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Key & Compass presents:
Deephome
by Joshua Wise

Deephome is a Z-machine interactive fiction game written with Inform 6 and is © 1999 by Joshua Wise.

In this fantasy game set on the world of Malli, you play as a dwarf. It is your duty as a Reclaimer to make the abandoned Mountain Kingdom of Deephome ready for your king's return. Restore the city's power and water, open the gates, and make sure the city is safe, emphasis on safe.

This solution is by David Welbourn, and is based on Release 1 of the game.

SPOILERS AHEAD. Reading a walkthrough prematurely can sometimes diminish one's enjoyment of an interactive fiction game. Please make an honest effort to play the game before reading this walkthrough.


Maps

Map 1: Deephome's main region

SecretEntrance DwarvenVillage NorthernGuardPost RailwayStation MainHall Clothier Scriv-ener's N. MainStreet Bakery GreaterNoble'sPalace GreatTempleof Kraxis S. MainStreet DwarvenLibrary ThroneRoom OuterCourt WestRoyalRoad EastRoyalRoad Inter-section EasternGuardPost LesserNoble'sPalace ExtremeS. MainStreet CityGenerator CityGates WaterWorks MiningCenter CoalMines DeephomeEntrance OreMines Smithy Court Barracks Treasury u d

Map 2: Smithy Court

Carpenter'sShop CommonForge Slag Pit Silver-smith SmithyCourt Gold-smith Black-smith RailwayStation Main Hall Barracks Treasury

Map 3: Barracks

Armory Soldiers'Barracks RailwayStation Main Hall Smithy Court Treasury TrainingGrounds MessHall Waterfall

Map 4: Treasury

CommonVault TheCommonBank RailwayStation TheTreasury TreasuryAnte-chamber Main Hall Barracks Smithy Court

Map 5: Woods and Town of Ember

CityGates Forest GreatWoodsLimits WesternRoad DeephomeEntrance ForestClearing SouthernRoad WoodenPath Shops Town ofEmber EmberToolShop Ember'sTownSquare SmallShack Pond w. sw. w. s.e. n. w. e. s. e.

Walkthrough

Secret Entrance

+1 just for being here. Every new location you visit in Deephome earns you a point.

> x me. i. x order. x lantern.

> x door. x tree. x house. x mountain.

As a mountain dwelling dwarf, you should push the mountain. As you'll learn, the tree represents the elves, and the house represents the humans.

In fact, only the mountain symbol is a button; the other two are just the carvings they appear to be.

> push mountain. (+5; the door opens)

> sw. (+1)

Northern Guard Post

Don't worry about closing the secret door from this side; you can't.

Note that you have a ten-item carrying capacity limit. Don't burden yourself by picking up every note someone left behind.

> x fireplace. x table. read letter.

> help. (Learn about wielding weapons and wearing armor.)

> x cabinet. open it.

> x sword. take it. wield it.

> x shield. take it. wear it.

> sw. (+1)

Main Hall

While the spirit is here, you are too paralyzed with fear to leave the location. Fortunately, after four turns, the spirit leaves on its own; it's now in the temple.

Your lantern is an excellent light-source that will never expire, but you will need a torch later as a fire-source. You'll pick it up later.

> x spirit. ask spirit about himself. ("Indanaz")

> read warning. x elevators. x torches.

> u. (+1)

Dwarven Village

> x doors. x stairways.

> d. s. (+1)

N. Main Street

> x shops. x booths.

> ne. (+1)

Clothier

> x tools. x slots. x mannequins.

> x table. x lines.

> sw. e. (+1)

Bakery

You do need the bottle, but until you get the water running, it's best to leave it here.

> x ovens. x bags. x pipe. x cistern. x bottle.

> w. w. (+1)

Scrivener's

Remember that blank paper is here. You'll need a page later too.

> x desks. open desks. x papers.

> e. s. (+1)

S. Main Street

> x library. x temple.

> e. (+1)

Dwarven Library

> x books. x mural. x stairs. (can't use them)

> x Fresto. x Leshosh.

To make the books easier to refer to, move Fresto into the street, and then you can just call them each "book" without worrying about disambiguation.

> take Fresto. w.

S. Main Street

> drop book. e.

Dwarven Library

> look up Deephome in book.

> look up Telleen in book.

> look up dwarves in book.

> look up elves in book.

> look up humans in book.

> look up god in bookorlook up Kraxis in book.

> look up Tiras in book.

> look up spirits in book. (need their names)

> look up Hashar in book.

> look up Few in book.

> look up Indanaz in book. (of Ternalim class)

> w.

S. Main Street

> look up Ternalim in book. (To banish a dark spirit: drop coin by the spirit, pour water on the coin, put ashes of a blank paper on the coin; put a four leaf clover on the coin, pray to Kraxis, then say "Manaz".)

> w. (+1)

Great Temple of Kraxis

You are no longer so fearful in the presence of a spirit.

> ask spirit about himself. (This is Indanaz again.)

> x dung. x murals. x tiles.

> x altar. x statue.

