Deponia: The Complete Journey

Deponia: The Complete Journey

21 December 2017

Copyright © 2017 Balmoral Software (http://www.balmoralsoftware.com). Portions copyright © 2016 Daedalic Entertainment GmbH. All rights reserved. Republication, redistribution or conversion is expressly prohibited without the prior written consent of Balmoral Software.


Table of Contents

Chapter List
GameChapter
DeponiaChapter I: Kuvaq
Chapter II: Junk Mines
Chapter III: Lower Ascension Station
Chaos on DeponiaChapter IV: Grandma Utz's Hut
Chapter V: Floating Black Market
Chapter VI: Red Rust Sea
Chapter VII: Blast Tower
Goodbye DeponiaChapter VIII: Cruiser Route
Chapter IX: Hotel Menetekel
Chapter X: Organon Cruiser
Chapter XI: Clone Lab
Chapter XII: Porta Fisco
Chapter XIII: High Boat



Deponia


Review

Deponia: The Complete Journey is a 2016 release from publisher Daedalic Entertainment that includes the first three games of the cartoon series. The menu system of the software allows a New Game to be started at the beginning of any chapter, listed above. The premier game is simply called Deponia, and seemed the more enjoyable of the three due to its plot development and accessible puzzles. However, by the second and third games of the series, the tone of the gameplay had deteriorated due to repetitive interaction with tiresome characters and less than logical actions required to move forward. In some cases, these involved dialog sequences to be chosen in a specific but arbitrary order. There are a few timed sequences here and there, but with one notable exception, they were straightforward. The exception was an arcade-style combat mini-game that seemed gratuitously inserted into the second game. Fortunately, this mini-game (like most of the others) can be skipped by pressing a button on the screen at the appropriate moment.

Actually, the mini-games in all three game episodes were a welcome relief from the monotonous and strained humor pervasive in the games. Most of the mini-games were challenging but consistent self-contained logic puzzles that were a pleasure to figure out. Solutions for our favorite mini-games have been included below for the second and third games (a few were omitted due to tedious gameplay or annoying characters). Kudos to the mini-game design team at Daedalic Entertainment for their contributions to the mini-game designs, some of which are quite original.


Chapter I: Kuvaq

New Game

I: Kuvaq

Use Cushion

Take Green Sock

Open Suitcase to get List

Take Torch and Oil Can from right

Exit To the Living Area

With Locker Door at left closed, try to take Toothbrush next to Washbasin

Open Locker Door

Take Detergent and Bolt Cutter

Take Chafing Chit from closed Bathroom Door

Open Bathroom Door

Step to the side to see the inside of the door

Take Plunger from Bathroom Door

Open Door of Toni's Room

Try to exit into Toni's Room

Take Severe Slip from guillotine blade

Go down ramp to lower level

Take Malicious Memo and Fork from Sink

Use Sink to get Pot with Water

Use Can o' used Oil with Sink to get Empty Can

Take Bitching Post-it from Fridge Door

Open Fridge Door and take Yellow Sock

Click on Coat to get blue Sock

Take Nagging Note from Sofa

Use A Bunch of Notes with the Oven (stove)

Use Hand Torch on Memos in Oven

Put Pot with Water on Hotplate on top of the stove

Use Detergent with Pot

Put yellow and blue socks into Pot

Use Fork with Pot to get Pair o' green Socks

Use Empty Can with Crumbs on the Sofa to get Provisions

Use Plunger on Closet box at the base of the ramp

Use Mouse Hole to get Mouse Trap

In inventory, combine Provisions & Mouse Trap to get Trap with Bait

Use Trap with Bait in Dark Corner halfway up the ramp to get Toothbrush

Exit In Rufus' Room

Put Provisions in Suitcase

Put Toothbrush in Suitcase

Put Pair o' Socks in Suitcase

Put Bolt Cutter in Suitcase

Click on Bolt Cutter in list to remove it from Suitcase

After dialog with Wenzel behind the house, take Wrench

Exit Into Toni's House

Go down ramp and exit In Front of Toni's House

Use Wrench to get Mailbox

Exit Into Toni's House

Go up ramp and exit Behind Toni's House

Open Door of Pod

Open Storage Space and take Battery

Take Suitcase and put it into Storage Space

Use Wrench on Seat

Put Mailbox onto Base Plate

Open Mailbox

Take Battery and put it into Mailbox

Harpoon Mini-Game

Click on Control Panel of harpoon

This knight-move mini-game can be skipped if desired

All ten shortest solutions consist of 9 moves each and use only half of the six available controls; here is one solution:

  1. Up, then right
  2. Left, then down
  3. Down, then right
  4. Up, then right
  5. Left, then down
  6. Up, then right
  7. Left, then down
  8. Left, then down
  9. Up, then right
From the start at position 0, the path is as follows:
Harpoon Control Panel
Rufus will have some dialog with Toni
I'm leaving. For good.
Use Hand Torch on Fuse

{Cutscene}

Use Chain twice

Exit into Chute

Open Suitcase, take Socks and Provisions

Use Provisions on Cogwheels

Timed sequence: You then have 60 seconds to use Pair o' Socks with open Hatch on the side of the blue hopper

Use Hatch with Sock

Take Maintenance Arm

Use Robot Arm with Hatch at left

{Cutscene}

Exit In the Hatch

Click on the Left green or Middle blue Lever

{Cutscene}

Exit To the Village Center

The playable demo of the game ends at this point

Your inventory is empty

Exit Into the Town Hall

Take Magnets

Note the distinctive headgear of the three people waiting in line

Exit To the Assembly Hall

{Cutscene}

Learn that Goal must be wakened

Exit Into the Assembly Hall

Use Doorknob

Step to the side to see the inside of the closet

Take Balloons

Exit To the Town Hall

Exit To the Village Center

Note that some of the houses in town resemble the hats of the people waiting in the Town Hall:

