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Deponia

by Alina about 16 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

Deponia is Daedalic’s comic point-and-click about Rufus, a would-be inventor stuck on a planet made of rubbish, and Goal, the girl from the floating city of Elysium who falls out of the sky into his life. This walkthrough covers the whole game, from Rufus’s room in Kuvaq to the roof of the tower at the lower station.

How the game plays

  • Standard mouse control. The inventory is a closed pocket in the top right (or opens on the mouse wheel, chosen at the start). Combine items by dragging one onto another; to use an item, pick it up in the inventory, move out of the inventory to close it, and click the target.
  • The cursor is a gear; over hotspots it grows icons for take, talk and look. A striped arrow is an exit; double-click it to travel fast.
  • Left button acts and skips lines; right button examines (in the inventory it eats, wears, opens or reads) or puts an item away. The mouse wheel button shows all hotspots. Esc for the menu, F5 quick-save (or the disk icon in the inventory), F12 quick-load, M mutes.
  • The tutorial has you talk to Wenzel; skip it with the icon under the inventory and the tick. The game is linear but the locations are open. Every puzzle can be skipped except the post office code.

Kuvaq

Toni’s house

Rufus has a new escape plan. Click the suitcase on the bed and he takes out his packing list. Close the case, look under the pillow for a green sock, take the blowtorch and the jar of oil from the shelf on the right. Downstairs, try the toothbrush on the sink: it runs away. Take Toni’s note, open the bathroom door, take the plunger, and from the cabinet the detergent and bolt cutters. The medicine cabinet needs a key. Look into Toni’s room: a guillotine drops; good reflexes. Take the note off the axe. Down to the lower level (the arrow in the left corner to Toni’s yard). Collect Toni’s notes from the fridge door, the armchair and the sink. Search the coat on the hook for another sock; the fridge holds a yellow sock. Take the pan from the sink, then use it on the sink to fill it. Take the metal fork. Pour the oil into the sink for an empty jar, then use the jar on the sofa to collect the crumbs. Open the stove right of the sofa, put all the notes in and light them with the torch. Combine pan and detergent, put the pan on the burner, drop in the three socks and stir with the fork: a pair of green socks. The cupboard has no handle: use the plunger on it. Reach into the mouse hole for a mousetrap, combine it with the crumbs and set it in the dark corner where the toothbrush peeks out. Upstairs, put provisions, socks, toothbrush and bolt cutters in the case. It will not shut; click the list and Rufus removes the cutters. You are at the flying machine.

Preparing for flight

Talk to Wenzel, take the wrench left of the harpoon. Open the cabin door on the left; no room for the case. Open the luggage bay below, take out the battery, put the case in. Unscrew the pilot’s seat with the wrench. Back at Toni’s, go left to the back yard; ring the bell, touch the chilli plant, talk to the builder Hannek about everything, then unscrew the mailbox with the wrench. At the capsule, set the mailbox on the seat base and the battery inside it. Calibrate the harpoon: a mini-game (skippable with the button on the right) where you bring the sight onto the crosshair marked by two lines: left, up, left, up, left, down-right, up-right, up, left, left, up. Toni arrives; talk about everything. Light the fuse with the torch.

The rubbish collector

After the flight, click the chains three times and send Rufus down the right chute. Open your case and take out the provisions and socks. Examine the three doors. Use the provisions on the moving gears under the middle bowl; while the mechanical arm picks nuts out of the gears, put the socks on the ajar door. When the arm withdraws, the door cannot close. Open it, pull the mechanical arm out of the panel and use it on the grille on the left. Click the grille to widen the hole, get into the left control cabin, pull any lever.

The town gate

Read the notice board with the right button, look at the mechanical bull and search the rusty car on the right in vain. Through the gate to the centre.

Town hall

Talk to Lotti inside, pull the ticket machine’s lever and take a number. The queue is hopeless; note the hats of the people waiting. In the meeting hall, an unconscious girl; the doctor says strong coffee might revive a fall victim. Open the cupboard by the handle on the left and take the balloons from the cardboard box. In reception, take the magnet from the notice board left of the machine. To the centre.

