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Deponia 3 (Goodbye, Deponia): passing game

Today we suggest you to plunge into the passage of the game Goodbye, Deponia (premium v. 1.1.4.3284), to spend some evenings. A cartoon quest with childish humor, which tells of an escape from the planet-trash, is well suited to relax the player.

Control

Passage of the game Goodbye, Deponia is best to start with familiarity with the interface.

  • By the ESC button, the usual exit to the menu occurs.
  • PKM - inspect the object.
  • LMC - use the object.
  • To open the inventory, click in the upper right corner of the screen.
  • To highlight all active items on the screen, press the "spacebar".

As you can see, there is nothing complicated. Everything is absolutely typical for a standard quest. You will still have the opportunity to practice while passing the training task.

Achivki

Do you want to collect all the "Stim" stuff in the licensed version of Goodbye, Deponia? Passage with achievements will take you a little longer. And some will have to start the game several times, because they exclude each other. In addition, in Goodbye, Deponia, the passing of puzzles always opens some achievement. The same goes for the end of the episode. Also, we advise you to immediately see the last part of the text about the game Goodbye, Deponia. Passage of the aphivka "Duck-eating" was taken out in a separate chapter, so as not to be confused.

Chapter 1: Boat

We go to the nose of the boat for the girl. After that we move to the stern. Along the wall we try to climb to Goal. Here we have the opportunity to get one of two achievements:

  • "Reaction is all right." We do not give Rufus a single blow from the semaphore.
  • "Cast-iron bowler". "Count" the head with 5-10 semaphores.

We sit next to Goal. To unscrew all the screws, first click on the middle, then on the right and again three times on the middle. After that, we immediately grab the girl.

We speak with Barry. To get the achievement "Nostalgia", first click on the upper phrases about the old adventures. We take his camera. Click on the big red button. After this, three times in a row, pull the lever (achieving "With the breeze").

We take an ax and a hose from the heap of garbage. We try to use on a rope, with a dangling Goal (achivka "Eye, like an eagle"). We wind the hose on the gun and shoot. We grab for the hanging hose and use the ax on it.

Chapter 2: The Hotel (Part 1)

Passage Deponia, Goodbye is gaining momentum. We go to the reception. To get the achievement "Tuk-tuk!", Click on the call 5-10 times.

We get a clerk from the porter. In the street we open the right door to the housing block. We go in the door to the right. We read the dialogues.

We talk about clothes with Bozo, until he begins to shift his legs from one to the other. It becomes clear that we need to poison this "comrade".

We take the bag and open it in the inventory. We get shampoo. We return to the receptionist and meet Clitus. We go into the restaurant and replace the bag of Clitus with a bag of Boso. We investigate and get money.

We leave to the street and go to the laundry. We take away clothes Bozo and a hanger. Stomp into the hotel. There - on the stairs to the right to the basement. Be sure to save the game and begin to solve the puzzle with a heater. We need to make all the indicators blue. We press successively the buttons - middle, diagonal, lateral, lever, right, diagonal.

We return to Bozo, but he will still refuse to dress. After talking with him for a little longer, we learn that he wants to eat. We leave on the street to the toilet. We give money to the person inside and get a coin. We take away toilet paper and try to drain the water. After that, go back to the basement. There we go out to the left door and try to throw a coin into the trash. Next, we combine toilet paper with a coin. We return to the basement and use the "worn out coin" on the pie machine.

We leave for the restaurant. We take salt and pepper. We find a corkscrew. We start the coffee machine and get the dust. We go back to the hotel at the far left door. We speak with the seer and take the toothpaste.

We leave into the corridor and go into the next door to the ghost. Grab the knife from the mountain of dishes. We speak with him and find out that he likes to spy on neighbors.

We go into the basement - where we tried to throw out a coin. Put your hand in the trash. When the pelican comes out, give him salt, then we put a hanger in his mouth and take out the fish. Using a knife, we clean it and get scales.

We go back to the seer and screech him in the hood. Again, we talk and make a compliment. We give shampoo. Now go to the ghost. He will spy on the neighbor. If you look at the hole in the wall 5-10 times, you can get the achievement "Pervert".

We pass to the balcony and climb over to the neighbor. We take the jar of tarantulas. With the help of a corkscrew we open it (the achievement "To whom is the toffee?"). Stopper plug the leak in the pipe in the basement. We go back to the toilet and drain the water. We take away the blue tablet. Now we combine "pie" with "pepper", "tablet", "toothpaste" and "dust". We give the poison to Bozo and get a towel.

