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Chaos on Deponia Walkthrough

by Alina about 15 minutes to read

The unaltered guide: no contents list, no checkboxes, no page breaks. This is what the archive holds. Back to the reading view

Chaos on Deponia is the second of Daedalic’s Deponia trilogy. Rufus botches Goal’s brain implant, splits her into three personalities on three cartridges, and has to win each of them over on the floating black market before the Organon blow the planet up. This walkthrough covers the Steam version in full.

How the game plays

  • Mouse control as in the first game: inventory top right (or on the wheel), drag to combine, take an item out of the inventory and click the target to use it. Gear cursor with action icons; striped arrows are exits, double-click to travel fast.
  • Left button acts and skips lines; right button examines (eats, wears, opens or reads in the inventory), puts an item away, or opens the map. Esc menu, F5 save menu, F9 quick-save, F10 quick-load, M toggles voices, I inventory, Space shows hotspots, plus and minus for volume. Bonus menu replays unlocked films.
  • Talk to everyone about everything and examine everything with both buttons, even where this guide does not say so. Linear story, open locations. Saves live in AppData\Local\daedalic entertainment\deponia 2\savegames.

Deponia

Granny Utz’s house

In Doc’s house, open the toolbox and take the hammer. Try to free the hammer pinning the parrot to the wall; retrieve the bounced hammer from under the table and open the toilet cubicle. Click the parrot stuck in the casing. Take the energy inverter from the toolbox and fit it in the broken casing. Pull the flush handle, then press the flush button on the sink. Dip the tablecloth in the sink, press the sink’s right button, take the wet cloth from under it and use it on the fire.

Before the launch

After Doc, click the bellows under Rufus’s foot; Doc faints and a guillotine hangs over him. Press the bellows to blow out the burner. Step on the frying-pan handle and a knife flies into your hand; pick at the firework for a pinch of gunpowder. Pan handle again, then bellows: the burner flies at Doc’s head and you fly towards the capsule bound for Elysium. In the capsule, press the red button.

The floating black market

Bozo’s boat

Rummage in the bin for an old anchovy bait. Right-click the radar, go out to the harbour, talk to the fisherman, and pick the industrial district on the map.

Industrial district

Through the right door: pen, tape from the shelf, stick from the floor. Talk to the robo-dog, a giggly security unit, about everything. Combine tape and stick, use the insulated stick on the dog; a yellow lamp blinks on its left; stick on the lamp, then the dog again. Through the metal door: note the electrodes in the airlock, go right, talk to Doc, who wants good empty cartridges from the gadget shop. He will not let you at the filing cabinet. Take the screwdriver, note the freezer, ask Doc everything again, back through the airlock, through Doc’s parts shop and down to his yard. A message from “friends”. To the harbour. Walk to every unknown place once before using the map.

The harbour

Through the arch, masked strangers, a film. Into the gadget shop on the left; whatever cartridge you choose, Rufus does his own thing. Back in Doc’s cabin with a task, out to the airlock, through the parts shop, down and along the gangway to the left screen. Click the pipe opening and try the valve on the right; remember it. Knock at the gun shop and get thrown out. Down the gangway left to Little Venice: examine the periscope and the hatch, break off the antenna bottom right. To the market square.

Market square

Into the dark alley: odd eyes in the rubbish, knock, no answer. Talk to the blind pharmacist about everything: he has an untested psychotropic, Cucumis Agnitio, if you bring the free coupon from a medical journal. Search the bin left of him for expired tranquillisers. Right-click the map, harbour.

In the tavern, talk to everyone about everything; after Gulliver the landlord, a bowl of nuts lands in the inventory. Take the sugar bowl from Captain Bozo’s table. Click the jukebox and pick the first track, the mating ode of the rubbish crabs, then open it with the screwdriver: Alex the musical gnome plays inside. Upstairs, click the razor fish. Outside, talk to the gondolier about everything and kick the boat bumper. Pour the sugar into the generator: it dies. Back inside in the dark, take the razor fish off the wall, downstairs take the sheet music from under the sleeping gnome’s nose, and put it on the gondolier’s stand. To the pier.

