The Sleeping Princess is a TADS 3 interactive fiction game and is © 2008 by Molly, Alex, and Mark Engelberg. It was an entry in IFBeginnersComp where it took 2nd place.
You play as a pageboy in the kingdom of Mandarinia, mopping the castle floors including the floor in the princess's bedchamber. Princess Keisha has been sleeping for a year ever since a witch cast a sleeping spell on her. It'd be great if you could wake her. You'd never have to mop a floor again.
This solution is by David Welbourn, and is based on Version 1.1 of the game.
> about. (Tells you some useful commands and that the game cannot be made "unwinnable". I'd add that the game uses a typo-correction feature which can be turned off with the TYPO command.)
> ENTER
Princess's Bedchamber
> i. x bucket. x mop.
> x bed. x princess. x gown. x slippers.
> x portrait. (An image is shown instead of text describing it.)
> wake princess. (But how?)
> move princess. yell.
> mop floor. (+1. You find a coin and take it.)
> x coin. take bucket. s.
North End of Hallway
> x east door. x boards. x nails.
> x floor. mop floor. take bucket.
> s.
South End of Hallway
> x floor. mop floor. take bucket.
> e. (No, you can't leave this wing of the castle.)
> w.
Gym
> x sign. (Ad for strength training.)
> x man. (Must be Willy Armitage, as per the sign.)
> x treadmills.
At this point, the man asks if you're here to clean the floors.
> yes
The game now suggests that you can show your inventory items to him, or ask him about various topics.
> ask willy about himself. ask willy about hobbies. (He collects coins.)
> ask willy about coin collection.
> ask willy about cost of training.
> show coin to willy.
He'll train you for free for that! Then he gives you a plate of pickled mushrooms to eat.
> x plate. ask willy about plate.
> eat mushrooms. (+2. You're now much stronger.)
> x barbells. ask willy about barbells.
> ask willy about treadmills.
> ask willy about princess.
> ask willy about witch. (They boarded up her room and banished her.)
> mop floor. (+1)
> take bucket. e. n.
North End of Hallway
> pull boards. (+1) e.
Dusty Bedroom
> x dust. mop floor. (+3)
> x bed. x dresser. open drawer.
> take journal. x it. read it. (+1. You find a key and learn more about the witch.)
> x key. x trapdoor. unlock trapdoor with key.
You'll need your hands free to go down.
> drop all. d.
Secret Room
> x book. take it. read it. (+3. You learn the counterspell.)
> drop book. x tube. x goo. x table. x sofa.
You'll need free hands to get back up again too.
> push sofa. stand on sofa. u. w. n.
Princess's Bedchamber
> abracadabra kalamazoo. (+3. She wakes.)
*** YOU HAVE WON ***
> credits
Present in-game:
Mentioned:
In several moves, you have scored your-score of a possible 15 points. Your score consists of:
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!
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