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Guide and Walkthrough by RMcGregor

Version: 1.0 | Updated: 10/17/2000

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          T H E  S T R U G G L E  W I T H I N      ##########
                  W A L K T H R O U G H           #########

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Clock Tower 2 The Struggle Within/Clock Tower Ghosthead Walkthrough 
For The Sony PlayStation Game Console
Written By Rob McGregor (mcgregorr@xtra.co.nz)
Version 1.0 - October 17th 2000
HTML Version at: http://welcome.to/clocktower - Sorry Offline
------------------------------------------------------------------>

No portion of this walkthrough may be reproduced without 
written or e-mail permission from me. You may contact me at 
mcgregorr@xtra.co.nz for any authorizations, comments, or 
corrections or additions. 

If you wish to put this walkthrough on a web site, e-mail 
notification is needed. If you do wish to use this on a page in 
HTML please make sure you tell me before doing so with 
information on how and where it will be used. This document may 
not be sold or used for profit.

This walkthrough is not authorized by, endorsed, or associated 
in any way with Human Entertainment Ltd. or any associated or 
affiliated company. This walkthrough should not be confused with 
any publication that is distributed by Human Entertainment Ltd. 
or any associated or affiliated company. Clock Tower, all 
characters locations etc. (c) & TM Human Entertainment Ltd. 
(c) & published by Agetec/Ascii Entertainment Ltd.

BEFORE STARTING THE GAME OR PLAYING THROUGH WITH THIS GUIDE PLEASE
READ THE "IMPORTANT INFO YOU NEED TO KNOW" SECTION.  DOING SO WILL 
SAVE YOU FROM ANY TROUBLES YOU MAY ENCOUNTER DURING THE GAMEPLAY!!

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1.0 - T A B L E  O F  C O N T E N T S
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1.0  - Table of Contents
     1.1  - Updates
     1.2  - Introduction
     1.3  - What is Clock Tower?
     1.4  - How To Play Clock Tower 2
          1.4.1  - Game Terminology
          1.4.2  - Display Screen
          1.4.3  - Controls
          1.4.4  - Endings
          1.4.5  - Progression Screens
          1.4.6  - Power and Game Over
          1.4.7  - Pause Options 
          1.4.8  - Memory Card Information
          1.4.9  - Amulet Info
          1.4.10 - Other Info You Should Know
     1.5  - Characters
     1.6  - Hints
     1.7  - Review
2.0  - The Walkthrough
     2.X  - Important Info You Need To Read
     2.1  - M Ending
     2.2  - L Ending
     2.3  - K Ending
     2.4  - J Ending
     2.5  - I Ending 
     2.6  - H Ending
     2.7  - G Ending
     2.8  - F Ending
     2.9  - E Ending
     2.10 - D Ending
     2.11 - C Ending
     2.12 - B Ending
     2.13 - A Ending
3.0  - 2 Play - Full Ending 
4.0  - Maps and Room Guide
5.0  - ??? Options Explored
     5.1  - Earning ???
     5.2  - Inside ???
     5.3  - Extra Options Explored
6.0  - Cheats and Codes
7.0  - Unknown Info/Things To Add
8.0  - FAQ
9.0  - Legal Stuff
10.0 - Credits

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1.1 - U P D A T E S
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Version 1.0 (II) - Kinda decided to clean out the old e-mails and
                   make a few corrections and updates. Nothing 
                   major enough to make a update change to the 
                   guide, just minor corrections and updates. 
                   - Important Info section added
                   - FAQ's added
                   - Few minor corrections
                   - You do know Clock Tower 3 is out from 
                     Capcom now right?

Version 1.0 - All the sections are up. Hopefully I cover 
everything, but probably not. Questions or additions are gladly
accepted. Kick me while I'm down is what I say. 

------------------------------------------------------------------>
1.2 - I N T R O D U C T I O N
------------------------------------------------------------------>

Well, after the huge amount of comments on my Clock Tower guide 
and the huge amount of e-mails reguarding the idea of me doing a 
CT2 guide, I'm back to do one. Damn me an my promices. 

Welcome to Clock Tower again. The game (technically the 3rd though
labled the second in the US) has a bunch of new features, some 
good, some bad, and (fortunatley/unfortnuately) the same style of 
game play. Overall, I didn't like this game as much as the others, 
mostly because it wasn't scary enough, invloved too much running 
around (though I'd love to thank who ever decided to put in the 
scene skip option), and the storyline was too remincint of 
Resident Evil's as if Human thought they were missing out on the 
public eye, and thought toxins/virus' were better than just 
psychopathic killers with large pairs of scissors.

If your looking for details on the other Clock Tower game on 
PlayStation, you should look for my Clock Tower guide at 
GameFAQ's (http://www.gamefaqs.com). 

People have probably looked at me odd for getting nearly 250KB 
out of Clock Tower 2, but blame that on the full guide written for
each of the 13 endings. 

Please know that I was using a copy of The Struggle Within for 
this guide. Hopefully, those of you playing Ghosthead should have
no problems with it as from what I've been told the only changes
are to Characters names, such as Yutaka in Japan, is Alyssa for 
the US, Shoh in Japan, is Bates for the US, etc. Or is that Yuu 
and Sho. Mhh, I've seen both. But anyway, other than that you will 
be able to use the guide for both versions. 

So, well without stuffing around this time, I'll just let this
stand and get to the guide. If you still have any problems or 
anything, feel free to e-mail me at mcgregorr@xtra.co.nz

- Rob 

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1.3 - W H A T  I S  C L O C K  T O W E R ?
------------------------------------------------------------------>

The most common question I am asked through my old web page is what
the hell Clock Tower is (what is it about exactly), and how does 
it play. Although this should be in the FAQ section, it has 
importance to what Clock Tower is.


Q - What is Clock Tower?

Clock Tower is a game for the Sony PlayStation console (I can 
guess most people know this) that was released in 1997 by Human
Entertainment Japan. It is the sequal to a game called Clock Tower
for the Super Famicom and PC from 1995. Clock Tower First Fear is
a re-release of the original Super Famicom/PC version, and was 
released in 1996 for PlayStation also, in Japan only. Tracking down 
a copy will be hard and playing it even harder. :) There was also a
release of Clock Tower to the WonderSwan during last year. Chances
are this was just a port of the Super Famicom version. 

This guide covers the majorly unrelated sequel, Clock Tower: 
Ghosthead (known as Clock Tower 2: The Struggle Within in the USA)
released in 1998/99. 

Currently rumors are going around of a movie of Clock Tower based 
on the premice of the first two games. While I'm happy for the idea
if it is confirmed I hope it doesn't turn into the type of issue 
like the Resident Evil movie has.

Other rumors are for a new Clock Tower game to be released around 
the time of the movie. If this has any truth to it or not, I'm 
unsure. And if so I have no clue as to who will be making the game.
Human no longer exist, so that only leaves ASCII/AgeTec. 


Q - How does Clock Tower play? Is it like Resident Evil or 
something? 

No, Clock Tower isn't like Resident Evil. It's a point and click
adventure game. You don't use weapons (well not exactly) to get 
rid of your enemy, you use objects and items to hit him with or 
hide in. It's not too hard in places, if your looking for a 
really hard puzzle with no scares just a mystery style type game 
I suggest you find Broken Sword 1 or 2 and play that.


If you need to know anything more contact me at 
mcgregorr@xtra.co.nz

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1.4 - H O W  T O  P L A Y  C L O C K  T O W E R  2
------------------------------------------------------------------>

There is so much to Clock Tower 2 as with Clock Tower, so I've 
split this up into sections as I did with the Clock Tower guide. 

------------------------------------------------------------------>
1.4.1 - G A M E  T E R M I N O L O G Y
------------------------------------------------------------------>

Click Point - The cursor (arrow on screen) will change shape 
when placed on certain objects. This indicates that the 
character can interact (pick up, talk etc.) with this thing. 
These points where the cursor changes are called click points. 

Click - Pressing a button on a click point to perform an action 
is called "clicking" (obviously). 

Panic/Danger Mode - When a character's life is in danger the 
cursor will blink red. 

Escape Mode - Escape mode is activated when the character is 
chased by an enemy. Unlike the normal mode, click points only 
occur on objects for escaping, door's etc. and effective for 
making enemies die or retreat. Thing's to throw, shoot with etc. 

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1.4.2 - D I S P L A Y  S C R E E N
------------------------------------------------------------------>

Cursor - The character performs an action when the cursor is 
moved to a click point and an object is selected. When the 
cursor is placed at a new location and clicked, the character 
will move to that new area. The cursor also indicates current 
power and panic mode (see 1.4.6 - Power and Game Over). 

Item Window - To use an item that you've picked up, move the 
cursor to the top if the screen (upper left hand corner) to 
display the current inventory of items. Click the item you want 
to use. The cursor will display a picture of the item which 
moves around the screen with your cursor. You can then select 
a click point with the cursor to use that item. 

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1.4.3 - C O N T R O L S
------------------------------------------------------------------>

Clock Tower 2 makes use of any standard PlayStation controller, 
including the Dual Shock and Standard Analog controllers.

X/L1 Buttons - Used for directing your character and for selecting 
items on progression screens. A quick double click makes the 
character run. Click once more to stop running. 

START button - Pause button. Allows the use of the pause function. 
(see Pause Options) 

Circle Button - Used as a panic button. Rapid repeated clicking in 
panic mode can get you out of a tight spot. Also used to skip 
movies if the scene skip is on.

Direction Buttons - Used for moving the cursor around the various 
screens. 

Square Button - Cancels a progression screen. 

Analog Sticks - Control Movement. Press them down to click with the
options of X/L1. Note: You must have the red light on to use Analog
mode. 

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1.4.4 - E N D I N G S
------------------------------------------------------------------>

There are thirteen different endings for Clock Tower 2. The 
conclusion depends on your actions and the progression through 
the scenarios that you explore. 

Unlike the first PlayStation Clock Tower this game only has one 
FMV ending, which was a slight dissapointment, that is for the A 
Ending. All others will be ingame endings.

When using the guide I have made the choices for the endings very
simple, where you can pick the ending you wish to get by following
the guide.

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1.4.5 - P R O G R E S S I O N  S C R E E N S 
------------------------------------------------------------------>

Main Menu Screen - The options of the main menu. 


New Game - Select this to start a new game of Clock Tower 2.


Data Load - When you have a saved game on your memory card, select
this option to load up your current location.


Options - Standard gameplay options. In here will be:

- Event Cut. With this on, you can skip movie and animation scenes 
by pressing the circle button. With it off, you will have no choice 
but to watch the movies. I suggest you have it on, as it will help
you quite often.

- Vibration. Turn this on or off to toggle the virbration settings
with the Dual Shock controllers.

- ??? - The secret options are back in CT2. Check the ??? section
for more details. 


Pamphlet - Within the pamphlet option is the following:

- Ending List. View all the endings you have earned for the game

- Hint List. Here you can view all hints you have picked up from
within the game. 

- ???. A secret option. For more info check the ??? Section.


??? - Another secret option. Also check the ??? Section for more
details.

------------------------------------------------------------------>
1.4.6 - P O W E R  A N D  G A M E  O V E R 
------------------------------------------------------------------>

During the game, each character has three levels of strength 
indicated by the cursor color. Strength decreases after extreme 
action or after being attacked, and recovers with med kits found
around the game. For example, if you encounter and enemy using 
the panic button, your strength decreases by one level. If your 
strength is already at the lowest level (red cursor and you 
encounter an enemy), your strength goes down to zero. You 
will be killed no matter how much to rapidly press the 
panic button. 

Game Over Screen - Game over occurs when your strength reaches 
zero, when you fail in rapid firing during panic mode etc. When 
the game is over, the screen switches over to the game over screen, 
select yes below CONTINUE from the menu to resume play from where 
you just entered the room. The game restarts with your strength 
recovered by one level, use this opportunity wisely and escape! 
(NOTE: Resetting or turning the power off eliminates your chance 
to CONTINUE) 

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1.4.7 - P A U S E  O P T I O N S
------------------------------------------------------------------>

When you pause, the pause menu is displayed on the screen. Besides
your playing time, and memory card status, there are some options
you can use. Choose an option by the X Button.

Return To Game - Resumes game.

Save Game - Use this to save your current status. Note that you 
cannot save while being chased by monsters.

Load Game - Load a previous save. Also note that you cannot load
while being chased by monsters.

Screen Adjust - Adjust the vertical and horizontal position of the
screen on your TV.

Event Cut - With this on, you can skip movie and animation scenes 
by pressing the circle button. With it off, you will have no 
choice but to watch the movies and door opening scenes. I suggest 
you have it on, as it will help you quite often.

Vibration - Turn this on or off to toggle the virbration settings
with the Dual Shock controllers.

Reset - Reset the game back to the opening video. Note that the 
game will save the current status for notes and endings when you
reset.

------------------------------------------------------------------>
1.4.8 - M E M O R Y  C A R D  I N F O R M A T I O N 
------------------------------------------------------------------>

Handling Memory Cards for Clock Tower 2 - Rules and info for 
memory cards. 

- It uses a maximum of only 1 block on a card. 

- Clock Tower 2 uses memory card slot 1 only. 

- Data for up to three games can be saved per memory card.

- The ending list, hint's found etc. is checked upon the start 
of the game. Make sure the memory card with that info is 
inserted into memory card slot one when you start. If not the 
game will be reinitialized. 
        
- Before play make sure there is enough room on your memory 
card for the saves. You will be warned if there is no card or
insufficent slots. 

------------------------------------------------------------------>
1.4.9 - A M U L E T  I N F O
------------------------------------------------------------------>

Alyssa's amulet hides her dark half, Bates, from turning up. While
this can be useful, in some situations you must become Bates to do
some tasks, fire weapons, and occassionaly find out info.

To become Bates you will need to drop the amulet in places (which
will be outlined within the guide) and be freaked out. This will
change you into him. To change back to Alyssa all you need to do 
is pick up the amulet from where ever you left it. 

This switch is often needed and will be mentioned during the steps
of the guide below also.

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1.4.10 - O T H E R  I N F O  Y O U  S H O U L D  K N O W
------------------------------------------------------------------>

This section is for all the other stuff that doesn't fit into 
the other sections, especially in game tips. Keep looking here 
for added tips. 

Right now nothing is here because nothing springs to my mind. If 
you have something you think people should know or some plain info 
that isn't here the e-mail me at mcgregorr@xtra.co.nz and tell me 
about it so it can be added.

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1.5 - C H A R A C T E R S
------------------------------------------------------------------>

There is many characters that you meet and play as in Clock 
Tower 2 (US names apply here). Here is long list of who's who, and 
a little info about each. This info comes from the guide 
information you recieve at the end of the game. It's been edited 
slightly to remove spoilers as best as can be done, and I've also 
added some of my own comments within.


Alyssa Hale

Alyssa is the main character for Clock Tower 2. All the evil intent
in the game seems to revovle around her for an unknown reason. Her
father, the director of a major hospital, was not home much, so
Alyssa spent much of her childhood alone and she grew up to become
a very quiet girl. When she was still quite young, her father gave
her a charm which she called "Amulet." She carried it with her 
always, and it became a source of power. 


Bates  

Alyssa Hale's male alter ego. Bates is cruel, unjust, and heartless, 
yet kind to Alyssa, which might be a simple defense instinct. Any 
actual significance or reason to his existances is unknown, but he 
only seems to appears when Alyssa doesn not wear her "Amulet" which 
seems to supress his being.  


Philip Tate  

The director of the Memorial Pharmaceuticals Research Lab, and 
Alyssa's Uncle. Majorly invloved with who scheme of things, Allen 
Hale tricks him into believing the "Maxwell Curse." 


Stephanie Tate  

A first grader and the younger daughter of the Tate's who becomes 
a murderous zombie. She loves to laugh and carries a knife for 
which she likes to stab at people with.  


Allen Hale  

Alyssa's father. Hale at one time worked with Philip Tate at the 
Memorial Pharmaceuticals Research Lab. Hale was among the top 
technicians at the lab until the science genius George Maxwell 
appeared and ousted him from his position.  


Alex Corey  

A cool, snobbish detective from the neighbouring town of Prunedale. 
He saves his reputation as a "cool" character by turning up at the 
end of scenarios.  


Doug Bowman  

A newspaper reporter with a stong sense of justice. He, too, is 
relegated to playing a supporting role like Alex Corey, and does 
little for the game. He is open-hearted and straight-forward, but 
he is bad at dealing with dead-end situations and tends to make 
hasty decisions.  


Shannon Lewis  

Daughter of Allen Hale. When she was 8 years old, her parents 
divorced, and she was taken into custody by her mother, who died 
of illness a year later. Shannon was raised by relatives. Her 
hatred of her father, Allen Hale, builds, and when she sees him 
with Alyssa, she realizes she wants to exact revenge.  


Ashley Tate  

A first year middle school student. While coming home from school 
she becomes a living corpse. After becoming so she attacks her 
mother, Kathryn, and is then killed by her father, Philip, but 
her right arm which was injected with the toxin continues to live. 
A very unlucky girl. 


Kathryn Tate

Aunt Kathryn to Alyssa, Kathryn plays a small role in Clock Tower
2 near the start of the game. A background character.


Michael Tate  

The eldest son in the Tate family and about to enter high school. 
While trying to escape from Stephanie who has become a murderous 
zombie, climbs inside a suit of samurai armor. While in the armor, 
he, too, goes crazy and becomes a wandering, murderous zombie, 
just one in a large samurai suit of armor that is. 


Henry Kaplan  

The director of Memorial Hospital. Kaplan helps George Maxwell by 
providing him with patients for experiments. This causes Memorial 
Hospital to have a bad reputaion. 


Jessica Cook  

The Head Nurse of Memorial hospital. She investigates Kaplan's 
acitvities on her own. When she discoveres the plans going on, 
there are already many zombies and she thinks its too late to do 
anything about it so she tries to commit suicide. She is an 
extremely overwrought, emotional woman. 


George Maxwell  

Works at the Memorial Pharmaceuticals Research Lab. The eldest son 
of the noble Maxwell family. He has always had a reputation of 
being a genius, and rightfully so. You will meet him late in the 
game.


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1.6 - H I N T S
------------------------------------------------------------------>

Here you will find all the hints in the game and their locations, 
just incase you feel like picking them up in the game for some odd 
reason. I have also added some thoughts or details on some of them
as there are some odd things with some of them. 


Hint 1 - 
Scenario - One
Location (Object, Room) - Washing Machine, Bathroom

Alyssa and Bates encounter different events. If you find yourself
unable to continue, first change personalities by putting down the
amulet and then try again.


Hint 2 - 
Scenario - One
Location (Object, Room) -  Kitchen Sink, Kitchen (of all places :-P)

There are some events that Alyssa can clear only when she has put
down the amulet. Put down the amulet and try again. 

(Is it me or does this just sound like Hint 1 reworded?)


Hint 3 - 
Scenario - One
Location (Object, Room) - Coffee Table, Living Room 2F

After saving Aunt Kathryn from Stephanie, lock Stephanie in the 
bedroom. Since one particular item has not been expended, you should
be able to use it here.

(You will only get this if you have done everything correctly for 
the A ending. The item is the bedroom key.)


Hint 4 - 
Scenario - One
Location (Object, Room) - Books, Hallway 1F

When confronting Stephanie in front of the fireplace, drop the amulet.
Be sure to pick it up again.

(You will only get this hint if you are doing poorly in the game.
Doing such things as talking to Phillip as Bates in the Entryway
or going for a very low rank ending will cause it to appear.)


Hint 5 - 
Scenario - Two
Location (Object, Room) - Nightstand, Room 102

If you do not see all of the events in "Noisy Monster Cage" you
will not be able to escape from the hospital.


Hint 6 - 
Scenario - Two
Location (Object, Room) - Bookshelf, Office 3

Head Nurse Cook and Reporter Bowman appear in "Noisy Monster Cage"
But they also appear in "The Fathers"


Hint 7 - 
Scenario - Three
Location (Object, Room) - Computer, Office 2

The armored samurai will sometimes move, while other times he will
not. Whether he moves or not plays a major factor in determining 
the ending.

(This is very misleading. It sounds as though you don't need to 
check this for each play through and that it relies on luck. In
actual fact, only one ending requires it not to be moved, and in
all the others you can basically look at it anytime)


Hint 8 - 
Scenario - Three
Location (Object, Room) - Computer, Lab 2

Sorry, no hints this time! Help Alyssa as best you can!

(What is the point of having this 8th Hint? An even number or 
something?)


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1.7 - R E V I E W
------------------------------------------------------------------>

Basically because I thought I better add a review, and had written
one for my friends site, Survival Horror Extreme 
(http://www.survivalhorror.net), I decided to add it to the guide
in what can probably be called a lame attempt at adding more KB's
to a guide though I'll just say it's a nice bit of info for those
wanting to see my views on the game fully. :)


Clock Tower 2 

Clock Tower 2 is full of real horror. But it's not the little girl 
with the knife. And it's not the zombies. It's not even the guy 
with the huge blade and the devils mask... oh no.... the real 
horror of Clock Tower 2 is how shockingly bad the game is.

Okay, so maybe it's a bit harsh to put a judgment of the game in 
the opening statement, but I was really looking forward to Clock 
Tower 2. I'm a big fan of the original, and from what I had seen 
of the second one made me really interested in the development of 
the game. But when I got my hands on it, I had realized what a 
horrible, horrible, mistake the developers, Human Entertainment, 
had made.

The game is blatantly there to cash-in on the then success of 
Resident Evil 2. Having no relation to the previous Clock Tower 
games beside the name, Clock Tower 2 relies upon using a storyline 
which sounds all too familiar. Zombies being controlled by a 
toxin and the toxin is made by a pharmaceuticals lab. Hmm... I 
hear you say. The team has put a twist on the idea with Alyssa's 
origins and also the idea of a fake curse related to it in the mix, 
but overall I smell cheap cash-in material. 

The graphics and point and click are no different than Clock Tower, 
which is okay in a way (it means I was already use to the set up 
before playing). But when the game is 2 years older than it is 
previous counterpart, you expect to see at least some minor 
advancement. I mean even the Tomb Raider engine gets a slight make 
over every time Core and Eidos release yet another sequel to the 
series.

The most important lack of what is needed is horror. Oh yeah it's 
fine to have a little girl with a knife or a guy with a big ass 
blade chasing you, but if they aren't at all crafty like Scissorman 
was, then all you have is an enemy who will just make you continue 
the scene again. That becomes more of an annoyance than something 
to set to scare you. After the first section of the game it also 
begins to loose it's "jump out of your seat" moments which is a 
real shame because the previous Clock Tower games excelled at these 
type of scenes. 

With the inclusion of weapons, Human have shot themselves in the 
foot (no pun intended). Pistols, machine-guns, shotguns. Shooting 
enemies is fun in Resident Evil, it's the basis of the game seeing 
as the controls are set around doing this and other searching 
actions, but with the point and click controls of Clock Tower 2 it 
feels fairly awkward. There are still the normal item uses to beat 
your enemies with, chairs, pots, brooms etc. which is good, because 
it's the basis of why I liked the previous games, but there is also 
a big focus on weapons which I didn't like at all. You're basically 
driven to using them because if you don't want to do so you'll have 
to do a lot of backtracking to find the one or two re-useable 
hiding spots in the whole location.

So has the game got any replay value... well it has 13 endings, and 
a few mini games. 13 endings sounds like it will take you a while to 
get the game fully finished, but that's way off. In 2 full 
playthroughs, if you know what to do, you can get all the endings 
during these. The few mini games opened under certain conditions are 
no fun at all, and after about five minutes I lost interest. They 
just aren't worth the time I feel. 

Clock Tower 2 just isn't a worthy game. If you want to check it out, 
just to say you've played the Clock Tower games or if your looking 
for an odd change from general games go ahead and rent it. 
Otherwise, stay clear. There are far better games out there that 
are wanting your attention and love.

Graphics - 5
Sound - 7
Control - 6
Gameplay - 5
Overall - 5
(Total - 5.8)


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2.0 - T H E  W A L K T H R O U G H
------------------------------------------------------------------>

It took me a while to decide on the format of the guide but in the
end I have decided to split the guide up into 13 sections, each 
covering one ending each. This makes it easier to get the ending 
you want instead of reading a full guide which mentions when you
need to do something different... but...

I have also made a final section which is a small step guide which 
tells you where to save to get 12 out of the 13 endings all at once. 
I added this for people who may have just rented the game and wish 
to finish it quickly. The only problem is it all makes the guide 
huge, if you can call it a problem at all. :) 

Unlike with my Clock Tower guide which outlined where hiding
places, items, and other details were after the end of each
scenario, they have been placed in section 3 with the maps as
a room by room guide to the game. There are points in the guide
however where I will mention items for the sake of contining the
game. 

Also prepare to get annoyed. The stages require a lot of running
back and forth between areas and floors. Especially in Chapter 3. 
Don't say I didn't warn you.

Also, please note, that if I say left or right I mean to the 
screen left or right, seeing as all the playing views you can 
always go left or right on the screen. Most people can figure this
out but I've had the odd e-mailer who can't, so I'm telling you
now. 

If you have anything to add, or if I have anything wrong, 
please e-mail me at mcgregorr@xtra.co.nz

Well, I guess it's onto the guide. Good luck. 


------------------------------------------------------------------>
2.X - I M P O R T A N T  I N F O  Y O U  N E E D  T O  R E A D
------------------------------------------------------------------>

Since the creation of this guide I've been unindated with e-mails
on two major spots of the game. Half the reason is in not 
explaining the mechanics of the section, the other half is people
not completing previous tasks fully. These are the sections 
with the information you need to know:

- The Fireplace Event // Finale of Chapter 1
Firstly if you followed my guide you will have noted I forgot to
mention to return and get your amulet. My mistake but I thought it
was a given seeing as you wish to be able to swap between Bates 
and Alyssa. So make sure you go back and get it after talking to
Philip. 

If you have done so and are still getting the same reaction then 
it's probably from overlooking things. Simply put you need to 
double check that you have all of the event items required for this 
scene and that your clicking in the right place. If you need to 
re-read the areas before the event and double check you haven't 
missed anything. Also keep in mind you should be playing as Alyssa 
and not Bates at this point either, so make sure that also isn't 
stopping you.

The second part of the Fireplace Event is mentioned in the guide 
but people seem to overlook it. When you become Bates and have to
change back there is a wide camera shot from the left side of the
table. Quickly move the cursor to the floor and you will see the
amulet on the floor. You need to grab that in time to advance.

