CLOCK TOWER- Ilhetar's Curse FAQ 1.0 More will be updated later, some things are not all fleshed out. I. Setting Up II. Controls III. Prologue IV. Characters V. Getting Started VI. Game Screen VII. Submenu VIII. Stalkers IX. Avoiding Stalkers X. A Talk with Zach, the creator I. SETTING UP Extract the lzh file to the project sub-folder of the RM2K folder. Winzip will not work for this, in which case, you will need to download WinRar. Go to http://www.rarlab.com/ for the available download. Don't worry, it's a fine tool, and it even does zip files, which makes it more useful than Winzip! Next, download the Tanya's_Theme.wav file. Save it EXACTLY as it is (do NOT change the file name) to the music sub-folder of the Clock Tower folder. Once it is extracted, go to the projects folder, and then to the Clock Tower subfolder. Now, double click on the RPG_RT icon. This will begin the game. Have fun! II. CONTROLS (For Keyboard)* Directional Arrows- Moves the character. Diagonal directional arrows do not work. Space/Enter- Confirmation on menus. Checks things and uses escapes in game.** Escape- Cancel on menus.** * I do not know the controls for joystick, if any are available. ** A number of other buttons work for these. These are just those that I use. Experiment! III. PROLOGUE A expedition to the Gobi Desert would be Mark White’s first time researching “out in the field”, as opposed to a school or museum laboratory. The main entranceway of the crypt of Ilhetar had finally been breached after 5 years of halted work because of the deaths of the mysterious deaths of some of the archeologists involved in the original expedition. Now, all that remains is to find the door within the entranceway. A mysterious amulet is discovered on the site, but work is impeded once again, this time as the roof of the entrance way collapses. Thusly, Mark returns to his home in New England, and presents the amulet to the museum curator, Dr. Simpson, for research. Work is as normal for the next few days at the museum, but Mark is anxious to return to the site. Finally, the crew in Egypt removes the last of the rubble, and the night before Mark is supposed to leave, something goes horribly, horribly wrong... IV. CHARCTERS Mark White, 25- A professional archeologist. He works with the Montgomery County Museum of Natural History. Off hand, he continues to pursue his doctorate. Mark is a stable, likeable person, and enjoys adventure, that being his reason for entering the field of archeology. He is currently single. Tanya Ricks, 17- A student at Hatboro-Hosham High School. She lives next door to Mark, along with her parents and younger brother. She's an average student, a member of the field hockey team, and overall considered somewhat of a tom-boy. Samurai, ??- A mysterious person, with a taste for killing. Who is that masked man? Dr. Simpson, 56- Curator of the Montgomery Country Museum of Natural History. He was one of the few survivors of the original excavation of Ilhetar’s tomb. He is a very outgoing person, but at times can be very strange, often found talking to himself. Anwhar Ahmed, 30- One of the archeologists who works along with Mark at the museum. He is originally from the middle east, but attained status as a citizen after studying here for some years. He is a very dedicated, hard working person, and a friend to all. Patrick Mills, 27- An archeologist. Leslie Mills, 26- An archeologist. Michael Ng, 37- An archeologist. V. GETTING STARTED MAIN MENU When you start the game, after the introductory screens, you will arrive at the main menu. Use the directional buttons to make your selection, and space/enter to confirm it. Options are: -Start- Enters the new game submenu. -Continue- Enters the saved game submenu. -End- Closes the program. NEW GAME SUBMENU Escaping brings you to the main menu. Allows you to choose from the following options: -Intro Start- Begins a new game, and goes through the introduction sequence.* -Quick Start- Begins a new game, starting immediately at Scenario I.* -Password- Allows you to enter secret passwords, which you can collect in the game. -Credits- Displays the credits. * After selecting, you can choose to Reveal Evade points. See IX, Avoiding Stalkers. CONTINUE SUBMENU Here, all the games which you have saved are displayed. You may choose whichever you want to play. Escaping brings you to the main menu. The text displayed are: -File #- The number of the file. Nothing too special. -Character Name- The name of the character in whose game you are playing. -Sc #- The scenario number you are in. -1- A 1 that I can’t get rid off, just ignore it. VI. GAME SCREEN Rather straightforward. The game screen displays where you are, and shows your character, and allows you to control him. It will also show anything you can interact with. When necessary, text will be displayed in a green box, appearing either at the top or bottom of the screen. When in escape mode, evades will be displayed. VII. SUBMENU -Item- Enters the item submenu. - - A submenu which is not involved in this game. -Equipment- Enters the the equipment submenu. -Save- Enters the save submenu. -Quit- Brings up a box asking you if you wish to quite. Yes brings you to the title screen. ITEM SUBMENU This lists all the items which you have acquired throughout the game, and are not currently