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Key & Compass presents:
Goldilocks is a FOX!
by J. J. Guest

Goldilocks is a FOX! is an ADRIFT interactive fiction game and is © 2002 by J. J. Guest. In 2006, ralphmerridew ported the game to Inform 6 and the Z-machine.

In this game, you play as Goldilocks, a nineteen-year old blonde bombshell who, after a crazy party, took a bad shortcut and you're now stuck in the enchanted forest with no obvious way out. Also, you could really use some food and somewhere to sleep off this hangover.

This solution is by David Welbourn, and is based on Release 1 of the Inform 6 port 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

Inside theMediumChair Roof Pantry SittingRoom Bedroom Top ofBeanstalk Kitchen Hall EnchantedForest SmallMeadow Porch Lost(densefoliage) PottingShed Garden Clearing Fork Path Lost(twistedtrees) Lost(straighttrees) (randomLost inForest) (randomLost inForest) (randomLost inForest) (randomLost inForest) (randomLost inForest) (start) PapaBear's Workshop Cave Dungeon Cellar DarkPassage out u in d u out jump enterchimney u d d out in

Walkthrough

In the enchanted forest

CAUTION 1: Straying from the path can get you really lost.

CAUTION 2: The clock is running and you need to get everything done before the bears return to their cottage at noon. If you follow this walkthrough exactly, you will succeed, but too many unnecessary actions will make you fail. Feel free to skip talking to the pedlar and examining everything to save some time. If you really don't want to worry about the time constraint, break the watch! Time will stop, and you can take as many turns as you like.

> verbose.

> x me. i. x watch. x dress.

> x sign. x pedlar. x suitcase.

The pedlar knows more topics than these, but the clock is ticking.

> ask pedlar about wares. ask pedlar about beans.

> ask pedlar about forest. ask pedlar about wolf.

> s.

On a path in the forest

> w.

The Big Bad Wolf, looking for a woman in a crimson shawl, briefly accosts you.

At a fork in the path

> n.

In a clearing in the forest

> x cottage. x chimney. x roof. x aerial.

> x sign. x windows. x porch. x stones.

> n.

On the porch

> x door. x notice. read it. (They'll return at noon.)

> ring doorbell. x bin.

> take bottle. take note. x note.

> s. w.

In the garden

> x plot. x leaves. take leaves. (+3; have turnip)

> x root. x pumpkin. take it.

> x pond. (Something small and green is swimming in there.)

> x pergola. x shed. enter shed.

In the potting shed

> take secateurs and paintbrush.

> x pots. take pot. (Gloves and trowel revealed.)

> take gloves and trowel.

> open trunk. take dynamite.

> out. n.

In a small meadow

> x cow. milk cow. x hay.

> x fence. x turbine. x oil can.

> turn turbine. blow turbine.

> show turnip to cow. give turnip to cow. (+3)

Daisy is now following you. Return to the pedlar:

> s. e. s. e. n. (+3)

In the enchanted forest

The pedlar takes Daisy and gives you a packet before he leaves.

> x packet. read it.

> s. w. n. w.

In the garden

> fill bottle. (with water from the pond)

> open packet. x bean. plant bean. (using the trowel)

> water bean. (+3. Beanstalk grows. You drop everything.)

> take all. (Note that the bottle is broken.)

> drop trowel, packet, bottle, note.

> x beanstalk.

> u.

At the top of the beanstalk.

> jump to roof.

On the roof

You have no reason to turn the aerial yet, but you might as well while you're up here.

> turn aerial. (+3)

> enter chimney.

In the kitchen

> take spoon.

> x dresser. open it. x gigantic. take it.

> take all. (You take all the other bowls.)

> pour hot porridge in gigantic.

> pour cold porridge in gigantic. (+3)

> eat tiny porridge. (+3)

> eat gigantic porridge. (+3)

> x fireplace. search ash. (+3; get brass key.)

> drop all bowl. drop spoon.

> n.

In the pantry

> x droppings.

> x freezer. open freezer. x pork. take pork.

> x oats. take carton. open carton.

> x pendant. wear it. (It's now glowing!)

> x matchbox. take it.

> x mousetrap. x mouse. x cheese.

