Deponia: The Complete Journey

Deponia: The Complete Journey

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Deponia Walkthrough: Game 2 (Chaos on Deponia)
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Intro!
If you're continuing on from the last guide, welcome back!

If not...well...no worries :3

** This isn't an achievement guide. Mind you, I'll post ones I happen to come across, but I won't have all of them.

*** If you're just joining us, yes I know there are other published guides. They only show up for the single games, however, and not the bundle. To make things more convenient for bundle players (and for my own enjoyment) I decided to keep going with the guides :)

--------------

Starting the next section of Deponia: The Complete Journey will land you in the tutorial again ~

Same exact tutorial as the last time, just do what you're told and you can move on with the story.
(Or you can bypass this by clicking the X on the right side of the screen)

--------------

Tips:

- Clicking the left mouse button will skip individual bits of dialog.

- Clicking esc will skip over the dialog.

- Clicking esc while Rufus is moving will skip over his walking.

- Clicking esc while standing still will lead you back to the main menu. Hitting it again will place you back in the game.

- Clicking the spacebar will activate arrows that show all exits out of an area.

- If you're playing a minigame and there is an X in the right hand corner of the screen, that means you can skip it. Though, if the minigame had an achievement attached, you're not likely to get it.

Spoilers (Obviously)
Part 1: Starting All Over Again
You'll start off in Grandma Utz's home.

Open the toolbox and grab the power inverter.

Now grab the hammer, things are going to get weird.

Try pulling the hammer off of the bird until you fling him through the bathroom door.

Go over to the bathroom door, pull it open and grab the bird.

Put the power inverter where the bird was and flush him down the toilet.

Now go to the sink and click the top button.

Look under the table next to the sink and grab the hammer underneath it.

Take the cloth from your inventory and stuff it in the sink, then press the button on the right side.

Grab the soaked table cloth and use it on the fire. All that for a hammer? O.o

--------------

Knowing Rufus, you should be doing something insanely stupid right about now.

Click the bellows, then click the panhandle by your foot.

Use your dagger on the fireworks, then click the panhandle again.

Now give the bellows one final kick!

--------------

Not much to do here,

BUT! If you blow on the badge enough times, you'll score a rather funny achievement.

Whenever you're ready, press the button!
Part 2: Three Goals (section 1)
There is a LOT going on during your time spent on these particular maps. I tried to string together the steps as best I could without a lot of backtracking.

From the staring point, you'll be in Bozo's ship. Rumage around in the trash can to find your anchovie.

Go outside. You'll end up looking at a map, click the Industrial Park (you won't have any other choice at this point).

Now go to the right, through the door near the crate labeled ???. This will end up being Doc's Workshop but will also be called Doc's Replacement Parts Store if you enter this area from Into The Lock...but we'll just call it Doc's Workshop since that's shorter lol.

Grab the crank on the table and the electrical tape above it, also grab the stick on the ground.

Use the tape with the stick in your inventory, then use the stick on Clever-Byte. You'll have to pick it up yourself. This will overload his circuits and turn the lamp on.

Then go back and hit the lamp with your insulated stick. Use the stick on the dog, then go past him, Into The Lock.

Pass through this room, into the next, which will be Doc's Office.

Grab the screwdriver off the table, then go all the way outside of Doc's Workshop, past where you encountered the dog.

Go to the path on the left now (also ???), which will turn out to be the Weapons Shop.

Go to the next unnamed path, which will be Little Venice. Grab the antenna, then go to the right (Harbor).

Go into the purple building (Tavern).

Talk to Garlef (who is upstairs) until he tells you to come back with a tournament hand.

Go downstairs and grab the sugar dispenser, then use your screwdriver on the jukebox's flap.
Click the other side of the jukebox for song selection and make sure to click "The Mating Song of the Junk Crabs".

Go back outside and head towards the generator above the Tavern. Pour the sugar into it, then go back inside the Tavern. Take the razorfish from the wall upstairs, then go downstairs and steal the sheet music from inside the jukebox.

