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The Last Clockwinder: automation walkthrough and room order

The Last ClockwinderWalkthroughsupdated 2026-10-0213 min read

The Last Clockwinder looks like a cosy VR gardening game and is actually a factory game: you record yourself performing one short action, a clockwork clone ("gardener") replays it forever, and you chain those loops into fruit production lines. This guide covers how the recording rules constrain every build, the five fruit lines and what each one does to your layout, the room inventory with how far players actually get in each, and the traps that eat a new player's first hours.

It is written for the current PC build — the last patch was 6 February 2025. There is no official wiki and no community wiki for this game (the Sources section at the end records how that was checked), so nothing below is filled in from a data import; everything marked as fact is attributed, and anything I could not verify is labelled as unverified rather than smoothed over.

The build this guide was written for

GameThe Last Clockwinder
Developer / publishersPontoco / Cyan Ventures, Robot Teddy
EngineUnity
ReleasedSteamVR + Meta Quest, 2 June 2022; PS5 (PSVR2), 22 February 2023; PICO 4 / Neo3 Link / Pro, 15 June 2023
PC requirementsVR only, Windows 10 64-bit, i5-4590 or Ryzen 5 1500X, 8 GB RAM, GTX 1050 Ti or RX 470, DirectX 11, 2 GB disk, Oculus PC or OpenXR
LanguagesEnglish (full audio), French, German, Japanese, Korean, Spanish (Latin America)
Price$24.99 base; Steam review score 96.4% positive from 804 reviews
Latest patch6 February 2025 ("Bug Reporter Patch"). The last patch that changed gameplay was 11 July 2024
Typical lengthmedian playtime 2h 15m, average 3h 40m; a full playthrough with every challenge is around 10 hours

Two caveats on the version. The Viveport listing shows version 1.28, last updated 18 July 2024, which is the newest build string I could find anywhere — but I could not read the in-game version number, so treat 1.28 as "the newest publicly recorded string", not as confirmed current. Since the February 2025 patch the settings menu shows the version at the bottom, and clicking it ten times uploads bug data; that is how you check your own build.

What the game actually is

  • One room. You never travel. You stand in a single chamber inside the tree and use the globe console to select a room, then pull a lever — the new room rises up in front of you and the old one drops away. There are no loading screens.
  • The map is the progression chart. Rooms are selected off the globe/console, and new ones appear there as they are earned.
  • Two kinds of unlock. Some rooms open on story objectives, others cost harvested resources. The community consensus is that resource rooms matter most, because that is where almost all the puzzle content is.
  • Two kinds of resource room. Fruit rooms (a Garden or a Farm) grow and harvest a crop. Seed rooms (a Laboratory) turn that produce into more seeds. Each fruit line that gets sown gets both.
  • The output of a room gets banked. You carry harvested produce — the community 100% guide calls these "gems" — from the room's output basket to its input basket, where you deposit it into seed dispensers (in Laboratory rooms) or medicine dispensers. You can drop a stockpile on top of a dispenser and dump the whole pile at once, which is the standard trick for clearing the throughput challenges.

The rules every puzzle obeys

  1. A recording is a fixed-length loop. You press to start recording, perform an action, and a gardener appears and repeats exactly that, forever.
  2. Loop length is short and it is the whole design. The developers describe the three settings as 2, 4 and 8 seconds and say the short lengths are deliberate: they force you to hand work between clones instead of doing everything with one. Longer settings unlock as you progress.
  3. Two buttons run everything. One starts a recording, another deletes a gardener. Deleting and re-recording is normal play, not failure — the developers describe the loop as "a loop pedal for your whole body", where re-takes cost a couple of seconds.
  4. A gardener is exactly as capable as you are — same reach, same speed, same carry capacity. Every solution is therefore about geometry and timing, not about stats.
  5. Nothing is automated for you. Fruit regrows on the plant; picking, carrying, cutting, throwing, catching and pumping are all you.
  6. You can never hold a whole task in one loop. Anything longer than the recording length must be split across at least two gardeners passing an object.