Houses Hats
Exit Into the Alley

Use Magnets with Detonation Plan

Move the magnets to the locations resembling the hats seen earlier:

Magnets
Back

Use the Blast Signal

This has the effect of removing all three people ahead of you in line to see the Mayor

Exit Into Lonzo's Bar

Take Dart

Take Sign

Talk to Lonzo

Did you hear about the stranger? The girl?
Is there something on your menu that can give someone a real boost?
Got recipe for espresso

Take Red Curtain

Exit To the Alley

Exit To the Emergency Station that has now opened

The Emergency Station is in Doctor Mode (Lever in the top position)

Use Balloons with Laughing Gas to get a filled balloon

Take Dentist's Drill and Dissecting Scalpel

Exit Into the Alley

Use Balloon filled with laughing Gas on Parrot, get Stunned Parrot

Exit To the Emergency Station

Use Balloons with Laughing Gas to get a filled balloon

Move the Lever down to the middle position (Policeman Mode)

Use the Police Box to remove the Foot Fetters

Move the Lever down to the bottom position (Fireman Mode)

Take the Fire Extinguisher out of the Fire Fighter's Cabinet

Put the Foot Fetters into the Fire Fighter's Cabinet

Move the Lever up to the middle position (Policeman Mode)

Take Handcuffs from the floor

Move the Lever down to the bottom position (Fireman Mode)

Take Asbestos Gloves

Use Handcuffs on Hatch to prevent the Fire Escape from closing

Move the Lever up to the middle position (Policeman Mode)

Exit Into the Alley

Exit To the Village Center

Exit Into Toni's Shop

I've got to go.
Try to take Vouchers

Take Hook, also get Key of First Aid Kit

Combine Hook & Balloon filled with laughing Gas

Exit To the Village Center

Exit Into Wenzel's House

See you later.
Exit Into the Bathroom

Take Sponge

Use Balloon with Hook with Furnace

Exit Into the Living Room

Exit Into the Basement

Use Dentist's Drill on Pipe

Exit Into the Living Room

Exit To the Village Center

Exit To the Water Reservoir

Use Pipe

Use Tap of Reservoir

Exit Into Wenzel's House

Take Divining Rod

Exit Into the Living Room

Exit To the Village Center

Exit Into the Town Hall

Take Waiting Number from the floor

Exit To the Mayor's Office

I came here for the elysian girl.
But I was the one who found her!
I'm starting to run out of good arguments here.
That's all.
Use Globe

Take Glass

Use Bell

Use Cushion

Take Planet's Magnetic Field

Use Divining Rod on Water Emblem

Take Key to the Cupboard

Use Key of Booze Cabinet with Keyhole

Take Booze

Exit Into the Town Hall

Exit To the Village Center

Exit To Toni's House

Use Asbestos Gloves on Chili Pepper

Exit Into Toni's House

Use Sponge in Pot to get Wet Sponge

Go up the ramp

Use Key of First Aid Kit with First Aid Kit

Take Tranquilizer

Exit Behind Toni's House

Take Funnel, Dud and Torch

Combine Dissector's Scalpel & Dud to get Black Powder

Exit Into Toni's House

Descend ramp and exit In Front of Toni's House

Exit To the Village Center

Exit To Front of Town Gate

Use Wet Sponge with Windshield

Right-click on Windshield to observe pink color, pirouetting puppet and sign saying "Sugarpuff"

Exit To the Emergency Station

Take Lock Pick

Exit via Fire Escape

Exit To the Village Center

Exit Into the Alley

Talk to Hannek

What exactly are you guys doing down there?
Maybe you have my key, too?
Sugarpuff.
Pink.
I love the ballet.
Got Key of Truck

Exit To the Emergency Station

Move the Lever up to the top position (Doctor Mode)

Use Lock Pick on Doctor's Cabinet

Take Syringe and Stimulant

Move the Lever down twice to the bottom position (Fireman Mode)

Exit via Fire Escape

Use Sign on Bulletin Board

Use Red Curtain on Bulletin Board

Use Syringe on Bull to get Syringe with Tuarine

Use Key of Truck with Truck Door

Use Lever to unlock the Hood

Use Hood

Use Dentist's Drill on Battery

Use Glass with Acid

Combine Syringe with Tuarine & Glass of Energy-rich Water to get Energy-rich, revitalizing Water

Combine Booze & Energy-rich, revitalizing Water to get Energy-rich, revitalizing and clear Water

Exit To the Village Center

Combine Dart & Tranquilizer to get Prepared Dart

Combine Funnel & Prepared Dart to get Blow Pipe

Exit down To Toni's Shop

Use Blow Pipe with Window

Exit Into Toni's Shop

Take Vouchers

Put Chili Pepper into Grinder

Put Black Powder into Grinder

Put Stimulant into Grinder

Use Crank

Use Grinder twice to get Coffee Powder

Exit To the Village Center

Exit Into the Alley

Exit Into Lonzo's Bar

Put Energy-rich, revitalizing and clear Water into Filler Cap

Put Coffee Powder into Closed Tray to get Espresso

{Cutscene}

Exit To the Alley

Exit To the Village Center

Exit Into the Town Hall

Exit To the Assembly Hall

Try to use Funnel with Goal

Exit Into the Assembly Hall

Use Hand Torch on Cardboard Box

Exit To the Stage

Take Stethoscope and use with the Bag on Mayor Lotek

While the argument goes on between Lotek and Gizmo, use the Funnel on the noseless one

