Are you ready for a major adventure? The following guide, which isn’t official, offers a comprehensive deponia walkthrough, a game developed by Daedalic Entertainment. The game has a traditional point-and-click adventure game that requires precise information and clear situations where his character is likely to be placed.
Gameplay It is a point and click game.
The main menu includes continuation, new game, load/save settings, settings, bonus credits, quit game and continue.
The perfect plan
Then, after discussing your plan, return at the train station.
Take a walk outside, descend to the cable chute. It is behind the tower and to the front of the tower.
Read about Argus along with the other soldiers. Argus declares that the Elysian should not be eliminated, however the Deponian is a possibility.
Go to the Crane: Examine the crane’s lever and notice how the troops are underneath the magnet.
Make sure you know the route of the pathway leading to the crane.
- Visit the pool and take the straw from the needle stack that are in the bottom of the pool.
- Take a left turn towards the trunk that is open. Rufus emerges from through the window on your right.
- Turn left to open the window. Then turn the crank to unlock your French door.
- You will find at the French door. Pick up your tong.
- Take a look at the pipe in the in the foreground. You will see Rufus’s hands sticking out. Set the fork over the horn.
- Utilize the Horn. It pulls out the lever on the hood and shuts it, but opens the top of the canopy.
- Take the canopy up and stand above the wreck.
- Take a walk over the board and the platypus will appear. The soft toy of the platypus creates an sound.
The soldiers’ light is focused at the point of exit.
- You can take to the Platypus while standing to the left.
- Take a walk over the board to right side.
- Return the platypus to the board.
- Move to the opposite direction and then make sound by squeezing the platypus. This will cause soldiers to direct on the light beam towards the exit and remaining near to exit. After that, they will automatically exit the crane.
- Visit 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 is transferred to the platform, while the Bailiff engages in a private discussion with Rufus-Cletus. Bailiff repeated that Goal’s memory must be cleared and receive an Ascension code.
Rufus-Cletus has said 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 sort it all out on their own.
Take the bag open and find the second costume-Cletus’s clothes.
You can use the costume by clicking it within the inventory. Rufus puts his costume on the platform.
While in disguise, speak to Cletus in complete detail.
Cletus mimics (Don’t cause me to laugh) 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.
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 arrives and notices the situation. Argus gives reasons the reason Rufus is the right person to join Elysium since he won’t compromise his own desire to be in Elysium.
Look for Rufus and Goal using back-up memory rising to Elysium. Use the middle dialog (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 Cartridge that was originally used:
The elevator will take you down proceed to the concourse.
Read more. Argus calls for the speedier execution of ascension code by 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 your memory cart that has the ascension code from the machine that reads it.
Cletus Cletus: Go to the elevator to the right, and you will be greeted by Cletus. Cletus wants the cartridge, and will erase Goal’s brief term memory.
Talk to Cletus. Argus appears. Choose the last dialogue and provide the cartridge.
Goal The goal wakes up. After a brief… discussions; 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.
Make a right turn on the 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 the save button on the right. Look at the image in the frame.
The settings menu includes the ability to adjust volume of speech, music and volume adjustments for sound effects. You can also choose subtitles, full-screen option 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 by pressing the disk on the upper left on the page of inventory.
ESC key also cuts out cutscenes that occur during the game.
The inventory can be accessed through the mouse wheel or clicking it on the display of inventory, which appears as a handle in the upper right. Utilize the green buttons at right to navigate through the pages that follow the games saved.
The space bar is used to show the hotspots on the game’s display.
For saving a video game choose a frame, and then click on the action desired to save it at the bottom of the screen. After that, click the checkmark. The saved files can be overwritten or deleted.
The cursor features two gears, which show an image of the operation of those gears. The left gear can be activated by mouse clicks left and the right gear is activated by the right click.
The manual is in the game’s installed 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 how to manipulate the game.
To look at the item, click right to make use of an eye symbol. Check out yin on floor
Find and take the yin item that is on the floor. There’s an Yang that’s already in stock.