The pier

Take the empty bucket from the post right of the fisherman and reach into the jar of hooks. In the gadget shop talk to the Trade-O-Mat about everything.

Market square

The pharmacist’s first request was to be rid of the music: open the game menu, settings, and drag the music slider down. Then to Bellevue.

Bellevue

Give the noble nose a sniff of nuts to enter. The fenced garden keeps raking you; upstairs, try to talk to the gardener, click the tree beside him. Back in, up, through the mysterious door: talk to your father about everything, right-click the books for Captain Seagull’s note that he needs candles; right-click the plant for a note wanting water; the aquarium, breadcrumbs; the window, coal and thread. Down past the gardener to the poet: talk, hand over each note and take from the poor man candle, coal, water, bread, thread, then click the urn for his mother’s ashes. Into the Old Town, left of the nose.

Old Town

Talk to the platypus catcher about everything, right-click every postcard on the stand, ring the bell and talk to the odd vendor. Right-click the takeaway menu for the exchange puzzle: end with only free fortune cookies on the tray and 0 centimes on the board; double-click to select. Order the middle menu for 3; swap the medium shake for a small (2.5); two medium burgers for one large (2.5); large burger for a large shake (2.5); large shake for a small (1.5); two small shakes for two medium burgers (1.5); two medium burgers for a large burger (1.5); large burger for a large shake (1.5); large shake for a small (0.5); return the small shake (0.0). The cookie is yours, or skip. Right-click to eat it: only a fortune. Take another from the menu but do not eat it. In Bellevue’s little garden, pick up the spade and fill the bucket with earth from the pot. To the pier: give the fisherman the cookie; he, the lucky one, gets the Platypus Club card, which ends up with Rufus. Back to the Old Town, give the card to the catcher for the handbook; right-click it and every picture in it, including the eggs.

The platypus eggs

Flying platypus. Upstairs, fit the pen to the winch, click it to pull the striped socks on the line closer, take the blue spotted egg from a sock. To Captain Seagull’s house: right-click the red book, click it to open the secret passage, take the vacuum, climb to the roof. Use the ashes on the chimney and the windsock lowers in mourning. Combine hook and thread, use it on the windsock, hook the other end on the cringle, put the egg in the sock. Weak draught: downstairs, open the secret cabinet, click the red filter, vacuum the dust behind the door, close it, back up. Now taut: use the razor fish on it, the egg fires up and hatches. Take the sagging windsock, combine with the antenna for a net. At the toothy birdhouse, put in bread; when the platypus comes down, net it; put it on the blue nest in the Old Town.

Water platypus. Under the harbour bridge, the brown spotted egg. At the pier, boast of the razor fish to the fisherman and pick the last line about special bait; use the anchovy on him and try to take the catch. When the tiger fish jumps back, put the expired pills in the bait bucket and use the anchovy again. Dip the tiger fish in Doc’s white paint in his yard for a half-asleep zebra fish, combine with the water egg, use the Frankenfish on the airlock electrodes. Hurry to Seagull’s; if Rufus says the fish is convulsing, combine it with the glass of water at once. Release it in the aquarium, take the hatched water platypus, put it in its nest by the tavern.

Fire platypus. In the tavern’s lower room light the candle from the burning one. In Doc’s yard, put coal in the stove, light it with the candle, take the egg from the chimney above; it drops hot into the pipes. Steer it down to the red arrows by moving the flexible joints (skippable). Take the hatchling from the stove and put it in the nest left of it.

Earth platypus. In Bellevue’s garden, the last egg is held by a meerkat: trap it with two stones and the trap, blocking its holes and guessing where it pops up (skippable). Combine the egg with the bucket of earth, put it in Doc’s freezer (lid open), and when the vicious platypus hatches flip the switch; it swims; switch again; spade on the frozen platypus, plant it in the garden nest. The restaurant menu has lost its platypus dishes. Tell your father; to impress a society lady you need lyric poetry. Pester Crane the poet until he lends his bug as a prompter; tell your father. In the tavern, give Goal the invitation. At your father’s, take the last note about the radio, trade it with Crane, give the radio to the platypus catcher in the Old Town. Goal agrees to Doc’s operation; now the other two personalities.