> take mouse and cheese. drop carton.

> s. e.

In the hall

Doorbell rings. A voice threatens to huff and puff.

> open door. (The wolf enters, looking for pigs.)

> ask wolf about pigs. ask wolf about bears.

If you don't wedge the cheese under the door, it will slam shut when you leave. You'll have to either re-enter the house via the beanstalk and chimney again, or ring the doorbell and hope the wolf answers and lets you back in!

> put cheese under door. (+3)

> x rug. take rug. (Trapdoor revealed.)

> open trapdoor.

> x portraits.

> n.

In the sitting room

> read magazine. (Hints about dropping a golden ball in a pond.)

> x large chair. (antimacassar with button.)

> x button. push it. (No power.)

You find a cable when you take the antimacassar.

> x antimacassar. take it. drop it.

> cut cable. (The secateurs are too rusty.)

> x medium chair. sit on it. (Sink partway.) stand.

> x tiny chair. sit on it. (+3; it breaks.)

> take wood.

> s. u.

In the bedroom

> x Beauty. wake Beauty. kiss Beauty. (Need a prince.)

> x window. open window. (Not with bare hands.)

> x huge bed. take blanket. (The bed is a snooker table!)

> drop blanket.

> x table. look in pockets. take ball.

> d. w.

In the kitchen

> put firewood in fireplace. light firewood. (using matchbox)

> cook pork. (+3)

> take pork. e.

In the hall

> z. (Wait until the Big Bad Wolf is here; he wanders.)

> give pork to wolf. (+3)

> ask wolf about turbine. (He'll now follow you to it.)

> out. s. w. n.

In a small meadow

+3. The wolf blows the turbine, and leaves. The oil can falls.

> take oil can. oil secateurs. drop oil.

> s. e. n. in. d.

In the cellar

Now that the turbine is running, this room has light.

> x machine. (Tightly shut.)

Switch A controls the power for the lights and outlets. Switch B controls the power for Papa Bear's chair.

> x fusebox. x meter. (240 volts.)

> x switch A. (It's on.)

> x switch B. (It's also on.)

> push switch B. (The large chair no longer has power.)

> x wardrobe. unlock wardrobe with key. open it. drop key.

Note: You can't take the dumbells without eating all the porridge first.

> x dumbells. take dumbells.

Note: The wardrobe can't be moved while the dumbells are in it.

> move wardrobe. (+3; archway found.)

> w. n.

In a dungeon

> x torches. x skeleton. (You take the poker.)

> x poker.

> s. e.

In the cellar

> pry machine with poker. (+3. You find sludge.)

> x sludge. (You take a small key.)

> u. n.

In the sitting room

> sit on medium chair. (While carrying the dumbells, you go to...)

Inside the medium-sized chair

> take specs. x them.

> drop dumbells. out.

In the sitting room

The cable makes the large chair a death trap. Cut it only when switch B is off.

> cut cable. (+3. with oiled secateurs)

> drop secateurs.

> s. d.

In the cellar

> push switch B. (Power is restored to the chair.)

> u. n.

In the sitting room

> sit on large chair. push button.

The chair sinks into the floor like an elevator! You're now...

In a cave

You fall out of the chair on arrival.

> x posters. x door. x electric socket. x tv.

> x fridge. open it. x beer. take it.

> drink beer. (+3)

> take remote. x it. ("Channel" and "Buy" buttons.)

After the aerial's been turned:

> x tv. (How to cook children.)

> push channel. (Jerry Springer.)

> push channel. (Toaster offer.)

> press buy. (+3)

> push channel. (News about Prince Charming is now a frog.)

> sit on chair. push button.

In the sitting room

> stand. s. out.

On the porch

New package here.

> take package. x it. open it.

> x toaster. x leaflet. (There's smallprint.)

> wear specs. read leaflet. (There's a nuclear reactor in the toaster.)

> take toaster.

> put sticks in toaster. (+3; the toaster is now a bomb)

> put package, specs, remote, and can in bin.

> in. d.

In the cellar

Pushing switch A turns off the lights, but you can still see because of the pendant.

> push switch A.

> u. n.

In the sitting room

> sit on large chair. push button.

