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Walkthrough The Many Pieces of Mr. Coo — Guide

A detailed guide on completing all episodes of the game, solving puzzles, finding objects, and so on.
Walkthrough The Many Pieces of Mr. Coo — Guide
Author
Andrey Pavlenko
Date of publication
14 September 2023

Walkthrough The Many Pieces of Mr. Coo

The game is divided into several scenarios, each of which is available for replay after completion. The game has a "Hint Guide" that players can use if necessary.



Episode 1

To get started, click on the arrow on the main screen. Activate the apple above the character, then open the surprise box.

Episode 2

First interact with the curtain, then pull the rope. Examine the doorway. Use the handle to open the curtain. Press the blue button twice, then the red one. Then use the pen again to create a highlight. Note: To update the image, pull the lever on the side. As soon as a monkey with a hook appears on the stage, activate the lever on the gaming device. When the monkey checks the stage exit, immediately press the red button on the hatch behind him. Take the hook. Interact with the white hand on a makeshift stage.



After a short video fragment, activate the box behind you. Go to the place where the light stopped and pull out a surprise from the bushes. Then follow the light trail to the top of the hill and tap at the bottom of the screen.

Episode 3

Use different methods to try to open the chest. When you hear a bird sound, look up and press the birditsu. Take the fallen feather and use it on the chest. Then interact with the character and the box.

Episode 4

Activate the apple. Look at the animation where the apple becomes a seed and the main character is in the egg.


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Episode 5

We wake up from a poke at us. We go down, using the chick's beak as a step. We pull the chick by the beak and leg. From the impact we stick into the wall of the egg. We return to the chick's head and fall asleep. In a dream we realize what to do next. We descend in delight, pull the chick by the leg, and quickly interact with our figure to avoid being hit. Then click on the chick’s leg again. To free yourself, click on the chick's beak three times and go to the next level.

Episode 6

The character is on the back of a fast-moving chicken inside a circle. Note the pot of apple seeds that can grow into an apple. Using the pointer, move to the left. Open the top window in the tower and activate the lamp when the chicken passes by. Note: Follow the steps described while the chicken is running by.



We alternately interact with the pig’s head, then with its back part. Click on the chicken passing by.

We evaluate the result. We poke at the green demonic creature. Pull the red gear wheel three times, activating the demon's thoughts. When a chicken is nearby, click on the formedvarnish. After you capture the cloud, activate the empty space next to the magic lamp. After receiving the book with tips and noticing the mushrooms that appear, click on them to create a path for the frog. Modify the red demon's umbrella to make it look like a mushroom cap. Invite the frog to move to another place. The demon with two heads now quickly leaves, leaving behind a pot of seeds. Create another cloud above the demon's head, walk past, grab the cloud and rain it over the pot of apple seeds. Watch the result. Activate the new apple.



Episode 7

Enjoying a fresh apple. Get rid of the worm that the chicken is chasing. Actively press the worm to make it move a certain way. Lead the worm to the garbage heap so that the chicken climbs inside after it. Watch the video clip. While the trash monster is chasing your hero, find the gold coin where the demoness used to be.

Form a path from the mushrooms to the coin, then transfer the coin to one of the mushrooms. Bring the mushrooms with the coin to the piggy bank and activate the last mushroom so that the coin falls into the piggy bank. Watch the following video clip.

Episode 8

When Mr. Koo runs past the piggy bank with the sword in it, activate the sword. The hero will take it. Watch the ending video.



Episode 9

Are we in the antique vault??ara. Now we have the ability to control different parts of Mr. Koo: his head, legs and body. We need to find the lower and middle part of his body. We organize a path for the head to a glass bottle closed with a cork. Inside this bottle is our old friend - the red demoness. We sequentially select the objects shown in the screenshot to help the head reach the bottle. As soon as this happens, the bottle falls and the cork falls out.

The head deftly grabs the cork with its teeth. Then we try to hit the skull on the clock with a cork to change the position of the hands. But it fails. We re-organize the path to the clock mechanism and try to scroll it. We look at the solution in the image and click on the small button to change the figure on the clock. We make another pass along the same route.

After a short video, we see how our body appears in a cage and asks us to find the key to unlock it. When we do this, we discover a new location behind the dial and move there. We also take the bottle with the demoness with us, rolling it in front of us. We pass by the tied green demon and move on. Click on the dark space under the arch and discover the lower part of the body.

Please note: To switch between the head and bottom, use the right mouse button. Using our feet we knock out a brick, which becomes complementary??solid support for the head. The head then jumps onto a wooden bar, which flips the bottle back into an upright position. We climb it, and the demoness helps us move onto the brick. Grabbing the rope, we cross the space to the steps.

