Are you ready for a major adventure? The following guide, which isn’t official, offers a comprehensive walkthrough of Deponia, a game developed by Daedalic Entertainment. The game has a traditional point-and-click adventure game that requires specific facts and scenarios, where the player will encounter.
Gameplay Gameplay: This is a point and click game.
The main menu includes continuation, new game, load/save, settings credits, and quit game.
The perfect plan
Following discussion of the strategy, return at the train station.
Step outside, go down the cable chute. It is behind the tower, and in front of the tower.
Check out Argus along with the other soldiers. Argus declares that the Elysian should not be eliminated, however the Deponian could be.
Go to the The crane Examine the crane’s lever, and you will see how the troops are underneath the magnet.
Make sure you know the route of the route to the crane.
- Visit the pool and take the straw from the pile of needles that are in the bottom of the pool.
- Turn left and go towards the trunk that is open. Rufus emerges from through the window on your right.
- Take the window to the left. Then turn the crank to unlock your French door.
- You will find at the French door. Use your tong.
- Take a look at the pipe in the front. Look for Rufus his hand being visible. Set the fork over the horn.
- Make use of the Horn. It takes the lever off the hood, and then closes it, but opens the canopy’s top.
- Take the canopy up and sit above the wreck.
- The board is a walking board. Walk across it and you will find the platypus will appear. The soft platypus toy creates an sound.
The soldier’s light is focused 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.
- Put the platypus back onto the board.
- Move to the opposite 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 staying near to exit. Then , they automatically leave to the crane.
- Take a trip to the crane. Utilize the lever of the crane to care for the soldiers.
Care for Cletus:
Goal and Rufus arrive at the station and the concourse.
Goal continues to use the platform and the Bailiff is in private conversation with Rufus-Cletus. Bailiff has reiterated that Goal’s memories must be cleared and receive access to the Ascension code.
Rufus-Cletus states that he’ll put the cartridge back to the station.
Take the elevator to the right 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.
You can use the costume by clicking it on the inventory. Rufus puts his costume on the platform.
While in disguise, you should talk to Cletus in complete detail.
Impersonate (Don’t cause me to laugh) Cletus until he shows his birthmark by removing her pink pants.
Pull Cletus Speedos. Use the flagpole to hang it and Cletus is suspended from it.
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On to Elysium:
Goal is aware of the selfish motive Rufus is determined to go to Elysium.
Pick Goal’s cart. Rufus puts his platform.
Argus appears and is aware of the situation. Argus clarifies the reason Rufus is the best candidate to join Elysium because he is not going to sacrifice his desire to attend Elysium.
Look for Rufus and Goal using back-up memory rising to Elysium. Utilize the middle dialogue (Say Goal …) until Rufus gets clear to Goal.
At 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:
Take the elevator down and proceed to the concourse.
Read more. Argus insists on the quicker application of the ascend code by the soldiers. The relay got short-circuited.
The Prime Controller would like his message to the soldiers in Porta Fisco. The Organon is gone.
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’ll be met by Cletus. He is looking for the cartridge and will erase Goal’s short-term memory.
Talk to Cletus. Argus appears. Choose the last dialog – provide the cartridge.
Goal Goal: Watch Goal get up. After a short… discussion, Goal and Cletus return to Elysium.
Escape: Rufus watches the ascension of Goal and Cletus. Argus decides to not let Rufus go , as he knows more than he should.
Check out what happens.
Go to the right ramp and then use to control the flier for the Prime Controller.
Rufus is currently with Captain Bozo.
To save a game , go to your save screen. Choose a blank frame then click save on the right. Check out the image in the frame.
The settings menu includes the ability to adjust volume of speech, music and adjustments to the volume of sound effects. Also, there are options for subtitles, full-screen modes or windows high-resolution videos, and opening options for inventory (one mouse click).
Bonus includes videos within the game.
The main menu can be accessed through the ESC key in game or by pressing the disk on the upper left on the page of inventory.
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 an inventory screen that appears as a handle on top right. Utilize the green buttons at right to move through the next page of the games saved.
By pressing the space bar, you can see the hotspots on the game’s screen.
If you want to save the game select a frame , then select the action you want to perform to save it at the bottom of the screen. Select the checkmark. The saved files 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 mouse clicks left and the right one is activated with a the right click.
The manual is within the game’s installed folder Documents folder. Enjoy reading it.
Tutorial:
Rufus and Wenzel demonstrate the sloppy instructional for the game , fixing the rubbish press.
Continue to play Rufus dialog to understand the game’s tricks.
To look at an item, right-click to open the eyes icon. Check out yin on floor
Find your yin object on the floor. There’s an Yang already available in the inventory.
You can click on Wenzel to go through the tutorial. Learn how to inventory items, mix items in inventory, and learn how to end a dialog.