The three numbers that shape every solution

NumberValueNotes
Loop lengths2 s, 4 s, 8 sThe developers' own figures. The community 100% guide refers to the same three settings as "timer 1", "timer 2" and "timer 4", and reviews have described them variously as 1–4 seconds or "one, two or four cycles". The in-game labels are unverified — treat the seconds as the authoritative figures.
Gardeners per room25From the community 100% guide. The achievement itself ("Fire Code Violation") only says "the maximum allowed number"; the guide states 25, and says it is 25 in every room. Unverified against the game itself.
Challenges per room3Each room has three optional throughput goals, each a target production rate at a maximum gardener count, shown on a whiteboard/chalkboard in the room.
Example progression cost250 fruitOne reviewer cites needing 250 fruit to unlock a room. This is the only concrete unlock cost I found published — treat the rest of the economy as unquantified.

The challenge tiers are entirely optional. Progression is driven by totals collected, not by rate of production, so a slow, ugly, working line unlocks the next room eventually. UploadVR gives an illustrative example — 10 gardeners or fewer for 45 fruit/min, then 12 for 45, then 15 for 120 — but states it as an example rather than exact room data, so do not treat those as the real numbers.

The five fruit lines, and what each one breaks

There are five fruit. Each has its own room, and four of the five also get a Laboratory that produces their seeds — Dewshot is the one fruit with no Laboratory and no infinite seed pack.

FruitHow it behavesWhat it does to your build
BlusherThe plain one: picked by hand and thrown. The community guide never pairs it with a tool, and it can be attached to a stick — and have other fruit attached to it — to build a "molecule".The line you learn on. It is also the base of the molecule chain used in the Dewshots room.
BadgertailCut off its stem with a knife. The community guide cuts each one by moving the knife in a circle around the stem.The room has one knife, so the knife becomes shared equipment: clones throw it to each other on a rhythm.
Bomb BerryA bomb fruit that explodes if you hold it too long — Road to VR calls it "a game of hot potato". The Bomb Berry room is the one where a preset "stock" clone passes a berry on a timer.Timed handling. Hold it too long and the fruit and the plant's regrowth timing both go wrong.
DewshotA glob of liquid that cannot be touched by hand. It is launched from a slingshot and bounced off Lilypads.Never carried, only thrown and bounced: aim is the whole puzzle, and lilypads are your only steering.
LuftappleFloats. Road to VR: it "floats into the air like a balloon, so you have to knock it about and guide it into its receptacle".Cannot be carried or aimed precisely. You knock it off the stem and hope, which is why the Luftapple room is the hardest challenge in the game.

One note on that table: the community guide names all five fruit and their handling, and Road to VR separately describes the game's "bomb fruit" as exploding when held. Matching that description to the Bomb Berry is my reading of the two sources, not something either source states outright.

Room inventory

Sixteen rooms can be named from the game's own achievement list. "Steam unlock" is the share of Steam players who hold that room's achievement — a decent proxy for how far the average player got.

RoomKindAchievementSteam unlock
Central Pumping StationStoryNot a Frog54.3%
Blusher GardenFruitBlusher Garden Challenge30.6%
Blusher LaboratorySeedBlusher Seed Challenge29.4%
LilypadsFruit (its output feeds the Dewshots room)Lilypads Challenge31.9%
Root NexusStoryRinging Success35.5%
Bomb BerriesFruitBomb Berries Challenge13.2%
Bomb Berry LaboratorySeedBomb Berry Seed Challenge14.5%
DewshotsFruitDewshots Challenge11.3%
Badgertail FarmFruitBadgertail Challenge17.6%
Badgertail LaboratorySeedBadgertail Seed Challenge—
LuftapplesFruitLuftapples Challenge5.9% *
Luftapple LaboratorySeedLuftapple Seed Challenge—
Fuel GeneratorStoryAll Juiced Up23.2%
Medicine 1Not documentedMedicine 1 Challenge5.8% *
Medicine 2Not documentedMedicine 2 Challenge5.7% *
Medicine 3Not documentedMedicine 3 Challenge4.0% *

* From the 2026-09-19 Steam global stats snapshot; the rest are from an earlier completionist.me Steam snapshot. The two sets agree closely but the newer figures run roughly 1–2 points lower across the board (Central Pumping Station: 52.6% vs 54.3%), so read every number here as "about this share", not as an exact current rate.

