In Clock Tower II there’s only one main storyline, as compared to Clock Tower (1) where you can play as two different characters, each with their own set of endings. However, that doesn’t stop Clock Tower II from having multiple endings. Like its predecessor, there are basically three “scenarios” that the game goes through, and each ending gets, generally, progressively further into the scenarios. The first scenario is at Alyssa’s Uncle Philip’s house, when Alyssa first arrives, being after the introductory scene when you start a new game. What has happened? The second scenario focuses on a hospital, where Alyssa is generously taken to. And the third scenario is set in a laboratory. I have previously gone through the ending rankings “I” through “M”. The next post will feature ending ranks H, and A – F. In this post I will be going through ending ranking “G”, as it requires a little different activity than the other endings.
Ending Rank G
The scenarios are actually “chapters,” with titles. Chapter 1 as outlined above is titled “Yellow Cursed Doll,” and we see its contents in the earlier part of this ending below:
We start out ending “G” with the intro given for a new game. I apologize for how dark the videos are, I unfortunately only discovered I could adjust the brightness on my capture device when I started filming Clock Tower 3. For the most part, you can make out what’s going on pretty well. This is pretty much how dark it was on my screen too. In the intro for a new game we see Uncle Philip explain to Aunt Kathryn that Alyssa is coming to stay with their family… why, well, we have no idea. (There are many strange plot ‘holes’ or points in this game that I feel take a bit away from its immersiveness). What do the children not know about, and why would they knowing change anything? A lot in this game is explained at the VERY VERY end, kinda, which is one of my caveats with the game.
Either way, Kathryn goes to check on Ashley arriving home and there’s a scream! Gotta go through that door as slowly as possible… Fade to black… (what was that about Allen Hale and the Maxwell Curse?) enter Alyssa. The video above shows Alyssa entering the Philip’s house twice, sorry, a bit of an editing error. Anyways, we gain control of Alyssa after she has heard a mysterious sound, so what do we do? We immediately go to the bathroom (of course, after we turn on the light in the outside hallway, because that makes sense.) In the bathroom, we discover a leg in the toilet and yellow blood. “Wh-what’s that?!” Alyssa exclaims, and then in classic video game avatar fashion returns to complete calm.
After that, it’s time to go to… some kind of utility room. In the utility room, we discover a key in the cupboard (the “Dining Key”) and of course another body part. This time it’s a torso with yellow blood in a yellow bathtub. This time, after asking the air what happened, we hear the laugh of a little girl. Classic. So, we progress further into the house…
We encounter an elaborate and beautiful dining room. Man, I wish I had this dining room, it’s quite impressive. There’s a fireplace, which will come in handy later, and a phone. Sometimes the phone rings, and I’ve answered it before to some amusement. I don’t believe I have that captured, however, but feel free to answer it if you’re near it and it rings. Notice there’s a candle holder thing on the table in the Dining Room, as that can be used later to “escape” from the little girl that laughed in the previous paragraph (yes, we’ll meet her). For now, proceed through the room to the right where we can reach a more homey dining room with the “Dining Key.”
In this cozier dining room things don’t stay cozy for very long when Alyssa discovers an arm on the table… and is taken aback, literally, when it moves! What is this madness? It also sounds, kind of odd. Why dose an arm sound like bad plumbing, actually kinda reminds me of that hentai I saw that one time (trust me, it was just once, I don’t particularly like hentai.) Ah well, anyway… that’s all we really need to see for this ending, so let’s venture upstairs.
Once we’re upstairs, we’ll just wander around a bit. Not really, go in the first door you see and down the hallway to the far left door. There’s a piano here, and if you inspect it it’ll start playing by itself. This makes sense once you understand the whole backstory at the end of the game… wait, no it doesn’t! Why the hell does the piano play mysteriously if there are no “supernatural” causes, allegedly, to this whole debacle? Spoiler alert, but, do genetically engineered bacteria just happen to make the piano mysteriously play? It doesn’t make any sense, which seems to be a thread in this game. Anyways, in Ashley’s room, we discover some random suitcase with… dun, dun, dun, Ashley’s head in it. This causes Bates, Alyssa’s dual personality, to come out as she has somehow dropped her “amulet” (as the pamphlet says she calls it).
