Chapter 18

Chapter 18: Clockwork Castle and the Dweller of Strife

Gears, sliding blocks and an elevator tower, with three boss fights stacked one after another. 3 bosses.

  • 10 items to collect
Your progress here0 / 10

Tick the coloured tags as you pick things up. Progress is saved in this browser.

The castle past Songshroom Marsh is short, but it’s packed: a surprise duel with two old teachers at the front door, sliding-block puzzles driven by cogs, a pub run by children, and a tower climb to meet the Watchmaker. It ends with a rematch against One, Two, Three and Four and then the Dweller of Strife itself. Six chests in all, every one of them reachable on this visit.

Checklist

ChestWhereContents
Clockwork Castle chest 1Through the hall east of the main gate, climb down the wall to the south.Cog Prototype
Clockwork Castle chest 2From the save point, cross one wall to the west and then a second one.Sturdy Cog
Clockwork Castle chest 3Right-hand room off the main hall, over the bridge — required.Garden Key
Clockwork Castle chest 4Tower, first elevator stop: the puzzle in the west room.Evergreen Leaf
Clockwork Castle chest 5Tower, second stop: the ladder-block puzzle in the west room.Rainbow Conch
Clockwork Castle chest 6Second stop, east side: the room where you wind the elevator pillar, up the northwest ledges.Blue Leaf
Rainbow ConchWhere
Clockwork Castle conchClockwork Castle chest 5, released when you wind the pillar on the second stop.
BossWhere
Erlina & BrugavesAt the big door past the first save point.
One, Two, Three, FourBehind the door you open with the Master Key.
Dweller of StrifeTop of the outer tower, after the broken bridge.

The outer walls

  1. The main gate is shut. Go west and follow the path up a wall, then east and up again until enemies jump you. Ignore the locked door to the east for now.
  1. After the fight take the Berries to the west, flip the switch and go through the door to the east.
  2. The hall is only a passage. On the far side, step down for more Berries, go east and beat the Rochecrossideres.
  3. Before going north, climb down the wall: the path ends at a chest with a Cog Prototype. Hand it to Teaks later for a story.
  4. Now go north to a campfire and a save point. Rest and save, then cross the wall to the west. Ignore the big door for a moment and cross a second wall further west: that chest holds the Sturdy Cog, a weapon for Garl.
  5. Return to the big door and try it. A scene starts, and only Valere and Zale take part in the fight that follows.

Boss: Erlina & Brugaves

MoveWhat it doesHow to handle it
NunchucksBrugaves’ basic attack: three hits on one character, around 20 damage.Block each hit.
MoonchakusBrugaves sends small moons at everyone, 10–20 damage each.Block as they land.
SunchakusThe pair’s joint move: the moons pass through Erlina and get stronger, 20–40 damage each.Block, then put Lunar Shield up.
Gemstone BeamErlina’s basic attack: two gems fire energy between both characters, about 15 damage each.Block on contact.
Searing PyramidCharged. Around 25 damage to a blocking character.Break it if you can; if not, a block keeps it small.
Healing RainCharged, with fewer locks than usual. Heals both of them for about 90 HP.Always break this one.
  1. Erlina is the target: she’s the only one who heals. Put everything into her and the fight is as good as over once she drops.
  2. Some of her charges have locks you can only clear with a combo, so keep the gauge ready for them and let Zale handle healing. Lunar Shield is the other safe pick after group hits.
  3. Brugaves on his own is easy to outlast. You can get through without spending items.
  4. Save once more if you like and head through the doors into the castle itself.