What those three story rooms contain is not documented in any source I could find. The same is true of the Medicine rooms: all three exist and each has a throughput challenge, and the community guide treats them exactly like the seed rooms (the produce is banked on medicine dispensers), but no source says what they produce or what gates them. The achievement data puts them at the very end of the curve — Medicine 3 is the rarest challenge in the game at 4%.

Progression order (what the data supports)

No published room order exists, because no wiki exists. What the achievement unlock rates do support:

  1. The first room gives you the gloves — the record/replay mechanic is taught immediately.
  2. Central Pumping Station is the opening story beat. It is the most-held achievement in the game at ~53%, i.e. the one almost everyone reaches.
  3. Blusher is the first fruit line. Blusher Garden and Blusher Laboratory are among the most-completed challenge rooms (30.6% / 29.4%), and Blusher Seed Mastery — buying the infinite blusher seed pack — is the most-completed of the four seed purchases at ~40%. This is where you actually learn to build a line.
  4. Lilypads comes in the same early block (31.9%), and its output is what the Dewshots room processes.
  5. Root Nexus is the second story beat (~35%), then Bomb Berries / Bomb Berry Laboratory and Badgertail Farm / Badgertail Laboratory form the mid-game block (~13–18%).
  6. Fuel Generator is the third story beat (~23%), and Clockwinder Jules — finishing the main story — sits at ~22%.
  7. Luftapples and the three Medicine rooms are the endgame, at 5.9% down to 4.0%. Note this is a statement about players, not necessarily about difficulty — but the community guide calls the Luftapple challenge the hardest one in the game.

Steps 2, 5 and 6 are inferred from achievement rarity rather than from a published list, and unlock order is not strictly linear in the game — you choose rooms off the map, and you can go back and re-optimise any room after the campaign. Read this as "what the average playthrough does", not as a required sequence.

The standard build for a fruit room

Every fruit room is solvable with the same skeleton, and this is the pattern the community guide's per-room solutions all reduce to:

  1. Plant in every growing pod. Empty pods are wasted throughput, and the room's stock plants are a starting point, not a finished layout.
  2. One gardener per pod, doing the cheapest action — pick, knock or cut. Set it to the shortest loop that fits the action (often timer 1 / 2 seconds) so it is free again by the time the next fruit is ready.
  3. Throw toward the input basket rather than passing by hand where you can. One long throw beats five gardeners in a relay. When a throw is unreliable, use a second gardener as a catcher.
  4. Test the whole chain by hand before you record anything. The reviewer workflow that works is to physically walk the chain of actions first, then record each gardener. Recording first and debugging after is how you burn an hour.
  5. Re-record the one bad gardener, never the line. Every recording is independent, so a mis-timed throw costs you that clone's few seconds.
  6. For the throughput challenges, stockpile. Run the line without you, carry produce to the basket two at a time (one per hand), pile it on top of the dispenser, and dump the whole pile at once to spike the rate. This is how every seed and medicine challenge is cleared.

Room-by-room notes

These are the community 100% guide's solutions, condensed. Where the guide hedges ("I think 5 or 6 clones?"), the hedge is preserved — those are the author's estimates, not measured figures.

Blusher Garden. Set clones to the shortest timer; each clone can throw one fruit per interval that way. Have them throw straight into the input basket instead of passing. Work from the pods furthest from the basket inwards until you approach the goal, then throw the nearest pod's fruit by hand. Around five or six gardeners is the guide's estimate. If long throws keep missing, stand near the basket and catch/redirect by hand.