Go back outside and go upwards, towards another ??? pathway. This will lead you to the Marketplace. Go towards the pharmacist in the left side of the screen and dig around in the trash.

Now go all the way to the Dock (It's at the bottom right of the screen if you're outside of the Tavern). While you're down here, you might as well grab the jar of hooks that are near the fisherman, and also the bucket hanging from the pole. Then go back to where you entered this screen. Go into the ??? door on your left (Which is the Gadget Shop) Pick a cartridge.

You'll end up back in Doc's Office. Combine the cartidges with the remote in your inventory.

Head to the Tavern and talk to Goal. After a certain dialog option, you'll end up grabbing peanuts off the counter. Also tell her that you want her to go back to Doc for the surgery, Bozo should try to mediate the argument. Once you're done talking to her in that state, use your remote control on her and click the green side. Say the line "So this is where you've been hanging out" and then leave the conversation after that. Use the remote control on her again, but this time, click the blue side.
Talk to her until you start hearing about the resistance, ask her what you have to do to bring her along, then exit the conversation.

Talk to Bozo, and tell him about Spunky Goal. Then exhaust all the new dialog options about his bambina until you wear him out and he ends up leaving.

Talk to Nod (the thug in the purple ski mask). He'll mention he has a tournament hand.

Go back upstairs and talk to Garlef. Ask him resistance questions until you get the bathroom key (if you don't see the dialog options, go back and talk to Goal a bit more)...then go downstairs and try the bathroom.

Now go meet Bozo near the Weapons Shop. Give him a pep talk so that he tries to talk to Donna. The gondelier should show up and start playing the crab song (if that is the sheet music you gave him)

ACHIEVEMENT: This one is kind of a pain, but you can get an achievement by making the gondelier play each song from the tavern. It's a lot of walking back and forth, but you can skip Bozo and Donna's tiff with the esc button at least.

Anyway, if the gondelier has played the crab song, there should now be a bunch of crabs in the pipe next to you. Click the pipe valve to shut them in.

Now go to the Marketplace up near the pharmacist. You should see a red, green and yellow pipe with a tube connecting two of them. That is the pipe diverter. Click it once, then head back to the Weapons shop and open the valve. The crabs will pop out of the green tube into an airbag crate.

Head back to the Harbour and kick the gondelier's bumper to make the air bag explode.

**I got an achievement after I kicked it that time, but I'm not really sure why. I had gone to the crate where the crabs where and given them a click...but I had also kicked the gondelier's bumper a lot before hand and talked to the guy. Your guess is as good as mine @.@

Anyway, head back to the Weapons Shop and watch the two lovebirds fight for the hundredth time. It will finally turn out differently.

Go back to the Tavern and use your new found pick-up line on fiesty Goal.

She'll fight you.

Okay, it IS possible to beat her during this first spat, but I wasn't able to the first time I did it. During another playthrough for walkthrough purposes, I did manage it...but it's tough. The time limit between picking a blocking stance and a fighting stance is very, very short.

Anyway, if she beats the crap out of you, you'll end up passed out near a training dummy. Fight the dummy until Rufus tells you he's in top shape. It's just games of simon-says, but it will help you against Goal.

Once you're done with that, head back to the fight through the northern door.

The two of you will spar. Goal's hand and eyes will indicate which part of you she intends to hit.
If her eye is lowered and her hand is down, protect your legs.
If her eye hasn't changed but her hand is level, protect your torso.
If her eye hasn't changed but her hand is raised, protect your head.

Goal's blocking will also key you in on where to hit.
If she is holding her weapon up, her legs should be wide open for a shot.
If she is holding her weapon down, but her hand is up, hit her torso.
If her weapon is down near her legs, her head should be wide open.

After you win, you'll end up back at the Tavern.

Now, head back to the Marketplace. There is yet another pathway to the north of the screen with ???, head in that direction. This will lead you to Bellevue.

Use the peanuts on the nose behind the gate.

(continued in the next section)
Part 2: Three Goals (Section 2)
(continued from section 1)

Go through the left path marked ???. You'll see a restaurant and a platypus center. Go towards the restaurant and order some food.

