Tumaru
Detarou delivers once again in this challenging yet surreal escape game that also holds a weird sort of logic if you know how to look at it. With five endings to uncover, a depressed man stuck in a wall, accusatory children, and an ineffective superhero, it's every bit as strange as you might expect, and a welcome bit of escaping for your brain.
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Am completely stuck. My only unused inventory item is:
the lighter that doesn't seem to open or light.
My used inventory items include:
The guy with the screwdriver hand, the screwdriver, the lockbox, two keys, and a rock.
I have done the following things that seem to have changed the environment:
I pressed the red button, causing the giant worm-thing to faceplant. I hadn't looked through the window before pressing the button, so I assume that the revealed number wasn't visible before pressing it. I have also interacted with the Panda, sending him up to get stuck in the ceiling.
Things I know I have not figured out yet include:
Getting the paper from the teeth. Opening the 4-digit code lock on the cabinet. Doing somethign with the four posable guys upstairs. Doing something with the pie-wedge/compass thing (probably connected to the picture downstairs in some way).
Any help would be appreciated.
Once I got past that one little snag, this game snapped together no problem!
I've confirmed 3 endings so far, all of which depend on
which, if any, of the ropes by THAT INFERNAL PANDA you pull.
BAD ENDING:
Pull #2 or #4
GOOD ENDING:
Pull #1
NORMAL ENDING:
Don't pull any.
BETTER NORMAL ENDING:
Pull #3.
Putting together a walkthrough right now. I will say that getting that item depends on you
opening that 4-digit drawer lock. The clue for that is fairly close to where the game starts, left of Smushed Man.
Side note: I've confirmed 4 endings so far, all of which depend on
which, if any, of the ropes by THAT INFERNAL PANDA you pull.
#3, oddly enough, isn't the "True End"...just the best one. :D
WALKTHROUGH
Back up from Smushed Man twice, then zoom in on the painting. Note the numeric shapes of the colors, and the N on the sun. Back up, and turn left twice.
Click the bottom of the left cabinet, then open the left door to get Driverman.
OPTIONAL SILLINESS
Use Driverman on the panel below the Toothaphone. This has no bearing on the outcome of the game...it's just funny.
END OPTIONAL SILLINESS
Click the cabinet below Horse Dancer. Use the painting clue to open it:
8623
Take blacklight.
Turn right, enter the left door to Launch Control.
Grab the rock, continue through next door.
WARNING: PANDA INTERACTION DICTATES THE RECEIVED ENDING. SEE ENDING SECTION BELOW FOR DETAILS.
Zoom in on scribble on wall, use blacklight. Note dot positions and how scribble now looks like upside-down Toothaphone. Back out to main room, cabinet walls.
Open right cabinet, right door, to find Slime Head. Use rock on him to get Launch Key.
Back up and zoom in on the Toothaphone. Unlock it using the wall clue from earlier:
Right Center Right Right Left Center Center
Take the paper. It's a clue, but there's something obscuring it.
Return to Launch Control. Click the window if you like to see the Giant Worm. Then click the console to find a locked button. Use the Launch Key to open it, then press it to launch the Giant Worm...right into the dirt. Look back up at the window, note the number and shape.
Go back to the main room, face the doors and stairs, then click the stairs to go up.
Click the box under the table to get the Box Key.
Black up, turn right, then use Driverman under the shelf to turn him into Human Stepladder to reach the top of the shelf. Take screwdriver, then return downstairs.
Go back to cabinet below the Toothaphone, unscrew with screwdriver. Flip switch, back up to open. Take box.
Use Box key to unlock, take Eraser.
Use Eraser on Toothaphone Paper to get clue for Bobbleheads upstairs. Note the hat indicating it's upside down. Go back upstairs.
Position the Bobbleheads according to the paper clue:
Hands up, Right hand out, both hands out, Left hand out.
Watch Johnny Rocket get smashed into the wall, then check his jacket for a clue.
Turn right, then zoom in on console. Use combination of clues from painting and Johnny Rocket's jacket to unlock:
Jacket indicates compass directions. Sun symbol indicates which is North.
Right, Left, Down, Upper-Left, Down, Right.
Take Exit Key, note symbols on wall.
Go back downstairs, face doors and stairs, go to right door. Open with Exit Key to enter Exit Hallway.
Zoom in on controller console on the left. Use clues from Launch Room and upstairs console to open:
Each button has a color matching the locked drawer's buttons, which all had numbers matching the clue in the Launch Room. Combine these to figure out which order to hit the buttons in. Or, if you've forgotten what was what and want a simpler means of figuring out what buttons to hit...
...Just punch in the Konami Code! ...No, seriously, that's the exit combination.
If you haven't bothered with the Panda yet, you can leave now for the Normal Ending, or go back and get a different one.
ENDINGS
NORMAL ENDING:
Do not pull any of the ropes by the panda.