Chapter 2: The Hotel (Part 2)

We leave into the corridor and open the pantry. We take away the pillowcase. We go to the seer and use it on the hood. We make a compliment, and he again rushes to wash. We take away his robe.

We go down to the laundry and talk with the sectarians. We go to the ghost and take the sheet. We return to the fanatics, give them all the linen.

We pass the mini-game. For this we choose in turn: a sheet, a towel, a pillowcase, Clitus clothes, Rufus and again a sheet, a towel, a pillowcase.

We dress Rufus in the "clothes of Clytus." We speak with the receptionist and stamp our room. There will be no one there. We take away the "screwdriver" and call on the phone. We order dinner in the 1st room and a robot assistant. Then we run to the basement, and then to the street. We change clothes back to Rufusa. We go to the reception. We speak with the receptionist about the menu. Go to your room and call again on behalf of Clytus. We'll find out about lunch time.

We go to the restaurant and shoot the picture. Use a screwdriver to turn the bolt in the wall twice and set the time to "12". Clitus goes to dinner, and we change clothes and demand from the porter the key to his number. We examine and find out that he is from the 9th number, but we need from the 1st. We return the porter and go to the restaurant.

Twist the bolt in the wall twice. We wait and again we rotate the screwdriver two times. We leave and give the receptionist a key from the 5th number, and take it from the first. We go to the room. We take the bag of the robot and press it on the brown cabin. When the owner enters the room, Rufus will hide. Take the balls of moth and carpet cleaner. The latter is combined with toothpaste.

Click on the mirror and use a screwdriver to unscrew it. We substitute toothpaste. In the hole above your head, throw balls from the moth.

The mini-game will start. Our task is to replicate the movements of the Clytus when brushing our teeth.

A knock at the door. We give any bag to the robot and go outside. We go to the reception. From there to the room "5". But it turns out that the "relay" is no longer needed.

Another mini-game and "Hide and Seek". Two times in a row we hide from the seer, then at the ghost.

Chapter 3: The Disco

One of the simplest places in the game Deponia 3: Goodbye, Deponia. Passage can take 15 minutes, and then because of the speed of the characters themselves. We are in a personal "room", but under guard. We take away the "knife for letters" from the table and unscrew the grille of the air duct. We press the button of the bed and climb into it. After the roller, we remove the mattress and the grate.

Open the cupboard and pour yourself a cup of coffee. Another button opens the box and takes away from there "Cotton boots". In them immediately add a portion of coffee and put in the closet near the front door. Grid from the bed is attached to the duct.

Now we press on the button near the door and we suggest the organon's to search the cabin. When he climbs on the grate, we open the box with the button, and when the guard falls into the bed, we close it.

We leave into the corridor. We pour coffee on the carpet. When the robot cleaner comes, put a cup on it and poke it with a knife. We return to the cabin and pour ourselves another cup of drink. We climb into the airway. We pour coffee on the floor under the grate. When the robot arrives, pour more coffee on top. Again we go into the corridor and repeat the procedure. We get the achievement of "Coffeemania".

We follow the traces left by the robot. We are saved. When Goal appears, Rufus will step on the stove, and the security system will turn on.

With the help of Rufus, we distract the attention of the cameras so that Goal can pass to all the control levers. For this we will receive "Everybody Dance!".

We speak with the guard and choose "A cup of coffee". We leave to the left door (achivka "Happiness in ignorance"). We follow Argus and climb into the "successful hideout." We press on all the buttons in a row and finish the next chapter of Deponia 3: Goodbye, Deponia. Passage gives us a new program.

Chapter 4: Attack of the Clones

The next chapter of the game "Farewell, Deposit". The passage of this part will be very fast. Pick up the "Yin", go to the right side and use it on the hidden button. We take the "inverter" and connect it to the press. We press the button.

We pass a mini-game with fuses. Set in the following order - freezing, saw, laser, fire, bit. We get the corresponding achievement - "The Darwin Award".

We jump into the hole 5-10 times and earn an achivka "Groundhog Day". We take the bat and press it on the light. We leave to the left. Then turn right under the arch. In the room with a tree we beat a bat on the door. We collect the olives from the tree and prepare oil from them. Pick up a bag of beans, a bottle of water and another bottle of oil. Go to the previous screen and left.

After the dialogue, we destroy the bat with four beams and follow Hermes. About hours we take a card card. Go back and check the tube next to the body of Goal. We give the platypus card. After that we go again to the clock and apply a punched card to them. We get garlic.

