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- Kings Quest IV - The Perils of Rosella
-
- Typed in by ???. Edited by PARASITE.
-
-
- This is the legend of King's Quest...
-
- Once, In a kingdom called Daventry there lived a King named
- Edward. Daventry was a very old kingdom, and it had its share of
- kings, both good and bad, over thousands of years. King Edward
- was a very good King, but he was also very old, and without
- children. Disorder ruled the land since the loss of the Three
- Great Treasures. King Edward feared that disorder might
- degenerate further once he died. Besides, he knew (as well did
- his people) that without an heir to the throne the kingdom would
- be in dire straits indeed. This, King Edward sent for his
- favorite knight, Sir Graham.
-
- You are the bravest and most trustworthy of my knights, quick of
- wit and stout of hear. I have chosen you to succeed me as king,
- but first you must prove yourself worthy of my crown. Far beyond
- the walls of this castle lie shrouded the Three Great Treasures
- of Daventry, stolen years ago by stealth and sorcery. This
- kingdom will not be restored to its former glory and prosperity
- until these great treasures are returned to their rightful
- hearth. Succeed in this my request, and the crown shall become
- yours upon my death. Fall, and our once beautiful kingdom will
- fall to the hands of evil forces who will use the powerful magic
- of the Three Great Treasures against us.
-
- "May you return victorious, Sir Graham!"
-
- Thus Sir Graham ventured where most humankind dared not tread,
- and returned home victorious with the cherished Treasures of
- Daventry, as is chronicled in the tale Quest For The Crown.
-
- Now Graham ruled over the land, with the aid of the Magic Mirror
- and the other Great Treasures of Daventry. The people of Daventry
- prospered greatly under the reign of the kindly monarch. But
- peace and prosperity can become quite dull for valiant Kings. Not
- more than a week after the third anniversary of his appointment
- to the throne (on the eve of King Edward's death) did King Graham
- begin to feel the pangs of loneliness.
-
- Fate would have it that Graham was standing next to the Magic
- Mirror as he pondered his plight. As he glanced towards the
- Mirror, he noticed that the glass had grown inexplicable cloudy.
-
- As the mist cleared, Graham beheld the image of the most
- beautiful maiden he had ever seen. She stood glancing from a
- window, motionless except for stray breeze that stirred her hair.
- A tear fell from one eye, and sparkled on her cheek like a
- diamond on velvet.
-
- Seel How the tears run down her face. Oh, that I were the glove
- upon the hand that could brush away such sorrow!" exclaimed
- Graham.
-
- The Kings heart was suddenly intoxicated with longing for this
- maiden-indeed this was the women ho must be his Queen.
-
- "Oh Mirror wise," said Graham, "I have vowed to make this maiden
- my bride. Where may I find her?"
-
- The Mirror clouded once more, and a voice spoke forth. "This is
- the maiden Valanice. She is from the kingdom of Kolyma, and is
- known for her goodness no less than her beauty. The jealous crone
- Magatha whisked Valanice away to an enchanted land, and
- imprisoned her in a quartz tower guarded by a ferocious beast. To
- rescue Valanice, you must travel to the kingdom of Kolyma, where
- you may search for the keys which unlock the three doors to the
- enchanted land..."
-
- As the tale is told, King Graham did indeed find the three magic
- keys, and faced the battles that led to the safe rescue of the
- beautiful maiden Valanice, The full account of King Graham's
- search for his bride is chronicled in the tale Romancing The
- Throne.
-
- King Graham married the beautiful girl he had rescues, and two
- years later the young Queen Valanice gave birth to twins, a boy
- and a girl. Alexander bore a striking resemblance to his father,
- and likewise Rosella to her mother. The family lived a very happy
- and peaceful life...at least for awhile.
-
- But from deep within the forests came rumblings of a terrible
- beast who was ravaging a bloody trail towards the land of
- Daventry. Sightings of dragons had been rare in these tranquil
- times, and never before in the kingdom of Daventry had one
- witnessed such a beast as the terrible three-headed dragon. As
- the years crept by the notoriety of the beast grew as great as
- the destruction it wrought. Soon the whole population of Daventry
- tremored with the news of the dragon's approach, and each
- homestead dwelt in terror.
-
- Meanwhile, in a land far away, lived the malevolent wizard
- Manannan. Manannan kept a watchful eye upon kingdoms of the
- world. With a sardonic grin he watched as the three-headed dragon
- rampaged its way towards Daventry. Manannan's hatred of mankind
- ad intensified with his great age, and his coal-black eyes burned
- a strange reflection upon the glass of the crystal as he
- mirthfully watched another human swallowed whole by the vicious
- beast.
-
- Preferring his solitude, the powerful Manannan was only allowed
- to be observed by one servant-boy, who maintained his house and
- performed all of his menial chores. Of course, Manannan could
- have conjured up spirits to do his dirty work, but he much
- preferred to see the toll and strain of a young mortal suffering
- under his thrall.
-
- Most would call it depravity, but it was fear that fueled the
- flames of Manannan's hatred of humanity, a fear instilled by a
- vision from his prophetic crystal ball. For within its walls of
- quartz had Manannan seen his own hideous destruction at the hands
- of a conquering hero.
