your left, against
the wall near the door, is a couch, and on the couch is a Lavender Water.  To the left of
that are some elevator doors that apparently don't open, and a man's corpse on a gurney. 
His ghost is lingering in this room, so be quick in freeing his soul by giving him the
Photo of Mother; in exchange he leaves another Invisibility Band.  To the right of the
corpse are the doors leading back outside, which you can't go through.  Continuing
around the room clockwise, you should find a jar of Holy Water in the next corner,
followed by a saving journal.  Before saving, however, continue to search the counter
where the journal is located to find a Labeled Key A on the other end of the counter. 
Now save, and after exploring the details of this room to your heart's content, leave this
room the way you came in (Note: if anyone can make out what is scrawled on the floor
around the gurneys near the door in this room, please let me know). 

Run through this room, ignoring for now the corpse on the floor.  Near the corpse is a
note entitled Dennis' Letter to Linda.  This doesn't tell you much other than Dennis was
raised by his sister, and that he really cares about her.  Sniff.  Turn right at the letter and
continue through the door on the east wall.  Now you will be in a hallway.  To your left
are two locked doors, one on the north wall, and on the east wall, in the north-east corner. 
To your right is a couch at the end of the hallway, and, on the east wall, in the south east
corner, stairs going up to the next floor.  Take these now.  At the top of the stairs you will
find another couch to your left, and another long hallway to your right.   The first
doorway you will come across is on the west wall, to your left, and is locked.  The next
one, on your right (east wall), is open, and leads into a bathroom, the middle stall of
which is a hiding place that you might need to use later.   The next door is again on your
left (west wall), but it is locked, and as you examine it you will be able to see through a
crack in it another Portal Square.  Right next to this door is a triple locking mechanism,
which you can use Labeled Key A on now, if you would like.  However, you still need
two more keys to get the door open, so continue up the hallway.  The next door, on your
right (east wall) is closed but unlocked, so go inside.  There is a bed and some equipment,
but no objects of interest.  What is of interest is the hole in the wall in the north-east
corner of this room, leading into the room to the north.  Crawl through here, and keep in
mind for later that this is safe area similar to behind the curtains in the first level; the
Subordinates simply can't get in here.  That makes it better than the hiding spot in the
bathroom, because you can't panic in here and run from hiding.  Regardless, the door
leading out of this room is locked, as is the cabinet in the corner with the object inside. 
Next to the bed is a nightstand with a Looking Glass on it, which you should take with
you.  Now crawl back out of this area and leave the room on the other side.  As you move
forward to examine the next room, a cutscene starts, and Alyssa takes interest in the full
length mirror at the end of the hall.  As she gazes into the darkened reflection,
Scissorman shows up behind her and proceeds to terrorize her.  Instead of panicking, run
towards the mirror and hit the examine button.  When it prompts to ask if you want to use
the Looking Glass, say yes, and you will be transported through the mirror into another
area.

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

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

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

-2. A Charming Residence
You are now standing in a barren, rocky area, with thunder crashing in the distance. 
Follow the path until a cutscene takes over.  The chanting fellow is your Grandfather, and
he is heading towards the castle at the end of the rocky gorge.  As you follow, before
going through the broken gates, notice the document that he seems to have dropped in the
middle of the path.  Pick it up to hear wonderful things about your dear old Grand dad.  It
seems that he was at least considering ripping out Alyssa's heart and drinking its blood so
that he could gain immortality, and he and Alyssa could be together forever.  Great.  In
addition, he was researching something called "The Legend of Lord Burroughs", which
also has to do with becoming an Entity, and might be related to the Ritual of
Engagement.  Its secret has something to do with a mysterious triangular crest and the
letters A, D, and N.  AND?  DAN? NAD? DNA?  Well, we don't know for now, so let's
go on.  To the left of the broken gate, before you go through, is another Lavender Water
glittering on the ground.  Now go through the broken gates.  To your left is a Lion's Head
Fountain, so go over to it, refill and save.  As you continue up the path, Scissorman
comes dashing towards you from the way you came.   At the end of the path you are
going to need time to break a sigil on a door, and there is nowhere to hide from your
enemy, so you have two options; make a run for the door at the end of the path, and hit
him with Holy Water whenever he gets close, then break the Sigil and go through the
door to escape, or use an Invisibility Band to easily make it to the end of the path, break
the Sigil, and escape into the interior of the castle.  I would choose the latter, simply
because you might need the Holy Water sooner than you think, but either way, break the
Sigil on the door at the end of the path, and then slip through the door. 