We stamped to the van. Lubricate the door with olive oil and climb inside. We grab some french fries, "shampoo", as well as salt and oil from the deep fryer.

We give the platypus potatoes and get the "Vampire Kiss". Give him the garlic and quickly steal the eggs. We leave for the cloning room and dump all the ingredients onto the scales. We return to the control room and create three copies of Hermes.

We follow them. Get the "brain" Goal. We return and create a copy of the girl. Watch the intro.

We use the right Rufus acid on the average. Left try to take it away. We get the achievement of "Heart of Three".

Chapter 5: The Adventures of "Triplets"

We continue the passage. "Deposit 3: Goodbye, Deposit" smoothly moves to the inhabited zone. We switch to the average Rufus. Rotate the dryer for laundry and try on all the suits. We get the achievement "Carnival". In the bag we take the letter and go outside. We give the received candy to the child and get a pacifier. We take the baby monitor and go upstairs. We take a note from my coat pocket. On the street we go down to the merchant. We take a sign from him. We go to the psychiatrist. We answer any option. We take the flyer from the seller of the ropes. In the editorial office, we need a literal "Yyrk", paper and ink. We take Barrie a laser pointer. We connect ink and paper. In the street we stamp to the right and we select the antenna. We connect it to the radio and get the "Zombie Apocalypse".

Switch to the left Rufus and in any case, do not click on the space bar to highlight items (achievement "Lord of Darkness"). We grope in the dark for the nipple and give it to Goal. Pick up brushwood and moss and put them in a crack. We fall further.

The right Rufus climbs into the pipe and presses the button. Listen to the song.

Again, switch to the left. And read the instructions for the game "Farewell, Deposit" (passage). How to make a print, many people want to know, and now we'll figure it out. We turn the turnstile and go into the forest. We try all the mushrooms and get the "Mushroomer". After talking with the old woman, we go into the leper's settlement. We look into the stormwater and find out the red Rufus. We take away the paper and the antenna plug. We go down the stairs and talk to the peasant. We remove the imprint from the animal with paper and transfer it to the red one.

We go to the rebels. We try to pass and show an imprint. Near the tank we take scrap and a chaise longue. We climb into the car. There we give the letter, and in the locker we are waiting for a lunch box. From it we get hormones. We go to the kitchen and use the baby monitor on the receiver. We pass the radio, hormones and scrap green. We speak with Tony.

We use the "nanny", and Tony runs to the psychiatrist. We climb on a step to chat with the children (twice). We open the box with crowbar and grab bananas. They must be given to the organ-grinder. The received handle is used on the jack and activate it.

We get out of the tank. In the distance, a building is visible, and a laser pointer must be pointed at it. We go to the pita and give a deckchair to Gun.

Green again use the jack and take the handle. We change it from a monkey to a fez, which goes to June in exchange for a heater. We go into the tubular forest to talk with the old woman. Thence again to the colony to the monkey. We get 5 coppers and give them to the red.

We pass the sign to Gunu. After that, we buy from him 4 lavash and give it to the left Rufus. We go in the house of Bozo. We take breast milk and a pot. They are also transferred to the left.

Green we run to the camp to the monsters. Put the heater in the mouth of the monster. We use the antenna plug on the children and select the fuse that has fallen out of the socket. It must be installed in the lower connector. In it we stick a heater. We talk to the children and turn on the TV. Then the children should be wrapped in pita bread and pour with sauce. We return to the colony, to the tavern. We take away the flyer. We go to the old woman in the woods and show her the advertisement. We get a mushroom. Back to the inn. We fill the mug with plumbing and we add the mushroom there. We give the owner of the mug. We fill the mug of the courier with a mixture of berg and breast milk ("Cameo") ... We return to the bar and take the picture. Her and the soup is red.

They connect the airplane and the letter. In the store of ropes we throw an airplane in Tony.

Blue talking with the jailer about the toilet and food. We take away breakfast, a tablet, a tooth-brush and paste. Bagel we use on the guard, and we spill coffee on the floor. At the arrived cleaner we take a dust. We connect everything in the inventory. We return the "new" bagel to Clitus and again we speak with the guard. We grab the flyer and throw it back.