Bomb Berries. Grow three Bomb Berry plants, one per pod. Put one gardener on timer 2 lobbing each berry as it grows, over the shelves, in the general direction of the input basket — a high arcing underhand throw works best. Ignore the room's stock clone: place your own gardener beside him throwing over the shelf instead, and make sure that gardener steals the berry out of the stock clone's hand once every 2-interval, or the stock clone's timing wrecks the plant's regrowth. Then station catchers at the basket — one gardener can catch and deposit about four lobbed berries, and you can cover three yourself.

Dewshots. Two Dewshot plants, one gardener at each, slingshotting the glob at the Lilypad that sits between the plant and the big funnel. Put a gardener on each receiving lilypad and bounce the glob into the funnel.

Dewshots, the molecule method (higher throughput). Have a gardener grab a Blusher, attach it to a stick, and poke the first Dewshot coming out of the tube from the Lilypads room, then lob the resulting molecule toward the basket — aim close to the basket but slightly above the rim. Put a gardener with the knife at the basket, holding position with small movements, cutting incoming molecules so the Dewshots drop in. For more throughput, build a long molecule by hand (one Blusher followed by about four Dewshots in a line) and walk it against the knife, cutting one Dewshot off at a time into the basket.

Badgertail Farm. This room is a knife relay. Put one gardener in the middle of each group of four pods. The first one cuts each Badgertail in a circle around the stem and finishes by throwing the knife to the gardener in the middle of the other four pods — and before you stop recording, leave it standing ready to catch the knife again when the loop comes round. Use the 4-timer on both of these. Then record the second gardener starting as the knife arrives, cutting its four, and throwing the knife back. Timing matters, so make smooth motions. Once that pair cycles reliably, add four more gardeners, one per pod, grabbing cut fruit and tossing it into the input basket; additional bystanders can catch and hand-throw.

Luftapples. The hardest one. The main collector at the top backs up once it takes more than about three Luftapples per cycle. Start at the back near the throughput board and gently knock two Luftapples at a time off their stems into the collector above. The guide describes it as heavy trial and error, which matches the 5.9% unlock rate.

Laboratory / seed rooms and the three Medicine rooms. The guide gives one method for all of them: automate a line that meets the room's gardener limit unaided, bank the output, carry it over two at a time, pile it on the dispenser, then dump it. Do not fight for a high sustained rate — you are spiking a number.

The traps that waste your first ten hours

  • Recording before testing. Walk the whole chain by hand first. Every recording you make while the plan is still wrong is a recording you delete.
  • One clone per task. The instinct is to give each clone a complete job. The design punishes that: the loop is only seconds long, so a job must be split into "throw", "catch", "deposit" and staffed as separate clones.
  • Fighting the throw. Throwing in VR has no sense of weight, and reviewers consistently report needing trial and error to find the power and angle. A high arcing underhand throw is the community guide's go-to for anything over a shelf. If a throw will not land, add a catcher rather than re-recording the throw for the tenth time.
  • Expecting floaty or bouncy fruit to be reliable. Luftapples float and Dewshots bounce, and reviewers describe both as feeling semi-random. Plan for a clean-up pass by hand rather than a perfect robot solution.
  • Thinking the challenges gate progression. They do not. Progression is by totals collected, so a slow working line always opens the next room — the three whiteboard tiers are for players who want them, and you can come back for them after the campaign.
  • Reading the challenge goals as required. Related trap: the goals are rate targets at a maximum gardener count, and stockpiling then dumping is a legitimate way to hit them.
  • Missing that loop lengths unlock. Early on you only have the short settings; if a task will not fit, it is because you have not unlocked a longer one or because the task needs splitting.
  • Forgetting the stock clone. Bomb Berries ships with a preset gardener whose timing will fight yours. Steal from him or he breaks the line.
  • Assuming a saved room is a finished room. A reviewer reported a clone drifting out of sync when returning to one of the seed rooms. Note that the 11 July 2024 patch fixed a bug where seeds could be permanently destroyed, so some early-2022-era reports of broken seed rooms are historical — make sure your build is up to date (Steam, 2024/2025 patches) before assuming the room is at fault.
  • Never re-optimising. Rooms stay available. Coming back with a later fruit line's tricks is far cheaper than perfecting every room on first sight.