The alley

The rescue station is closed for lunch. Study the demolition plan on the wall, talk to Hannek. In Lonzo’s bar, take a dart from the board and the cow sign off the wall, talk to the barman about everything. After he plays his organ, you pick up the super-coffee recipe; read it with the right button: roasted beans, a stimulant, gunpowder, clean water, life-giving liquid, energy-rich water. Take the fallen red curtain and leave. The rescue station is open: take the scalpel and drill from the bedside table and fill a balloon at the laughing-gas cylinder left of the cabinet. Use the balloon on Hannek’s parrot; he lets you take the unconscious bird. Use the magnets on the demolition plan by the entrance: place magnets by the houses whose roofs match the hats in the town hall queue. Zoom out and ring the bell for the blasting. Hurry to the town hall.

Pick up the dropped ticket and try the mayor’s office; no luck. Back to the rescue station.

The alley: the changing room

Fill another balloon with gas. Pull the lever left of the counter down: the room becomes a police station and the medicine cabinet a police safe, which you open; shackles fall out. Lever down again: a fireman’s room. Take the extinguisher from the fire cabinet and put the shackles in its place. Take the asbestos gloves off the wall. Lever up: the shackles fall out and handcuffs drop; take them. Lever down to the fire room again; use the handcuffs on the door on the right to jam the floor hatch. Slide down the pole to the town gate and climb back up. Lever up for the police station and leave. To the town gate, up the pole.

Inside the cell, take the lockpicks and open the lock. Lever up for the rescue station; open the medicine cabinet with the picks for the syringe and stimulant. Lever to the middle, leave for the centre.

Wenzel’s house

Bottom left of the screen. Talk to your friend about everything, take the sponge from the kitchen sink; he refuses to hand over your dowsing rod. Across the street to Toni’s shop.

Toni’s shop

Talk about everything; she will not let you at the hooks in the jar on the right. Try to take a gift coupon from the table: she gets angry and closes her eyes for a moment; grab a hook from the jar. Toni, soft-hearted, gives you the medicine cabinet key too. Back to Toni’s house.

Through the freed tunnel to the back yard, pick the chilli with the asbestos glove. Inside, dip the sponge in the boiling pan for a wet sponge. Upstairs, open the medicine cabinet with the key for the sedative. Out through the right door, pick up the burner, rocket and funnel. Open the rocket with the scalpel for gunpowder. Combine dart and sedative, then the dart with the funnel. Back at the shop, use the funnel and dart on the half-open window. When Toni calms down, go in and take the coupons. Open the coffee grinder on the left, put in gunpowder, chilli and stimulant, close, press the handle, open and take the coffee blend. To the town gate.

The town gate

Clean the windscreen of the old car with the wet sponge and note what Rufus sees. Pin the cow sign to the notice board; when the bull turns, hang the red curtain on the board in front of it. When its blood boils, use the syringe on it for boiling blood. Check the recipe as you go. To the alley.

Talk to Hannek again and answer his questions to get the car keys: your name, the sweet-toothed answer; your favourite colour, pink; your hobby, ballet. To Wenzel’s.

Wenzel’s house

In the kitchen, open the stove door. Combine balloon and hook and use it on the firebox: the balloon flies up the chimney and opens the cap. Down to the basement and drill holes in the pipe. Outside, go left to the water tank, kick the pipe so it stands over the chimney, open the tap. Take the dowsing rod and hurry to the town hall.

Town hall: the mayor

Talk to Wenzel, fresh from the mayor’s office, show Lotti ticket 63 and go in. Talk to the mayor about everything. When his bed vanishes under the desk, open the globe and take the empty glass; behind it a keyhole. Use the dowsing rod on the water emblem in the desk’s centre: a drawer opens with a key. Key in the globe, take the whisky. Dowsing rod on the emblem again: the bed slides out; move the pillow and take the device that changes the planet’s magnetic field. In the meeting hall, overhear the doctor and mayor; no coffee yet, so leave it. To the town gate.

Use the car keys on the door, press the lever to release the bonnet, click the bonnet, drill a hole in the battery and catch the acid in the glass. Combine the acid with the whisky, then with the syringe: energy-rich, life-giving, clean water. To the bar: talk to Lonzo, open the tank lid, pull out the tray, pour in the liquid, tip in the coffee powder. Espresso. To the meeting hall.

