Region 4

Deltburg

The screwdriver, sixteen quests, a lot of plumbing and an escape room.

  • 37 items to collect
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Deltburg runs on water, and half of it is leaking. The last tool, the screwdriver, turns valves and screws — most quests here are pipe puzzles, deals with imps or photos of very specific things. Collect enough stamps and the bus finally heads for the Whirling Birch Bloom.

Checklist

QuestWhoWhat they want
Make a FriendThe plumber, in the house left of the bus stopFour plumbing jobs, ending with the town fountain.
Left HangingBy the sign and the lift in the town squareThe sign lifted into place and photographed.
Doing BusinessThe businessman in the office left of the squareThree more deals closed with imps.
EvolutionaryThe scientist in the aquarium, first room on the leftPhotos of a critter’s three life stages.
Feed a FishStarts by itself in your journalFish food delivered to the snotty salmon.
Lost RingAbove the bikes, one square up from the squareA photo of the lost ring.
Locked OutThe ghost in the top-right squareKeys fished out of the drain.
Cosmic DreamsA scientist in the lab (right side, second square down)Snaps of the floating symbols in the dream dimension.
Creative FreedomBy the backdrop in the photo studioA staged photo on the tripod.
Comedy RoutineThe robot in the comedy clubA photo of a bike, mid-show.
Under PressureOn a soaked balcony, far rightThe water shut off at three valves.
Escape RoomThe boarded-up door, far rightEscape the room (no stamp — reward: Bowler Hat).
Sweet DealThe imp in a white suit, one square right of the squareA photo of a special painting.
Smelly FindingsThe shop with a nose on its signPhotos of five bad smells.
Morning BattleThe sleepyhead on a rooftop, top-leftA hot bean slurp, carried there without spilling.
Moving InThe new tenant by the moving vanThe apartment decorated.
ChallengeWhere it starts
Three Feathered Chess MastersRight side of the map, second square down: the photo-challenge guide.
Deltburg climbing challengeThe deer-masked mascot in the top-right square.

Using the screwdriver on pipes

  1. Raise the camera, press A on a screw slot and turn it with the left stick. On most pipe puzzles each screw carries an arrow: point the arrows so the water runs towards whoever needs it. The solutions below give the direction for each arrow.

Make a Friend: the plumber’s jobs

  1. The road out of the bus stop is blocked. In the house on the left, the plumber has your first quest.
JobWhereArrows
Street pipesRight outside the plumber’s house; clears the barricade.Point the arrow towards the plumber.
Aquarium locker roomIn the aquarium, right from the entrance and through the arch under the stairs.First screw left, second up, third right.
Old lady’s apartmentThe apartment in the very top square, north of the town square.Both arrows left.
FountainThe maintenance room below the broken fountain in the town square (the door that was locked before).See the table below.
  1. The fountain puzzle is the hardest one. Set the arrows like this:
ScrewArrow
Right valve (where the water starts)Up
Right, topLeft
Right, bottomUp
MiddleLeft
Left, bottomLeft
Left, topRight
  1. Go back up to the square and talk to the plumber beside the working fountain for the stamp.
Bottles to recycleWhere
Town square bottlesAround the recycling bin in the town square, one square from the bus stop.
Aquarium bottlesInside the aquarium.
Bottom-left bottlesIn the bottom-left part of the map.
Far-right bottlesOut on the map’s far-right edge.

Left Hanging

  1. In the town square, someone on the left beside a sign and a lift needs the sign put up on the building.
  2. Raise the camera and use the screwdriver to raise the lift and slide it left or right. Aim for the middle of the building — covering a few windows is fine.
  3. Photograph the sign in place and show it for the stamp.

Doing Business

  1. Enter the office building on the left of the town square and accept the job from the businessman. Your work: closing deals.
  2. The first one is a practice run — the imp to the right signs straight away. Show the contract to your new boss.
DealWhere the imp is
Deal behind the buildingOne square up from the square, then one square left: behind the building.
Deal in the sewersDown in the sewers; enter two squares up from the square or from the top-right square.
Deal by the photo studioBy the photo studio, two squares right of the square — on the studio’s right-hand side.
  1. Back at the office, the boss pays you in stamps.

Evolutionary

  1. Inside the aquarium, in the first room on the left, a scientist wants one critter at each stage of its life. Photograph all three:
StageWhere
PollypranThe very top square, north of the town square.
LarvaltoOutside the library, two squares right of the square.
AdulbassIn the pond on the far right of the map.
  1. Put the photos in the frames on the scientist’s board in that order — Pollypran, Larvalto, Adulbass — for the stamp.

Feed a Fish

  1. Nobody gives you this one; it’s in your journal from the start.
  2. In the aquarium, go through the arches under the stairs into the locker room. The fish food sits on the shelves along the back wall.
  3. Return to the dispenser room. Follow the pipes to find three valves and turn each arrow towards the snotty salmon tank.
  4. Pour the food into the dispenser where the pipes begin. When it reaches the salmon, you get the stamp.