Use Espresso with the Funnel

{Cutscene}

Heck, this is simply useless.
Learn that your next objective is to contact Cletus, which you can do by radio

Exit Into the Alley

Exit To the Village Center

Exit Into the Town Hall

Exit To the Assembly Hall

Exit To the Stage

Take Microphone

Take Clock

Exit To the Town Hall

Use Mayor's Clock with Opening Hours

Exit To the Post Office

Talk to Postbot

Dude, you're no fun at all.
See you later.
You'll learn that the Postbot likes popping bubble wrap that is used whenever excessive postage appears on a package

Open right-hand Hatch

Right-click on the white Cat to learn that it applies postage

Open left-hand Hatch

Right-click on the yellow Cat to learn that it runs a hamster wheel that moves packages on the conveyor belt

To get the most postage (4 stamps) on a package, you'll need to slow down the conveyor belt and speed up the stamping

Give Tranquilizer to yellow Cat (its head should then be nodding)

Give Espresso to white Cat (its eye should then be twitching)

Give Vouchers to Postbot

The package will then be delivered by a large pigeon

To get past the Postbot, you'll need to disrupt this delivery process by allocating a small pigeon for the delivery. He'll not be strong enough to fly away with a large package, and will drop it along with the bubble wrap.

Exit To the Operator's Platform

Put Planet's Magnetic Field into Cupboard

Save your game here

Magnetic Field Device Mini-Game

Click on Cabinet to bring up (skippable) mini-game

Refer to the Instructions ([?] button) to determine that four buttons can be pressed on the display whenever they are lit. Identify these buttons as follows:

Magnetic Device Puzzle
The number of bars at the top of each puzzle column corresponds to the number of lit buttons in that column, and indicates the size of pigeon that will be placed in the birdhouse holes in the background:
Pigeon sizeBarsPigeon face color
Small1Purplish
Medium2Dark grey
Large3Off-white
Each pigeon hole has an associated weight shown by the small flags of weight symbols (1, 3, 2 left to right), and the initial puzzle configuration has the correctly-sized pigeon placed for each hole weight:
Magnetic Device Puzzle
There are always exactly 6 of the buttons lit up on the display. To place the smallest pigeon in the largest hole (used for delivering the largest packages), you'll need to find a puzzle configuration with one bar in the middle column. The other five bars will be distributed in the left and right columns, resulting in two possible bar configurations:

	3  1  2
	2  1  3
Only 4 puzzle moves are required to obtain the first of these configurations from the starting puzzle arrangement. Using the notation given above, press buttons

	B  B  A  D
This produces the desired puzzle arrangement
Magnetic Device Puzzle
Back and exit Down

Give Vouchers to Postbot

The small pigeon drops the package

Click on Bubble Wrap three times

Exit To the Post Office

Note the 4 x 4 array of postal boxes at left

Take Note

Click on Note in inventory:

Note
The holes and numbers on the note describe which digit is to be used from each of the corresponding postal box numbers:
HoleBox rowBox column Box numberWhich digitDigit used
1st13 3601st3
2nd21 1163rd6
3rd42 2452nd4
4th34 4893rd9
Use the Clock Face

Enter the code 3 6 4 9

Take Nodding Bird

Exit Back to the Post Office

Open Replacement Cat's Hatch

Take Replacement Cat and get two

Exit To the Town Hall Entrance

Exit To the Mayor's Office

Use Two Replacement Cats with Teletypewriter

Use Nodding Bird with Communicator

Exit Into the Town Hall

Exit To the Village Center

Exit Into Toni's Shop

Combine Stunned Parrot & Espresso

Use Parrot with Pole

Exit Into Toni's Shop

Take Parrot

Exit To the Village Center twice

Use Parrot with Emergency Phone

Exit Into the Town Hall

Exit To the Post Office

Exit To the Operator's Platform

Take Headphones

Exit Down

Exit To the Vault

Use Microphone with Radio

Use Headphones with Radio

Use Radio

{Cutscene}

I've found your fiancee!
I want you to take me with you to Elysium.
I want a passage to Elysium or nothing at all.
Exit To the Town Hall Entrance

Exit To the Village Center

Exit Into the Alley

Exit To the Emergency Station

Use Bed Sheet

From the jail cell, use Cat with Tree

Exit To the Village Center

Exit Into Wenzel's House

Exit Into the Basement

Open Cupboard

Use Divining Rod with Basement Door

{Cutscene}


Chapter II: Junk Mines

Exit To the Tunnel twice

Use Mine Bike

Take Headlight to get Halogen Lamp

Exit To the Viaduct

Click on Skeleton to get Leg of Skeleton

Take Mirror

Open Signaling Light Base

Take Red Signaling Light

Put the Halogen Lamp into the Signaling Light Base

Talk to Doc

Who are you?
I'm a handyman myself.
Just as a thought: In case a fellow handyman faced a problem ...
When the mine bike doesn't start for example ...
Nothing that I couldn't handle myself.
I have to get moving.
Got Avial Power Inverter from Doc

Exit To the Tunnel

Use Avial Power Inverter with Mine Bike

Use Junk Heap

Refer to the Instructions ([?] button) for the identification of parts for three power inverters:

Instructions

Power inverter bases: Pyramid/Sphere/Cube
Washer on left side of base: Dark/Light/Squarish
Cylinder on top of base: Tabbed/Striped/Plain
Gear center on right side of base: I/Y/X

In the game close-up:
Power Inverters
the washer stem on the left side of the spherical base is squarish (green), so the rest of its layout can be found by trial-and-error from the nine possibilities for its cylinder and gear. To remove a component, left-click then right-click on it. After the Dorsal Power Converter is assembled, the components of the pyramid base can be found by trial-and-error from the eight remaining possibilities for its washer, cylinder and gear. The final associations are:
Base:PyramidSphere Cube
Name:AvialDorsal Bi-Nausal
Washer:BlueGreen Purple
Cylinder:TabbedStriped Plain
Gear center:IX Y
Assemble these components for two of the three power inverters to get Avial, Dorsal and Bi-Nausal Power Inverters.

