Holy shit, that looks GREAT! 
Thanks!

I do have request with it, if it is not too much too ask: can you make 2 of them? The one that you have a pic up of appears to be a perfect length for the intro. But can you make another too that is about 3x longer on the bottom part? I could use it in the regular castle keep part later in the game. 
Ummm... you do realize the clocktower in "Prologue" and the clocktower in the Castle Keep later on in Alucard's game use the same model, right? All that changes is the perspective, since Richter cannot fall it's assumed he's just 'up higher.
Anyway, here's the completed model (now a full picture; it's the same height as last night!), with all the transparencies and bump mapping in place.

Here are the files I used. Enclosed is the OBJ file, as well as all the texture/transparency/bump-map files.
Clicky!Lastly... I'm not sure how it won't work to have a bridge at the side of the clocktower? You will be in charge of correct clocktower placement in your game using GameMaker, am I right? Clever clocktower placement will make the bridge appear to be linking the Clocktower to the gameplay area in the foreground, but you should not see any issues if you place it in the correct area in 3D space. Obviously if you place the clocktower in the 'center', the player will be able to see inside the textures/polygons (which we don't want to do) but if you keep the clocktower/bridge on the right side of the scroll all the time (you have to experiment with its location), the problem should never present itself.