5. Figment Story walkthrough - Clockwork Town

Clockwork Junction

Walk along the pipes to come to an island with a battery socket. Take the left pipe. Pick up the blue battery.

Knock on the door of the tower for Clockwork Town Door #1.
Clockwork Town

You'll see a memory stone next to the tower. We can't get this one yet, so we'll come back later.

Head back to the battery socket and place the blue battery in it. Cross the new cog bridge and you'll come face to face with the Nightmare, otherwise known as the Spider Queen. The road ahead is closed so that they can build an arachnid commonwealth, but we're not going to let that happen. As the Spider Queen sings, you'll have to defeat spiders that drop from the ceiling. These don't fire projectiles but will leap at you after a brief pause, so it's best to keep moving. Once their health bar is depleted, they'll flip onto their backs. You need to hit them again to defeat them completely, otherwise they'll regenerate their health. Depending on how quickly you defeat them, you could face Spiders #1, #2 and #3 here.

As soon as the Spider Queen finishes her song, two more spiders drop from the ceiling. This is another perfect time to try and get the Deadly Spin achievement if you haven't done so already by killing both with the same charged strike. Once Spider #4 and Spider #5 are defeated, pick up the endorphins that appear from the nearby pipe. Take the path to the right and turn the handle twice.

Take the new path to the left and go up the elevator. At the telephone, hit the lever with a charge attack and take the handle. Go back down the elevator, return to the island with the blue battery and take it. Take the path to the right, put the handle in the empty handle base and turn it twice. Cross the new pipe bridge and put the battery in the battery socket that is next to a giant gear. Cross to the next area and take the plank to the left.

Knock on the door of the hut for Clockwork Town Door #2.
Clockwork Town

Walk up the pipe while avoiding the swinging pendulums. Pick up the metal disc. Ignore the Train of Thought for now.

Knock on the door of the hut for Clockwork Town Door #3.
Clockwork Town

Return to the central area while avoiding the swinging pendulums. You'll be ambushed by Spider #6 and Spider #7. This is another perfect time to try and get the Deadly Spin achievement if you haven't done so already by killing both with the same charged strike. Once they're defeated, pick up the endorphins they drop and head over to the right. Place the metal disc on the broken elevator and go down. Turn both handles twice and follow the pipe. Take the wind-up key from the hut. Go back and turn the left handle twice again.

Go across the bottom pipe and take the elevator up. Take the blue battery. Go back down the elevator, across the pipes and up the far elevator. Take the metal disc at the top again. Return to the Train of Thought and put the wind-up key in its back. Kick the Train of Thought and watch as he comes to an abrupt halt. He needs more weight to be able to tip the scale. Pick up the endorphins that were released and turn the handle once. Kick the Train of Thought again and watch as he trundles off to the next level. Follow the train of thought through the cobwebs that once blocked your route. Place the metal disc on the elevator and take it up.

Knock on the door of the hut for Clockwork Town Door #4.
Clockwork Town

Take the path to the right to follow the Train of Thought into the next area.

Enigma Hills

Head up to the first platform, walk up to the left side of the enigma box and pull it once towards you to unblock access to the pipe. Go up the pipe and, using the diagram below, clear the way to the next platform. Push the green enigma box away from you from 1 to 2. Pull the green box from 2 to 3 and then push it from 3 to 4. Pull the blue enigma box from 5 to 2 and walk up the pipe.

Clockwork Town

For the next puzzle, you need to push the blue enigma box from 1 to 2. Pull the white box from 3 to 4, and then push it from 4 to 5. Pull the blue box from 2 to 6, and then push it from 6 to 7. Then push the blue box right from 7 to 8. As you'll need to get back this way, pull the white box from 5 to 4 so it isn't blocking the entrance anymore. Then cross the cog bridge that's appeared.