Use Avial Power Inverter with Mine Bike

Use Mine Bike and Set Off

Use Switch to access the upper level

Take Cloth

Exit To the Tunnel

Use Lever to turn on the red Signaling Light overhead

Press Button to disclose a secret passage back to the lower level

Exit To the Viaduct

Note that the skeleton on the signaling flag has been lowered

Take Key

Take Booze

Use Cloth with Booze

Combine Dirty Mirror & Cloth with Alcohol

Use Polished Mirror with Skeleton

Exit To the Tunnel

Exit Up

Exit To the Control Center

Use Key of Trackman with Key Box

Take Wrench

Use Mine Bike and Set Off

Dismount

Exit To the Viaduct

Use Wrench on Maintenance Hatch

Take Fuse

Put either of the Power Inverters into Maintenance Hatch

Exit To the Outer Turn

Take Bottle and Lever

Exit Back

Exit To the Tunnel

Use Lever with Shunting Lever Box

Use Shunting Lever to move Mine Bike to rear track

Use Mine Bike and Set Off

Exit To the Crane

Open Maintenance Box

Use Fuse with Maintenance Box

Use Crane Lever

Exit To the Tunnel

Exit To the Viaduct

Talk to Doc

I have some more interesting challenges.
Doc, I am too fidgety.
Use Empty Bottle with Booze to get Filled Bottle

Right-click on Horizon

Doc spells out R I V E R amongst the colored letters, using the same letter R for the beginning and end of the word

Exit To the Tunnel

Exit To the Turn

Exit To the Crane

Use Leg of Skeleton with Seat

Right-click on Horizon

Make the only selection starting and ending with the same letter: PUPUP

Use Crane Lever

Exit Up

Use Mine Bike

Set Off

Use Switch

Mine Bike Mini-Game

In this mini-game you must set the controls to allow the mine bike to exit the mine maze at lower right. The results of the settings are shown in schematic form on the wall of the control center:

Mine Bike Schematic
and in a more-detailed video that plays after you Set Off:

Mine Bike Path

Each of the yellow, red and green levers at lower center can be positioned forward or back to control the points (switch directions) on the track of the corresponding color. There are two locations, marked by P2 and P1 on the schematic and by small horizontal bars on the midline of the track in the video, that flip all of the switch settings of the corresponding color whenever the mine bike passes over them (in either direction). The setting at P2 is controlled by the left-hand switch beneath the three levers, and that at P1 by the right-hand switch. Each of the P2 and P1 switch dials can be set to any one of the three switch colors.

There are 2³ = 8 possibilities for the three lever positions, and 3² = 9 possibilities for the two switch dial settings, resulting in a total of 8 x 9 = 72 overall combinations. However, these can be reduced somewhat by noting that in any setting with the yellow lever back, or with both the red and green levers forward, the mine bike passes over neither position P1 nor P2, and so the settings of the switch dials is irrelevant. This reduces the possibilities from 72 to 24. Of these, four arrangements of the dials and switches allow the mine bike to escape:

Lever Switch
YellowRed GreenLeft (P2) Right (P1)
Solution 1ForwardBack ForwardYellow Red
Solution 2Forward ForwardBack GreenRed
Solution 3ForwardBack ForwardGreen Red
Solution 4ForwardBack ForwardRedRed
Starting positionForward ForwardForward YellowYellow
Set Off

{Cutscene}


Chapter III: Lower Ascension Station

Use Anchovy Machine

Take Anchovies on a Stick

Right-click Anchovies on a Stick in inventory to get Stick

Move Shelf

Use Plug to activate Cotton Candy Machine

Move Lever all the way forward so that green phospor is pulsating at the front of the machine

Use Stick with Cotton Candy Machine to get Phosphor Cotton Candy

Use Phosphor Cotton Candy with Suspicious Lamps to get Glowing Phosphor Cotton Candy

Use Chewing Gum Dispenser

Use Chewing Gum with Anchovy Machine to get Chewed Gum

Exit To the Lobby

Exit To the Concourse

Take Mosaic Stone from the floor

Scroll right and take Pebbles

Exit To the Elevator

Open Utility Cabinet

Take Mop, Soap and Bucket

Exit To the Concourse

Scroll left and exit To the Lobby

Scroll left and exit To the Tower

Use Bucket on Barrel with Water

Exit To the Lobby

Exit To the Concourse

Combine Soap & Bucket with Water

Combine Mop & Bucket with Soapy Water

Use Mop with Soapy Water on Dirty Mosaic Table

Use Glowing Phosphor Cotton Candy on Hatch of cleaned mosaic

Combine Chewed Gum & Mosaic Stone

Save your game here

Mosaic Mini-Game

Use Mosaic Stone with Chewed Gum on Hole

Place all mosaic pieces as follows, except the brown/yellow one with extra material on its upper edge. The numbers on the pieces indicate how many right-click rotations are needed:

Mosaic
Try three times to place the final hexagonal yellow stone, and the mosaic crumbles off the wall