PUZZLE
Okay, fortune cookies are free, but you'll have to work your way around the menu to manage getting one without paying.

You start at 0,0c when ordering from the menu. When you fiddle around with the items and order from another menu, the cost will be added. So if your tab is a bit high, try getting out of the puzzle and going back in.

Hint: You're only trying to get one fortune cookie.

Solution:

Start by ordering from the third menu (which costs 4c)

Click on the giant burger and change it to a drink.

Now downsize both drinks until they are the smallest cup size.

Click the drink in the back, now change the drinks into two burgers.

Click the burger in the back, change the burgers into a giant burger.

Click the giant burger and exchange it for a drink.

Downsize the drink to nothing.

Now order from menu 2 (which costs 3c)

Click the back burger and exchange the burgers for a bigger burger.

Exchange the bigger burger for a drink.

Downsize both drinks to the smallest cup size.

Trade in these drinks for two burgers.

Trade in the two burgers for a giant burger.

Trade in the giant burger for a drink.

Eliminate the drink.


Once that's done, go back to the main part of Bellevue.

Now go through the right side. Click the tree where the old man is standing. Then go back up to Bellevue. The rake is no longer there, so you can grab the spade and fill your bucket with dirt!

Go through the right side doorway again, and into the door marked ???. This will lead to to Seagull's House.

Talk to Captain Seagull until he tells you to wipe platypus from the menu. Then click on the bookshelf, the fish tank, the huge window, and the plant on the left side of the room. While you're at it, also click the obviously special, glaring red book on the bookshelf; then look for another book that says something about a secret passage, and click that one too. Take the vaccum off of the wall.

Go outside, back near the tree you kicked, but notice a door under that part of the screen...go in there. This will lead you To The Poet.

Show all of Captain Seagull's notes to the poet who lives there, then take those items accordingly. Take his urn as well.

Use the hook and thread together in your inventory.

Go back towards where you entered this area from the Marketplace, and put your bread in the bird house.

Now, travel aaaaaall the way back to the Dock, and give the fisherman your fortune cookie. Take your expired pills and put them in the bait bucket. Show him your razorfish, and then the anchovie.

Now that you have the ID, go all the way back to Bellevue, and go through the archway to Old Town. Show the platypus guy your ID. You'll get a handy dandy book. Take a look at it in your inventory and read about each breed of platypus (you have to look at the book in order to pick up eggs). Now that you are a member, you can start picking up the eggs that are laying around. There's actually one on this very screen!

Go up so that you are near the clothes-line. Take the crank from your inventory and add it to the wheel, then shimmy the socks on over. Take the egg.

Now go back up to Bellvue and grab the egg that's nestled in the dirt.

OMGAPUZZLE. Who could have predicted that?

Well, no real solutions for this one, both times I've tried this, I kept moving the trap around randomly. The first time, he was in the bottom right corner and I trapped him in the upper left. The second time, he was in the upper left and I trapped him in the bottom right. So the corners seem to be your best bet.

Anyway, now that that is done, put your earth egg inside the bucket of dirt.

Go back to the Harbor and grab the purple egg under the walkway, then stuff it into your dead fish.

Now go back to the Tavern and use your candle on the candle in the tavern to light it

Go back to where you are Outside of Doc's Workshop. Open the furnace, put coal inside, then light it with your candle. Go up and grab the egg.

PUZZLE:

You'll have to change the tubes connecting the pipes so that the path leads the egg out the exit at the bottom. There are 8 pipes total, and each connecting tube only has two settings (red or blue).

Solution:



Change 1 to blue

Change 2 to red

Change 8 to blue

Change 5 to blue

Change 3 to blue

Change 7 to red

Change 4 to blue.


Once that's done, open the furnace and grab the platypus. Put him on the next to the left of the furnace.

Now go into Doc's Workshop. Dunk your tigerfish into the paint bucket, then move along through the doorway on your right. Pass the hallway. Open the freezer upstairs and put your bucket in it. Click the switch twice, then use your spade to dig him out.

