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Key & Compass presents:
Galilee Bones and the Juggernaut of Jordan
by Phil Riley

Galilee Bones and the Juggernaut of Jordan is a Glulx interactive fiction game written with Inform 7 and is © 2026 by Phil Riley. It was an entry in IF Comp 2026 where it tied for 7th place.

It's October 1943. In this game, you play as the archaeologist-adventurer Galilee Bones from Chicago's Woodlawn University, and you're about to make a night-time jump from a plane into Transjordan. The Nazis have found something big in the stone city of Lejjun, near Karak. Your mission is to find out whatever it is and bring it back with you.

This solution is by David Welbourn, and is based on Release 0 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: October 1943

Inside theJuggernaut Templeof theJuggernaut Mezzanine ChasmFloor Ante-chamber Before theStone City NaziEncamp-ment OutsideCamp RockyWaste Fork inthe Path Top of theEscarpment EscarpmentBase PromontoryPoint DesertPath TightPassage Plane Drop Site Shrine LowChamber Shrine (1st Century CE) (when smalllight is below) start u u d enterportal d d u jump

Map 2: 1st Century C.E.

Inside theJuggernaut Templeof theJuggernaut Mezzanine ChasmFloor Bottomof Cliff Ante-chamber (15th Century BCE) Before theStone City RockyPath FaintTrail Top ofEscarpment MarketDistrict StoneStair Landing (October 1943) Shrine Shrine PreparationChamber Tomb enter portal d d d d d u u enterportal u u u

Map 3: 15th Century B.C.E.

(1st Century CE) Templeof theJuggernaut Bottomof Cliff Top ofEscarpment RockySpire enterportal

Walkthrough

About to jump out of the plane

> i. (parachute, knapsack)

> x pilot. x plane.

> x parachute. x knapsack.

A small light appears in the distance.

> x light. (It's below you.)

> jump.

>> SPACE

FLASHBACK: Two days ago, you saw your pilot Abdullah sitting with an undercover SS agent.

>> SPACE

After you land, your contact Zaid hands you a torch, a tinderbox, and a scrap of paper, then makes a quick exit.

Drop Site

> i. x note. (Bring home what the Nazis have.)

> x torch. x box.

> open knapsack. x flashlight. (broken)

> x envelope. open it. read letter.

> x dictionary.

> translate tsehz gi anga ta lef tsets with dictionary. ("? * sister be strange")

I note that if I try to translate a word that isn't Nabataean, it helpfully lists three to six words nearest to it. By such means, you can eventually suss out the entire dictionary.

> ne.

Desert Path

> x plants. take rue. smell rue.

> n.

Fork in the Path

> x rocks. take rock.

> nw.

Outside Camp

> x guard. x fire.

> x chamomile. take it. smell it.

> se. e.

Top of the Escarpment

Note that this location is dangerous in the dark.

> e. e.

Promontory Point

> x village. x zaatar. take it. smell it.

> w. sw.

Tight Passage

> x skeleton. touch skeleton. (You obtain a pipe for smoking.)

> x pipe. smell it.

> x rubble.

> d. w.

Shrine

> x betyl. read it. (Translates to: "And on that day, the flowers will burn and the wind will blow, and the breath of the hero will break down the walls of the ages.")

Return to the guard:

> e. u. ne. w. w. nw.

Outside Camp

> throw rock at guard.

> z. (He gets up. He's now chasing you.)

> se. e.

Top of the Escarpment

You can see the guard to the west.

> put out torch. (You hear the guard fall down the escarpment.)

> light torch. e.

Escarpment Base

> x guard. take pistol. x it.

> take uniform. x it. wear it.

> w. w. nw. w.

Nazi Encampment

> take Herbology. x it.

> translate Herbology. ("wind * * herb * with fire * seed * * stone * * plant * * burn * * leave alone sleep * * flower *")

> x tent. (You acquire a diary.)

> x diary. (You learn about recent Nazi activities.)

> look up rue in Herbology. ("Seed of Fire")

> look up chamomile in Herbology. ("Flower of Sleep")

> look up zaatar in Herbology. ("Plant of Stone")

> w.

Before the Stone City

> x building. x gap. x doors.

