Deponia Game Guide & Walkthrough
Are you ready for a significant adventure? The following guide, which isn’t official, fully explains deponia walkthrough, a game developed by Daedalic Entertainment. The title is an old-fashioned point-and-click adventure game requiring specific facts and scenarios for the player.
Gameplay It is a point-and-click game.
The main menu contains continuation, new game, load/save settings, settings, bonus credits, and quit the game.
The perfect plan
Following the discussion of the strategy, return to the station.
Take a walk outside, and descend to the cable chute. It is behind the tower and to the front of the building.
Check out Argus as well as the troops. Argus declares that the Elysian should not be eliminated. However, the Devonian is a possibility.
To get to the Crane: Look at the lever of the crane and notice it is the soldier’s position underneath the magnet.
Examine the design of the route to the crane.
· Visit the pool and take the straw from the needle stack at the bottom of the pool.
· Take a left turn towards the trunk that is open. Rufus appears out of through the window on your right.
· Take the window to the left. Then turn the crank to unlock your French door.
· Take at the French door. Pick up the fork. Tong.
· Find the pipe the in the foreground. You will see Rufus his hand being visible. Set the division over the horn.
· Utilize the Horn. It pulls out the lever on the hood and then closes it but opens the top of the canopy.
· Reach the top of the canopy 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 produces a sound.
The soldier’s light is focused on the way out.
· 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.
· Turn to the other direction and then make a sound by squeezing the Platypus. This will cause soldiers to direct the light beam towards the exit and stay near to exit. After that, they will automatically leave the crane.
· Take a trip to the crane. Make use of the lever on the crane to care for the soldiers.
Read More: How can I beat Miraak easily (Skyrim)?
Care for Cletus:
Goal and Rufus are the first to enter the station and the concourse.
The Goal is transferred to the platform while the Bailiff privately discusses it with Rufus-Cletus. Bailiff reiterated that Goal’s memories must be erased to obtain access to the Ascension code.
Rufus-Cletus has said that he’ll keep the cartridge at the station.
Get to the elevator and then to the platform.
Talk to Cletus. Let them sort it all out on their own.
Unzip the bag and grab a second costume-Cletus’s clothes.
You can use the costume by right-clicking it within the inventory. Rufus removes his dress from the platform.
While in disguise, you should talk to Cletus fully.
Cletus mimics (Don’t cause me to laugh) Cletus until he shows his birthmark by removing the pink underwear.
Pull Cletus to speedos. Use the flagpole to hang it, and Cletus is suspended from it.
On to Elysium:
The Goal is aware of Rufus’s selfish motive to go to Elysium.
Use Goal’s cartridge. Rufus places him on the floor.
Argus appears and is aware of the situation. Argus gives reasons why Rufus is the best candidate to join Elysium since he won’t compromise his desire to be in Elysium.
Look for Rufus and Goal, with backup memory rising to Elysium. Utilize the middle dialogue (Say Goal…) until Rufus can say Goal.
At the platforms, Goal demands her old memory cartridge be returned. Rufus accepts the memory card that was used as a backup.
Take the Original cartridge:
The elevator will take you down and go to the concourse.
Read more. Argus calls for the speedier application of the ascend codes from the soldiers. The relay was short-circuited.
Prime Controller is looking for him to speak with the troops in Porta Fisco. The Organon is gone.
Use your memory cart that has the ascension code from the reader machine.
Cletus Then go to the elevator to the right, and Cletus will greet you. 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 – provide the cartridge.
Goal The Goal wakes up. After a short… discussions, Goal and Cletus return to Elysium.
Escape: Rufus watches the ascension of Goal and Cletus. Argus decides not to let Rufus leave because he has more than he should.
Check out 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 Save Page.
- Choose a blank frame, then click the save button to the right.
- Look at the image in the frame.