Lost Ring

  1. One square up from the town square, the person standing above the bikes has lost a ring.
  2. In the aquarium, find the biggest tank — the one with the sunfish. On its right side, a clam keeps opening and closing; the ring is inside. Snap it when the clam opens and show the owner.

Locked Out

  1. A ghost in the top-right square dropped their keys down the drain.
  2. There’s a way into the sewers in the same square. Down there, turn every arrow to the left. The keys drop out onto the floor; carry them back to the ghost.

Cosmic Dreams

  1. The scientist in the lab (right side, second square from the top) is missing one piece of a cosmic theory.
  2. Sit in the armchair — the dream chair — to travel to another dimension. Jump across the floating platforms to the left, where a book floats. Use it, then photograph the symbols that appear in the air.
  3. Sit in the dream chair again to return, and show the scientist your photo.

Creative Freedom

  1. In the photography building, two squares right of the town square, talk to the person by the backdrop.
  2. Dress the set with any props you like, put your camera on the tripod, strike a pose and take the picture. Anything goes. Talk to them again for the stamp.

Comedy Routine

  1. The comedy club is two squares right of the town square. Talk to the robot in the corner, then sit in the only empty chair.
  2. Halfway through a joke about a bike, the robot forgets what a bike looks like. Head out and photograph one — there are plenty around town.
  3. Back at the club, jog the robot’s memory and sit through the rest of the show for the stamp.

Under Pressure

  1. On the far right, someone on a balcony is being sprayed by a burst pipe.
  2. Trace the pipes to three valves. These don’t have arrows: keep turning each one until it shows a crossed-out water drop.
  3. With all three shut, talk to the soggy resident for the stamp.

Escape Room

  1. Not a stamp, but it hides a clothes box, so don’t skip it. On the far right, unscrew the board across a door and go in.
  2. Pick up the phone to hear the rules, then:
  3. Escape room solution:
    1. Take a seat in the armchair next to the exit door.
    2. Read the scroll, then step on the raised floor planks in the order it gives.
    3. Use the screwdriver inside the file cabinet that opens.
    4. Grab the light bulb quickly and fit it into the round table.
    5. Focus the camera on the owl (hold X).
    6. Photograph the picture showing the key and enter it on the keypad by the door.
  4. Walk through the door and open the box: the Bowler Hat. The Escape Room music tape is in here too.

Sweet Deal

  1. One square right of the town square, behind the buildings, an imp in a white suit wants a different kind of deal from the office imps.
  2. It’s after a painting. In the library, photograph the picture of a deer hanging inside the roped-off area, then close the deal.

Smelly Findings

  1. One square right of the town square, the shop with a nose on its sign is a smell museum. Its big-headed owner wants five stinky exhibits — photograph these:
SmellWhere
GarlicBottom-left square: someone snacking on a clove of garlic.
Can on the roofOne square up from the town square, on a roof.
CheeseA block of cheese inside the library.
Rubbish bagsNext to the comedy club door, two squares from the square.
Hanging shoesFar right, dangling from a washing line.
  1. Bring all five photos back for the stamp.

Morning Battle

  1. Up at the top-left corner of the map, north of the town square, someone half-asleep on a rooftop needs a hot bean slurp — coffee, basically.
  2. Two squares from the town square, climb to the roof right of the library: the coffee stand is up there. Ask the barista for a cup.
  3. Now be careful: jumping down from a roof or anywhere high spills the cup. Take the long way round on ladders and gentle drops, and deliver it for the stamp.

Moving In

  1. In the second square from the top on the left (north of the town square), go into the apartment next to the open moving van and offer to help unpack.
  2. Press A on the white spots around the flat and choose what to put on each. Placement is up to you, and a few spots can stay empty.
  3. When everything has a home, talk to the tenant again for the stamp. The Pleasant Lands music tape is in this apartment.

Photo challenge: three feathered chess masters

  1. The photo-challenge guide is in the second square from the top on the right. The riddle: three feathered chess masters.
  2. In the town square, a table on the right has a chess board on it. Find three Village Chirps nearby and run at them to herd them over to the board. Photograph all three together and show the guide.

Climbing challenge

  1. The deer-masked mascot is in the top-right square, and the flag is in the same area.
  2. Climb the steps and the ladder, then use the pipes to work round and up the tower. The flag is on the highest point of the roof; bring the news back to the mascot.
  3. When you’re done here, talk to Kiosky: the next stop is Whirlhill.

Collectibles

  1. Deltburg has ten clothes, including the Bowler Hat from the escape room and the Top Hat in the ghost’s house, and six music tapes. See Clothes and Music tapes for every spot.

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