In a cave

> unplug tv. plug in toaster. push lever.

> sit on large chair. push button.

In the sitting room

> stand. s. d.

In the cellar

> push switch A. (+3; BOOM.)

> u. n.

In the sitting room

> sit on large chair. push button.

In the cave

> w.

In Papa Bear's workshop

> take wrench and paint. paint ball. (+3)

> drop paint and paintbrush.

> x blueprints. x action plan.

> x crate. open crate with poker. (+3)

> x cauldron.

> open cabinet. unlock cabinet with tiny key.

> open cabinet. x warranty. x instructions.

In brief, ALAKAZAM starts the pot and ALAKAZOO stops it.

Return to the pond:

> e. sit on chair. push button. stand. s. out. s. w.

In the garden

> put ball in pond. (+3; frog appears.)

> take frog.

> e. n. in. u.

In the bedroom

> kiss frog. (+3. Frog becomes Prince. He kisses Beauty. She wakes. They leave.)

> open window with wrench. (The Fairy Godmother flies in.)

> x fairy. x wand.

> ask fairy about wand. ask fairy about Cinderella.

> ask fairy about Agnes. ask fairy about dwarves.

> give pumpkin to fairy. (+3; the pumpkin explodes)

> give mouse to fairy. (+3; the dead mouse becomes a dead horse)

> x horse. ask fairy about horse.

> ask fairy about dress (+3; your dress vanishes.)

The fairy explains that she accidentally reprogrammed the wand to move things to the cellar. Then she leaves to get her spell book, but drops her wand when she goes.

> look. take wand. x underwear.

> wave wand at underwear. (+3; your underwear vanishes.)

Back to the workshop one last time:

> d. n. sit in large chair. push button. w.

In Papa Bear's workshop

> wave wand at pot. (+3)

Back to the cellar, and no, you can't just zap yourself there:

> e. sit on chair. push button. stand. s. d.

In the cellar

> take underwear. wear it.

> take dress. wear it.

> alakazam. (+3)

> z. z. z. u.

In the hall

Set a quicksand trap for the bears when they return home.

> drop rug. (+3)

> take wedge. close door. u.

In the bedroom

> enter tiny bed. (+4)

Thanks for all your help. I sure as hell couldn't have done it without you!

> full score


Speedy Runthrough

In the enchanted forest

Here's a speed-run version of the above walkthrough! Run to the porch:

> s. w. n. n.

On the porch

Grab note and bottle, then run to garden:

> take note and bottle. s. w.

In the garden

Grab leaves and pumpkin, then enter the shed:

> take leaves and pumpkin. (+3)

> in.

In the potting shed

Quickly make everything visible, grab it, and go to meadow:

> open trunk. take pot. take all. out. n.

In a small meadow

Lead Daisy to the pedlar:

> give turnip. (+3)

> s. e. s. e. n. (+3)

In the enchanted forest

Run back to the garden with the packet:

> s. w. n. w.

In the garden

> fill bottle. open packet. plant bean. (using the trowel)

> water bean. (+3. Beanstalk grows. You drop everything.)

> take all. u.

At the top of the beanstalk.

> jump to roof.

On the roof

> turn aerial. (+3)

> enter chimney.

In the kitchen

> open dresser. take all.

> pour hot in gigantic. pour cold in gigantic. (+3)

> eat tiny porridge. (+3)

> eat gigantic porridge. (+3)

> search ash. (+3; get brass key.)

> n.

In the pantry

> open freezer. take all.

> take carton. open carton. wear pendant. (glows!)

> s. e.

In the hall

Doorbell rings. A voice threatens to huff and puff.

> open door. (The wolf enters, looking for pigs.)

> put cheese under door. (+3)

> take rug. open trapdoor.

> n.

In the sitting room

> take antimacassar. (revealing the cable)

> sit on tiny chair. (+3; it breaks.)

> take wood.

> s. u.

In the bedroom

> take blanket. (revealing a snooker table!)

> take ball.

> d. w.

In the kitchen

> put firewood in fireplace. light it. (using matchbox)

> cook pork. (+3)

> take pork. e.

In the hall

> z. (Wait until the Big Bad Wolf is here; he wanders.)

