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Deteruyodeteru Escape Walkthrough

Deteruyodeteru Escape

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Deteruyodeteru Escape is another new Japanese point and click type room escape game developed by Detarou. Gather items, solve some puzzles to escape this room. There are three possible endings. Good luck and have fun!

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Deteruyodeteru Escape Walkthrough

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41 comments:

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couldn't sleep, woke up to a new Detarou, found an old man sitting on a pickle and almost choked with laughter.

you've just got to make the samurai amidst the knights smack himself - too funny.
And the ruler plays a role on his stick with a clue...

Hi zoz :)
yep one of those weird games
also got the cucumber plus note from bin and ruler from jacket - but have to go now
leave nice hints for me please :)

nooooo, @Swiss, don't leave! I'm half asleep and getting nowhere (and I usually get nowhere in these games when I'm fully awake)

OK, look at the wormy guys (Red, Green, and Yellow) and count the times they flash. Combine this with the clue from the ruler+stick held by the guy surrounded by knights, and then enter the code in the machine beside the pickle man. Get a key for the next room.

@ZOZ how did you combine that? tried 9646 but didn't work! how did you set the red arrow?

@FacundoNM, I entered 9646 and then clicked on the outer circle to rotate the red arrow until a key appeared. I think the arrow was pointing NW and the symbols were, clockwise from top right: square, circle, star, diamond
Now come help 'cuz I'm stuck in the next room!

worked it out
gave cucumber to girl, took key
now stuck!

did someone opened the locker lock?

well, doh is me! Of course you take the cuke/pickle and give it to the girl who then turns into Wonder Woman and then, tragically, into Donald Trump. Why I didn't think of that, I'll never know.

combined paper hint with machine and picture above tomato
got a white glove
have a "fridge" with YRG lock
Stuck again! jajaja

@FacundoNM, I just now figured out that you could move the picture by clicking on the corners. Good going!

opened fridge thingy with code from inner side of first door (where you finde the depressed guy?) :P

zoz did you open the lock next to the baseball and boxer in the locker???

Hi there... I'm with you... Stuck with a hand in a glove a new golden key and a stamp...

@FacundoNM, I'm afraid I'm falling asleep at the wheel. Good luck, and don't trust any pandas you may encounter! Goodnight :o)

me too zuzana!
I'm guessing the key to move forward is that locker. Tried number of players in each sport but didn't work (182)

@ZOZ hahahaha Have a good night mate! See ya!

076... look at the cabinets...

combine the stick and a hand...
than fix the glasses of the face on the wall

haha... don't forget to save the game... :)

And remember the panda guys plans for traps... :)

Love these weird games!The pickle reminded me of a Family Guy episode... LOL

LOL!!!

OK, managed to got out but I think it was a bad ending (there are 3 apparently)

Will try again tomorrow!

TY zuzana!!! :)

3 Endings found, from worse to best:

End 1, leave by the right door.
End 2, leave by the left door.
End 3, leave by the left door with the stamp.

You're welcome... :)
So I got the best end without realising there were more... :) I seem to get along with these wierdoes... :)

       Anonymous  5/1/12, 1:53 AM  

ROFLMAO - each time, I met that jumping mental-tushy cuss...!!!
(LOL @zoz, Donald Trump...?! Hopefully, you didn't have nightmares...! ☻)

For stamp, put 2nd key in 1st key slot.

Looking forward to @Rookwings's WT...!
♥☺

Detarou’s Deteruyodeteru Escape Walkthrough

ROOM 1
● Go down and to the left.
● Zoom on the 3 figurines in the corner and click each of them; count the times each color flashes. Zoom out.
● Zoom on the view with the machine and the chair; the old man is sitting on a CUCUMBER, click on him to get it. Zoom out and go left.
● Click 2 times on the hanging man and get a RULER from the jacket’s pocket; zoom back twice.
● Zoom now twice on the trash bin to get a PAPER CLUE; zoom back twice and go left.
● Zoom on the 3rd man standing and give him the ruler for a STICK, click on it twice in inventory to see it closer in About Item and click on it again to see the COLORS CLUE; zoom out and move to the left 2 times.
● Zoom on the top part of the machine; combine the colors clue from the stick and the flashes of the figurines; enter the 4-digit code and click on the round dial to set the red arrow in the correct direction, click on the bar under the code and, if done correctly, you can get a SILVER KEY. Zoom back twice and go to the left.
● Use the silver key to unlock the door and enter.