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

This door leads to a short set of stairs on the outside of the building.  As you climb
you will be ambushed by Scissorman on the first landing, so stun him with some Holy
Water, than continue to run up the stairs.  There is a corpse at the top, with an object
glittering next to it.  Ignore this for the moment, because just past that is a dead end
where the stone bridge crumbled away, and an Evade Point.  Use this now, and watch
Scissorman take a tumble.  When he is out of commission, go back and check out the
object next  to the body.  It is an Employee's Memo, which tells us that someone named
Ralph and Jemima want the Employee to kill more villagers, though he has killed ten
already…now his masters want twenty more.  He hopes that the villagers will be able to
escape by slipping through the bars of the kitchen window, which he loosened for this purpose,
and that those who escape will tell the world about the horrors going on in the
castle.  Well, if you examine the corpse you will find that things must not have gone so
well, as the body is missing its head.  I guess Ralph and Jemima found out, and were not
pleased.  The restless Spirit who haunts the outside areas of this castle is the owner of this
body, and would really like its head back.  But you don't have any spare noggins in your
inventory at the moment, so it is time to go back the way you came.  When you reach the room
with the spiral staircase, cut straight across the room and head through the door on the
opposite (east) wall.

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

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

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

You should now be in a small library.  On the table to the left of the door you will find
Dick's Notes 4; it chronicles Alyssa's grandfather's three year search to find Lord
Burroughs' castle, and unlock the mystery of the triangular crest that is the key to the
Ritual of Engagement.  He also realizes that Nancy must have found his notes by now,
and figured out that he plans to tear out Alyssa's heart on her 15th birthday, and has
probably begun to take action to stop him.  Once you are done perusing this document,
move across the room towards the next table.  You will be ambushed by Scissorwoman
before you can grab the glittering object off the table, so nail her once with some Holy
Water to stun her, and then grab the object, which is another Lavender Water.  Stun her
again if necessary, and then run out the door in the back of the room, where she appeared. 
You are again on the path outside the castle, and the path ahead is once again crumbled
away.  Furthermore, the headless Spirit wanders this area.  Luckily, your pursuer won't
follow you out here, so at least you don't have to worry about her.  As you come through
the door, step out through the archway on your right.  You do not want to go forward,
towards the broken path, however.  Instead you are going to edge back towards the
library, until you see another small window near the ground on a narrow ledge.  Examine
this area to crawl through, into an area of the library that is behind some bookcases.  You
will be able to hear Scissorwoman still looking for you on the other side of the
bookcases, but ignore her since she can't get through to where you are.  Embedded in the
wall to the left side of the screen is the "N" Crest.  Grab this, and then wait in here until
you hear the annoying wench teleport away.  Then crawl back through the window, edge
back along the ledge, and re-enter the library through the door.  Run all the way back the
way you came until you reach the Dining Room, refill your Holy Water and save.  Then
place the "N" Crest in the "N" marked pillar.  This will cause the large painting on the
north wall to rise, revealing a secret door behind it.  Don't go through yet, however, as
you still need to free the headless Spirit.  Go past the "N" pillar and through the door, run
back through the short hallway, and go through the door at the end, back into the kitchen. 
Search the stove where you had previously fried Scissor Woman and you will find the
Charred Skull.  Take this and leave the kitchen through either the window, or through the
front door, which was locked from this side.  Step back out onto the ledge through the
second archway to your right to edge past the gap in the path, then go down both flights
of stairs and through the door at the bottom,  back into the main hall where the spiral
staircase is.  Run straight across and go through the door on the other side. 

