Öoo teaches everything through play and has no text at all, which is part of its charm but can leave you unsure what the game expects. This guide explains the basic rules as reviewers describe them, using Inverse, Nintendo World Report and Wayside Shakedown, and then offers general habits for puzzle solving. It deliberately does not give solutions to specific rooms, because finding them yourself is the whole point of the game. Buying questions are on the FAQ page.
1 Where you start
You begin with almost nothing. Nintendo World Report points out that you cannot jump, and all you can do is move until you find a bomb. Inverse describes the opening form as a cute, round head that somehow walks on its own. Wayside Shakedown adds the setting: you are stuck in labyrinthine hallways that happen to be inside a giant winged creature that recently swallowed you. So your first goal is simply to explore until the bomb appears.
2 Two buttons
Once you have a bomb, Inverse explains that you press one button to drop it and another to detonate it, and that is it for controls. Wayside Shakedown describes the caterpillar as a big circular head plus a single segment that doubles as a detachable bomb.
| Action | What it does |
|---|---|
| Move | Walk left and right; the bomb segment trails behind you |
| Drop | Detach the bomb and leave it where you are |
| Detonate | Set it off; if you are on or beside it, the blast propels you |
Steam lists full controller support, so a gamepad works as well as a keyboard. Button assignments are not given in the sources, so check them in the game.
3 Reading the blast
Where you stand when the bomb goes off decides where you fly. Inverse says standing on top of or next to the bomb propels you away from the explosion, and Wayside Shakedown spells out the two basic cases.
4 The second bomb
Nintendo World Report says that at some point you get a second bomb, and Wayside Shakedown describes it as another wrinkle added when you eventually sprout a second bomb segment. The reviews do not spell out the new tricks it enables, and this guide will not either. What matters is the principle Inverse describes: the game shows you a skill you already have and asks you to combine it with everything else. When you gain the second bomb, revisit what one bomb could do and ask what two could do together.
5 Obstacles and the world
| Element | What sources say |
|---|---|
| Frogs | A recurring obstacle. To get them to move aside you need to feed them a fly (Wayside Shakedown) |
| Hidden paths | Uncovered by clever bomb use; the map hides routes to find (Steam store) |
| Layout | Labyrinthine hallways inside a giant winged creature (Wayside Shakedown) |
| Fast travel | Lets you zip back to an earlier section once you have an idea (Wayside Shakedown) |
6 Getting unstuck
None of the reviews used here mention a hint system, so these are general habits that fit how the game is built, not hidden tricks.
Launch up, launch sideways, cross a gap. The answer is usually a new order of known moves.
Keep a mental or paper note of places you could not pass. New abilities often open them.
When an idea strikes, travel back and test it, as Wayside Shakedown did.
With a game this short, a pause costs little and often brings the answer.
7 After the credits
Inverse mentions optional endgame secrets to find after the roughly two-hour main path, and the store promises hidden routes throughout the map. If you enjoyed the ending, it is worth going back through areas you rushed. The bombs and secrets page covers this without spoiling where they are.
You start unable to jump and only gain height through bombs. One button drops a bomb and another detonates it; standing on top launches you up, standing beside throws you sideways, and blasts can carry you across gaps. Later you grow a second bomb segment. Frogs that need a fly and hidden paths are part of the maze, and fast travel helps you return when an idea strikes. When stuck, recombine the moves you already know.
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