- The Kaplan Event // Area of Chapter 2
I got unindated with e-mails about this event just for the sake 
that I didn't press the reasons why you're saved. So here, for
everyone's sake are the explinations into why you keep being 
killed.
- Listening to the Woman
The one and only most common reason is because you have to 
organize to be rescued. This is by done by going to all of the 
places listed in the guide and listening to the woman.
- Health
Having yourself on red danger will esentially not even allow 
Alyssa to even struggle. Make sure you are fine before entering 
the office. There are numerous health spots around to heal 
yourself with. 
- Button Bash
_Some_ people asked me "what button" - it really doesn't matter 
but if it's easy for you then the "action" button (which you use
for everything) is the one you should be going for. She is 
struggling you know. How else are you supposed to struggle your
way out?

- Guetting Stuck In 'The Fathers' // Starting of Chapter 3
Again this is mentioned in the guide, but only in the correct 
section. If you get to the main hallway and find that only one
door is usuable then you've gotten yourself the G ending. It
means you made a misstep in the guide. This will go towards 
getting all of the endings, but you'll need to restart afterwards
to get the rest. For more info check the "2 Times To Play" 
section on what events cause the ending changes. 


------------------------------------------------------------------>
2.1 - "M"  E N D I N G  W A L K T H R O U G H
------------------------------------------------------------------>

Chapter One - Yellow Cursed Doll
"Allen Hale.... That Maxwell curse is..." - Philip Tate

The game starts with a small intro scene of some mysterious scenes
and you will be left as Alyssa in the Entryway of the Tate 
Household.

Straight across on the wall by the plant is a light switch. Press 
it. It doesn't do anything in here, but it lights up the toilet 
which is the door beside the switch. Enter it and check the bowl.

Now that your freaked by the leg in the toilet, the yellow "blood",
and the creepy childs laugh exit and enter the next door down from
the toilets. Now that you are in the bathroom chuck on the light
switch beside the door so you can see what you are doing.

Check the cupboard above the sink to find the DINING KEY and check 
the bathtub for another bit of a body. And yet another laugh. 

Head back out to the entry way and use the the door at the back of 
the room. You'll be in a large dining room. Wheres Barry Burton 
when you need him? :) In here will be 4 doors. Two on the left 
side of the room, one which you came through, and two on the 
opposite side. We want to go through the door on the right side 
which has the small squares on it and requires the Dining Key. 

Going through it leads to a smaller dining area. Check the arm 
sitting on the table then go back out the entryway where you 
started the game.

From the entryway, go upstairs to arrive in a hallway. Be sure to
ignore the samurai (don't click on it) and enter the first door on 
the right from the top of the stairs. You will be in yet another
hallway, which I will name Hallway 2 just for ease of reference. 
You will find you can't click on any other doors in Hallway 2 at
this time except the one you came through and the door in the 
middle of the left wall, so go into this door.

You will find yourself in a bedroom. Note the Clock Tower poster 
beside the bed (hehe) and then click on the item sitting on the 
floor surrounded by the yellow "blood". After Alyssa realises who
the body parts belong to and that she has dropped the Amulet, 
Bates will take over.

Head back downstairs and go back to the second dining area which
had the arm on the table. On the floor by the door you come 
through you will find the Amulet (you'll be shown a cut scene of
where it is if your not sure), so pick it up. 

Yet again, head back upstairs. Flick the light switch and enter 
the light brown door (these are both close to the samurai) and 
you should be in another toilet. Searching the cabnet on the wall
will get you a PISTOL. 

Go back out to the hall and now look at the Samurai statue. Doing
so will cause it to move around. From now on the statue will 
appear in various areas. All you need to do is leave and wait a 
few minutes for it to change location. 

Once you have done this enter the last door in the Samurai area 
you haven't been to. You will be in a living room, where you will 
find Philip Tate. Switch on the light and talk to him. His rants
give very little in the way of clues. 

Go back to Hallway 2 on this floor and enter the door on the left
close to where you entered. Click on the bed to look at the statue
and get a small cut scene. 

Go back to the other bedroom on Hallway 2 where you found Ashley's
head. Go out the other door in the room to find yourself on an 
outside porch. Follow the porch around to the other door and enter
it. There will be a small cut scene.

Check the white closet on the back of the right side of the room 
(the cursor will look like its on the black shelf beside it) to 
get the Bedroom Key. From here go back to the small dining room on
the first floor. Once you enter you will here Kathryn telling 
Stephanie to stop what she is doing. Use the key on the door 
nearest to the bar.

There will be a cut scene, then you'll get the chance to click on
Stephanie. Do so to push her over. You will tell Kathryn to escape, 
but while Alyssa tells Bates not to come out Stephanie will get 
back up and run up to you to stab you with her knife.

Ending Complete. Your ending rank is M. 


------------------------------------------------------------------>
2.2 - "L"  E N D I N G  W A L K T H R O U G H
------------------------------------------------------------------>

Chapter One - Yellow Cursed Doll
"Allen Hale.... That Maxwell curse is..." - Philip Tate

The game starts with a small intro scene of some mysterious scenes
and you will be left as Alyssa in the Entryway of the Tate 
Household.

Straight across on the wall by the plant is a light switch. Press 
it. It doesn't do anything in here, but it lights up the toilet 
which is the door beside the switch. Enter it and check the bowl.

Now that your freaked by the leg in the toilet, the yellow "blood",
and the creepy childs laugh exit and enter the next door down from
the toilets. Now that you are in the bathroom chuck on the light
switch beside the door so you can see what you are doing.

Check the cupboard above the sink to find the DINING KEY and check 
the bathtub for another bit of a body. And yet another laugh. 

Head back out to the entry way and use the the door at the back of 
the room. You'll be in a large dining room. Wheres Barry Burton 
when you need him? :) In here will be 4 doors. Two on the left 
side of the room, one which you came through, and two on the 
opposite side. We want to go through the door on the right side 
which has the small squares on it and requires the Dining Key. 

Going through it leads to a smaller dining area. Check the arm 
sitting on the table then go back out the entryway where you 
started the game.

From the entryway, go upstairs to arrive in a hallway. Be sure to
ignore the samurai (don't click on it) and enter the first door on 
the right from the top of the stairs. You will be in yet another
hallway, which I will name Hallway 2 just for ease of reference. 
You will find you can't click on any other doors in Hallway 2 at
this time except the one you came through and the door in the 
middle of the left wall, so go into this door.

You will find yourself in a bedroom. Note the Clock Tower poster 
beside the bed (hehe) and then click on the item sitting on the 
floor surrounded by the yellow "blood". After Alyssa realises who
the body parts belong to and that she has dropped the Amulet, 
Bates will take over.

Head back downstairs and go back to the second dining area which
had the arm on the table. On the floor by the door you come 
through you will find the Amulet (you'll be shown a cut scene of
where it is if your not sure), so pick it up. 

Yet again, head back upstairs. Flick the light switch and enter 
the light brown door (these are both close to the samurai) and 
you should be in another toilet. Searching the cabnet on the wall
will get you a PISTOL. 

Go back out to the hall and now look at the Samurai statue. Doing
so will cause it to move around. From now on the statue will 
appear in various areas. All you need to do is leave and wait a 
few minutes for it to change location. 

Once you have done this enter the last door in the Samurai area 
you haven't been to. You will be in a living room, where you will 
find Philip Tate. Switch on the light and talk to him. His rants
give very little in the way of clues.

Go back to Hallway 2 on this floor and enter the door on the left
close to where you entered. Click on the bed to look at the statue
and get a small cut scene. 

Go back to the other bedroom on Hallway 2 where you found Ashley's
head. Go out the other door in the room to find yourself on an 
outside porch. Follow the porch around to the other door and enter
it. There will be a small cut scene.

Check the white closet on the back of the right side of the room 
(the cursor will look like its on the black shelf beside it) to 
get the BEDROOM KEY. From here go back to the large dining room on
the first floor. In the right back corner of the room is a large 
vase. Put the amulet inside the vase then head into the smaller 
dining room

Once you enter it you will here Kathryn telling Stephanie to stop 
what she is doing. Use the key on the door nearest to the bar.

There will be a cut scene, then you'll get the chance to click on
Stephanie. Do so to push her over. You will turn into Bates and
Kathryn will escape. After the scene you will be back out in the
small dining area. 

Go back out to the large dining room and shoot the following
Stephanie with the pistol you took earlier. Once she is down you
will probably be automatically taken to one of the other rooms
so go back to the large dining room. Grab the Amulet back from the
vase. 

From here go back upstairs to the room where you found Philip in. 
Take either door on the right side wall and head out to the outside
deck. On the ground you will find Kathrine. Click on her for a cut
scene. Stephanie will run up to you and stab your with her knife.

Ending Complete. Your ending rank is L. 


------------------------------------------------------------------>
2.3 - "K"  E N D I N G  W A L K T H R O U G H
------------------------------------------------------------------>

Chapter One - Yellow Cursed Doll
"Allen Hale.... That Maxwell curse is..." - Philip Tate

The game starts with a small intro scene of some mysterious scenes
and you will be left as Alyssa in the Entryway of the Tate 
Household.

Straight across on the wall by the plant is a light switch. Press 
it. It doesn't do anything in here, but it lights up the toilet 
which is the door beside the switch. Enter it and check the bowl.

Now that your freaked by the leg in the toilet, the yellow "blood",
and the creepy childs laugh exit and enter the next door down from
the toilets. Now that you are in the bathroom chuck on the light
switch beside the door so you can see what you are doing.

Check the cupboard above the sink to find the DINING KEY and check 
the bathtub for another bit of a body. And yet another laugh. 

Head back out to the entry way and use the the door at the back of 
the room. You'll be in a large dining room. Wheres Barry Burton 
when you need him? :) In here will be 4 doors. Two on the left 
side of the room, one which you came through, and two on the 
opposite side. We want to go through the door on the right side 
which has the small squares on it and requires the Dining Key. 

Going through it leads to a smaller dining area. Check the arm 
sitting on the table then go back out the entryway where you 
started the game.

From the entryway, go upstairs to arrive in a hallway. Be sure to
ignore the samurai (don't click on it) and enter the first door on 
the right from the top of the stairs. You will be in yet another
hallway, which I will name Hallway 2 just for ease of reference. 
You will find you can't click on any other doors in Hallway 2 at
this time except the one you came through and the door in the 
middle of the left wall, so go into this door.

You will find yourself in a bedroom. Note the Clock Tower poster 
beside the bed (hehe) and then click on the item sitting on the 
floor surrounded by the yellow "blood". After Alyssa realises who
the body parts belong to and that she has dropped the Amulet, 
Bates will take over.

Head back downstairs and go back to the second dining area which
had the arm on the table. On the floor by the door you come 
through you will find the Amulet (you'll be shown a cut scene of
where it is if your not sure), so pick it up. 

Yet again, head back upstairs. Flick the light switch and enter 
the light brown door (these are both close to the samurai) and 
you should be in another toilet. Searching the cabnet on the wall
will get you a PISTOL. 

Go back out to the hall and now look at the Samurai statue. Doing
so will cause it to move around. From now on the statue will 
appear in various areas. All you need to do is leave and wait a 
few minutes for it to change location. 

Once you have done this enter the last door in the Samurai area 
you haven't been to. You will be in a living room, where you will 
find Philip Tate. Switch on the light and talk to him. His rants
give very little in the way of clues.

Go back to Hallway 2 on this floor and enter the door on the left
close to where you entered. Click on the bed to look at the statue
and get a small cut scene. 

Go back to the other bedroom on Hallway 2 where you found Ashley's
head. Go out the other door in the room to find yourself on an 
outside porch. Follow the porch around to the other door and enter
it. There will be a small cut scene.

Check the white closet on the back of the right side of the room 
(the cursor will look like its on the black shelf beside it) to 
get the BEDROOM KEY. From here go back to the large dining room on
the first floor. In the right back corner of the room is a large 
vase. Put the amulet inside the vase then head into the smaller 
dining room

Once you enter it you will here Kathryn telling Stephanie to stop 
what she is doing. Use the key on the door nearest to the bar.

There will be a cut scene, then you'll get the chance to click on
Stephanie. Do so to push her over. You will turn into Bates and
Kathryn will escape. After the scene you will be back out in the
small dining area. Use the Bedroom Key to lock the door back up
again to prevent Stephanie from escaping. 

Go go back to the large dining room. Grab the Amulet back from the
vase. Head through the dark brown door on the bottom right side and
you will be in the storage room. Flick the light on and talk to 
Kathryn. Once you have done so, position the cursor so that it's 
kinda on or just beside the pink drawers. The cursor will actually 
be on a heater. Click on it twice to get OIL CAN. 

Go back to the bedroom you locked Stephanie in and unlock it. She
has escaped so there is no need to worry. Once inside examine the
nightstand between the beds to read a letter written by Allen Hale.
This will give you some details on the statue you saw earlier in
the bedroom on the second floor. You can take a guess as to where
to go next.

Once you arrive to the bedroom, examine the bed to find the statue
is no longer there. Take your amulet and put it in the white 
drawer in the bedroom. Once you have done so, examine the radio on
the counter beside the bed. This will bring Stephanie to the room.
Let her freak Alyssa out (you'll need to let her get you into panic
mode) and you will turn into Bates. Shoot her with the Pistol in 
the hallway then go back downstairs to the Entryway.

Talk to Philip. Because you are Bates, he'll freak about the curse
and leave into the Dining Room. Follow him. Make your way through 
to the small Dining Room. On the floor you will find an arm on the
floor and a the CORRIDOOR KEY in it's hand. Use the key on the door
on the bottom right of the room. 

In the hallway you will find the statue from the bedroom. Continue
through into the den. A cut scene takes over. 

Ending Complete. Your ending rank is K. 


------------------------------------------------------------------>
2.4 - "J"  E N D I N G  W A L K T H R O U G H
------------------------------------------------------------------>

Chapter One - Yellow Cursed Doll
"Allen Hale.... That Maxwell curse is..." - Philip Tate

The game starts with a small intro scene of some mysterious scenes
and you will be left as Alyssa in the Entryway of the Tate 
Household.

Straight across on the wall by the plant is a light switch. Press 
it. It doesn't do anything in here, but it lights up the toilet 
which is the door beside the switch. Enter it and check the bowl.

Now that your freaked by the leg in the toilet, the yellow "blood",
and the creepy childs laugh exit and enter the next door down from
the toilets. Now that you are in the bathroom chuck on the light
switch beside the door so you can see what you are doing.

Check the cupboard above the sink to find the DINING KEY and check 
the bathtub for another bit of a body. And yet another laugh. 

Head back out to the entry way and use the the door at the back of 
the room. You'll be in a large dining room. Wheres Barry Burton 
when you need him? :) In here will be 4 doors. Two on the left 
side of the room, one which you came through, and two on the 
opposite side. We want to go through the door on the right side 
which has the small squares on it and requires the Dining Key. 

Going through it leads to a smaller dining area. Check the arm 
sitting on the table then go back out the entryway where you 
started the game.

From the entryway, go upstairs to arrive in a hallway. Be sure to
ignore the samurai (don't click on it) and enter the first door on 
the right from the top of the stairs. You will be in yet another
hallway, which I will name Hallway 2 just for ease of reference. 
You will find you can't click on any other doors in Hallway 2 at
this time except the one you came through and the door in the 
middle of the left wall, so go into this door.

You will find yourself in a bedroom. Note the Clock Tower poster 
beside the bed (hehe) and then click on the item sitting on the 
floor surrounded by the yellow "blood". After Alyssa realises who
the body parts belong to and that she has dropped the Amulet, 
Bates will take over.

Head back downstairs and go back to the second dining area which
had the arm on the table. On the floor by the door you come 
through you will find the Amulet (you'll be shown a cut scene of
where it is if your not sure), so pick it up. 

Yet again, head back upstairs. Flick the light switch and enter 
the light brown door (these are both close to the samurai) and 
you should be in another toilet. Searching the cabnet on the wall
will get you a PISTOL. 

Go back out to the hall and now look at the Samurai statue. Doing
so will cause it to move around. From now on the statue will 
appear in various areas. All you need to do is leave and wait a 
few minutes for it to change location. 

Once you have done this enter the last door in the Samurai area 
you haven't been to. You will be in a living room, where you will 
find Philip Tate. Switch on the light and talk to him. His rants
give very little in the way of clues.

Go back to Hallway 2 on this floor and enter the door on the left
close to where you entered. Click on the bed to look at the statue
and get a small cut scene. 

Go back to the other bedroom on Hallway 2 where you found Ashley's
head. Go out the other door in the room to find yourself on an 
outside porch. Follow the porch around to the other door and enter
it. There will be a small cut scene.

Check the white closet on the back of the right side of the room 
(the cursor will look like its on the black shelf beside it) to 
get the BEDROOM KEY. From here go back to the large dining room on
the first floor. In the right back corner of the room is a large 
vase. Put the amulet inside the vase then head into the smaller 
dining room.

Once you enter it you will here Kathryn telling Stephanie to stop 
what she is doing. Use the key on the door nearest to the bar.

There will be a cut scene, then you'll get the chance to click on
Stephanie. Do so to push her over. You will turn into Bates and
Kathryn will escape. After the scene you will be back out in the
small dining area. Use the Bedroom Key to lock the door back up
again to prevent Stephanie from escaping. 

Go go back to the large dining room. Grab the Amulet back from the
vase. Head through the dark brown door on the bottom right side and
you will be in the storage room. Flick the light on and talk to 
Kathryn. Once you have done so, position the cursor so that it's 
kinda on or just beside the pink drawers. The cursor will actually 
be on a heater. Click on it twice to get OIL CAN. 

Go back to the bedroom you locked Stephanie in and unlock it. She
has escaped so there is no need to worry. Once inside examine the
nightstand between the beds to read a letter written by Allen Hale.
This will give you some details on the statue you saw earlier in
the bedroom on the second floor. You can take a guess as to where
to go next.

Once you arrive to the bedroom, examine the bed to find the statue
is no longer there. Take your amulet and put it in the white 
drawer in the bedroom. Once you have done so go back downstairs to 
the Entryway.

Talk to Philip. Because you are Alyssa, he'll talk ramble about 
what is happening, give you the CORRIDOOR KEY, and then leave into 
the Dining Room. Follow him. 

In the large dining room, put your Amulet in the vase again. Now
click on the clock above the fireplace and button bash. This will 
bring Stephanie, so you'll need to let he get close so you can go
into panic mode and button bash more. This will change you into
Bates. Shoot the brat with the pistol and go back to the large 
dining room.

From here make your way through to the small Dining Room. Use the 
corridoor key on the door on the bottom right of the room. Run 
through the hallway, through the next door and into the den. 
Go down stairs and turn on the light. Once you have done so, talk
to Philip and watch the cut scene.

Ending Complete. Your ending rank is J. 


------------------------------------------------------------------>
2.5 - "I"  E N D I N G  W A L K T H R O U G H
------------------------------------------------------------------>

Chapter One - Yellow Cursed Doll
"Allen Hale.... That Maxwell curse is..." - Philip Tate

The game starts with a small intro scene of some mysterious scenes
and you will be left as Alyssa in the Entryway of the Tate 
Household.

Straight across on the wall by the plant is a light switch. Press 
it. It doesn't do anything in here, but it lights up the toilet 
which is the door beside the switch. Enter it and check the bowl.

Now that your freaked by the leg in the toilet, the yellow "blood",
and the creepy childs laugh exit and enter the next door down from
the toilets. Now that you are in the bathroom chuck on the light
switch beside the door so you can see what you are doing.

Check the cupboard above the sink to find the DINING KEY and check 
the bathtub for another bit of a body. And yet another laugh. 

Head back out to the entry way and use the the door at the back of 
the room. You'll be in a large dining room. Wheres Barry Burton 
when you need him? :) In here will be 4 doors. Two on the left 
side of the room, one which you came through, and two on the 
opposite side. We want to go through the door on the right side 
which has the small squares on it and requires the Dining Key. 

Going through it leads to a smaller dining area. Check the arm 
sitting on the table then go back out the entryway where you 
started the game.

From the entryway, go upstairs to arrive in a hallway. Be sure to
ignore the samurai (don't click on it) and enter the first door on 
the right from the top of the stairs. You will be in yet another
hallway, which I will name Hallway 2 just for ease of reference. 
You will find you can't click on any other doors in Hallway 2 at
this time except the one you came through and the door in the 
middle of the left wall, so go into this door.

You will find yourself in a bedroom. Note the Clock Tower poster 
beside the bed (hehe) and then click on the item sitting on the 
floor surrounded by the yellow "blood". After Alyssa realises who
the body parts belong to and that she has dropped the Amulet, 
Bates will take over.

Head back downstairs and go back to the second dining area which
had the arm on the table. On the floor by the door you come 
through you will find the Amulet (you'll be shown a cut scene of
where it is if your not sure), so pick it up. 

Yet again, head back upstairs. Flick the light switch and enter 
the light brown door (these are both close to the samurai) and 
you should be in another toilet. Searching the cabnet on the wall
will get you a PISTOL. 

Go back out to the hall and now look at the Samurai statue. Doing
so will cause it to move around. From now on the statue will 
appear in various areas. All you need to do is leave and wait a 
few minutes for it to change location. 

Once you have done this enter the last door in the Samurai area 
you haven't been to. You will be in a living room, where you will 
find Philip Tate. Switch on the light and talk to him. His rants
give very little in the way of clues.

Go back to Hallway 2 on this floor and enter the door on the left
close to where you entered. Click on the bed to look at the statue
and get a small cut scene. 

Go back to the other bedroom on Hallway 2 where you found Ashley's
head. Go out the other door in the room to find yourself on an 
outside porch. Follow the porch around to the other door and enter
it. There will be a small cut scene.

Check the white closet on the back of the right side of the room 
(the cursor will look like its on the black shelf beside it) to 
get the BEDROOM KEY. From here go back to the large dining room on
the first floor. In the right back corner of the room is a large 
vase. Put the amulet inside the vase then head into the smaller 
dining room.

Once you enter it you will here Kathryn telling Stephanie to stop 
what she is doing. Use the key on the door nearest to the bar.

There will be a cut scene, then you'll get the chance to click on
Stephanie. Do so to push her over. You will turn into Bates and
Kathryn will escape. After the scene you will be back out in the
small dining area. Use the Bedroom Key to lock the door back up
again to prevent Stephanie from escaping. 

Go go back to the large dining room. Grab the Amulet back from the
vase. Head through the dark brown door on the bottom right side and
you will be in the storage room. Flick the light on and talk to 
Kathryn. Once you have done so, position the cursor so that it's 
kinda on or just beside the pink drawers. The cursor will actually 
be on a heater. Click on it twice to get OIL CAN. 

Go back to the bedroom you locked Stephanie in and unlock it. She
has escaped so there is no need to worry. Once inside examine the
nightstand between the beds to read a letter written by Allen Hale.
This will give you some details on the statue you saw earlier in
the bedroom on the second floor. You can take a guess as to where
to go next.

Once you arrive to the bedroom, examine the bed to find the statue
is no longer there. Take your amulet and put it in the white 
drawer in the bedroom. Once you have done so go back downstairs to 
the Entryway.

Talk to Philip. Because you are Alyssa, he'll talk ramble about 
what is happening, give you the CORRIDOOR KEY, and then leave into 
the Dining Room. Follow him. Make your way through to the small 
Dining Room. Use the corridoor key on the door on the bottom right 
of the room. Run through the hallway, through the next door and 
into the den. 

Go down stairs and turn on the light. Check the table for a 
LIGHTER. Once you have picked it up talk to Philip and watch the 
cut scene. It will explain more details, but you'll need to button
bash to escape him strangling you. 

After you escape you'll be in the den. Make your way to the small
dining room, and then back again to the den. Talk to Philip then
pick up the golden statue and make your way back to the large 
dining room. Return and get the amulet you hid upstairs then 
return to the dining room again.

I advise you to save now because if you fail at this you might get 
two endings instead of dieing and being able to continue, or 
getting one ending.

Take the statue and use it on the fireplace. Stephanie will turn 
up. Quickly chuck the statue in when the cursor is flashing, and
then use the Oil too. A scene will take over. It seems Alyssa 
dropped the amulet again. Bates will get pissed off with Stephanie
and uses her own knife to stab her. At this time you'll go to a
wide shot. DON'T DO ANYTHING. After about 10 or 15 seconds another
scene will take over. 

Ending Complete. Your ending rank is I. 


------------------------------------------------------------------>
2.6 - "H"  E N D I N G  W A L K T H R O U G H
------------------------------------------------------------------>

Chapter One - Yellow Cursed Doll
"Allen Hale.... That Maxwell curse is..." - Philip Tate

The game starts with a small intro scene of some mysterious scenes
and you will be left as Alyssa in the Entryway of the Tate 
Household.

Straight across on the wall by the plant is a light switch. Press 
it. It doesn't do anything in here, but it lights up the toilet 
which is the door beside the switch. Enter it and check the bowl.

Now that your freaked by the leg in the toilet, the yellow "blood",
and the creepy childs laugh exit and enter the next door down from
the toilets. Now that you are in the bathroom chuck on the light
switch beside the door so you can see what you are doing.

Check the cupboard above the sink to find the DINING KEY and check 
the bathtub for another bit of a body. And yet another laugh. 

Head back out to the entry way and use the the door at the back of 
the room. You'll be in a large dining room. Wheres Barry Burton 
when you need him? :) In here will be 4 doors. Two on the left 
side of the room, one which you came through, and two on the 
opposite side. We want to go through the door on the right side 
which has the small squares on it and requires the Dining Key. 

Going through it leads to a smaller dining area. Check the arm 
sitting on the table then go back out the entryway where you 
started the game.

From the entryway, go upstairs to arrive in a hallway. Be sure to
ignore the samurai (don't click on it) and enter the first door on 
the right from the top of the stairs. You will be in yet another
hallway, which I will name Hallway 2 just for ease of reference. 
You will find you can't click on any other doors in Hallway 2 at
this time except the one you came through and the door in the 
middle of the left wall, so go into this door.

You will find yourself in a bedroom. Note the Clock Tower poster 
beside the bed (hehe) and then click on the item sitting on the 
floor surrounded by the yellow "blood". After Alyssa realises who
the body parts belong to and that she has dropped the Amulet, 
Bates will take over.

Head back downstairs and go back to the second dining area which
had the arm on the table. On the floor by the door you come 
through you will find the Amulet (you'll be shown a cut scene of
where it is if your not sure), so pick it up. 

Yet again, head back upstairs. Flick the light switch and enter 
the light brown door (these are both close to the samurai) and 
you should be in another toilet. Searching the cabnet on the wall
will get you a PISTOL. 

Go back out to the hall and now look at the Samurai statue. Doing
so will cause it to move around. From now on the statue will 
appear in various areas. All you need to do is leave and wait a 
few minutes for it to change location. 

Once you have done this enter the last door in the Samurai area 
you haven't been to. You will be in a living room, where you will 
find Philip Tate. Switch on the light and talk to him. His rants
give very little in the way of clues.

Go back to Hallway 2 on this floor and enter the door on the left
close to where you entered. Click on the bed to look at the statue
and get a small cut scene. 