Scissorman is back, and you already used the Evade Point here earlier, so you will have
to think of something else. Either hit him with Holy Water and go about your business as
quickly as possible, or (the far easier option) use an Invisibility Band to sneak by him.
Either way, your goal here is to get to the headless corpse, who strives to one day not be
quite so headless. So help the man out already! But be quick.  In exchange you get a Sigil
Stone and a Repellant Arrow; not a bad haul.  Now head back down the stairs and out the
door at the bottom.  Cross the large hall one more time and go back through the doors
towards the kitchen.  Scissorwoman will be waiting for your return now that the Spirit is
no longer patrolling this area, so stun her with some Holy Water and jump back out onto
the narrow ledge where you will be safe from her.  Edge back along the ledge towards the
kitchen, and the chase music will stop when you are halfway across.  This doesn't mean
that the horrible bimbo is gone, however, just that she has decided to take another
approach.  As you step off of the ledge and back onto the path on the other side, she
comes back through the door from the kitchen.  Though she can't reach you on the ledge,
she will also never go away if you are standing on the ledge, so your only option is to
douse her with Holy Water again and run past her into the kitchen.  Cross the kitchen as
fast as possible and run through the door on the other side.  Keep running down the short
hallway, re-enter the Dining Room through the door at the end, and then run halfway
across the dining room on the left hand side and refill your Holy Water at the jar. 
Scissorwoman should still be right on your ass, so if she gets too close, hit her again with
Holy Water.  Run out the door on the far end of the room, down the next short hallway,
and enter the library through the door on the end.  Weave your way through the library
and out through the door on the other side.  Finally step back out onto the ledge, edge
back towards the library and re-enter the small area where you found the "N" Crest.  As
before, Scissorwoman will look around the library while you are safe on the other side of
the bookcase.  After she teleports away, leave through the widow, go back along the
ledge, and go back into the library.  Now, run all the way back to the Dining Room, refill
your Holy Water, and save.  Finally, go through the door that was hidden behind the
painting.

Cross the short hallway and go through the double doors at the end.  You should now be
in a "U" shaped hall with some suits of armor and four iron maidens.  Run past them and
go through the red doors on the north wall.  The door locks behind you, trapping you in
this grand but oppressive room.  Notice the ornate triangular symbol that dominates the
floor in the middle of this room; this must be the symbol that Dick was talking about in
his notes.  As you walk towards the opposite side of the room, Alyssa takes time to
examine the impressive painting of a man on horseback.  Search the shelf beneath the
painting to find the "D" Crest, the Book of Entities IV, and Dick's Notes 5.     
The Book of Entities IV tells us about Lord Darcy Burroughs, who was an incredibly
powerful landowner in the beginning of the 17th century.  He married Natalya Hamilton,
and had one daughter, Annabel, of whom Lord Burroughs was especially fond.  Not fond
enough, however, that when he learned of the Ritual of Engagement, he planned to kill
her to achieve immortality.  Unfortunately for him, his daughter died in a carriage
accident the day before her fifteenth birthday, which kept Lord Burroughs from
performing the ritual and sending him into a murderous rage.  He had the coachman and
the maid who were with Annabel at the time of her death killed, and when this didn't
make him feel better, he started killing the rest of the staff, and even the villagers.  When
Natalya tried to convince him to stop, he killed her too.  The villagers finally decided
they had had enough, and formed a mob to kill Lord Burroughs.  He ended up being
crushed to death in the cogs of the castle clock tower while fleeing the mob.  Not before,
of course, he vowed to plague the world with hate and terror as long as the clock tower
continued to stand.  Finally, we have some idea of what is going on.

Dick's Notes illuminate things even further.  Darcy Burroughs also had a son, from his
first marriage, named William, who escaped the castle when his father died.  He went
into hiding and changed his name to Billy Brown to avoid being recognized as the son of
a mass murderer.  As it turns out, Brown was Dick's last name before he married
Francesca Hamilton and took her name, and Billy Brown was his ancestor, making him a
direct descendant of Lord Burroughs (and for those keeping track, this wasn't inbreeding,
even though Burroughs married a Hamilton, because William was a son from a previous
marriage, and thus carried no Hamilton blood).  Furthermore, Lord Burroughs' first name
was Darcy, his wife was name Natalya, and their daughter Annabel; D, N, and A.  Dick's
first name is…well, Dick, his daughter was Nancy, and her daughter is Alyssa; D, N, and
A again.  Small world, huh?  Well, in the words of Buffy, there are two things I don't
believe in; coincidences, and leprechauns.  Dick sees all of this as the inevitability of fate;
he is meant to complete what Lord Burroughs started, perform the Ritual of Engagement,
and become an Entity.