Go back out of Doc's Workshop and Into the Lock. Grab your frankenfish and shock it with the electrodes.

Go back outside. When you're on the screen that had the furnace, the fish will start twitching. Give him some water from your inventory. Now go through the Marketplace and then up to Bellevue. Hit your fish with some water again, then go inside Seagull's House. Put your zebra fish in the goldfish bowl, then grab the platypus.

Go outside of Seagull's House and put your playpus in the dirt nest.

(continued in next section)
Part 2: Three Goals (Section 3)
(continued from section 2)

Go to the Marketplace and up to the Pharmacist. Show him your roll of toilet paper.

Since you're close to Bellevue, go back into Seagull's House, go up the ladder in the secret passageway, and stuff the ashes from the urn into the pipe on the platform. Use your hook on the windsock, then fasten it to the grommet on the pole where you dumped the ashes. Put your flying platypus egg inside. Now go back down the ladder. There should be a lint catcher you can click, open it up and vaccum the lint out, then go back up the ladder. Detach the windsock from the pole (by clicking the gromet I believe). The platypus should be hovering around next to the Bellevue entrance. Combine your antenae and windsock together in your inventory, then use that to catch him. You can drop him off in the nest in Old Town in front of the platypus fanatic.

ACHIEVEMENT: If you read all the greeting cards next to the fanatic, you'll get an achievement.

You're going to want to go all the way down to the Dock where the Gadget Shop is, but along the way you will pass through the Harbor. Put your water platypus in it's nest.

Go inside the shop and grab the juicer hat. Combine it with the cucumber in your inventory.

Now grab the socks, and while you're on the ceiling, grab the sunglasses. Fall back down to the floor and shove the sunglasses in the shredder. Show your sunglasses to the shop-o-mat, then steal the golden dragon of invsibility. Right click the dragon in your inventory, then take the glasses off of the counter and leave the shop.

Combine the lens with the left piece of the broken glasses, then combine both broken pieces together. If you put the lens on the right eye piece, don't worry! You can unassemble the glasses with the screwdriver in your inventory. Now go over to Little Venice and put the sunglasses on the periscope. Now you can open the hatch!

Click the radio door, then click the button when you're done.

Now use the razorfish on the kitty.

PUZZLE:

(Yes, it really is one)

You'll end up on a plank of sorts, in front of the unorganized crime boss, Donna.

Donna only responds in these three ways:

No = Hairflip

Ignore = Hiccup

Yes = Nod

This is similar to the fortune cookie puzzle, you basically have to go around the dialog to make things work out favorable for Rufus.

Now, you CAN just bypass this part, if you so choose. Just accept your fate and they'll make you jump into the water. If you go all the way back to Little Venice and through the hatch again, you'll be in the same place you were...but the game will actually ask you if you want to bypass this part. Nice eh?

But the puzzle is pretty fun to work out on your own.

Hint: Try to get her to say "No" when you agree to be tossed in the water.

Solution:
Click - "I have another offer to make."

Click - "Forget it."

Click - "Go ahead."


Now go through the Bridge door and grab the tournament hand, FINALLY!

Go back to the Tavern and have a game of Rock-Paper-Scissors with Garlef!

Puzzle: You have to get all of Garlef's tournament hand fingers to win.

Solution:
- Push the razorfish button, then the start button.

- Click the razor fish button again, and start again.

- You should have zero fingers at this point. Click start.

- Keep your hand fingerless and press start twice this way.

- When Garlef has no fingers left, and you will notice this by the fact that none of his fingers are highlighted at the bottom, put five fingers on your own hand and press start.


Once that's done, go back to Goal and tell her you are now part of the resistance, she should leave the Tavern.

This part pissed me off so much when I figured out what I had to do...I pretty much went all over the map trying all sorts of things before ending up doing the correct thing. SO, following Goal to the rebel base means going back to the Marketplace, then clicking on, what should be labeled as ??? right now.