> e. s. (+1)

Intersection

This is as good a place as any to drop things you don't need any more or not right away.

> drop order.

> x sign. w. (+1)

East Royal Road

> s. (+1)

Lesser Noble's Palace

> x mosaics. x tapestries. x column.

> n. w. (+1)

West Royal Road

> x mosses. take moss.

> n. (+1)

Greater Noble's Palace

> x murals. x tapestries. x baths. x objects.

> s. w. (+1)

Outer Court

> w. (+1)

Throne Room

> x spirit. ask spirit about herself. ("Cholok")

> x tapestry. x throne.

> e. e. e. e. e. (+1)

Eastern Guard Post

> x racks. se. (+1)

City Gates

> x gate. x chain. x panel.

> x button. x lever. x hatch.

> open hatch. look in it. (gear missing)

> nw. w. s. (+1)

Extreme South Main Street

> sw. (+1)

Water Works

> x pipes. x wheel. x sign.

> turn wheel. (nothing happens)

> ne. s. (+1)

Mining Center

> s. (+1)

Ore Mines

> x signs. x axe. take it.

> n. e. (+1)

Coal Mines

> x rock. dig rock with axe.

> x coal. take coal. (+10)

> w. n. e. (+1)

City Generator

> x generator. x lever. x furnace.

> open furnace. put coal in it.

> close furnace. pull lever. (+30)

Return to the library:

> w. n. n. e.

Dwarven Library

> look up Cholok in book. (of class Yetzuiz)

> w.

S. Main Street

> look up Yetzuiz in book. (give it an animal to inhabit.)

> n. n. w. (+1)

Railway Station (near Main Hall)

> x car. enter car. push yellow.

Railway Station (near Smithy Court)

> out. (+1)

> nw. (+1)

Smithy Court

Might as well explore in order suggested, clockwise, starting with the southwest one.

> sw. (+1)

Blacksmith

> x forge. open it. x coal. x bellows.

> x small. x large.

> x gear. take it.

> ne. w. (+1)

Silversmith

> x furnace. x anvil.

> e. nw. (+1)

Carpenter's Shop

> x furnishings.

> se. n. (+1)

Common Forge

> x forge.

> s. ne. (+1)

Slag Pit

> x pit.

> sw. e. (+1)

Goldsmith

> x etching. x mirror.

> w. se.

Railway Station (near Smithy Court)

> enter car. push green button.

Railway Station (near Barracks)

> out. (+1)

> w. (+1)

Soldiers' Barracks

> w. (+1)

Armory

Unfortunately, you're not permitted to take any of these things.

> x weapons. x suits.

> e. s. (+1)

Mess Hall

> x tables. x kitchen.

> n. sw. (+1)

Training Grounds

> x archery. x mounds.

> sw. (+1)

Waterfall

Remember the name "terrock" for the encyclopedia later.

CAUTION: Anything you put into the river is lost forever.

> x terrock. x river. x pipe. x nest.

> ne. ne. e.

Railway Station (near Barracks)

> enter car. push red.

Railway Station (near Treasury)

> out. (+1)

> sw. (+1)

Treasury Antechamber

> x portraits. x door.

> n. (+1)

The Common Bank

> x booths. x sign.

> x box. look in box. x key.

> open box. (locked)

> x table. x pamphlets.

> take pamphlet. read pamphlet. drop it.

> w. (+1)

Common Vault

> x memo.

Head back to the library:

> e. s. ne.

> enter car. push yellow. out.

> e. s. s. e.

Dwarven Library

> look up terrock in book. (They're allergic to plants.)

The only plant you've seen is the moss you're currently carrying. Head back to the waterall.

> w. n. n. w.

> enter car. push green button. out.

> w. sw. sw.

Waterfall

> put moss in nest. (+10; terrock and nest gone)

> x pipe. x rod. push rod.

Return to the Water Works:

> ne. ne. e.

> enter car. push yellow. out.

> e. s. s. s. s. sw.

Water Works

> turn wheel. (+30)

Go to the city gates next.

> ne. n. e. se.

City Gates

I assume you left the hatch open.

> put gear on post. close hatch.

> push lever. ("Gate")

> push button. (+40)

> s.

Deephome Entrance

> x signpost. w. w.

Great Woods Limits

> x sign. (The capitalized letters at the start of each line is a direction to follow through the enchanted woods.)

> w. sw. w. s. e. n. w. e.

Forest Clearing

> x clover. take clover. x clover.

> x tree. x brook. x sign. (South then east to leave)

> s. e.

Great Woods Limits

> e. e. s. s.

Wooded Path

> x squirrel. x tree. x acorns.

> s.

Town of Ember

> w.

Shops

Nothing open or available because of the Eranti.

> e. s.

Ember's Town Square

Unfortunately, the benches, well, rose bushes, and hedges aren't implemented.

> w.

Ember Tool Shop

> x man. x book. x hammer. x tools.

> ask man about hammer. (free if you get rid of the Eranti)

> ask man about eranti. (a lizard-wolf at the pond)

> e. e.

Small Shack

> x hay. x chest.