Go back to the other bedroom on Hallway 2 where you found Ashley's
head. Go out the other door in the room to find yourself on an 
outside porch. Follow the porch around to the other door and enter
it. There will be a small cut scene.

Check the white closet on the back of the right side of the room 
(the cursor will look like its on the black shelf beside it) to 
get the BEDROOM KEY. From here go back to the large dining room on
the first floor. In the right back corner of the room is a large 
vase. Put the amulet inside the vase then head into the smaller 
dining room.

Once you enter it you will here Kathryn telling Stephanie to stop 
what she is doing. Use the key on the door nearest to the bar.

There will be a cut scene, then you'll get the chance to click on
Stephanie. Do so to push her over. You will turn into Bates and
Kathryn will escape. After the scene you will be back out in the
small dining area. Use the Bedroom Key to lock the door back up
again to prevent Stephanie from escaping. 

Go go back to the large dining room. Grab the Amulet back from the
vase. Head through the dark brown door on the bottom right side and
you will be in the storage room. Flick the light on and talk to 
Kathryn. Once you have done so, position the cursor so that it's 
kinda on or just beside the pink drawers. The cursor will actually 
be on a heater. Click on it twice to get OIL CAN. 

Go back to the bedroom you locked Stephanie in and unlock it. She
has escaped so there is no need to worry. Once inside examine the
nightstand between the beds to read a letter written by Allen Hale.
This will give you some details on the statue you saw earlier in
the bedroom on the second floor. You can take a guess as to where
to go next.

Once you arrive to the bedroom, examine the bed to find the statue
is no longer there. Take your amulet and put it in the white 
drawer in the bedroom. Once you have done so go back downstairs to 
the Entryway.

Talk to Philip. Because you are Alyssa, he'll talk ramble about 
what is happening, give you the CORRIDOOR KEY, and then leave into 
the Dining Room. Follow him. Make your way through to the small 
Dining Room. Use the corridoor key on the door on the bottom right 
of the room. Run through the hallway, through the next door and 
into the den. 

Go down stairs and turn on the light. Check the table for a 
LIGHTER. Once you have picked it up talk to Philip and watch the 
cut scene. It will explain more details, but you'll need to button
bash to escape him strangling you. 

After you escape you'll be in the den. Make your way to the small
dining room, and then back again to the den. Talk to Philip then
pick up the golden statue and make your way back to the large 
dining room. Return and get the amulet you hid upstairs then 
return to the dining room again.

I advise you to save now because if you fail at this you might get 
two endings instead of dieing and being able to continue, or 
getting one ending.

Take the statue and use it on the fireplace. Stephanie will turn 
up. Quickly chuck the statue in when the cursor is flashing, and
then use the Oil too. A scene will take over. It seems Alyssa 
dropped the amulet again. Bates will get pissed off with Stephanie
and uses her own knife to stab her. At this time you'll go to a
wide shot. QUICKLY grab the amulet off the floor. Bates will 
change into Alyssa and you'll have the cursor flashing again. Use
the lighter and burn the statue. A scene will take over and the
chapter will end.

You'll awake in a hospital with a Police detective, Alex Corey.
He'll explain what happened before something will happen and 
you'll be left alone again. 


Chapter 2 - Noisy Monsters Cage
"Don't you know? There's a big story here!" - Doug Bowman

You'll be in Room 103 of the hospital. These room are kinda the
same, but you should be able to work out where to go reguardless. 
If your not sure you can examine the panels beside the door to
see what room is what. The ones in this area are 103 and 104.

Inspect the stand beside the other bed on the left side of the 
room for a DRAWER KEY. Leave this room and head into the hallway
which we will call hallway #1 for convenice.

Move along the hallway to the right, past the other rooms, until 
you get to the double glass doors on the back wall. Click on them 
to get a cut scene. After doing so head through the single door to 
arrive in the main hallway.

I will note now that this level is full of zombies, so your 
basically going to have to work your way around them. The easiest
way to do this is to head into hallway 2 (which I will outline
shortly) and use the broom in the toilets to kill zombies with.
You wont have to do this with the zombie in the main hallway, but
you will have to do it with others. For the hall zombie head into
the door to the right of where you exited. You will be in some 
sort of exam room. From here you can pick up the chair and use it
on the following zombie. After you have done so you will be taken 
back out to the the main hallway. Go back into the exam room when 
you can.

Inside you'll find Doug Bowman, a newspaper reporter. Talk to him 
then check the paper on the desk he was looking after. Leave back
out to the main hallway and go into the first door along the back
wall past the lift. You will be in an office room with a corpse on
the floor. Check it to result in having to use the broom plan. 

To get to the toilet, go back out to the main hallway and head 
left. Just beside where you exited is a door with a glass panel, 
go through it to end up in hallway #2. Ignore the first door and
head into the door with the pink female sign on it (and yes only
Alyssa can enter the female toilets and Bates the male one if you
were wondering). 

Inside the middle stall on the back wall is a broom. Use it to 
wack the following zombies. This should be used for any you 
encounter. On a small note you'll encounter another when you leave
the toilet so you'll end up back inside having to hit it.

Once you are finished with hitting the zombies, go back to the 
office and pick up the Storage Key off the floor where the zombie
was. Go back out to the main hallway and use the elevator to go up
to the 2nd Floor. Kill the zombie (yes back to the toilets) and 
then return here. Talk to Alex Corey. He explains the details of
the case, then suggests going to the lab Philip Tate works for. 

Go back downstairs after he leaves and re-enter hallway #1. Get
rid of the zombie by makeing your way to the toilet (again!). 
Once it is dead, re-enter the toilet and check the stall at the 
left end of the row and you'll hear the same voice you heard at 
the doors near the start of the chapter. Leave the toilets and go 
down two doors to the right and into Room 101. 

Turn on the light switch and check the sink. After the scene turn
the lights, grab the PISTOL out of the locker, and put the amulet
down in the vase by the front left bed. Leave the room and move
down to Room 102, one door to the right along Hallway #2.

Once inside let the zombie come close and get you into panic mode
thus changing you into Bates. Run to the main hallway and shoot 
the following zombie with the pistol you just gained. If you do it
hallway #2, Bates will just run back into Room 102 leaving you to 
face another zombie. 

Once it is dead, go back to hallway #1, enter Room 104. Once 
inside turn on the lights and check the nightstand beside the front
left bed. Leave the room and go back up the 2nd Floor. Use the 
storage key on the door on the right hand wall to enter it. 

Turn on the light, and talk to the nurse. After she tells you 
about a file with important info, go around the middle shelf
and check the boxes close to the screen for a SCREWDRIVER. Go back
out to the 2F Main Hallway and go into the door on the left side
wall.

Talk to the man in here. Henry Kaplan, the director of the 
hospital. Bates will kick him over. Use the screwdriver on the 
desk by the phone to get the BACK DOOR KEY. Return downstairs into
the office on the 1st floor. Use the door on the other side of the
office to reach a second office. 

Switch on the light, then use the drawer key on the desks click 
point by the chair to get a shotgun. Search the door side of the 
desk for the file the nurse was talking about. Shoot the zombie
that comes in.

Return to Room 101 and pick up the Amulet out of the vase. Once 
you have done so return to the storage room and talk the nurse out
of killing herself. 

Go back across the 2nd floor to the office where Kaplan is. He'll
pull the same crap as he did with Bates, except this time you'll
have to button bash. If you don't die someone will shoot him. 
When you leave a cut scene will take over.

Return downstairs to hallway #2. Enter the first door along the
back wall (closest to the left end). Inside you will find Doug
Bowman again. Talk to him and when he asks you if you wish to 
come with him say no. Return to hallway #1, go through the sliding
doors and use the Back Door Key so you can escape finally!

Or so you thought. Alex will come to your rescue, kinda, shooting 
the door open. But it leads to more than 30 zombies coming in.
Shoot them with your shotgun as they approch. If you let any get
close it will be an instant death. A real bitch of a scene. Though
when you finally get past it you'll be into chapter 3. 


Chapter 3 - The Fathers
"You did come here to die didn't you? I can help you with that." 
- Shannon Lewis

This section is quite big, consisting of various rooms over 4 
floors. Refer to the maps if you get lost.

You'll be in a hallway, once again, alone. Head to the left and 
use the door on the backwall. You will be in a stairwell, so head 
up to the top door.

Another hallway with three doors. These are quite common, so get 
use to them. You entered from the 2nd door on the right side. 
Enter the first (and closest door) to the screen on the right side 
to be in a storage/file room.

Turn on the light and search the rear shelf to get the EXAM ROOM
KEY. Return out to the hallway and go through the door on the left
wall. Inside talk to Doug, who will warn you of "a man covered in
blood carring a big hatchet."

Go back out to the hallway and use the door on the back wall. You 
will be in yet another hallway. Run down it and enter the only 
other door along it by using the exam room key. Examine the body
on the bed and check the cart in the middle for a SHOTGUN. Exit 
through the other door in the room.

Make your way through the office room, and try to exit through the
other door. A cut scene will take place and you will be introduced
to the "man covered in blood carring a big hatchet," otherwise 
known as George Maxwell. Escape back to the lab room with the body
and use the pot sitting the side of the bed to smack Maxwell with. 
You won't stop him, but it will let you get past so you can go back
through the office and out the other door.

When you do so you will be in yet another hallway. Ignore going 
down it and go directly in the first door on the back wall from
where you came. You'll be in a short hall with a lift. Run past the
lift and enter the door at the other end.

Another hall. Run left along it till you see the fire extinguisher
on the floor. Pick it up and use it on Maxwell. You can use this 
on as many enemies as you need to. After using it you'll probably 
be in the lift hall so return to the all with the extinguisher and
enter the womans toilets (yes the pink door).

Turn on the light switch and examine the sink. In it you will find
the Blue Card Key. Leave the toilets, and we'll do some locker 
opening. Move back to the right past the extinguisher. Put down 
the amulet in the first, or left most locker in the row. Now open
the click on the other lockers in this row till the zombie jumps
out. Let it get you into panic mode to change you into Bates and
shoot it with your shotgun. Enter the door at the right most end
of the hallway, near to where you original entered the hallway 
from. 

Once you enter this office, talk to the woman sitting in the chair.
Shannon will introduce herself and pass a bunch of cryptic lines
before shooting you.

Ending Complete. Your ending rank is H. 


------------------------------------------------------------------>
2.7 - "G"  E N D I N G  W A L K T H R O U G H
------------------------------------------------------------------>

Note: The G Ending has some changes during the first chapter. To
outline the details of the changes check the 2 Play guide.


Chapter One - Yellow Cursed Doll
"Allen Hale.... That Maxwell curse is..." - Philip Tate

The game starts with a small intro scene of some mysterious scenes
and you will be left as Alyssa in the Entryway of the Tate 
Household.

Straight across on the wall by the plant is a light switch. Press 
it. It doesn't do anything in here, but it lights up the toilet 
which is the door beside the switch. Enter it and check the bowl.

Now that your freaked by the leg in the toilet, the yellow "blood",
and the creepy childs laugh exit and enter the next door down from
the toilets. Now that you are in the bathroom chuck on the light
switch beside the door so you can see what you are doing.

Check the cupboard above the sink to find the DINING KEY and check 
the bathtub for another bit of a body. And yet another laugh. 

Head back out to the entry way and use the the door at the back of 
the room. You'll be in a large dining room. Wheres Barry Burton 
when you need him? :) In here will be 4 doors. Two on the left 
side of the room, one which you came through, and two on the 
opposite side. We want to go through the door on the right side 
which has the small squares on it and requires the Dining Key. 

Going through it leads to a smaller dining area. Check the arm 
sitting on the table then go back out the entryway where you 
started the game.

From the entryway, go upstairs to arrive in a hallway. Be sure to
ignore the samurai (don't click on it) and enter the first door on 
the right from the top of the stairs. You will be in yet another
hallway, which I will name Hallway 2 just for ease of reference. 
You will find you can't click on any other doors in Hallway 2 at
this time except the one you came through and the door in the 
middle of the left wall, so go into this door.

You will find yourself in a bedroom. Note the Clock Tower poster 
beside the bed (hehe) and then click on the item sitting on the 
floor surrounded by the yellow "blood". After Alyssa realises who
the body parts belong to and that she has dropped the Amulet, 
Bates will take over.

Head back downstairs and go back to the second dining area which
had the arm on the table. On the floor by the door you come 
through you will find the Amulet (you'll be shown a cut scene of
where it is if your not sure), so pick it up. 

Yet again, head back upstairs. Flick the light switch and enter 
the light brown door (these are both close to the samurai) and 
you should be in another toilet. Searching the cabnet on the wall
will get you a PISTOL. 

Go back out to the hall and enter the last door in the Samurai 
area you haven't been to, making sure not to touch the statue. 
You will be in a living room, where you will find Philip Tate. 
Switch on the light and talk to him. His rants give very little 
in the way of clues.

Go back to Hallway 2 on this floor and enter the door on the left
close to where you entered. Click on the bed to look at the statue
and get a small cut scene. 

Go back to the other bedroom on Hallway 2 where you found Ashley's
head. Go out the other door in the room to find yourself on an 
outside porch. Follow the porch around to the other door and enter
it. There will be a small cut scene.

Check the white closet on the back of the right side of the room 
(the cursor will look like its on the black shelf beside it) to 
get the BEDROOM KEY. From here go back to the large dining room on
the first floor. In the right back corner of the room is a large 
vase. Put the amulet inside the vase then head into the smaller 
dining room.

Once you enter it you will here Kathryn telling Stephanie to stop 
what she is doing. Use the key on the door nearest to the bar.

There will be a cut scene, then you'll get the chance to click on
Stephanie. Do so to push her over. You will turn into Bates and
Kathryn will escape. After the scene you will be back out in the
small dining area. Use the Bedroom Key to lock the door back up
again to prevent Stephanie from escaping. 

Go go back to the large dining room. Grab the Amulet back from the
vase. Head through the dark brown door on the bottom right side and
you will be in the storage room. Flick the light on and talk to 
Kathryn. Once you have done so, position the cursor so that it's 
kinda on or just beside the pink drawers. The cursor will actually 
be on a heater. Click on it twice to get OIL CAN. 

Go back to the bedroom you locked Stephanie in and unlock it. She
has escaped so there is no need to worry. Once inside examine the
nightstand between the beds to read a letter written by Allen Hale.
This will give you some details on the statue you saw earlier in
the bedroom on the second floor. You can take a guess as to where
to go next.

Once you arrive to the bedroom, examine the bed to find the statue
is no longer there. Take your amulet and put it in the white 
drawer in the bedroom. Once you have done so go back downstairs to 
the Entryway.

Talk to Philip. Because you are Alyssa, he'll talk ramble about 
what is happening, give you the CORRIDOOR KEY, and then leave into 
the Dining Room. Follow him. Make your way through to the small 
Dining Room. Use the corridoor key on the door on the bottom right 
of the room. Run through the hallway, through the next door and 
into the den. 

Go down stairs and turn on the light. Check the table for a 
LIGHTER. Once you have picked it up talk to Philip and watch the 
cut scene. It will explain more details, but you'll need to button
bash to escape him strangling you. 

After you escape you'll be in the den. Make your way to the small
dining room, and then back again to the den. Talk to Philip then
pick up the golden statue and make your way back to the large 
dining room. Return and get the amulet you hid upstairs then 
return to the dining room again.

I advise you to save now because if you fail at this you might get 
two endings instead of dieing and being able to continue, or 
getting one ending.

Take the statue and use it on the fireplace. Stephanie will turn 
up. Quickly chuck the statue in when the cursor is flashing, and
then use the Oil too. A scene will take over. It seems Alyssa 
dropped the amulet again. Bates will get pissed off with Stephanie
and uses her own knife to stab her. At this time you'll go to a
wide shot. QUICKLY grab the amulet off the floor. Bates will 
change into Alyssa and you'll have the cursor flashing again. Use
the lighter and burn the statue. A scene will take over and the
chapter will end.

You'll awake in a hospital with a Police detective, Alex Corey.
He'll explain what happened before something will happen and 
you'll be left alone again. 


Chapter 2 - Noisy Monsters Cage
"Don't you know? There's a big story here!" - Doug Bowman

You'll be in Room 103 of the hospital. These room are kinda the
same, but you should be able to work out where to go reguardless. 
If your not sure you can examine the panels beside the door to
see what room is what. The ones in this area are 103 and 104.

Inspect the stand beside the other bed on the left side of the 
room for a DRAWER KEY. Leave this room and head into the hallway
which we will call hallway #1 for convenice.

Move along the hallway to the right, past the other rooms, until 
you get to the double glass doors on the back wall. Click on them 
to get a cut scene. After doing so head through the single door to 
arrive in the main hallway.

I will note now that this level is full of zombies, so your 
basically going to have to work your way around them. The easiest
way to do this is to head into hallway 2 (which I will outline
shortly) and use the broom in the toilets to kill zombies with.
You wont have to do this with the zombie in the main hallway, but
you will have to do it with others. For the hall zombie head into
the door to the right of where you exited. You will be in some 
sort of exam room. From here you can pick up the chair and use it
on the following zombie. After you have done so you will be taken 
back out to the the main hallway. Go back into the exam room when 
you can.

Inside you'll find Doug Bowman, a newspaper reporter. Talk to him 
then check the paper on the desk he was looking after. Leave back
out to the main hallway and go into the first door along the back
wall past the lift. You will be in an office room with a corpse on
the floor. Check it to result in having to use the broom plan. 

To get to the toilet, go back out to the main hallway and head 
left. Just beside where you exited is a door with a glass panel, 
go through it to end up in hallway #2. Ignore the first door and
head into the door with the pink female sign on it (and yes only
Alyssa can enter the female toilets and Bates the male one if you
were wondering). 

Inside the middle stall on the back wall is a broom. Use it to 
wack the following zombies. This should be used for any you 
encounter. On a small note you'll encounter another when you leave
the toilet so you'll end up back inside having to hit it.

Once you are finished with hitting the zombies, go back to the 
office and pick up the Storage Key off the floor where the zombie
was. Go back out to the main hallway and use the elevator to go up
to the 2nd Floor. Kill the zombie (yes back to the toilets) and 
then return here. Talk to Alex Corey. He explains the details of
the case, then suggests going to the lab Philip Tate works for. 

Go back downstairs after he leaves and re-enter hallway #1. Get
rid of the zombie by makeing your way to the toilet (again!). 
Once it is dead, re-enter the toilet and check the stall at the 
left end of the row and you'll hear the same voice you heard at 
the doors near the start of the chapter. Leave the toilets and go 
down two doors to the right and into Room 101. 

Turn on the light switch and check the sink. After the scene turn
the lights, grab the PISTOL out of the locker, and put the amulet
down in the vase by the front left bed. Leave the room and move
down to Room 102, one door to the right along Hallway #2.

Once inside let the zombie come close and get you into panic mode
thus changing you into Bates. Run to the main hallway and shoot 
the following zombie with the pistol you just gained. If you do it
hallway #2, Bates will just run back into Room 102 leaving you to 
face another zombie. 

Once it is dead, go back to hallway #1, enter Room 104. Once 
inside turn on the lights and check the nightstand beside the front
left bed. Leave the room and go back up the 2nd Floor. Use the 
storage key on the door on the right hand wall to enter it. 

Turn on the light, and talk to the nurse. After she tells you 
about a file with important info, go around the middle shelf
and check the boxes close to the screen for a SCREWDRIVER. Go back
out to the 2F Main Hallway and go into the door on the left side
wall.

Talk to the man in here. Henry Kaplan, the director of the 
hospital. Bates will kick him over. Use the screwdriver on the 
desk by the phone to get the BACK DOOR KEY. Return downstairs into
the office on the 1st floor. Use the door on the other side of the
office to reach a second office. 

Switch on the light, then use the drawer key on the desks click 
point by the chair to get a shotgun. Search the door side of the 
desk for the file the nurse was talking about. Shoot the zombie
that comes in.

Return to Room 101 and pick up the Amulet out of the vase. Once 
you have done so return to the storage room and talk the nurse out
of killing herself. 

Go back across the 2nd floor to the office where Kaplan is. He'll
pull the same crap as he did with Bates, except this time you'll
have to button bash. If you don't die someone will shoot him. 
When you leave a cut scene will take over.

Return downstairs to hallway #2. Enter the first door along the
back wall (closest to the left end). Inside you will find Doug
Bowman again. Talk to him and when he asks you if you wish to 
come with him say no. Return to hallway #1, go through the sliding
doors and use the Back Door Key so you can escape finally!

Or so you thought. Alex will come to your rescue, kinda, shooting 
the door open. But it leads to more than 30 zombies coming in.
Shoot them with your shotgun as they approch. If you let any get
close it will be an instant death. A real bitch of a scene. Though
when you finally get past it you'll be into chapter 3. 


Chapter 3 - The Fathers
"You did come here to die didn't you? I can help you with that." 
- Shannon Lewis

This section is quite big, consisting of various rooms over 4 
floors. Refer to the maps if you get lost.

You'll be in a hallway, once again, alone. Head to the left and 
use the door on the backwall. You will be in a stairwell, so head 
up to the top door.

Another hallway with three doors. These are quite common, so get 
use to them. You entered from the 2nd door on the right side. 
Enter the first (and closest door) to the screen on the right side 
to be in a storage/file room.

Turn on the light and search the rear shelf to get the EXAM ROOM
KEY. Return out to the hallway and go through the door on the left
wall. Inside talk to Doug, who will warn you of "a man covered in
blood carring a big hatchet."

Go back out to the hallway and use the door on the back wall. You 
will be in yet another hallway. Run down it and enter the only 
other door along it by using the exam room key. Examine the body
on the bed and check the cart in the middle for a SHOTGUN. Exit 
through the other door in the room.

Make your way through the office room, and try to exit through the
other door. A cut scene will take place and you will be introduced
to the "man covered in blood carring a big hatchet," otherwise 
known as George Maxwell. Escape back to the lab room with the body
and use the pot sitting the side of the bed to smack Maxwell with. 
You won't stop him, but it will let you get past so you can go back
through the office and out the other door.

When you do so you will be in yet another hallway. You will find 
all the doors in this hallway are locked except for the big glass
doors in the middle of the hallway. Enter through them to find
yourself in a courtyard. Click on the blood on the ground to get an
interesting cut scene.

Ending Complete. Your ending rank is G. 


------------------------------------------------------------------>
2.8 - "F"  E N D I N G  W A L K T H R O U G H
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Chapter One - Yellow Cursed Doll
"Allen Hale.... That Maxwell curse is..." - Philip Tate

The game starts with a small intro scene of some mysterious scenes
and you will be left as Alyssa in the Entryway of the Tate 
Household.

Straight across on the wall by the plant is a light switch. Press 
it. It doesn't do anything in here, but it lights up the toilet 
which is the door beside the switch. Enter it and check the bowl.

Now that your freaked by the leg in the toilet, the yellow "blood",
and the creepy childs laugh exit and enter the next door down from
the toilets. Now that you are in the bathroom chuck on the light
switch beside the door so you can see what you are doing.

Check the cupboard above the sink to find the DINING KEY and check 
the bathtub for another bit of a body. And yet another laugh. 

Head back out to the entry way and use the the door at the back of 
the room. You'll be in a large dining room. Wheres Barry Burton 
when you need him? :) In here will be 4 doors. Two on the left 
side of the room, one which you came through, and two on the 
opposite side. We want to go through the door on the right side 
which has the small squares on it and requires the Dining Key. 

Going through it leads to a smaller dining area. Check the arm 
sitting on the table then go back out the entryway where you 
started the game.

From the entryway, go upstairs to arrive in a hallway. Be sure to
ignore the samurai (don't click on it) and enter the first door on 
the right from the top of the stairs. You will be in yet another
hallway, which I will name Hallway 2 just for ease of reference. 
You will find you can't click on any other doors in Hallway 2 at
this time except the one you came through and the door in the 
middle of the left wall, so go into this door.

You will find yourself in a bedroom. Note the Clock Tower poster 
beside the bed (hehe) and then click on the item sitting on the 
floor surrounded by the yellow "blood". After Alyssa realises who
the body parts belong to and that she has dropped the Amulet, 
Bates will take over.

Head back downstairs and go back to the second dining area which
had the arm on the table. On the floor by the door you come 
through you will find the Amulet (you'll be shown a cut scene of
where it is if your not sure), so pick it up. 

Yet again, head back upstairs. Flick the light switch and enter 
the light brown door (these are both close to the samurai) and 
you should be in another toilet. Searching the cabnet on the wall
will get you a PISTOL. 

Go back out to the hall and now look at the Samurai statue. Doing
so will cause it to move around. From now on the statue will 
appear in various areas. All you need to do is leave and wait a 
few minutes for it to change location. 

Once you have done this enter the last door in the Samurai area 
you haven't been to. You will be in a living room, where you will 
find Philip Tate. Switch on the light and talk to him. His rants
give very little in the way of clues.

Go back to Hallway 2 on this floor and enter the door on the left
close to where you entered. Click on the bed to look at the statue
and get a small cut scene. 

Go back to the other bedroom on Hallway 2 where you found Ashley's
head. Go out the other door in the room to find yourself on an 
outside porch. Follow the porch around to the other door and enter
it. There will be a small cut scene.

Check the white closet on the back of the right side of the room 
(the cursor will look like its on the black shelf beside it) to 
get the BEDROOM KEY. From here go back to the large dining room on
the first floor. In the right back corner of the room is a large 
vase. Put the amulet inside the vase then head into the smaller 
dining room.

Once you enter it you will here Kathryn telling Stephanie to stop 
what she is doing. Use the key on the door nearest to the bar.

There will be a cut scene, then you'll get the chance to click on
Stephanie. Do so to push her over. You will turn into Bates and
Kathryn will escape. After the scene you will be back out in the
small dining area. Use the Bedroom Key to lock the door back up
again to prevent Stephanie from escaping. 

Go go back to the large dining room. Grab the Amulet back from the
vase. Head through the dark brown door on the bottom right side and
you will be in the storage room. Flick the light on and talk to 
Kathryn. Once you have done so, position the cursor so that it's 
kinda on or just beside the pink drawers. The cursor will actually 
be on a heater. Click on it twice to get OIL CAN. 

Go back to the bedroom you locked Stephanie in and unlock it. She
has escaped so there is no need to worry. Once inside examine the
nightstand between the beds to read a letter written by Allen Hale.
This will give you some details on the statue you saw earlier in
the bedroom on the second floor. You can take a guess as to where
to go next.

Once you arrive to the bedroom, examine the bed to find the statue
is no longer there. Take your amulet and put it in the white 
drawer in the bedroom. Once you have done so go back downstairs to 
the Entryway.

Talk to Philip. Because you are Alyssa, he'll talk ramble about 
what is happening, give you the CORRIDOOR KEY, and then leave into 
the Dining Room. Follow him. Make your way through to the small 
Dining Room. Use the corridoor key on the door on the bottom right 
of the room. Run through the hallway, through the next door and 
into the den. 

