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Key & Compass presents:
Djinn on the Rocks
by Joshua Wilson

Djinn on the Rocks is a Z-machine interactive fiction game written with Inform 6 and is © 2021 by Joshua Wilson. It was a participant in the PunyJam #1 event where it took 2nd place.

In this small game, you play as a Djinn with a problem named James Merl III. James found your bottle and he wants you to MAKE HIM RICH. But your only powers are to APPRAISE, CURSE, and SWAP. Can you find all six ways to either grant his wish or entrap someone else in your bottle instead?

This solution is by David Welbourn, and is based on Release 2 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.


Map

AlliterationAlley JekyllPark BroomCloset DecrepitPub OutsideThe RedAnchor MainStreet RecordsOffice The Far Sideof the Universe (at 100 or -100 Karma) no

Walkthroughs

Verbose walkthrough for high score

Broom Closet

> read note. (can't: you're inside a bottle)

> x me. i. x shell.

> listen to shell. (+1)

> talk to shell. (+2. A crustacean replies, says he'll fetch the list.)

> SPACE SPACE SPACE SPACE

> x bottle. x cork.

> ask Enz about appraise. (Appraise tells you the size and material of something. You can only swap cursed objects if they're similar in size and material.)

> ask Enz about curse. (You can curse almost anything, and UNCURSE them too. You may SWAP two cursed items.)

> ask Enz about swap. (You can swap two objects from anywhere as long as you cursed both and if they are similar.)

> ask Enz about karma. ("They" are always watching.)

> ask Enz about freedom.

> ask Enz about bottle.

> ask Enz about James.

> push cork. (+1)

> leave bottle. (+1)

> look.

> x note. (+1. James wants to be rich or else.)

> ask Enz about seal.

> x knife. take knife. take note. take cork.

> take bottle. (+1)

> appraise me. (+1)

> x appliances. x fabric. ask Enz about cat.

> x door. appraise door. (+1)

> curse closet door. (+1)

> open door. e.

Decrepit Pub

> ask Enz about wish. ask James about wish.

> x James. x drunkard. x herring.

> appraise herring.

> x bottles. x floorboards. x bar.

> appraise James. (+1)

> appraise drunkard.

> ask Enz about drunkard. ask James about drunkard.

> ask James about cat.

> e.

Outside The Red Anchor

> x puppy. pet puppy. (+1, +25 Karma)

> appraise Enzo. (+1)

> e.

Main Street

> e. (You can't go further east.)

> appraise door. (+1)

> curse door. (+1)

> swap closet door with office door. (+1)

> s.

Records Office

The computer lets you change people's names!

> x computer.

...use the computer?= Y

Enter Original Name >> ENTER

SURE? Y (+1)

> n. w. n.

Jekyll Park

> x boy. ask boy about puppy.

> s.

Outside The Red Anchor

> take puppy. (He's too fast!)

> curse puppy. (+1)

> curse Enzo. (+1)

> swap Enzo with puppy. (+1)

> n.

Jekyll Park

> give puppy to boy. (+1; +25 Karma)

> s.

Outside The Red Anchor

> uncurse Enzo. take Enzo.

> n. n.

Alliteration Alley

> x Malicia. appraise Malicia. (can't: already cursed)

> x can. x rats.

> ask Malicia about puppy. ask Malicia about cheque.

> s. s. w.

Decrepit Pub

> curse me. (+1)

> curse James. (+1)

> drop bottle. enter bottle.

> swap me with James. (+1)

> put cork in bottle. (The bottle vanishes.)

You are free, without any magical powers.

> x me. take self.

*** You have won. ***

> amusing


Mini-walkthrough 1: Entrap James

Broom Closet

> push cork. (+1) leave bottle. (+1)

> take cork. take bottle. (+1)

> open door. e.

Decrepit Pub

> curse me. (+1) curse James. (+1)

> drop bottle. enter bottle.

> swap me with James. (+1)

> put cork in bottle. take self.

*** You have won. ***


Mini-walkthrough 2: Entrap the boy

Broom Closet

> push cork. (+1) leave bottle. (+1)

> take cork. take bottle. (+1)

> open door. e. e. n.

Jekyll Park

> curse me. (+1) curse boy. (+1)

> drop bottle. enter bottle.

> swap me with boy. (+1; -25 Karma)

> put cork in bottle. take self.