> x wormwood. take it. smell it.

> look up wormwood in Herbology. ("Herb of Wind")

> sw.

Rocky Waste

> x rocks.

> ne. n.

Antechamber

> listen. x fresco.

> n.

Chasm Floor

Lockig and Triefen greet you, more or less. A less than productive conversation ensues.

> x Lockig. x Triefen.

> ask Lockig if we met before.

> look up.

> twist knife.

At gunpoint, you're tied up and dragged back to...

Nazi Encampment

> z.

>> SPACE

FLASHBACK: You remember telling Dahlia why you had to abandon her in Amman.

>> SPACE

> z. (Zaid unties you, and disappears again.)

> take rope. x it.

> i. (You still have all your stuff.)

Return to the shrine:

> e. se. e. e. sw. d. w.

Shrine

The Herbology told you which herbs to burn.

> put all herbs but chamomile in pipe.

> smoke pipe.

>> SPACE

FLASHBACK: You remember a fight in Chennai, and Dahlia telling you to get out of her hotel.

>> SPACE

The shrine has changed. You estimate that you're now in the first century C.E.

Shrine (first century C.E.)

> x portal.

> enter portal.

Shrine (1943)

From previous sessions, I know you mustn't let any Nabataeans see anything foreign to them in your inventory. You need the pipe and will have to conceal it soon, and they have no objection to the torch, rope, and the herbs, but you need to discard everything else.

> drop sack.

> put diary in sack.

> put Herbology in sack.

> put pistol in sack.

> put dictionary in sack.

> put box in sack.

> put note in sack.

> remove uniform. put it in sack.

If the letter and envelope and flashlight aren't already in the sack, put them in there as well.

> enter portal.

Shrine (first century C.E)

> e.

Preparation Chamber

> x table. x corpse. x robes. look in pocket.

> take robes. wear them.

> put pipe in robes. (Now the pipe is concealed.)

> e.

Tomb

> x niches. x slabs.

> open slabs. (can't: no suitable tool)

> w. u.

Landing

Fremd is tied to a timber in the western alcove. He asks you to untie him.

> say no.

> z. (He tells you that his uniform doomed him.)

> z. (He warns you that your uniform will be a problem too.)

> z. z. (He eventually runs out of auto-dialogue.)

> x alcove. x Fremd. x timber.

> u. u.

Faint Trail

NOTE: Tn these notes, I refer to this tall, gaunt Nabataean man as the "trail guard".

CAUTION: The trail guard raises the alarm if you're dressed like an outsider or have anything visible that doesn't belong in this time period. Fortunately for you, you hid the pipe inside your new blue robes.

> x man. x red robes. x hole.

> e.

Top of the Escarpment

This is a dead end.

> w. nw.

Before the Stone City

> x carvings. x door. listen.

> sw.

Rocky Path

> x spires. x holes. look in holes. (empty)

> s.

Market District

Nothing to do here.

> n. ne. n.

Antechamber

> x fresco.

> n.

Chasm Floor

> x man. x stairs.

> u.

Mezzanine

These notes will refer to this man as the temple guard.

> x man. x platform. x guard. greet guard.

> u. (The temple guard suddenly speaks up, telling you to keep your hands to yourself.)

Temple of the Juggernaut

> x betyl. read it. ("Made ya look")

> w.

Inside the Juggernaut

> x depression. x emerald. x eyes.

> take emerald. (The hum stops.)

> e.

Temple of the Juggernaut

> smoke pipe.

>> SPACE

FLASHBACK: In Amman, you see the signal to leave — the Woodlawn University coat of arms — and grab your knapsack and leave Dahlia behind.

>> SPACE

Bottom of Cliff (fifteenth century B.C.)

You're now even further back in time.

> e.

Top of the Escarpment

Nothing to do here.

> w. sw.

Rocky Spires

> x spires. (holes here too)

> take all from pipe.

> put emerald in holes. put pipe in holes.

> ne.

Bottom of Cliff

> enter portal.

>> SPACE

FLASHBACK: In Bombay, Dahlia is smoking a clove cigarette. She says you look silly when you smoke.

>> SPACE

Temple of the Juggernaut (first century C.E.)