-
- Time has wrought many changes and with it much sorrow. The
- kingdom of Daventry was ravaged by the deplorable dragon, and
- they young Princess Rosella was abducted. The entire kingdom was
- overcome by the brutal onslaught of the beast, and though
- forewarned, found themselves helpless to defend against its
- supernatural strength. Much weeping and wailing was heard
- throughout the land. Even with its power of prophecy, the Magic
- Mirror could provide no answers, not even a clue, for some bearer
- of black magic had cast a cloud of darkness upon its face...
-
- And the wizard watched with eyes of venom...
-
- The entire tale of Rosella's rescue, the wizard's downfall, and
- the restoration of the royal family are chronicled in the saga To
- Heir is Human.
-
- According to legend, shortly after Rosella's rescue King Graham
- decided it was time to pass on his adventurer's cap. Gathering in
- his wife and two children, the King offered a grateful smile
- upwards, for each member of his family had given him great pride.
- Gazing down at his children, he couldn't help but see the glint
- of spirited valor in their eyes. Knowing the future of his
- kingdom would rest soundly in the hands of its future heir, he
- slowly lifted his hands to display the infamous adventurer's cap.
-
- And now the commencement of the noblest adventure of all...
-
- AN OVERVIEW
- A Sierra 3-D Animated Adventure Game, simply stated, is an
- interactive movie where you become the main character. In this
- game the main character is Princess Rosella, daughter of the
- dying King Graham.
-
- Each 3-D Animated Adventure Game has a main goal, and yours in
- King's Quest IV is to find the magic talisman (to save Genesta,
- the good fair) and the charmed fruit (to save your father), both
- hidden in a strange country. You will need to mood swiftly and
- use your ingenuity, for you have but one day to complete your
- quest. Fail, and your loved ones will die, and you will be
- stranded in a strange land for the rest of your life.
-
- TIPS FOR NEW ADVENTURE PLAYERS
- Note: If you have played an Animated Adventure before, this
- section can be skipped.
-
- 1. HOW TO MOVE AROUND
- Basic instructions on how to interact with this game are
- included on the reference card enclosed. For those who are not
- sure of what to, there is a WALK THRU included at the end of
- this manual
-
- 2. STAY OUT OF DANGER
- Due to the dangerous nature of this adventure game, you will
- want to save your game often. Type SAVE GAME after you have
- made important progress. Type SAVE GAME when you encounter a
- potentially dangerous situation.
-
- If you do encounter danger, and you character suffers and
- unfortunate accident (such as death), you can type RESTORE
- GAME to return to the place you were at when you last saved
- your game. Careful use of this function has saved many gallant
- knights from returning to lowly peasant status.
-
- 3. BE OBSERVANT
- Look at and examine everything you can. When you enter a new
- location type LOOK AROUND. When you open a box type OPEN THE
- BOX. If you want to see the contents of the box type LOOK IN
- THE BOX. When you want to talk to a fisherman type TALK TO THE
- FISHERMAN. The descriptions and close-ups offered may provide
- valuable clues.
-
- 4. MAP YOUR PROGRESS
- Draw a map that includes each place you visit, objects found,
- dangerous areas, and every landmark you see along the way. Try
- not to miss any area, or you may miss and important clue or
- item necessary to the completion of your quest. Also, don't
- think that because you've been somewhere once, it will be the
- same next time. The people of Tamir (and other places you
- might visit) can move around as well as you (some even
- better).
-
- 5. BRING ALONG SOME HELP
- The Land of Tamir can be terrifying at night. You may find it
- helpful to play with a friend. Different people come up with
- different ways to interpret clues, and besides, most
- adventurers work in teams.
-
- 6. ARM YOURSELF WITH THE PROPER VERBS
- King's Quest IV understands a wide variety of verbs such as:
-
- Bait Dismount Hit Pry Stand
- Blow Dive Hug Pull Start
- Bounce Dock Jump Push Steal
- Break Drink Kill Put Sweep
- Bridle Drop Kiss Raise Swim
- Calm Eat Knock Read Swing
- Call Enter Lay Remove Take
- Cast Exit Lead Ride Talk
- Catch Feed Leave Rock Tempt
- Clean Find Lie Say Throw
- Climb Fish Lift Save Tickle
- Close Flip Light Shake Turn
- Command Follow Lock Shine Undress
- Cross Force Look Shoot Unlock
- Cure Free Make Shout Untie
- Cut Frighten Move Sing Use
- Dance Give Open Sit Wade
- Detach Go Pet Sleep Wake
- Dig Help Play Smell Wave
- Dim Hide Polish Speak Wear
-
- 7. LEAVE NO STONE UNTURNED
- There's much more to a 3-D Animated Adventure Game than meets
- the eye. Try any action you can think of-even the forbidden.
- No one every served a stretch of time on the rack from playing
- computer games. If you do run into serious trouble, you can
- always resort back to your RESTORE GAME function.
-
- 8. AT THE END OF YOUR ROPE?
- If you've tried every possible trick in the book and still
- can't get anywhere, don't panic. Even the most stalwart of
- adventures have been caught in the midst of a confusion spell.
-
- For this reason, hint books are available for all of Sierra's
- 3-D Animated Adventures. You can order the hint book for this
- game by using the order form in the package. Hints can also be
- received by calling the Sierra Support Line at (209) 683-6858
- by having your computer call the Sierra Bulletin Board Service
- at (209) 683-4463.
-