Clockwork Town

Ignore the two planks to the right for now, head upwards and take the third plank to the right. Cross the clock face without getting hit by the hands. The best strategy is to wait until the faster hand has just passed before following it in the same direction around the clock face. You can outrun the slower hand easily. Take the top pipe and cross the second clock face to take the left pipe from that one. Head towards the top and pick up the orange battery that's sitting by a cuckoo clock.

Return back to the clock faces, but take the right pipe from the first one you have to cross. Cross the next clock face to the island on the right with the memory stone.

Cross the pipe and put the blue battery and the orange battery in their respective empty sockets. A bridge will appear allowing you to reach a memory. This is Remembrane X. Once you've picked up the memory, pick up the orange battery again.
Clockwork Town

Cross the clock face again and take the left pipe. Cross the next clock face to take the pipe directly opposite. Head across the plank to reach the area with the empty battery sockets. Go across one of the two planks we ignored before and place the orange battery in the socket. A cog bridge will appear. Cross the cog and head towards the enigma box. As per the diagram below, pull the box from 1 to 2, and then pull it from 2 to 3. Head around to the opposite side and pull it from 3 to 4, across the bridge and as far as you can towards the end of the path.

Clockwork Town

Let go of the box and cross the plank. Pick up the orange battery and then push the enigma box into the corner. Cross the plank to reach the other side of the box and pull it three spaces towards you. Go up the plank that takes you to a higher platform. Put the orange battery in the empty socket at the top of the plank and a new cog bridge will appear. Push the box all the way over the new cog bridge as far as it will go.

Go back to the clock faces. Cross the first face and take the top pipe. Cross the second clock face and take the left pipe from that one. As per the image below, push the enigma box from 1 to 2. Pull it from 2 to 3, before switching sides to push it from 3 to 4. Pull the box from 4 to 5, before pushing it from 5 to 6 so that the scale is balanced. Pick up the endorphins that are released and cross the newly raised cog bridge.

Clockwork Town

Go up the pipe to the left and then take the pipe to the right. Pick up the metal disc then ignore the left plank and return to the main area. Head over towards the hut. You'll be ambushed by four Spiders (#8, #9, #10 and #11). Two of these will be larger spiders that flip onto their backs and fire three sticky cobweb balls at you. This is another perfect time to try and get the Deadly Spin achievement if you haven't done so already by killing two with the same charged strike, as well as the Blade Master achievement for hitting three at once with a charged strike. Once the four have been defeated, pick up the endorphins they drop.

Knock on the door of the hut for Clockwork Town Door #5.
Clockwork Town

Go past the hut, across the plank, past the turntable and place the metal disc on the broken elevator. Take the elevator up and turn the handle once. Kick the Train of Thought to send him on his way. Go back down the elevator and pick up the metal disc again. Go over the plank and kick the switch that you pass. Go back up the left pipe and this time, go up the wooden plank. At the top, turn the handle once and kick the Train of Thought again. He'll end up in a third turntable. Follow him and give him a kick. He'll crash through the cobwebs at the end of the level. Pick up the endorphins that come out of the cobwebs and follow him across the pipe into the next level.

Planning Plateau

You'll see an elevator in front of you, but it's covered in cobwebs and you can't use it yet. Instead head left to the three telephone dials. You need to hit all three of these with charged attacks to raise the platforms they control, but you need to do it quickly before the platforms disappear back into the ground. Make sure that you're charging up your next attack as you're running towards the next dial, otherwise you won't be quick enough. Hit the dial on the right first, followed by the back left dial and finish with the front left dial. Climb the platforms and pick up the metal disc.

As you come back down the platforms, you'll be ambushed by three Spiders (#12, #13, and #14). This is another perfect time to try and get the Deadly Spin achievement if you haven't done so already by killing two with the same charged strike, as well as the Blade Master achievement for hitting three at once with a charged strike. Once the three have been defeated, pick up the endorphins they drop.