Baby Goal

Combine the second cartridge with the remote and use it on Goal: blue is Baby Goal, green is Spunky Goal, either order. Ask Baby Goal everything, upstairs talk to the conspirator Garlef for Gulliver’s toilet key, use it on the toilet door on the right for a scrap of toilet paper. Give it to the pharmacist for the cucumber of revelation. In the gadget shop take the juicer cap, anti-gravity socks and the indestructible glasses of eternal darkness. Combine cucumber and cap; use the glasses on the shredder, hand the broken glasses to the Trade-O-Mat, and while it studies them click the Golden Dragon of Invisibility on the left, right-click the jelly in the inventory: Rufus is invisible. Take the glasses back and leave. Rebuild them, lens then both arms; if wrong, take apart with the screwdriver. In Little Venice, use the glasses on the periscope, lift the hatch, go down. Open the radio room on the left and talk to Cletus as the sub’s captain; the slides land in your inventory. Press the red button, the door on the right opens on Donna’s cat: shave it with the razor fish. To interest the gang boss: I have a proposal for Donna; I could join you; so what are your plans for me; what did she say; feed me to the sharks; go on then. If it fails, come back from the pier and try again, or skip. Take the tournament arm from the bridge. In the tavern, challenge Garlef to rock-paper-scissors: start; he throws scissors, you rock, and he removes two marked fingers; both scissors, a draw; press the fish icon to mark the rest; start, you throw rock against his scissors; when he throws rock, press the top finger icon for an open hand; start, paper beats rock. He gives up the rebels’ knock. Tell Goal downstairs and follow her.

In the dark alley, hear Garlef knock and repeat it: refused. Knock again and click the empty crate by the wall; the guard resets the knock; climb out, knock, admitted. Goal will stay while Janosch leads the Resistance; prove he is a windbag. Talk to him, use the slides on the projector, and argue: the symbol; an Organon base; they want to destroy the planet; we must organise a defence; a base is here; blow it up and kill everything by the sea; my ace: the secret knowledge in Goal’s brain. Goal kisses Rufus.

Spunky Goal

In the tavern, use the remote with the green cartridge. Talk to her, then ask Bozo about his beloved and talk him into making peace with Bambina. Follow him to the gun shop; when she throws him out, tell him he lacks technique; he blames the gondolier. Rubbish crabs have come up the red pipe (red and yellow joined at the market) to hear the song. Close the valve. At the pharmacist, right-click the pipe junction, join red and green to send the crabs into the airbags. Back at the gun shop, open the valve; when the crabs have moved, kick the boat bumper in the harbour to pop the airbag; the gondolier swims off for another. Talk Bozo into trying again: the six magic words, “Hey, hi doll, come here often?” Try them on Goal: wrong approach. The platypus battle: practise on the dummy, hitting the lit parts (or skip). Against Goal, block where her hand points, high for head, middle for torso, low for legs; attack where she is open: bat vertical, hit legs; bat down, hit head; hand up and bat slanted, hit torso.

Industrial district: the time loop

After Janosch’s mad plan, knock on the right airlock door, point the stranger’s remote at Liebold, step through the anomaly and meet the future Rufus; talk about everything. In Doc’s lab, talk, open the drawer for two remotes, talk to Goal; when Rufus takes Lady Goal’s cartridge, combine it with Donna’s remote and point it at Donna. Pick up crowbar and gun, into the portal; out into the airlock through the upper door, crowbar on the electrodes, choose “Zibluzubl” or the scene repeats; when past Rufus enters the portal, press the clock.

Bozo’s boat and the islands

Set the radar to Porta Fisco, where Lady Goal went in Donna’s body.