Go down stairs and turn on the light. Check the table for a 
LIGHTER. Once you have picked it up talk to Philip and watch the 
cut scene. It will explain more details, but you'll need to button
bash to escape him strangling you. 

After you escape you'll be in the den. Make your way to the small
dining room, and then back again to the den. Talk to Philip then
pick up the golden statue and make your way back to the large 
dining room. Return and get the amulet you hid upstairs then 
return to the dining room again.

I advise you to save now because if you fail at this you might get 
two endings instead of dieing and being able to continue, or 
getting one ending.

Take the statue and use it on the fireplace. Stephanie will turn 
up. Quickly chuck the statue in when the cursor is flashing, and
then use the Oil too. A scene will take over. It seems Alyssa 
dropped the amulet again. Bates will get pissed off with Stephanie
and uses her own knife to stab her. At this time you'll go to a
wide shot. QUICKLY grab the amulet off the floor. Bates will 
change into Alyssa and you'll have the cursor flashing again. Use
the lighter and burn the statue. A scene will take over and the
chapter will end.

You'll awake in a hospital with a Police detective, Alex Corey.
He'll explain what happened before something will happen and 
you'll be left alone again. 


Chapter 2 - Noisy Monsters Cage
"Don't you know? There's a big story here!" - Doug Bowman

You'll be in Room 103 of the hospital. These room are kinda the
same, but you should be able to work out where to go reguardless. 
If your not sure you can examine the panels beside the door to
see what room is what. The ones in this area are 103 and 104.

Inspect the stand beside the other bed on the left side of the 
room for a DRAWER KEY. Leave this room and head into the hallway
which we will call hallway #1 for convenice.

Move along the hallway to the right, past the other rooms, until 
you get to the double glass doors on the back wall. Click on them 
to get a cut scene. After doing so head through the single door to 
arrive in the main hallway.

I will note now that this level is full of zombies, so your 
basically going to have to work your way around them. The easiest
way to do this is to head into hallway 2 (which I will outline
shortly) and use the broom in the toilets to kill zombies with.
You wont have to do this with the zombie in the main hallway, but
you will have to do it with others. For the hall zombie head into
the door to the right of where you exited. You will be in some 
sort of exam room. From here you can pick up the chair and use it
on the following zombie. After you have done so you will be taken 
back out to the the main hallway. Go back into the exam room when 
you can.

Inside you'll find Doug Bowman, a newspaper reporter. Talk to him 
then check the paper on the desk he was looking after. Leave back
out to the main hallway and go into the first door along the back
wall past the lift. You will be in an office room with a corpse on
the floor. Check it to result in having to use the broom plan. 

To get to the toilet, go back out to the main hallway and head 
left. Just beside where you exited is a door with a glass panel, 
go through it to end up in hallway #2. Ignore the first door and
head into the door with the pink female sign on it (and yes only
Alyssa can enter the female toilets and Bates the male one if you
were wondering). 

Inside the middle stall on the back wall is a broom. Use it to 
wack the following zombies. This should be used for any you 
encounter. On a small note you'll encounter another when you leave
the toilet so you'll end up back inside having to hit it.

Once you are finished with hitting the zombies, go back to the 
office and pick up the Storage Key off the floor where the zombie
was. Go back out to the main hallway and use the elevator to go up
to the 2nd Floor. Kill the zombie (yes back to the toilets) and 
then return here. Talk to Alex Corey. He explains the details of
the case, then suggests going to the lab Philip Tate works for. 

Go back downstairs after he leaves and re-enter hallway #1. Get
rid of the zombie by makeing your way to the toilet (again!). 
Once it is dead, re-enter the toilet and check the stall at the 
left end of the row and you'll hear the same voice you heard at 
the doors near the start of the chapter. Leave the toilets and go 
down two doors to the right and into Room 101. 

Turn on the light switch and check the sink. After the scene turn
the lights, grab the PISTOL out of the locker, and put the amulet
down in the vase by the front left bed. Leave the room and move
down to Room 102, one door to the right along Hallway #2.

Once inside let the zombie come close and get you into panic mode
thus changing you into Bates. Run to the main hallway and shoot 
the following zombie with the pistol you just gained. If you do it
hallway #2, Bates will just run back into Room 102 leaving you to 
face another zombie. 

Once it is dead, go back to hallway #1, enter Room 104. Once 
inside turn on the lights and check the nightstand beside the front
left bed. Leave the room and go back up the 2nd Floor. Use the 
storage key on the door on the right hand wall to enter it. 

Turn on the light, and talk to the nurse. After she tells you 
about a file with important info, go around the middle shelf
and check the boxes close to the screen for a SCREWDRIVER. Go back
out to the 2F Main Hallway and go into the door on the left side
wall.

Talk to the man in here. Henry Kaplan, the director of the 
hospital. Bates will kick him over. Use the screwdriver on the 
desk by the phone to get the BACK DOOR KEY. Return downstairs into
the office on the 1st floor. Use the door on the other side of the
office to reach a second office. 

Switch on the light, then use the drawer key on the desks click 
point by the chair to get a shotgun. Search the door side of the 
desk for the file the nurse was talking about. Shoot the zombie
that comes in.

Return to Room 101 and pick up the Amulet out of the vase. Once 
you have done so return to the storage room and talk the nurse out
of killing herself. 

Go back across the 2nd floor to the office where Kaplan is. He'll
pull the same crap as he did with Bates, except this time you'll
have to button bash. If you don't die someone will shoot him. 
When you leave a cut scene will take over.

Return downstairs to hallway #2. Enter the first door along the
back wall (closest to the left end). Inside you will find Doug
Bowman again. Talk to him and when he asks you if you wish to 
come with him say no. Return to hallway #1, go through the sliding
doors and use the Back Door Key so you can escape finally!

Or so you thought. Alex will come to your rescue, kinda, shooting 
the door open. But it leads to more than 30 zombies coming in.
Shoot them with your shotgun as they approch. If you let any get
close it will be an instant death. A real bitch of a scene. Though
when you finally get past it you'll be into chapter 3. 


Chapter 3 - The Fathers
"You did come here to die didn't you? I can help you with that." 
- Shannon Lewis

This section is quite big, consisting of various rooms over 4 
floors. Refer to the maps if you get lost.

You'll be in a hallway, once again, alone. Head to the left and 
use the door on the backwall. You will be in a stairwell, so head 
up to the top door.

Another hallway with three doors. These are quite common, so get 
use to them. You entered from the 2nd door on the right side. 
Enter the first (and closest door) to the screen on the right side 
to be in a storage/file room.

Turn on the light and search the rear shelf to get the EXAM ROOM
KEY. Return out to the hallway and go through the door on the left
wall. Inside talk to Doug, who will warn you of "a man covered in
blood carring a big hatchet."

Go back out to the hallway and use the door on the back wall. You 
will be in yet another hallway. Run down it and enter the only 
other door along it by using the exam room key. Examine the body
on the bed and check the cart in the middle for a SHOTGUN. Exit 
through the other door in the room.

Make your way through the office room, and try to exit through the
other door. A cut scene will take place and you will be introduced
to the "man covered in blood carring a big hatchet," otherwise 
known as George Maxwell. Escape back to the lab room with the body
and use the pot sitting the side of the bed to smack Maxwell with. 
You won't stop him, but it will let you get past so you can go back
through the office and out the other door.

When you do so you will be in yet another hallway. Ignore going 
down it and go directly in the first door on the back wall from
where you came. You'll be in a short hall with a lift. Run past the
lift and enter the door at the other end.

Another hall. Run left along it till you see the fire extinguisher
on the floor. Pick it up and use it on Maxwell. You can use this 
on as many enemies as you need to. After using it you'll probably 
be in the lift hall so return to the all with the extinguisher and
enter the womans toilets (yes the pink door).

Turn on the light switch and examine the sink. In it you will find
the Blue Card Key. Leave the toilets and enter the door at the 
right most end of the hallway, near to where you original entered 
the hallway from. 

Once you enter this office, talk to the woman sitting in the chair.
Shannon will introduce herself and pass a bunch of cryptic lines
before allowing you to leave. Put the amulet on the bookshelf near
to where Shannon is sitting then go through the door beside it that
you haven't been through yet. Let the zombie here change you into
Bates then kill it. Continue through this creepy lab room into 
the next hallway and talk to Alex. 

Contine through the other door in the hallway with Alex to arrive
at, surprise, another hallway with 2 other doors. One on the left
and one on the right. Go through the door on the left to be in a
shower. Turn the lights on and check the lockers to find they are
locked. Bates will tell you that something long and thin is needed
to open it. Wipe the dirty look off your face if you have one and 
go back to the creepy lab room which you went through earlier.

Put the lights on (if you haven't done so already) and examine the
body parts hanging up on the right side of the room. You should 
find a WIRE there. Go back to the showers and use the wire on the
lockers. Inside you will find an "odd-looking" SECURITY KEY.

Backtrack through the corridors and rooms, to the area with the 
elevator in it. Continue back past it to the first long hallway
which you didn't explore. Ignore the large glass doors, they lead 
to a courtyard, and enter the next door down. Turn on the lights
and use the security key on the "anti-crime device" hehe. 

Gp back out to the hallway and enter the courtyard doors you 
passed just before. Examine the ground just below the odd statue
to find a DESK KEY. After this, go back to where you left the the 
amulet and pick it up. 

Backtrack again to the hallway outside the showers where you got
the secruity key. This time take the door on the right to end up 
in another lab room. Check the middle shelf to find the STORAGE 
KEY then backtrack YET again to the hallway with the lift and take
the lift upstairs. Up here is quite a few zombies which you'll have
to take out. Chances are you'll have to go back downstairs and use
the fire extingusiher to take a lot of them out. 

Where you need to go is to the right of the lifts, so go the door 
at the right end of the hallway. When you get into the new hallway
go right again and through the door. You will be in a small office/
waiting room area. Check the desk with the computer on it to get 
the LIGHTER.

Go back out to the previous hallway and down to the left end of it.
Go through the door to another hallway. From here take the single 
door on the right wall. Flick on the light switch then use the 
lighter to get the LAB KEY off the blue computer box in the 
middle of the room. 

From here go back to the office where you got the lighter from and
put the amulet down on the bookshelf. Go back out and into the 
hallway with the lift. Ignore it and exit through the door on the 
left end and into another hallway. Go to the end of this hall and
through the door. There will be a zombie. Let it spook you then 
shoot it as Bates (if you have ammo left). Go back out to the long
hallway and go through the door at the left end of it by using the 
Lab key.

Inside you will find Maxwell. Click on him to talk to him. 

Ending Complete. Your ending rank is F. 


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2.9 - "E"  E N D I N G  W A L K T H R O U G H
------------------------------------------------------------------>

Chapter One - Yellow Cursed Doll
"Allen Hale.... That Maxwell curse is..." - Philip Tate

The game starts with a small intro scene of some mysterious scenes
and you will be left as Alyssa in the Entryway of the Tate 
Household.

Straight across on the wall by the plant is a light switch. Press 
it. It doesn't do anything in here, but it lights up the toilet 
which is the door beside the switch. Enter it and check the bowl.

Now that your freaked by the leg in the toilet, the yellow "blood",
and the creepy childs laugh exit and enter the next door down from
the toilets. Now that you are in the bathroom chuck on the light
switch beside the door so you can see what you are doing.

Check the cupboard above the sink to find the DINING KEY and check 
the bathtub for another bit of a body. And yet another laugh. 

Head back out to the entry way and use the the door at the back of 
the room. You'll be in a large dining room. Wheres Barry Burton 
when you need him? :) In here will be 4 doors. Two on the left 
side of the room, one which you came through, and two on the 
opposite side. We want to go through the door on the right side 
which has the small squares on it and requires the Dining Key. 

Going through it leads to a smaller dining area. Check the arm 
sitting on the table then go back out the entryway where you 
started the game.

From the entryway, go upstairs to arrive in a hallway. Be sure to
ignore the samurai (don't click on it) and enter the first door on 
the right from the top of the stairs. You will be in yet another
hallway, which I will name Hallway 2 just for ease of reference. 
You will find you can't click on any other doors in Hallway 2 at
this time except the one you came through and the door in the 
middle of the left wall, so go into this door.

You will find yourself in a bedroom. Note the Clock Tower poster 
beside the bed (hehe) and then click on the item sitting on the 
floor surrounded by the yellow "blood". After Alyssa realises who
the body parts belong to and that she has dropped the Amulet, 
Bates will take over.

Head back downstairs and go back to the second dining area which
had the arm on the table. On the floor by the door you come 
through you will find the Amulet (you'll be shown a cut scene of
where it is if your not sure), so pick it up. 

Yet again, head back upstairs. Flick the light switch and enter 
the light brown door (these are both close to the samurai) and 
you should be in another toilet. Searching the cabnet on the wall
will get you a PISTOL. 

Go back out to the hall and now look at the Samurai statue. Doing
so will cause it to move around. From now on the statue will 
appear in various areas. All you need to do is leave and wait a 
few minutes for it to change location. 

Once you have done this enter the last door in the Samurai area 
you haven't been to. You will be in a living room, where you will 
find Philip Tate. Switch on the light and talk to him. His rants
give very little in the way of clues.

Go back to Hallway 2 on this floor and enter the door on the left
close to where you entered. Click on the bed to look at the statue
and get a small cut scene. 

Go back to the other bedroom on Hallway 2 where you found Ashley's
head. Go out the other door in the room to find yourself on an 
outside porch. Follow the porch around to the other door and enter
it. There will be a small cut scene.

Check the white closet on the back of the right side of the room 
(the cursor will look like its on the black shelf beside it) to 
get the BEDROOM KEY. From here go back to the large dining room on
the first floor. In the right back corner of the room is a large 
vase. Put the amulet inside the vase then head into the smaller 
dining room.

Once you enter it you will here Kathryn telling Stephanie to stop 
what she is doing. Use the key on the door nearest to the bar.

There will be a cut scene, then you'll get the chance to click on
Stephanie. Do so to push her over. You will turn into Bates and
Kathryn will escape. After the scene you will be back out in the
small dining area. Use the Bedroom Key to lock the door back up
again to prevent Stephanie from escaping. 

Go go back to the large dining room. Grab the Amulet back from the
vase. Head through the dark brown door on the bottom right side and
you will be in the storage room. Flick the light on and talk to 
Kathryn. Once you have done so, position the cursor so that it's 
kinda on or just beside the pink drawers. The cursor will actually 
be on a heater. Click on it twice to get OIL CAN. 

Go back to the bedroom you locked Stephanie in and unlock it. She
has escaped so there is no need to worry. Once inside examine the
nightstand between the beds to read a letter written by Allen Hale.
This will give you some details on the statue you saw earlier in
the bedroom on the second floor. You can take a guess as to where
to go next.

Once you arrive to the bedroom, examine the bed to find the statue
is no longer there. Take your amulet and put it in the white 
drawer in the bedroom. Once you have done so go back downstairs to 
the Entryway.

Talk to Philip. Because you are Alyssa, he'll talk ramble about 
what is happening, give you the CORRIDOOR KEY, and then leave into 
the Dining Room. Follow him. Make your way through to the small 
Dining Room. Use the corridoor key on the door on the bottom right 
of the room. Run through the hallway, through the next door and 
into the den. 

Go down stairs and turn on the light. Check the table for a 
LIGHTER. Once you have picked it up talk to Philip and watch the 
cut scene. It will explain more details, but you'll need to button
bash to escape him strangling you. 

After you escape you'll be in the den. Make your way to the small
dining room, and then back again to the den. Talk to Philip then
pick up the golden statue and make your way back to the large 
dining room. Return and get the amulet you hid upstairs then 
return to the dining room again.

I advise you to save now because if you fail at this you might get 
two endings instead of dieing and being able to continue, or 
getting one ending.

Take the statue and use it on the fireplace. Stephanie will turn 
up. Quickly chuck the statue in when the cursor is flashing, and
then use the Oil too. A scene will take over. It seems Alyssa 
dropped the amulet again. Bates will get pissed off with Stephanie
and uses her own knife to stab her. At this time you'll go to a
wide shot. QUICKLY grab the amulet off the floor. Bates will 
change into Alyssa and you'll have the cursor flashing again. Use
the lighter and burn the statue. A scene will take over and the
chapter will end.

You'll awake in a hospital with a Police detective, Alex Corey.
He'll explain what happened before something will happen and 
you'll be left alone again. 


Chapter 2 - Noisy Monsters Cage
"Don't you know? There's a big story here!" - Doug Bowman

You'll be in Room 103 of the hospital. These room are kinda the
same, but you should be able to work out where to go reguardless. 
If your not sure you can examine the panels beside the door to
see what room is what. The ones in this area are 103 and 104.

Inspect the stand beside the other bed on the left side of the 
room for a DRAWER KEY. Leave this room and head into the hallway
which we will call hallway #1 for convenice.

Move along the hallway to the right, past the other rooms, until 
you get to the double glass doors on the back wall. Click on them 
to get a cut scene. After doing so head through the single door to 
arrive in the main hallway.

I will note now that this level is full of zombies, so your 
basically going to have to work your way around them. The easiest
way to do this is to head into hallway 2 (which I will outline
shortly) and use the broom in the toilets to kill zombies with.
You wont have to do this with the zombie in the main hallway, but
you will have to do it with others. For the hall zombie head into
the door to the right of where you exited. You will be in some 
sort of exam room. From here you can pick up the chair and use it
on the following zombie. After you have done so you will be taken 
back out to the the main hallway. Go back into the exam room when 
you can.

Inside you'll find Doug Bowman, a newspaper reporter. Talk to him 
then check the paper on the desk he was looking after. Leave back
out to the main hallway and go into the first door along the back
wall past the lift. You will be in an office room with a corpse on
the floor. Check it to result in having to use the broom plan. 

To get to the toilet, go back out to the main hallway and head 
left. Just beside where you exited is a door with a glass panel, 
go through it to end up in hallway #2. Ignore the first door and
head into the door with the pink female sign on it (and yes only
Alyssa can enter the female toilets and Bates the male one if you
were wondering). 

Inside the middle stall on the back wall is a broom. Use it to 
wack the following zombies. This should be used for any you 
encounter. On a small note you'll encounter another when you leave
the toilet so you'll end up back inside having to hit it.

Once you are finished with hitting the zombies, go back to the 
office and pick up the Storage Key off the floor where the zombie
was. Go back out to the main hallway and use the elevator to go up
to the 2nd Floor. Kill the zombie (yes back to the toilets) and 
then return here. Talk to Alex Corey. He explains the details of
the case, then suggests going to the lab Philip Tate works for. 

Go back downstairs after he leaves and re-enter hallway #1. Get
rid of the zombie by makeing your way to the toilet (again!). 
Once it is dead, re-enter the toilet and check the stall at the 
left end of the row and you'll hear the same voice you heard at 
the doors near the start of the chapter. Leave the toilets and go 
down two doors to the right and into Room 101. 

Turn on the light switch and check the sink. After the scene turn
the lights, grab the PISTOL out of the locker, and put the amulet
down in the vase by the front left bed. Leave the room and move
down to Room 102, one door to the right along Hallway #2.

Once inside let the zombie come close and get you into panic mode
thus changing you into Bates. Run to the main hallway and shoot 
the following zombie with the pistol you just gained. If you do it
hallway #2, Bates will just run back into Room 102 leaving you to 
face another zombie. 

Once it is dead, go back to hallway #1, enter Room 104. Once 
inside turn on the lights and check the nightstand beside the front
left bed. Leave the room and go back up the 2nd Floor. Use the 
storage key on the door on the right hand wall to enter it. 

Turn on the light, and talk to the nurse. After she tells you 
about a file with important info, go around the middle shelf
and check the boxes close to the screen for a SCREWDRIVER. Go back
out to the 2F Main Hallway and go into the door on the left side
wall.

Talk to the man in here. Henry Kaplan, the director of the 
hospital. Bates will kick him over. Use the screwdriver on the 
desk by the phone to get the BACK DOOR KEY. Return downstairs into
the office on the 1st floor. Use the door on the other side of the
office to reach a second office. 

Switch on the light, then use the drawer key on the desks click 
point by the chair to get a shotgun. Search the door side of the 
desk for the file the nurse was talking about. Shoot the zombie
that comes in.

Return to Room 101 and pick up the Amulet out of the vase. Once 
you have done so return to the storage room and talk the nurse out
of killing herself. 

Go back across the 2nd floor to the office where Kaplan is. He'll
pull the same crap as he did with Bates, except this time you'll
have to button bash. If you don't die someone will shoot him. 
When you leave a cut scene will take over.

Return downstairs to hallway #2. Enter the first door along the
back wall (closest to the left end). Inside you will find Doug
Bowman again. Talk to him and when he asks you if you wish to 
come with him say no. Return to hallway #1, go through the sliding
doors and use the Back Door Key so you can escape finally!

Or so you thought. Alex will come to your rescue, kinda, shooting 
the door open. But it leads to more than 30 zombies coming in.
Shoot them with your shotgun as they approch. If you let any get
close it will be an instant death. A real bitch of a scene. Though
when you finally get past it you'll be into chapter 3. 


Chapter 3 - The Fathers
"You did come here to die didn't you? I can help you with that." 
- Shannon Lewis

This section is quite big, consisting of various rooms over 4 
floors. Refer to the maps if you get lost.

You'll be in a hallway, once again, alone. Head to the left and 
use the door on the backwall. You will be in a stairwell, so head 
up to the top door.

Another hallway with three doors. These are quite common, so get 
use to them. You entered from the 2nd door on the right side. 
Enter the first (and closest door) to the screen on the right side 
to be in a storage/file room.

Turn on the light and search the rear shelf to get the EXAM ROOM
KEY. Return out to the hallway and go through the door on the left
wall. Inside talk to Doug, who will warn you of "a man covered in
blood carring a big hatchet."

Go back out to the hallway and use the door on the back wall. You 
will be in yet another hallway. Run down it and enter the only 
other door along it by using the exam room key. Examine the body
on the bed and check the cart in the middle for a SHOTGUN. Exit 
through the other door in the room.

Make your way through the office room, and try to exit through the
other door. A cut scene will take place and you will be introduced
to the "man covered in blood carring a big hatchet," otherwise 
known as George Maxwell. Escape back to the lab room with the body
and use the pot sitting the side of the bed to smack Maxwell with. 
You won't stop him, but it will let you get past so you can go back
through the office and out the other door.

When you do so you will be in yet another hallway. Ignore going 
down it and go directly in the first door on the back wall from
where you came. You'll be in a short hall with a lift. Run past the
lift and enter the door at the other end.

Another hall. Run left along it till you see the fire extinguisher
on the floor. Pick it up and use it on Maxwell. You can use this 
on as many enemies as you need to. After using it you'll probably 
be in the lift hall so return to the all with the extinguisher and
enter the womans toilets (yes the pink door).

Turn on the light switch and examine the sink. In it you will find
the Blue Card Key. Leave the toilets and enter the door at the 
right most end of the hallway, near to where you original entered 
the hallway from. 

Once you enter this office, talk to the woman sitting in the chair.
Shannon will introduce herself and pass a bunch of cryptic lines
before allowing you to leave. Put the amulet on the bookshelf near
to where Shannon is sitting then go through the door beside it that
you haven't been through yet. Let the zombie here change you into
Bates then kill it. Continue through this creepy lab room into 
the next hallway and talk to Alex. 

Contine through the other door in the hallway with Alex to arrive
at, surprise, another hallway with 2 other doors. One on the left
and one on the right. Go through the door on the left to be in a
shower. Turn the lights on and check the lockers to find they are
locked. Bates will tell you that something long and thin is needed
to open it. Wipe the dirty look off your face if you have one and 
go back to the creepy lab room which you went through earlier.

Put the lights on (if you haven't done so already) and examine the
body parts hanging up on the right side of the room. You should 
find a WIRE there. Go back to the showers and use the wire on the
lockers. Inside you will find an "odd-looking" SECURITY KEY.

Backtrack through the corridors and rooms, to the area with the 
elevator in it. Continue back past it to the first long hallway
which you didn't explore. Ignore the large glass doors, they lead 
to a courtyard, and enter the next door down. Turn on the lights
and use the security key on the "anti-crime device" hehe. 

Gp back out to the hallway and enter the courtyard doors you 
passed just before. Examine the ground just below the odd statue
to find a DESK KEY.  

After that backtrack again to the hallway outside the showers 
where you got the secruity key. This time take the door on the 
right to end up in another lab room. Check the first shelf to find 
the SURVIVAL KNIFE then backtrack YET again to the hallway with 
the lift and take the lift upstairs. Up here is quite a few 
zombies which you'll have to take out. If you need ammo for Bates
go see the nurse at the entrance area on the 1st floor. You 
shouldn't have too much problem in finding it. You can also pick
up the amulet at this time if you wish so that you can change back.
Doing so however means you'll have to use the fire extinguisher 
will be the only way to get rid of the zombies. 

Where you need to go is to the right of the lifts, so go the door 
at the right end of the hallway. When you get into the new hallway
go right again and through the door. You will be in a small office/
waiting room area. Check the desk with the computer on it to get 
the LIGHTER.

Go back out to the previous hallway and down to the left end of it.
Go through the door to another hallway. From here take the single 
door on the right wall. Flick on the light switch then use the 
lighter to get the LAB KEY off the blue computer box in the 
middle of the room. 

Go back out and into the hallway with the lift. Ignore it and exit 
through the door on the left end and into another hallway. Go 
through the door at the left end of this hallway also by using the 
Lab key. Before doing so however, note that you must be Alyssa, 
not Bates or else you will get the F Ending here. 

Inside you will find Maxwell. Click on him to talk to him. After
the cut scene, button bash to avoid getting sliced (if your on 
red then you'll be cut up anyway-just pick continue and do the
scene over again). You'll need to go back downstairs and use the
extingusher on him. Once that has been done return upstairs and
go to the hallway outside the room Maxwell just attacked you in.

Put the amulet in the left most locker then go to the end of the 
hallway and through the door. There will be a zombie in this new 
hallway. Let it spook you then shoot it as Bates (if you have ammo 
left). Use the knife to cut the rope on the single door on the 
right side of the hallway. 

Switch on the lights and talk to Allen Hale. Bates will become
pissed off at his words and stab him. 

Ending Complete. Your ending rank is E. 


------------------------------------------------------------------>
2.10 - "D"  E N D I N G  W A L K T H R O U G H
------------------------------------------------------------------>

Chapter One - Yellow Cursed Doll
"Allen Hale.... That Maxwell curse is..." - Philip Tate

The game starts with a small intro scene of some mysterious scenes
and you will be left as Alyssa in the Entryway of the Tate 
Household.

Straight across on the wall by the plant is a light switch. Press 
it. It doesn't do anything in here, but it lights up the toilet 
which is the door beside the switch. Enter it and check the bowl.