ROOM 2
● Go left. Give the cucumber to the girl and, after her transformation, get a ROUND KEY from the floor; zoom out and move to the left twice.
● Make notes of the symbols on the big painting. Notice it has clickable corners.
● Go right and enter the door you came here from.

ROOM 1
● Go left to the machine and zoom again on the top part of it.
● About Item the paper clue and notice it has to do with the 6 symbols on the big painting and to the one on the top left of the dial. Click on this dial keeping your look on the slot in the top left corner to relate the direction of the arrow to the symbols appearing on this top left slot.
● Zoom back, go left and return to the contiguous room.

ROOM 2
● Go right and click on the corners of the painting according to the paper clue-machine combination to tear the painting down.
● Look at the arrangement of the lockers behind the painting. You should be able to see numbers (3 digits), and if you zoom on the little rectangle to the right, you can see it relates to the lockers in Room 1, but before that…
● Use your round key to open the left locker; get a WHITE GLOVE and look at the COLORS SEQUENCE.
● Go through this opening.

ROOM 3
● Click on the papers the sitting man is reading and notice that left door is good, whereas the right door is bad.
● Zoom down all your way back.

ROOM 2
● Zoom twice on the middle locker and notice you need to press 3 colored buttons in the right order.
● Now combine the colors sequence clue from the back of the little door in the left locker with the colors of the figurines in Room 1 to figure out the sequence these buttons should be pressed and, if done correctly, get the GOLD KEY.
● Move to the right and enter the door.

ROOM 1
● Go 2 times to the right and zoom on the 3rd locker, which needs 3 digits to be opened. Use the ones you saw behind the big painting in Room 2. Click on the bottom bar; get a LONG STICK.
● Combine this long stick with the white glove (no matter which you About-Item first to use the other one with it) and zoom back.
Optional Step:
● Go right and zoom on the top part of the machine. Place the Gold Key in the middle of the dial and retrieve a STAMP from the slot in the bottom part of the machine. Get the gold key back and proceed as normal.

● Go to the door and enter.

ROOM 2
● Zoom 2 times on the face to the top left of the door and use the stick-glove combo to fix the glasses. Zoom back and enter the now unlocked door.

ROOM 4
● Now you face a wall in a room with 2 doors on both sides. Decide which way to go and use the gold key to open any of them (remember the notes from the room with the panda-man).

Detarou’s Deteruyodeteru Escape Walkthrough - Continuing

ENDINGS
End 1, leave by the right door (whether you’ve got the stamp from the machine or not).
End 2, leave by the left door (without having got the stamp).
End 3, leave by the left door (with the stamp).


SOLUTIONS AND SPOILERS

Machine’s 4-digit code
The wooden stick with the colors clue says:
Red_Yellow_Green_Yellow_Right arrow
The colored figurines flash this amount of times:
Red 9; Green 4; Yellow 6.
Solution: 9 6 4 6 / arrow in dial pointing to the right

Corners to click on Big Painting
On the machine, look at the symbol appearing on the top left slot when clicking on the dial.
There’s a DIAMOND when the arrow points to the Upper Left (♢=UL);
There’s a SQUARE when the arrow points to the Upper Right (◻=UR);
There’s a CROSS when the arrow points to the Bottom Right (✢=BR);
There’s a HEXAGON when the arrow points to the Upper Left (⎔=BL);
The sequence in the painting (♢♢✢⎔◻⎔) is then translated as:
UL – UL – BR – BL – TR – BL

3-colored buttons sequence
The positions of the drawn figurines on the back of the little door in left locker of Room 2 are:
M-L-M-R-L-L-M (where L=left, M=middle, R=right).
The left figurine is Red (R), middle one is Green (G) and the last one in the right is Yellow (Y).
The order to press the buttons is then:
G-R-G-Y-R-R-G

Locker in Room 1 with 3-digit code
The lockers behind the big painting are arranged for you to see numbers in them:
Click here to see a screenshot with the code highlighted
Solution is 076

Ah ha! The game that makes me feel normal LOL. Going in... thanks in advance Edgar for the walkthrough!!

