Follow the pawprints through the offices
Polterpup has swallowed the remaining clock hand. Start in the Warehouse and use Dark-Light to trace its route into the Workshop. Investigate the stove or machine where the prints end. Before continuing, enter the Clock Tower Gate and restore the missing lamp on the right side of the ceiling for the Boo. Follow the dog through the Drafting Office and the Clockmaker’s Chambers, inspecting its furniture hiding places when the trail stops.
Catch the dog beyond the Roundhouse
Continue over the upper Roundhouse beams toward the Transportation Hall and Finishing Room. Polterpup runs back into the hall, but two Slammers and a Greenie block pursuit. Clear them, then take the Container Yard route. Use the Robombs to work its weight mechanism and reach the upper Transportation Hall landing. Approach the dog from behind there, flash it and vacuum it for the hour hand. Catching it in the lower corridor is not the end of this route.
Check the upper Roundhouse’s second beam branch for a toolbox ruby. The lower Roundhouse has another ruby through the concealed passage left of the first stair landings. These two gems can also be reached in C-3; C-4 is a convenient return route while chasing the dog.
Collectible checklist
Old Clockworks gems — #8 Upper Roundhouse, #9 Lower Roundhouse
Boo checklist — Clock Tower Gate: After finding Polterpup in the Workshop, enter this room and restore the missing lamp on the right side of the ceiling.