Chapter 5: Part 2

We go into the tank to Tony. He gets a recipe for a rope. We exchange it for the goods from the merchant. We speak with Barry. To save the baby, use the rope. When we go upstairs and fall into a trap, we switch to any other Rufus. So we will earn a loan "If a friend was suddenly". We click on the end of the rope and save the boy (achievement "Rufus hurries to help"). We go to Bozo and show him our pictures in the following order - Elysium, imprint, hero. We remember the answers. Now you can proceed to the next stage of the description of Goodbye, Deponia (passage). The therapist is already waiting for you. We repeat what we heard from Bozo. We get a sedative and vomiting. The first is added to the leftovers of soup, and the second is given to the baby. We return the child to the father and get the "Boso returned". We take the piggy bank and give it to the green. Now we go to the rebels. Before the entrance several times we talk with Harlef about how to get to the base.

Green exchange piggy bank for acid. Now go to the monster with the children and go into the tunnel.

We take the blue paper from the box with the blanks. After that, in the shelter we use the letter "Yyrk" on the terminal. We make our way through the hole and get to the rebels. We get a screwdriver for Janos. With her help, you need to get a capsule from the postal tube. Now on the terminal we fill in the form for sanitary inspection and send it by pneumatics. We go to the rebels. We take away the doctor's suit and move again to the terminal. After changing clothes, we pass into the infirmary.

We take the next form. And repeat the procedure, only now we order a screwdriver. We pass it to Clitus. Near the terminal we send the mail capsule on the gutter. We give the trophy worm to Clitus.

In the form of organontsa go to the terminal and talk with Argus. As soon as the hymn begins, we shoot from the cannon. Right after that, switch to red and go out the door.

Blue we approach the truck and look into the grate. On the chain we will transfer a picture of Elysium to blue Rufus from red. With him we pass through the pipe, glue it to the barrel and hide in it. We're calling Oppenboth.

At this time, the green pass to the left into the tunnel. We jump into the whirlpool.

Blue go to the right door and take the recorder. Using it, take out the cartridge and return it to the place. To Argus we inform the code - 4437. Again we grab the device and we get out of the window. Here we combine the recording with the device and listen to the message. We write a new message and return the recorder to its place. We turn off the alarm. We climb through the pipe and out again. We pass along the cornice and find ourselves near the safe. We open it with the code 4473 (on the second attempt). We leave.

We unite green and red. We use acid on a small Goal.

Blue uses the cartridge.

Again we play for the green. Try three times to pull the cord out of the socket.

Blue along with Oppenbot jump for Goal down.

Go to the red control. Blue will fly in during the dialogue. We climb into the tank and forcefully select control. We beat several times to get the "Sadist" achievement. We pull at the lever and say goodbye to the green forever.

We take a pen and try to develop a plan. We speak with Doc and repeat the attempt. We open the door to the tank and after talking with the Deponians we start the car.

Chapter 6: Final

The last act of the project Goodbye, Deponia is approaching the denouement. Passing the final part will make even the most indifferent cry. We talk with organontsami and order them to stand still. We sit down in the elevator with Argus and go to any floor. We press the pedal and get the brake. Immediately after that, we send the elevator down and abruptly stop. We go out and plant demagogy, calling everyone "ass."

We pass the game with the anthem. It's easier to use the following sequence 1-2-3-3-1-3-5-2-2-3-2, where 1 is the lowest note, and 5 is the top one.

We leave on the bridge. We take the antenna and crawl along the wire. The antenna is knocked down by the transmitter, and we are talking with comrades. When the countdown begins, do not jump. Repeat the dialogue with Argus to get the "Russian Roulette".

We unscrew one screw from the edge of the ladder and fix the middle. Now pick up the remaining ones and start walking back and forth to earn the achievement "Queen of the Podium". We pass to the left and fix the ladder. We take away the transmitter.

We use the find on the rotor. This ends the passage. "Deposit 3: Farewell, Deposit" shows us the final video, and we remain mourned for Rufus.

Eggs

To get the latest achievement - "Duck-eating" - you need to collect all the Easter eggs. As an example, we used the video "Goodbye, Deponia: passing with Ramon and Tuna".

Chapter 2

  • In the laundry room, to the left of the washing machine.
  • On the street. To the left of the door to the block with numbers.
  • At the coffee machine in the restaurant.
  • At the bottom of the location with a pelican.

Chapter 3

  • At the very end, near the "successful hiding place."

Chapter 4

  • On the table inside the Hermes van.
  • Near the bottle of water in the residence.
  • When you turn on the light with the help of "yin".
  • Not far from the dead Goal in the lower pipe.

Chapter 5

  • When saving the baby Bozo on the woods in the lower left corner.
  • In the first location of the sewer behind the pipe.
  • In a hollow on the location with a monster and a TV.
  • Near the pita, on the pipe house.
  • On a tree in the center of the forest with a grandmother.
  • On the location with the right Rufus, near the exit to the platform.

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