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

The suits of armor in the hall outside have burst into deadly motion, swinging their axes
in irregular patterns.  The iron maidens are also now activated, but for your benefit; they
are now elevators into a dungeon below.  The axes will kill you with a single hit if you
don't have any Sigil Stones; if you do have Sigil Stones, every time you are hit you will
lose one stone.  So don't get hit.  Unfortunately, the iron maiden elevators need to be
used in a certain order to be effective, as doors in the chamber below need to be unlocked
and opened from the correct side before you can move around the chamber freely.  The
elevator directly next to the door isn't useful right now, since the area that it leads to is
blocked off by locked doors that can only be unlocked from the other areas reached by
other elevators.  Instead, first cross across the top of the room without passing any active
suits of armor; the one in the middle of the north wall is dormant.  Go down through the
elevator here (north-west corner) into the room below, and move forward until you reach
a metal barred door.  It is locked from this side, so unlock it and open it.  Now go back to
the elevator and return to the hallway with the armor.  Now you need to run south, past
three suits of armor, and go down the elevator in the south-west corner.  To do this
without getting hit, wait until both suits of armor that you can see have both just moved;
the one closest to the north swings with and up and down motion, and the next one
further south swings side to side.  After each swing you will have a few seconds to move,
so as soon as you see these two move almost at the same time, dodge around them and
sprint south.  The third one is also pretty easy to avoid; just keep moving.  Once you
reach the elevator on this end (right next to the door you first entered this area through)
get into elevator and return to the basement.  Move towards the back of the screen, and
the door to this cell will fall outward.  Move out into this hallway, and continue until you
reach another door, which is also locked from this side.  Unlock and open it, and now you
have free access to three out of the four elevators.  As you step through the now unlocked
door, you will see a bloody trail on the floor.  Follow it to the elevator in the north-east
corner of the room and ride it back up to the hall.  You are once again next to the red
doors.  The last of the elevators lies to the south of this, so use the same tactics as before
to get past the swinging axes to reach the south-east end.  Go down the last elevator.  To
your left is a bench with a skeleton on it, but there is no restless Spirit here, and no items,
so ignore it.  Move to your right and go through the open doorway.    You will see a lot of
blood on the ground, and right above that, a switch on the wall.  Get ready for a mad dash
before you throw the switch.  It will raise two iron portcullises  that are on a short timer;
you will have to dash straight across the room without pausing for an instant, moving in a
straight line despite the changing camera angles, without getting hung up on anything. 
Otherwise the gates will come crashing back down before you reach the other end, and
you will have to use the elevator in the north-east corner again, run south past the
gauntlet of axe-y death again, and try once more.  So throw the switch when you are
ready and run like mad, as straight as possible.  When you make it you will know; there
will be a cutscene of the gate crashing down right behind Alyssa, startling her and
knocking her on her ass.  Once this is done, get up and go through the only door in the
room.

You have finally reached the room with Dennis and the goofy twins.  They apparently
took the time to make a animatronic dummy resembling Dennis (seems kind of redundant
to me), which they chop in half with the pendulum blade.  Too bad it wasn't the real
Dennis, but moments later they flip over the alter to show you that he is still alive, and in
the same predicament.  They tell you he will live if you will give them your heart (yeah,
right), and then surround you on the stairs, but before they can grab you, the section of
stairs you are standing on collapses, depositing you into yet another sub-chamber.  You
can't go back the way you came, and the door on the side of the room is broken, so move
forward until you see and intact door, with a book on a pedestal to the left of it.  The book
is the Book of Entities V, and it tells you about Ralph and Jemima, Oriental Twins who
served sadistically in the employ of Lord Burroughs, exercising their knowledge and
fascination with bladed weapons (scissors in particular) to eviscerate and dismember
victims who were still alive.  When Burroughs was killed, the twins were cornered and
stoned to death by the angry mob, but were resurrected together by the same Entity so
that they might be Subordinates in death.  Ladies and gentlemen, I give you Scissorman
and Scissorwoman.  After reading this, go through the door at the end of the room. 