You can click on Wenzel to go through the tutorial. Learn how to inventory items, mix items in inventory, and how to close a dialogue.
Repair the broken press in inventory, combine the yin with the Yang to make an spare component.
Utilize the spare part located in the unnoticed slot on the 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 to see it’s the list. He will require provisions, a toothbrush socks, a bolt cutter and a toothbrush.
Take a look around.
Take a look ( right and then left click) the cushion on the bed to obtain green socks.
Examine the old escape plan that was on the wall, and on the trunk to the right.
Grab torch and put it in the torch and place the container of oil beneath the window of the porthole.
Living area middle flooring: Exit to living area.
Make sure you have a First Aid Kit.
Enter the Toni’s bedroom. You can enter and almost get the guillotine. You will be given a very hard slip that is tacked onto the guillotine.
You can take the Chafing Chit on the bathroom door on your left. The bathroom door is open. Use 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 next to the ramp. Make sure to check the washbasin.
The locker’s door is open left of the washbasin. Pick up your detergent as well as bolt cutter. bolt cutter.
Examine the toothbrush in that dark area. Rufus has a need for a new strategy.
Living area, bottom stage: Go down the ramp to the lower level.
Examine the closet just to the left to the left of the sink. It’s not equipped with a handle and the cracks aren’t big enough. Make use of the plunger in the bathroom to open the closet. The panel is removed.
Examine the mouse hole to find the Mouse trap.
Examine the sink. Press the button to instantly remove an empty pot of water. Then, take the fraudulent memo along with also the spoon.
Go to the refrigerator and grab your bite-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.
Take care of the following: Check the crumbly sofa.
There are wasabi peas, however Rufus requires an appropriate container.
Utilize the used oil can in the sink to collect an empty containers.
Place empty cans on the spongy sofa to find food (can from wasabi beans).
You can take note of the reminder.
Socks: Look at one of the three socks available in the inventory. Rufus would like to have a pair socks.
Place the pot filled with water on the hotplate of oven to the right of the couch.
Unlock the oven from the its bottom. Put the notepad in the oven.
Make use of the torch in hand on the memos and notes in the oven to create fire. The water gets heated up.
Make use of detergent in the stove top on the stove. The water will bubble up.
Put the three socks in the soapy water boiling.
Make use of a fork to stir the wash. The colors of the 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 and the items to create a traps with bait.
Utilize a trap that has bait placed on your toothbrush, in the corner of the room, and obtain you the brush.
The suitcase is packed Return to the top of the stairs — Rufus”room.
Make use of the bolt cutter, provisions, a pair of socks, and toothbrush in the suitcase. Check!
The suitcase is not able to be closed. Select to select the bolt cutter from the list. Ready to be packed Ready to use.
Create the pod
Wenzel as well as 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.
The pod’s door is open. pod.
The suitcase should be stored: Try to place the suitcase in the pod.
The storage space is accessible under the seat. Remove the battery. Set the suitcase into the storage area.
Make sure the battery is in good condition. What is the best place to put it?
Use your wrench resting on the wall just to the left from the ramp.
Outside Toni’s home: Enter Toni’s house. Enter through the door on the lower level and left and you will be right in front of Toni’s cabin.
Take a look around. Talk to Hannek who is standing near the tunnel’s entrance.
Examine the chili pepper on the to the right of the door, and the doorbell.
Verify the mailbox. Use the wrench to loosen the screwed-in tight mailbox.
Where to put your battery Return inside the Toni’s home and exit the middle-level door to the rear of the house of Toni outside.
Use the wrench on the seat of pod to take a the seat.
Utilize mailbox on the base plate, where you had your seat.
Open the mailbox and put your battery in. There the capsule is now ready.
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 screen using the crosshair. The skip X can be found at the high right on the screen.
The lever for moving the crosshair is on the left and the button to reset is on the right.
The goal is to connect your crosshair aligned with the bar-markers that flash on the railway in the second row from left upper row.
