Deponia Game Guide & Walkthrough
Are you up for a huge adventure? This guide, which is not official, offers a comprehensive walkthrough of Deponia, a game developed by Daedalic Entertainment. The title is an old-fashioned point and click adventurer that demands precise information and clear situations where the player will encounter.
Gameplay It is a third-person point and click game.
The main menu contains the following options: continue, new game load/save settings, settings, bonus credits, and quit game.
The perfect plan
Following discussion of the strategy, return at the train station.
Take a walk outside, descend to the cable chute. It is behind the tower, and in front of the tower.
Check out Argus along with the other soldiers. Argus states that the Elysian cannot be destroyed however the Deponian could be.
Go to the The crane Examine the crane’s lever, and you will see it is the soldier’s position underneath the magnet.
Make sure you know the route of the route to the crane.
- Visit the pool and use the straw that was taken from the needle stack in the bottom of the pool.
- Turn left and go towards the trunk that is open. Rufus appears out of his right-hand window.
- Take the window to the left. Press the button to unlock your French door.
- Take at the French door. Use your tong.
- Take a look at the pipe in the front. You will see Rufus his hands sticking out. Put the fork on the horn.
- Make use of the Horn. It pulls out the lever on the hood, and then closes it, but opens the canopy’s top.
- Reach the top of the canopy and stand above the wreck.
- The board is a walking board. Walk across it and you will find the platypus will appear. The soft platypus toy produces sounds.
The soldiers’ light focus at the point of exit.
- You can take to the Platypus while standing to the left.
- Cross the board and walk to the right side.
- Return the platypus to the board.
- Turn to the other sides and create a sound by squeezing the platypus. This will cause the soldiers to concentrate on the light beam to the left of the exit and remaining near to exit. After that, they will automatically exit the crane.
- Take a trip to the crane. Make use of the lever on the crane to care for the soldiers.
Care for Cletus:
Goal and Rufus are the first to enter the station, as well as the concourse.
Goal is transferred to the platform, while the Bailiff engages in a private conversation with Rufus-Cletus. Bailiff repeated that Goal’s memory must be cleared and obtain an Ascension code.
Rufus-Cletus states that he’ll put the cartridge back to the station.
Get to the elevator, and then to the platform.
Talk to Cletus. Let them figure it out independently.
Unzip the bag and grab the second costume-Cletus’s clothes.
Make use of the costume by right-clicking it on the inventory. Rufus removes his dress from the platform.
While in disguise, speak to Cletus fully.
Impersonate (Don’t bring me on the edge of laughter) Cletus until he shows his birthmark by removing the pink underwear.
Pull Cletus Speedos. Make use of the flagpole, and Cletus is suspended from it.
Read More : Defeat Miraak|How does one kill Miraak?
On to Elysium:
Goal is aware of the selfish motive Rufus would like to visit Elysium.
Use Goal’s cartridge. Rufus puts him on the floor.
Argus appears and is aware of the situation. Argus gives reasons the reason Rufus is the right person to join Elysium because he is not going to sacrifice his desire to attend Elysium.
Find Rufus and Goal using backup memory that ascends to Elysium. Utilize the middle dialogue (Say Goal …) until Rufus gets clear to Goal.
Returning to the platforms, Goal demands her old memory cartridge be returned. Rufus is the one to take the memory card that was used as a backup.
Take the Original cartridge:
The elevator will take you down proceed to the concourse.
Read more. Argus calls for the speedier application of the ascend codes from the soldiers. The relay got short-circuited.
Prime Controller is looking for him to speak with the troops in Porta Fisco. The Organon departs.
Use to the memory cart that has the ascension code from the machine that reads it.
Cletus Then go to the elevator on your right, and you will be greeted by Cletus. He is looking for the cartridge and will erase Goal’s short-term memory.
Talk to Cletus. Argus is on the way. Choose the last dialogue and provide the cartridge.
Goal The goal wakes up. After a brief… discussion, Goal and Cletus return to Elysium.
Escape: Rufus watches the ascension of Goal and Cletus. Argus decides to not let Rufus leave because he has more than he should.
See what happens.
Go to the right ramp and then use your handle to operate the flier for the Prime Controller.
Rufus is currently with Captain Bozo.
To save your game, visit your save screen. Choose a blank frame, then click save to the right. Check out the image in the frame.
