Tick Town
The opening region, built around a massive Clock Tower with giant gears and neon lights. Home to the Temporal Anchor.
World
A region index in the order you visit them. Jump into the walkthrough or a collectible cleanup page.
The opening region, built around a massive Clock Tower with giant gears and neon lights. Home to the Temporal Anchor.
A dense woodland stretch that opens up your first real platforming routes.
Burnt-out grove holding Broken Shard Glass among its collectibles.
Vertical mine shafts that lean hard on grapple and air dash chains.
A climbing region where timed traversal starts to matter.
Village hub with rooftop routes and more Broken Shard Glass.
Harbour district with swing-heavy collectible routes.
The Master Clockmakers’ school, split into multiple wings and one of the densest collectible regions in the game.
Sub-areas: Apprentice’s Wing · Craftsman’s Wing · Great Library & Scriptorium
Waterway village with tight platforming between rooftops.
Sky-bound region that introduces the longest glide chains.
Elevated roads leading toward the Auric Palace.
Gilded palace interiors with layered vertical collectible routes.
Overgrown depths with some of the most awkward collectible placements.
Wide canyon region built for grapple-to-glide movement.
Late-game region holding Clock Heart pieces and Star Core Fragments.
The final open region before the endgame.
The endgame ascent. Also where the “Fall from the top of the Tower” achievement lives.