Okay…the door leads into an exact replica of Dick's inner office, the one behind the wall
of masks.  Search the bookcases on the left hand side of the room to find pictures that
Alyssa drew for her beloved Grampy, and a story about the big bad wolf.  Look carefully
at Alyssa's drawing of the big bad in the background, and you will notice that it looks an
awful lot like the Dark Man who dragged Alyssa into all of this.  Once you are done
looking, the bookcase where you found the drawing slides back to reveal yet another
secret chamber behind it.  In here there is a desk, and some books, and some pretty
drawings that Alyssa made as a little girl…and a ladder leading up.  Climb the ladder to
climb up through a hidden panel in the floor of the room with the projector.  A fairly long
and creepy cutscene commences, showing you how your grandfather performed a ritual
to join with the shade of Lord Burroughs to make the circle of evil complete; Burroughs
and Dick will perform the Ritual of Engagement to create a new Entity together, thus
finally fulfilling Burroughs shattered dream.  At the end of the cutscene you once again
see Ralph and Jemima on the projection screen, taunting you with poor Dennis.  Wait a
second, am I telling you that you have to go past those axe swinging suits of armor, back
into the basement, and dash past those timed iron gates all over again?  Yes I am.  Go
back out of this room, carefully time your dash past the suits of armor into the south-east
corner, go back down into the basement through the iron maiden, cross to the switch, pull
it, and run like hell, straight as an arrow to the other side, just like before.  You are
treated to the same cutscene of Alyssa falling on her ass, so get up and go through the
door for the last time.

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

-3. Boss Battle: Scissorwoman
Don't even bother trying to pin this little bitch, as she teleports away whenever she is
cornered, and her Entity can't be pinned down and destroyed until you take down her
brother, since they share an Entity.  Just focus on staying out of the way of her attacks
and pummeling her with arrows as strong as you can charge them.  Like most
Subordinates, she will charge at you and attempt to slash you, and as she is charging is a
good time to get a shot off, no matter how weak.  A strong enough attack will knock her
back long enough for you to move out of the way as well. Also like the other
Subordinates, these attacks are pretty easy to avoid if you keep moving.   Unlike other
Subordinates, she doesn't pause after taking a swing at you, but instead teleports away,
sometimes really close to you, and tries again.  She moves fairly quickly, so stay on your
toes and take shots when you can get even a moment.  If she does connect with an attack
she dances and claps for a few seconds, proud of herself, so if you are quick you can get a
shot off before she teleports away again. 

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

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

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

-4, Boss Fight: Scissorman
Luckily, he moves a little slower than his sister, and doesn't teleport.  This is good
because he is also a lot tougher to kill than his sister, and you are going to need to pin
him down.   As is always the rule during boss battles, keep moving to avoid his ordinary
attack, as he methodically stalks you and swings his blades when he gets near.  He has a
number of attacks, including a powerful one that comes with little warning, in which blue
energy blades erupt from the ground in a straight line away from him.  If this happens
while you are running away, jag left or right to avoid this attack.  He also has a number of
normal attacks, such as a swipe or a jump and swipe attack when he gets close, but these
all amount to the same thing, and are easily avoided if you keep moving.  The really
dangerous attack comes when he says "I've got a present for you!", which means that he
is about to unleash a devastating scything energy attack.  He charges up with a blue glow
around himself for a short while, and when he is done, blue blades of energy tear through
the air in an arch all around the room.

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

No matter how you do it, once you have him pinned once, keep moving around the room
and bind him with energy chains from every angle until Alyssa finally unleashes the
devastating final attack.  If this doesn't finish him, pummel him with more arrows until
he is done.  Then there will be another cutscene to end the chapter.