The settings menu contains the ability to adjust the volume of speech, music and volume adjustments for sound effects. You can also choose subtitles, full-screen modes or windows high-resolution videos, and opening options for inventory (one mouse click).
The bonus includes videos within the game.
The main menu can be accessed through the ESC key in the game or via the disk located at the upper left on an inventory screen.
The ESC key also skips cutscenes that occur during gameplay.
The inventory can be accessed by pressing the scroll wheel or clicking it on the inventory screen that appears as a handle on the top right. Utilize the green buttons at liberty to move through the next page of the games saved.
You can see the hotspots displayed on the game’s screen by pressing the space bar.
If you want to save the game, choose a frame and click on the action desired on the right side of the screen. Select the checkmark. Saves can be overwritten or deleted.
The cursor is equipped with two gears, which show an image of the actions of these gears. The left equipment can be activated by mouse clicking left, and the right gear is activated by clicking right.
The manual is in the game’s installed documents folder. Enjoy reading it.
Rufus and Wenzel demonstrate the sloppy instructional for the game, fixing the rubbish press.
Continue to play Rufus” dialogue to learn how to manipulate the game.
To look at an item, right-click to open the eyes icon. Take a look at the yin on the floor.
Take and take the yin object on the floor. There’s a Yang already available in the inventory.
Select Wenzel to go through the tutorial. Learn how to inventory items, mix items in inventory, and end a dialogue.
Repair the broken press. Mix the yin with the Yang to make a spare component when creating inventory.
Use the spare part in a concealed slot on the control panel.
Press the button to the left. The intro will follow.
PART 1 – KUVAQ
Take the suitcase with you:
Rufus’s room: Rufus is getting ready to depart Deponia. He has plans.
Unlock the suitcase under the bed and find an inventory of the list. He requires a toothbrush, food items, socks, and a bolt cutter.
Take a look around.
Make sure to check ( right and then left click) the cushion on the bed for green socks.
Examine the old escape plan on the wall and the trunk to the right.
Take your torch and the fuel can beneath the window for the porthole.
Living area middle level: Exit to the living area.
Examine the emergency kit.
Enter Toni’s bedroom. Intrude, and you’ll be nearly Gullotined. You will be given an excessive slack that is tacked onto the guillotine.
Use the Chafing Chit on the bathroom door on your left. Unlock the bathroom door. Use the plunger out of inside the door to your bathroom.
Ensure you remove the toothbrush from the empty cup left in the sink. It flies away and hides in the dark corner near the ramp. Make sure to check the washbasin.
The locker’s door is open left of the washbasin. Pick up with you the detergent as well as the bolt cutter. Bolt cutter.
Examine the toothbrush in its dark spot. Rufus needs a new strategy.
Living area – lower niveau: Go down the ramp to the lower level.
Look at the closet to the right to the left of the sink. It’s not equipped with a handle, and the cracks aren’t big enough. Utilize the plunger that is in the bathroom to open the closet. The panel is removed.
Examine the mouse hole to find the Mousetrap.
Examine the sink. Press the button, and it will instantly remove the pot of water. Then, take the fraudulent memo as well as also the spoon.
Examine the refrigerator and pick up your scratchy post-it. Then, open the fridge and take the yellow socks.
Take a look at the coat that is hanging next to the door. Get a blue sock.
Find the necessary items: Check the crumbly sofa.
There are wasabi peas there. However Rufus requires an appropriate container.
Make use of the oil can in the sink to collect an empty.
Place empty cans on the spongy sofa to access food (can from wasabi beans).
Note of the reminder.
Socks: Look at one of the three socks available in the inventory. Rufus is looking for a pair of socks.
Put the pot of water on the hotplate of the oven to the right of the sofa.
Unlock the oven from the lower. Place the notes in the oven.
Utilize the hand torch for the memos or notes in the oven to ignite. The water will heat up.
Make use of detergent on the stove top on the stove. The water will bubble up.
Put the three socks in the soapy water that is boiling.