Open Fusebox and take Torch Light

Use Fuse Switch to reset the elevator password

Use the Mosaic Stones to retrieve the Chewed Gum

Exit To the Elevator

Use Mop with Oil Tank Lid to get Greasy Mop

Use Controls

{Cutscene}

Use Lever

Take Flag

Take Embellishment

Exit To the Elevator

Exit To the Concourse

{Cutscene}

Combine Chewed Gum & Embellishment to get Slingshot

Combine Pebble & Slingshot

Use Slingshot with Pebble on Lamp

Combine Mop Handle & Embellishment to get Hook

Use Hook on Lampshade

Combine Lampshade & Flag to get Organon GetUp

Combine Greasy Mop & Organon GetUp to get Improvised Cletus Costume

Right-click Improvised Cletus Costume in inventory to wear it

Attempt to scroll left

Exit To the Elevator

Exit To the Platform

Talk to Cletus

What's the agreement between you and the Organon?
Alright. Great. There's no one who hates Deponia more than I do.
It stinks.
Let's just say I hate this place.
The Organons said something about a backup cartridge ...
I need the backup cartridge.
Goal is unconscious.
Got Backup Cartridge from Cletus

Exit To the Elevator

Exit To the Concourse

Right-click Improvised Cletus Costume in inventory

Attempt to scroll left

Exit To the Candy Shop

Use Anchovy Machine

Take Anchovies on a Stick

Use Anchovies on a Stick on Puddle of Phosphor to get Bait

Use Torch Light with Bait to get Glowing Bait

Use Torch Light on Puddle of Phosphor

Exit To the Lobby

Use Torch Light on Part of Phosphor Trace

Exit Down

Use Torch Light on Part of Phosphor Trace

Exit To the Tower

Use Torch Light on Phosphor Trace

Touch Piece of Fence

Exit Behind the Tower

Use Stack of Needles to get Straw

Use Hook with Grating

Exit Into the Cable Chute

Use Glowing Bait with Hook

Exit To Wrecked Cable Boat

Exit Into Wrecked Cable Boat

{Cutscene}

Remove the implant in the side of Goal's face

Take Duster

Take Key

Exit To the Wrecked Cable Boat

Use Bozo's Key with Chest

Right-click on Chest to get Degreaser and Steel Brush

Save your game here

Cartridge Mini-Game

In inventory, right-click on Cartridge

The objective of this mini-game is to clean the Reading Head, Chip and Contact Pins of the Cartridge

Some rules are evident:

Here's a solution to the puzzle in 12 moves:
MoveReading Head State Contact Pins State Chip StateAction to take
1Clean DustyClean Use Duster on Contact Pins
2Dusty GreasyDusty Use Degreaser on Contact Pins
3Dusty CorrodedDusty Use Duster on Chip
4Dusty Dusty and CorrodedGreasy Use Degreaser on Chip
5Dusty Dusty and CorrodedCorroded Use Duster on Reading Head
6Greasy Dusty and CorrodedDusty and Corroded Use Degreaser on Reading Head
7Corroded Dusty and CorrodedDusty and Corroded Use Duster on Contact Pins
8Dusty and Corroded Dusty, Greasy and Corroded Dusty and CorrodedUse Duster on Chip
9Dusty and Corroded Dusty, Greasy and Corroded Dusty, Greasy and Corroded Use Duster on Reading Head
10Dusty, Greasy and Corroded Dusty, Greasy and Corroded Dusty, Greasy and Corroded Use Steel Brush on Contact Pins
11Dusty, Greasy and Corroded CleanedDusty, Greasy and Corroded Use Steel Brush on Chip
12Dusty, Greasy and Corroded CleanedCleaned Use Steel Brush on Reading Head
{Cutscene}

Goal is now awake and engages Rufus in conversation

Cletus is a traitor.
Enough talking.
Select any of the 3 plans
Exit To the Wrecked Cable Boat

Exit Into the Cable Chute

Exit Behind the Tower

Exit Front of Tower

Use Straw with Pool

Exit Trunk

Exit Left Window

Use Crank

Exit French Door

Take Fork

Exit Pipe

Use Fork with Horn

Use Horn to close hood and open Canopy Top

Exit Canopy Top

Take Platypus Soft Toy (causes first squawk)

Cross the (empty) Board to the near side by clicking on the canopy top (no hotspot)

Use Platypus Soft Toy with Board

Exit Fence Exit (causes second squawk)

Exit To the Crane

Use Crane Lever

{Cutscene}

Exit To the Platform

You go ahead and sort that out between the two of you.
Take Bag to get Cletus' Rags

Right-click Cletus' Rags in inventory

Talk to Squabblers

Don't make me laugh!
Take Cletus' Speedos

Use Speedos with Flagpole

{Cutscene}

Pull out Goal's implant on the right side of her head

{Cutscene}

In dialog with Goal:

Say, Goal ...
It's like this ...
Well ...
It's just that ...
Alright then. I'm going to tell you now.
{Cutscene}

Exit To the Elevator

Exit To the Concourse

{Cutscene}

Take Cartridge

Scroll right and exit To the Elevator

In dialog with Cletus:

You've won. Here's the cartridge.
{Cutscene}

Exit Ramp

Use Handle

{Cutscene}

In dialog with Bozo, select any of the responses

{Cutscene}


Mini-Game List

Chapter I: Kuvaq Chapter II: Junk Mines Chapter III: Lower Ascension Station

Maps

Kuvaq Map

Junk Mines Map

Lower Ascension Station Map



Chaos on Deponia

Chapter V: Floating Black Market Chapter VI: Red Rust Sea Chapter VII: Blast Tower

Maps


Dinner Mini-Game

This interesting mini-game is played in the Old Town part of Bellevue.