I can't get a key to come out of this dang machine!!!!!!!!!!!! GRRRRRRR!!!!!!!
Yes, I followed instructions....my own, that also matched the others' given in comments and WT!
does not make sense!

....and I POPPED it before posting....lolol
My arrow was in the 3 o'clock position, and it didn't help that I was expecting the key to appear in the place below the dials....lol

I can't even play. I click start and I get the column where objects should go and a picture of a girl with Dodoitu of Dodoitu and nothing else. Nothing I click on that pic gets me into the game. sigh

Never mind. Found the down arrow. I'm so stupid.

Don't call yourself stupid, @mimaietta....we all do that ....lol I was stuck there for a bit myself....
I hope you enjoyed the game!

NOTHING can go wrong in may now - Detarou have made this month perfect =D

I sighed a little when I saw Edgar had already posted a walkthrough, but then I spotted premiere's post.
Okay, milady - you've twisted my arm, haha.

All right - before I start, there are four bits of advice I can offer for Detarou games.

1] Scroll over everything and note ALL hotspots. Try them all to see if there's anything you can do.
This will include examining everything in your inventory, to see if it has another view, or sometimes just to find some more craziness. =)

2] Never take the easy option. Make sure you have done everything you can before leaving an area, and return to previous areas in case there's anything left undone there.
Also, lazy people, who like brute-forcing puzzles? Don't bother. Nothing works until you've seen all the clues. =D [I love that]

3] Don't forget to save, especially if you are presented with choices.
You have two save slots, so use them both.

4] Never trust a panda - although it seems panda imposters don't count.

As usual, I write these as I played myself, so there will be quicker ways. I played this edition quite fast, but the walkthrough will be miles long because my mind was going ten-to-the-dozen =)

Here goes, premiere... incoming walkthrough - Blogger? clear the runway ;)

Deteruyodeterou WALKTHROUGH [mark 2]
part one.

You start the game with a top-down view of a girl with armoured gauntlets, looking quite efficient and tough in her pirate-y pose there, but you can't seem to click anything.
Then you spot a nice fat little down arrow and feel a bit silly.

The start view was a poster on a wall, and a delightful dancing tree-guy is stamping down some compost in a pot by the corner.
Zoom in to admire his moves, but otherwise it isn't possible to interact with him.

Back out and left.
Study the three zoom spots and go in to investigate.
Three wormy peg dolls.
I really didn't want to click them in case they started that horrible squirming, but my courage was rewarded. They simply light up. Phew!
Notice that each one flashes a different number of times and note this down.
Red flashes nine times, green flashes four times and yellow flashes six times.
Back away from the nasty things and look at the little old grey ant guy on the seat.
Click on him again and get a top-down view, seeing that he is wearing deely-boppers, so not a real ant. =D
You still have an interaction cursor so click him again...
Haha!!! [yes, zoz, me too, haha].
You scooch him up and find a warm pickle on the seat.
[Did he think it was his little egg and tried to hatch it?]
[I popped him up and down several times to teach him a lesson for his silliness, then remembered I was here to escape, wasn't I.]

The machine to his right has a wide slot under a device.
You can zoom in but nothing is there.

The top surface has four digit spaces and a dial with a red arrow which turns.
Each position changes the shapes in little windows in the four corners.
This smells like a multiple puzzle to me, or may be just one, a very complicated one?

Turn left.

Some poor hippy has been hung for his beliefs, it seems, or is that the natural sleeping position for hippes these days?
Too many recreational substances seem to have taken their toll here, anyway.

Click him to zoom right in and find a ruler sticking out of the green coat's pocket. Get it.

Back out to the full view of this scene and see a rubbish bin.
Bin-diving here rewards you with a piece of paper showing a clue [you guess. Well, it was so neatly folded, eh].

Zoom in on the lockers and discover that you can open the two leftmost doors.
Two rather bewildered-looking guys in turbans are there, but you can do nothing to them.