> d.

Mezzanine

The temple guard searches you, finds nothing suspicious, and lets you go.

> d. s. s. sw.

Rocky Path

> look in holes. (The emerald and pipe are still there.)

> take emerald. put emerald in robes.

> take pipe. (Don't bother trying to conceal the pipe any more.)

> ne. se. d. d.

Landing

> give emerald to Fremd.

> d.

Preparation Chamber

Without the emerald, you can get past this shrine guard also. He sees the weird metal pipe, but just doesn't care.

> w.

Shrine (1st Century CE)

> enter portal.

>> SPACE

FLASHBACK: Heading for Karak in a lorry and away from Dahlia.

>> SPACE

Shrine (October 1943)

Note that the portal is now gone, and even if you smoke the pipe here again, the portal is not remade.

Also, from this point on, every so often, you hear faint footsteps nearby or feel that someone is watching you. That's the sound of Dahlia following you secretly.

> take sack.

> wear uniform.

> e. u.

Tight Passage

> reach skeleton. (You re-acquire the emerald once more.)

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

Chasm Floor

CAUTION: The pistol is too noisy.

> hit Triefen with flashlight.

> tie Triefen with rope.

> u. u.

Temple of the Juggernaut

Lockig gets the drop on you, grabs the emerald, and is about to shoot you.

>> SPACE

INTROSPECTION: You were stupid to leave Dahlia.

>> SPACE

Then Dahlia shows up from nowhere, kicks Lockig unconscious, and now she has the emerald.

> kiss Dahlia —or— stare at feet. (These are your only choices at this time, and it's a magician's choice. It doesn't matter to the plot which you do.)

*** Dahlia has saved the world ***

The game appears over, but there's still a bit more to do:

> start

Inside the Juggernaut (as Dahlia)

Since we're a new character and not actually under any time pressure, feel free to take time to look around.

> x Bones. x me. i. (just the emerald)

> put emerald in depression. (The Juggernaut is now powered up.)

> push lever. (You've taken the car out of park, more or less.)

> x eyes.

> x dial. (It can be turned to one of four positions: forward, left, back, or right.)

Turn the dial in the relative direction you want it to go, then push the emerald. If the direction is forward, the Juggernaut tries to step forward. If the direction is left or right, the Juggernaut turns in that direction. If the direction is back, the Juggernaut turns around in a half circle to face the opposite direction.

You just need to get this thing outside the temple. Do not worry if you're a bad driver. You cannot damage either the temple or the Juggernaut by going the wrong way or into a wall.

> turn dial right. push emerald. (It turns right, towards the temple doors.)

> turn dial forward. push emerald. (It strides out through the doors, and the Nazis flee.)

*** You have won... again! ***


Extras

Characters

Found dead:

Mentioned only:


Credits

This is the response to CREDITS:

Galilee Bones and the Juggernaut of Jordan is a work of interactive fiction created with Inform 7. It was written by Phil Riley.

Many thanks to the following people for their help and support:
Playtesters: Mike Russo, Drew Cook, Tabitha, outboard and Climbingstars;
German experts: StJohnLimbo and IkeC;
My wife, Laura, for invaluable feedback and advice;

Third-party extensions used in this game:
Standard Rules version 3/120430 by Graham Nelson
Exit Lister version 11 by Eric Eve
Conversation Framework version 12 by Eric Eve
Epistemology version 9 by Eric Eve
Conversational Defaults version 3 by Eric Eve
Footnotes version 2 by Stephen Granade
Undo Output Control version 5/170902 by Nathanael Nerode (based on the extension by Erik Temple; integrates Empty Command Handling by Daniel Stelzer based on code by Matt Weiner)


Endings


Inventory

Documents
Herbs

Look up each herb in the Herbology to learn how the Nabataeans name them. This helps you understand what the Nabataean message written at the front of the Herbology is telling you: to burn the wormwood, rue, and za'atar together without the chamomile. See pipe for more details.

You don't need the chamomile for anything, but feel free to keep it. Maybe after this mission is over, you can use it for tea.

Other items

Nabataean to English

A

B

C

D

E

F

G

H

I

K

L

M

N

O

P

R

S

T

U

V

Z


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