DLC chapter 1: starting the DLC, Clockwork Plains and the Oubliettes
From the message in a bottle to the first dungeon of the shrunken world. 8 chests.
- 8 items to collect
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The *Throes of the Watchmaker* DLC is a separate adventure that starts once the main story is over. The Watchmaker gives you a way to shrink down and step inside clockwork machines, and the whole DLC takes place in the miniature world inside one of them: clock puzzles, circus tents and a train line. This chapter covers how to start it, the first clock puzzle on the Clockwork Plains, a fight you aren’t meant to win in Horloge, and the Oubliettes, a dungeon of vents, sliding blocks and floor buttons where a new party member, Artificer, joins you.
Checklist
| Chest | Where | Contents |
|---|---|---|
| Oubliettes chest 1 | Top of the vent room, reached once both lower vents are covered — required. | Lightbulb Key |
| Oubliettes chest 2 | Vent room, on the left-hand high ledge. Needs a block over the top vent. | Spectacular Scarf |
| Oubliettes chest 3 | Vent room, on the right-hand high ledge, same trick as chest 2. | Milkshake |
| Oubliettes chest 4 | The flooded hall with the floor buttons, on the right after the first bridges appear. | Ice Cream x2 |
| Oubliettes chest 5 | Lower-left room off the flooded hall. | Brasscoat Plating |
| Oubliettes chest 6 | Upper-left room off the flooded hall. | Barbapapa |
| Oubliettes chest 7 | Past the underwater tunnel that opens after Zale and Valere join. | Popcorn x2 |
| Oubliettes chest 8 | Up the vent right after chest 7. | Tumbler’s Garb |
Before you start
- You need a save from after the final boss of the main game. On the load screen those saves have a star next to them.
- Step onto the world map from anywhere. A message in a bottle from Hortence turns up on its own. Agree to sail back to the Vespertine and the DLC begins.
The Vespertine and the Watchmaker
- Go down the stairs and find the rest of the party on the left. Speak with Keenathan to start a long run of scenes.
- Back outside, Artificer shows you a teleporter that leads straight to the Watchmaker. Save first, then use it to reach the Clockwork Castle.
- Walk north through the door. The Watchmaker explains what’s going on and hands over two key items: the Mysterious Box, which you’ll open very soon, and the Dialocus, which shrinks the party so you can walk inside clockwork machines.
Clockwork Plains
- Go to the northern pendulum clock, the one with a pink glow, and use the Dialocus on it.
- Inside, walk north and enter the machine on the left that glows pink. This is the first clock puzzle.
- Solving it:
- Pull the lever right in front of you: a pillar shoots up.
- Before it drops, climb the ladder on the left, grapple across to the right and jump over to the purple button. Standing on it pulls out the first latch in the middle and slides the left wall aside.
- Climb the ladder again and press the left button: the second latch comes off.
- Last, step onto the centre purple button to open an exit from the machine.
- Leave the machine, follow the new path north and pull the lever at its far end to reach the world map. Horloge is straight north.
Horloge: a fight you can’t win
- As soon as you walk into Horloge, two new villains, Pif and Pouf, step in and start a battle.
The Oubliettes: the vent room
- After the scenes, Artificer opens the Mysterious Box, blasts the gate open and joins the party. Artificer’s attacks do Laser damage.
- Go north through the middle gate and save. Then head left and drop into the hole. Climb the ladder down there and jump again: the floor gives way and you splash into water that carries you to the next room.
- A Pig Macer attacks here; it isn’t a hard fight. This room is the first real puzzle. There are three vents in the floor, two low and one high. Push a block onto each low vent and the air all goes to the top one, which then blows hard enough to lift you to the chest at the top.
- Getting the blocks down:
- Ride the bottom-left vent up to the third level. Go north through the door and beat the Billet Bull.
- Press the button in the north of that room. It reveals a lever in the vent room.
- Back out, go right: the clown-shaped container there holds Sugar. Further down is the first block. Blow it off the ledge with your wind device.
- Follow it down and push it south. Pull the lever so the floor to the north rises, then push the block north and right onto a vent.
- Climb onto the block, hop up to the ledge on the right and walk round to push the second block down.
- Sink the floor with the lever, shove block number two off its ledge, lift the floor again and slide it over the left vent.
- With both low vents covered, the top vent speeds up. Ride it to the chest with the Lightbulb Key.
- The two high chests:
- With the floor sunk, steer the right-hand block left, up, right and down until it sits in the bottom-right corner.
- Lift the floor and nudge that block a single square up, next to the lower-right vent.
- Lower the floor again and push the left block right and up, onto the top vent.
- Slide the bottom-right block onto the vent beside it, then ride the vent that’s still open up to the ledges. The left chest has a Spectacular Scarf and the right one a Milkshake.
- Use the Lightbulb Key on the purple lightbulb: the floor opens. Drop through and swim on.
The flooded hall and its four rooms
- This hall has three numbered floor buttons and a lever. Step on the buttons in a set order, then pull the lever, and walkways rise out of the water. Each order leads to a different room, and you need all four.
| Order | Where it takes you | What’s there |
|---|---|---|
| 2, 1, 3 | The north side and the lower-left room | A chest with Ice Cream x2 on the right; in the room, an enemy and the Brasscoat Plating. |
| 1, 2, 3 | The lower-right room | Butter in a creamer pot and the first clock puzzle. |
| 3, 2, 1 | The upper-left room | An enemy, a chest with Barbapapa and the second clock puzzle. |
| 2, 3, 1 | The far north | The exit, once both clock puzzles are done. |
- Start with 2, 1, 3. Take the Ice Cream x2 on the right, then go into the lower-left room, win the fight and open the chest for Brasscoat Plating. Equip it on Artificer straight away.
- Lower-right room (order 1, 2, 3): the copper block
- Collect the Butter, then enter the clock machine.
- Get up onto the right-hand ledge and slide the copper block west until it hits the wall.
- Drop down and climb the left ledge. From its top, jump onto the small pillar: your weight sinks it and makes the other pillar rise.
- Hurry back up before it resets and push the copper block into the hole. The first floor button outside lights up.
- Upper-left room (order 3, 2, 1): the bronze block
- Beat the enemy and open the chest for Barbapapa, then step into the clock machine.
- Climb the right ledge and push the bronze block left so it falls. Don’t jump after it.
- Instead drop down to the right once, then to the south once. That sinks one pillar and raises the left one.
- Go up the left-hand ledge and shove the bronze block east into the gap. The second floor button is now active.
- Back in the hall, use 2, 3, 1, walk all the way north, stand on the button and go through.
Zale and Valere, and the way out
- Zale and Valere are waiting in the next room and rejoin the party, but the Watchmaker’s world has changed them: Zale now fights as a Juggler and Valere as an Acrobat, with new attacks and damage types. A fight against three enemies follows; with the full party it goes quickly, and it’s almost sure to bring a level-up.
- Return to the previous room: the floor in the bottom-left corner is now open. Swim through the underwater tunnel. On the far side, take the big Corn and open the chest for Popcorn x2.
- Shift the block beside it and ride the vent up to the chest with the Tumbler’s Garb. That’s the last chest here.
- Head southeast, clear the enemies, take the Corn by the bars on the right and go upstairs for one more fight. There’s a save point after it and Butter on the right.
- Leave the room to trigger a scene. The party comes out in Horloge, which is where DLC chapter 2 picks up.