Return to the libary to look up Eranti.

> w. n. n. n. n. n. nw. w. n. e.

Dwarven Library

> look up eranti in book. (They are only defeated by combat.)

Ugh. You're still wielding the sword and wearing the sheild, yes? Head back to Ember's Town Square:

> w. s. e. se. s. s. s. s. s.

Ember's Town Square

The combat is randomized, and the worn shield and the wielded sword is not a guarantee of success. If you feel the combat is going badly for you, feel free to retreat then wait until you heal and try again.

Likewise, if you die, restore to this save point and try again.

> save.

> s.

Pond

> kill Eranti. (repeat until it leaves to die; +20)

> diagnose.

Take some time to heal.

> x pond. x trees. x rushes. x stream.

> diagnose.

> n. w.

Ember Tool Shop

> ask man about hammer. ("have it")

> take hammer.

> ask man about parts. (Try Elbras, a city to the west; they'd have the pieces.)

Where to use the hammer? The blacksmith's. Grab the torch on your way there.

> e. n. n. n. n. n.

> nw. w. n. n. n.

Main Hall

> take torch. x torch.

> w. enter car. push yellow out. nw. sw.

Blacksmith

> take scrap. put scrap in furnace.

> burn coal. (with torch)

> z. (The scraps glow red.)

> take scraps. (The scraps merge together.)

> put scraps on anvil.

> hammer scraps. (You make a metal pick.)

> x metal pick. take it.

> ne. se. enter car. push red. out. sw. n.

The Common Bank

> unlock box with metal pick. open box. take key.

> s.

Treasury Antechamber

> unlock door with key. drop key. open door.

> w. (+1)

The Treasury

> x spirit. ask spirit about himself. ("Kebarn")

> x gold. (which?)

> x wealth. search wealth.

> x coin. take it. (+10)

Back yet again to the library. Shame that the encyclopedia isn't portable, eh?

> e. ne.

> enter car. push yellow. out.

> e. s. s. e.

Dwarven Library

> look up Kebarn in book. (of class Partaim)

> w.

S. Main Street

> look up Partaim in book. (To banish the shadow spirit: put net on the ground, put a gold coin into the net, pour water on the net, take the coin, pray to Kraxis, then say "Manaz".)

Return to the shack.

> s. e. se. s. s. s. s. s. e.

Small Shack

> unlock chest with metal pick.

> open chest. x net. take net.

> w. n. n.

Wooded Path

> dig ground with axe.

> put net on hole.

> take acorns. put acorns in net.

> climb tree. (+10; the squirrel is caught in the net)

> down. take net.

Return to the throne room:

> n. n. n. nw. w. w. w. w. w.

Throne Room

> open net. (+20; the spirit inhabits the squirrel and runs off)

> e. e. e. e.

Intersection

> drop axe. drop metal pick.

> n. n. w.

Scrivener's

> take paper. e. e.

Bakery

> take bottle. fill bottle.

> burn blank paper. (with torch)

> x ashes.

> w. s. w.

Great Temple of Kraxis

> drop coin. pour water on coin.

> put ashes on coin. put clover on coin.

> pray to Kraxis. manaz. (+30; Indanaz is banished)

> take coin. take all from coin.

> e. n. e.

Bakery

> fill bottle.

> w. n. w.

Railway Station (at Main Hall)

> enter car. push red. out. sw. w.

The Treasury

> open net. drop net. put coin in net.

> pour water on net. take coin.

> pray to Kraxis. manaz. (+30; the spirit is banished)

With the power on, the water running, the gate open, and all three spirits banished, the game ends in victory.

*** You have won ***

> full


Extras

Characters

Mentioned gods:

Mentioned dwarves:

Mentioned humans:


Credits

This is the response to CREDITS:

The author (that's me) would like to thank the following people for their help in beta-testing the game! They were a wonderful and excellent help!

Casper Kvan Clausen

Francesco Bova

Knight37

Cozmo

and
John Ferris

And special thanks to Karen Arvic who gave me the most extensive and quality help of anyone.

Thanks for putting up with my foolish game! I would work with any of you again!

I would also like to thank the following people for either pointing out bugs in the game (post publishing) or simply helping out at all:
Al for pointing out that there was no piece of paper on the table.
Mike Noel for offering to upload to the gmd for me when I was an ftp gimp for a while.


Endings


Inventory

Items are listed in the order they're encountered in this walkthrough, regardless if you take them or not.

You have an inventory limit of ten (10) items. You can't carry everything! Use the main street as your dumping ground for excess items.

To banish the dark spirit in the temple: Drop the coin. Pour water on the coin. Put ashes on the coin. Put the clover on the coin. Pray to Kraxis. Manaz.

To banish the shadow spirit in the bank vault: Drop the (opened) net. Put the coin in the net. Pour water on the net. Take the coin. Pray to Krakis. Manaz.


Score

This is the response to SCORE:

You have so far scored N out of a possible 300, in T turns,
Rank-statement.

Oddly, the maximum score is 301, not 300.

Points are awarded as follows:

The possible rank-statements are:


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