Porta Fisco

Pick up the energy inverter, talk to Goal, in the pink tent talk to the Prophet and click the bananas three times to take them. Look at the customs post, the upper lift station and the old tyres in the canyon. Back down in the bay talk to the smelly man and break Goon’s umbrella. In the cave, fit the inverter in the turbine; the fuel tank is empty. Read Janosch’s note, “plus, minus, plus”: knock three, confirm with the green button; one knock answers, plus one, knock four, confirm; three answer, minus three, knock one, confirm; four answer, plus four, knock five. Inside, talk to Janosch and Toni, look at the dolphin pool and the service window. Back to the boat, talk to Doc and Bozo, right-click the radar for an unknown island.

Vharudam

Follow Goal to the radio mast; a shock knocks you off. Take the broken transmitter, right-click the platform. Give Doc the transmitter for a working one. Second unknown island: the North Pole. Pull the hose, take some snow, look at the sign and the frozen man with a torch. In the cabin, take the hot tea, snow into it, click it again, take the torch from the frozen hands. Back at Vharudam, banana in the generator’s exhaust; use hose then canister for diesel. To the market harbour: provoke the fisherman until Goal complains of the cold and he gives up a boot; take a live bait from his bucket. The gadget shop is shut; note the empty cat bowl and the cat inside. Back to Porta Fisco.

Ask Goal to visit the Prophet (swap cartridge if she refuses). In the tent: first two lines; it’s a fraud, you hold the ball upside down; when he offers the crystal ball, swap Goal’s cartridge; two more questions, avoiding winnings, until Spunky Goal gets angry; then ask about the winning numbers until she shakes out that they are read in the stars. Trade the boot to Goon for the broken umbrella, light the torch at the burning barrel, light the tyres in the canyon and take one. In the turbine room fill the tank, close it, blue button, enter; collect the air-freshener trees and combine them with the umbrella; put the burning tyre on the serving window with the bait inside; take the tuna tins and the empty mini-pool. At the Pole, right-click the Pole Star for the winning numbers. At the pier, tuna in the cat bowl reveals a cat flap; Goal goes through. Banana in the banana straightener, click the Lott-O-Mat for the shamrock prize card, trade it to the Trade-O-Mat for torpedo gear. At the mast, mini-pool on the pump, give Goal the umbrella (Baby Goal obeys), the prize card, and use the transmitter on the mast. At the rebel camp, lay the straightened banana on the hatch cover, open the pipe sluice to release the dolphins, fit them with the torpedo gear.

The submarine

Right-click the radar: herd the sub into a corner with the dolphins (arrows, the active one glows white) and ram it (skippable). The hatch is sealed. Bozo has an old diving suit: take it from the box, hang it on the hook, click it, he lowers you. Take two hoses, press the button left of the doors, note the dolphins. Up, talk to Bozo, open the wall lamp for the candle, press the door lock: Baby Goal shoots out. Melt the candle in the saucepan, take the wax, swap cartridges, out on deck, press the lock three times until Spunky Goal slams Rufus with the door; wax on the imprint for a wax mould. Join the hoses, connect to the wall tap and the suit, turn the tap, mould on the helmet, ask Bozo to lower it; click the suit, descend, open the hatch.

Argus’s tower

Teleporters take the form of whatever animal is inside. To reach the right-hand teleporter as a human: enter the third teleporter with the fly; in the tower move to the right teleporter; third again, up to the top teleporter (fly now in the first, platypus in the tower’s right, frog in the top); third again, up, top: you are a frog in the second; click the fly in the first so the frog eats it; click the second to leave the frog in the tower’s top; down, talk to Janosch and the platypus, enter the left teleporter; swap with the platypus by entering the first, arriving human in the right; up the stairs.

The blast tower

Overhear Cletus programming the bomb in the control room. Up, take Goal’s two cartridges from the bag. On the officials’ cruiser talk to Lady Goal; by Donna’s body use the cartridge without remote on Donna, then the remote with Spunky Goal’s cartridge. Leave Lady Goal to Donna and click the control console; after Cletus, click again; when he returns to it, into the corridor. In the fight, when Rufus is on top press the blue button to switch Baby to Spunky; when below, click Cletus to swap; when Lady Goal is below and Donna above on the left, click Donna to grab the remote, until the red-button remote drops beside Rufus; click it. Talk to Cletus; when Goal appears, point the red remote at her and admit Cletus was right. The ending.