Make the press junk: When inventory is created, mix the yin and Yang to make the spare component.
Utilize the spare part located in the concealed slot on control panel.
Press the button to the left. The intro is next.
PART 1 – KUVAQ
Leave Kuvaq.
Take the suitcase with you:
Rufus room:Rufus is getting ready to depart Deponia. He has an idea.
Unlock the suitcase under the bed and find an inventory the list. He will require provisions, a toothbrush socks, and a bolt cutter.
Take a look around.
Make sure to check ( right and then left click) the cushion on the bed to obtain green socks.
Examine the older escape plan for the wall. The trunk is also on the right.
Grab your torch as well as the fuel can in the window of the porthole.
Living area Middle flooring: Exit to living area.
Examine the emergency kit.
The door opens to Toni’s bedroom. Intrude and you’ll be nearly Gullotined. Then, take the very hard slip that is tacked onto the guillotine.
Use the the chafing chit on the bathroom door on your left. The bathroom door is open. Remove off the plunger out of inside the door to your bathroom.
Make sure you remove the toothbrush out of the left-over cup from the sink. The toothbrush flies off and hides in the dark corner near the ramp. Be sure to look in the washbasin.
Lock the door to the left of the washbasin. Pick up with you the detergent as well as bolt cutter. bolt cutter.
Examine the toothbrush in that dark area. Rufus requires a more effective strategy.
Living area, bottom stage: Go down the ramp to the lower levels.
Take a look at the closet to the right next to 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 removed.
Look for the mouse hole and find you’ll find a Mouse trap.
Examine the sink. Press the button, and it will instantly remove the pot of water. You will be given the note that is malicious along with take the spoon.
Go to the refrigerator and grab note of the scratchy post-it. Then, open the refrigerator and take the yellow socks.
Make sure that Toni’s coat is hanging close to the door. Get a blue sock.
Find the necessary items: Check the crumbly sofa.
There are wasabi peas, however Rufus requires an appropriate container.
Make use of the oil can over the sink to take an empty containers.
Utilize empty cans on the crumbly sofa to find food (can filled with wasabi peas).
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 would like to have a pair socks.
Put the pot of water on the hotplate in oven, right next to the sofa.
The oven is opened at the lower. Put the notepad within the oven.
Utilize the hand torch on the memos and notes in the oven to ignite. The water will heat 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 boiling.
Use a fork to shake the washing. The color of socks changes and one sock disappears. Instantly, grab another pair of socks.
Get a toothbrush In your inventory, mix the mouse trap with tools to make a traps with bait.
Make use of bait traps placed on your toothbrush, in the corner of the room 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 can’t be shut. Select the bolt cutter on the list. Ready to be packed Ready to use.
Make 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 never late and could be able to catch Rufus.
Unlock the door to the pod.
The suitcase should be stored: Try to place the suitcase in the pod.
Access the storage area under the seat. Remove the battery. Set the suitcase into the storage area.
Make sure the battery is in good condition. Where do I place it?
Utilize your wrench that is leaning against the wall to the right on the side of the ramp.
Outside Toni’s home: Enter Toni’s house. Go through the front door to the lower level and left and you will be right in front of Toni’s house.
Take a look around. Talk to Hannek at the entrance to the tunnel.
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 screwed-in tight mailbox.
Where to put your battery Remain inside Toni’s house , and then go out the middle-level door to be in the rear of the house of Toni outside.
Use the wrench on the seat of pod to gain the seat.
Utilize mailbox on the base plate that is where there was a seat.
Open the mailbox and put your battery in. There the capsule is now ready.
Set the harpoon to a calibrated state Click on the control panel to the right.
Take a look at a closer view of the grid display with the crosshair. The skip X can be found at the high right on the screen.
The lever that moves the crosshair is located on left, while the reset button is located to the right.
The goal is to connect your crosshair aligned with the bar-markers that flash on the railway on the second row from the left, top row.
Click on the slot’s location arrow in this lever, to shift the crosshair towards the desired target at the top left: left right, top right,, bottom right, top right the bottom left, the top right left down, top right and bottom right. I’ve made it!
Talk to Toni. Toni writes an address to Rufus.
and off we go: Light the fuse on the side on the panel by using the torch.
Rufus is reading the letter left by Toni. Screws? OUCH!
Get to know an Elysian Pixie .
Cruiser:
Landing A cruiser travels along the railway line. Rufus is hanging from the chains that are attached to the harpoon, which hit the cruiser.
Click two times on the chains, and then proceed to the chute.
You can see that the suitcase is there. Take the suitcase open and remove your socks and wasabi-based provisions.
Take a look around. Notice that this is the garbage disposal area for the cruiser. The garbage is disposed of in the right side of the chute.