We find the key near the statue and, after walking up the steps, we take it in our teeth. We insert the key into the keyhole. Using our legs, we activate the mechanism, opening the cage door, and a brick falls inside. Grabbing the key, we fold it down, then look inside the cage. By pressing the pedal with your feet, we insert the nose deeper into the hole, which turns into a step. We move on to the chair, then to the brick and further along the steps. We press on the suspended stirrup. After the first stirrup has flown out, press on the head to free the nose, and then on the stirrup.

The head grabs the stirrup with the teeth. We knock with our feet on the column in the cage, and a tail appears from the box, grabbing the second stirrup. The head, holding the stirrup, penetrates into the tower, where it meets the legs. Then a monster with a propeller appears from the box and begins to threaten us. On the pedals, we dodge the monster and press on the tail. Then we switch control to the head. Pointing to the monster, we invite the head to take action.

The head blows on the propeller and the monster rises, reaches for the lever and lowers it. The cage door opens, releasing the prisoners.

Ep??zod 10

We are in an antique dealer's closet. In this section we have the opportunity to manipulate different parts of Mr. Koo: his head, legs and body. We still need to find its lower and middle parts. We develop a route for the head to reach the glass bottle with a stopper. Inside the bottle there is a familiar red demoness. Consistently click on the objects shown in the screenshot, helping the head reach the goal. Ultimately, we and the bottle end up on the ground, and the cork is thrown out of the bottle. The head grabs the cork with its teeth.

Using the cork, we try to target the skull wearing the hat on the clock in order to move the hands on the dial. This fails.

We then begin the climb again, this time towards the clockwork to wind it down. The solution can be seen in the screenshot. Then click on the small button on the dial to change the statue on the clock.

Having repeated this path, we see a short video where our body appears in a cage, offering to find the key to open the lock. The dial falls away, revealing the entrance to a new location. We head there, taking with us a bottle with a demoness. When moving forward, the bottle rolls in front of us.

Passing by the shackled green demon, we continue moving. Then click on the dark area on the left under the arch. We meet the lower part of our body.

Note: for penTo switch between the head and lower body (legs), use the right mouse button (RMB).

Using your feet, push the brick outward so that it becomes an additional step for the head.

The head jumps onto a wooden board, which flips the bottle vertically. We climb on it. The leg, with the help of the demoness, pushes us so that we fall onto the brick. The head then grabs the rope in its teeth and jumps onto the steps against the wall.

Having noticed the key near the sculpture, we go up the steps to it. We grab the key with our teeth and insert it into the keyhole of the cage door.

Using our feet, we activate the pedal, forcing the door to open and, as a result, the key pushes the brick-step inside the cage.

Grabbing the key with your teeth, we lower it. Click on the hole in the door to insert our inquisitive nose there.

Using your feet, press the pedal again, pushing the nose of your head deeper into the door opening, turning the nose into an additional step. Then we jump onto the chair.

We move to the brick, then to the shelf. Using the nose as a springboard, we jump onto the steps. We continue moving up and press the attached stirrup.

The first stirrup flies out through the window. We press on the head to free the nose, and then on the stirrup. We watch how the head lets go of the nose and grabs the stirrup with its teeth.

Using your feet, knock on the pillar inside the prison cell. From the boxa blue tail pokes out, grabbing another stirrup. The box falls to the floor. The head flies inside the tower, meeting the legs.

A monster with a tail and a propeller crawls out of the box and threatens us. Using our feet, we quickly move behind the monster and step on the tail of the green creature, forcing it to turn to face us. RMB to switch to head actions.

We click on the monster, then on the head, inviting it to act. The head blows on the propeller, and the monster rises into the air. Then it hooks its tail onto the lever and lowers it. The prison cell door swings open, releasing the prisoners.

Episode 11

Let's watch a short video scene. After the hands turn the key in the lock, the cage begins to move and becomes the head of a huge spider. In the open cage, only the body and arms remain. As soon as the iron spider takes a few steps and moves into the open passage, we immediately run away and hide under the clown’s head.

Note: If you did not manage to escape in time, then go to the next location and wait for the spider to throw your body into the fire. The game ends and the episode automatically restarts from the moment the spider appears.

Once the head is inside the clown's head, the spider places the clown's head on top of the cage and goes to the right.

Rotate the gear on the right until a spring appears. Then ak?We move the lever on the left. We watch how the lid of the cage rises, and our body with arms jumps out. We click on the body, and our arms and legs are saved from the hot lava.

Click on the piano chair. Then we activate the legs so that they connect with the body and arms. Then rotate the gear wheel on the right until the “exit” symbol appears. Coming out of the clown's head, we connect with the rest of the body.

Episode 12

We perform the last musical track. All the characters in the game gather in the storage room. We are waiting for the credits to appear. Hold down the left mouse button to speed up the scrolling of the titles. Then the real celebration begins in the pantry.

We watch how the musicians transform and wait for the last musical chord.