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- -= Kings Quest IV manual. Needed for reference check upon loading. =-
- - Revised October 5th, 1988 -
-
-
- [PAGE 1]:
-
-
- This is the legend of King's Quest...
-
-
- [PAGE 2]:
-
-
- Once, in a kingdom called Daventry, there lived a King named Edward. Daventry
- was a very old kingdom and it had its shares of kings, both good and bad over
- the thousands of years. King Edward was a very good king, but he was very old
- and without children. Disorder ruled the land since the loss of the Three
- Great Treasures. King Edward feared that the 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. Thus,
- King Edward sent for his favorite knight, Sir Graham.
-
-
- [PAGE 3]:
-
-
- You are the bravest and most trustworthy of my knights, quick of wit and
- stout of heart. 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, stolden 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 be yours upon my death.
- Fail, and our once beautiful kingdom will fall into 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 vicorious with the cherished Treasures of Daventry, as is chronicled
- in the tale Quest for the Crown.
-
-
- [PAGE 4]:
-
-
- 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
- annicersary 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 toward the mirror, he noticed that the
- glass had grown inexplicably 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 a
- stray breeze that stirred her hair. A tear fell from one eye, and sparkled
- on her cheek like a diamond on velvet.
-
-
- [PAGE 5]:
-
-
- "See! How the tears run down her face. Oh, that I were the glove upon the
- hand that could brush away such sorror!" exclaimed Graham.
-
- The King's heart was suddenly intoxicated with longing for this maiden--
- indeed this was the woman who 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 maiden
- Valanice. She is from the kingdom of Kolyma, and is known for her goodness
- no less than her beauty. The jealous crone Hagatha 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.
-
-
- [PAGE 6]:
-
-
- King Graham married the beautiful girl he had rescued, and two years later
- the young Queen Valanice gave birth to twinss, 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.
-
-
- [PAGE 7]:
-
-
- Meanwhile, in a land far away, lived the malevolent wizard Manannan.
- Manannan kept a watchful eye upon the 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 had 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. Ofcourse, Manannan could have conjured up spirits to
- do his dirty work, but he much prefered to see the toil and strain of a
- young boy suffering under his thrall.
-
- Most would call it depravity, but it was feal 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.
-
-
- [PAGE 8]:
-
-
- Time has wrought many changes, and with it much sorrow. The kingdom of
- Daventry was ravaged by the deplorable dragon and the 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 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 the 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 sage To Heir is Human.
-
-
- [PAGE 9]:
-
-
- 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...
-
-
- [PAGE 10]:
-
-
-
- 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, daugher 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 fairy) and the
- charmed fruit (to save your father), both hidden in a strange country. You
- will need to move 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 do, 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 your character suffers an 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.
-
-
- [PAGE 11]:
-
-
- 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 an 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 the next time. The people of Tamir
- (and other places you might visit) can move around as well as you (some
- even better).
-
- Here's an example of a map you might draw:
-
-
- MAP
-
-
- 5. Bring Along Some Help
- The land of Tamir can be terrifying at night. You may find it helpful to
- play along with a friend. Different people come up with different ways to
- interpret clues, and besides, most adventurers work in teams.
-
-
- [PAGE 12]:
-
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- 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 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 ever
- 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 adventure's 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.
-
-
- [PAGE 13]:
-
-
- Your Adventure Begins...
- An Introductory Walk-thru to King's Quest IV
-
- Press Return to bypass the title screen. Press return again to bypass the
- credits screen.
-
- The adventure starts with an introductory cartoon. You should watch the
- cartoon at least once, as it provides valuable information you need in
- completing your quest. To bypass the introductory cartoon, press Return.
-
- You start out on the west shore of the beach. There are many objects you can
- LOOK at.
-
- Type:
- LOOK AROUND (After each typed-in command, you will receive a
- response. Press Return when you are ready to proceed with another command
- or action.)
- A river, coming from the east, spills into the blue ocean before you. A
- lonely beach edges the ocean. From atop the bluff, a lovely meadow stretches
- eastward.
