Richter starts this level at the foot of a hillside, being forced to slowly ascend it while dealing with the enemies guarding the area. As he reaches the top, the decrepit foundations of an old structure can be seen in the background, giving them the appearance of a cave more than anything. Richter's jumping skills will be put to the test here as he attempts to make his way across several descending platforms.
The interior of the clock tower is conformed by the classic clockwork-themed machinery backdrop seen in other games: gigantic gears, rotating wheels, and moving chains, among other components. Richter will have to keep on ascending until he reaches the clock itself. Armor Knights, Bats, Skull Heads, and Medusa Heads will be the main enemies encountered in these areas as he fights his way while riding rotating gears and floating platforms over bottomless pits.
- Carmilla - Annet is found lying in front of the clock as a giant skull descends and possesses her, turning her into the vampiress Carmilla, giving Richter no time to save her from this fate and only watch the whole scene in terror. Carmilla attacks in almost the same way as Shaft did in Rondo of Blood, by sending out the skull's eyes as floating magic orbs to cast diverse spells.
- Death - If Richter succeeded in rescuing Annet in the sunken city, then Death will challenge him in a duel here. His attack patterns are almost identical as they were in Rondo of Blood, with him floating about while summoning sickles, and also by inflicting Curse status upon contact. Once half of his health has been depleted, he will adopt his classic "Grim Reaper" appearance and attack with his trademark scythe.
|Enemy Data: Clock Tower (Stage 6)|
|Image||Name - Game|
|'|| 5. Courtyard, 5'. Sunken City, 6. Clock Tower|
|'|| 4. Dungeon, 5'. Sunken City, 6. Clock Tower|
|'|| HP: 2|| 1. Town, 3. Hall, 4. Dungeon, 6. Clock Tower, 7. Dracula|
|'|| HP: 7|| 2. Entrance, 3. Hall, 5. Courtyard, 6. Clock Tower, 7. Dracula|
|'|| HP: 5|| 2. Entrance, 3. Hall, 5. Courtyard, 6. Clock Tower, 7. Dracula|
|'|| HP: 1|| 1. Town, 2. Entrance, 3. Hall, 4. Dungeon, 4'. Caves, 6. Clock Tower|
|'|| HP: 2|| 4. Dungeon, 5. Courtyard, 6. Clock Tower|
|'|| HP: 7|| 4. Dungeon, 4'. Caves, 5. Courtyard, 6. Clock Tower|
|'|| HP: 1|| 1. Town, 3. Hall, 6. Clock Tower, 7. Dracula|
|Boss and alternate boss|
|'|| 6. Clock Tower (if Annette not rescued)|
|'|| 6. Clock Tower (if Annette rescued)|