So, let’s go find the amulet. It’s pretty easy to spot, just head on downstairs again and into the fancy-schmancy dining room and then into the humble dining room and the camera pretty much points it out. We put it back on and Bates disappears undramatically, returning Alyssa to her… less purple self. Heading back upstairs we walk further down the hallway, ignoring the Samurai armor for now, and into the upstairs bathroom. Of course, we turn on the light in the outside hallway first, who laid this house out? In the upstairs bathroom, also in the cupboard, is a pistol. Weapons are a new addition to the Clock Tower game and are useful for combatting baddies. We read the ominous note on the sink and exit back to the hallway. Now… this is the point in the other endings where we usually check the Samurai statue and it comes to life. Well, in ending G, we’re not going to do that which causes Michael to show up elsewhere instead. It also causes different things to happen in later chapters I guess, but mostly in the third where we reach our end.
So instead of checking the Samurai statue, we’re going to the other room upstairs that we haven’t explored yet. Of course, we have to turn the lights on (what is it with the lights?) Here we find some sort of sitting room and another person! It’s Uncle Philip Tate. He’s just standing here… in a completely dark room? Unfortunately, he’s not much help as he cowers in the corner and tells you to hide. (“No time to explain now!”) Uh, thanks. Not shown in this video, but there’s actually a hint here on the coffee table.
We venture back into the other hallway to go across to the other door we haven’t explored. So, we go into Stephanie’s room to find a mysterious statue on her bed. Somehow, presumably, because it’s purple (the same effect Alyssa has when she’s Bates), Alyssa magically knows it’s possessed. Are we to suppose Bates is a possession of Alyssa from this? When Alyssa tries to touch it, it zaps her and she proclaims that the statue has some kind of power. Of course, in the end, this makes zero sense and is a complete red herring, and leads me to think once everything is revealed that the first part of this game was written by committee, one half thinking it’d be a ghost story, and the other half thinking it’d be a Resident Evil sci-fi thriller. After we try to touch the statue we hear a pretty good, albeit a bit belabored, male scream. This is unique to the G ending. Alyssa turns and talks to herself, “What’s that scream?” Who is she talking to?
Now we’re getting to some of the meat of this ending rank. Let’s head out and find out what that scream is, which means we need to go into the room at the end of the hallway. We do it as we did before, by trotting across Ashley’s room and onto the reach-around patio. From there we go into the other door (really hard to see I know) and into the room at the end of the hallway, otherwise known as Michael’s room. And what do we discover? (Besides the door closing and Stephanie laughing.) Poor Michael, having bit the dust is sitting in his chair in front of the computer. Bates, in one of his rare talk to us moments, tells us to not be scared, which is good advice. Precisely why Alyssa decides he needs to “Stop!”
My favorite part of this scene though is when Alyssa examines Michael’s computer, she pronounces, “There’s no one left to use the computer either.” I don’t know, something about that just kinda makes me go… whaaaa?
So like in the other endings, you have to pick up a key from Michael’s closet. This is the “Bedroom Key” from the closet. This key goes to the other door down in the humble dining room where we found our first ending rank “M”. Well, we’re not getting that, we’re getting “G” so what we need to do, like the other endings, is go back down to the fancy dining room. From there, drop off your amulet in the vase in the corner so that we can transform into Bates when we need to in the bedroom. Then head into the bedroom (the other door in the humble dining room) using the key you just found. (You’ll hear Aunt Kathryn begging for Stephanie to stop.) There we find Stephanie attempting to harm Aunt Kathryn, but luckily, we can become Bates and overcome Stephanie… for the time being, allowing Aunt Kathryn to escape. Afterward, of course, lock her in the bedroom so that she doesn’t follow you out.
We then transform back into Alyssa by picking up the amulet we left in the vase in the fancy dining room. From there we go to the utility closet/hallway where we, dammit turn on the freakin’ lights, and then talk to Aunt Kathryn.