Use a fork to shake the wash. The colours of the socks changes, and one sock disappears. In a flash, you’ll have an additional pair of socks.
Get a toothbrush. In the inventory, combine the mouse trap with items to create lures that have bait.
Utilize a trap with bait placed on your toothbrush in the corner of the room to obtain your tooth.
The suitcase is packed. Return to the top floor — Rufus” room.
Use the bolt cutter, provisions, a pair of socks, and a toothbrush in the suitcase. Check!
The suitcase is not able to be closed. Select the bolt cutter on the list. Ready to be packed with all the necessary components.
Make the pod
Wenzel as, well as Rufus, discuss the unsuccessful escape attempts made by Rufus. Wenzel cautions Rufus that Rufus is in danger because the Organon is never late and may take Rufus.
The pod’s door is open. Pod.
The suitcase should be stored: Try to place the bag in the pod.
The storage space is accessible beneath the seat. Remove the battery. Put the suitcase in the storage area.
Make sure the battery is in good condition. Where do I place it?
Use this wrench resting on the wall just to the ramp’s left.
Outside Toni’s home: Enter Toni’s house. Go through the front door to the lower level and leave, and you will be right in front of Toni’s cabin.
Take a look around. Talk to Hannek at the entrance to the tunnel.
Look for the chilli pepper to the the right of the door, and the doorbell.
Verify the mailbox. Make use of the wrench on the screwed-in tight mailbox.
Where to put the battery Remain inside Toni’s house, and then go out the front door in the middle to the front of the house from outside.
Utilize the wrench on the seat of the pod to take a seat.
Utilize the mailbox on the base plate. That is where you had your seat.
Open your mailbox and put it inside the capsule. There the tablet is prepared.
The harpoon must be calibrated. To calibrate the pike, go to the control panel to the right.
Check out a close-up of the grid screen using the crosshair. Skip X appears at the high right on the net.
The lever for moving the crosshair is on the left, while the reset button is on the right.
The Goal is to connect the crosshair in line with the blinking bars-markers on the railway in the second row from the left, top 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, bottom right, top right, lower proper and full left down, head right and bottom right. I’ve done it!
Talk to Toni. Toni writes an address to Rufus.
Then we’re off: Light the fuse on the side of the panel by using the torch.
Rufus is reading the letter left by Toni. Screws? OUCH!
Begin with an Elysian Pixie.
Landing A cruiser is travelling along the railway line. Rufus is hanging on the chains of the harpoon, which hit the cruiser.
Double-click on the chains, and then go into the chute.
The suitcase is in the room. Take the briefcase open and remove it with you. Take the socks and the provisions-wasabi.
Check around. You will see this is the waste disposal area for the cruiser. The trash chute is located on the right side of the tube.
Chutes three chutes with hatches at the bottom. Its middle one does not have a grill cover and depicts the cogs turning.
Ensure you check the hatches on the bottom of the left and right-hand chutes.
Examine the hatching cabinet located on the left side of the middle chute.
The hatch can be opened to the middle chute. Please use the provisional-wasabi feature on the cogwheel in the middle tube, to stop it. Watch a maintenance arm come out of the side hatch and repairs the cogwheel blockage.
Put the sock on the cover of the hatch – not on the maintenance arm. Repeat until you have the hose on the cover of the hatch.
Open the hatch, then begin to take off the Robot arm.
The opening of the left chute: Use the robot arm on the hatch in the line to open it.
A gap in the grill is created.
A real-live Elysian pixie, Ms Goal, arrives above. The Bailiff confronts her. They are waiting for the Prime Controller’s response to the matter. Goal. They have a strategy for the Goal. Goal.
Rufus to help: Enter the hole in the grill on the left chute.
Rufus is now on the levers to the left. Try the middle lever or left and watch what happens.
Mrs Goal falls inside the middle chute. Rufus is finally taken off and thrown from 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, bull, and truck on the right. The car that is locked has a dirty windshield.