The main hall and the first two rooms

  1. The entry hall is littered with ingredients of every kind; take a lap to collect them.
  2. Clock Zombies just leap at you and go down quickly. Cukoo Monsters fire small, easy cogs, but their charge casts Haste on an ally — kill them first in every group.
  3. Three doors lead off the north side. Start with the west one.
  4. West room: the cog-block puzzle:
    1. Drop down and win the fight.
    2. Your goal is to slide the block in the lower right (the one with a spinning cog over it) into one of the holes to the north. The small stubs on the floor stop the block and steer it.
    3. Push it left, up, right, down, left, up. It settles in the west hole and a set of platforms comes up.
    4. Climb them and grapple the little pillar to the west. Winding it unlocks a door in the main hall — which still needs a key.
    5. Jump down and pull the ring on the northern block: it shoves whatever sits in the holes back out. Then push the cog block right and up to open your way out.
  5. Next, the east door. Drop through the gap and fight a Clock Zombie with a Strife Minion. Remember that only Solstice damage hurts the Minion, so charged skills from Zale and Valere end it fastest.
  1. Press the floor button on the north side to extend a bridge east. Climb back up, cross it and open the chest: the Garden Key.

The staircase puzzle

  1. Unlock the middle door with the Garden Key and follow the hallway to the next puzzle. Three holes and a pull-ring work as before; the left switch produces a cog block and the right switch raises some of the floor blocks.
  2. How to solve it:
    1. Bring out the cog block and slide it left.
    2. Flip the switch on the east to lift the floor blocks, then shove the cog block right and then up so it fills the centre hole. A staircase forms.
    3. Climb it. Up here is a second cog block, and two rings on the north wall that sink the stubs in the central passage for a few seconds.
    4. Pull the right ring and slide the block left. Wait for the stubs to come back up, pull the left ring, then slide the block right and down off the ledge.
    5. Below, pull the ring to pop the first block out of its hole (the small staircase goes down), then fill the left and right holes with the two blocks. A bigger staircase appears in the centre.
  3. Climb it into the next area.

The children’s pub

  1. The hallway leads into a pub full of children. There’s a save point, a fireplace to rest at, and the boy in glasses runs a shop.
ItemPrice
Ornate Bo140G
Bamboo Slicer140G
Shroomy Shivs144G
Leaf Cape96G
Oaken Armor104G
Hearty Stew32G
Peach Strudel32G
Parfait24G
  1. Little here is new; a spare Leaf Cape or a second Oaken Armor are the only real options.
  1. Speak to Cael in the top right corner. He agrees to help against the Dweller and the Acolytes and opens the route to the Watchmaker.
  2. The bridge room:
    1. Drop to the lower floor and pull the ring on the north wall; a platform rises to the south, but only briefly.
    2. Hurry up the ladder, take the bridge south and ride the platform to the switch. This pulls the bridge back in.
    3. Go down and stand on the floor button to extend a bridge running east–west. Climb the ladder and cross west into the elevator room.

The elevator tower: first stop

  1. Push the up switch to ride one floor up. The bridge to the north leads to a switch with two buttons: each extends a bridge to one side, and the switch itself resets them.
  2. West room — chest 4:
    1. At the bottom is a block with a grapple point on it, and there’s a recess on each side of the room.
    2. Push the block toward one side, climb the ladder in the middle and grapple over to that side’s ring. Pulling it removes one barrier around the central chest.
    3. Repeat on the other side. The chest opens up: Evergreen Leaf, a huge +30 HP.
  3. Back at the elevator, extend the east bridge and cross.
  4. Deal with the wandering enemies first. Three switches on the north wall raise platforms, but each one also drops another. Counting the switches 1–3 from left to right, flip 3, 2, 1, 2.
  5. Climb the ladder, cross the platforms and grapple the small pillar to the west to wind it. That unlocks the next floor: return to the elevator, pull the bridge in and ride up.