She’s a bundle of laughs… “We’re doomed. The Maxwell Curse is going to kill us all!” Whew, well, anyways, we pick up some oil from the heater (though, the item tag is a little weird), which requires us to click it twice. From there, let’s find out more about what Aunt Kathryn is talking about, and go into her bedroom. Don’t worry, Stephanie somehow magically escapes, which of course suggests the supernatural, though, according to the pamphlet… ah hell. There’s unsurprisingly a clue between the beds, a letter from Allen Hale (Alyssa’s father) begins to explain a bit more about what’s going on. Postmarked 16 years ago it reads,
The statue I sent belongs to the Maxwell family. Ultimately it was only a statue and probably has nothing to do with the Maxwell’s magic powers. There is probably nothing to the curse, either. For now, anyway, I’m giving you the statue.
Ooookay, why does Allen give Philip the statue? Why does Philip take the statue? There seems to be no motivation for this! Anyways, now that we’ve identified the statue in Stephanie’s room we of course have to go back and check it out. However, when we get there… it’s gone! I’m shocked. Now, we must prepare to transform into Bates at a later time. To do that first we set down the amulet in the drawer (required for Bates). However, for now, we want to remain as Alyssa so that we can go downstairs and talk to Uncle Philip.
What does he have to say this time? Well, still not too much other than to tell Alyssa to hide. He’s still going on about some strange Maxwell Curse! However, he does give you a key to the Den which is important as it’s going to allow us to get the lighter for the future fire we’re going to have to start. Then, like a good video game character he just mysteriously exits into the fancy dining room and disappears.
In this particular video, you’ll see that I side-quest to the kitchen briefly in order to pick up hint #2. A useful thing that, but I digress, so let’s head back out and actually go where we’re supposed to: the Den, and eventually the basement. Freakin’ lights in the corridor!
You’ll note that when we go to the basement this time we pick up a lighter from the table before talking to Philip. When we do talk to Uncle Philip he tries to strangle us again, still going on about the Maxwell Curse. He really bought it didn’t he? However, this time his dialogue is a little different. He explains that Stephanie found the statue in the closet, and that’s when everything went wrong. Oddly enough, when he tries to strangle us we don’t transform into Bates.
We go away from the den, and then back to the den, because… you know making time (and for really hard puzzle-solving). We find Philip on the ground telling us to “burn the statue!” So… that’s what we’re going to do, burn the damn statue. However, first, we must acquire Alyssa’s amulet again. So venture upstairs and grab the amulet from the drawer in Stephanie’s room, and then go ALL the way back downstairs to the fancy dining room.
In this video Stephanie decides to show up, which is kind of funny because we want her to show up when we burn the statue, but when we BURN it, not before. So I have to get rid of her. This is where that candleholder I pointed out earlier comes in handy.
Now, we finally start the process of burning the statue. Of course, as soon as we deposit the statue in the fireplace Stephanie shows up. In a pretty well-paced sequence we put the statue in and then cover it with the oil we got in when we talked to Aunt Kathryn. Everything begins to shake, even though allegedly nothing is supernatural about this, what the hell? Anyways, even though we’ve picked up the amulet, we conveniently turn into Bates. That’s because we dropped the amulet, which we don’t pick up in previous endings. However, in this ending, we DO pick up the amulet again when the camera gives us an opportunity to actually light the statue on fire. Stephanie gets up again, and then, in one of the inexplicable moments, the pamphlet tries to address we see a spirit leaving her body. Aaaand then we pass out just because.
Alyssa wakes up in a hospital talking to some kind of suave cop who really more reminds me of this guy from the Golden Girls:
(For more of that, go here)
His name is Alex… Alex Corey from Monterey County Police. He explains to Alyssa that he got a call from Aunt Kathryn (she survived in this ending!) about the goings on of the house. When they showed up you and the little girl were passed out in front of the fireplace. Apparently Alex “carried” you all the way to Memorial Hospital. Alyssa asks about Stephanie cause she’s cool like that, and we find that despite being stabbed by Bates, Stephanie is okay and will survive. Then we hear a B-movie-worthy scream from outside the somewhat lonely room, and Alex decides he needs to go investigate (although it’s not urgent enough to not calmly walk through the door). Thus begins Chapter 2, “Noisy Monsters Cage.” Who names these, they’re very… Japanese.
Anyways, we regain control of Alyssa finally. What to do? Why search random surfaces in the room of course and pocket any keys we find. At least, that’s how we find the key to the drawer (which we somehow mysteriously know goes to a drawer). From there it’s a natural progression to outside to see what Ed, I mean Alex, is up to. We find ourselves in a nondescript hallway, one of many to come when we find some exit doors. However, when Alyssa tries to exit the hospital, at least I think these are exit doors, she hears a woman’s voice inexplicably, “Are you trying to escape… ?” Well, uh, yeah!