The cobwebs will disappear with the defeated Spiders, so place the metal disc on the broken elevator. Take it up and kick the Train of Thought at the top. Take the pipe ahead and cross the clock face to the island opposite. Take the pipe to the left and walk down the plank. You'll be ambushed by three Spiders (#15, #16, and #17). Yet again, this is another perfect time to try and get the Deadly Spin achievement if you haven't done so already by killing two with the same charged strike, as well as the Blade Master achievement for hitting three at once with a charged strike. Once the three have been defeated, pick up the endorphins they drop as well as the handle in the corner. Take the elevator up and place the handle in the empty handle base. Turn the handle once and kick the Train of Thought.

Knock on the door of the hut for Clockwork Town Door #6.
Clockwork Town

Take the plank and cross the clock face to the plank on the other side. Cross the second clock face to the large island on the other side. Walk across the bridge to the left to meet a rather grumpy resident of Clockwork Town. Head to the right and take the plank down. Turn the left handle once. Turn the middle handle twice. Turn the right handle three times, then go back to the middle handle and turn it once more. You can't get to that pipe from here so you'll need to go back the way you came.

Go up the plank and approach the clock face. Cross it and take the plank to the right. Cross the next clock face and take the pipe to the right of that one too. Follow the path across the new pipe bridge and take the elevator up. You'll see a series of switches in front of you. Numbering the switches from left to right as 1 to 4 respectively (see diagram below), kick switches 1 and 2. Then turn the handle once to lower the doorway. Take the belt that was lying on the roof. Head to the left of the switches and place the belt on the wooden belt wheel.

Clockwork Town

Go back to the handle and turn it once. Kick switches 1 and 4, and then turn the handle once again. The belt wheels will turn and the house will be lowered into the arms of the Train of Thought. He'll automatically spin around and release some endorphins.

We need to grab the memory from the gear building. First, though, knock on its door for Clockwork Town Door #7. Now you need to light up all of the switches. Kick them in the order of 4, 2, 3 and 1. The memory will be released from the hut's record player. This is Remembrane XI.
Clockwork Town

Take the elevator down. Pick up the endorphins that were dropped and kick the Train of Thought. Go back to the clock face, you need the plank at the bottom but you might find it easier to use the plank on the right as a pit stop to prevent yourself from being hit. At the next clock face, you need the plank to the left, but again you might find it easier to use the island to the right as a pit stop. Kick the switch and turn the handle once.

Go back to the clock face and cross it to the island on the right. Cross the next clock face and take the pipe to the right. Kick the Train of Thought and take the elevator down. Pick up the metal disc at the bottom and exit the level.

Enigma Hills

Kick the Train of Thought. The height of the building he's carrying will knock the signal sign and automatically change the direction in which he travels. Follow him across the cog bridge and you'll be ambushed by the Spider Queen. Defeat the Spiders as they drop from the sky. When the black void circle appears to indicate the Spider Queen will drop onto the platform, move away but make sure you're not far enough away that you can't hit her. Once her health has been mostly depleted, she'll retreat and the cog bridges will rise again. Depending on how long it takes you to deplete her health, you could face Spiders #18, #19, #20, #21, #22, #23, #24 and #25 here. If you do manage to defeat eight spiders before you defeat the Spider Queen, you'll get the following achievement:


Pick up the endorphins that rained from the sky and cross the cog bridge on the left so that you avoid the clock faces. Go back to the higher island and pick up the orange battery. Go to the start of the level past all of the enigma boxes.

Clockwork Junction

Go down the elevator and across the plank.

Before doing anything else, we need to return to the start of the level to collect a memory. Place a metal disc on the next elevator and take it down. Cross the pipes and go up the next elevator. Head all the way back to Clockwork Junction Door #1, place the orange battery in the empty socket and knock on the tower door again. Another memory will be released from the top of the tower. This is Remembrane IX.
Clockwork Town

Travel all the way back to the second elevator, picking up the metal disc at the top.

Head all the way to the left, up the planks and across the pipe while avoiding the swinging pendulums. At the top, turn the handle once and kick the Train of Thought. He now has enough weight to tip the scales. Go back down the pipe to the main area and take the newly created cog bridge. As you pass, make a note of the pattern on the stone to the left as you'll need it in the next level.