Go left to the suits of armour sword-posing along the wall.
That third one doesn't blend in very well, and he has a hotspot cursor.
[There seems to be a slight 'imposter theme' going on here, but I may be wrong?]
He eyes you nervously, wondering if you are about to take his lolly-stick, and what the heck you plan to do with it.
Highlight your ruler and swap it for the stick before he can even blink and he won't notice.
In your inventory you can click to turn it and find a colour sequence [red-yellow-green-yellow] ending with a red arrow [the same as the one on that device].

But look, before you zoom away, you still have a hotspot cursor over the ruler [*evil grin*].
[I'm so glad zoz found that early on in the comments, haha. Her lovely sense of wickedness will have encourage other early players =) ]
Don't you just adore plastic rulers?

Deteruyodeterou WALKTHROUGH [mark 2]
part two.


There is no way out of this area yet, so you must have enough clues to solve a puzzle and get an exit open now.

Remember the wormy things and how many times they flash; check out the sequence on the lolly stick and assign each one its number; go to the device and input the numbers [revealed in Edgar's walkthrough]. Click the long button beneath the numbers.....
Nothing happens. Then remember the red arrow after the sequence on the lolly stick - it was pointing right, so click the dial round until the arrow points right - and success!

You have a key, but notice that there is still a key indentation on the device, and that you can put this key back.
Still nothing in the slot below the device.
Hm.... *strokes chin thoughtfully, but grabs key and runs off for now*.

The only other useful place to use this key is in the door lock.

Click to enter the next area.
The door sign says "CLOSE".
A face on the wall [doesn't look alive yet, but, with Detarou, you never know what you may get to throw at it or tweak it later].

Left once is a girl in a peculiar balletic pose.
You've only got your paper clue and a pickle in your inventory, so offer her that and watch the transformation [or press 'skip' if you are really that impatient].....
Who knew pickles were so potent?

AND WHAT THE HELL IS THAT THING????????
His chin looks as if it should be on the other side of him!!, haha.
For the love of all that is decent, put some knickers on it, please!
When he prances to the side, grab that key and look away.

[P.S., I have no idea what Donald Trump looks like, or even who he is, but I always thought Warren Beatty should cover up his chin for the sake of purity too. No one NEEDS to be exposed to that much crevice!]

Left of him is the door you entered by, and left again is a huge picture behind a gigantic tomato.
The picture shows shapes like the ones in the little corner windows on that device.
The corners of the picture shift when you click them.
You need to discover the order.
Apart from that, you can only interact to zoom in on a small image on the right [showing you a plan of the turban-guy lockers].

Return to the previous area and wonder how that shape sequence could tell yoiu the order to click the picture corners.
Turn the dial for a bit and notice where the arrow points when each shape appears.
If you imagine the picture corners are NW, SW, SE, NE, you will see that the cross shape appears only once when the arrow is in one of these positions. [So ignore up, down, left, right arrow positions.]
To put it another way, imagine a square superimposed over that dial circle, and look at the shapes when the arrow is at the corner points only.
You determine that the cross shapes applies to the SE corner.
Hexagon will be the SW corner.
Diamond and square could both be NE and NW, but the clue paper shows the NW as a start position [you hope], so diamond must be NW.
Thusly, square is NE.

Go back into the second area and poke at the picture corners in the correct order and it falls forward, squashing the tomato flat. What a satisfying smacky sound! =D

Ooh, look! Do those fittings look like three digits to you?
A zero, a seven and a six?
Notice the empty spaces in this alcove, around the cupboardy-things. You'll see them.
And that tiny lockers picture is to the right again.

With a key burning a hole in your inventory, stick it in that hole in the left cupboard door and it flings open.

Deteruyodeterou WALKTHROUGH [mark 2]
part three.

Inside the door are little silhouettes of those wormy peg dolls - and it looks like a left-middle-right sequence clue.
The dot in three squares at the top seems to mean that the middle doll should be the first one.
If you remember, the dolls are arranged red-green-yellow, so you can quickly work out a colour sequence from this clue.