> give pork to wolf. (+3)

> ask wolf about turbine. (He'll now follow you to it.)

> out. s. w. n.

In a small meadow

+3. The wolf blows the turbine, and leaves. The oil can falls.

> take oil. oil secateurs.

> s. e. n. in. d.

In the cellar

> push B. (The large chair no longer has power.)

> unlock wardrobe with key. open it.

> take dumbells. move wardrobe. (+3; archway found.)

> w. n.

In a dungeon

> x skeleton. (You take the poker.)

> s. e.

In the cellar

> pry machine with poker. (+3. You find sludge.)

Since we know everything, you can skip getting the small key and also skip getting the specs. Time to go cut the cable:

> u. n.

In the sitting room

> cut cable. (+3. with oiled secateurs)

> s. d.

In the cellar

> push B. (Power is restored to the chair.)

> u. n.

In the sitting room

> sit on large. push button. (You're now...)

In a cave

> open fridge. take beer. drink beer.

You don't need to take remote to use it:

> push channel. g. push buy. (+3)

> sit. push button.

In the sitting room

> stand. s. out.

On the porch

> open package. take toaster.

> put sticks in toaster. (+3; the toaster is now a bomb)

Don't worry about leaving the package here. It's fine.

> in. d.

In the cellar

Pushing switch A turns off the lights, but you can still see because of the pendant.

> push A. u. n. sit on large. push button.

In a cave

> unplug tv. plug in toaster. push lever.

> sit. push button. stand. s. d.

In the cellar

> push A. (+3; BOOM.)

> u. n. sit on large. push button. w.

In Papa Bear's workshop

> take wrench and paint. paint ball. (+3)

> open crate with poker. (+3)

> e. sit. push button. stand. s. out. s. w.

In the garden

> put ball in pond. (+3; frog appears.)

> take frog.

> e. n. in. u.

In the bedroom

> kiss frog. (+3. Frog-Prince and Beauty leave.)

> open window with wrench. (The Fairy Godmother flies in.)

> give pumpkin. (+3)

> give mouse. (+3)

> ask fairy about dress (+3; your dress vanishes.)

> take wand.

> wave wand at underwear. (+3; your underwear vanishes.)

Back to the workshop one last time:

> d. n. sit in large. push button. w.

In Papa Bear's workshop

> wave wand at pot. (+3)

Back to the cellar, and no, you can't just zap yourself there:

> e. sit. push button. stand. s. d.

In the cellar

Since this is a speed-run, we're not getting dressed this time.

> alakazam. (+3)

> u.

In the hall

Set a quicksand trap for the bears when they return home.

> drop rug. (+3)

> take wedge. close door. u.

In the bedroom

It's 8:00 AM, plus or minus a few minutes because waiting for the Wolf to arrive in the hall is random.

> enter tiny bed. (+4)

Thanks for all your help. I sure as hell couldn't have done it without you!


Extras

Characters

Mentioned:


Credits

From the pre-game text:

-------------------------
By J. J. Guest.
-------------------------
ADRIFT release 1.2 16th September 2002
Visit J. J. Guest's website at: www.groundchuck.co.uk
Inform port by ralphmerridew (email redacted)
Inform version 1.0, April 2006
Type ZOOM IN, ZOOM OUT, or ZOOM AWAY to toggle automapping. (Do not use with Gargoyle due to bugs.)

From the response to CREDITS:

Original ADRIFT game by J. J. Guest
Inform port by ralphmerridew
Inform testing by Daphne Brinkerhoff, Katzy
ADRIFT testing by ...


Endings

Note: It is possible to make the game unwinnable, most obviously if you eat the magic bean.


Inventory

There doesn't seem to be an inventory limit, but Goldilocks will complain anyway if you ask her to carry too much stuff.

Clothing and Wearables
Food and Drink
Keys
Readables
Other items
Unlisted items

You also have, not listed by INVENTORY, these four things which you may examine or ignore:

Followers

Sometimes, these characters may be following you:


Score

The response to SCORE is:

I have so far scored my-score out of a possible 100, in several turns.

The response to FULL is:

I have so far scored my-score out of a possible 100, in several turns.

The score is made up as follows:


Thank You to my Patreon supporters

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