Rufus will have the Marketplace music stuck in his head, so he will NEVER remember the knock, no matter how many times you go back to Garlef and ask him.

The clever little solution here, is clicking esc and going in settings AND TURNING THE MUSIC OFF!! Thanks for making me almost rip out my hair in frustration. When I tried to figure this out, I clicked on everything, including the commentary circle in the top left...I don't know if that's a solution as well, or if I was taking so long that the game just took pity on me and turned the sound off of it's own accord...

Now knock on the door again and immediately jump in the crate. Wait. You'll then see what the correct knock is. Knock on the door again. The guard will open the door for you!

A popup will come on the screen with a checkmark and an X. Words didn't show up on my first playthrough, but on my next playthrough they did. It's just asking if you want the music back on.

You'll end up in the Resistance Headquarters. Take the slides from your inventory and stick them in the projector.

PUZZLE: The idea here is to pick answers where Janosch's accent doesn't show causing Rufus to laugh and offend everyone.

Solution:

I just wrote down a few key words for some of these, instead of using the full sentences.

- Symbol
- Bombing fort
- Our enemy will try to eradicate Deponia
- Our team will dare to attack
- I obtained topagraphical data locating one particular Organon fort
- Detonate a bomb
- Goal and her brain implant.


Part 2: Three Goals (section 4)
(continued from section 3)

Anyway, after you've impressed Baby Goal with your slideshow, you'll end up back at the Tavern.

By now, all of your platypuses should be in their respective nests and off the menu. Go back up to Bellevue and into Seagull's House. Tell him this.

Go back to the Platypus guy in Old Town and ask him about poetry.

Now go to To the Poet in Bellevue and talk to him about poetry.

Use the platypus line in your dialog choices.

Now go back up to Seagull and tell him you know the right words.

Tell him, "I may not be good at waxing eloquent, but I've got this"

Go all the way back to the Tavern, and use your remote on her, change her to Lady Goal.

Then hand her your invitation.

You'll end up in Seagull's House again.

Grab the radio equipment memo off the table.

Now go back to the poet and show him your memo. Grab the radio.

Go back to Old Town and give the radio to the platypus fanatic.

------------------

Once you've convinced all three Goals to see Doc, you'll end up in Doc's Workshop.

After that, try to go Into the Lock, you'll be given a remote.

Use the remote on Liebold and then go through the Mysterious Anomaly.
Dialog diaolog dialog. Try to remember future Rufus's response to what you were thinking.

Once you're in Doc's Office, grab the drawer, then take both remotes.

Talk to Goal about Donna's cartridge, then mention champagne.

Put the cartridge in Donna's remote, then click it.

Grab the crowbar and weapon then go Into the Lock.

Use the crowbar on the electrodes

Tell past Rufus your word. I don't know if it's always this, but mine was zeeble zooble.

Now click the clock.

Much more dialog to help explain the plot, but you're done with this whole area! YAY!
Part 3: Did We Really Just Come Back Here?
Finally! A new section! Sort of...

Anyway, by now you should be on the Cutter and looking at the radar.

Head to Porta Fisco first.

The first section of Porta Fisco is called Quay. The large archway goes to the Street Canyon, while the tent goes to the Seer.

Go visit the Seer and steal his bananas.

Next, go near the guy laying down and click the power converter in the box next to him.

Go back out to Quay and then head down the glowing green pipe at the bottom of the map.

The pipe leads to the Entrance (to the Rebel Base, but it's just called the entrance).

On the old turbine, there should be a hatch. Click it open and shove the power converter in.

Next, go to the door and click it.

PUZZLE:


This is basically using that "plus, minus, plus" paper to determine the secret knock.

Solution:


Knock three times, then hit the checkmark.
(You should recieve one knock)

This means you add a knock, so now knock four times and hit the checkmark.
(You should recieve three knocks in return)

Subtract your reply! Knock once and hit the checkmark.
(You should recieve four knocks)

Now knock five times and hit the checkmark!


Once you go through the door, grab the canister. Talk to Janoch and see if he mentions the gadget shop. You can also talk to Toni and piss her off until you die, you'll get an achievement!