Achievements worth knowing

AchievementWhat it takesWhy it matters
Not a FrogComplete the Central Pumping StationThe first story beat; ~53% of players have it
Ringing SuccessComplete the Root NexusSecond story beat
All Juiced UpComplete the Fuel GeneratorThird story beat
Clockwinder JulesComplete the main story~22% of Steam players finish
[Fruit] Challenge (×9)Hit the highest throughput goal in each fruit roomOne per fruit room; the Medicine and Luftapple ones are the rarest
[Fruit] Seed Challenge (×4)Hit the highest throughput goal in each LaboratorySame stockpile-and-dump method
[Fruit] Seed Mastery (×4)Buy the infinite seed pack for Blusher, Bomb Berry, Badgertail and LuftappleDewshot has no seed pack, so no mastery
Recycling DayDrop a vital object off the side of the ClocktowerThrow a Room Key out of a window; it respawns and you get the achievement
Fire Code ViolationCreate the maximum allowed number of Gardeners in a single roomThe guide gives 25, in any room
Like ThisPlay a certain melody on the pianoThe rarest achievement in the game at 3.9%. There is a recording of Edea on top of the piano: play that melody. The guide notes the starting key as "the 13th key from the left", which may not match every build

Two completion notes. The median completion rate across all 24 achievements is 13.9%, and median playtime is 2h 15m against a median completion playtime of 7h 45m — so most players finish the story quickly and stop, and the long tail is people chasing challenge tiers.

Sources

  • Pontoco, official presskit — https://pontoco.com/the-last-clockwinder-presskit (developer, publishers, release date, platforms)
  • Steam store page — https://store.steampowered.com/app/1755100/The_Last_Clockwinder (official copy, VR-only, 24 achievements, languages, system requirements, review score)
  • Meta Quest developer interview — https://www.meta.com/blog/create-intricate-contraptions-from-your-own-clones-in-the-last-clockwinder-out-today (loop lengths of 2, 4 and 8 seconds, "loop pedal for your whole body"; this is the developer's own description)
  • Wikipedia, The Last Clockwinder — https://en.wikipedia.org/wiki/The_Last_Clockwinder (gameplay structure, plot premise, platform dates, awards)
  • Steam news / patch history — https://steamcommunity.com/app/1755100/allnews/ and https://changelog.gg/games/the-last-clockwinder-1755100 (20 updates; latest 6 Feb 2025 "Bug Reporter Patch", last gameplay patch 11 Jul 2024, plus the seed-destruction fix)
  • Viveport listing — https://www.viveport.com/apps/c673f874-224d-40d7-be42-fe2c93cf3346 (version 1.28, updated 18 Jul 2024)
  • tornadre, "The Last Clockwinder 100% Achievement Guide" — https://steamcommunity.com/sharedfiles/filedetails/?id=2816457003 (room-by-room solutions, molecule method, knife relay, 25-gardener figure, stockpile trick, "13th key from the left"; read via mirrors at https://gamepretty.com/the-last-clockwinder-100-achievement-guide/ and https://steamah.com/the-last-clockwinder-100-achievement-guide)
  • Steam global achievement stats — https://steamcommunity.com/stats/1755100/achievements, as snapshotted at https://steamcozy.com/games/the-last-clockwinder.html (as of 2026-09-19) and https://completionist.me/steam/app/1755100 (median completion, playtime, earlier unlock rates)
  • Achievement/trophy lists — https://100pguides.com/trophies/the-last-clockwinder-trophy-list and https://metagame.guide/the-last-clockwinder-ps5/trophy-guide (the 24 achievements, all room names, Medicine rooms, first/last achievements)
  • UploadVR review — https://www.uploadvr.com/the-last-clockwinder-review/ (room structure, optional challenge tiers, illustrative tier example)
  • Road to VR review — https://roadtovr.com/the-last-clockwinder-review-quest-2-steam (recording mechanic, delete a bot, fruit behaviours)
  • The VR Grid review — https://www.thevrgrid.com/the-last-clockwinder/ (five fruit behaviours, chalkboard goals, teleport locomotion)
  • Suburban Killbot — http://suburbankillbot.blogspot.com/2023/03/now-playing-last-clockwinder-vr.html (seed rooms vs fruit rooms, 250-fruit unlock, three challenges per room, throwing difficulty, seed-room desync report)