Composition Row

You'll be faced with another stone showing a similar pattern to that at the end of Clockwork Junction. Ignore it for now and head right. You'll find the huge organ-machine-house-thing. Ignore it for now and head left. Ignore the handles you'll pass and head up the pipe. Grab the enigma box and pull it two places towards you so it forms a bridge. Go back down the pipe and up the plank on the left. Cross the enigma box bridge and go down the other plank.

As per the image below, pull the blue enigma box from 1 to 2, and then push it from 2 to 3. Switch sides to push it from 3 to 4 so that the first scale is balanced and the blockade in the middle is lowered. Grab the white enigma box and pull it from 5 to 2. Pull it across the blockade from 2 to 6, then switch sides and push it from 6 to 7. Go back to the blue enigma box and pull it from 4 to 3, then from 3 to 2. Pull the box from 2 to 8. Finally, grab the grey enigma box again and pull it from 7 to 9. Switching sides to push it from 9 to 10, then pull it from 10 to 11. Push it into its final resting place in 12.

Clockwork Town

Go up the wooden plank and cross the enigma bridge. Pick up the bottle opener.

Knock on the door of the hut for Clockwork Town Door #8.
Clockwork Town

Cross the enigma bridge. Use the bottle opener on the cap on pipe so that it's no longer blocking the steam pipe. Go down the plank and approach the handles we passed earlier. Turn the right handle twice, and then turn the left handle twice too. Steam will now flow into the organ-machine-house-thing. Pick up the cap and head down to the keys on the organ-machine-house-thing. Numbering the keys from left to right as 1 to 7 respectively (see diagram below), stand on keys 1, 3 and 5 as seen on the blue sign earlier. The first part of the bridge will rise but we need to lift two more parts.

Knock on the door of the organ-machine-house-thing for Clockwork Town Door #9.
Clockwork Town

As the combinations don't change, at this point it's possible to enter the remaining two codes without completing their respective puzzles. If you wish to do this, the codes are in the spoiler below, but be aware that this will mean you miss out on endorphins so the health upgrades will occur later. You'll also miss out on some Spiders to kill if you still need that achievement. Most importantly, you'll miss a couple of doors in Clockwork Town. I'd recommend that you carry on as normal, ignore the spoiler and continue with the guide. However, the codes are below if you do want to skip a section of the game.

*** Spoiler - click to reveal ***

Head to the right of the organ-machine-house-thing and take the pipe. At the puzzle with the pressure buttons, step on both of the purple buttons but don't step on the yellow button as this resets the puzzle. Cross the cog bridge and take the pipe down. You'll come to another puzzle. Tread on the purple buttons in the order shown in the diagram below.

Clockwork Town

Cross the cog bridge that appears and move on to the next puzzle. Tread on the purple buttons in the order shown in the diagram below.

Clockwork Town

Cross the cog bridge and go up the pipe to the final puzzle in this loop. Tread on the purple buttons in the order shown in the diagram below.

Clockwork Town

Cross the cog bridge and pick up the endorphins that have been released from the red sign. Make a note of the pattern on the newly revealed sign. Head back to the organ-machine-house-thing. Use the elevator to get onto its lid and turn the handle once so that the display is red text. Go back down the bottom and press keys 2, 5 and 7. The second part of the bridge will rise.

Do you remember the code from the end of Clockwork Junction? This code will give us another memory. The image is below if you can't remember it.
Clockwork Town

Stand on keys 1, 4 and 7 and the memory will be released from the organ pipes. This is Remembrane XIII.
Clockwork Town

Go back to the blue sign and take the left pipe. Climb the pipes and avoid the swinging pendulums. At the next island you'll be ambushed by four Spiders. Yet again, this is another perfect time to try and get the Deadly Spin achievement if you haven't done so already by killing two with the same charged strike, as well as the Blade Master achievement for hitting three at once with a charged strike. Once the four have been defeated, pick up the endorphins they drop.

