Main Walkthrough

Danger Level: 44

A little dungeon tucked away in an urban area, the Old Clock Tower is located in the main area of Clockbank. In order to reach it you need to go down the stairs in front of the Tavern, on the west side of the city, and use the dock at the bottom of the stairs to sail south. Follow the river around the city beneath two bridges and back north. The Old Clock Tower is on the other side of a broken bridge.


Enemies
  • Bandit Bones - Weak to Sword, Axe, Staff, Lightning, Light - Drop / Steal Bottle of Sleeping Dust 
  • Carnivorous Bat - Weak to Polearm, Bow, Ice, Light - Drop / Steal Inspiriting Plum
  • Heavenwing (must defeat boss first) - Weak to Sword, Polearm, Axe, Bow, Lightning - Drop / Steal Revitalizing Jam
  • Light Remnant Mk. II - Weak to Sword, Polearm, Axe, Dark - Drop / Steal Light Soulstone (L)
  • Mad Ratking - Weak to Dagger, Lightning, Light, Dark - Drop / Steal Empowering Lychee (M)
  • Snow Drake - Weak to Polearm, Bow, Light - Drop / Steal Inspiriting Plum (M)
  • Warrior Wasp - Weak to Sword, Polearm Axe, Dark - Drop / Steal Warding Leaf
The Old Clock Tower is quite straightforward. Climb the ladder from the entrance and you'll wind up near the bell. Check the left side of the bell for a chest containing an Inferno Amulet. To the right of the bell you'll find two flights of stairs. At the top of the stairs you'll find a save point, a ladder, and more stairs on your left.

Ignore the ladder and go down the stairs on your left. These lead to a ladder that will take you to the top of the tower's mechanisms. Walk onto the axle to the south of the top of the ladder, then go right and walk through the central cog. Head south along the axle and you'll find a chest containing a Seraphim Spear. That done, head back to the save point and go up the ladder you ignored earlier. An overwhelming sense of danger will strike.


Heavenwing

Shields: 7
Weakness: Sword, Polearm, Axe, Bow, Lightning
Drop: Gale Feather
Steal: Nothing

The lord of the Old Clock Tower - and, presumably, the reason the thing no longer works - Heavenwing is determined to give any interlopers a bad time. This fight can vary from quite easy, if you have the correct weapons on hand, to quite annoying, if you don't. Heavenwing uses the following attacks:
  • A normal melee attack
  • Take Flight, which locks away Heavenwing's weapon weaknesses, except for Bow
  • Feather Shot, a Wind attack against a single target
  • Searing Flame, a Fire attack against the whole party 
  • Supernova, a strong Fire attack against the whole party
  • Physical Degredation, a debuff to everyone's attack and defense stats
  • Flame Prison, an area effect that inflicts damage on the whole party once every round while it is active
  • Hasten, a buff to Heavenwing's speed that also locks its weapon weaknesses, except for Bow
  • Crimson Flame, a charged Fire attack against the whole party that debuffs everyone's attack and defense stats
Heavenwing will begin the battle by using Take Flight, locking away its weaknesses to everything but Bow and Lightning. It will then use its two attacks per round to pepper your party with Fire and Wind damage. Break Heavenwing to expose its full range of weaknesses again, though if you do too much damage Heavenwing will activate Flame Prison for the remainder of the battle, exposing your team to a slight HP leech every round.

Get Heavenwing below half health and it will begin charging up for Crimson Flame, which is essentially a combination of its Supernova and Physical Degredation attacks. Get Heavenwing down into the red and it will activate Hasten, boosting its speed and locking its weaknesses away again. Past this point Heavenwing's attack pattern won't change, though you will need to deal with an immediate charge-up to Crimson Flame.

If you bring along at least one Hunter and keep them well-stocked with BP then this fight is a piece of cake. Have the Hunter target Heavenwing with a Boosted Precise Shot and they will bring its shields down in no time. You can then bash Heavenwing with your most powerful attacks, healing as needed. Repeat this process when Heavenwing uses Hasten to lock its weaknesses a second time. If you find you're taking too much damage you should equip your team with accessories that resist Fire attacks, such as the Inferno Amulet that you picked up earlier in the dungeon.

Defeating Heavenwing will rid the Old Clock Tower of the beast, though if you're (un)lucky you can run into it again in random battles. This will also leave you with an otherwise unremarkable clearing at the end of the Old Clock Tower. You'll need to undertake For Whom the Clock Tower Tolls, a Side Story, to finish up in here.


For Whom the Clock Tower Tolls

Standing on the other side of the broken bridge beside the Old Clock Tower is a Clock Tower Technician. He wants to get into the Old Clock Tower and fix the thing, but he can't cross the bridge. If you use a Path Action you can attach the Clock Tower Technician to your party and lead him inside. 

Take the Clock Tower Technician to the spot where you fought Heavenwing - and use him to fight the beast, if you like - and he will inspect the cogs laying in the middle of the floor. It appears to be an easy fix. This will complete the Side Story, earning you 10,000 leaves and an Invigorating Nut (L).