The elevator tower: second stop

  1. Grapple west and take the north door. Three enemies ambush you on the way in.
  2. The ladder-block puzzle — chest 5:
    1. Shove the ladder block as far east as it goes, then use the central switch. The floor rises and the upper switch comes within reach.
    2. Bring the ladder block back west, climb it and flip the upper switch to reveal another one below.
    3. Jump down, flip the bottom switch, then move the ladder block down, left, up to climb to the next switch. It opens the pillar on the east side.
    4. Push the ladder block to the far east and wind the pillar. Platforms appear in the elevator room, and the chest here opens: Rainbow Conch.
  1. In the elevator room, use the new platforms to reach the floor button on the east side; it builds a bridge to the elevator, which still won’t go higher.
  2. So keep going east: drop onto the narrow platform and pull its ring to open a passage. Cross, climb and shimmy along the ledges into the next room.
  3. Grapple over the pit, climb the wall and wind the pillar: the elevator now works. Pulling the ring to the west lifts the whole floor so you can get back — along with a few monsters.
  4. Before leaving, climb to the upper left corner for the chest with the Blue Leaf. It raises maximum MP, a good fit for Resh’an and his costly skills.

The Watchmaker and the Master Key

  1. Ride the elevator to the top floor and walk north to meet the Watchmaker. She says little, but she gives you the Master Key. There’s also a Wheels table in her room.
  2. Ride the elevator back to the ground and return to the pub. Speak with Cael, then use the Master Key on the locked door.

Boss: One, Two, Three, Four

MoveWhat it doesHow to handle it
Spread AttackTwo’s basic attack: an energy ball spreads to everyone and then flashes upwards.Block a beat after the energy reaches the party.
Smash AttackFour’s only move: one big hit on one character, 25–30 damage.Easy to time.
TodomeTwo’s large charge (10 locks): he cuts out the ground under Four, who slams a character with it, about 70 damage.Hard to break in time; heal afterwards.
Group HealTwo’s smaller charge: heals his allies for around 135 HP each.Break it every time.
Sword StabOne’s straight sword thrust, 15–20 damage.Simple block.
V-AttackOne and Three together: Three slips behind a character, strikes through them, bounces off the shield and hits someone else, 20–30 damage per target.Block on each contact.
Claw SwipeThree slashes two different characters for 30–40 each — the hardest hitter.Block both swipes.
  1. This time all four fight together, and it plays like a real boss fight. Order matters:
  2. Kill order:
    1. Two first. He’s the healer, and his Todome is the biggest single hit.
    2. Three next. His claws hurt most, and he’s half of the V-Attack pair.
    3. Then Four, then One.
  3. Keep the combo gauge for healing rather than damage, and keep everyone topped up; once Two and Three are down the rest is easy.
  4. Heal and save afterwards. Leaving the hallway sets off more scenes, and crossing the bridge triggers another.
  5. Then you must run: go east through the broken bridge. There are no fights or chests on the way.
  6. At the end, Locket has the same goods as before. Stock up if needed, then climb the outside of the tower to the top.

Boss: Dweller of Strife

MoveWhat it doesHow to handle it
Eye ShotBasic laser from the eye at one character, around 20 damage.Block on contact.
Eye BeamCharged: a much bigger beam, around 115 damage to one character.Heal that character right away with Garl or an item.
CrashCharged: it flies up and drops onto the whole party for 45–55 each.Have Lunar Shield up on everyone if possible.
  1. Everyone except Resh’an fights here. As with every Dweller, normal hits do nothing and even Eclipse skills and boosted attacks only deal 12–25.
  2. The children’s Crystal Cannon does the real work. Each skill or boosted attack you use is absorbed by it; the crystal grows, and when it’s full the cannon fires an Eclipse Laser for over 5000 damage.
  3. How to win:
    1. Your job is to survive. Heal first whenever someone is low — Garl is the best at it.
    2. Otherwise always attack with a skill or a boosted attack, never a plain hit.
    3. Valere and Zale’s sun-and-moon combo charges the cannon twice in one go.
    4. Garl can also hand out boost orbs between heals.
    5. Three cannon shots finish the fight.
  4. After the scenes you control Valere or Zale again. Head east to find the other Solstice Warrior already fighting the Dweller. The battle stops after a few turns and a very long, important cutscene plays.
  5. When it ends, the story moves to the sky: Chapter 19: Cloud Kingdom.

Tip: try , or