Take a left turn to arrive at the Village Center.
Town Hall Head straight for where people are gathering.
Speak to Lotti, who is the receptionist. Talk to the three men (Lobo, Gonzo and Micek) waiting in line. Discover that Mrs Goal is here, and they’re waiting for the mayor’s decision on who will shelter her. Mrs Goal is at the assembly hall.
Could you find out about their capes? Note the hats they wear. The roofer was the first to start making hats.
Lever the machine to the left of Rufus and get your wait time number at the counter.
Utilize one of the magnets from the bulletin board on the left.
Assembly hall You will enter the entrance at the end of the hall. Check out the Goal on the stage.
Discover that Gizmo has three posts in the emergency department. He is currently a doctor. Discover that Goal requires strong coffee to get her up.
Go to the right, and then check the doorknob to the left at the entry point into the main stage. It unlocks the closed door.
Examine the cardboard box and then take 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 of car keys.
Learn more about the parrot. Talk to the parrot, and find out that Hannek’s wife talks to it. The parrot will repeat what Hannek’s wife said.
Review the detonation strategy along with the blast warning.
Bar Lonzo: Enter the bar behind the parrot.
Engage with Lonzo wholly and completely. Lonzo contemplates brewing espresso with a punch. Lonzo displays his fantastic espresso machine, hidden behind the curtain of red.
Rufus is the one to take over his method for highly concentrated coffee. Lonzo makes the coffee if Rufus can bring the required ingredients.
Take a look at the recipe in the inventory. Mouse over 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 where to find the ingredients.
The cow poster left of the bar, The blue curtain off the floor, and take the dart left of the door.
Search for ingredients and tools at an emergency station:
Take a stimulant.
Remember what Lonzo said? Doctor. Gizmo might have some very stimulating items inside his desk.
Emergency station Get out of the bar. You will need to hear a sound indicating that the Emergency Station is now operating.
Take a trip to the Emergency Station at right. Check around.
You can see a lever at the entryway. It has three options and three settings: medium blue, top Green and bottom red. At the moment, it’s in complete Green.
There is a circular cabinet behind the chair with three lights as well. It is currently located in the green doctor’s cabinet.
A porthole is located at the top of the cabinet, which displays what’s inside the second box inside the cabinet.
The medical setting Green on top illustrates the medical environment in the cell on the right.
Visit the cell and pick up the dental drill and the scalpel for dissecting off 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 be filled with the balloon filled with Nitrous oxide instantly.
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 one side of the cabinet. You will find the fire extinguisher in the cupboard.
Examine the cell with the barred and discover a lockpick Rufus put in there to help on the side of the bed.
Examine the police box the located to the left inside the cell. The box is equipped with foot fetters that fall onto the ground.
Setting for Firefighter: Pull the lever until it is at the bottom, or choose it will be set to red.
Remove your asbestos-covered gloves from the inside of the cell.
There is a fire escape in the middle of the floor. The floor hatch can be pulled out of the cell. See tiny holes on the side that is not inside the cell.
Take the fire escape, and you will see that it can 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. Find an extinguisher for fire. It’s placed on the ground with the foot constraints that came from the police set.
Secure the fire escape hatch. Place the foot fetters in the tiny hole in the floor hatch. Rufus claims that the condition is too large.
Put the foot fetters in the cabinet that is empty for firefighters.
The lever should be raised to the medium blue in the police settings. The baskets on top slide out, and the foot fetter is ripped off the top of the hole, which knocks the handcuffs from and into the cup of blue.
Remove the handcuffs off the floor.
Lower the lever until you reach the lowest Red firefighter set.
Put the handcuffs into the opening of the retractable hatch floor, which is close to the tree.
Rufus will secure the floor onto the pole. The base for the fire escape is now in place.
The lock pick The lever should be pulled to the police blue middle setting. Check that there is a hole in the floor.