Alyssa tries to cut the last of the ropes binding Dennis to the altar, but Ralphy isn't done
yet, and grabs Alyssa, pinning her against the wall, ready to take revenge for his sister. 
Before he can, Dennis frees himself and activates the pendulum, which swings forward
and skewers the subordinate, destroying him.  Wow!  He finally made himself useful! 
The twins prove to be just as irritating dead, and their giggling ghosts remain, riding the
swinging pendulum blade, until both the blade and its riders disappear in a flash of light. 
This time you don't even get a section of the Clover Pendantyou're your troubles, so
Alyssa is still short one.  Alyssa shows her gratitude to Dennis by hugging him, but then
he ruins his big moment by acting like a jackass, having another one of his spaz attacks
on the altar.  Mercifully, his shenanigans are ended when he and Alyssa are transported
back to the foot of the spiral staircase, which leads up to the clock tower.  The Dark Man
makes another appearance, and Alyssa tells Dennis that the Dark Man is actually her
grandfather.  The Dark Man tells Alyssa that to end this she must meet him at the top of
the Clock Tower, now.  Alyssa shrugs off the whining Dennis, and begins her final
ascent…

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

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

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

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

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

-2. Final Battle: Lord Burroughs
First things first; this bad boy has two full health bars that must be whittled down before
he can be defeated.  This means beating him down for a while, Binding him to one spot,
and nailing him with a divine final shot, and then doing the whole thing again.  It is like
two boss battles in one, except that you only get the one health bar for yourself. 
Furthermore, Burroughs isn't easy to pin down even once, let alone twice.  But it can be
done, especially with the help of all those Special Arrows you have been saving. 

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

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

After you have reduced his first health bar down to half, he adds a nasty attack to his
repertoire.  He will yell "There is no escape!", and moments later a viscous bloody mass
will rise from the spot where you were standing.  If you are within its diameter it will
hold you in place long enough for Burroughs to use his energy attack to bind you in
place, so when you hear him say "There is no escape", just run as far as you can in any
direction, so long as it is a straight line and not directly towards Burroughs.  Always pick
the direction where you have the most distance to run in, to avoid getting hung up and
caught in the red goo.  Otherwise, keep up with the tactics mentioned previously, dodging
and firing, but always moving.  Soon his energy attack will get even more dangerous, as
it will split into three balls, one going straight and the other two going tangentially.  He
only does this rarely, however, so just dodge them the best that you can and keep up with
the strategy above.

Once you get his health bar so that it is all red, this means he is half dead.  Now it is time
to lay down a little ass whooping.  Remember all those arrows we have been saving? 
Well, it is time to use them.  Special Arrows are activated by pressing the R1 button
instead of the normal attack.  Unfortunately, you can't choose which arrows you want to
use, as they are used in the order that they were picked up.  Still, the Repellant Arrows,
even though they do not Bind, do a nice chunk of damage, which is very nice considering
how long it took to get him down to half hit points.  When you use a Binding Arrow, you
will know, as it glows red and places an energy chain on Burroughs when it hits, just as
though you hit him with a fully charged regular arrow.  When you do hit him with a
Binding Arrow, you need to move to another spot at least forty-five degrees away to bind
him with a second arrow, just like normal.  Keep up your normal pattern of fire and
dodge, exactly as before, except using Special Arrows instead of your regular attack.  If
you do the Binding right (i.e. moving far enough after each Binding shot) you should
soon be able to pound him into the ground with the final attack. 

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

Unfortunately, that isn't the end of him.  He disarms Alyssa at the last moment and
knocks her over the ledge, but Alyssa catches herself before plummeting to her doom. 
Burroughs gives her another chance to submit, but rather than do this, Alyssa tries to let
go and fall to her death.  Burroughs catches her arm and stops her from falling, and
Alyssa gets free of his grip, back on firm ground.  A spectral voice says "Alyssa, take
strength from me…".  Now you have to run away from Burroughs and make your way
around the pit in the center to the left hand side of the screen, where the rubble of
Alyssa's mother lies.  Just keep moving no matter what, and when you reach the rubble,
the final cutscene takes over.     