Right-click on the Take-out menu:

Take-Out Menu
The objective is to order and exchange food items in such a way that a free fortune cookie is obtained. Using the supersizing/downsizing rules and the equivalency of a large hamburger and a large drink, we can infer the following item values:
ItemAbbreviation Value
(zlottis)
Small drinkD10.5
Medium drinkD21.0
Large drinkD31.5
Small hamburgerH10.5
Large hamburgerH21.5
Using these values, we can see that each Meal costs 1.0 more than the sum of its component item values. So to solve the puzzle, it's necessary to increase the aggregate value of the food items collected by 1.0. The only way to increase value is to exchange two small hamburgers (value 2 x 0.5 = 1.0) for one large hamburger (value 1.5), which increases the total food value by 0.5. If we make this exchange twice, we can come up with the necessary shortfall of 1.0, but we will need to start with at least 3 food items (apart from fortune cookies) in order to have at least two items (2H1) available for the second exchange. Therefore, the only meal that can be used for the puzzle solution is Meal 2. Here is a solution sequence:
ActionFood items Actual valueDisplayed cost
Select Meal 22H1 + D2 2 x 0.5 + 1.0 = 2.03.0
Convert 2H1 to H2H2 + D2 1.5 + 1.0 = 2.53.0
Convert hamburger to drinkD3 + D2 1.5 + 1.0 = 2.53.0
Downsize large drink to smallD1 + D2 0.5 + 1.0 = 1.52.0
Downsize medium drink to smallD1 + D1 2 x 0.5 = 1.01.5
Convert to small hamburgers2H1 2 x 0.5 = 1.01.5
Convert 2H1 to H2 againH2 1.51.5
Convert to drinkD31.5 1.5
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Earth Platypus Egg Mini-Game

This mini-game is played in Bellevue at the green lawn in the foreground after the blocking rake is removed.

Click on Egg

An array of holes in the soil is displayed:

Earth Platypus Egg Mini-Game
This simple game can be won in just one or two turns. Each time you click on the mound of soil with the egg, a meerkat transfers the egg to another location. If you can block all possible destinations with the two stones and the meerkat trap, you win the mini-game and get the Platypus Earth Egg. The meerkat changes to any of the knight-move positions reached by moving two squares in one cardinal direction and then one square at a right angle, always staying within the 4 x 4 grid. If the meerkat is in a corner square, he can also move to the diagonally-opposite square. Therefore, if the meerkat is at any of the 4 corner positions or 8 edge positions (C or E in the diagram above), he has exactly three possible moves and you can block them all. However, if he's located at one of the interior (I) positions, he has four possible moves and will have to move to a Corner or Edge position at his next move. In that case, you can trap him simply by trying a second time.

Fire Platypus Egg Mini-Game

This mini-game is played on the roof of Doc's workshop after the furnace is lit.

Click on the Egg in the funnel

The egg is shown circulating through a complex of pipes:

Fire Platypus Egg Mini-Game
This easy puzzle can be solved by tracing the path backward from the red exit arrows at the bottom. Each pipe junction can be put into a red or blue position. It's not necessary to make changes to any pipe junction "on the fly" when the egg is in located at any particular position. The solution is as follows:
Pipe #8 Blue
Pipe #5 Blue
Pipe #4 Blue
Pipe #3 Blue
Pipe #7 Red
Pipe #2 Red
The settings of Pipe #1 and Pipe #6 are irrelevant. The final arrangement is:
Fire Platypus Egg Mini-Game

Dolphins Mini-Game

This mini-game is played in Bozo's cutter after the radio tower is repaired on Isla Watchit.

Right-click on Radar:

Radar Screen
In this mini-game, the torpedo-laden dolphins can move rectilinearly, but the submarine can sometimes sneak past them by moving diagonally into an open space. The sub won't move onto a square that is directly in front of the oval head of a dolphin icon. For a win in the shortest number of moves, it's probably easiest to trap the sub in one of the corners of the playing field blocked in by the fixed obstacles. One area that seems to work effectively is the two-row region at lower left. The moves described below seem to work nearly every time, once the sub is positioned at the desired location. However, it takes some patience to get the sub into that area initially, since it moves with some randomness. Unfortunately, it's not possible to back out and save the game at an intermediate point.

The initial goal of this strategy is to get the sub to move twice to the southwest, from its starting position to A and then on to B. Once it's in this position, it's fairly easy to trap it in the confined area to the west if the dolphins have been placed correctly.

Your first move:

Top Dolphin Middle DolphinBottom Dolphin Desired Result
ForwardLeft Forward Sub moves southwest to position A
After your first move, the sub has about an equal chance to move to the west, southwest, or south, so you can expect to have it reach position A about 1/3 of the time. If it doesn't move to the southwest, you can reset the puzzle using the button at upper left, and try again.

Your second move:

Top Dolphin Middle DolphinBottom Dolphin Desired Result
ForwardForward Forward Sub moves southwest to position B
From position A, the sub will move to the northwest, west, or southwest. There's about a 20% (1 in 5) chance that the sub will move in the desired southwest direction to position B. If the desired behavior doesn't occur, you can reset the puzzle. It takes an average of about 14 puzzle resets to get the sub to reach position B in two moves.

