Game Series Clock Tower (1995) Alternate Endings

This article is the fourth part of a series covering the 1995 Super Famicom release of Clock Tower.  This post covers what you have to do to get the alternate endings of the game.  WARNING: SPOILERS AHEAD!

Clock Tower is a game released for the Super Famicom in Japan in 1995.  It is remarkable for its beautiful graphics, great atmosphere, and for kickstarting the survival horror genre.  Although this game has been re-released since on various networks, it’s never enjoyed a release in North America, which is unfortunate because it’s such a good game.  In an effort to document one of my favorite series, I present Clock Tower information here.

These videos are based on the “S” ending walkthrough videos.  They portray what to do or what happens when you deviate from the walkthrough presented.

Onwards to the “A” ending of the game:

This video goes from the beginning of the game, until Jennifer escapes out of the shed.

This video goes from when Jennifer visits the religious library, until Jennifer descends the ladder into the caves. In between she finds and uses the religious idol.

This video shows from the elevator to the very end of ending A.

And that’s ending A.

And now the “B” ending:

This video shows the difference (looking out the window in the scream hallway) and the ending.

And now the “C” ending:

This video is based on the B ending video, only showing the parts that are different in the C ending. This video shows the difference in ending by selecting level 2 in the elevator.

And now the “D” ending:

This video shows the difference in ending by not entering the secret prison, not entering the phone room, and not investigating the shelf in the kitchen, plus selecting level 2 in the elevator.

And now the “E” ending:

This is based on the ending D video, only showing the changes to be made for the E ending.

This video shows the difference in ending by selecting the 3rd floor in the elevator.

And now the “F” ending:

This video shows the difference in ending S through bypassing the discovery of Lotte’s body by entering the first cave right away.

And now the “G” ending:

This video shows the difference in ending S by escaping with the car after hiding and seeing Ann fly through a window.

And now the “H” ending:

This video shows the difference in ending S by escaping with the car after hiding.

And a “S” ending variation:

This video is based on the S ending video, only showing the parts that are different in the variation.

Congratulations, you now have all the endings!

Some additional background and comments on Clock Tower for the Super Famicom:

The back story for Clock Tower as played on the SNES system is rather difficult to piece together.  It helps actually to play the sequel on the PS1 system as it gives you more information to piece into what’s actually happening in the SNES game in IT’S background story.  There are such things as Scissorman wearing a mask, which isn’t really mentioned in the SNES game.  There is also more background on the demonic religion that was being practiced by the Barrows family (and still is) during the SNES game.

The first thing to figure out is what actually happened in the SNES game and what didn’t.  The PS1 sequel wouldn’t make sense with just any of the endings, such as Jennifer driving away in a car and getting killed later.  The A, B, and C endings seem to be the primary candidates for appropriate endings to be able to be carried over into the PS1 sequel.  Also, the variation in the gameplay which uses the statue seems to also be key to the sequel.

Another thing to figure out is the quote “Time Will Cause Adherence” from the SNES game.  Does this have anything to do with Scissorman’s reaction to the Clock ticking and bonging?  Some theorize that the clock tower houses an ability to counter supernatural evil, being supernatural itself.  If this were true than that means that the person who built the mansion willingly placed the clock tower in the home, in order to counter the Barrows demonic curse.  This would explain Scissorman’s reaction to the clock tower in the ending of the SNES game.  It also explains why Mary stopped the clock: to protect her offspring from its powers.

The Barrows curse comes from their family religion of demon worship.  They are cursed, or blessed as they might see it, to give birth to demon children in an effort to create evil incarnate.  This curse affects anyone actively involved with the Barrows family.  The curse is evident in the supernatural occurrences throughout the SNES game such as the hands coming out of the mirror to choke Jennifer, or the doll in the bobby’s room floating in attack.

In the PS1 sequel you discover that Quinton Barrows found a way to rid the earth of the demon children born to the Barrows family.  Quinton killed his own son in his quest to squash the Barrows curse.  Quinton used a supernatural door to defeat his son.  By what power had he constructed the door?  Was that same power used to erect the clock tower in the SNES game?

One question left unanswered is, whatever happened to Jennifer’s mother?  Did she go with her husband to the mansion and subsequently become a victim of Scissorman and food for the grotesque Dan?  Or did she also disappear in some other fashion?  The game gives us little to go on in this regard.

For more information about back story in detail visit Mr_Mason_W2DS’s walkthrough: http://www.gamefaqs.com/snes/563032-clock-tower/faqs/13535

This article is part of a series on the Clock Tower game series.

If you appreciate my play throughs please help support me through my Patreon.

photo credit: Onasill ~ Bill Badzo Pittsburgh Pennsylvania ~ Kaufmanns Department Store ~ Clock via photopin (license)

Asher Wolfstein

I'm a wunk (half-wolf half-skunk) anthromorph from the future that's stuck here in the past. Throughout my travels, I've learned that being true to yourself is one of the most important things you can do. On my blog I write about my life, interests, projects, observations, struggles, and whatever catches my fancy, otherwise I write reference/educational material on How To Program Anything and open-source software at Press Accept Software. Sometimes I make computer games. My projects are generally concerned with websites, computer science, linguistics, video game design/programming, and (animal/furry) costuming (fursuits). I study Japanese (日本語), read technical books, manga, self-help, cookbooks, and just about anything else, cook, make, and play games for fun. You can sometimes find me virtually on Second Life as kadar.talbot where I head up Falcraft Square, the premiere Cybercadia sim housing, among other things, Original Pursuits LLC's virtual office.

私は未来から来たワンク(半狼、半スカンク)の擬人化体で、ここに過去から立ち往生しています。 旅を通して、私は自分自身に忠実であることが最も重要なことの一つであることを学びました。 私のブログでは、自分の人生、興味、プロジェクト、観察、苦労など、気になったことを何でも書きます。それ以外の場合は、参考/教育資料やオープンソース ソフトウェアを書きます。 時々コンピューターゲームを作ります。 私のプロジェクトは通常、ウェブサイト、コンピューター サイエンス、言語学、ビデオ ゲームのデザイン/プログラミング、および (動物/毛皮の) 衣装に関係しています。 日本語を勉強したり、専門書、マンガ、自己啓発本、料理本などを読んだり、料理したり、作ったり、ゲームをしたりして楽しんでいます。 Second Life 上では、kadar.talbot として仮想的に私を見つけることができます。そこでは、ファルクラフト スクエア、プレミア サイバーカディア シム ハウジング、とりわけ Original Pursuits LLC の仮想オフィスを率いています。

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