The settings menu contains the ability to adjust volume of speech, music and volume adjustments for sound effects. You can also choose subtitles, full-screen modes or windows high-resolution videos, and the option to open inventory (one mouse click).
Bonus contains the videos from the game.
The main menu can be accessed via the ESC key in game or via the disk located at upper left on an inventory screen.
ESC key also cuts out cutscenes that occur during game play.
The inventory can be accessed through the mouse wheel, or by clicking on the display of inventory, which appears as a handle in the upper right. Utilize the green buttons at right to move through the next page of the games that have been saved.
By pressing the space bar, you can see the hotspots that are displayed on the game’s display.
If you want to save the game choose a frame, and then select the action you want to perform to save it at the bottom of the screen. After that, click the checkmark. Saves can be overwritten , or deleted.
The cursor features two gears, which show an image of the actions of these gears. The left gear can be activated by a left mouse click and the right one is activated with a the right click.
The manual can be found within the game’s installed folder the documents folder. Enjoy reading it.
Tutorial:
Rufus and Wenzel provide a sloppy tutorial to the game by fixing the rubbish press.
Continue to play Rufus dialog to understand how to manipulate the game.
To view the item, click right to open an eye symbol. Take a look at the yin on the floor
Take and take the yin object on the floor. There’s an Yang already available in the inventory.
Select Wenzel to go through the tutorial. Learn how to inventory items, mix items in inventory, and learn how to end a dialog.
Repair the broken press When inventory is created, mix the yin with the Yang to make the spare component.
Utilize the spare part located in the concealed slot on control panel.
Click the button on the left. The intro is next.
PART 1 – KUVAQ
Leave Kuvaq.
The suitcase should be packed:
Rufus room:Rufus is getting ready to go home Deponia. He has plans.
Take the suitcase off the bed and find it’s checklist. He requires toothbrush, food items socks, and a bolt cutter.
Check around.
Make sure to check ( right and then left click) the cushion on the bed to obtain the green sock.
Look up the old escape plan that was on the wall. The trunk is also on the right.
Grab your torch as well as the container of oil in the window for the porthole.
Living area middle level: Exit to living area.
Make sure you have a First Aid Kit.
The door opens to Toni’s bedroom. You can enter and almost get Gullotined. You will be given a very hard slip that is tacked onto the guillotine.
You can take the the chafing chit on the bathroom door to your left. The bathroom door is open. Remove your plunger out of inside the door to your bathroom.
Take the toothbrush out of the left-over cup from the sink. It flies away and hides in the dark corner near the ramp. Be sure to look in the washbasin.
The locker’s door is open left of the washbasin. Pick up your detergent as well as bolt cutter. bolt cutter.
Make sure to check the toothbrush in its dark spot. Rufus requires a more effective strategy.
Living area, bottom stage: Go down the ramp to the lower levels.
Examine the closet just to the left to the left of the sink. There’s no handle, and the cracks aren’t big enough. Utilize the plunger that is in the bathroom in the closet. The panel is taken off.
Examine the mouse hole to discover the mice trap.
Examine the sink. Press the button, and it will immediately remove an empty pot of water. Then, take the note that is malicious as well as also the spoon.
Examine the refrigerator and pick up note of the scratchy post-it. Then, open the refrigerator and take the yellow socks.
Take a look at the coat that is hanging next to the door. Get a blue sock.
Take care of the following: Check the crumbly sofa.
There are wasabi peas there, however Rufus requires an appropriate container.
Utilize the used oil can over the sink to take an empty containers.
Utilize empty cans on the crumbly sofa to access food (can from wasabi beans).
You can take note of the not-so-nice note.
Find socks: Look at one of the three socks available that are in stock. Rufus is looking for a pair of socks.
Place the pot filled with water on the hotplate in oven to the right of the couch.
Unlock the oven from the its bottom. Put the notepad in the oven.
Utilize the hand torch on the memos and notes in the oven to ignite. The water gets heated up.
Make use of detergent in the stove top on the stove. The water will bubble up.
The 3 socks should be placed in the soapy water that is boiling.
Make use of a fork to stir the washing. The color of socks changes and one sock disappears. In a flash, you’ll have another pair of socks.
Get a toothbrush: In your inventory, mix the mouse trap with items to create a traps with bait.
Utilize a trap that has bait to get the toothbrush out of the darkness to obtain you the tooth.
Take the suitcase Return to the top of the stairs to Rufus Room.
Make use of the bolt cutter provisions, a pair of socks and toothbrushes with the suitcase. Check!