Somehow the woman’s voice gets to you, but you don’t see the woman around, but remember nothing in this game is technically supernatural (according to the pamphlet)! It’s just… I don’t know what it is. Either way, we continue down the hallway, apparently, a voice is enough to deter us from exit doors. So we enter another hallway where we immediately encounter a zombie-like creature. You can’t really see in the video right away, but you can hear the music. I exit to another room too fast for you to see the zombie creature right off the bat. I have to say, the music right here is actually not too bad, I think it fits the zombie mood quite nicely. Either way, duck into the room at the end of the hallway and accost the zombie doctor with the chair, as I did. Yet again like a good video game character he just kind of… sinks into the floor? Whaaaa?
Anyways, re-enter that room now that the danger is gone and just as mysteriously you’ll come across someone inside (how do these people get around without you noticing?) It turns out it’s Doug Bowman, the intrepid newspaper reporter. He apologizes for yelling, though in the game his voice-over doesn’t really yell…, and introduces himself stating that, because we know it’s a danger, he’s not going to hurt you. Doug says he’s going to “poke around” a bit more, which Alyssa seems to sarcastically make fun of because somehow he knows there’s a “big story” around here. Bigger than he thought… Doug Bowman’s existence in the game has always puzzled me. How does he know there’s a big story? Why is he here? He just seems kind of like a throw-in from the last game, like the statue. It was like someone said, the last game had a statue so we should, likewise, it’s as if someone said the last game had a reporter so we should. It just seems odd. And on top of that, here’s this big guy who clearly knows there’s trouble afoot, and he just leaves Alyssa, a 16-year-old girl, just kinda standing around… it’s weird.
So, let’s exist that room and continue down this hallway. We go into the first door beyond the elevator to find some kind of nurse’s conference room. Alyssa observes a nurse lying on the floor (“They’re all dead.”) when suddenly we get a Resident Evil moment and find ourselves jerking away. Uh oh, ‘nother zombie to get rid of, get used to it, the game is full of them from now on. Alyssa’s reaction always slays me too, “What’s happening here?” like she just caught a twist-ending in an X-File episode. Such emotion. So to get rid of this zombie we enter into the hallway one door down from the conference room and go straight into the girl’s bathroom. Why do these games always somehow end up in the girl’s bathroom? When was the last time you saw a public restroom and thought, “I better go there if something attacks me!” Anyways, in the bathroom, you’re able to get your hands on a broomstick, and since we know hitting a zombie makes it disappear into the floor, that’s what we do.
Immediately upon exiting the bathroom we encounter another zombie. I was confused at first, but you can tell because the music starts back up again. So, we simply wash, rinse, and repeat to get rid of this one too. Ho-hum. (Except in the video I accidentally got my directions wrong and ran into the wrong room. I had to kind of fight my way back to the proper way to dispose of the zombie, but I made it eventually. So note: don’t do what I do!)
Finally, once that’s complete, we get back to what we were doing before. That is, go out of this hallway and back into the nurse’s conference room (this is where I accidentally went before. Now that the nurse is gone there’s something on the ground. Turns out it’s the closet key (cause we magically know where the key’s go). Now that we have that obtained, it’s time to go up a floor to the second level so, take the elevator up.
Goddammit, another zombie. This is kind of like the samurai guy, but this time you have to repeat a set of steps over and over to get rid of them. The only problem here is that it gets worse as the game continues! It’s one of my pet peeve caveats with the game, but alas, we have to get rid of this zombie. Since zombies use elevators (really?) it’s wash, rinse, and repeat…
Now, return to the second floor to find yourself with Alex again. He has a few things to say, including that he believes Uncle Philip is the “guy who did it.” Did what? Whatever it was, it involved yellow blood (is that why it was “yellow cursed doll”?) as there is also a “creature” here too, with yellow blood. So it must all be connected. Alex decides that we should go over to the lab where Tate works, since he’s missing (“Missing? Noo-oo!”) Despite there being freakin’ zombies around, Alex decides in his suave style that he’s going to leave Alyssa alone here to leave her to come over later. Why? This makes no sense! Either way, he exits the scene. I do have to remark though, that that model by the elevator is a really good coffee maker. It’s funny because I don’t think it was meant to be a coffee maker, but doesn’t it look like a coffee maker made these days?