Dr Gizmo will not let you near the girl. Open the storeroom door and set the cardboard box alight with the burner; while Gizmo puts it out, take the stethoscope from the table and slip it into the mayor’s pocket. When their lines start repeating, talk to Wenzel. Use the funnel on Goal and pour the coffee in.

The rescue station

Ask Goal everything; she wants you to contact her fiancé and promises a reward. Fill another balloon with gas and talk to Gizmo. Go to Toni’s shop: combine parrot and coffee, set the bird on the perch right of the door. To the meeting hall: take the watch off sleeping Mayor Lotek’s belly, the crow from the floor, the microphones from the lectern. In reception, put the watch in the niche by the post office doors. Talk to the post robot about everything, then the operator on the platform, then offer the robot the coupons and watch the parcel being packed. Upstairs, open the dovecote and note each pigeon’s weight class. Put the magnetic-field device in the cabinet and click the door for a puzzle (skippable): assign the smallest pigeon the biggest parcel, so only one green lamp shows in the middle column: 6, 5, 5, 4, 5, 5, 6, 5, 8. Downstairs, open the doors on the postal kittens: give the left, ginger kitten the sedative to slow its conveyor and the right, white one coffee to speed it up. Show the coupons again: the ginger kitten dawdles, the white one sticks three stamps on, the robot pads the parcel with bubble wrap, the light pigeon drops it. Click the bubble wrap three times to draw the robot. Inside, take the paper off the wall to find a code lock; open the box of spare kittens under the post boxes and take them. Hold the stencil to the post boxes: each window shows a three-digit number and a digit telling you which digit to take: 3649. Enter it. In the vault, take the drinking bird. In the mayor’s office, set one spare kitten on the telegraph desk and the bird on the communicator. To Toni’s shop, take the parrot, now full of Toni’s opinions of Rufus, and set it on the emergency phone in the town centre. Back on the operator’s platform take the headphones, down to the vault, fit microphone and headphones to the transmitter, click it. Pick every line until Rufus and Cletus agree to meet on the lower platform. To the rescue station.

Pull the sheet off the bed: Goal is gone. Behind bars, after the film, talk to Gizmo; when talk fails, set the second kitten on the tree. To Wenzel’s basement, open the cabinet and catch the unconscious girl. Use the dowsing rod on the door.

The abandoned mine

Go to the crane on the right; the bridge collapses and you are across. Climb the crane, try the lever, open the fuse panel and take out the blown fuse. Into the tunnel: examine the trolley, try to ride it, take its headlamp, go right to the viaduct. Borrow part of the hanging skeleton’s leg, note the key on its neck, examine the locked safe. Right, take the mirror off the wall, open the signal lamp and unscrew the red bulb, replacing it with the white halogen. Talk to Doc, mechanic, junk-finder, parts dealer and brain surgeon, about everything and receive the axial energy inverter. Right to a wall, back to the mine bike. The inverter bounces off into the junk; find its parts and assemble it (skippable). Rules: a screw insulator goes on a spherical body, a clamp insulator never on a cubic one; while the lilac coupling is on the cubic body there is no axial inverter with a lilac coupling; the dorsal inverter has more blades than the binzal; four blades screw, two clamp. Spherical body: emerald coupling left, screw insulator on top, four-blade gear right; Rufus pockets it. Conical body: cobalt coupling left, clamp insulator top, two-blade gear right. Rufus finishes the cubic one himself. Put the dorsal (spherical) inverter on the bike and ride right; you loop back facing the other way. Press the switch and go up. Pick up the rag, go into the left tunnel, pull the lever for the red signal, press the button and go down. Right, take the key off the skeleton and hang the mirror on it. It is filthy; Doc will not let you wet the rag in his flask, so drink a sip, wipe the neck with the dry rag as he demands, then wipe the mirror with the spirit-soaked rag. Up and right to the control centre, open the box with the trackwalker’s key for the wrench. Down, right to the viaduct, unscrew the safe door for the working fuse and put the axial (conical) inverter in its place. Climb the crane, fit the fuse, pull the lever: it works, but Goal must be on the trolley. Control centre, blue button, ride into the right tunnel, loop, leave the bike, go right and round the corner, now lit: take the bottle and lever. Fit the lever in the points box in the left tunnel, pull, and the bike moves to the parallel rails. Ride the trolley to the crane, climb, pull: fails. Ask Doc why; when he turns away, fill the bottle from his flask, right-click the horizon and hear him out. At the crane, use the bone on the seat, right-click the flask to drink, right-click the horizon and choose the word Doc used, thief. Pull the lever and Goal is aboard. Ride off; the points switch themselves; at the arrow go right to turn round, press the switch, up to the control centre. The heavier bike opens the control panel: a randomised routing puzzle, solve or skip; levers set the points as the wall diagram shows, the switches below set the signals.