The suitcase is not able to be closed. Choose the bolt cutter on the list. Ready to be packed Ready to use.
Create the pod
Wenzel along with Rufus discuss the unsuccessful escape attempts made by Rufus. Wenzel advises Rufus that Rufus is in danger because the Organon constantly on the move and may be able to catch Rufus.
The pod’s door is open. pod.
The suitcase should be stored: Try to place the suitcase in the pod.
Access the storage area beneath the seat. Remove the battery. Set the suitcase into the storage area.
Examine the battery. What is the best place to put it?
Use this wrench that is leaning against the wall to the right from the ramp.
Outside Toni’s home: Enter Toni’s house. Go through the front door to the lower level and left to face Toni’s house.
Check out the outside. Talk to Hannek who is standing near the tunnel’s entrance.
Examine the chili pepper on the on the right side of the door as well as the doorbell.
Verify the mailbox. Make use of the wrench on the screw to tighten the mailbox.
Where to put the battery Remain inside Toni’s home and exit the front door on the middle to the rear of the house of Toni outside.
Use the wrench on the seat of pod to take a seats.
Make use of the mailbox located on the baseplate that is where you had your seat.
Open your mailbox and put your battery in. There the capsule is prepared.
Set the harpoon to a calibrated state To calibrate the harpoon, go to the control panel on the right.
Take a look at a closer view of the grid display with the crosshair. The skip X appears at upper right corner of the screen.
The lever for moving the crosshair is located on left, while the reset button is located to the right.
The objective is to align the crosshair in line with the blinking bars-markers on the railway on the second row from left upper row.
Click on the slot’s location arrow on the lever and move the crosshair towards the desired target at the top left: left down top right, down the top left lower right and top left left down, top right and bottom right. I’ve done it!
Talk to Toni. Toni sends an address to Rufus.
and off we go: Light the fuse to the left of control panel using the torch.
Rufus is reading the letter left by Toni. Screws? OUCH!
Get to know an Elysian Pixie .
Cruiser:
Landing A cruiser is traveling along the railway line. Rufus is hanging from the chains of the harpoon, which hit the cruiser.
Double click on the chains, and then proceed to the chute.
The suitcase is in the room. Take the suitcase open and remove your socks and wasabi-based provisions.
Check around. You will see that this is the garbage disposal area for the cruiser. The garbage is disposed of onto the right side of the chute.
Chutes There are three chutes with hatches at the bottom. In the middle, the hatch does not include a grill cover but depicts the cogs turning.
Examine the hatches in the bottom of the left as well as right-hand chutes.
Make sure you check the hatch-cabinet that is on the left side of middle chute.
The hatch can be opened to the middle chute. Make use of the provisional-wasabi feature on the cogwheel in the middle chute, to stop it. Look for a maintenance arm that comes out of the side hatch, and replaces the cogwheel that is blocked.
Put the sock in the hatch cover itself , not on the maintenance arm. Repeat until you have the sock over the cover of the hatch.
The hatch should be opened and begin to take off the robotic arm.
Access the right chute’s door: Use the robot arm to open the hatch on the chute to open it.
A gap in the grill is cut.
Ms. Goal:
A real live Elysian pixie, Ms. Goal arrives above. The Bailiff confronts her. They are waiting for the Prime Controller to take action her. Goal. They have a plan to deal with Goal. Goal.
Rufus to save the day: Enter the hole on the grill at the left chute.
Rufus is now on the levers to the left. Make use of the left lever or middle lever and watch what happens.
Mrs. Goal falls inside the middle chute. Rufus gets trapped and thrown off the cruiser.
Find Ms. Goal:
Rufus is a villager who lands at the gate with an overlook and views of the garbage pile of Kuvaq.
Check your bulletin boards, the bull, and the truck to the right. The truck is locked and has a dirty windshield.
Take the left turn to arrive located at Village Center.
Town Hall You can go straight to where people are gathering.
Speak to Lotti her receptionist. Talk to the three men (Lobo, Gonzo and Micek) who are waiting in the line. Discover about the situation of Ms. Goal is here and they’re waiting for the mayor’s decision on whom she will shelter. The Ms. Goal is at the assembly hall.
Learn more about their capes. Note the hats they wear. The roofer began making hats.
Lever the machine that is behind Rufus and get your numbers to be waited for out of the machine.
Utilize one of the magnets from the bulletin board to the left.