Alright, let’s follow Alex down the floor. Of course, we won’t see him when we get down there, like all the other characters the second he exits a cut scene it’s さようなら！ So, we get to the first floor again and proceed back into the first hallway we were in. Dammit! Zombie! You know what to do… (On a side note, this zombie actually looks like a patient, which is a little unusual.) Actually, now that we’re here, let’s go back into the girl’s bathroom and check the last stall… this trigger’s another strange voice (the same woman’s voice) to ask us, “What are you up to…?” Ugh, how does she do that? Either way, it’s required to get through this chapter so there it is done.
Back to what we were doing before. We proceed to go back into the hallway that we first came out in, the one with the big exit doors. Actually, I’m not sure what I was doing that for, but I did it in this video. ACTUALLY, we’re going to the hallway with the restrooms, but we’re going past the restrooms into the first door. This leads us to another patient’s room where we have to… the freakin’ lights! Anyways, this is where we uncover a little bit of mystery, kind of, when we examine the sink. The woman turns out the lights and speaks cryptic passages to Alyssa about her cursed past. She begs you to “wash it away,” hence the sink. So, we turn the lights back on and double-check the farthest locker to find the pistol. This is handy, it’ll sure do a better job against the zombies! I hope…
From here we’re going to have to turn into Bates, so deposit the amulet in some random spot like usual. In the video, I decided to deposit it in what looks like a flower vase sitting next to a patient’s bed. From there, we trigger a scenario that’ll turn us into Bates which is of course to run into a zombie. That’s one door down, but the nice thing this time is that, as Bates, we’re tougher than Alyssa and can fire a gun, so let’s get that pistol out and fire it at the zombie (while it still works, as we’ll see later a pistol doesn’t always work). [Unfortunately, in the video I failed to turn into Bates the first time because my anxiety level was too high, but the third time I do it properly.] This was definitely easier than the damn bathroom, although I had to go into the hallway to turn into Bates which caused some confusion since I run into the room I just left once I kick the zombie, ugh, this game.
Now that theres zombie’s, and we’re Bates, we got a few places to visit…
We go back into the hallway we first emerged from, for sure this time. Except for this time, go past the door you came out of and into another door to enter another patient’s room. sigh, Turn on the lights… Okay, now, you’re going to search a completely random and particular surface to trigger the woman’s voice again, “Looking for something…?” Why this surface, and this spot? I don’t know, just to make puzzle-solving and narration progression difficult on us I guess. Either way, that’s what this room was for, so exit back into the original hallway.
We’re going back upstairs, but this time we’re going left and using the “storage key” to enter the, presumably, Storage Room. … turn on the freakin’ lights … and we find a poor nurse. She doesn’t seem shocked in any way to be talking to Bates, as if that kind of voice comes out of 16-year-old Japanese girls all the time, and proclaims that “This is the end. Everyone’s going to die to wander about forever!” Man, she and Aunt Kathryn should get together sometime. Although, to be honest, when I was little and first getting scared by George Romero’s Night of the Living Dead the same thoughts ran through my mind as well. Bates tries to get some information out of her in usual Bates style, “Not gonna talk? Okay, time to die!” Thankfully the nurse responds saying that there’s a file in the head nurse’s office (the one behind the conference room, a door we haven’t gone in yet) that’ll hold all the answers. Okay, but we’re not quite done yet in this room. It’s not obvious but behind the structure, the nurse is sitting against is a screwdriver. Grab it, it could come in useful.
Next up on our list is to across the 2nd-floor hallway and into the doctor’s office, where we find… the doctor? Some doctor this Kaplan guy, the man can’t keep a cool head and decides that being a coward and sacrificing someone like Alyssa is a good idea. Bates thinks otherwise. (“He’s the one who did it…” is supposed to be some kind of clue? But I don’t really know where it fits into the whole mess revealed at the end.) Since we’re Bates the game doesn’t end here and we have the opportunity to scour the office while the doctor is… out of commission. This is the time to use the screwdriver to get into the desk (“heeheehee”). Voila, the key to the back exit. Yay! Now we have a chance of getting out of this god-forsaken place.