Use the slot’s location arrow in the lever and move the crosshair towards the target you want to hit at the top left: left right, top right,, the top left the bottom left, the top right 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 on the panel using the torch.
Rufus reads the letter written by Toni. Screws? OUCH!
Begin with an Elysian Pixie .
Cruiser:
Landing A cruiser travels along the railway line. Rufus is hanging on chains of the harpoon which struck the cruiser.
Click two times on the chains. Then go into the chute.
The suitcase is in the room. 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 trash chute is located onto the right side of the chute.
Chutes 3 chutes that have hatches on the bottom. In the middle, the hatch does not have a grill cover , and displays the cog wheels turning.
Make sure you check the hatches on the both the bottoms 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. Utilize provision-wasabi to block the cogwheel on the middle chute in order to stop it. Look for a maintenance arm that comes out of the side hatch, and repairs the cogwheel blockage.
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 use your robotic arm.
The right chute’s door: Use the robot arm that is on the hatch on the chute to open it.
A gap in the grill is created.
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 observe what happens.
Mrs. Goal falls inside the middle chute. Rufus is finally taken off and thrown from the cruiser.
Find Ms. Goal:
Rufus is a villager who lands at the gate with an overlook and an amazing view of the garbage pile of Kuvaq.
Check your bulletin boards, the bull, and the truck to the right. The truck that is locked has dirty windshield.
Take the left turn to arrive in the Village Center.
Town Hall Head straight for where people are gathering.
Speak to Lotti her receptionist. Talk to the three men (Lobo, Gonzo and Micek) waiting in the line. Discover the fact that Mrs. Goal is here and they’re waiting for the mayor’s decision whom she will shelter. Mrs. Goal is at the assembly hall.
Find out about their capes. Note the hats that they wear. The roofer began making hats.
Lever the machine that is behind Rufus and get your numbers to be waited for at the counter.
Use one of the magnets from the bulletin board to the left.
assembly hall The room is near the end in the hall. Look for Goal on the stage.
Find out that Gizmo holds three positions in the emergency department. He is currently the doctor. Discover that Goal requires strong coffee to help her wake up.
Go to the right, and then check the doorknob on the left side at the entry point into the main stage. It unlocks the closed door.
Examine the cardboard box and then take the balloons.
Alley The alley is located in the town hall. Exit and walk into the alley to the left.
Continue to talk with Hannek. Know about the detonation procedure.
They are trash-collectors. Hannek owns a collection car keys.
Learn more about the parrot. Speak to the parrot and discover that Hannek’s wife speaks to it. The parrot will repeat what the wife has said.
Make sure you check the detonation schedule as well as the blast indicator.
Bar Lonzo: Enter the bar behind the parrot.
Discuss everything with Lonzo. Lonzo contemplates brewing an espresso that is strong. Lonzo showcases his amazing espresso machine, hidden behind the curtain of red.
Rufus is the one to take over his formula for extremely concentrated coffee. Lonzo can make the coffee, if Rufus can bring the required ingredients.
Take a look at the recipe the inventory. Mouse over each ingredient to determine what’s needed for energy-rich water, clear water stimulation, black powder hot bean , and revitalizing fluid.
Talk with Lonzo again , to gain clues on where to find the ingredients.
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 an emergency station:
Take a an stimulant.
Remember what Lonzo said? Doctor. Gizmo might have some very stimulating items inside his desk.
Emergency station Leave the bar, and you will hear a sound that indicates that the Emergency Station is now operating.
Take a trip to at the Emergency Station at right. Check around.
There is a lever near the entryway. The lever can be set to 3 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.
The cabinet has a porthole located at the high-up on the cabinet that will reveal how much is in the following box inside the cabinet.
Setting for medical: Green on top depicts the medical setup within the cell to the right.
You must go to the cell, and pick up the dental drill as well as the scalpel for dissecting out of the tray on the bed.
Make sure you check the happy gas. Make use of a balloon placed on the tank that is filled with laughing gas to instantly be filled with an balloon filled with nitrogen oxide.