-
- Type:
- LOOK AT THE SKY
- the bright blue sky seems to merge as one with the vast ocean before you.
- LOOK AT THE ROCKS
- There are not many rocks here.
- LOOK AT THE BIRD
- You see many seagulls gliding through the air in their never-ending quest for
- food.
- LOOK AT THE WATER
- The wide blue ocean disappears into the horizon to the west.
- LOOK AT THE CLOUDS
- Billowy clouds float serenly in the blue sky.
- LOOK AT THE SAND
- The blue water of the ocean washes serenely over this pretty sand beach.
- LOOK AT THE FLOWERS
- Beautiful wildflowers adorn the green meadowland to the east.
- LOOK AT THE RIVER
- The cold water of the river contrasts sharply with the warmer ocean water as
- the two converge.
-
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- [PAGE 14]:
-
-
- Walk into the ocean. When you get in waist deep, you will begin to swim.
- Practice swimming around.
-
- Type:
- DRINK SOME WATER
- You taste the ocean water. YUCK! This water's too salty!
-
- Swim back to the beach. Walk to the south. The screen will change. You are
- now on a new stretch of beach. Walk south. The screen will change again.
- You have discovered the old fisherman's shanty.
-
- Type:
- LOOK AROUND
- A poor fisherman's shanty adorns this part of the coastline. A pier stretches,
- from the house, out into the ocean to the west. You see a pretty meadowland
- off to the east.
- LOOK AT THE HOUSE
- The fisherman's shack looks badly in need of repair, as the sun, wind, and
- salt spray have taken their toll. From the house, an old pier leads out into
- the ocean.
- LOOK AT THE PIER
- The old worn pier juts out into the ocean from the weather-beaten house.
-
- Walk onto the pier and head west. The screen will change. You see an old
- fisherman fishing off the pier. As you approach, the fisherman gets up, and
- walks off the screen to the east. Follow the fisherman east. The screen will
- change. Walk up to the door.
-
- Type:
- OPEN DOOR
- The door opens and you enter. The screen will change. You are inside the
- fisherman's shanty. Walk up to the man.
-
- Type:
- TALK TO THE FISHERMAN
- You talk to the grizzled fisherman as he sits at the table. Sighing, he tells
- you "Them fish ain't been bitin' lately. If things don't git better soon, I
- don't know WHAT to do!"
-
-
- [PAGE 15]:
-
-
- Type:
- TALK TO THE FISHERMAN
- In reply, the old fisherman comments, "Me and the wife ain't getting any
- younger, and times is tough. If you've got any ideas, girlie, let me know."
-
- Again type:
- TALK TO THE FISHERMAN
- The fisherman chooses to ignore your attempted conversation. Instead, he
- looks dismally into his coffee cup and sighs heavily.
-
- While you're here, take a look around.
-
- Type:
- LOOK AROUND
- The inside of the fisherman's shack looks almost as shabby as the outside.
- you notice the fisherman's pole in the corner.
- LOOK AT THE TABLE
- It looks like an old worn table.
- LOOK AT THE BED
- The lumpy bed looks old and uninviting.
- LOOK AT THE FISH
- You see a large fish hanging on the wall.
- LOOK AT THE STOVE
- At least the stove keeps it warm in here.
- LOOK AT THE COFFEE POT
- The smell of hot coffee fills the room.
- DRINK SOME COFFEE
- You don't like coffee.
- TALK TO THE WOMAN
- You introduce yourself to the old fisherman's wife. With little patience, she
- responds, "What're you doin' here, young lady?! Can't you see I'm busy?!
- We have enough problems without worryin' 'bout you!"
- TALK TO THE WOMAN
- You try to talk pleasantly to the tired-looking woman, but your words fall on
- deaf ears. She is obviously annoyed by your presence.
-
- The old woman is annoyed by your constant chattering. It might suit you well
- to leave her alone.
-
- You are now ready to leave this house and continue on your adventure.
-
- May fortune be with you along the way!
-