Hall of Assembly: You will enter the hall near the end of hallway. Look for Goal on the stage.
Find out that Gizmo has three posts in the emergency department. He is currently an emergency doctor. Find out that Goal requires strong coffee to help her wake up.
Take the right exit and look for the doorknob to the left at the entry point towards the stage. It will open the door that is closed.
Examine the cardboard box and then take the balloons.
Alley Town Hall: Exit and walk into the alley to the left.
Reconnect with Hannek. Find out about the detonation strategy.
They are trash collectors. Hannek has a stash of car keys.
Find out more about the parrot. Talk to the parrot , and discover that Hannek’s wife speaks to it. The parrot repeats the words that Hannek’s wife said.
Review the detonation strategy along with the blast warning.
The bar of Lonzo’s: Enter the bar behind the parrot.
Discuss everything with Lonzo. Lonzo contemplates brewing an espresso that is strong. Lonzo displays his amazing espresso machine in front of the curtain of red.
Rufus is the one to take over Rufus’s method for extremely concentrated coffee. Lonzo can make the coffee, if Rufus can bring the required ingredients.
Check out the recipe in the inventory. Mouse over each ingredient to find out what’s required to make energy-rich water, crystal clear water stimulating agent, black powder revitalizing fluid and hot bean.
Talk with Lonzo again , to gain clues about where to purchase the ingredients.
The cow poster left of the bar and the blue curtain from the floor , and then the dart left of the door.
Make espresso.
Search for equipment and other ingredients at an emergency station:
Take a the stimulant.
Remember the words of Lonzo: Doctor. Gizmo might have some very stimulating items inside his desk.
Emergency station Leave the bar, and you will hear a sound that signifies that the Emergency Station is now in operation.
Visit at the Emergency Station at right. Check around.
There is a lever near the entryway. It has three options that are middle blue, top green and the bottom red. It is currently at the top green.
There is a circular cabinet behind the chair, which has three lights too. It is currently located in the green doctor’s cabinet.
A porthole is located on top of the cabinet which will reveal what’s inside the second container in the cabinet.
medical setting Green on top illustrates the medical setting in the cell on the right.
Visit the cell and collect the dental drill as well as the scalpel for dissecting out of the tray on the bed.
Make sure you check the happy gas. Utilize a balloon in the tank of laughing gas for the balloon to automatically be filled with an balloon filled with Nitrous oxide.
Look in the cabinet of the doctor’s office on the left side of the bed. It’s locked.
Setting for police: Pull the lever until it is in the middle or at a blue setting.
Look for a handcuff on the blue cup that is above the desk.
Examine the porthole at the one side of the cabinet. You will look inside for the fire extinguisher.
Examine the cell with the barred and discover a lockpick Rufus placed there for an emergency on the side of the bed.
Examine the police box to the to the left inside the cell. It has feet fetters, and it is upon the floor.
Setup for firefighters: Pull the lever towards the bottom or to it will be set to red.
Remove off the asbestos glove from the cell’s wall. the cell.
Find a fire escape at the right in the middle on the ground. The floor-hatch can be pulled out of the cell. See tiny holes on the side which is outside of the cell.
Take the fire escape and notice that it emerges onto the overlook at the gate to the village. Return to the village through the alley, and to the emergency station.
Examine the cabinet for fire fighters located to the left of the cell. Take out an extinguisher for fire. It’s placed on the floor , along with the foot fetters that came from the police station.
Secure the fire escape hatch Take the foot fetters, and put it in the tiny hole on the floor hatch. Rufus says that the fetter is too large.
Put the foot fetters in the firefighter’s cabinet empty.
The lever should be raised to the middle blue on the police set-up. The top baskets come out, and the foot fetter is ripped off the hole in the top, and knocks the handcuffs off of in the blue cups.
Remove your handcuffs from the floor.
The lever should be pulled down until the lower Red firefighter set.
Put the handcuffs into the hole in the retracted floor of the hatch, close to the tree.
Rufus will secure the floor onto the pole. The floor of the fire escape is now secured.
Find the lock pick The lever should be pulled to the middle setting of police blue. You can see the hole in the floor.
Take a walk outside, and then go proceed to the gate in front of the village and climb the pole to the left to get inside the prison cells of the station for emergencies.
Use the lock and pick it on the other side of the bed.
Re-enter the emergency center via the hole in the floor as well as the village center.
