Chapter 4 of 7
Cuckoo Clock Walkthrough
Inside an antique clock, Cuckoo Clock is the game's most cerebral chapter. Cody bends time; May duplicates herself. Every puzzle is a multi-step plan where you set up a future state and then exploit it.
| Theme | Time and Regret |
|---|---|
| Playtime | 1.5–2 hours |
| Minigames | 2 (Bomb Run, Horse Derby) |
| Core mechanic | Time & Cloning |
| May's tool | Cloning — creates a clone, moves, then teleports back to it |
| Cody's tool | Time Control — rewinds and fast-forwards objects |
Co-op roles: read this first
This chapter rewards planning in two timelines at once. May's clone persists after she returns to it; Cody's time shifts let you freeze or replay a moving part.
May — Cloning
- Drop a clone, walk away and do something else, then teleport back.
- Clones hold switches and platforms while the real May acts elsewhere.
- Stage the clone before the time puzzle, not during it.
Cody — Time Control
- Rewind or fast-forward gears, pendulums, and moving platforms.
- Freeze a hazard so May's clone can pass; replay it to trip a later step.
- Call the object you're shifting so May times her teleport.
Co-op playbook for Cuckoo Clock
Cuckoo Clock is the most cerebral chapter in the game. Cody bends time and May duplicates herself, so almost each puzzle is a two-timeline plan: you set up a future state, then exploit it. The pairs who struggle here treat it like a reflex game; the pairs who succeed treat it like a plan. The notes below walk you through that mindset. It rewards patience over reflexes. Pairs who pause to plan the timeline consistently beat pairs who rush, because a planned two-second setup saves a minute of restarting the same puzzle.
Communication cadence
Call the object you are shifting or cloning by name. Cody should say "rewinding the gate" a beat before the change lands, and May should answer "cloning on the plate, looping back after" so both know where the real May will be. Because May's clone persists after she leaves it, decide up front which body holds the switch and which one moves — confusion about "which May is which" is the classic stall here. A quick "real me is on the left" removes that ambiguity the moment it appears, before either player wastes a move.
Pacing & difficulty at a glance
The chapter runs about 1.5 to 2 hours. The difficulty is front-loaded into the Clockworks interior, where the temporal puzzles and the Clockwork Bull boss demand patience. The opening hub is relaxed and the closing fall is a fast breather.
| Section | Rough time | Difficulty |
|---|---|---|
| Gates of Time (hub) | ~25 min | 1 of 3 |
| Clockworks (Clockwork Bull) | ~40 min | 3 of 3 |
| A Blast from the Past | ~15 min | 2 of 3 |
Times are editorial estimates for a first clear and exclude replays and the two minigame detours.
Camera & movement
Time puzzles often pull the camera in two directions at once — Cody rewinding an object on one side while May teleports across the room. Keep the pair close during setup so the auto-frame holds both, then let May commit her teleport only when Cody confirms the timeline is stable. On the Blast from the Past descent, use Cody's rewind as a safety net: if a clock hand catches you, rewind and re-time the dash rather than restarting.
If you get stuck
Most Cuckoo Clock stalls come from one of these — check in order:
- Stale clone: a decoy left in the wrong spot gets trampled; reposition May's clone before each Bull charge.
- Wrong timeline: if a gear won't move, Cody may be fast-forwarding when it needs a rewind — confirm the direction.
- Missed minigame: Bomb Run and Horse Derby both sit in the Gates of Time hub; grab them before you descend into the clock.
- Bull decoy fail: the Clockwork Bull commits to the clone, so the real May must hit from the side it is not facing — re-plant if it keeps facing you.
Log both Cuckoo Clock minigames and your boss clear in the Completion Tracker, and open the minigame index for exact spots.
The mental model that unlocks Cuckoo Clock — set a future state, then exploit it — is the same patience later time-based puzzles reward, so the habit you build here keeps paying off well after the chapter ends, and it is worth the slow start for both players.
1. Gates of Time (hub + funfair)
A Bavarian village hub built around the clock's exterior. The two minigames sit in the funfair area and on the rooftops.
Steps
- Learn the clone/time loop on simple gate puzzles.
- Play Horse Derby and Bomb Run in the funfair and on the rooftops.
- Enter the clock interior.
May: "clone on the plate, I'll loop back after."
Cody: "rewinding the gate — go on three."
2. Clockworks + Boss: Clockwork Bull
The inner machinery: gears, pendulums, and the chapter's trickiest temporal puzzles. The boss lives here and is built around clone misdirection.
Steps
- Route power through gears using Cody's time shifts.
- Use May's clone to hold a pendulum while the real May crosses.
- Face the Clockwork Bull.
A charging mechanical bull. May plants a clone as a decoy so the bull commits to the wrong target; the real May and Cody hit its weak point from the side it isn't facing. Reposition the clone each charge — a stale decoy gets trampled.
3. A Blast from the Past
Fall through the clock's timeline: dodge pendulum blades and ticking hands in a fast transition sequence that leads into the next chapter.
Steps
- Time your dashes between sweeping clock hands using Cody's rewind as a safety net.
- Reach the exit and transition to Chapter 5.
Minigames in Cuckoo Clock
Both are in the Gates of Time hub area — easy to grab on the way through.
Bomb Run
In the Gates of Time funfair area. A bomb-carrying race.
Horse Derby
Also in Gates of Time, on the rooftops. A toy-horse race.
Source cross-check
- Chapter order & theme: hone.gg (Chapter 4, Time and Regret, 3 sections). Matches the hub table.
- Tools: hone.gg (Cody = Time Control, May = Cloning).
- Boss: hone.gg names the Clockwork Bull (Clockworks), defeated via clone misdirection.
- Minigames: Bomb Run + Horse Derby both in Gates of Time per minigames.json (powerpyx + playhints cross-verified).
- Pending: fine boss-phase timing pending a PowerPyx cross-check in the next verification pass.