So we take the elevator down back to the first floor. We’re not getting out just yet, we have to learn what the nurse was talking about. So Bates goes into her office behind the doctor conference room and… ugh, switches on the lights, where he discovers a desk. A desk that fits a particular key… You’ll notice I find a shotgun, but if you have a pistol in your inventory you leave it where it is. This is unfortunate because the pistol as a weapon against zombies sucks! So we pick up the file on the desk and read it, naturally, and it tells us:
Cerebral Toxin — CONFIDENTIAL
Getting infected with the Cerebral Toxin turns you into a zombie; the bacteria forms a new, parasitic brain and makes the old brain stop functioning.
Bates surmises that that means the zombie’s weak point is their parasitic brain, which is nice, but unfortunately makes the game harder for us. Now, we have to actually target and locate and hit the parasitic brain in a zombie, and honestly, the pistol just doesn’t do it for me. I guess I can find a particular point that’s supposed to work? But, that’s not happening with my controller and my reflexes, the better option is to get the shotgun. So that’s what I did in this video, I shot the pistol enough so that I could replace it with the shotgun, though the zombie definitely got in the way… a lot. I had to move her out one room more so I could go back in and get the gun. However… my biggest question is what the hell is a shotgun doing in a desk drawer in a hospital!? What the heck Japan?
So we shoot the zombie, and she falls over dead, as my friend Ferret might say, “notbeegsooprice”. Let’s turn back into Alyssa before we scare the neighbors. Head back into the patient room where we left our amulet, and pick it up from the flower vase. Ah, that’s better, I couldn’t see through that purple aura… Well, before we go we’re going to visit that Nurse we met as Bates, but this time with a much kinder Alyssa. Turns out she’s about to hang herself, unable to cope with living in a post-zombocalypse world. Fortunately, Alyssa seems to talk Nurse Cook out of it, though her emotion in the delivery of “I have no desire to live…” does leave something to be desired. But, attempting suicide can cause you to act mighty strange, I should know, so no judge! It’s important that we save Nurse Cook because she serves as a handy tool for later in the game (where she refills up your shotgun, but not in this ending). So, though she doesn’t move, I guess she changes her mind.
One to more last thing to do before we leave though, and that is to encounter Doctor Kaplan as Alyssa. He says exactly what he did before (cause he’s a crazy person) but this time when he goes to strangle Alyssa, he’s shot! By whom? (This is also a good time to get the hint, #6, in the doctor’s office, which you can only get when you’re Alyssa, not Bates which is why I didn’t get it before.) We walk out to the 2nd-floor hallway and the woman’s voice starts again… but this time, we actually see her! She’s dressed dark, and her skin is perfectly white. Is she a ghost? Well, she says something cryptic and then, of course, disappears.
Now, let’s have a stop at a room we haven’t gone in yet and meet… Doug? Yes, Doug is here and tells us that the research lab Alex spoke of, where Philip is boss, is hiding “some secret.” Handily, it’s next door to the hospital (how about that?) He offers to take you with him, and in another ending, if you say yes that’s the end, but we’re aiming for the fully drawn out G ending rank so we say no. Is it time to leave yet?
Yes! Now, we’re on our way OUT of here! We go to the original hallway and finally use the back door key we’ve obtained to go through the large black double doors we checked out earlier. From there, we are almost out, when… zombies!? Dammit, but, Alex shows up (I thought he left?) and somehow your ammo to your shotgun becomes unlimited (why can’t this stay?) And of course, Alyssa faints just because. Time to shoot down some zombies. Good thing they disappear into the floor, that’s a lot of zombies.
We left the last video about to shoot down some zombies so we start this video out, well, shooting some zombies. The one thing I’m glad for in this game is that you don’t really have to aim, you just kind of point in the general direction of the zombie and the cursor kinda gloms on to it. It’s finding the sweet spot in time that’s a bit of an issue. I finally got the hang of it though. I only had to do this like, five times, to get all the endings. Man, I wish I had this ammo in the third chapter, I tell you what! Finally, the zombies run out and we turn the page into chapter 3, “The Fathers” (I can’t seem to find the chapter announcement in the video?)