Now go back to the Cutter again and click the radar. Head to the ??? on the right side of the radar (Which leads to the North Pole).

Click on the snow pile and the hose.

Go back into the Cutter and go towards the last place labeled as ???. This leads to Isla Watchit.

Go up the path, then click on the broken transmitter.

Go back to the Cutter and give Doc the transmitter to fix. Also have a chat with him while you're there and get him talking about torpedo equipment.

Now go over to the radar and go back to the Floating Black Market.

Grab some bait from the fisherman, then talk to the fisherman. You want him to fish you out a boot. Keep talking to him until he says something about losing patience and cuts the conversation off. DON'T CLICK ANYTHING. Just sit there until he caves in and fishes out a shoe.

Go back to Porta Fisco and talk to the Goon in Quay. Talk to him about his umbrella, borrowing it, and hunger. Then give him your shoe.

Now go up and use your remote on Goal. She should turn into Baby Goal. Talk to her about the fortune teller, then follow her inside. There are a lot of questions you can ask, focus on getting rich. Then tell the Seer that this is bs and he's not holding the ball right. While he's showing you the arrow, use your remote on Goal. Now ask about being rich three times! Goal will choke him out of course (she always does this after three questions, so play around a bit if you want to hear all of her threats). You'll end up with an achievement and a tip about the lottery numbers.

Now go back to the Cutter and head to the North Pole. There should be a cup of tea inside the Cutter (it only shows up when you're at the North Pole). Put your snow in it and take a drink. After Rufus melts the ice outside, grab the torch! While you're outside, take a look at the stars, you should see the winning lottery numbers.

Go back to Porta Fisco and light the torch with the burning barrel.

Head to the Street Canyon and light the tires on fire. Grab the tire that flies out.

Now head towards the Rebel Base.

** If you want another random achievement, talk to Goon about rapping. Remember he's just outside the green pipe in Quay.

Once you're near the resistance members, place the flaming tire on the service hatch. Then stick your bait fish on it. After the baby dolphins mysteriously disappear, you will be able to grab the cans of tuna, and also the wading pool!

Go all the way back to the Floating Black Market and put your tuna in the bowl outside of the Gadget Shop.

Talk to Goal and ask her if she'll fit through the cat flap. I talked to Spunky Goal for this, and she went right through it!

Go inside the shop and put your bananas through the banana straightener.

Click the Lott-o-Matt, then show your prize to the Shop-o-Mat.

Go back to Isla Witchet and put your straight banana in the exhause pipe of the diesel generator. Attach the hose, then attach the canister.

Go back to the Floating Back Market, back into the Gadget Shop, and straighten another banana!

Go aaaaaall the way back to Porta Fisco, to the Entrance before the Rebel Base. Use your diesel on the tank, then close the lid. Hit the button on the wall.

Go inside and grab all of the air freshener trees. Go over to where the drain is on the other side of the room. Put your straight banana on it. The worker will walk right by, causing Rufus to hop on the banana himself. Now go click the lever attached to the pipes in the same room.

Go back outside and give the dolphins the torpedo equipment you won from the lottery.

Now go all the way back to Isla Witchet up to the Radio Tower. Put the wading pool on the plateau, then turn on the pump. Give Goal the umbrella, then the air fresheners and then the lotto prize paper.

Once she has all these things equipped and is standing inside the wading pool, grab the transmitter from your inventory and click the tower.

Then go back to the Cutter and click on the radar! OMG A PUZZLE!

PUZZLE:

Okay, basically you have to put a dolphin on top of the submersible. The radar always starts off which each dolphin and the submersible in the same position. If you need to reset, there's a button in the top left corner of the screen.

The best way is to use all three dolphins to trap it in a corner.

Be very careful to cut off any escape route when you do this.

He can move in each compass direction, and he can move diagonally.

I've tried to figure out a pattern, but there is no way to record one, because the submersible does not have a set pattern based on what moves you choose :/

I can tell you that I caught him in both of the top corners. He got away from me in the bottom left corner and I had to chase him down. So just keep at it!