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

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

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

Secondly, you will receive a key to the wardrobe in Alyssa's room at the beginning of
your next ("Clear") game.  There are five outfits in the wardrobe that you can choose
from, and they are, in the North American version of the game; the Greek Dress from the
battle against Lord Burroughs, a Denim Cowgirl outfit (still with a mini-skirt), a pretty
cool Rooder Warrior outfit (still REALLY short though), a fishnet and halter top Whore
outfit (on a fourteen year old girl…real nice guys), and the her standard schoolgirl outfit. 
Apparently Alyssa won't wear anything that doesn't give her a nice breeze on her cheeks. 
This is true for the outfits in the Japanese version of the game as well; the Greek Dress, a
Blue Sailor school uniform, a White Sailor school uniform, a Santa's Helper Christmas
costume, and her regular school uniform.  Jimmeny.

Also, when you play through this "Clear" game, the difficulty is a lot harder.  Alyssa's
Panic Meter fills faster, the Subordinates are faster and have new hiding places, carry
different, nastier weapons, and are tougher to kill in the Boss Battles.  All in all, it makes
for a much tougher experience.
   
That's it for secrets, now what about Mysteries?  Actually, I lied.  There are no real
mysteries left at the end of this game, other than what Alyssa has against pants, why her
family was living in the guest wing of her house, and why the men take the women's last
names when they marry.  To these questions, there may not be a real answer…

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

The graphics were excellent overall, with a few exceptions.  Alyssa's model looked good,
with realistic animations and cloth effects, such as her skirt.  The environments and
backgrounds were moody and well rendered.  The Subordinates looked universally well
done, at least from a technical standpoint, but they were also one of the disappointing
aspects of the game visually.  The Subordinates were supposed to be frightening, and the
first two, Sledgehammer and The Corroder, were.  Chopper looked rather cool, but he
didn't fit the ambience of the game at all.  I would have liked to see a Leatherface or a
Michael Myers, some kind of creepy blade-wielding maniac.  Instead, Chopper was
obviously very anime influenced, and would have looked more at home in a game like
Devil May Cry.  The Scissor Twins were not frightening at all, but instead rather goofy. 
Actually, Scissorwoman was kind of a cutie, mass slaughter aside.  And Scissorman kind
of pranced around the level, looking like an effeminate albino ninja.  They, for their part,
would have done well as comic-relief characters in the Onimusha series.  And as for Lord
Burroughs…his look fit the character pretty well, but I felt like I was getting tossed
around by an evil Captain Morgan.  Which actually happened a few times during college,
but only metaphorically.  Seriously, his model looked good, and he was imposing…but
not frightening.

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

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

Other than the things mentioned above, I thought that the game was pure gold.  The
inability to fight back against one's enemies, resulting in tense sessions of running and
hiding, balanced by the ability to fight back against one's attackers as a sort of catharsis
for the rest of the level ended up being a very satisfying combination.  Add to this the
Quantum Leap-like aspects of the earlier parts of the game where you go from time to
time, setting the spirits of the damned free, and the very strong and interesting story, and
you have a game that was a wonderful change of pace from Resident Evil and all of its
clones.  Although I do love Resident Evil, and especially Silent Hill…there is something
closer to the roots of horror about not being able to fight back, about being weaker than
one's enemies and still triumphing against impossible odds.  Now lets just hope that the
next Clock Tower (if they do one; they expected this game to sell a half-million copies in
North America in its first months, and it only sold a quarter-million) they keep the same
formula but focus on making the enemies, Spirits and Subordinates alike, more
frightening instead of flashy.  They have an opportunity to make some really memorable
horror icons here, the Michael Myers, Jason Vorhees, and Freddy Kruegers of the video
game world.  I would also like to see another aspect to the Boss Battles, where after
destroying the Subordinate you must then destroy their true form, that of the Entity that
was controlling them…two nasty evils for the price of one.  Here's to hoping that
Capcom stays at the helm and are up to the challenge of making Clock Tower even more
frightening next time.

As I said, I though Clock Tower 3 was a very strong game overall that fell flat in a few
places but still kept my attention and interest, even after a couple of times through the
game.  The super nasty "Clear" mode, with its extra elements of difficulty and surprise
helped to give this game some good replay value.  I give the game a 7.8 out of 10 for its
strong performance, excellent story, and fresh ideas.  The franchise has room to grow on
the Playstation 2, and I look forward to seeing it do so.

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