You wake up with Alex explaining that he took you to Memorial Pharmaceuticals Research Lab (cause carrying you around to hospitals and such is no big deal). Alex seems to think he saw Philip go into this building which just happens to be RIGHT NEXT to the hospital (really?) so he’s going to investigate some more. Alyssa won’t have it, she believes in Philip’s innocence, despite the fact that her uncle did try to strangle her just two chapters ago. But, eh, so what? Anyways, Alex tells you to stay put while he investigates further but, fuk dat muddafucka, we gonna party… no more like we gonna run into a bunch of zombies and backtrack a million times. Alright, let’s get this show on the road…
I do have to say, as a side note, that the voice acting isn’t too bad at some points, like this one, as long as not a lot of emotion is involved. It’s better, depending on how you look at it than Symphony of the Night or Resident Evil, I guess. So, let’s follow Alex upstairs, as down here doesn’t have much for us. It’s a bit hard to see in the video, but you’re basically in a stairwell so you have to climb up to the next floor (I think this is the basement.) This can actually get a bit disorienting, you have to pay attention to which direction Alyssa is facing when you enter the room to tell from what door she came from. In this scenario, we just go to the one next to the door we came out of.
… Turn… on… the… lights… and you find we’re in some kind of laboratory research notes taking records place. Allegedly if you do something right here you can get a machine gun, but I could never seem to figure that out. In the meantime though, we can search the back wall to find a key (a weird-looking key, but a key). That was the purpose of this room, so exit back to the hallway and proceed across the hall and towards the back.
It’s Doug Bowman again! What the heck is he doing here? Well, things between him and Alyssa are pretty normal except for you know, that strange man “covered with blood carrying a big hatchet.” Bowman must realize by now that Alyssa can somehow protect herself from zombie hordes, so he’s not too worried when he tells her to look out for him after he suddenly attacked Bowman. “Yeah, better watch out for him.” What can I say? Well, he’s little help, so leave him and go back out to the hallway.
We go to the end of the hallway to enter, another hallway. This hallway was blocked off before which is why we picked up the “ExamRoomKey”. These lockers can come in handy later, in other endings I believe, so remember them. Enter the door and we’re in the exam room. Another weird thing here, is there are dead bodies all cut up and such. Sometimes the head rolls when you examine the body, sometimes it doesn’t, what the heck is going on in this place? Of course, don’t forget to pick up the obvious shotgun laying on the trolley next to the examination table. Cause shotguns are… medical equipment? Oh, I give up.
Alyssa steps through the examination room into the computer room. This is where the office work must be done. Not much here, except for a hint that you can only get if you’re Bates, I believe, so just pass through to the next door. Except… yep, there’s the guy covered in blood. He’s wearing some kind of devil mask that I suspect might make more sense if I knew Japanese mythology maybe? Or maybe, I’m guessing too hard. Either way, according to the man with the giant hatchet, “Everyone must die… and suffer forever!” So, we run into the examination room, and of course, being a sixteen-year-old Japanese girl, subdue him by hitting him with a metal examination receptacle. Doing such, we escape back into the computer lab… we’re not rid of him yet.
(In the video for whatever strange reason I go into the courtyard. I’m not really sure why I did that, but that’s not really where you go to get rid of Maxwell, the bloody guy. So just ignore that part for now…) What you really want is the trusty and always handy fire extinguisher (as a side note you also used a fire extinguisher in the last game as well, also against a madman.) Grab the fire extinguisher and get rid of this guy for now. I’m not sure why the metal bowl didn’t do it, but the fire extinguisher does, but who am I to say?
Now it is time to go into the courtyard. The camera gives us this weird upward shot with some spooky sound, but once we return to reality or at least a close simulacrum of it, we progress towards the front center of the outside space. We examine some blood on the floor and… oooooh, that’s why we looked at the ceiling! Well, now we’re under a dead body. I think it’s Philips… maybe Alex, it was hard to make out on my screen? And that’s ending rank G.
In the next post, I’ll cover ending H, and then endings A through F. The G ending rank required some special planning in chapter 1 to obtain which is why it got its own special entry. Plus, with the ground I cover for the second chapter, this post can make a good reference for the one to come. See you soon!
This article is part of a series on the Clock Tower games.