Knock on the door of the tower for Clockwork Town Door #10.
Clockwork Town

Climb up the next pipe and avoid the swinging pendulums. Place the cap on the open pipe to reveal the green sign. Make a note of the pattern and pick up the endorphins that have emerged. This should be enough endorphins to get your third health point upgrade and the following achievement:


Knock on the door of the tower for Clockwork Town Door #11.
Clockwork Town

Go back down to the organ-machine-house-thing. Use the elevator to get onto its lid and turn the handle once so that the display is green text. Go back down the bottom and press keys 3, 4 and 6. The third and final part of the bridge will rise. Cross the newly created bridge and kick the Train of Thought.

Take the pipe to the right and you'll come across another puzzle. Tread on the purple buttons in the order shown in the diagram below.
Clockwork Town

A bridge will rise allowing you to get access to the memory. This is Remembrane XII.
Clockwork Town

Take the pipe out of the level.

Geometry Square

Follow the Train of Thought until you reach an open area. Head left and take the bottom left pipe.

Knock on the door of the hut for Clockwork Town Door #12.
Clockwork Town

Go past the hut and turn the handle twice. Cross the pipe and turn the next handle twice. Cross that pipe and approach the telephone dial. The next part has to be done very quickly and efficiently as you need to perform a series of actions and beat the fairly strict timer. Don't stay still to watch the clockwork house rise up either. Before the timer, you need to: hit the dial with a charged attack, cross the pipe, turn the handle twice, cross the next pipe, turn the handle twice, cross the clock face without being hit by the hands, avoid the pendulum, cross the next clock face, avoid the final pendulum and take the gear from the house. This might take a few attempts and if you fail, a shortcut appears so that you don't have to keep going the long way around.

Once you've collected the gear, the shortcut remains in place so you don't need to negotiate the pendulums and clock faces again. Cross the pipes and return to the open area. Take the top left pipe. Go past the two huts and pick up the gear behind them. You'll then be ambushed by three Spiders. Once these have been defeated, another five Spiders drop in. Both groups create another perfect time to try and get the Deadly Spin achievement if you haven't done so already by killing two with the same charged strike, as well as the Blade Master achievement for hitting three at once with a charged strike. Once all of the Spiders have been defeated, pick up the endorphins they drop.

There are two memories here. Place one of the metal discs on the broken elevator to the left of the houses. Go up the elevator, cross the pipe and place the second metal disc on that broken elevator. Follow that path to the end to find another memory on a plinth. This is Remembrane XIV.
Clockwork Town

Go down the elevator in front of the plinth. These two huts are the light bulb houses. Knock on both of their doors for Clockwork Town Door #13 and #14.
Clockwork Town

For the second memory, you need to light up all five of the small light bulbs on the roofs of the houses by knocking on the two doors in the right order. Knock on either of the doors and listen to the response from the person behind the door.

  • If the response from either door is "Ja!" or "Jaeh!" and the large light bulb of that house turns on, knock on the same door again.
  • If the response from either door is "Ja!" or "Jaeh!" and the large light bulb of that house stays off, move to the other door and knock on that one next.
  • If the response from either door is "Nah-ah" and the large light bulb of that house turns on, move to the other door and knock on that one next.
  • If the response from either door is "Nah-ah" and the large light bulb of that house stays off, knock on the same door again.

Once you've decided which of the two doors is the next one in the sequence, knock on it and if you're correct, a light bulb will be lit. You can then knock on either of the two doors for the next response but I found it easier just to knock on the door by which I was standing. The solution to the puzzle is randomised, but once you've knocked on a total of ten doors without making a mistake, you'll get a memory. This is Remembrane XV.