equipped. Moving the selection box (using the directional keys) over an item allows you to view a short description of it. EQUIPMENT SUBMENU Allows you to equip and item, or put on clothing. To utilize and item, you must equip it. To do this, confirm Item Ready, which will brings you to a submenu listing all the items you can ready. Next, choose an item, and confirm it. Now, it is equipped. Interact with an object you wish to use the item on, and if it is correct, it will work. Clothing works the same way. VIII. Stalkers Stalkers are your only enemy in the game, and their only goal is to kill you. They cannot be fought easily by hand, this will only bring about your death quicker. They will appear should you make noise. Also, they will hide and wait for you in areas, and spring out at you when you get close. Sometimes, they will be looking for you, and find you! When they do, run, run, run! IX. Avoiding Stalkers Once a stalker is after you, they won’t stop. You have to stop them. You can’t kill them, but there are a number of ways to evade them. Evades can only be used when you are being chased by a stalker. Otherwise, interaction with them will often yield less than impressive results. These are two types of evades. -Hiding Place- Hopefully, they won’t find you here. Hiding places are available throughout, and can be used more than once. Of course, the stalkers aren’t idiots. If you hide there too many times, they may just get you! -Found Weapons- Found weapons are items your character believes can be used to stop the stalker for a period of time. No promise that they’ll work. Also, you may see something and come up with a way to use it to save yourself, but that doesn’t mean your character will have the same idea (after all, you’re the one calmly in front of the computer, they are the ones running for their lives). But, what is an evade, and what isn’t? As previously mentioned, you can opt to have evades revealed or not. If you choose yes, evade points will be indicated, when being chased only, by a glowing red set of lines. These indicate something your character recognizes as possibly useful, but still, no promises. In this case, found weapons will no longer glow after they have been used (hiding places will continue to glow when you are being chased, even if they have been used, since you can use them again). If you choose not to have evade points revealed... well, be ready for a challenge! Of course, try it without first, otherwise, you’ll already know where everything is if you first play with them on, and then try with them off. And of course, if you turn them off, you can always start again with them on to see if you missed something! X. A TALK WITH ZACH Q: So, why did you want to make this game? To put it simply, I am Clock Tower addicted. I have always been a big fan of horror movies, my favorite portions being the extensive chase sequences. So, I adapted very well to this style of game. With the disappointments in true Clock Tower style in CT2:TSW/CT:GH, and Clock Tower 3 (well, at least after Corroder, but I still enjoyed the game) and the discovery of RM2K, I figured I should try to do it. Another person was also doing one, so I looked at a lot of their programming to figure out what I needed to do. Thankfully, it wasn’t anything too complicated, the worst part being the incredible number of switches to work with in some areas (where there’s a switch for EVERY entrance and exit...). Q: Hey, where are the weapons that I carry around? Doesn’t everyone carry a semi nowadays? Oh, sorry, you must be thinking of that OTHER “survival” horror game. Sorry, but this game is not that. This is true survival horror, not grab something powerful and blow everything to bits. If you don’t like it, go play that other game. It’s not that I don’t like said game, I just like this better. In my world, when the zombie bites you, you become a zombie, you don’t eat leaves and feel better. Not that there are zombies in this game... ugh, not after CT2:TSW/CT:GH... Q: Well, the other game is better! That’s not a question. By the way, when you force your opinions on people, and demand that yours are correct and what everyone should follow... well, you’re following in the footsteps of a VERY famous historical figure!!! (Adolf Hitler) Q: Why do you call this a Clock Tower inspired game? Can’t you say that about any horror game? NO! A game featuring a big old house, or creepy elements, or ghosts, or a clock tower, is NOT Clock Tower inspired. Sorry. Clock Tower has a very specific essence that makes it what it is. In fact, the aforementioned items, while they are elements of Clock Tower, there were things that were around WELL before Clock Tower that featured them. Hence, saying something is Clock Tower inspired is often a huge lie just to make it appeal to those fans. As said, there is an essence, and that is the whole running away from a single killer and using evades to get away thing. That is what makes CT different from everything else. When you have THAT element, you can say a game is CT inspired. Otherwise, it’s inspired by Alone in the Dark, because that came first (at least in the way of well known video games). Q: Some of this is too hard, could you make it easier? Nope, sorry. If you need help, I would love to help you (especially with the