Now that your freaked by the leg in the toilet, the yellow "blood",
and the creepy childs laugh exit and enter the next door down from
the toilets. Now that you are in the bathroom chuck on the light
switch beside the door so you can see what you are doing.

Check the cupboard above the sink to find the DINING KEY and check 
the bathtub for another bit of a body. And yet another laugh. 

Head back out to the entry way and use the the door at the back of 
the room. You'll be in a large dining room. Wheres Barry Burton 
when you need him? :) In here will be 4 doors. Two on the left 
side of the room, one which you came through, and two on the 
opposite side. We want to go through the door on the right side 
which has the small squares on it and requires the Dining Key. 

Going through it leads to a smaller dining area. Check the arm 
sitting on the table then go back out the entryway where you 
started the game.

From the entryway, go upstairs to arrive in a hallway. Be sure to
ignore the samurai (don't click on it) and enter the first door on 
the right from the top of the stairs. You will be in yet another
hallway, which I will name Hallway 2 just for ease of reference. 
You will find you can't click on any other doors in Hallway 2 at
this time except the one you came through and the door in the 
middle of the left wall, so go into this door.

You will find yourself in a bedroom. Note the Clock Tower poster 
beside the bed (hehe) and then click on the item sitting on the 
floor surrounded by the yellow "blood". After Alyssa realises who
the body parts belong to and that she has dropped the Amulet, 
Bates will take over.

Head back downstairs and go back to the second dining area which
had the arm on the table. On the floor by the door you come 
through you will find the Amulet (you'll be shown a cut scene of
where it is if your not sure), so pick it up. 

Yet again, head back upstairs. Flick the light switch and enter 
the light brown door (these are both close to the samurai) and 
you should be in another toilet. Searching the cabnet on the wall
will get you a PISTOL. 

Go back out to the hall and now look at the Samurai statue. Doing
so will cause it to move around. From now on the statue will 
appear in various areas. All you need to do is leave and wait a 
few minutes for it to change location. 

Once you have done this enter the last door in the Samurai area 
you haven't been to. You will be in a living room, where you will 
find Philip Tate. Switch on the light and talk to him. His rants
give very little in the way of clues.

Go back to Hallway 2 on this floor and enter the door on the left
close to where you entered. Click on the bed to look at the statue
and get a small cut scene. 

Go back to the other bedroom on Hallway 2 where you found Ashley's
head. Go out the other door in the room to find yourself on an 
outside porch. Follow the porch around to the other door and enter
it. There will be a small cut scene.

Check the white closet on the back of the right side of the room 
(the cursor will look like its on the black shelf beside it) to 
get the BEDROOM KEY. From here go back to the large dining room on
the first floor. In the right back corner of the room is a large 
vase. Put the amulet inside the vase then head into the smaller 
dining room.

Once you enter it you will here Kathryn telling Stephanie to stop 
what she is doing. Use the key on the door nearest to the bar.

There will be a cut scene, then you'll get the chance to click on
Stephanie. Do so to push her over. You will turn into Bates and
Kathryn will escape. After the scene you will be back out in the
small dining area. Use the Bedroom Key to lock the door back up
again to prevent Stephanie from escaping. 

Go go back to the large dining room. Grab the Amulet back from the
vase. Head through the dark brown door on the bottom right side and
you will be in the storage room. Flick the light on and talk to 
Kathryn. Once you have done so, position the cursor so that it's 
kinda on or just beside the pink drawers. The cursor will actually 
be on a heater. Click on it twice to get OIL CAN. 

Go back to the bedroom you locked Stephanie in and unlock it. She
has escaped so there is no need to worry. Once inside examine the
nightstand between the beds to read a letter written by Allen Hale.
This will give you some details on the statue you saw earlier in
the bedroom on the second floor. You can take a guess as to where
to go next.

Once you arrive to the bedroom, examine the bed to find the statue
is no longer there. Take your amulet and put it in the white 
drawer in the bedroom. Once you have done so go back downstairs to 
the Entryway.

Talk to Philip. Because you are Alyssa, he'll talk ramble about 
what is happening, give you the CORRIDOOR KEY, and then leave into 
the Dining Room. Follow him. Make your way through to the small 
Dining Room. Use the corridoor key on the door on the bottom right 
of the room. Run through the hallway, through the next door and 
into the den. 

Go down stairs and turn on the light. Check the table for a 
LIGHTER. Once you have picked it up talk to Philip and watch the 
cut scene. It will explain more details, but you'll need to button
bash to escape him strangling you. 

After you escape you'll be in the den. Make your way to the small
dining room, and then back again to the den. Talk to Philip then
pick up the golden statue and make your way back to the large 
dining room. Return and get the amulet you hid upstairs then 
return to the dining room again.

I advise you to save now because if you fail at this you might get 
two endings instead of dieing and being able to continue, or 
getting one ending.

Take the statue and use it on the fireplace. Stephanie will turn 
up. Quickly chuck the statue in when the cursor is flashing, and
then use the Oil too. A scene will take over. It seems Alyssa 
dropped the amulet again. Bates will get pissed off with Stephanie
and uses her own knife to stab her. At this time you'll go to a
wide shot. QUICKLY grab the amulet off the floor. Bates will 
change into Alyssa and you'll have the cursor flashing again. Use
the lighter and burn the statue. A scene will take over and the
chapter will end.

You'll awake in a hospital with a Police detective, Alex Corey.
He'll explain what happened before something will happen and 
you'll be left alone again. 


Chapter 2 - Noisy Monsters Cage
"Don't you know? There's a big story here!" - Doug Bowman

You'll be in Room 103 of the hospital. These room are kinda the
same, but you should be able to work out where to go reguardless. 
If your not sure you can examine the panels beside the door to
see what room is what. The ones in this area are 103 and 104.

Inspect the stand beside the other bed on the left side of the 
room for a DRAWER KEY. Leave this room and head into the hallway
which we will call hallway #1 for convenice.

Move along the hallway to the right, past the other rooms, until 
you get to the double glass doors on the back wall. Click on them 
to get a cut scene. After doing so head through the single door to 
arrive in the main hallway.

I will note now that this level is full of zombies, so your 
basically going to have to work your way around them. The easiest
way to do this is to head into hallway 2 (which I will outline
shortly) and use the broom in the toilets to kill zombies with.
You wont have to do this with the zombie in the main hallway, but
you will have to do it with others. For the hall zombie head into
the door to the right of where you exited. You will be in some 
sort of exam room. From here you can pick up the chair and use it
on the following zombie. After you have done so you will be taken 
back out to the the main hallway. Go back into the exam room when 
you can.

Inside you'll find Doug Bowman, a newspaper reporter. Talk to him 
then check the paper on the desk he was looking after. Leave back
out to the main hallway and go into the first door along the back
wall past the lift. You will be in an office room with a corpse on
the floor. Check it to result in having to use the broom plan. 

To get to the toilet, go back out to the main hallway and head 
left. Just beside where you exited is a door with a glass panel, 
go through it to end up in hallway #2. Ignore the first door and
head into the door with the pink female sign on it (and yes only
Alyssa can enter the female toilets and Bates the male one if you
were wondering). 

Inside the middle stall on the back wall is a broom. Use it to 
wack the following zombies. This should be used for any you 
encounter. On a small note you'll encounter another when you leave
the toilet so you'll end up back inside having to hit it.

Once you are finished with hitting the zombies, go back to the 
office and pick up the Storage Key off the floor where the zombie
was. Go back out to the main hallway and use the elevator to go up
to the 2nd Floor. Kill the zombie (yes back to the toilets) and 
then return here. Talk to Alex Corey. He explains the details of
the case, then suggests going to the lab Philip Tate works for. 

Go back downstairs after he leaves and re-enter hallway #1. Get
rid of the zombie by makeing your way to the toilet (again!). 
Once it is dead, re-enter the toilet and check the stall at the 
left end of the row and you'll hear the same voice you heard at 
the doors near the start of the chapter. Leave the toilets and go 
down two doors to the right and into Room 101. 

Turn on the light switch and check the sink. After the scene turn
the lights, grab the PISTOL out of the locker, and put the amulet
down in the vase by the front left bed. Leave the room and move
down to Room 102, one door to the right along Hallway #2.

Once inside let the zombie come close and get you into panic mode
thus changing you into Bates. Run to the main hallway and shoot 
the following zombie with the pistol you just gained. If you do it
hallway #2, Bates will just run back into Room 102 leaving you to 
face another zombie. 

Once it is dead, go back to hallway #1, enter Room 104. Once 
inside turn on the lights and check the nightstand beside the front
left bed. Leave the room and go back up the 2nd Floor. Use the 
storage key on the door on the right hand wall to enter it. 

Turn on the light, and talk to the nurse. After she tells you 
about a file with important info, go around the middle shelf
and check the boxes close to the screen for a SCREWDRIVER. Go back
out to the 2F Main Hallway and go into the door on the left side
wall.

Talk to the man in here. Henry Kaplan, the director of the 
hospital. Bates will kick him over. Use the screwdriver on the 
desk by the phone to get the BACK DOOR KEY. Return downstairs into
the office on the 1st floor. Use the door on the other side of the
office to reach a second office. 

Switch on the light, then use the drawer key on the desks click 
point by the chair to get a shotgun. Search the door side of the 
desk for the file the nurse was talking about. Shoot the zombie
that comes in.

Return to Room 101 and pick up the Amulet out of the vase. Once 
you have done so return to the storage room and talk the nurse out
of killing herself. 

Go back across the 2nd floor to the office where Kaplan is. He'll
pull the same crap as he did with Bates, except this time you'll
have to button bash. If you don't die someone will shoot him. 
When you leave a cut scene will take over.

Return downstairs to hallway #2. Enter the first door along the
back wall (closest to the left end). Inside you will find Doug
Bowman again. Talk to him and when he asks you if you wish to 
come with him say no. Return to hallway #1, go through the sliding
doors and use the Back Door Key so you can escape finally!

Or so you thought. Alex will come to your rescue, kinda, shooting 
the door open. But it leads to more than 30 zombies coming in.
Shoot them with your shotgun as they approch. If you let any get
close it will be an instant death. A real bitch of a scene. Though
when you finally get past it you'll be into chapter 3. 


Chapter 3 - The Fathers
"You did come here to die didn't you? I can help you with that." 
- Shannon Lewis

This section is quite big, consisting of various rooms over 4 
floors. Refer to the maps if you get lost.

You'll be in a hallway, once again, alone. Head to the left and 
use the door on the backwall. You will be in a stairwell, so head 
up to the top door.

Another hallway with three doors. These are quite common, so get 
use to them. You entered from the 2nd door on the right side. 
Enter the first (and closest door) to the screen on the right side 
to be in a storage/file room.

Turn on the light and search the rear shelf to get the EXAM ROOM
KEY. Return out to the hallway and go through the door on the left
wall. Inside talk to Doug, who will warn you of "a man covered in
blood carring a big hatchet."

Go back out to the hallway and use the door on the back wall. You 
will be in yet another hallway. Run down it and enter the only 
other door along it by using the exam room key. Examine the body
on the bed and check the cart in the middle for a SHOTGUN. Exit 
through the other door in the room.

Make your way through the office room, and try to exit through the
other door. A cut scene will take place and you will be introduced
to the "man covered in blood carring a big hatchet," otherwise 
known as George Maxwell. Escape back to the lab room with the body
and use the pot sitting the side of the bed to smack Maxwell with. 
You won't stop him, but it will let you get past so you can go back
through the office and out the other door.

When you do so you will be in yet another hallway. Ignore going 
down it and go directly in the first door on the back wall from
where you came. You'll be in a short hall with a lift. Run past the
lift and enter the door at the other end.

Another hall. Run left along it till you see the fire extinguisher
on the floor. Pick it up and use it on Maxwell. You can use this 
on as many enemies as you need to. After using it you'll probably 
be in the lift hall so return to the all with the extinguisher and
enter the womans toilets (yes the pink door).

Turn on the light switch and examine the sink. In it you will find
the Blue Card Key. Leave the toilets and enter the door at the 
right most end of the hallway, near to where you original entered 
the hallway from. 

Once you enter this office, talk to the woman sitting in the chair.
Shannon will introduce herself and pass a bunch of cryptic lines
before allowing you to leave. Put the amulet on the bookshelf near
to where Shannon is sitting then go through the door beside it that
you haven't been through yet. Let the zombie here change you into
Bates then kill it. Continue through this creepy lab room into 
the next hallway and talk to Alex. 

Continue through the other door in the hallway with Alex to arrive
at, surprise, another hallway with 2 other doors. One on the left
and one on the right. Go through the door on the left to be in a
shower. Turn the lights on and check the lockers to find they are
locked. Bates will tell you that something long and thin is needed
to open it. Wipe the dirty look off your face if you have one and 
go back to the creepy lab room which you went through earlier.

Put the lights on (if you haven't done so already) and examine the
body parts hanging up on the right side of the room. You should 
find a WIRE there. Go back to the showers and use the wire on the
lockers. Inside you will find an "odd-looking" SECURITY KEY.

Backtrack through the corridors and rooms, to the area with the 
elevator in it. Continue back past it to the first long hallway
which you didn't explore. Ignore the large glass doors, they lead 
to a courtyard, and enter the next door down. Turn on the lights
and use the security key on the "anti-crime device" hehe. 

Gp back out to the hallway and enter the courtyard doors you 
passed just before. Examine the ground just below the odd statue
to find a DESK KEY. After this, go back to where you left the the 
amulet and pick it up. 

Backtrack again to the hallway outside the showers where you got
the secruity key. This time take the door on the right to end up 
in another lab room. Check the middle shelf to find the STORAGE 
KEY then backtrack YET again to the hallway with the lift and take
the lift upstairs. Up here is quite a few zombies which you'll have
to take out. Chances are you'll have to go back downstairs and use
the fire extingusiher to take a lot of them out. 

Where you need to go is to the right of the lifts, so go the door 
at the right end of the hallway. When you get into the new hallway
go right again and through the door. You will be in a small office/
waiting room area. Check the desk with the computer on it to get 
the LIGHTER.

Go back out to the previous hallway and down to the left end of it.
Go through the door to another hallway. From here take the single 
door on the right wall. Flick on the light switch then use the 
lighter to get the LAB KEY off the blue computer box in the 
middle of the room. 

From here go back out and into the hallway with the lift. Ignore it 
and exit through the door on the left end and into another hallway. 
Go through the door at the left end of it by using the Lab key.

Inside you will find Maxwell. Click on him to talk to him. After
the cut scene, button bash to avoid getting sliced (if your on 
red then you'll be cut up anyway-just pick continue and do the
scene over again). You'll need to go back downstairs and use the
extingusher on him. Once that has been done return upstairs to the 
room Maxwell just attacked you in.

Go through the room an into the small empty work room. Turn on the
lights and search the chair for the HANDCUFF KEY. Return back out
to the hallway and go to the other end of it. 

Use the storage key on the single door on the right side of the 
hallway to enter it. Switch on the lights and talk to Allen Hale.
Use the Handcuff Key to unlock him. He'll talk about going to the
Lab Directors Office but before we do that, go into the other door
in this room. Switch on the light and then search the bookshelf. 
You will find the RED CARD KEY. Now backtrack to the office where
you got the lighter from and talk to Allen again. You will end up 
in the directors office and will learn the truth from Philip. 

Once Philip leaves use the desk key you picked up on the desk to
get the GREEN CARD KEY. Afterwards, use the red card key on the 
reader beside the other door in the room and go through the door. 
You will be in a hallway with another lift which requires the blue
card key so use it and go down.

There is a small trick/bug to get past the zombie you find at the
bottom. Ride the lift back up then back down. The zombie won't be
downstairs when you arrive but will instead be behind you on the
lift. Run along the hallway and enter the first door on the back 
wall. From there again enter the first door on the back wall. 
You will be in another lab. Quickly double click on the gap 
between the left most table and the bench on the left to hide.
Although this will remove them for a short time, the best way to
get rid of the 2 zombies in the area is to get them to follow you
as you *sigh* backtrack all the way to the fire extingusisher.

Either way, in the end exit this lab room out to the previous 
hallway and go left into another lab where you will find Shannon. 
Click on her and she will rant then throttle Alessa like a rag
doll.

Ending Complete. Your ending rank is D. 


------------------------------------------------------------------>
2.11 - "C"  E N D I N G  W A L K T H R O U G H
------------------------------------------------------------------>

Chapter One - Yellow Cursed Doll
"Allen Hale.... That Maxwell curse is..." - Philip Tate

The game starts with a small intro scene of some mysterious scenes
and you will be left as Alyssa in the Entryway of the Tate 
Household.

Straight across on the wall by the plant is a light switch. Press 
it. It doesn't do anything in here, but it lights up the toilet 
which is the door beside the switch. Enter it and check the bowl.

Now that your freaked by the leg in the toilet, the yellow "blood",
and the creepy childs laugh exit and enter the next door down from
the toilets. Now that you are in the bathroom chuck on the light
switch beside the door so you can see what you are doing.

Check the cupboard above the sink to find the DINING KEY and check 
the bathtub for another bit of a body. And yet another laugh. 

Head back out to the entry way and use the the door at the back of 
the room. You'll be in a large dining room. Wheres Barry Burton 
when you need him? :) In here will be 4 doors. Two on the left 
side of the room, one which you came through, and two on the 
opposite side. We want to go through the door on the right side 
which has the small squares on it and requires the Dining Key. 

Going through it leads to a smaller dining area. Check the arm 
sitting on the table then go back out the entryway where you 
started the game.

From the entryway, go upstairs to arrive in a hallway. Be sure to
ignore the samurai (don't click on it) and enter the first door on 
the right from the top of the stairs. You will be in yet another
hallway, which I will name Hallway 2 just for ease of reference. 
You will find you can't click on any other doors in Hallway 2 at
this time except the one you came through and the door in the 
middle of the left wall, so go into this door.

You will find yourself in a bedroom. Note the Clock Tower poster 
beside the bed (hehe) and then click on the item sitting on the 
floor surrounded by the yellow "blood". After Alyssa realises who
the body parts belong to and that she has dropped the Amulet, 
Bates will take over.

Head back downstairs and go back to the second dining area which
had the arm on the table. On the floor by the door you come 
through you will find the Amulet (you'll be shown a cut scene of
where it is if your not sure), so pick it up. 

Yet again, head back upstairs. Flick the light switch and enter 
the light brown door (these are both close to the samurai) and 
you should be in another toilet. Searching the cabnet on the wall
will get you a PISTOL. 

Go back out to the hall and now look at the Samurai statue. Doing
so will cause it to move around. From now on the statue will 
appear in various areas. All you need to do is leave and wait a 
few minutes for it to change location. 

Once you have done this enter the last door in the Samurai area 
you haven't been to. You will be in a living room, where you will 
find Philip Tate. Switch on the light and talk to him. His rants
give very little in the way of clues.

Go back to Hallway 2 on this floor and enter the door on the left
close to where you entered. Click on the bed to look at the statue
and get a small cut scene. 

Go back to the other bedroom on Hallway 2 where you found Ashley's
head. Go out the other door in the room to find yourself on an 
outside porch. Follow the porch around to the other door and enter
it. There will be a small cut scene.

Check the white closet on the back of the right side of the room 
(the cursor will look like its on the black shelf beside it) to 
get the BEDROOM KEY. From here go back to the large dining room on
the first floor. In the right back corner of the room is a large 
vase. Put the amulet inside the vase then head into the smaller 
dining room.

Once you enter it you will here Kathryn telling Stephanie to stop 
what she is doing. Use the key on the door nearest to the bar.

There will be a cut scene, then you'll get the chance to click on
Stephanie. Do so to push her over. You will turn into Bates and
Kathryn will escape. After the scene you will be back out in the
small dining area. Use the Bedroom Key to lock the door back up
again to prevent Stephanie from escaping. 

Go go back to the large dining room. Grab the Amulet back from the
vase. Head through the dark brown door on the bottom right side and
you will be in the storage room. Flick the light on and talk to 
Kathryn. Once you have done so, position the cursor so that it's 
kinda on or just beside the pink drawers. The cursor will actually 
be on a heater. Click on it twice to get OIL CAN. 

Go back to the bedroom you locked Stephanie in and unlock it. She
has escaped so there is no need to worry. Once inside examine the
nightstand between the beds to read a letter written by Allen Hale.
This will give you some details on the statue you saw earlier in
the bedroom on the second floor. You can take a guess as to where
to go next.

Once you arrive to the bedroom, examine the bed to find the statue
is no longer there. Take your amulet and put it in the white 
drawer in the bedroom. Once you have done so go back downstairs to 
the Entryway.

Talk to Philip. Because you are Alyssa, he'll talk ramble about 
what is happening, give you the CORRIDOOR KEY, and then leave into 
the Dining Room. Follow him. Make your way through to the small 
Dining Room. Use the corridoor key on the door on the bottom right 
of the room. Run through the hallway, through the next door and 
into the den. 

Go down stairs and turn on the light. Check the table for a 
LIGHTER. Once you have picked it up talk to Philip and watch the 
cut scene. It will explain more details, but you'll need to button
bash to escape him strangling you. 

After you escape you'll be in the den. Make your way to the small
dining room, and then back again to the den. Talk to Philip then
pick up the golden statue and make your way back to the large 
dining room. Return and get the amulet you hid upstairs then 
return to the dining room again.

I advise you to save now because if you fail at this you might get 
two endings instead of dieing and being able to continue, or 
getting one ending.

Take the statue and use it on the fireplace. Stephanie will turn 
up. Quickly chuck the statue in when the cursor is flashing, and
then use the Oil too. A scene will take over. It seems Alyssa 
dropped the amulet again. Bates will get pissed off with Stephanie
and uses her own knife to stab her. At this time you'll go to a
wide shot. QUICKLY grab the amulet off the floor. Bates will 
change into Alyssa and you'll have the cursor flashing again. Use
the lighter and burn the statue. A scene will take over and the
chapter will end.

You'll awake in a hospital with a Police detective, Alex Corey.
He'll explain what happened before something will happen and 
you'll be left alone again. 


Chapter 2 - Noisy Monsters Cage
"Don't you know? There's a big story here!" - Doug Bowman

You'll be in Room 103 of the hospital. These room are kinda the
same, but you should be able to work out where to go reguardless. 
If your not sure you can examine the panels beside the door to
see what room is what. The ones in this area are 103 and 104.

Inspect the stand beside the other bed on the left side of the 
room for a DRAWER KEY. Leave this room and head into the hallway
which we will call hallway #1 for convenice.

Move along the hallway to the right, past the other rooms, until 
you get to the double glass doors on the back wall. Click on them 
to get a cut scene. After doing so head through the single door to 
arrive in the main hallway.

I will note now that this level is full of zombies, so your 
basically going to have to work your way around them. The easiest
way to do this is to head into hallway 2 (which I will outline
shortly) and use the broom in the toilets to kill zombies with.
You wont have to do this with the zombie in the main hallway, but
you will have to do it with others. For the hall zombie head into
the door to the right of where you exited. You will be in some 
sort of exam room. From here you can pick up the chair and use it
on the following zombie. After you have done so you will be taken 
back out to the the main hallway. Go back into the exam room when 
you can.

Inside you'll find Doug Bowman, a newspaper reporter. Talk to him 
then check the paper on the desk he was looking after. Leave back
out to the main hallway and go into the first door along the back
wall past the lift. You will be in an office room with a corpse on
the floor. Check it to result in having to use the broom plan. 

To get to the toilet, go back out to the main hallway and head 
left. Just beside where you exited is a door with a glass panel, 
go through it to end up in hallway #2. Ignore the first door and
head into the door with the pink female sign on it (and yes only
Alyssa can enter the female toilets and Bates the male one if you
were wondering). 

Inside the middle stall on the back wall is a broom. Use it to 
wack the following zombies. This should be used for any you 
encounter. On a small note you'll encounter another when you leave
the toilet so you'll end up back inside having to hit it.

Once you are finished with hitting the zombies, go back to the 
office and pick up the Storage Key off the floor where the zombie
was. Go back out to the main hallway and use the elevator to go up
to the 2nd Floor. Kill the zombie (yes back to the toilets) and 
then return here. Talk to Alex Corey. He explains the details of
the case, then suggests going to the lab Philip Tate works for. 

Go back downstairs after he leaves and re-enter hallway #1. Get
rid of the zombie by makeing your way to the toilet (again!). 
Once it is dead, re-enter the toilet and check the stall at the 
left end of the row and you'll hear the same voice you heard at 
the doors near the start of the chapter. Leave the toilets and go 
down two doors to the right and into Room 101. 

Turn on the light switch and check the sink. After the scene turn
the lights, grab the PISTOL out of the locker, and put the amulet
down in the vase by the front left bed. Leave the room and move
down to Room 102, one door to the right along Hallway #2.

Once inside let the zombie come close and get you into panic mode
thus changing you into Bates. Run to the main hallway and shoot 
the following zombie with the pistol you just gained. If you do it
hallway #2, Bates will just run back into Room 102 leaving you to 
face another zombie. 

Once it is dead, go back to hallway #1, enter Room 104. Once 
inside turn on the lights and check the nightstand beside the front
left bed. Leave the room and go back up the 2nd Floor. Use the 
storage key on the door on the right hand wall to enter it. 

Turn on the light, and talk to the nurse. After she tells you 
about a file with important info, go around the middle shelf
and check the boxes close to the screen for a SCREWDRIVER. Go back
out to the 2F Main Hallway and go into the door on the left side
wall.

Talk to the man in here. Henry Kaplan, the director of the 
hospital. Bates will kick him over. Use the screwdriver on the 
desk by the phone to get the BACK DOOR KEY. Return downstairs into
the office on the 1st floor. Use the door on the other side of the
office to reach a second office. 

Switch on the light, then use the drawer key on the desks click 
point by the chair to get a shotgun. Search the door side of the 
desk for the file the nurse was talking about. Shoot the zombie
that comes in.

Return to Room 101 and pick up the Amulet out of the vase. Once 
you have done so return to the storage room and talk the nurse out
of killing herself. 

Go back across the 2nd floor to the office where Kaplan is. He'll
pull the same crap as he did with Bates, except this time you'll
have to button bash. If you don't die someone will shoot him. 
When you leave a cut scene will take over.

Return downstairs to hallway #2. Enter the first door along the
back wall (closest to the left end). Inside you will find Doug
Bowman again. Talk to him and when he asks you if you wish to 
come with him say no. Return to hallway #1, go through the sliding
doors and use the Back Door Key so you can escape finally!

Or so you thought. Alex will come to your rescue, kinda, shooting 
the door open. But it leads to more than 30 zombies coming in.
Shoot them with your shotgun as they approch. If you let any get
close it will be an instant death. A real bitch of a scene. Though
when you finally get past it you'll be into chapter 3. 


Chapter 3 - The Fathers
"You did come here to die didn't you? I can help you with that." 
- Shannon Lewis

This section is quite big, consisting of various rooms over 4 
floors. Refer to the maps if you get lost.

