2021-01-14 20:26:54


I wrote this guide, at least the first draft of it in the middle of school, because I had nothing better to do, and I found myself getting increasingly good at the Clocktower map as my friends and I played it quite a bit. I decided that it might be interesting actually compiling my finding s in a little guide of sorts, so… here you go!

Clocktower is my favorite map in base RTR. It offers a really linear design that still lets you get the drop on people, is compromised of narrow hallways and wide open spaces alike, and offers really high item spawn rates so anyone can get back on there feet really easy. Clocktower is a map where the powerful, are only powerful as long as they can lock down both northern rooms and they have vast amounts of health.

Map Description

From south to north:

  • The southern most room of the map is a small room with two fountains in it. Doors connect several small, rectangular rooms leading north. These can be decent places to lay in wait for someone, because if you squeeze into the corner, especially of the door that they are coming in, there radar usually won’t pick you up. This is useful if you want to ambush someone, or even just hide from them.

  • Generally in the center of the map is what is labeled as “The Beep Room” by my friends and I. It is a slightly larger room with several beeping items that are shootable. Upon being shot, they release a beeping countdown which ends in a piercing shriek of a sound. I don’t really recommend fighting in here because it’s very easy to get confused by all the sounds.

  • To the north of this room is a longer hallway. As you proceed north, the walls close in, forcing you to walk in the center of the hallway. This is a nice spot to catch someone from behind because If they are near the beginning or middle o the hallway, they don’t have time to really get out. The end of the hallway marks the only room change that doesn’t have a door in it.

  • This room is the best source of items. It’s roughly rectangular, with it being longer along the east west axis. Items spawn incredibly quickly and it’s wide openness makes it a great place for spray and pray weapons. The hallway we mentioned before marks the southwest corner, while a door in the northwest faces it, marking the entry to the 2 by 2 laundry room with a shootable laundry machine, at least, that’s what we think it is. In the center of the southern wall is a short carpet hallway, with a door in the west wall near the south.

  • This door leads into a mirrored hallway in the northwestern corner of another large metal room with a great item spawn. It is very rare for someone to spawn here, so it’s a good place to camp. In the southwest corner is a door that leads back into the hallway in front of “The Beep Room”, making a neat little rectangle of exits.

As you can see, the map is quite simply lain out, it’s just a matter of remembering where exits are and ow long it takes to get to them.


When running north through “The Beep Room”, often times I’ll hold “D” as well to quickly run out of the “Beep Room” door and quickly into the Metal Room’s. I’ll almost always use the northern door to ambush people in the main northern room, or even just because I’m able to check both rooms for items if I take that path. I use a similar trailing technique to pop out of the door to the main northern room, and jump as soon as the door opens to try and evade any incoming fire. I will usually start moving towards the northeastern corner because that offers a good sense of stability and is a good place to spray if multiple people are there. Be careful not to get caught in corners of these rooms, especially if you’re not facing a direct 90 degree angle, because you may not be able to dive out the way before you get pumped full of lead.
Also, if you have breathing room or other people are occupied, try running south through the entire map. A lot of items will start to pile up in those rooms as other people don’t try to go south. Usually by the time you get back, there will be more items in the Northern rooms waiting for you.

One on One

When I’m alone on a server, I’ll usually camp out in the two northern rooms. Often times, they will come to you knowing that you hold the best resource in the game.

3 Players

A lot of times with 3 players you can allow the other two players to fight over a room while you sneak off south to get more items and take down the remaining one. Also, if all three of you are in a room together, they start fighting and you have a good spray weapon, you can try and stay in corners and shoot them both as they fight, just remember to keep moving so they are more concerned with the player actively engaging them.

More Than 3 Players

I haven’t played verry much with more than 3 players, but a lot of strategies still apply. Thankfully, it’s a lot more chaotic, and thus it’s very easy to stay on the sidelines and kill steal if you’re not very well equipped.


I’ll be updating this with weapon strategies and such things as well, but for now, this is what you get.

Over all, the main  thing to remember in Clocktower is that you will not keep power forever. Someone will probably manage to corner you in one of the big rooms with an MG4 or a Doom90 and you will die. That’s the fun of it, though. You can build up, have a long, chaotic fight between a few friends, and people die in huge bullet hells. The problem is, if you start collecting way before anyone else logs in, especially if they’re not nearly as knowledgeable or experienced as you, you can easily hold the northern room with an MG4 or Doom, with out even taking damage. Overall, if new people log in and I’m ridiculously powerful, I try to log out and back in so it’s more fun.

The  canonical, "Python is a great first language", elicited, "Python is a great last language!"
My Github
"When you play the Game of Thrones, you either win, or you die."

Thumbs up +2