Game version: written for the current PC build, last updated 6 February 2025; publicly recorded build string v1.28 (18 July 2024). Console/PICO builds released 2023 carry the same content but were not separately verified.

No official or community wiki exists for this game. Checked: no wiki.gg site for the title, nothing on the developer's own site beyond the presskit, and the Fandom "The Last Clockwinder Wiki" entry listed in Fandom's own sitemap resolves to a "This wiki does not exist" page — so there is no imported data table to check any of the above against, and no second opinion available for the room order, the 250-fruit figure or the 25-gardener cap.

Guide changelog

What has changed in this guide, newest first.

  • 2026-10-02Verified against sources (current PC build - last patch 6 February 2025 'Bug Reporter Patch'; newest publicly recorded build string v1.28, 18 July 2024). Every checkable claim was re-read against the evidence the guide itself cites: the Pontoco presskit, the Steam store page and its global achievement stats, Steam's news API for all 20 tracked updates plus changelog.gg, the Meta Quest developer interview (loop lengths 2/4/8 seconds, the 'around 25' clone ceiling, 'a loop pedal for your whole body'), Wikipedia, the Viveport listing, completionist.me and the SteamCozy snapshot, UploadVR, Road to VR, The VR Grid, Suburban Killbot, and tornadre's community 100% achievement guide through both mirrors. Three corrections. (1) The achievement table's fruit-challenge row read x10, which cannot coexist with the game's 24 achievements - 4 story + 9 challenge + 4 seed challenge + 4 seed mastery + Recycling Day + Fire Code Violation + Like This = 24, the 9 being the six fruit rooms plus the three Medicine rooms; now x9. (2) The progression section called Blusher Garden and Blusher Laboratory 'the most-completed challenge rooms' while the guide's own table puts Lilypads above both (31.9% against 30.6% / 29.4%); now 'among the most-completed'. (3) The 'timer 1 / timer 2 / timer 4' labels were attributed to trophy text; no achievement or trophy description mentions a timer, so they are now attributed to the community guide, which is where they actually appear. Everything else matched: release dates (2 June 2022, 22 February 2023 PSVR2, 15 June 2023 PICO), Unity engine, Pontoco / Cyan Ventures / Robot Teddy, the VR-only PC requirements, the six-language table, the $24.99 base price, both patch dates and the seed-destruction fix, Viveport 1.28, the three-challenges-per-room figure, the 250-fruit unlock, the 25-gardener cap, median and average playtime (2h 15m / 3h 40m), the ~10-hour all-challenges figure, all sixteen room names and all 24 achievements, and every unlock percentage in the room table against the snapshot the guide names. Could not be checked: the Steam review line (96.4% positive from 804 reviews) - the store page's numbers move with every new review and could not be pinned to a dated snapshot; and two room-table rows (Badgertail Laboratory, Luftapple Laboratory) are blank where the cited snapshot carries 9.4% and 8.6%. The guide's opening premise still holds: the Fandom The Last Clockwinder Wiki is closed and no community wiki exists to check against.
  • 2026-10-02Published. The Last Clockwinder, current PC build (last patch 6 February 2025; newest publicly recorded build string v1.28). Built from the Pontoco presskit, the Steam store page and the complete Steam patch history, the Meta Quest developer interview for the loop-length rules, Wikipedia, and the community 100% achievement guide for the room-by-room solutions, the molecule method and the 25-gardener cap; room progression was read off Steam global achievement unlock rates. No official or community wiki exists for this game, so the room order, the 250-fruit unlock and the 25-gardener cap have no second source.