Clockwork Town

Knocking on both of those doors will earn you the following achievement:


Solving the puzzle for the second memory will also get you this achievement:


Return to the open area. Head to the right and place one of the gears on the gear shaft. Cross the newly created bridge to find another enigma box puzzle. As per the image below, push the green enigma box from 1 to 2, and then push it from 2 to 3 to create a bridge. Switch to the blue enigma box and push it from 4 to 5. Pull the box from 5 to 6, then switch sides and push it from 6 to 7. Cross the pipe and the plank, turn the handle once and then cross the pipe again. Push the blue box from 7 to 8, then switch sides and push it from 8 to 9.

Clockwork Town

Return to the green box. Push it from 3 to 10, and then pull it from 10 to 11. Cross the pipe, turn the handle once and then cross the plank and the pipe again. Push the box from 11 to 12. For the last time, cross the pipe and the plank, turn the handle once and then cross the pipe again. Push the box from 12 to 13. Cross the newly risen cog bridge and pick up the gear. Return to the open area and take the gear from the gear shaft.

Go across the stone bridge. Place all three gears on the three gear shafts. The Train of Thought will then place the Heavy Thought on the hook and it will be lifted into place. The door of the tower will spring open and endorphins will fall out. Pick these up before going through the door.

Clock Tower

Take the elevator up and take the top pipe. You'll come across another floor puzzle. Tread on the purple buttons in the order shown in the diagram below.

Clockwork Town

Cross the cog bridge and turn the handle twice. Go back to the grid, run across it and step on the yellow button. Then tread on the purple buttons in the order shown in the diagram below.

Clockwork Town

Cross the new cog bridge and follow the path to pick up the handle at the end. Return to the top of the elevator and place the handle in the empty handle base. Turn the handle twice and go up the next elevator. Go up the second elevator to find clocks with rotating platforms. Cross both of the rotating platforms and take the next elevator up. Kick the switch at the top to start the clock and raise the cog bridge. Cross the bridge and you'll come face to face with the Spider Queen. She'll land in the centre of the mechanism and knock the cogs out of place.

As she sings, two small spiders will drop from the sky. Defeat them both and the Spider Queen will start to drop from the sky. When she does this, make sure you're standing near to one of the protruding smaller cogs in the centre of the stage. The black void circle will tell you where she's about to land. If she lands on the cog, she'll knock it back into place. Once the first cog is in place, gas bombs will rain down from the sky. You can tell where they'll land by the black void circles, so avoid all of these by continuously moving.

For the second round, more spiders drop from the sky. Then when the Spider Queen drops from the sky, a larger spider will stand out of reach and throw sticky cobweb balls at you. Make sure to avoid these while knocking in the second cog, as well as the ensuing two rounds of gas bombs.

For the third round, no spiders drop from the sky and we go straight into the Spider Queen dropping from the sky. Unfortunately she does this while two larger spiders throw sticky cobweb balls at you. When the third cog is knocked back into place, the cog bridge rises up again. Cross the bridge and kick the switch. The Spider Queen will be squashed by the pendulum. You'll automatically kick the switch again when she stops talking. This will kill her once and for all. You'll get the following achievement:


Go back into the arena and pick up the Spider Queen's mask. You'll automatically leave the area. Before you go any further in Cerebrum City, turn around and re-enter Clockwork Junction. Doing so will get you the following achievement:

  • Nostalgia

    Go back to Freedom Isles and Clockwork Town after defeating their nightmares

    Nostalgia

Go back to the start of the level and exit Clockwork Town.

Cerebrum City

Head back towards Mayor Relic and the Gate. If you want to check your progress for the memories, you can also take a detour down to the remembrane garden. There should now be 15 remembranes around the tree. If not, you can search the guide for the remembrane you're missing as they're all tagged with their number. Remembranes I-VIII are in Freedom Isles and remembranes IV to XV are in Clockwork Town.

Cerebrum City

At the Gate, Mayor Relic will greet you. Throw the mask into the Gate. This time it's enough to fix it and you're finally free to follow the Nightmare into the conscious mind. Pick up the endorphins that came out of the Gate and then enter the Gate to head into The Pathway.

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