Take a walk outside, and then go towards the village gate and climb the pole left side to enter the prison cells of the station for emergencies.
Use the lock and pick it up on the other side of the bed.
Re-enter the emergency centre via the hole in the floor, then to the village centre.
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 syringe along with the stimulant. The stimulant must be checked off the list of ingredients in your inventory.
Hot black powder and bean:
Visit Toni’s store and house:
Store of Toni: Step outside the Village Center. Find Toni’s store at the bottom left.
Check out the surroundings. Talk to Toni. Learn more about the gift cards for the post office at the counter.
Make sure you take the voucher’s left side off the counter. This pushed Toni to the edge, and she had to take a deep breath. Try retaking the coupon.
To the left, grab the hook from the jar on the right counter. Rufus is hit with hooked on the hands and is injured. Toni offers his keys to the initial aid kit in the home.
Make sure to check the left side of the grinder door and the pole to the left of the door.
Take the exit from the store and walk down to the village centre.
The House of Toni Leaves the house and heads to Toni’s house.
Find hot beans. Take the chilli peppers on the right side of the door—Rufus’ hand burns.
Wear asbestos gloves for your chilli peppers. The hot beans container is verified in the recipe inventory.
In 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.
You can take your calmer.
Make sure you have black powder. Go outside towards the rear of Toni’s home through the door on the right-hand side of their bedroom of Toni. Then, take your funnel, torch and dud from the floor.
Use the scalpel and dud in the inventory to make the black powder. The black powder is checked against the inventory recipe.
Get out of the house and walk back to the Village Center.
Get the three types of water.
Take a left turn to the reservoir for water at the left-hand side of the alley.
Take a look at the chimney of Wenzel’s home. A cover protects the chimney.
The pipe is pushed and will go all around the Water tank.
The chain tap is pulled out of the reservoir until the water evaporates.
Check Wenzel’s house:
Wenzel Return to the lower levels.
Enter Wenzel’s home, which is left behind from Toni’s home. Discover that Wenzel got Rufus Things.
Talk with Wenzel and learn more about the rod divining Rufus, his father gave him.
Find out where you can find the essential ingredients: crystal clean water, revitalizing fluid (blood of bulls) and energy-rich water (car battery).
Take the divining rod off the table. Wenzel wouldn’t give the rod back.
Find the divining rod returned from Wenzel:
Bathroom Then goes to the bathroom in the upper left. Check around.
Use this sponge in 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 with the balloon filled with laughing gas to create an inflatable with the theme.
Make sure the furnace is checked. Utilize the balloon with a hook on the stove. The theme should secure the chimney cover. Keep the door to the furnace open.
Basement Back to the living room before going into 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.
Get out of the basement and into the house.
The water reservoir Visit the reservoir that runs over Wenzel’s house.
Pull the pipe. The lid is raised to hold the line over the chimney of Wenzel.
Tap the reservoir. The water runs across the chimney, the sink and into the basement.
Return to the house of Wenzel.
At the bottom, Rufus realizes Wenzel hit a well which is evident by the transparent water dripping from the floor.
Wenzel went to the town hall. Use the rod for divination on the left.
Click the water’s crystal clear water. Rufus isn’t going to make any connection with the crystal-clear water coming from the well.
Get out of the house.
Go to your mayor
Alley, The three men in line are out of the way. Be aware 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 again regarding the plan for detonation.
Utilize the magnets from the town hall bulletin board in the plan of detonation near the entrance.
Take a look at the photo of the town on the grid. Set the three magnets in the home of the three men waiting to speak to the mayor.
Pay attention to the roofs of the homes. Keep in mind that the roofer currently produces caps. Choose the three houses with roofs similar to those worn by the men Micek, Lobo and Gonzo. Lobo, Gonzo and Micek.
Put the magnet on the two in the middle and the middle at the bottom of the image.
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