spell puzzle in the second scenario, man is that tough!). However, I want this game to really exercise ones’ brain power. Not only does it rely on the use of information found within the game, but also some general trivia (I only use things I learned in the 6th grade or below, though, so more people can enjoy it) and other forms of critical thinking. Yes, this is a thinking game, sorry. If you don’t want to think, as said, go play that other game. Q: Will you make another game? When the inspiration hits me. Q: Isn’t this the story of The Mummy? Not really. When you consider most mummy movies are, more or less, essentially the same. They’re all about resurrection and the discovery of secret crypts... I can’t think of a mummy movie that doesn’t feature those two important things. Of course, in this game, those two come in to play MUCH later, whereas in a normal movie, they would come very early on. This is much more a horror movie killer story than a mummy story. Q: What does Ferskvann mean? It’s Norwegian for Freshwater. Yes, Norwegian, and you Clock Tower-philes know why I used that language even though I’m a Spanish major. Q: Why is this game being made so slowly? Hm... let’s see... I go to college, I work at my old high school (volunteer teaching assistant), then college, then high school again, then work at camp, repeat every year. I wonder WHY I don’t have time? Q: What’s with the houses and rooms!?! They look weird, and the doors are hard to find. Well, I’m betting that most people playing this will be 13 and up, especially seeing as most heard about it from Gamefaqs boards, and YOU HAVE TO BE 13 TO BE ON THOSE BOARDS BECAUSE OF THAT ONLINE CHILD PROTECTION ACT (as you must be registered to read things too, so I hear, now). Hence, I figure that you will have enough of a brain to figure where the doors that aren’t clearly marked are (if it takes longer than ten minutes, something’s wrong). Sorry, but it would be ridiculous to have every door except those going down to appear with a door graphic, then there are no doors left and right, really. As for the houses and stuff looking weird, well, four words for you: You are an idiot. Lol, no, seriously. The first house is based off my home in Pennsylvania, the second is based off my neighbors’ (they added an addition and that wall between the living room and the dining room... well, at least, that’s what they both were before the addition). The museum is based off the general layout of a museum that I saw online (can’t remember which, now). The hospital is my own idea. However, do take one thing to note: Every room is accurate to size. That’s right. It’s very sad that I took the time to do it, but I counted the blocks, and made the rooms accurate to size. Compare them, and you will find they match (except some doorways, some count as part of both rooms). In fact, I just finished mapping out the hospital, and it all works out rather well. Q: Is this scary. Maybe, I don’t know. I’ve seen it played by two girls in my presence, but they both scare easy anyway. It also freaked a guy friend of mine, but he’s also pretty easy to scare. I have heard quite a few comments of people being scared. So, I guess it is. It doesn’t scare me, though, heh heh. Q: Will you ever use RM2K3 or RM2? Hm... let me think about it... no. I have a good program that works, why would I use something else? Sure, it could have some better things, but this works fine for me. Yes, RM2 will have 3-D graphics. It will also lack a mouse (even though it will have keyboard hookup). Furthermore, I have to get extra things to send it off on the internet. Furthermore, I can’t just go downloading pictures from the internet unless I work them all up first, THEN send them over. FURTHERMORE, consider how many people will have RM2 and something to connect their Playstation to the net, versus how many people have RM2K. Duh. I do this so many people can play it, not a select few. Q: Do you ever consider the legality of RM2K? Not really. Agetec made a stupid move, and now wants to cry and complain about it. They didn’t see a need to bring of RM2K (If they had, they would have gotten it done sooner than a single person working in Russia. They have teams of highly trained translators, and Don Miguel’s English can be horrible at times, and considering it was a move from Japanese to Russian to English, as opposed to just Japanese to English...), so someone translated it, and now they say “we won’t bring over RPG maker games for the PC”. This is something children do (and I know, cause the kids at my camp do it). They realize they missed out on a wonderful opportunity, and rather than blame themselves for not jumping on it when they could have, they say its’ because of this other person. Q: So, you’ll never buy an RPGMaker product for real? Well... not exactly. If Agetec ever releases a backwards compatible RPG maker for the PC, or for some reason releases RM2K just cause, I WILL BUY THEM!!! DO YOU HEAR ME AGETEC, RELEASE THEM, AND I WILL BUY THEM!!! But, I’m not dealing with RM2 on the PS (I DID buy and still own RM... waste of money, as I didn’t want to go buy all those other connections and what not for my PC and PS), I like using my computer for making games, and that’s what I’ll do. The day the give us an RPG maker for the PC, I will buy one.