Chutes 3 chutes with hatches at the bottom. Its middle one does not include a grill cover but depicts the cogs turning.
Examine the hatches in the bottom of the left or right chutes.
Examine the hatch-cabinet located on the left side of middle chute.
The hatch can be opened to the middle chute. Utilize provision-wasabi to block the cogwheel in the middle chute in order to stop it. Watch a maintenance arm come out of the side hatch, and replaces the cogwheel that is blocked.
Put the sock in the cover of the hatch – 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 your robotic arm.
The opening of the left chute: Use the robot arm to open the hatch in the chute to open it.
A hole 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 currently at the levers on left. Try the middle lever or left and watch what happens.
The Ms. Goal falls inside the middle chute. Rufus gets trapped and thrown off the cruiser.
Find Ms. Goal:
Rufus arrives at the village gate with an overlook and views of the garbage pile of Kuvaq.
Check for the bulletin board and bull, and the truck on the right. The truck that is locked has dirty windshield.
Turn right and you will 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 guys (Lobo, Gonzo and Micek) who are waiting in the line. Find out about the situation of Ms. Goal is here and they’re waiting for the mayor’s decision who will provide her with shelter. The Ms. Goal is at the assembly hall.
Learn more about their caps. Note the hats they wear. The roofer began making hats.
Take the lever of the machine that is behind Rufus and then take your numbers to be waited for at the counter.
Utilize your magnets from the bulletin board on the left.
Hall of Assembly: The room is near the end of hallway. Check out Goal on the stage.
Discover that Gizmo holds three positions in the emergency department. At present, he’s the doctor. Discover that Goal requires strong coffee to help her wake up.
Take the right exit and look for the doorknob on the left side at the entry point towards the stage. It will open the door that is closed.
Go through the cardboard box, and collect the balloons.
Alley Town Hall: Exit and go into the alley on the left.
Reconnect with Hannek. Know about the detonation procedure.
They are trash-collectors. Hannek owns a collection car keys.
Learn more about the parrot. Talk to the parrot , and discover that Hannek’s wife speaks to it. The parrot will repeat what Hannek’s wife said.
Make sure you check the detonation schedule as well as the blast indicator.
Bar Lonzo: Enter the bar behind the parrot.
Engage with Lonzo in a full and complete way. Lonzo is thinking about brewing an espresso that is strong. Lonzo displays his amazing espresso machine, hidden behind the curtain of red.
Rufus is the one to take over Rufus’s formula for extremely concentrated coffee. Lonzo makes the coffee, if Rufus can bring the required ingredients.
Check out the recipe in the inventory. Click on every ingredient to find out what’s required for energy-rich water, crystal clear water stimulating agent, black powder hot bean , and revitalizing fluid.
Talk with Lonzo for a second time to find out about where to purchase the ingredients.
Pick up the cow poster to the right of the bar The curtains in red from the floor , and then the dart from the left side of the door.
Make espresso.
Search for ingredients and tools at the emergency station:
Find an stimulant.
Remember the words of Lonzo: Doctor. Gizmo might have some very stimulating items inside his desk.
Emergency station Get out of the bar. You will listen for a sound which indicates that the Emergency Station is now in operation.
Visit at the Emergency Station at right. Check around.
You can see a lever at the entryway. It has three options that are middle blue, top green and the bottom red. It is currently in the top green.
There is a circular cabinet behind the chair, which has three lights as well. It is currently on the green doctor’s cabinets.
A porthole is located on high-up on the cabinet that displays how much is in the following container in the cabinet.
Setting for medical: Green on top illustrates the medical setting within the cell to the right.
You must go to the cell, and collect the dental drill as well as the scalpel for dissecting off the tray that is beside the bed.
Make sure you check the happy gas. Make use of a balloon placed on the tank of laughing gas for the balloon to automatically be filled with an balloon that is filled with nitrogen oxide.
Look in the cabinet of the doctor’s office in the back of the chair. 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.
Look through the porthole on the one side of the cabinet. You will look inside for the fire extinguisher.
Look inside the barred cell to find a lockpick that Rufus placed there for an emergency near the bed’s side.
Look for the police box on the to the left in the cell. The box is equipped with feet fetters, and it is upon the floor.
Setup for firefighters: Pull the lever until it is at the bottom, or choose it will be set to red.
Remove off the asbestos-covered gloves from the cell’s wall. the cell.
Find a fire escape at the in the middle of floor. The floor-hatch is removed from the cell. You can see tiny holes in the area which is outside of the cell.
Take the fire escape, and you will see that it is able to be seen onto the overlook at the gate to the village. Return to the village, avenue and emergency station.
Look in the firefighter’s cabinet on the left side of the cell. Find an extinguisher for fire. It’s placed on the floor , along with the foot fetters that came from the police station.