You'll be in a hallway, once again, alone. Head to the left and 
use the door on the backwall. You will be in a stairwell, so head 
up to the top door.

Another hallway with three doors. These are quite common, so get 
use to them. You entered from the 2nd door on the right side. 
Enter the first (and closest door) to the screen on the right side 
to be in a storage/file room.

Turn on the light and search the rear shelf to get the EXAM ROOM
KEY. Return out to the hallway and go through the door on the left
wall. Inside talk to Doug, who will warn you of "a man covered in
blood carring a big hatchet."

Go back out to the hallway and use the door on the back wall. You 
will be in yet another hallway. Run down it and enter the only 
other door along it by using the exam room key. Examine the body
on the bed and check the cart in the middle for a SHOTGUN. Exit 
through the other door in the room.

Make your way through the office room, and try to exit through the
other door. A cut scene will take place and you will be introduced
to the "man covered in blood carring a big hatchet," otherwise 
known as George Maxwell. Escape back to the lab room with the body
and use the pot sitting the side of the bed to smack Maxwell with. 
You won't stop him, but it will let you get past so you can go back
through the office and out the other door.

When you do so you will be in yet another hallway. Ignore going 
down it and go directly in the first door on the back wall from
where you came. You'll be in a short hall with a lift. Run past the
lift and enter the door at the other end.

Another hall. Run left along it till you see the fire extinguisher
on the floor. Pick it up and use it on Maxwell. You can use this 
on as many enemies as you need to. After using it you'll probably 
be in the lift hall so return to the all with the extinguisher and
enter the womans toilets (yes the pink door).

Turn on the light switch and examine the sink. In it you will find
the Blue Card Key. Leave the toilets and enter the door at the 
right most end of the hallway, near to where you original entered 
the hallway from. 

Once you enter this office, talk to the woman sitting in the chair.
Shannon will introduce herself and pass a bunch of cryptic lines
before allowing you to leave. Put the amulet on the bookshelf near
to where Shannon is sitting then go through the door beside it that
you haven't been through yet. Let the zombie here change you into
Bates then kill it. Continue through this creepy lab room into 
the next hallway and talk to Alex. 

Continue through the other door in the hallway with Alex to arrive
at, surprise, another hallway with 2 other doors. One on the left
and one on the right. Go through the door on the left to be in a
shower. Turn the lights on and check the lockers to find they are
locked. Bates will tell you that something long and thin is needed
to open it. Wipe the dirty look off your face if you have one and 
go back to the creepy lab room which you went through earlier.

Put the lights on (if you haven't done so already) and examine the
body parts hanging up on the right side of the room. You should 
find a WIRE there. Go back to the showers and use the wire on the
lockers. Inside you will find an "odd-looking" SECURITY KEY.

Backtrack through the corridors and rooms, to the area with the 
elevator in it. Continue back past it to the first long hallway
which you didn't explore. Ignore the large glass doors, they lead 
to a courtyard, and enter the next door down. Turn on the lights
and use the security key on the "anti-crime device" hehe. 

Gp back out to the hallway and enter the courtyard doors you 
passed just before. Examine the ground just below the odd statue
to find a DESK KEY. After this, go back to where you left the the 
amulet and pick it up. 

Backtrack again to the hallway outside the showers where you got
the secruity key. This time take the door on the right to end up 
in another lab room. Check the middle shelf to find the STORAGE 
KEY then backtrack YET again to the hallway with the lift and take
the lift upstairs. Up here is quite a few zombies which you'll have
to take out. Chances are you'll have to go back downstairs and use
the fire extingusiher to take a lot of them out. 

Where you need to go is to the right of the lifts, so go the door 
at the right end of the hallway. When you get into the new hallway
go right again and through the door. You will be in a small office/
waiting room area. Check the desk with the computer on it to get 
the LIGHTER.

Go back out to the previous hallway and down to the left end of it.
Go through the door to another hallway. From here take the single 
door on the right wall. Flick on the light switch then use the 
lighter to get the LAB KEY off the blue computer box in the 
middle of the room. 

From here go back out and into the hallway with the lift. Ignore it 
and exit through the door on the left end and into another hallway. 
Go through the door at the left end of it by using the Lab key.

Inside you will find Maxwell. Click on him to talk to him. After
the cut scene, button bash to avoid getting sliced (if your on 
red then you'll be cut up anyway-just pick continue and do the
scene over again). You'll need to go back downstairs and use the
extingusher on him. Once that has been done return upstairs to the 
room Maxwell just attacked you in.

Go through the room an into the small empty work room. Turn on the
lights and search the chair for the HANDCUFF KEY. Return back out
to the hallway and go to the other end of it. 

Use the storage key on the single door on the right side of the 
hallway to enter it. Switch on the lights and talk to Allen Hale.
Use the Handcuff Key to unlock him. He'll talk about going to the
Lab Directors Office but before we do that, go into the other door
in this room. Switch on the light and then search the bookshelf. 
You will find the RED CARD KEY. Now backtrack to the office where
you got the lighter from and talk to Allen again. You will end up 
in the directors office and will learn the truth from Philip. 

Once Philip leaves use the desk key you picked up on the desk to
get the GREEN CARD KEY. Afterwards, use the red card key on the 
reader beside the other door in the room and go through the door. 
You will be in a hallway with another lift which requires the blue
card key so use it and go down.

There is a small trick/bug to get past the zombie you find at the
bottom. Ride the lift back up then back down. The zombie won't be
downstairs when you arrive but will instead be behind you on the
lift. Run along the hallway and enter the first door on the back 
wall. From there again enter the first door on the back wall. 
You will be in another lab. Quickly double click on the gap 
between the left most table and the bench on the left to hide.
Although this will remove them for a short time, the best way to
get rid of the 2 zombies in the area is to get them to follow you
as you *sigh* backtrack all the way to the fire extingusisher.

Either way, in the end, chuck the amulet on the shelf on the back
wall then exit this lab room out to the previous hallway. From 
here go left into another lab where you will find Shannon. Click on 
her and she will rant then try to throttle Alessa like a rag doll.
Without the amulet, Alyssa will become Bates and will slap Shannon
around like the bitch she is. Shannon will run off.

Click on the blade hold to pick up one of the hatchets then return
to the lab room where you left the amulet. Before you pick it up 
use the hatchet on the corpse on the bed to get the GRAVEYARD KEY.
Pick up the amulet off the shelf then go back to the main corridor
on this level. 

Go into the next door down and talk to Bowman inside. He'll give
you some more info then will ask you if you wish to leave with him
Answer YES.

Ending Complete. Your ending rank is C. 


------------------------------------------------------------------>
2.12 - "B"  E N D I N G  W A L K T H R O U G H
------------------------------------------------------------------>

Chapter One - Yellow Cursed Doll
"Allen Hale.... That Maxwell curse is..." - Philip Tate

The game starts with a small intro scene of some mysterious scenes
and you will be left as Alyssa in the Entryway of the Tate 
Household.

Straight across on the wall by the plant is a light switch. Press 
it. It doesn't do anything in here, but it lights up the toilet 
which is the door beside the switch. Enter it and check the bowl.

Now that your freaked by the leg in the toilet, the yellow "blood",
and the creepy childs laugh exit and enter the next door down from
the toilets. Now that you are in the bathroom chuck on the light
switch beside the door so you can see what you are doing.

Check the cupboard above the sink to find the DINING KEY and check 
the bathtub for another bit of a body. And yet another laugh. 

Head back out to the entry way and use the the door at the back of 
the room. You'll be in a large dining room. Wheres Barry Burton 
when you need him? :) In here will be 4 doors. Two on the left 
side of the room, one which you came through, and two on the 
opposite side. We want to go through the door on the right side 
which has the small squares on it and requires the Dining Key. 

Going through it leads to a smaller dining area. Check the arm 
sitting on the table then go back out the entryway where you 
started the game.

From the entryway, go upstairs to arrive in a hallway. Be sure to
ignore the samurai (don't click on it) and enter the first door on 
the right from the top of the stairs. You will be in yet another
hallway, which I will name Hallway 2 just for ease of reference. 
You will find you can't click on any other doors in Hallway 2 at
this time except the one you came through and the door in the 
middle of the left wall, so go into this door.

You will find yourself in a bedroom. Note the Clock Tower poster 
beside the bed (hehe) and then click on the item sitting on the 
floor surrounded by the yellow "blood". After Alyssa realises who
the body parts belong to and that she has dropped the Amulet, 
Bates will take over.

Head back downstairs and go back to the second dining area which
had the arm on the table. On the floor by the door you come 
through you will find the Amulet (you'll be shown a cut scene of
where it is if your not sure), so pick it up. 

Yet again, head back upstairs. Flick the light switch and enter 
the light brown door (these are both close to the samurai) and 
you should be in another toilet. Searching the cabnet on the wall
will get you a PISTOL. 

Go back out to the hall and now look at the Samurai statue. Doing
so will cause it to move around. From now on the statue will 
appear in various areas. All you need to do is leave and wait a 
few minutes for it to change location. 

Once you have done this enter the last door in the Samurai area 
you haven't been to. You will be in a living room, where you will 
find Philip Tate. Switch on the light and talk to him. His rants
give very little in the way of clues.

Go back to Hallway 2 on this floor and enter the door on the left
close to where you entered. Click on the bed to look at the statue
and get a small cut scene. 

Go back to the other bedroom on Hallway 2 where you found Ashley's
head. Go out the other door in the room to find yourself on an 
outside porch. Follow the porch around to the other door and enter
it. There will be a small cut scene.

Check the white closet on the back of the right side of the room 
(the cursor will look like its on the black shelf beside it) to 
get the BEDROOM KEY. From here go back to the large dining room on
the first floor. In the right back corner of the room is a large 
vase. Put the amulet inside the vase then head into the smaller 
dining room.

Once you enter it you will here Kathryn telling Stephanie to stop 
what she is doing. Use the key on the door nearest to the bar.

There will be a cut scene, then you'll get the chance to click on
Stephanie. Do so to push her over. You will turn into Bates and
Kathryn will escape. After the scene you will be back out in the
small dining area. Use the Bedroom Key to lock the door back up
again to prevent Stephanie from escaping. 

Go go back to the large dining room. Grab the Amulet back from the
vase. Head through the dark brown door on the bottom right side and
you will be in the storage room. Flick the light on and talk to 
Kathryn. Once you have done so, position the cursor so that it's 
kinda on or just beside the pink drawers. The cursor will actually 
be on a heater. Click on it twice to get OIL CAN. 

Go back to the bedroom you locked Stephanie in and unlock it. She
has escaped so there is no need to worry. Once inside examine the
nightstand between the beds to read a letter written by Allen Hale.
This will give you some details on the statue you saw earlier in
the bedroom on the second floor. You can take a guess as to where
to go next.

Once you arrive to the bedroom, examine the bed to find the statue
is no longer there. Take your amulet and put it in the white 
drawer in the bedroom. Once you have done so go back downstairs to 
the Entryway.

Talk to Philip. Because you are Alyssa, he'll talk ramble about 
what is happening, give you the CORRIDOOR KEY, and then leave into 
the Dining Room. Follow him. Make your way through to the small 
Dining Room. Use the corridoor key on the door on the bottom right 
of the room. Run through the hallway, through the next door and 
into the den. 

Go down stairs and turn on the light. Check the table for a 
LIGHTER. Once you have picked it up talk to Philip and watch the 
cut scene. It will explain more details, but you'll need to button
bash to escape him strangling you. 

After you escape you'll be in the den. Make your way to the small
dining room, and then back again to the den. Talk to Philip then
pick up the golden statue and make your way back to the large 
dining room. Return and get the amulet you hid upstairs then 
return to the dining room again.

I advise you to save now because if you fail at this you might get 
two endings instead of dieing and being able to continue, or 
getting one ending.

Take the statue and use it on the fireplace. Stephanie will turn 
up. Quickly chuck the statue in when the cursor is flashing, and
then use the Oil too. A scene will take over. It seems Alyssa 
dropped the amulet again. Bates will get pissed off with Stephanie
and uses her own knife to stab her. At this time you'll go to a
wide shot. QUICKLY grab the amulet off the floor. Bates will 
change into Alyssa and you'll have the cursor flashing again. Use
the lighter and burn the statue. A scene will take over and the
chapter will end.

You'll awake in a hospital with a Police detective, Alex Corey.
He'll explain what happened before something will happen and 
you'll be left alone again. 


Chapter 2 - Noisy Monsters Cage
"Don't you know? There's a big story here!" - Doug Bowman

You'll be in Room 103 of the hospital. These room are kinda the
same, but you should be able to work out where to go reguardless. 
If your not sure you can examine the panels beside the door to
see what room is what. The ones in this area are 103 and 104.

Inspect the stand beside the other bed on the left side of the 
room for a DRAWER KEY. Leave this room and head into the hallway
which we will call hallway #1 for convenice.

Move along the hallway to the right, past the other rooms, until 
you get to the double glass doors on the back wall. Click on them 
to get a cut scene. After doing so head through the single door to 
arrive in the main hallway.

I will note now that this level is full of zombies, so your 
basically going to have to work your way around them. The easiest
way to do this is to head into hallway 2 (which I will outline
shortly) and use the broom in the toilets to kill zombies with.
You wont have to do this with the zombie in the main hallway, but
you will have to do it with others. For the hall zombie head into
the door to the right of where you exited. You will be in some 
sort of exam room. From here you can pick up the chair and use it
on the following zombie. After you have done so you will be taken 
back out to the the main hallway. Go back into the exam room when 
you can.

Inside you'll find Doug Bowman, a newspaper reporter. Talk to him 
then check the paper on the desk he was looking after. Leave back
out to the main hallway and go into the first door along the back
wall past the lift. You will be in an office room with a corpse on
the floor. Check it to result in having to use the broom plan. 

To get to the toilet, go back out to the main hallway and head 
left. Just beside where you exited is a door with a glass panel, 
go through it to end up in hallway #2. Ignore the first door and
head into the door with the pink female sign on it (and yes only
Alyssa can enter the female toilets and Bates the male one if you
were wondering). 

Inside the middle stall on the back wall is a broom. Use it to 
wack the following zombies. This should be used for any you 
encounter. On a small note you'll encounter another when you leave
the toilet so you'll end up back inside having to hit it.

Once you are finished with hitting the zombies, go back to the 
office and pick up the Storage Key off the floor where the zombie
was. Go back out to the main hallway and use the elevator to go up
to the 2nd Floor. Kill the zombie (yes back to the toilets) and 
then return here. Talk to Alex Corey. He explains the details of
the case, then suggests going to the lab Philip Tate works for. 

Go back downstairs after he leaves and re-enter hallway #1. Get
rid of the zombie by makeing your way to the toilet (again!). 
Once it is dead, re-enter the toilet and check the stall at the 
left end of the row and you'll hear the same voice you heard at 
the doors near the start of the chapter. Leave the toilets and go 
down two doors to the right and into Room 101. 

Turn on the light switch and check the sink. After the scene turn
the lights, grab the PISTOL out of the locker, and put the amulet
down in the vase by the front left bed. Leave the room and move
down to Room 102, one door to the right along Hallway #2.

Once inside let the zombie come close and get you into panic mode
thus changing you into Bates. Run to the main hallway and shoot 
the following zombie with the pistol you just gained. If you do it
hallway #2, Bates will just run back into Room 102 leaving you to 
face another zombie. 

Once it is dead, go back to hallway #1, enter Room 104. Once 
inside turn on the lights and check the nightstand beside the front
left bed. Leave the room and go back up the 2nd Floor. Use the 
storage key on the door on the right hand wall to enter it. 

Turn on the light, and talk to the nurse. After she tells you 
about a file with important info, go around the middle shelf
and check the boxes close to the screen for a SCREWDRIVER. Go back
out to the 2F Main Hallway and go into the door on the left side
wall.

Talk to the man in here. Henry Kaplan, the director of the 
hospital. Bates will kick him over. Use the screwdriver on the 
desk by the phone to get the BACK DOOR KEY. Return downstairs into
the office on the 1st floor. Use the door on the other side of the
office to reach a second office. 

Switch on the light, then use the drawer key on the desks click 
point by the chair to get a shotgun. Search the door side of the 
desk for the file the nurse was talking about. Shoot the zombie
that comes in.

Return to Room 101 and pick up the Amulet out of the vase. Once 
you have done so return to the storage room and talk the nurse out
of killing herself. 

Go back across the 2nd floor to the office where Kaplan is. He'll
pull the same crap as he did with Bates, except this time you'll
have to button bash. If you don't die someone will shoot him. 
When you leave a cut scene will take over.

Return downstairs to hallway #2. Enter the first door along the
back wall (closest to the left end). Inside you will find Doug
Bowman again. Talk to him and when he asks you if you wish to 
come with him say no. Return to hallway #1, go through the sliding
doors and use the Back Door Key so you can escape finally!

Or so you thought. Alex will come to your rescue, kinda, shooting 
the door open. But it leads to more than 30 zombies coming in.
Shoot them with your shotgun as they approch. If you let any get
close it will be an instant death. A real bitch of a scene. Though
when you finally get past it you'll be into chapter 3. 


Chapter 3 - The Fathers
"You did come here to die didn't you? I can help you with that." 
- Shannon Lewis

This section is quite big, consisting of various rooms over 4 
floors. Refer to the maps if you get lost.

You'll be in a hallway, once again, alone. Head to the left and 
use the door on the backwall. You will be in a stairwell, so head 
up to the top door.

Another hallway with three doors. These are quite common, so get 
use to them. You entered from the 2nd door on the right side. 
Enter the first (and closest door) to the screen on the right side 
to be in a storage/file room.

Turn on the light and search the rear shelf to get the EXAM ROOM
KEY. Return out to the hallway and go through the door on the left
wall. Inside talk to Doug, who will warn you of "a man covered in
blood carring a big hatchet."

Go back out to the hallway and use the door on the back wall. You 
will be in yet another hallway. Run down it and enter the only 
other door along it by using the exam room key. Examine the body
on the bed and check the cart in the middle for a SHOTGUN. Exit 
through the other door in the room.

Make your way through the office room, and try to exit through the
other door. A cut scene will take place and you will be introduced
to the "man covered in blood carring a big hatchet," otherwise 
known as George Maxwell. Escape back to the lab room with the body
and use the pot sitting the side of the bed to smack Maxwell with. 
You won't stop him, but it will let you get past so you can go back
through the office and out the other door.

When you do so you will be in yet another hallway. Ignore going 
down it and go directly in the first door on the back wall from
where you came. You'll be in a short hall with a lift. Run past the
lift and enter the door at the other end.

Another hall. Run left along it till you see the fire extinguisher
on the floor. Pick it up and use it on Maxwell. You can use this 
on as many enemies as you need to. After using it you'll probably 
be in the lift hall so return to the all with the extinguisher and
enter the womans toilets (yes the pink door).

Turn on the light switch and examine the sink. In it you will find
the Blue Card Key. Leave the toilets and enter the door at the 
right most end of the hallway, near to where you original entered 
the hallway from. 

Once you enter this office, talk to the woman sitting in the chair.
Shannon will introduce herself and pass a bunch of cryptic lines
before allowing you to leave. Put the amulet on the bookshelf near
to where Shannon is sitting then go through the door beside it that
you haven't been through yet. Let the zombie here change you into
Bates then kill it. Continue through this creepy lab room into 
the next hallway and talk to Alex. 

Continue through the other door in the hallway with Alex to arrive
at, surprise, another hallway with 2 other doors. One on the left
and one on the right. Go through the door on the left to be in a
shower. Turn the lights on and check the lockers to find they are
locked. Bates will tell you that something long and thin is needed
to open it. Wipe the dirty look off your face if you have one and 
go back to the creepy lab room which you went through earlier.

Put the lights on (if you haven't done so already) and examine the
body parts hanging up on the right side of the room. You should 
find a WIRE there. Go back to the showers and use the wire on the
lockers. Inside you will find an "odd-looking" SECURITY KEY.

Backtrack through the corridors and rooms, to the area with the 
elevator in it. Continue back past it to the first long hallway
which you didn't explore. Ignore the large glass doors, they lead 
to a courtyard, and enter the next door down. Turn on the lights
and use the security key on the "anti-crime device" hehe. 

Gp back out to the hallway and enter the courtyard doors you 
passed just before. Examine the ground just below the odd statue
to find a DESK KEY. After this, go back to where you left the the 
amulet and pick it up. 

Backtrack again to the hallway outside the showers where you got
the secruity key. This time take the door on the right to end up 
in another lab room. Check the middle shelf to find the STORAGE 
KEY then backtrack YET again to the hallway with the lift and take
the lift upstairs. Up here is quite a few zombies which you'll have
to take out. Chances are you'll have to go back downstairs and use
the fire extingusiher to take a lot of them out. 

Where you need to go is to the right of the lifts, so go the door 
at the right end of the hallway. When you get into the new hallway
go right again and through the door. You will be in a small office/
waiting room area. Check the desk with the computer on it to get 
the LIGHTER.

Go back out to the previous hallway and down to the left end of it.
Go through the door to another hallway. From here take the single 
door on the right wall. Flick on the light switch then use the 
lighter to get the LAB KEY off the blue computer box in the 
middle of the room. 

From here go back out and into the hallway with the lift. Ignore it 
and exit through the door on the left end and into another hallway. 
Go through the door at the left end of it by using the Lab key.

Inside you will find Maxwell. Click on him to talk to him. After
the cut scene, button bash to avoid getting sliced (if your on 
red then you'll be cut up anyway-just pick continue and do the
scene over again). You'll need to go back downstairs and use the
extingusher on him. Once that has been done return upstairs to the 
room Maxwell just attacked you in.

Go through the room an into the small empty work room. Turn on the
lights and search the chair for the HANDCUFF KEY. Return back out
to the hallway and go to the other end of it. 

Use the storage key on the single door on the right side of the 
hallway to enter it. Switch on the lights and talk to Allen Hale.
Use the Handcuff Key to unlock him. He'll talk about going to the
Lab Directors Office but before we do that, go into the other door
in this room. Switch on the light and then search the bookshelf. 
You will find the RED CARD KEY. Now backtrack to the office where
you got the lighter from and talk to Allen again. You will end up 
in the directors office and will learn the truth from Philip. 

Once Philip leaves use the desk key you picked up on the desk to
get the GREEN CARD KEY. Afterwards, use the red card key on the 
reader beside the other door in the room and go through the door. 
You will be in a hallway with another lift which requires the blue
card key so use it and go down.

There is a small trick/bug to get past the zombie you find at the
bottom. Ride the lift back up then back down. The zombie won't be
downstairs when you arrive but will instead be behind you on the
lift. Run along the hallway and enter the first door on the back 
wall. From there again enter the first door on the back wall. 
You will be in another lab. Quickly double click on the gap 
between the left most table and the bench on the left to hide.
Although this will remove them for a short time, the best way to
get rid of the 2 zombies in the area is to get them to follow you
as you *sigh* backtrack all the way to the fire extingusisher.

Either way, in the end, chuck the amulet on the shelf on the back
wall then exit this lab room out to the previous hallway. From 
here go left into another lab where you will find Shannon. Click on 
her and she will rant then try to throttle Alessa like a rag doll.
Without the amulet, Alyssa will become Bates and will slap Shannon
around like the bitch she is. Shannon will run off.

Click on the blade hold to pick up one of the hatchets then return
to the lab room where you left the amulet. Before you pick it up 
use the hatchet on the corpse on the bed to get the GRAVEYARD KEY.
Pick up the amulet off the shelf then go back to the main corridor
on this level. 

Go into the next door down and talk to Bowman inside. He'll give
you some more info then will ask you if you wish to leave with him
Answer NO.

Now use the graveyard key on the back door in this room to reach 
the.... CIRCUS. Na, I'm only kidding you. You'll arrive in a
parking lot. No, I'm being stupid again. Of course you'll be in a
graveyard (well duh!). Haha, I fooled you. Your in another walkway.
Follow it and enter the door in the end. This time you will be in
the graveyard. 

Check the tombstones on the left to find Philip who will spill his
guts (and I don't mean really spill his guts) and tell you a little
more about what was going on to cause all this mess. Once he dies
click on him again to get the LARGE DOOR KEY. Take a guess what 
this is needed for. Leave the grave yard and head back to the main
hallway of this level. Use the large door key on the large door(!)
to find yourself.... back where you started the chapter. 

Great. All this to end up where I began! Cheer up because you have
the green key card and there is door here with a card reader. Use
it. 

Take a look at the statue, put the amulet on the shelf in the back
and go back out the the corridoor you came from. Go zombie hunting
for a white and let it change you into Bates. You need to do this 
to get any firther in the game. Once you have done so return to 
where you put the amulet an go through the other door in the room.

Speak to Allen Hale. Then go downstairs. Clean out the zombie in 
the hallway past the stairwell with your shotgun (if you don't have 
one there is one in a draw where Allen was working) then go back 
and get the amulet to change back. Go back down and through the 
hallway amd enter the other doorway in there. 

Go through here and you'll get a cut scene which will explain a lot.
Once it is over continue through to the next room. Click on Alex to
talk to him. When he asks you if you want to escape with him, say
YES. 

Ending Complete. Your ending rank is B.
 

------------------------------------------------------------------>
2.13 - "A"  E N D I N G  W A L K T H R O U G H
------------------------------------------------------------------>

Chapter One - Yellow Cursed Doll
"Allen Hale.... That Maxwell curse is..." - Philip Tate

The game starts with a small intro scene of some mysterious scenes
and you will be left as Alyssa in the Entryway of the Tate 
Household.

Straight across on the wall by the plant is a light switch. Press 
it. It doesn't do anything in here, but it lights up the toilet 
which is the door beside the switch. Enter it and check the bowl.

Now that your freaked by the leg in the toilet, the yellow "blood",
and the creepy childs laugh exit and enter the next door down from
the toilets. Now that you are in the bathroom chuck on the light
switch beside the door so you can see what you are doing.

Check the cupboard above the sink to find the DINING KEY and check 
the bathtub for another bit of a body. And yet another laugh. 

Head back out to the entry way and use the the door at the back of 
the room. You'll be in a large dining room. Wheres Barry Burton 
when you need him? :) In here will be 4 doors. Two on the left 
side of the room, one which you came through, and two on the 
opposite side. We want to go through the door on the right side 
which has the small squares on it and requires the Dining Key. 

Going through it leads to a smaller dining area. Check the arm 
sitting on the table then go back out the entryway where you 
started the game.

From the entryway, go upstairs to arrive in a hallway. Be sure to
ignore the samurai (don't click on it) and enter the first door on 
the right from the top of the stairs. You will be in yet another
hallway, which I will name Hallway 2 just for ease of reference. 
You will find you can't click on any other doors in Hallway 2 at
this time except the one you came through and the door in the 
middle of the left wall, so go into this door.