There's a hand with a bent finger to get and if you turn it in the inventory you can see a hole in the wrist.
[Haha, this absolutely REEKS of a prodding device to me.]

Click right through this cupboard to get to the other side and see a man in a bad panda costume.
[Again with the imposter theme!]
Look at that little tail; he looks like a pom-pom slipper, but you can't shove your foot in his mouth and run off on him. Shame.
[What's that stinking panda up to now? Why has he used a decoy this time? I've got nothing to squirt, whack or pinch him with......What does he fear from me?]

Despite an array of other possible items, there is only one hotspot - the table - which shows a note, which you can turn over.
Well, that's a great help.
Do I trust it?
All the information that gives me is that I will be presented with two choices. Two doors, it seems.

Okay, back right out to the second area and click the stack of two cupboards and a drawer in the centre.
Colour buttons.
You know the sequence from the clue on the left, so click away and the door bursts forth, revealing a gold key.

Remember that device, and the key indentaion? And the empty slot?
Go - Do it!

Haha! You have your red stamp!
All inked and ready for your good ending "seal of approval" [if you choose the correct door. Damn that panda imposter!]

Take the key back.

Turn around to the lockers and zoom in on the right one, with the three digit locking code.
Enter the 076 that you spotted in the alcove of cupboards and press the long button under the number spaces.
Another turbanned guy and a pole.
Your pole.
With a screw thread on one end.
Use the hand on it and you have a hand on a long pole.
Prodding time!

Return to the face with crooked glasses and use the pole on it.
With great anticlimax, we gently push the glasses so they sit straight on the face.
[Does that tell us that Detarou's studio contains someone with glasses, who they must respect and not prod or nostril-excavate? I'm almost disappointed!]
[I think that's the most genteel thing I have ever had to do in a Detarou game!]

Still, though, not to worry - the door sign has changed to 'OPEN'.

Enter and make sure you have saved.

Left and right are doors - the same doors that the imposter-panda's note depicted.

I ignored the note completely because I have no clue who to trust, and, yay, to premiere and all of us "lefties"!!!! The left door gave me the happy little success riff and the red seal!

[P.S., to premiere:
Although there is a strong left-handed gene in my family, I am mostly right-handed, but I just always have felt compelled to go left first where I have a random choice.
And despite our roads being left-hand drive, I am quite at ease and happy driving on the right in other countries - so it isn't that either.
Any psychiatrists want to jump in here?]

Bless you, Detarou. Another month sorted =D =D =D

@Rookwings, ROTFLMAO! Edgar wrote the perfect "explanation" WT, which we always need, and then you come along with the perfect "entertainment" WT! What more could an Escaper possibly want?

It's so gratifying that someone else shares my sick sense of humor. But, seriously, a "warm pickle" that you "popped him up and down again" on? I'm blushing (not really; I haven't blushed since around 1967).

As for Donald Trump, here's a fairly representative video - notice how he says "syblomatic" for (I think) "emblematic". And this guy wanted to run for U.S. President!
Check out the video here

btw, I'm a leftie and proud of it!

The evil panda's got an understudy?

Thank you, zoz =D
I meant my walkthrough to be more of a companion to Edgar's fine and perfect composition, and premiere DID ask me ;)
I've written quite a few Detarou walkthroughs, having laughed my way through every single game, and now it's starting to be a little compulsive, haha.

By the way, I was simply smacking his cheeks on that seat, I thought I'd taken the pickle already.....how rude of me! [I'll scroll up and check in a bit.]
That would also explain the girl's reaction to it: Fling the squished pickle as far away as possible and change into Wonder Woman. ;)
Well, you would!

So, THAT'S who the Trump is ["trump" is a common local Norfolk word for fart, by the way], although I realise I'm no longer interested in why he is famous - I can see the facial resemblance, and it isn't based on having a chin like someone's bottom! [Like Warren Beatty's is.]

He could possibly have meant "symptomatic" also, but I love the way the next sentence is about the need to send people back to school!!!
He obviously has few brain cells, so must be wealthy, hm?

As one part-leftie to a leftie - you know that a high proportion of geniuses are lefties too? Or dyslexic. Or both. Go figure =)

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