The lower station

The sweet shop

Settle Goal and look round. Slide the door on the left off the wall, plug in the candyfloss machine, pull the left lever twice for phosphorescent floss in the tray. From the machine on the right take the anchovy on a stick, right-click to eat it, use the stick on the floss machine for phosphor floss. The middle lever right of the machine breaks. Take gum from the left machine, go left to the lobby, look at the stained glass, on to the vestibule.

The vestibule

Pick up the glass shard; the right window is too dirty to read. Right to the lift; open the cleaner’s box for mop, soap and bucket. The lift needs a password. In the tower yard, bottom left, fill the bucket from the barrel. Combine soap and bucket, then the soapy water with the mop, and wash the window; click it for Rufus’s comments. Open the niche under the window, hold the floss to the lamp to charge it and put it in the niche. Right-click the gum to soften it, combine with the shard, use it on the hole in the window and assemble the glass puzzle (pieces rotate with the right button; the last gummed piece may refuse, so skip). Click the fuse box, take the torch, click the fuses again: the system reboots and Rufus enters a new lift password. Pick up the gum from the floor, go to the lift, click the panel, ride to the roof.

The roof

Rufus suspects Cletus. Pull the flagpole lever, lower the white flag and take it; take the slingshot-like ornament off the railing. Down to the vestibule: overhear Cletus with the Organon, and see he is Rufus’s double. Pick up the pebbles and follow him up. Talk about everything. Down; right of the lift open the fuel tank and dip the mop for an oily mop. Argus stands under the lamp. Combine ornament and gum for a slingshot, load a pebble, shoot the lamp; combine slingshot and mop handle for a hook and drag the fallen shade over. Combine flag with shade, then the oily mop. Argus demands Goal’s cartridge. Up: persuade Cletus to hand over the cartridge, down, change, talk to Argus, go to the sweet shop.

Goal is gone. Shine the torch on the phosphor puddle and follow the trail, lighting it each time, to the yard and a rickety gate. Behind the tower, light the trail to a locked grille; pull a straw from the haystack of needles, open the grille with the hook, enter the pipe: a hungry blue whale. Back at the shop take another anchovy, dip it in the puddle, combine with the torch to make it glow, hang it on the hook in the pipe. The whale leaves. Right onto the trawler.

The trawler

Talk to Doc in the cabin, remove the implant from Goal’s head. The cartridge is intact but dirty. Pick up the key and brush, talk to Captain Bozo, on deck open the box with the key for degreaser and wire brush. Clean: brush on contacts, chip and read head (contacts first), degreaser on all three, brush again on all three, wire brush on all three. Talk to the revived Goal about everything; whatever plan you pick, she has her own. To the tower yard.

After the overheard talk, use the straw on the pool. Swim into the wooden suitcase, cross to the next window, then the left window, press the handle to open the French door, climb through, take the fork. Along the pipe to the horn; it will not sound; put the fork in and press: the fork flies out and opens the car bonnet. Up through the hatch, over the bridge, take the plush platypus; along the plank to the other side, put it back; cross again so it squeaks. When the soldiers’ torch moves, down to the gates, climb the crane, pull the lever.

The roof

Talk to your double, leave Goal and Cletus to argue, open Cletus’s bag and take his spare clothes; right-click to change. Ask Cletus to stop mimicking you; he shows his underpants, which you grab and hook on the flagpole, hanging him. When Goal brings her face close, pull the cartridge from her head. Keep choosing the second line until you are on the roof again; Rufus takes the spare cartridge and hurries to the vestibule. When the soldiers leave, take the cartridge from the reader and go to the lift. Agree to hand over the cartridge. When told to surrender, turn left twice and grab the commander’s helicopter. After the credits, the bonus mode lets you rewatch every film.