BAD ENDING:
Pull rope #2 or #4, and fall for the Panda's favorite trick. Schmuck.
BETTER ENDING:
Pull rope #3.
GOOD ENDING:
Pull rope #1.
ULTIMATE ENDING:
Pull rope #1, THEN rope #3!
I bet our screwdriver-armed superhero would've been able to open that panel given about six episodes and a good inspirational speech from his teammates and/or love interest.
Then maybe he'll go on to save countless lives by dismantling various appliances such as radios, alarm clocks, and mini computer keyboards and disarming the bombs hidden within.
Yet another good "WTF" dose from Detarou...!
I thought the 'worm' thing doing a faceplant had a certain Pythonesque feel about it.
I also enjoyed getting back at the panda!
Sonic Lover - that "dismantlement" reference made my day. Thanks for the laugh!
yaddab - we all need a "WTF" moment now and then to break up the monotony, and I think Detarou does a good job of that! There are a couple of their escapes I don't care that much for, however; where their weirdness descends into sacrilege if not bordering on blasphemy. The only thing that DOES genuinely creep me out across all their games are the icons used for the save points.
About a month late on this, but I think I owe some folks an apology in regards to one particular section of my walkthrough.
I tend to forget that not everybody knows the Konami Code by heart.
Up up down down left right left right B A
***KABOOOM!!!*** ...Huh. Didn't realize I was playing Gradius III here. O_o;
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Walkthrough Guide
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WALKTHROUGH
Back up from Smushed Man twice, then zoom in on the painting. Note the numeric shapes of the colors, and the N on the sun. Back up, and turn left twice.
Click the bottom of the left cabinet, then open the left door to get Driverman.
OPTIONAL SILLINESS
Use Driverman on the panel below the Toothaphone. This has no bearing on the outcome of the game...it's just funny.
END OPTIONAL SILLINESS
Click the cabinet below Horse Dancer. Use the painting clue to open it:
8623
Take blacklight.
Turn right, enter the left door to Launch Control.
Grab the rock, continue through next door.
WARNING: PANDA INTERACTION DICTATES THE RECEIVED ENDING. SEE ENDING SECTION BELOW FOR DETAILS.
Zoom in on scribble on wall, use blacklight. Note dot positions and how scribble now looks like upside-down Toothaphone. Back out to main room, cabinet walls.
Open right cabinet, right door, to find Slime Head. Use rock on him to get Launch Key.
Back up and zoom in on the Toothaphone. Unlock it using the wall clue from earlier:
Right Center Right Right Left Center Center
Take the paper. It's a clue, but there's something obscuring it.
Return to Launch Control. Click the window if you like to see the Giant Worm. Then click the console to find a locked button. Use the Launch Key to open it, then press it to launch the Giant Worm...right into the dirt. Look back up at the window, note the number and shape.
Go back to the main room, face the doors and stairs, then click the stairs to go up.
Click the box under the table to get the Box Key.
Black up, turn right, then use Driverman under the shelf to turn him into Human Stepladder to reach the top of the shelf. Take screwdriver, then return downstairs.
Go back to cabinet below the Toothaphone, unscrew with screwdriver. Flip switch, back up to open. Take box.
Use Box key to unlock, take Eraser.
Use Eraser on Toothaphone Paper to get clue for Bobbleheads upstairs. Note the hat indicating it's upside down. Go back upstairs.
Position the Bobbleheads according to the paper clue:
Hands up, Right hand out, both hands out, Left hand out.
Watch Johnny Rocket get smashed into the wall, then check his jacket for a clue.
Turn right, then zoom in on console. Use combination of clues from painting and Johnny Rocket's jacket to unlock:
Jacket indicates compass directions. Sun symbol indicates which is North.
Right, Left, Down, Upper-Left, Down, Right.
Take Exit Key, note symbols on wall.
Go back downstairs, face doors and stairs, go to right door. Open with Exit Key to enter Exit Hallway.
Zoom in on controller console on the left. Use clues from Launch Room and upstairs console to open:
Each button has a color matching the locked drawer's buttons, which all had numbers matching the clue in the Launch Room. Combine these to figure out which order to hit the buttons in. Or, if you've forgotten what was what and want a simpler means of figuring out what buttons to hit...
...Just punch in the Konami Code! ...No, seriously, that's the exit combination.
If you haven't bothered with the Panda yet, you can leave now for the Normal Ending, or go back and get a different one.
ENDINGS
NORMAL ENDING:
Do not pull any of the ropes by the panda.
BAD ENDING:
Pull rope #2 or #4, and fall for the Panda's favorite trick. Schmuck.
BETTER ENDING:
Pull rope #3.
GOOD ENDING:
Pull rope #1.
ULTIMATE ENDING:
Pull rope #1, THEN rope #3!
Posted by: An Onyx Mouse | February 29, 2012 5:41 PM