Take a stimulant Lift the lever to the medical-grade green top setting.
Use the lock pick to open the cabinet for medical use.
Use the siringe along with the the stimulant. The stimulant must be checked off the inventory of the recipe.
Find hot black powder and bean:
Visit Toni’s store and house:
Store of Toni: Take a walk outside and enter the Village Center. Visit Toni’s store on the lower right.
Take a look around. Talk to Toni. Find out about the gift vouchers for post offices at the counter.
Take the voucher’s right side from the counter. This has pushed Toni to the edge and she was forced to sit down. Take another voucher.
Take the left turn and grab an hook from the jar located at the right counter. Rufus has Hooks in his hands and gets injured. Toni provides his access to the key for the First Aid kit in the home.
Examine the left side of the grinder door as well as the pole that is to the right of the door.
Take the exit from the store and walk down to the village centre.
The house of Toni: Leave the house and head to Toni’s house.
Find hot beans. Make sure you take the hot chilies that are in the left side of the pot. Rufus’ hand burns.
Make sure you use asbestos gloves when handling those chilli peppers. The hot beans box has been taken off the recipe the inventory.
Go inside the home. Move to the middle floor and then use the key to the initial aid located on the left side of the cabinet of the bedroom of Toni.
You can take to take calmer.
Make sure you have black powder. Take a left towards the rear of Toni’s home by the door to the right in front of Toni’s bedroom. Use your funnel, torch and dud from the floor.
In the inventory, use the scalpel and dud to make an amount of black. The black powder will be checked against the inventory recipe.
Get out of the house and walk back to the Village Center.
Find the 3 types of water.
Water reservoir:
Turn left and go to the reservoir for water at left side of the avenue.
Examine the chimney in Wenzel’s residence. The chimney is protected by a cover.
Pull the pipe, and it turns through the Water tank.
Release the chain-tap on the reservoir, and watch as the water is dripping out.
Check Wenzel’s house:
Wenzel Reverse to lower levels.
Enter Wenzel’s home, which is left behind from Toni’s home. Discover that Wenzel got Rufus Things.
Talk with Wenzel and find out what the divining rod Rufus his father gave him.
Learn about the best places to find the essential ingredients: crystal sparkling water, revitalizing liquid (blood of bulls) and water that is energy-rich (car battery).
Take the divining rod off the table. Wenzel will not take the rod back.
Receive the divining rod returned to Wenzel:
Bathroom Bathroom: Go to the bathroom in the upper left. Take a look around.
Make sure to place this sponge underneath the window.
Think of the pipe that connects the reservoir for water and the chimney in the house of Wenzel.
In inventory , you can combine the hook and string together with the balloon filled with laughing gas. This will result in a an inflatable with hook.
Make sure the furnace is checked. Utilize the balloon with hook that is inside the furnace. Check the hook to secure the chimney cover. Keep the door to the furnace open.
Basement Back to living room, and then go down to the basement.
Examine the pipe and discover it is located under the shower.
Utilize the dentist’s drill on the pipe’s lower part and Rufus drills numerous holes.
The basement is exited and you’ll be in the house.
Reservoir for water: Visit the reservoir of water that is located above Wenzel’s home.
The pipe is pushed. The lid is raised to hold the pipe up over the chimney of Wenzel.
Then, pull the faucet of the reservoir. The water runs across the chimney the sink and finally the basement.
Go back to the house of Wenzel.
Then, in the cellar Rufus realises Wenzel hit a well as evidenced by the clear water that is dripping from the floor.
Wenzel turned left for the town hall. Go to town hall. rod for divination on the left.
You can click on the well’s crystal clear water. Rufus isn’t going to do something to do with crystal clear water coming from the well.
Get out of the house.
Go to Mayor:
Alley The 3 men in line to leave Keep in mind this: Lobo, Gonzo and Micek are ahead of Rufus in line to speak to the mayor.
Take a walk down the alleyway. Talk with Hannek again regarding the plan for detonation.
Utilize the magnets from the bulletin board of town hall in the plan of detonation near the entrance.
Take a look at the photo of the town as the grid. Put the 3 magnets on the home of the three men waiting to speak to the mayor.
Pay attention to the roofs on the homes. Keep in mind that the roofer currently creates caps. Choose the three houses that have roofs similar to those worn by the three men three men – Lobo, Gonzo and Micek.
Attach the magnet to the two at the middle of top and on the middle lower part of the picture.
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