An adventure of epic proportions. Perfect for young readers.

Tumaru


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Rating: 3.7/5 (156 votes)
Comments (22) | Views (8,235)

TumaruDoraDay a little too logical? Not enough dancing horsemen to see you through the night? Haven't had enough dramatic superhero screwdriver cutscenes? Then allow Detarou's latest escape game Tumaru to swoop to your baffled rescue. Once again, you find yourself trapped in a place filled with the strange and the surreal in addition to a whole bunch of unusual puzzles. As usual, the cursor will change to let you know when you can interact, navigation bars will appear at the sides of the screen if you can change perspective, and you can save the game any time you like in the two provided slots with the click of a button.

Tumaru really seems to be trying to set new standards in strangeness, to say nothing player perception. For the most part, the puzzles you'll encounter make a queer sort of sense and generally rely on you paying really close attention to your environment, since clues can often be staring you right in the face. Solving these challenges is definitely rewarding both for that smug enjoyment of a particularly obscure job well done, but also because the strange scenarios you see unfold are more than worth a little head scratching. On the downside, there are a few item uses that feel almost annoyingly abstract compared with the logical puzzles, and none of the endings, of which there are five, offer a whole lot of satisfaction. (Yes, I am demanding validation from a ten minute escape game featuring an emotionally stricken inept superhero!) But if you've got the time to spare and are looking for another bit of escaping delight wrapped up in Deatrou's signature style, Tumaru is a welcome treat indeed. Just try not to think too hard about anything you see inside because, well, those are the sorts of things that keep a soul up at night.

Play Tumaru

Walkthrough Guide


(Please allow page to fully load for spoiler tags to be functional.)

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!

22 Comments

I got the

paper from the denture-phone

, and I can tell it's a clue for

the bobble-head figures upstairs

, but I can't make sense of it, even if I

turn it upside-down like it appears to be.

Anyone else have better luck with it?

Reply

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.

Reply

P.O.P. goes the weasel!

You have to get an eraser for it first!

Reply

Ah!

So it's an eraser, not a lighter!

So how did you

get the paper?

Reply

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.

Reply

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

Reply
Patreon Crew SonicLover February 29, 2012 5:28 PM

I don't know, Onyx Mouse...

As far as I can tell, the first cord doesn't do anything at all.

Reply

Make that 5 endings.

Reply

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!

Reply

SL,

Do you have the sound on?

When I pulled the first cord, I heard a chorus of snazzy music play.

An Onyx Mouse,

Would you mind if I included the whole walkthrough in a single spoiler tag, to save space? :)

Reply

Be my guest. To be honest, I meant to do that m'self, but I kinda flubbed on it...sorry. ^_^;

[Done! Thanks for the awesome walkthrough :) - Trinn]

Reply
Patreon Crew SonicLover February 29, 2012 5:56 PM

...Oh. I guess I didn't notice it because I was looking for visual cues.

Reply

Seriously.

The "worm" is NOT a worm.

I understand the need to be polite in walkthroughs and reviews, but the very point of this series is the nature of that item.

Reply

I didn't know what else to call it, so I just went with what its overall nature reminds me of. Long + Wriggling = Worm in my head, plain and simple.

Reply
Patreon Crew SonicLover February 29, 2012 7:14 PM

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.

Reply
ThemePark March 1, 2012 11:42 AM

So how do you get the code for the locked drawer?

I get that the numbers can be found on the painting, but there's no clue to the order there.

Reply
SkylerF March 1, 2012 2:40 PM

Konami code?

Reply
Patreon Crew SonicLover March 1, 2012 4:19 PM

@ThemePark:

Try the buttons on the drawer. Note how they each turn different colors.

@SkylerF:

Up, up, down, down, left, right, left, etc.

Reply
ThemePark March 1, 2012 4:36 PM

Thanks SonicLover, I had missed that.

Reply

I really do not like these I have decided...so I will not vote would be unfair, I just do not like the randomness of them.

Just thought I would register that thought without skewing the voting

Reply
Meterman70 March 2, 2012 12:51 PM

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.

Reply

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;

Reply

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