Once the sub is at position B, the following move sequence should trap it and win the game:

MoveTop Dolphin Middle Dolphin Bottom Dolphin
3Right ForwardRight
4Right ForwardForward
5Forward ForwardForward
6LeftLeft Left
7Right ForwardForward
8Left RightForward
9Right ForwardForward
10Forward ForwardRight
11Forward ForwardForward
12Forward ForwardForward
13Forward

Transporters Mini-Game

This mini-game is played at the beginning of Chapter VII, on arrival at the blast tower. The transporter booths are in matched pairs outside and inside the blast tower that swap their contents when used:

Outside transporter O-1 is paired with inside transporter I-3
Outside transporter O-2 is paired with inside transporter I-2
Outside transporter O-3 is paired with inside transporter I-1

If you use a transporter containing an animal, you'll merge with it on arrival at the destination transporter. You can undo the effect of the fusion by using the destination transporter to return to where you came from. If you are Rufus by himself (human), then you can walk between inside transporters I-1 and I-2, and amongst any of the three outside transporters. If you are Rufus+Fly, you can fly between any of the three inside transporters. If Rufus is merged with the Frog or the Platypus, he is too big to exit the destination transporter. The objective of the mini-game is to reach transporter I-3 as Rufus alone, so that you can leave the booth and climb the ladder to the exit hatch above. This is the only way to solve the puzzle.

These restrictions prevent any direct solution to the puzzle because there seems to be no way to vacate transporter O-1 so you can use it as Rufus alone to reach the exit via transporter I-3. But take a look at the animals -- the fly is an obvious reference to the horror movie and provides the only way to reach transporter I-3 without swapping with transporter O-1. The platypus is a game mascot. But why a frog?

Here's a puzzle solution in 11 steps:

StepAction Description
1O-3 Merge with the fly in transporter O-3 (any other choice leaves nowhere else to go).
2I-3 As Rufus+Fly, fly into transporter I-3 to get the fly by itself into transporter O-1.
3O-3 The frog is now adjacent to the fly outside, but its tongue is too short to reach it. Use transporter O-3 again.
4I-2Walk to transporter I-2 and use it to swap the frog to the inside.
5O-3Use empty transporter O-3 to go back inside.
6I-2Walk to transporter I-2 and merge with the frog.
7EatRufus+Fly is now big enough for its tongue to reach the fly. Click on the fly to eat it, vacating transporter O-1.
8O-2Use transporter O-2 to separate Rufus from the frog.
9I-1Walk to transporter I-1 and use it to return outside.
10O-1Use transporter 1 as Rufus alone to reach transporter I-3.
11ExitExit upwards through the hatch.
Play-by-play:

P: Platypus
G: Frog
F: Fly

Outside InsideResult
O-1O-2O-3 I-1I-2I-3
StartPG FRufus outside
After using O-3PG Rufus+Fly inside
After using I-3FG PRufus outside
After using O-3FG PRufus inside
After using I-2F GPRufus outside
After using O-3F GPRufus inside
After using I-2FR+G PRufus+Frog outside
After eating flyR+G PRufus+Frog outside
After using O-2G PRufus inside
After using I-1G PRufus outside
After using O-1PG PRufus inside at I-3
Exit

Maps

Floating Black Market Map

Floating Black Market Navigation Map



Goodbye Deponia

Chapter IX: Hotel Menetekel Chapter X: Organon Cruiser Chapter XI: Clone Lab Chapter XII: Porta Fisco


Pie Oven Mini-Game

This mini-game can be played on arrival at Hotel Menetekel at the beginning of Chapter IX, by using the lower-right exit to reach the rooms and then going downstairs to the pie vending machine.

The objective of the mini-game is to turn off (make blue) all nine elements of the oven, using a sequence of five green controls along the perimeter of the 3 x 3 array of oven indicators. The starting state of the puzzle has the center indicator with the desired blue color, and the other eight indicators red. Each control undoes itself, so no repeated controls will appear in the shortest solution. The shortest solution is in 5 moves, and there are 20 such solutions. Each of these solutions uses only 4 of the 6 controls. One solution is:

  1. Use Button on the diagonal to invert the descending diagonal
  2. Use Button on the side to invert the middle row
  3. Use Lever to swap the first and last columns
  4. Use Middle button to invert the middle column
  5. Use Button on the diagonal to invert the descending diagonal

Laundry Mini-Game

In this mini-game, there are 5 items that circulate through 6 stages of a laundry cycle: Cletus' clothes, three items from inventory (a red towel, a green sheet and a blue pillowcase), and Rufus himself. Start by loading each of these inventory items into the washing machine, which also adds Rufus to the mix:
Put Bozo's towel into Washing machine
Put Fitted sheet into Washing machine
Put Pillowcase into Washing machine
The objective is to have both Rufus and Cletus' clothes outside the machine at the same time. The game Instructions indicate that if a laundry stage is black on the corresponding laundry tag disclosed by moving the mouse over the object, then the item stops at that stage. They also indicate that only one laundry item can occupy each stage of the washing machine. Since the laundry tags are the same for the three items from inventory, those items are indistinguishable in the solution. A solution in 6 steps is as follows:
  1. Put an inventory item into Washing machine
  2. Put Cletus' clothes into Washing machine
  3. Put Rufus into Washing machine
  4. Put an inventory item into Washing machine
  5. Put an inventory item into Washing machine
  6. Put the remaining inventory item into Washing machine
After each step, wait for the [?] icon to reappear (the animations cannot be skipped).

There are only 17 distinct states in the game, so finding the solution is relatively easy as long as Rufus is behind Cletus' clothes in the sequence:

Laundry Mini-Game Logic Diagram
At the two points indicated by asterisks, the game action seems to violate the rules given in the Instructions. For example, right before the puzzle is solved, the arrangement of items is X X R - - C, and adding a third inventory item should produce the sequence X X X R - C, which is consistent with all of the laundry tags but would leave the player with no action to take!