You will find yourself in a bedroom. Note the Clock Tower poster 
beside the bed (hehe) and then click on the item sitting on the 
floor surrounded by the yellow "blood". After Alyssa realises who
the body parts belong to and that she has dropped the Amulet, 
Bates will take over.

Head back downstairs and go back to the second dining area which
had the arm on the table. On the floor by the door you come 
through you will find the Amulet (you'll be shown a cut scene of
where it is if your not sure), so pick it up. 

Yet again, head back upstairs. Flick the light switch and enter 
the light brown door (these are both close to the samurai) and 
you should be in another toilet. Searching the cabnet on the wall
will get you a PISTOL. 

Go back out to the hall and now look at the Samurai statue. Doing
so will cause it to move around. From now on the statue will 
appear in various areas. All you need to do is leave and wait a 
few minutes for it to change location. 

Once you have done this enter the last door in the Samurai area 
you haven't been to. You will be in a living room, where you will 
find Philip Tate. Switch on the light and talk to him. His rants
give very little in the way of clues.

Go back to Hallway 2 on this floor and enter the door on the left
close to where you entered. Click on the bed to look at the statue
and get a small cut scene. 

Go back to the other bedroom on Hallway 2 where you found Ashley's
head. Go out the other door in the room to find yourself on an 
outside porch. Follow the porch around to the other door and enter
it. There will be a small cut scene.

Check the white closet on the back of the right side of the room 
(the cursor will look like its on the black shelf beside it) to 
get the BEDROOM KEY. From here go back to the large dining room on
the first floor. In the right back corner of the room is a large 
vase. Put the amulet inside the vase then head into the smaller 
dining room.

Once you enter it you will here Kathryn telling Stephanie to stop 
what she is doing. Use the key on the door nearest to the bar.

There will be a cut scene, then you'll get the chance to click on
Stephanie. Do so to push her over. You will turn into Bates and
Kathryn will escape. After the scene you will be back out in the
small dining area. Use the Bedroom Key to lock the door back up
again to prevent Stephanie from escaping. 

Go go back to the large dining room. Grab the Amulet back from the
vase. Head through the dark brown door on the bottom right side and
you will be in the storage room. Flick the light on and talk to 
Kathryn. Once you have done so, position the cursor so that it's 
kinda on or just beside the pink drawers. The cursor will actually 
be on a heater. Click on it twice to get OIL CAN. 

Go back to the bedroom you locked Stephanie in and unlock it. She
has escaped so there is no need to worry. Once inside examine the
nightstand between the beds to read a letter written by Allen Hale.
This will give you some details on the statue you saw earlier in
the bedroom on the second floor. You can take a guess as to where
to go next.

Once you arrive to the bedroom, examine the bed to find the statue
is no longer there. Take your amulet and put it in the white 
drawer in the bedroom. Once you have done so go back downstairs to 
the Entryway.

Talk to Philip. Because you are Alyssa, he'll talk ramble about 
what is happening, give you the CORRIDOOR KEY, and then leave into 
the Dining Room. Follow him. Make your way through to the small 
Dining Room. Use the corridoor key on the door on the bottom right 
of the room. Run through the hallway, through the next door and 
into the den. 

Go down stairs and turn on the light. Check the table for a 
LIGHTER. Once you have picked it up talk to Philip and watch the 
cut scene. It will explain more details, but you'll need to button
bash to escape him strangling you. 

After you escape you'll be in the den. Make your way to the small
dining room, and then back again to the den. Talk to Philip then
pick up the golden statue and make your way back to the large 
dining room. Return and get the amulet you hid upstairs then 
return to the dining room again.

I advise you to save now because if you fail at this you might get 
two endings instead of dieing and being able to continue, or 
getting one ending.

Take the statue and use it on the fireplace. Stephanie will turn 
up. Quickly chuck the statue in when the cursor is flashing, and
then use the Oil too. A scene will take over. It seems Alyssa 
dropped the amulet again. Bates will get pissed off with Stephanie
and uses her own knife to stab her. At this time you'll go to a
wide shot. QUICKLY grab the amulet off the floor. Bates will 
change into Alyssa and you'll have the cursor flashing again. Use
the lighter and burn the statue. A scene will take over and the
chapter will end.

You'll awake in a hospital with a Police detective, Alex Corey.
He'll explain what happened before something will happen and 
you'll be left alone again. 


Chapter 2 - Noisy Monsters Cage
"Don't you know? There's a big story here!" - Doug Bowman

You'll be in Room 103 of the hospital. These room are kinda the
same, but you should be able to work out where to go reguardless. 
If your not sure you can examine the panels beside the door to
see what room is what. The ones in this area are 103 and 104.

Inspect the stand beside the other bed on the left side of the 
room for a DRAWER KEY. Leave this room and head into the hallway
which we will call hallway #1 for convenice.

Move along the hallway to the right, past the other rooms, until 
you get to the double glass doors on the back wall. Click on them 
to get a cut scene. After doing so head through the single door to 
arrive in the main hallway.

I will note now that this level is full of zombies, so your 
basically going to have to work your way around them. The easiest
way to do this is to head into hallway 2 (which I will outline
shortly) and use the broom in the toilets to kill zombies with.
You wont have to do this with the zombie in the main hallway, but
you will have to do it with others. For the hall zombie head into
the door to the right of where you exited. You will be in some 
sort of exam room. From here you can pick up the chair and use it
on the following zombie. After you have done so you will be taken 
back out to the the main hallway. Go back into the exam room when 
you can.

Inside you'll find Doug Bowman, a newspaper reporter. Talk to him 
then check the paper on the desk he was looking after. Leave back
out to the main hallway and go into the first door along the back
wall past the lift. You will be in an office room with a corpse on
the floor. Check it to result in having to use the broom plan. 

To get to the toilet, go back out to the main hallway and head 
left. Just beside where you exited is a door with a glass panel, 
go through it to end up in hallway #2. Ignore the first door and
head into the door with the pink female sign on it (and yes only
Alyssa can enter the female toilets and Bates the male one if you
were wondering). 

Inside the middle stall on the back wall is a broom. Use it to 
wack the following zombies. This should be used for any you 
encounter. On a small note you'll encounter another when you leave
the toilet so you'll end up back inside having to hit it.

Once you are finished with hitting the zombies, go back to the 
office and pick up the Storage Key off the floor where the zombie
was. Go back out to the main hallway and use the elevator to go up
to the 2nd Floor. Kill the zombie (yes back to the toilets) and 
then return here. Talk to Alex Corey. He explains the details of
the case, then suggests going to the lab Philip Tate works for. 

Go back downstairs after he leaves and re-enter hallway #1. Get
rid of the zombie by makeing your way to the toilet (again!). 
Once it is dead, re-enter the toilet and check the stall at the 
left end of the row and you'll hear the same voice you heard at 
the doors near the start of the chapter. Leave the toilets and go 
down two doors to the right and into Room 101. 

Turn on the light switch and check the sink. After the scene turn
the lights, grab the PISTOL out of the locker, and put the amulet
down in the vase by the front left bed. Leave the room and move
down to Room 102, one door to the right along Hallway #2.

Once inside let the zombie come close and get you into panic mode
thus changing you into Bates. Run to the main hallway and shoot 
the following zombie with the pistol you just gained. If you do it
hallway #2, Bates will just run back into Room 102 leaving you to 
face another zombie. 

Once it is dead, go back to hallway #1, enter Room 104. Once 
inside turn on the lights and check the nightstand beside the front
left bed. Leave the room and go back up the 2nd Floor. Use the 
storage key on the door on the right hand wall to enter it. 

Turn on the light, and talk to the nurse. After she tells you 
about a file with important info, go around the middle shelf
and check the boxes close to the screen for a SCREWDRIVER. Go back
out to the 2F Main Hallway and go into the door on the left side
wall.

Talk to the man in here. Henry Kaplan, the director of the 
hospital. Bates will kick him over. Use the screwdriver on the 
desk by the phone to get the BACK DOOR KEY. Return downstairs into
the office on the 1st floor. Use the door on the other side of the
office to reach a second office. 

Switch on the light, then use the drawer key on the desks click 
point by the chair to get a shotgun. Search the door side of the 
desk for the file the nurse was talking about. Shoot the zombie
that comes in.

Return to Room 101 and pick up the Amulet out of the vase. Once 
you have done so return to the storage room and talk the nurse out
of killing herself. 

Go back across the 2nd floor to the office where Kaplan is. He'll
pull the same crap as he did with Bates, except this time you'll
have to button bash. If you don't die someone will shoot him. 
When you leave a cut scene will take over.

Return downstairs to hallway #2. Enter the first door along the
back wall (closest to the left end). Inside you will find Doug
Bowman again. Talk to him and when he asks you if you wish to 
come with him say no. Return to hallway #1, go through the sliding
doors and use the Back Door Key so you can escape finally!

Or so you thought. Alex will come to your rescue, kinda, shooting 
the door open. But it leads to more than 30 zombies coming in.
Shoot them with your shotgun as they approch. If you let any get
close it will be an instant death. A real bitch of a scene. Though
when you finally get past it you'll be into chapter 3. 


Chapter 3 - The Fathers
"You did come here to die didn't you? I can help you with that." 
- Shannon Lewis

This section is quite big, consisting of various rooms over 4 
floors. Refer to the maps if you get lost.

You'll be in a hallway, once again, alone. Head to the left and 
use the door on the backwall. You will be in a stairwell, so head 
up to the top door.

Another hallway with three doors. These are quite common, so get 
use to them. You entered from the 2nd door on the right side. 
Enter the first (and closest door) to the screen on the right side 
to be in a storage/file room.

Turn on the light and search the rear shelf to get the EXAM ROOM
KEY. Return out to the hallway and go through the door on the left
wall. Inside talk to Doug, who will warn you of "a man covered in
blood carring a big hatchet."

Go back out to the hallway and use the door on the back wall. You 
will be in yet another hallway. Run down it and enter the only 
other door along it by using the exam room key. Examine the body
on the bed and check the cart in the middle for a SHOTGUN. Exit 
through the other door in the room.

Make your way through the office room, and try to exit through the
other door. A cut scene will take place and you will be introduced
to the "man covered in blood carring a big hatchet," otherwise 
known as George Maxwell. Escape back to the lab room with the body
and use the pot sitting the side of the bed to smack Maxwell with. 
You won't stop him, but it will let you get past so you can go back
through the office and out the other door.

When you do so you will be in yet another hallway. Ignore going 
down it and go directly in the first door on the back wall from
where you came. You'll be in a short hall with a lift. Run past the
lift and enter the door at the other end.

Another hall. Run left along it till you see the fire extinguisher
on the floor. Pick it up and use it on Maxwell. You can use this 
on as many enemies as you need to. After using it you'll probably 
be in the lift hall so return to the all with the extinguisher and
enter the womans toilets (yes the pink door).

Turn on the light switch and examine the sink. In it you will find
the Blue Card Key. Leave the toilets and enter the door at the 
right most end of the hallway, near to where you original entered 
the hallway from. 

Once you enter this office, talk to the woman sitting in the chair.
Shannon will introduce herself and pass a bunch of cryptic lines
before allowing you to leave. Put the amulet on the bookshelf near
to where Shannon is sitting then go through the door beside it that
you haven't been through yet. Let the zombie here change you into
Bates then kill it. Continue through this creepy lab room into 
the next hallway and talk to Alex. 

Continue through the other door in the hallway with Alex to arrive
at, surprise, another hallway with 2 other doors. One on the left
and one on the right. Go through the door on the left to be in a
shower. Turn the lights on and check the lockers to find they are
locked. Bates will tell you that something long and thin is needed
to open it. Wipe the dirty look off your face if you have one and 
go back to the creepy lab room which you went through earlier.

Put the lights on (if you haven't done so already) and examine the
body parts hanging up on the right side of the room. You should 
find a WIRE there. Go back to the showers and use the wire on the
lockers. Inside you will find an "odd-looking" SECURITY KEY.

Backtrack through the corridors and rooms, to the area with the 
elevator in it. Continue back past it to the first long hallway
which you didn't explore. Ignore the large glass doors, they lead 
to a courtyard, and enter the next door down. Turn on the lights
and use the security key on the "anti-crime device" hehe. 

Gp back out to the hallway and enter the courtyard doors you 
passed just before. Examine the ground just below the odd statue
to find a DESK KEY. After this, go back to where you left the the 
amulet and pick it up. 

Backtrack again to the hallway outside the showers where you got
the secruity key. This time take the door on the right to end up 
in another lab room. Check the middle shelf to find the STORAGE 
KEY then backtrack YET again to the hallway with the lift and take
the lift upstairs. Up here is quite a few zombies which you'll have
to take out. Chances are you'll have to go back downstairs and use
the fire extingusiher to take a lot of them out. 

Where you need to go is to the right of the lifts, so go the door 
at the right end of the hallway. When you get into the new hallway
go right again and through the door. You will be in a small office/
waiting room area. Check the desk with the computer on it to get 
the LIGHTER.

Go back out to the previous hallway and down to the left end of it.
Go through the door to another hallway. From here take the single 
door on the right wall. Flick on the light switch then use the 
lighter to get the LAB KEY off the blue computer box in the 
middle of the room. 

From here go back out and into the hallway with the lift. Ignore it 
and exit through the door on the left end and into another hallway. 
Go through the door at the left end of it by using the Lab key.

Inside you will find Maxwell. Click on him to talk to him. After
the cut scene, button bash to avoid getting sliced (if your on 
red then you'll be cut up anyway-just pick continue and do the
scene over again). You'll need to go back downstairs and use the
extingusher on him. Once that has been done return upstairs to the 
room Maxwell just attacked you in.

Go through the room an into the small empty work room. Turn on the
lights and search the chair for the HANDCUFF KEY. Return back out
to the hallway and go to the other end of it. 

Use the storage key on the single door on the right side of the 
hallway to enter it. Switch on the lights and talk to Allen Hale.
Use the Handcuff Key to unlock him. He'll talk about going to the
Lab Directors Office but before we do that, go into the other door
in this room. Switch on the light and then search the bookshelf. 
You will find the RED CARD KEY. Now backtrack to the office where
you got the lighter from and talk to Allen again. You will end up 
in the directors office and will learn the truth from Philip. 

Once Philip leaves use the desk key you picked up on the desk to
get the GREEN CARD KEY. Afterwards, use the red card key on the 
reader beside the other door in the room and go through the door. 
You will be in a hallway with another lift which requires the blue
card key so use it and go down.

There is a small trick/bug to get past the zombie you find at the
bottom. Ride the lift back up then back down. The zombie won't be
downstairs when you arrive but will instead be behind you on the
lift. Run along the hallway and enter the first door on the back 
wall. From there again enter the first door on the back wall. 
You will be in another lab. Quickly double click on the gap 
between the left most table and the bench on the left to hide.
Although this will remove them for a short time, the best way to
get rid of the 2 zombies in the area is to get them to follow you
as you *sigh* backtrack all the way to the fire extingusisher.

Either way, in the end, chuck the amulet on the shelf on the back
wall then exit this lab room out to the previous hallway. From 
here go left into another lab where you will find Shannon. Click on 
her and she will rant then try to throttle Alessa like a rag doll.
Without the amulet, Alyssa will become Bates and will slap Shannon
around like the bitch she is. Shannon will run off.

Click on the blade hold to pick up one of the hatchets then return
to the lab room where you left the amulet. Before you pick it up 
use the hatchet on the corpse on the bed to get the GRAVEYARD KEY.
Pick up the amulet off the shelf then go back to the main corridor
on this level. 

Go into the next door down and talk to Bowman inside. He'll give
you some more info then will ask you if you wish to leave with him
Answer NO.

Now use the graveyard key on the back door in this room to reach 
the.... CIRCUS. Na, I'm only kidding you. You'll arrive in a
parking lot. No, I'm being stupid again. Of course you'll be in a
graveyard (well duh!). Haha, I fooled you. Your in another walkway.
Follow it and enter the door in the end. This time you will be in
the graveyard. 

Check the tombstones on the left to find Philip who will spill his
guts (and I don't mean really spill his guts) and tell you a little
more about what was going on to cause all this mess. Once he dies
click on him again to get the LARGE DOOR KEY. Take a guess what 
this is needed for. Leave the grave yard and head back to the main
hallway of this level. Use the large door key on the large door(!)
to find yourself.... back where you started the chapter. 

Great. All this to end up where I began! Cheer up because you have
the green key card and there is door here with a card reader. Use
it. 

Take a look at the statue, put the amulet on the shelf in the back
and go back out the the corridoor you came from. Go zombie hunting
for a while and let it change you into Bates. You need to do this 
to get any firther in the game. Once you have done so return to 
where you put the amulet an go through the other door in the room.

Speak to Allen Hale. Then go downstairs. Clean out the zombie in 
the hallway past the stairwell with your shotgun (if you don't have 
one there is one in a draw where Allen was working) then go back 
and get the amulet to change back. Go back down and through the 
hallway amd enter the other doorway in there. 

Go through here and you'll get a cut scene which will explain a lot.
Once it is over continue through to the next room. Click on Alex to
talk to him. When he asks you if you want to escape with him, say
NO. 

Continue on through the door you haven't been through yet. Follow
the various hallways till you get to the chapel and just let the 
scenes go on as they do. Everything will be explained. Just 
remember to button bash at the right time. 

Ending Complete. Your ending rank is A.
 

------------------------------------------------------------------>
3.0 - 2  P L A Y  -  F U L L  E N D I N G
------------------------------------------------------------------>

By saving at the right times the game can be played so that you
will only need to play through twice to get all the endings. 
Here is the list of places where to save to get the endings on
2 play throughs. For the actual details see the above A ending 
guide. This is the full path you should follow with the following
exceptions to get all the endings. 

- Play from the start to until when you have to put the amulet in
  the vase. Save. Don't put the amulet down. Get the M ending and
  reload your save.
- Continue until you come out of the bedroom while Stephanie is in
  it. Save. Leaving the door unlocked will allow you to get the L
  ending. Reload your save.
- Continue on again until before you get the key from Philip. Save
  and go to him as Bates. Get the K ending. Reload your save and
  continue.
- When you get to the point of meeting Philip in the basement den
  save beforehand then go there as Bates. This will get you the J
  ending. Load your save.
- When it comes time to burn the statue, save before the scene. To
  get the I ending don't reach for the amulet when you have the 
  chance. Reload after getting the ending and finish this chapter.
- Finish the 2nd chapter (there are no endings during it).
- Play through the 3rd chapter until just before you meet Shannon.
  Save. Change into Bates and talk to her. Ending H. Reload.
- In the A guide where it tells you to pick the amulet back up
  from the room where Shannon was. Save and don't pick it up.
  When you get the Lab Key, use it. Enter the lab as Bates and
  Maxwell will kill you. Ending F. 
- Reload that last save and again don't pick up the amulet.  
  Continue on as normal. You will pick up the knife instead of 
  the storage key. Use the knife to cut the rope on the door and
  talk to Allen. Ending E. Reload same save again.
- This time pick up the amulet and continue to follow the game
  guide. When you get to the basement labs, save the game. Enter
  the room where Shannon is with the Amulet still on you to get
  the D ending. Reload the save and continue.
- Before you get to the scene with Doug Bowman asking you if you
  want to leave, save. When he asks say YES. Ending C. Reload the
  save and continue by saying NO.
- Again before you get to the scene where Alex Corey asks you if
  you want to leave, save. When he asks say YES. Ending B. Reload
  the save and continue by saying NO.
- Finish the game to get ending A.
- To get the last ending you need, the G ending, start a new game.
  When you get to the point of moving the samurai, DON'T. Instead
  leave it. When you get to the 3rd Chapter, you will find you can
  only get into the courtyard on the 1st floor. By getting the key
  on the ground ther you will get the G ending.

There you have it, all 13 endings on 2 play throughs. 
 

------------------------------------------------------------------>
4.0 - M A P S / R O O M  G U I D E
------------------------------------------------------------------>

Please note that for some of the various items listed (usually guns
or medic packs) you may have to be one person (eithr Alyssa or 
Bates). Certain other items may only appear in locations depending
on how you are going through the game. And in case your wondering,
L on a map means Locked Door. :)


Chapter 1: Yellow Cursed Doll
=============================
                     _______
- House 1F/B1       |   |||||        _______
                    |   11  |       ||||    |
         ___________|_/_____|       |  12   |
        |           |   |           |_______|
        |     9     |10 |
   _____|           |   |             01 - Entryway
  |     |__/________|_/_|______       02 - Toilet 1F
  |     |               |      |      03 - Bathroom
  |  7  |       6       |  8   |      04 - Guest Bedroom
  |_____\______/________|___/__|      05 - Dining Hall
  |                            |      06 - Small Dining Room
 _|             5              |      07 - Kitchen
| |_______ _______________/____|      08 - Storeroom
|         / |           |   |--|      09 - Master Bedroom
|      4    |   3    ___\   |--|_     10 - Hallway
|           |       | 2 \   1    \    11 - Den
|___________|_______|___|________/L   12 - Basement
                                      13 - Stairwell
                  ___                 14 - Toilet 2F
- House 2F       |14 |____________    15 - Living Room
                _|_/_|     /___17 |   16 - Shrine Room
               |_|   / 15  /   |  |   17 - Porch A
               |_|   |     |16 |  |   18 - Stephanie's Bedroom
               |_|   |_____|___|__|   19 - Hallway 2F
               | 13  /  /      |      20 - Ashley's Bedroom
               |_____|  | 18   |      21 - Michael's Bedroom
                     |19|______|__    22 - Porch B
                     |  |      |  |
                     |  /  20  /  |
                     |/_|______|  |
                     |    21   |  |
                     |__/______|22|
                     |____________| 

Items
-----
Hallway Key - Off Philip Tate in Entryway or in Small Dining Room
Medical Kit - Desk in Guest Bedroom, Closet in Master Bedroom, 
              Table in Den, Closet in Living Room
Pistol - Desk in Guest Bedroom, Shelf in Storeroom, Cabnet in 
         Toilet 2F
Amulet in Dining Hall and Small Dining Room
Oil Can in Storeroom
Lighter in Basement
Desk Key in Cabnet in Stephanie's Bedroom
Master Bedroom Key in Closet in Michael's Bedroom


Hints
-----
No 1 - Bathroom - Washing Machine
No 2 - Kitchen - Sink
No 3 - Living Room - Coffee Table
No 4 - Hallway - Boxes


Hiding Spots
------------
A. Bar in Small Dining Room


Useable Items for Weapons
-------------------------
A. Pan in Bathroom
B. Candle Holder in Dining Hall
C. Chair in Small Dining Room
D. Pot in Kitchen
E. Ashtray in Basement
F. Chair in Ashley's Bedroom
G. Backpack in Stephanie's Bedroom
H. Wooden Sword in Michael's Room
I. Side of Porch A (Weak Point)
J. Plant in Porch A


Places to hide Amulet
---------------------
A. Cabnet in Bathroom
B. Desk in Guest Bedroom
C. Vase in Dining Hall
D. Sink in Kitchen
E. Books in Hallway
F. Cabinet in Stephanie's Bedroom
G. Closet in Michael's Bedroom


Traps
-----
A. Clock in Dining Hall 
B. Painting in Small Dining Room
C. Pantry in Kitchen
D. China Cabnet in Kitchen
E. Saumrai in Stairwell (requied to be moved for all endings but G)
F. Radio in Stephanie's Bedroom
G. Table in Shrine Room
H. Statue in Shrine Room


Chapter 2: Noisy Monsters Cage
==============================
                  _________________          ___/\_________
- Hospital 1F    |        |        |        |        |     |        
                 |   1    |   2    |    L   |   3    |  4  |
01 - Room 103    |______/_|______/_|____/___|___/\___|__/__|
02 - Room 104    |                  5                /     |
03 - Back Exit   |___________________________________|     |
04 - Exam Room                                 |     |     |
05 - Hallway #1                                |LIFT /     |
06 - Nurses Office                   __________|_____|     |
07 - Staff Office                   |        /       |     |
08 - Main Hallway                   |   6    |   7   /  8  |
09 - Hallway #2                     |________|_______|     |
10 - Room 102    ____________________________________|     |
11 - Room 101   |                   9                |     |
12 - Male WC.   |______/________/___/___/___/________/     |
13 - Female WC. |        |        |   |   |     / 15 |     |
14 - Main Office|   10   |   11   | 12| 13|  14 |____|     |
15 - Reception  |________|________|___|___|__________|_  __|
16 - Main Hallway 2F                                   \/
17 - Storeroom      ______________                     L
18 - Directors     |              |
     Office        |    17        |
                   |___________/__| - Hospital 2F
                             |    |
                        _____|    |
                       |     |    |
                       |LIFT \ 16 |
                       |_____|    |
                             |    |
                    _________|__/_|
                   |              |
                   |    18        |
                   |______________| 


Items
-----
Medical Kit - Locker in Room 103, Locker in Room 104, Nightstand 
              in Room 102 (if low on health), Shelf in Exam Room
              (if low on health), Shelf in Storeroom (if low on
              health)
Desk Key - Nightstand in Room 103
Pistol - Draw in Main Office, Locker in Room 101, Shelf in Exam 
         Room
Shotgun - Draw in Nurses Office
Screwdrive - Boxes in Storeroom
Back Door Key - Desk in Directors Office


Hints
-----
No 5 - Nightstand in Room 102 (need full health)
No 6 - Bookshelf in Directors Office


Useable Items for Weapons
-------------------------
A. Kettle in Main Office
B. Broom in 2nd Stall of Women's Toilet (unlimited use)
C. Chair in Room 101
D. Vase in Room 102
E. Chair in Staff Ofice
F. Chair in Exam Room


Places to hide Amulet
---------------------
A. Locker in Room 103
B. Locker in Room 104
C. Draw in Main Office
D. Vase in Room 101
E. Locker in Room 102
F. Lockers in Staff Office
G. Book Shelf in Nurses Office
H. Shelf in Storeroom
I. Key Holder on wall in Directors Office


