Glossary
Normal
Click Point
When the cursor is over a specific object, its shape changes. This indicates an action can be performed on that object. The point where the cursor changes is a "Click Point."
Click
Pressing a button to perform an action on a Click Point is called "clicking."
Panic State
When the protagonist is in mortal danger, the cursor blinks red. This is a Panic State.
Escape State
When the protagonist is being chased by Scissorman, they enter an Escape State. In this state, normal click points change, and only click points for objects effective in repelling Scissorman appear. This state continues until Scissorman is repelled. A specific background music (BGM) plays during this state.
Basic Game Progression
The game progresses by repeating a specific flow. There are four scenarios, including the prologue. Depending on your progress, you may reach an ending before the fourth scenario.
The scenario you proceed to changes based on player actions. Branching scenarios in the middle do not affect the ending rank.
About the Protagonists
The central protagonists are Jennifer Simpson and Helen Maxwell. Which protagonist the story follows is determined by your actions in the prologue. The character you operate in Scenario 1 will be the protagonist.
About Player Characters
In each scenario unit, you may sometimes operate characters other than the protagonist (e.g., in the prologue). Which character you operate is determined by the scenario's branching.
Endings
There are 5 endings for each protagonist, totaling 10 endings. The ending you get depends on the player's actions.
About Intermission
Scissorman appears at night. Intermission is an adventure mode between scenarios, typically daytime. You don't need to worry about Scissorman attacks during intermission. Choices made here may affect scenario branching.
Intermission Map Screen
A view of the town is displayed. Locations the protagonists can visit are click points. Move the cursor to a desired location and click.
Intermission Room Screen
Click on a location on the Intermission Map Screen to enter a building. You can talk to characters present. When certain conditions are met within the building, you automatically return to the map screen. Repeating this until certain conditions are met starts the next scenario.
Progress Screen (Continued)
3. Data Load Screen
This screen loads saved data from a memory card. Areas with data display "Player Character" and "Total Play Time." Select and confirm the data you wish to load.
4. Data Save Screen
After clearing a scenario, the data save screen appears. You can save your play data to a memory card. Areas with existing data show "Player Character" and "Total Play Time," while empty areas show "NO DATA." Select and confirm an area to save.
5. Ending List Screen
Cleared endings are marked "CLEARED." Select and confirm to view the ending movie. Only cleared endings can be viewed as movies. There is no movie for the "Rank D" ending.
6. Pamphlet Screen
HINT
View hints found during the game. Select and confirm a hint to go to the hint screen. Found hints are marked.
STORY OF CLOCK TOWER
View the background of this work and the story of the previous work.
???
Initially cannot be selected. Clears under certain conditions.
Stamina
Each character has three levels of stamina, indicated by cursor color. Stamina decreases from intense actions or attacks and recovers over time. It does not recover in escape mode.
For example, struggling with Scissorman using the panic button decreases stamina by one level. If stamina is at its lowest (red cursor) and you struggle, stamina becomes zero, leading to death even if you mash the panic button successfully. Try to repel Scissorman with plenty of stamina.
Game Over Screen
Game over occurs when stamina reaches zero or when you fail to mash the panic button in a panic state. The game over screen appears, and you return to the main menu.
Selecting "CONTINUE" from the main menu restarts from immediately after entering the room. Stamina recovers by one level upon restarting. If you reset or turn off the power at this time, you will not be able to "CONTINUE."
Pause Menu
When paused, the pause function menu is displayed. Use directional keys (up/down) or mouse to select, and the ○ button to confirm.
Returns to the game.
Saves the current state to the memory card. The game is saved in the state immediately after entering the current room.
Loads data saved on the memory card.
Adjusts the display position on the screen to match your monitor. Use if the display is cut off. Adjust with the ○ and × buttons.
Ends the game and returns to the title screen.
Memory Card Handling
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This game uses a maximum of 4 (minimum 2) blocks of memory card space.
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Only memory card slot 1 can be used.
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Up to 3 game play data can be saved.
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Insert the memory card into memory card slot 1 at startup, as the ending list is checked then. If not inserted, it will be judged as the initial state.
Memory Card Messages
Messages related to memory will