Examine the cabinet of the doctor 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 on 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 on the side of the bed.
Look for the police box on the to the left in the cell. It has foot fetters that fall upon the floor.
Setting for Firefighter: 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.
There is a fire escape in the 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 is able to be seen at the top of the hill by the gate to the village. Return to the village, through the alley, and to the emergency station.
Look in the firefighter’s cabinet located to the left of the cell. Take out the extinguisher to put out fire. It’s placed on the ground with the foot fetters of the police set.
Secure the fire escape hatch Get the foot fetters, and put it in the tiny hole in the floor-hatch. Rufus says that the fetter is not wide enough.
Put the foot fetters in the firefighter’s cabinet empty.
Lift the lever up to middle blue in the police settings. The top baskets come out, and the foot fetter falls out of the top of the hole, which knocks the handcuffs from in the blue cups.
Grab your handcuffs from the floor.
Lower the lever until you reach the lowest Red firefighter set.
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 onto the pole. The floor of the fire escape is now secured.
The lock pick The lever should be pulled to the police blue middle setting. Check that there is 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 left side to enter the prison cells of the station for emergencies.
Pick the lock to pick off the bed’s side. the bed.
Re-enter the emergency center via 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.
Make sure you have the Syringe as well as the stimulater. The stimulant must be checked off the inventory of the recipe.
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Find hot black powder and bean:
Check out Toni’s store as well as house:
Store of Toni: Take a walk outside and enter the Village Center. Visit Toni’s store on the the bottom left.
Take a look around. Talk to Toni. Find out 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 her limits and she was forced to sit down. Take another voucher.
Take the left turn and grab an hook from the jar on the right counter. Rufus is hit with Hooks in his hands, and is injured. Toni offers Rufus the 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 left of the door.
Take the exit from the store and walk down to the village centre.
The house of Toni: Turn left and go to Toni’s house.
Find hot beans. Take the chilli peppers that are in the left side of the pot. Rufus’s hand is burned.
Wear the asbestos gloves for those chilli peppers. The hot beans box has been verified in the recipe the inventory.
Go inside the home. Take the middle floor, and access the key to the initial aid located on the left side of the cabinet of the bedroom of Toni.
Use to take calmer.
Make sure you have black powder. Go outside towards the rear of Toni’s home through the door in the right hand side in front of Toni’s bedroom. Use your funnel, torch and dud from the floor.
In inventory, you can use the scalpel along with the dud to obtain the black powder. 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:
Take a left turn towards the reservoir of water on the left side of the avenue.
Take a look at the chimney of Wenzel’s residence. The chimney is protected by a cover.
The pipe is pushed 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 house , which was left over from Toni’s home. Discover that Wenzel got Rufus Things.
Talk with Wenzel and find out more about the rod divining Rufus’ 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).
You can try to place the divining rod from the table. Wenzel will not take the rod back.
Find the divining rod returned from Wenzel:
Bathroom Then go to the bathroom on the 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 along together with the balloon filled with laughing gas. This will result in a the balloon that has hook.
Make sure the furnace is checked. Make use of the balloon and hook in the furnace. The hook should keep the chimney cover in place. Keep the door to the furnace open.
Basement Return to the 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.
The basement is exited and you’ll be in the house.
The water reservoir You can visit the reservoir that runs over Wenzel’s house.
The pipe is pushed. The lid is raised to hold the pipe above the chimney of Wenzel.
Tap the reservoir. The water is able to flow across the chimney into the sink and into the basement.
Return to the house of Wenzel.
Then, in the cellar Rufus discovers Wenzel hit a well as evidenced by the clear water that is dripping from the floor.
Wenzel went to the town hall. Use the rod for divination to the left.
You can click on the well’s crystal clear water. Rufus will not have something to do with crystal clear water coming from the well.
Get out of the house.
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.
Utilize the magnets from 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 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 that are similar to those of the hats worn by the three men three men – Lobo, Gonzo and Micek. Put the magnet on the 2 on the middle and on the middle lower part of the picture.
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