Traps
-----
A. Bed in Room 104



Chapter 3: The Fathers
======================
                   ____________
    - Lab B1      |            |                    01 - Entry Hall
                  |    44      |                    02 - Stairwell
   _______________|_____/______|____                03 - Lab 1
  |||47 /         |   |   |         |               04 - Hallway 1
  |_____|  46     |   | 43|  41     |               05 - Storeroom 1
        |         |   |   |         |               06 - Stairwell 2
   _____|__/______|___|_/_|_/_______|_____          07 - Hallway 2
  | 2 --|         |       |   |     | |   |         08 - Exam Room
  |   --|   45    | 42    |39 /  40 | |   |         09 - Office 1
  |_/___|______/__|_____/_|_/_|_____|_|   |         10 - Hallway 3
  |   1           /              38       |         11 - Hallway 4
  \_______________\_______________________|         12 - Courtyard
                                                    13 - Office 2
                                                    14 - Reception
     _____________    - Lab 1F     _____________    15 - Male WC
    |             |      ___      |             |   16 - Female WC
    |     9       |     |   |     |     18      |   17 - Hallway 5
    |_/_________/_|_____|_/_|_____|_/_________/_|   18 - Office 3
   _|          |  /      11       \  |          |_  19 - Lab 2
  | |    8     |10|_______________|  |    19    | | 20 - Hallway 6
  | \__________|  |           |   |  |__________/ | 21 - Showers
  | |     |    |  \           |   |17|          | | 22 - Hallway 7
  |7|  6  | 5  |  /   12      |___|  |    21    |2| 23 - Lab 3
  | |_/___|__/_|  |___________| 16/  |___/______|0| 24 - Hallway 8
  | \  4       |  /           |___|  |    22    / | 25 - Office 4
  |_|_____/____|  |   13      | 15/  |_____/____|_| 26 - Lab 4
  |            |  |___________|___|  |            | 27 - Hallway 9
  |    3       |  \               /  |      23    | 28 - Male WC 2
  |____________|__|    14         |__|____________| 29 - Storeroom 2
                  |__           __|                 30 - Storeroom 3
                     |___/|\___|                    31 - Library
                                                    32 - Hallway 10
                                                    33 - Female WC 2
     _____________    - Lab 2F     _____________    34 - Comp Room
    |             |      ___      |             |   35 - Office 5
    |      25     |     |   |     |     35      |   36 - Office 6
    |_/_________/_|_____|_/_|_____|_/_________/_|   37 - Hallway 11
    |          |  /      24       \  |          |_  38 - Hallway 12
    |   26     |  |_______________|  |  36      | | 39 - Hallway 13
    |__________|27|               |32|__________/3| 40 - Lab 5
    |      |   |  |               |  |       |  |7| 41 - Lab 6
    |  29  |28 |  |               |  |  33   |  / | 42 - Boiler
    |_/____|_/_|/_|               |_\|___/___|__|_| 43 - Hallway 14
    |_____ _______|               |_ ___________|   44 - Graveyard
    |  30 \       |               | \           |   45 - Lab 7
    |___________/_|               |             |   46 - Lab 8
    |  31         |               |     34      |   47 - Stairwell 3
    |_____________|               |_____________|   48 - Hallway 15
                                                    49 - Morgue
                          _______                   50 - Morgue 2
                         |       |                  51 - Hallway 16
                         |       |                  52 - Entryway
         - Lab B2        |  53   |                  53 - Chapel.
                         |       |
     ____________________|___/___|
    |||| /       48        |   |
    |____|_______________/_|52 |
         |      /          |   |
         |      |   49     |   |
         | 50   |__________|_\_|
         |      /   51         |
         |______|______________|


Items
-----
Exam Room Key - Bookcase in Storeroom 1
Machine Gun - Search table in Storeroom 1 4 times, Shelf in Lab 7
Medical Kit - Shelf in Exam Room, Bed in Lab 2
Shotgun - Cart in Exam Room, Shelf in Lab 7
Pistol - Cart in Exam Room, Locker in Hallway 3, Desk in Office 2,
         Stall in Mens Toilets, Shelf in Lab 2, Desk in Office 6,
         Desk in Lab 8
Desk Key - Ground of Courtyard
Blue Card Key - Sink in Womens Toilets
Security Key - Locker in Showers
Knife - Shelf in Lab 3
Storage Key - Shelf in Lab 3
Lighter - Desk in Office 5
Red Card Key - Shelf in Library
Green Card Key - Desk in Office 6
Lab Key - On computer in Comp Room
Handcuff Key - On chair in Lab 4
Graveyard Key - Dead Body in Lab 5
Hatchet - Holder in Lab 6
Large Door Key - Off Philip Tate in Graveyard


Hints
-----
No 7 - Computer in Office 2
No 8 - Computer in Office 1


Hiding Spots
------------
A. Stall in Womens Toilets
B. Stall in Womens Toilets 2
C. Shower stall in Showers
D. Locker in Showers
E. Behind table in Lab 5


Useable Items for Weapons
-------------------------
A. Pan in Exam Room
B. Chair in Office 1
C. Fire Extingusher in Hallway 3 (unlimited use)
D. Fire Extingusher in Hallway 5 (unlimited use)
E. Plant in Reception
F. Chair in Office 3
G. Chair in Lab 4


Places to hide Amulet
---------------------
A. Shelf in Lab 1
B. Locker in Hallway 2
C. Shelf in Exam Room
D. Shelf in Office 1
E. Locker in Hallway 3
F. Desk in Office 2
G. Locker in Hallway 5
H. Shelf in Office 3
I. Shelf in Lab 2
J. Locker in Hallway 6
K. Shelf in Lab 3
L. Locker in Hallway 9
M. Desk in Office 4
N. Shelf in Office 5
O. Shelf in Office 6
P. Shelf in Storeroom 2
Q. Shelf in Storeroom 3
R. Shelf in Lab 5
S. Shelf in Lab 7


Traps
-----
A. Zombie in Locker in Hallway 2
B. Bookshelf in Office 2
C. Zombie in Locker in Hallway 5
D. Zombie in Locker in Hallway 9
E. Shelf in Office 4
F. Painting in Office 5


------------------------------------------------------------------>
5.0 - ? ? ?  O P T I O N S  E X P L O R E D
------------------------------------------------------------------>

After the sucessful use of the ??? Option details for my Clock 
Tower walkthrough, I decided to do the same with this one in the
hopes of explaining the details of the mysterious ??? Options of
Clock Tower 2.


------------------------------------------------------------------>
5.1 - E A R N I N G  ? ? ?  
------------------------------------------------------------------>

There are a few ??? options this time. One on the main menu, one 
in the Pamphlet sub-screen, and one in the Options sub-screen. 

The ??? option on the main menu changes into "EXTRA" once you 
earn it. This is done by getting the A ranking. 

The ??? option in the Pamphlet sub-screen is earned by getting all
Ranks from A-H. This will be known as "GUIDE" when unlocked.

The ??? option in the Options sub-screen is a little more 
interesting. There is a supposed cheat to unlock it (which I can
never get to work) Another thing I've been told unlocks it is 
clocking up more than 66 hours, 6 minutes, and 6 seconds of 
playing time. But I've done this and it still doesn't open. 

Apparently this is a SOUND TEST option. 

------------------------------------------------------------------>
5.2 - I N S I D E  ? ? ?  
------------------------------------------------------------------>

Within the Extra option are two mini-games. One point based the 
other time based. For more details on these games check section
5.3; Extra Options Explored.

Seeing as I can't get the one in the options open, then I can't 
say much about it. It is however, I've been told, just a sound 
test menu. If you can get it open, e-mail me telling me how/and
or whats inside. 

The Guide option gives you extra plot and character details. It's
worth a read. In case you can't be bothered getting all the 
endings I have put all the details below. Don't read unless you 
want the story spoiled, or can't be bothered getting the guide.


----

- Alyssa Hale
A young girl Allen Hale dug up from the Maxwell Family grave to 
cause the ruin of George Maxwell. Her real name is Lynn Maxwell. 
Her father, the director of a major hospital, was not home much, 
so Alyssa spent much of her childhood alone and she grew up to
become a very quiet girl. When she was still quite young her 
father gave her a charm which she called "Amulet." She carried 
it with her always and it became a source of power. She has a 
gloomy disposition. Possessed with spirtual intuition, she wants 
to link everything to otherworldly phenomena.
     
- Bates
Alyssa Hale's male alter ego. The Maxwells, fearing that their 
twins were the "Cursed Children" born yet again, buried them alive
in the family grave just after they were born, as was done in past
generations. Bates is cruel, unjust, and heartless, yet kind to 
Alyssa, which might be a simple defense instinct. Any actual 
significance or reason to his existance is unknown.

- Allen Hale
Alyssa's guardian father, but actually Shannon Lewis is his true
daughter. Hale at one time worked with Philip Tate at Memorial
Pharmaceuticals Research Lab. Hale was among the top technicians
at the lab until the science genius George Maxwell appeared and 
ousted him from his position. Consequently, he conspired with 
Philip Tate to dig up Maxwell's illegitimate child from the grave.
The plan was to cause the ruin of George Maxwell, but instead of 
using Alyssa, he exacted his revenge by infecting a golden statue
with a toxin that would cause anyone who touched the statue to go 
raving mad.

- Philip Tate
The director of the Memorial Pharmaceuticals Research Lab. Although
a coward willing to even commit crime if it would help him reach 
his ambitions, Tate digs up the Maxwell grave at Hale's urging.
Hale told Tate that the statue contained the Maxwell Family secret.
He fully believed the Maxwell Curse, and he kept the statue hidden
in a closet for 16 years without noticing the toxin hidden inside.

- Kathryn Tate
Philip Tate's wife. She has no particular role, but she is the one 
who contacts the detective who takes Alyssa to the hospital. 

- Michael Tate
The eldest son in the Tate Family and about to enter high school. 
While trying to escape from Stephanie who has become a murderous
zombie, he climbs inside a suit of samurai armor. While in the 
armor, he, too, goes crazy from the toxin and himself becomes a
wandering, murderous zombie.

- Ashley Tate
A first year middle school student. While coming hime from school
she is infected with the Cerebral Toxin by George Maxwell and 
becomes a living corpse. After returning home, she attacks her
mother, Kathryn, and is then killed by father Philip. But her 
right arm which was injected with the toxin continues to live. A 
very unlucky girl.

- Stephanie Tate
A first grader and the younger daughter of the Tate's who becomes
a murderous zombie after she is infected with the toxin implanted
in the golden statue by Allen Hale. She ultimately returns to 
normal from a chemical reaction when she sees the statue burn 
before her eyes. In the end, the soul freed from Stephanie was
merely a hallucination from the toxin that Alyssa saw; she was not
possessed by anything.

- Alex Corey
A cool, snobbish detective from the neighboring town of Prunedale.
He saves his reputation as a cool character by turning up at the
end of the scenario. Even the scenario writer doesn't know what
happens between Corey and Alyssa after everything is over. 

- Doug Bowman
A newspaper reporter with a strong sense of justice. He, too, is 
relegated to playing a supporting role like Alex Corey, but his
personality does not change. He is open-hearted and straight-
forward, but he is bad at dealing with dead-end situations. He 
tends to make hasty decisions. 

- Henry Kaplan
The Director of Memorial Hospital. Kaplan helps George Maxwell by
providing him with patients for experiments. This causes the 
Memorial Hospital to have a bad reputation. 

- Jessica Cook
The head nurse of Memorial Hospital. She investigates Kaplan's 
activities on her own. When she discovers the Cerebral Toxin plan,
there are alreadt many zombies and she thinks it is too late to do
anything about it so she tries to commit suicide. She is an 
extremely overwrought, emotional woman.

- Shannon Lewis
Daughter of Allen Hale. When she was 8 years old, her parents 
divorced, and she was taken into custody of her mother, who died of 
illness a year later. Shannon was raised by relatives. Her hatred 
of her father, Allen Hale, builds, and when she sees him with 
Alyssa, she realizes she wants to exact revenge. 

- George Maxwell
Works at Memorial Pharmaceuticals Research Lab. The eldest son of 
the noble Maxwell Family. He has always had a reputation of being
a genius, and rightfully so. Allen Hale is jealous of him and plans
the whole incident. In 1982, George has a baby girl, Lynn, but 
believing her to be curse, her buries her according to Maxwell 
tradition. From then on he hatches his Cerebral Toxon plan, which,
for him, is most likely revenge against all humanity. He goes 
insane from the toxin implanted in the statue which was sent to 
him by Allen Hale. He turns into a psychopathic killer and he is
virtually dead.

- Golden Statue
Allen Hale gives this statue to Phillip Tate, saying that it 
possesses the Maxwell magic. But in reality there is a toxin 
implanted in the statue which makes people go raving mad. Allen 
Hale thinks that Phillip saw Alyssa when he dug her up from the
Maxwell grave so he plans to silence him with the infected statue.
He hesitates to use Alyssa to ruin George Maxwell, so he sends the
statue to George to make him go insane as well. 

- Maxwell Family History
Twin girls are rarely born into the Maxwell Family who, believing 
then to be cursed, have been burying them alive for the past
hundred years. It is unknown if the alter ego is the other twin's
spirit or if it is some ghost seeking revenge on the Maxwells. 

- Amulet
A plain amulet given to Alyssa by Allen Hale (her guardian father)
which she has kept since childhood. It was most likely purchased 
at some shrine. Alyssa is often emotionally unstable, possibly 
because she knows she has an alter ego. Hale gave her the amulet
to provide her stability and to help prevent Bates from appearing. 

- Cerebral Toxin
George Maxwell researched and developed this toxin. When 
administered, it grows into a parasitic brain inside the human body
killing the true brain. This caused the blood to turn yellow and 
the skin to turn green. Unless the parasitic brain is destroyed the
body will continue to live, even if it is hacked to pieces. 


------------------------------------------------------------------>
5.3 - E X T R A  O P T I O N  E X P L O R E D
------------------------------------------------------------------>

Within the Extra option are two mini-games. Time Attack and Score
Attack.

--

Time Attack

Rules (quoted from the menu details)

- Challenge Time Attack until you beat all zombies on the 1st floor
  of the Lab, or the game ends.
- Can not continue.
- You get extra bullets

    1) when you beat certain zombies.
    2) when you bear Maxwell.
    3) when you are in panic mode without bullets.

Basically you just go around killing things. It's not fun because
of the position thing and basically I haven't played it much.


Score Attack

Rules

- Challenge Score Attack until you beat all the zombies on the 2nd
  floor of the Lab, or the game ends. 
- Unlimited bullets.
- Can no continue.
- Beating a zombie by

     1st shot  300 points
     2nd shot  200 points
     3rd shot  100 points

- If you can not beat a zombie by the 2nd shot, the zombie's weak 
  spot will be displayed.
- When you beat zombie, a multiplier and a (time) limit gauge will
  be displayed. Beat the (next) zombie before the gauge runs out 
  and point muliplied by the rate will be added and the multiplier
  will change.

                ___________________________________
               |          SCORE: 00000000          |
               |                                   |
               |                                   |
               |                                   |
               |                                   |
               |                                   |
               | Rate X1000    Limit  ====-------- |
               |___________________________________|

I liked this more than the time attack, and the multiplier is a
good idea, BUT it would work better with a faster action game. 

Dino Crisis 2 has an idea like this with it's combo system. 

------------------------------------------------------------------>
6.0 - C H E A T S / C O D E S 
------------------------------------------------------------------>

Cheat Codes
-----------

Change Costume
Costume A - At the title menu hold L1+R2+Select+Triangle

My Experience - The code worked fine for me. Alyssa will be in a 
school uniform.

Costume B - At the title menu hold L1+R2+Select+Square

My Experience - The code worked fine for me. Alyssa will be in a
umm... well I'm not too sure exactly what she is supposed to be. :)

Milicana
At the title menu, or while playing the game hold L1+R1+L2+R2+Start

My Experience - The code worked. This gives you a blue amulet 
called the Milicana. This is some sort of power charm. But because
I was too lazy to find out how it worked after getting it I'm
not sure about the details. I think I remember reading somewhere
it changes you into Bates while in panic mode or on low health or
something. I will find out sometime though.

Edit - I tried it a few days after this guide was originally 
posted. Interesting results. The best way to put it is like in this
e-mail I originally got from Ashley Whitworth on the Milkana back 
in 2000:

   "You said that you were to lazy to find out how it works. 
    Well I did. It works on your enemies like a shotgun. You 
    can only use it when your Bates but that is a given with 
    anything that is on the top.
 
    How it works: You stand back or across the room like with 
    the gun and you wait for the light that comes out of it to 
    grow as big as it can then you aim at you emimies and fire. 
    It kills them on the first shot unlike the handgun."

Sound Test
At the title menu press Left, Circle, Down, Triangle, Right, 
Square, Up, X, L1, R2, L2, R1+Start.

My Experience - This is supposed to let you open the ??? option in
the menu. I haven't gotten it to work, but if anyone has drop me a 
line. I just can't do a thing. 

- A few people dropped me a line saying they got it working, but 
  the best suggestion came from Cal Adams at the end of 2002. 
  The timing of R1+Start can be touchy for some reason. 

Gameshark Codes
---------------

Here for your cheating pleasure are Gameshark codes from the
Game Software Code Creators Club (http://www.cmgsccc.com). I
take no credit in these codes (the creators are mention below)
nor any technical support. Questions about the codes can be
sent the creators or questions can be asked at the GSCCC's
UBB located at the above webpage. 


Clock Tower 2: The Struggle Within US/NTSC Codes
All by Thunder2

1J - Joker Command                   -- D0065880 ????
2J - Turbo Joker                     -- D0065808 ????
                                        80065808 0000

1  - Have All Hints                  -- 8006F04A FFFF 
2  - Have All Endings & Extra Mode   -- 8006F048 FFFF 
3  - Infinite Ammo For All Weapons   -- 80070954 0063 
4  - Infinite Ammo On Pickup         -- 800996DA 2400 
5  - Infinite HP                     -- 80070A18 0003 
6  - Turn Into Bates                 -- 80070A20 0020 
7  - Turn Back To Alyssa             -- 80070A20 0000 
8  - Play Time and Time Attack       -- 80070A48 0000
     Mode Time 00:00:00                 80070A54 0000 
9  - Equipped Item Modifier Code     -- 800B61FA 00?? 

Item Modifier Codes 
10 - Slot 1                          -- 80070B1C 00?? 
11 - Slot 2                          -- 80070B20 00?? 
12 - Slot 3                          -- 80070B24 00?? 
13 - Slot 4                          -- 80070B28 00?? 
14 - Slot 5                          -- 80070B2C 00?? 
15 - Slot 6                          -- 80070B30 00?? 
16 - Slot 7                          -- 80070B34 00?? 
17 - Slot 8                          -- 80070B38 00?? 
18 - Slot 9                          -- 80070B3C 00?? 
19 - Slot 10                         -- 80070B40 00?? 
20 - Slot 11                         -- 80070B44 00?? 
21 - Slot 12                         -- 80070B48 00?? 

Extra Mode Codes Score Attack Modes 
22 - Maximum Score                   -- 800D9990 E0FF
                                        800D9992 05F5 
23 - Infinite Limit Gage             -- 800D84F8 0700 
24 - Multiplier Rate is x10000       -- 800D84F0 000A 

Time Attack Mode 
25 - Infinite Gun Ammo               -- 800709CC 0063 
26 - Infinite Shotgun Ammo           -- 800709D0 0063 
27 - Infinite Machinegun Ammo        -- 800709D4 0063 

Quantity Digits to Accompany Item Modifier Codes 
00 - Nothing        --  01 - Red Amulet      --  02 - Gun
03 - Shotgun        --  04 - Machinegun      --  05 - Gold Statue
06 - Lighter        --  07 - Oil Can         --  08 - Screw Driver
09 - Model Gun      --  0A - Wire            --  0B - Hatchet
0C - Knife          --  0D - Drawer Key      --  0E - Corridor Key
0F - Bedroom Key    --  10 - Dining Key      --  11 - Storage Key
12 - Drawer Key     --  13 - Back Door Key   --  14 - Red Card Key
15 - Blue Card Key  --  16 - Green Card Key  --  17 - Security Key
18 - Handcuffs Key  --  19 - Desk Key        --  1A - Storage Key
1B - Graveyard Key  --  1C - Large Door Key  --  1D - Lab Key
1E - Exam Room Key  --  1F - Health Kit      --  20 - Blue Amulet

---

Clock Tower: Ghosthead JAP/NTSC Codes
Joker, 1st-18th, 21st by Thunder2
19th-20th by lowaiyin@iname.com

1J - Joker Command                   -- D0067EE4 ????	

1  - Have All Hints	             -- 8007172A 00FF	
2  - Have All Endings & Extra Mode   -- 80071728 FFFF	
3  - Turn Into Sho                   -- 80073100 0020	
4  - Turn Back to Normal	       -- 80073100 0000	
5  - Infinite Ammo All Weapons       -- 80073034 0009	

6  - Item Slot 1 Modifier Code       -- 800731F8 00??	
7  - Item Slot 2 Modifier Code       -- 800731FC 00??	
8  - Item Slot 3 Modifier Code       -- 80073200 00??	
9  - Item Slot 4 Modifier Code       -- 80073204 00??	
10 - Item Slot 5 Modifier Code       -- 80073208 00??	
11 - Item Slot 6 Modifier Code       -- 8007320C 00??	
12 - Item Slot 7 Modifier Code       -- 80073210 00??	
13 - Item Slot 8 Modifier Code       -- 80073214 00??	
14 - Item Slot 9 Modifier Code       -- 80073218 00??	
15 - Item Slot 10 Modifier Code      -- 8007321C 00??	
16 - Item Slot 11 Modifier Code      -- 80073220 00??	
17 - Item Slot 12 Modifier Code      -- 80073224 00??	
18 - Item Slot 13 Modifier Code      -- 80073228 00??	

19 - Infinite Time                   -- 80073128 0FB8 
                                        80073134 0000	
20 - Infinite HP                     -- 800730F8 0003	

21 - Event Modifier Codes            -- 80072FA8 ???? 
                                        80072FAA ???? 
                                        80072FAC ???? 
                                        80072FAE ???? 
                                        80072FB0 ???? 
                                        80072FB2 ???? 
                                        80072FB4 ????	

Quantity Digits to Accompany Item Modifier Codes 
00 - Nothing        --  01 - Red Amulet      --  02 - Gun
03 - Shotgun        --  04 - Machinegun      --  05 - Gold Statue
06 - Lighter        --  07 - Oil Can         --  08 - Screw Driver
09 - Model Gun      --  0A - Wire            --  0B - Hatchet
0C - Knife          --  0D - Drawer Key      --  0E - Corridor Key
0F - Bedroom Key    --  10 - Dining Key      --  11 - Storage Key
12 - Drawer Key     --  13 - Back Door Key   --  14 - Red Card Key
15 - Blue Card Key  --  16 - Green Card Key  --  17 - Security Key
18 - Handcuffs Key  --  19 - Desk Key        --  1A - Storage Key
1B - Graveyard Key  --  1C - Large Door Key  --  1D - Lab Key
1E - Exam Room Key  --  1F - Health Kit      --  20 - Blue Amulet 


------------------------------------------------------------------>
7.0 - U N K N O W N  I N F O/T H I N G S  T O  A D D 
------------------------------------------------------------------>

I currently have no details I think still need to be added. That
is unless something is brought up.


------------------------------------------------------------------>
8.0 - F R E Q U E N T L Y  A S K E D  Q U E S T I O N S
------------------------------------------------------------------>

This is where I post up questions that I get from people. If you 
have a question on Clock Tower 2 that you want answered, email me 
at mcgregorr@xtra.co.nz with your question. 

Q - How do you get past the fireplace/kaplan strangle event?

A - See the Important Notes You Need To Read section.


Q - Is there any relation with Helen Maxwell and the other Maxwell 
in Clock Tower 2: The Struggle within?  

A - Not as far as I know.


Q - I can't pick up the shotgun! Help me!

A - If you already have a pistol in your inventory then you can't
pick up another weapon. 


------------------------------------------------------------------>
9.0 - L E G A L  I N F O
------------------------------------------------------------------>

Just the legal tie up's that are too big to put at the top.

This walkthrough is Copyright (c) 2000 Rob McGregor.

You may not modify it in anyway for use on web pages (in any forms 
such as HTML) without asking me first. It may only be distributed 
only in its entire, unmodified form otherwise. I'm probably going 
to say no to a HTML version seeing as I have my own page already
at welcome.to/clocktower

Permission is not granted for anyone to "update" any of my 
work, be it changing details, or add things to an already 
existing walkthrough.

Failure to comply with any or all of these rules could 
result in legal action.

A small disclaimer...

If I'm wrong about something that is a fact, let me know.  
If I'm wrong about something that is my opinion, then you 
can let me know your opinion in a nice manor. Just remember 
that it's my opinion and I can't be wrong about it.

This walkthrough is not authorized by, endorsed, or 
associated in any way with Human Entertainment Ltd. or 
any associated or affiliated company. This walkthrough should 
not be confused with any publication that is distributed by 
Human Entertainment Ltd. or any associated or affiliated 
company. Clock Tower, all characters locations etc. (c) & TM 
Human Entertainment Ltd. (c) & published by Agetec/Ascii 
Entertainment Ltd.


------------------------------------------------------------------>
10.0  - C R E D I T S / P E O P L E  T O  T H A N K
------------------------------------------------------------------>
 
I will take the time to thank those individuals who helped me 
with the guide. 

VideoWorks Dunedin, for pointing me in the direction of where 
to get a disk resurfaced. Kudos to the guy who said turn it 
sideways and stick it up your candy ass. Bloody try-hard 
comedians/Rock wannabes, get some original lines.

The nice people at the local CC 2nd Hand store who tracked me 
down a new copy of Clock Tower in great condition for a damn 
cheap price too. 

The GamesMaster and staff at AGETEC for putting up with my 
pointless questions on a the games. 

Likewise to all the old regulars at the forum at AGETEC, 
especially Debbie, Derek, and "Scissorman," Dan and Bobby 
Barrows who helped my in my quest for knowledge.
It's a shame the forums are not the place they once were.

All the people who supported me in making my CT webpage and
all other pages I have made. Especially CinemaGirl for all
those wonderful questions on the cursor colours.

All the people who joined Resident Evil Sitez 
(http://welcome.to/residentevilsitez). If you have RE page, 
big or small, e-mail me about joining up with RE Sitez. 
Free Advertising : - )

R@mmy and all the guys at the BIOHAZARDextreme message 
boards, one of the best boards I've been to.

Andrew M. For his continual positive attitude. Keep on 
gaming.

Tom Walton for giving me some space to chuck my CT page
back up. It maybe a couple a megs, but it's good to have
it back. :)

Everyone who has helped me with this walkthrough.

My dog if I had one.

All the other writers out on the net who do the excellent
work that we all love. You guys and gals are the stuff 
that make us lowelys try to write very well and look like
asses when we do. 

Anyone I may have missed... please don't kill me. Contact 
me, and you will be added.

If you want to see this guide in HTML form with cool stuff
and images and such (oh goody!), check out my CT page at
http://welcome.to/clocktower

Time to plug my other pages.

Resident Evil: A New Blood - Guide to future RE games at -
http://www.new-blood.com

Resident Evil Sitez - The nets biggest list of Resident 
Evil/Biohazard Websites at - 
http://welcome.to/residentevilsitez

That's it... that's the end of this walkthrough. If you 
have any other questions, comments, suggestion, info to 
be included etc. please contact me at 
mcgregorr@xtra.co.nz 

Clock Tower SNES/PS First Fear Guide... sometime perhaps....

- Rob
"I would rather believe the truth of my eyes than the 
words of the spoken" - Original dumbass quote

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