If it's a pain in the neck, you can always skip this section by clicking on the small red X on the right side of the screen, but I believe you might miss out on an achievement that way.
Part 4: After The Radar Puzzle
You start off here on the outside of Bozo's ship.

Open the locker and grab the diving suit. Put the diving suit on the hook. Then click the diving suit and Rufus will jump in!

Grab both hoses while you're down there and then return to the surface. Combine them in your inventory.

Stick the hose on the water faucet, then click the hose again and click your diving gear. Rufus should pump it full of water.

Click the lamp and grab the candle out of it.

Go back inside the Cutter and put the candle in the pot. Grab the pot.

Use the remote (if you have to) to get Spunky Goal.

Go outside and ring the bell until you have a dent in the door that looks like Rufus.

Pour the wax into the dent, then put the impression into the diving helmet.

Now ask Bozo to lower the dummy.

Jump back into the diving suit and submerge yourself. Then, just open the hatch.

Huzzah!
Part 5: What's Up Doc?
You'll end up in an area with three transporters and Doc just chilling on the side like he always does.

Go through the first transporter with the fly. In the next room, zoom past everyone and go into the next transporter.

When you're back outside, go through the first transporter again, but in the next area, go up a level and go through that transporter (near Toni).

Go out and back in again. Now you should be a Rufus/frog hybrid. Click on the fly and eat it. Then click on the transporter again.

When you are outside where Doc is, go in the transporter in the top left now. There should be a ladder to Rufus's right, click it to go up.

Listen to some dialog, then go through the doorway marked ???

Go up to where Donna-Goal is and rumage around in the bag.

Shove a cartridge into Donna-Goal. I did Baby Goal first...which did nothing to convince Lady Goal. So I had to swap cartridges and turn her into Spunky Goal.

While you leave Goal to argue with herself, go to the room you saw Cletus in before and click the controls.

Dialog dialog dialog.

Click the controls then leave the room.

FIIIIIIGHT!

Click the control first, then click Cletus on his head to flip him over.

Hit him in the head continuously to get an achievement.

Anyhoo, while you're on top of Cletus, talk to Donna-Goal until she steals Lady Goal's remote. If Cletus flips you over, just click his head again.

When the red-buttoned remote falls down to you, you'll have to click that one as well.

You'll end up hanging from a wall. Use the red-buttoned remote again.

Goal will start to talk to you.

Eh, once you're done with that dialog, Cletus will come back and start more dialog.

Whatever you pick, eventually you'll have to say something about the remote.

Get ready for some cutscene action, and that's the end! :D

(( The next Deponia Walkthrough will be here soon! ))
14 commentaires
JanurzPotter 8 sept. 2024 à 14h13 
Some puzzles were crazy and without this guide I would fail to use 100% of my brain. Thanks bro!
Oburci 5 mai 2021 à 19h03 
Its sad how we will never get to see part 3 for this quide
NoctuaNympha 23 févr. 2020 à 13h12 
This is cool because it doesn't have achievements spoilers. Thanks a bunch!
ScionEyed 14 déc. 2018 à 22h25 
love the walkthroughs, can't wait for the 3rd one (if it ever happens xD). thanks to you i made it through the first 2 games!
Scooter 19 févr. 2018 à 5h27 
You don't need a straight banana for the exhaust pipe.
stef 29 aout 2017 à 15h22 
When you have to detach the windsock from the pole you can't click the gromet. You have to use the razorfish to cut it. Other then that, great guide and it helped a lot!
Jeff Barrold 16 déc. 2016 à 20h09 
Thanks for the response. Any ETA, or too early?
madgamer_102 15 déc. 2016 à 21h05 
When will the next walkthrough be released?
Mutt  [créateur] 13 déc. 2016 à 20h39 
I have Part 3 started, just been a bit preoccupied with finishing it :steamfacepalm:
Jeff Barrold 9 déc. 2016 à 6h38 
...Part 3 coming some time?