Computer Core Mini-Game

This mini-game is played onboard the Organon cruiser when Rufus reaches the correct balcony position after following the trail of the tidybot.

Exit To the computer core.

As in other mini-games, there is no way to save your intermediate progress. The first objective is to clear a path of white squares for Goal to walk on so she can reach Terminal 1, identified by the large down-arrow at left. The starting position of the game is shown below:

Computer Core Mini-Game
There are initially eight white squares at the start of the game, appearing somewhat grayish in color. Following is a diagram of the squares and cameras:
Computer Core Diagram
The only important thing is the orientation of the eight cameras, identified by A - H in the diagram above, which also shows compass directions and the positions of Terminals 1, 2 and 3 that are Goal's goals of the game. Depending on its orientation, each camera illuminates a vertical (north-south), horizontal (east-west) or diagonal row of squares, if one exists in that direction from the camera. For example, Camera A has three possible orientations: it can shine on the two squares leading from it in the northwest direction, on all five squares leading upwards (north), or on the three squares to the northeast. Conversely, Camera D has only two orientations: it can light up the 6 squares to the west, or the same 3 squares to the southwest that can be lit by Camera A, but not any squares to the south since there are none in that direction (the terminal areas don't count). The colors of the squares and of the lights on top of the cameras are unimportant except that a square of any color other than white indicates that it is illuminated by one or more cameras.

As described in the game instructions ([?] icon), Rufus can alter the orientation of a camera by occupying the square immediately adjacent to the camera and in the same direction the camera is facing ("in front" of the camera), then moving onto another square that the camera can point to. The central region of squares indicated in the diagram above are all not adjacent to cameras, so occupying them does not change the current arrangement of camera orientations. Rufus can use these safe squares to selectively access cameras. Rufus and Goal can move only in the four cardinal compass directions within the grid; they cannot move diagonally.

Movement abbreviations:

N: North
E: East
S: South
W: West Xn: Move n times in direction X
Here is a sequence of 16 moves to allow Goal access to Terminal 1:
Move E4 N4 to shine Camera A to the Northeast, Camera B to the Northwest, and Camera E to the West.
Move W S2 W3 N E to shine Camera G to the Southeast and Camera H to the East.
Click on Goal to move her to Terminal 1:
Computer Core Mini-Game
Here is a sequence of 26 moves to allow Goal access to Terminal 2:
Move N to change Camera G to the East.
Move E S4 E W2 to change Camera A to the Northwest.
Move N E3 S to change Camera B to the West.
Move W N2 E2 S to change Camera C to the West.
Move W2 N3 E to change Camera F to the Southeast. a
Click on Goal to move her to Terminal 2:
Computer Core Mini-Game
To move Goal to Terminal 3 and complete the game, you will have to get her to pause part of the way along her path so you can orient the cameras appropriately. This is necessary because Camera D either illuminates the exit square from Terminal 2, or intersects any possible path to Terminal 3. We can set up Camera D in the former orientation once Goal has left Terminal 2. To do this, use the following sequence of 15 moves:
Move S to change Camera E to the Southwest.
Timed sequence: Click on Goal, then IMMEDIATELY move E so that both Rufus and Goal are moving simultaneously (repeat if necessary).
Move S W5 N S E N2 S to clear the rest of the path to Terminal 3.

Computer Core Mini-Game

Click on Goal to move her to Terminal 3 and complete the game.

Conveyor Belt Mini-Game

In this mini-game, the object is to arrange the fuses of the five different dismantling stations so that Rufus ends up whole. There are 5! = 120 different ways to arrange the fuses, so a brute-force solution is impractical. First, use the Console and note the symbols on the default fuse arrangement:
FreezerBurnerClubLaserSaw
Back out, use the Button and exit To the conveyor belt to see the results of this arrangement:
Rufus
frozen
Rufus
charred
Rufus
restored
Rufus
sliced
Rufus
sliced
What's important here is that the Freezer/Burner/Club sequence caused Rufus to be restored. Also, the Laser was unable to stitch a sliced Rufus (who is otherwise normal) back together as suggested by the hint in the Instructions. Perhaps Rufus needs to be in a different state before he is lasered. Try using the Saw/Laser combination after Rufus is charred:
Solution 1:FreezerBurnerSaw LaserClub
or after he's frozen:
Solution 2:FreezerSawLaser BurnerClub
Either of these sequences restores Rufus and the game continues. Other solutions can be found as long as the following are true:
Freezer precedes Burner, which precedes Club
Saw precedes Laser
Laser does not follow Club
Saw/Laser combination does not precede Freezer
There are three more solutions meeting these requirements:
Solution 3:FreezerSawBurner LaserClub
Solution 4:SawFreezerBurner LaserClub
Solution 5:SawFreezerLaser BurnerClub

Med Bay Mini-Game

In this mini-game, the object is to remove organs to get at the tapeworm, then reassemble the patient correctly. This easy puzzle can be solved by paying attention to the order in which organs are removed:
Use Door sensor
Exit To the med bay
Click on the tapeworm six times as he tries to hide in the thorax
Select the Lung and right-click on it once so that its hole is at right
Place it into the top 2/3 of the thorax
Select the Intestine and right-click on it twice so that its hole is at right
Place it into the bottom 1/3 of the thorax
Select the Heart and right-click on it twice so that its purple half is at left
Place it between the holes in lung and intestines
Select the purple Some random organ and right-click on it three times so that its hole is at lower right
Place it to the left of the heart
Select the Stomach and right-click on it once so that its connections are at top and upper left
Place it below the heart

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