The fire escape hatch is locked: Lock the hatch Take the foot fetters, and put it to close the hole in the floor-hatch. Rufus says that the fetter is too large.
Put the foot fetters in the firefighter’s cabinet empty.
Lift the lever up to middle blue on the police set-up. The baskets on top slide out, and the foot fetter is ripped off the hole in the top, and knocks the handcuffs off of and into the cup of blue.
Grab your handcuffs off the floor.
The lever should be pulled down until the lower the red setting for the firefighter.
Make sure you secure the handcuffs in the opening of the retractable hatch-floor , which is close to the tree.
Rufus will secure the floor to the pole. The floor for the fire escape is now secured.
The lock pick Take the lever to the middle setting of police blue. Check that there is the opening on the floor.
Step outside, walk proceed to the gate in front of the village and climb the pole left side to enter the prison room of the police station.
Pick the lock and pick it on the other side of the bed.
Return to the emergency station through the hole in the floor as well as the village center.
Stimulant: The lever should be pulled up to the top setting of medical green.
Use the lock pick to open the cabinet for medical use.
Use the siringe along with the stimulater. The stimulant must be checked off the list of ingredients in your inventory.
Find hot black powder and bean:
Check out Toni’s store as well as house:
Store of Toni: Step outside the Village Center. Find Toni’s store the bottom left.
Take a look around. Talk to Toni. Learn more about the gift cards for the post office at the counter.
Make sure you take the voucher’s right side from the counter. This has pushed Toni to the edge and she was forced to sit down. Take the voucher again.
Take the left turn and grab the hook from the jar on the right counter. Rufus is hit with hooked on the hands and gets injured. Toni offers his keys to the initial aid kit in the home.
Examine the left side of the grinder door, and the pole to the to the right of the door.
Leave the store and go down to the village center.
The house of Toni: Turn left and go to Toni’s house.
Hot beans. Take the chilli peppers in the left side of the pot. Rufus’ hand burns.
Wear the asbestos gloves for those chilli peppers. The hot beans box has been verified in the recipe the inventory.
Go inside the home. Move to the middle floor and then use the key to access the first aid in the left cabinet in Toni’s bedroom.
Use your medication to calm yourself..
Make sure you have black powder. Take a left into the rear of Toni’s home by the door to the right in front of Toni’s bedroom. Use to the funnel, torch and dud from the floor.
In the inventory, use the scalpel along with the dud to make an amount of black. The black powder is checked against the recipe on the inventory.
Get out of the house and walk back to the Village Center.
Get the three types of water.
Water reservoir:
Turn left and go towards the reservoir of water on the left side of the an alley.
Examine the chimney in Wenzel’s home. The chimney is protected by a cover.
Pull the pipe, and it will go all around 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 house , which was left over 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 obtain the necessary ingredients: clean water, revitalizing fluid (blood of bulls) and water that is energy-rich (car battery).
Take the divining rod off the table. Wenzel wouldn’t give the rod back.
Find the divining rod returned to Wenzel:
Bathroom Then go to the bathroom in the upper left. Check around.
Use your sponge underneath the window.
Keep in mind the pipe from the water reservoir as well as the chimney in the house of Wenzel.
In inventory , you can combine the hook and string together with the balloon filled with laughing gas to create a the balloon that has hook.
Make sure the furnace is checked. Utilize the balloon with hook in the furnace. The hook should keep the chimney cover in place. Open the furnace door.
Basement Back to living room before going down to the basement.
Take a look at the pipe, and find out it is located under the shower.
Utilize the dentist’s drill on the pipe’s lower part and Rufus creates numerous holes.
Get out of the basement and into the house.
The water reservoir Visit the reservoir that runs over Wenzel’s house.
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 is able to flow across the chimney into the sink and into the basement.
Return to the house of Wenzel.
At the bottom, Rufus discovers 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 to the left.
Simply click the water’s crystal clear water. Rufus will not have something to do with clean water that flows from the well.
Leave the home.
Go to Mayor:
Alley 3. Get the three men who are waiting in line out of the way Keep in mind the fact that Lobo, Gonzo and Micek are ahead of Rufus in line to speak to the mayor.
Take a walk down the alleyway. Talk with Hannek once more about the plan for detonation.
Make use of the magnets found on the bulletin board of town hall at the end of the detonation plan near the entrance.
Take a look at the photo of the town on the grid. Set the 3 magnets in the home of the three men waiting for a conversation with the mayor.
Note the roofs of homes. Keep in mind that the roofer currently produces caps. Pick the 3 houses that have roofs similar to those worn by the three men Micek, Lobo and Gonzo. Lobo, Gonzo and Micek.
Put the magnet on the two at the middle of top and the other at the lower part of the picture.
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