*** You have won. ***


Mini-walkthrough 3: Give cheque to James

Broom Closet

> push cork. (+1) leave bottle. (+1)

> take bottle. (+1)

> open door. e. e.

Outside The Red Anchor

> appraise puppy. appraise shell. (+1)

> curse puppy. (+1) curse shell. (+1)

> swap puppy with shell. (+1)

> n. n.

Alliteration Alley

> give puppy to Malicia. (+1; -25 Karma)

> x cheque.

> s. s. w.

Decrepit Pub

> give cheque to James. (+1) take self.

*** You have won. ***


Mini-walkthrough 4: Change James's name

Broom Closet

> push cork. (+1) leave bottle. (+1)

> take bottle. (+1)

> appraise door. (+1) curse door. (+1)

> open door. e. e. e.

Main Street

> appraise door. (+1) curse door. (+1)

> swap closet door with office door. (+1)

> s.

Records Office

When you rename James, make sure his new name is just the one word, Rich.

> x computer.

use the computer? Y

Original Name >> James Merl III

New Name >> Rich

Original Name >> ENTER

EXIT THE SYSTEM? Y

> SPACE (+2. Your bottle vanishes.)

> n. w. w.

Decrepit Pub

> x Rich. take self.

*** You have won. ***


Mini-walkthrough 5: Deal with Spirit of Good

Broom Closet

For this ending, you need to do good deads until you have 100 Karma.

> push cork. (+1) leave bottle. (+1)

> take knife. take bottle. (+1)

> open door. e.

Decrepit Pub

> x herring. appraise herring. appraise knife.

> curse herring. curse knife.

> swap knife with herring. (+1)

> e.

Outside The Red Anchor

> pet puppy. (+1; +25 Karma)

> curse puppy. (+1) curse shell. (+1)

> swap puppy with shell. (+1) take shell.

> n. n.

Alliteration Alley

> put herring in can. (+25 Karma)

> give puppy to Malicia. (+1; -25 Karma)

> s.

Jekyll Park

> swap puppy with shell.

> give puppy to boy. (+25 Karma)

> give cheque to boy. (+50 Karma)

On reaching 100 Karma, you are swept away to...

The Far Side of the Universe

The Spirit of Good offers you a yes-or-no deal.

> yes

*** You have won. ***


Mini-walkthrough 6: Deal with Spirit of Evil

Broom Closet

For this ending, you need to do evil deads until you have negative 100 Karma.

> push cork. (+1) leave bottle. (+1)

> take cork. take bottle. (+1)

> open door. e. e.

Outside The Red Anchor

> hit puppy. (+1; -25 Karma)

> curse puppy. (+1) curse shell. (+1)

> swap puppy with shell. (+1) take shell.

> n.

Jekyll Park

> give puppy to boy. (+1; +25 Karma)

> swap puppy with shell. (-50 Karma)

> n.

Alliteration Park

> give puppy to Malicia. (-25 Karma)

> s.

Jekyll Park

> curse me. (+1) curse boy. (+1)

> drop bottle. enter bottle.

> swap me with boy. (+1; -25 Karma)

On reaching negative 100 Karma, you are swept away to...

The Far Side of the Universe

The Spirit of Evil offers you a yes-or-no deal.

> yes

*** You have won. ***


Extras

Amusing

This is the response to AMUSING, after you've won the game:

There are six ways to win the game! Can you find them all?

Good luck, enjoy, and thank you for playing!


Appraisals

One of your powers as a Djinn is the ability to APPRAISE something. Here is a summary of the appraisals.

Items marked with a ⭐ gain you a point if you appraise them.

Limitations:


Characters

Mentioned:


Credits

This is the response to CREDITS:

Invaluable testing support provided by:
Tiana Wilson, Spartan, Mikrokosmonaut, Dinglehopper, Dave Warner, Darchalus, Cana Wade, and Caleb Robert Wilson


Endings


Inventory


Score

The response to SCORE is:

You have so far scored your-score out of a possible 28, in several turns, and accumulated your-karma Karma, out of a possible minimum of -100 and maximum of 100.

The response to FULL SCORE is:

The score was made up as follows:

The following actions affected your Karma:


Thank You to my Patreon supporters

This walkthrough is provided free of charge since the work it's based on has less than fifteen locations. Please consider it a thank you for your support!

I create larger walkthroughs too! Please visit my Patreon account if you're interested in helping me create more interactive fiction walkthroughs. I appreciate all the help I can get! Thanks again.


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