Kings's Quest IV, by Sierra, begins with an animated sequence to establish the plot. There is nothing for you to do but still back and watch, so grab your coffee and relax. As the plot unfolds, Graham, your father, is taken gravely ill and you, Rosella, are naturally distraught. What can you do, what can you possibly do??? As you sob your animated heart out, Genesta, a beautiful fairie, appears and offers you hope. There is, she tells you a fruit which can restore your father's health. Joy of joys! There is, isn't there always, a catch to this news. Genesta will transport you to the land where this fruit may be found, but you will have to find it for yourself AND you are asked to help Genesta, who is also dying from magic talisman deprevation. It seems that one Lolotte, Genesta's evil counterpart, stole Genesta's talisman, leaving the good fairie a scant 24 hours or so to live. Rosella is transported to the land of Tamir, her royal gown exchanged for common peasant garb and wished good luck. Here your adventure begins. ******* SAVE YOUR GAME OFTEN!!!!! ******* LAY OF THE LAND: The first thing to do is wander around making a crude by useful map of the areas most easily accessed. Tamir PROPER is about 5 screens high and 6 screens wide. Going north indefinately will scroll you around in a nice loop. This is not true of the east west movements. On the east is that vast ocean and on the west is a high mountain range. Get to know where things are and who you are likely to find about the place. Talk to the inhabitants and generally search around. Once you have that done you may begin solving the various puzzles that populate this area. PUZZLES OF MAINLAND TAMIR: Watch for birds trying to catch WORMS. Get the WORM as you will need it later. Swimming in the POOL will startle CUPID and net you his BOW AND ARROWS. You will have 2 arrows only and they need to be put to good use. Shoot the UNICORN with one of the arrows. This will make him your friend. Under the STONE BRIDGE you will find a GOLD BALL. Give the BALL to the FROG in the LILYPOND. Actually you end up dropping it and the frog, whom you otherwise cannot approach, will return it. Once he has, kiss him . This will net you a GOLD CROWN, which is handy for turning yourself into a frog Visit the MANSION. In the livingroom you will find a secret passage way with the obligitory winding stairway. No need to climb it just yet nor is there need to collect the SHOVEL you find at the bottom of those stairs at this time. Search the shelves in the livingroom to find a BOOK . Give the BOOK to the MINSTREL . He'll adopt the book, take on a new profession and give you the LUTE in exchange. . Find PAN. Pan will generally ignore you as he is busy playing his flute. Play the LUTE and Pan will suddenly find you interesting. Give the LUTE to PAN and he will give you the FLUTE in exchange. Visit the TREE HOUSE. Unlike normal tree houses which are built high in a tree, this one is nestled in the roots. It is a terrific mess inside so CLEAN HOUSE. Rosella working her domestic magic will trigger the return of the dwarves. They will sit down and share their dinner with Rosella. Speaking with them is not very informative but does pass the time. Once they leave, clean the dishes and notice that the dwarves left a blue POUCH on the table. The pouch is filled with diamonds . Being very honest, Rosella will want to return the pouch to the dwarves, so visit the MINE. There are 2 screens to the mine, so make certain that you've moved all the way into the second screen and near the diamond pail and the dwarf with a white beard. Give pouch to dwarf. He tells you to keep it and give you a LAMP to boot! Visit the PIER. Walk all the way to the end which will cause the fisherman to stand and return to his shanty. Enter the shanty and give the diamonds to the fisherman. He will give you a FISHING POLE in return. Return to the end of the pier, put the worm on the pole and FISH. This will, oddly enough, get you a FISH . Go to the WATERFALL. Wear the crown and turn into a frog. You will automatically swim under the waterfall and find a cave entrance behind it. There is a BOARD here, which you can pick up now or later. Entering the cave will reveal a pile of bones right next to the entrance. Get BONE. Watch out for the troll and leave the rest of this cave for later. LOLOTTE'S QUESTS: QUEST I, The Unicorn: Following the path up the mountains will get you, via Goon Airways, to Lolotte's. The program takes over for a while during which Lolotte will eye you with great suspicion and have you thrown into the dungeon. Never fear, you'll soon be released and given a quest. The first quest is to get the UNICORN for Lolotte. Having made friends with the beast, you are half way there already, but you haven't reached the finish line yet. Return to the PIER and swim westward. Watch out for sharks and avoid the whale . Swim east until you reach the island home of Genesta. You may wander about and become familar with the island if you like, but the only thing of importance here is to find a FEATHER on the beach. Once you have found the feather, prepare to swim eastward . This time you are looking for that WHALE. If you cannot find him easily, restore your game and swim east again until you do. The whale will swallow you, which normally would not be too great, but it does have its compensations. INSIDE the WHALE: Look around. Look at the mouth, or teeth or something specific to get the description that mentions the UVULA. Now take a good look at the tongue. On the left hand side of the tongue you will find a "row" of black dots slowly rising towards the middle of the tongue. Climb these carefully until Rosella stands up automatically. Continue climbing to the right and up until Rosella is directly under the UVULA. TICKLE UVULA with FEATHER. This will cause the whale to laugh and spit you out. You will then be swimming in the ocean with an island to the north. Swim to the shipwreck island. On the island there is the bow of a ship in which Rosella may stand. Here she will be able to see, with the use of LOOK GROUND, what you can not see. She will pick up a GOLDEN BRIDLE . FEED or give the FISH to the PELICAN. The pelican will drop a WHISTLE. BLOW the WHISTLE and a friendly dolphin will come by to give you a safe ride back to mainland Tamir. Find the UNICORN. Put the bridle on the unicorn and RIDE the unicorn. The program will automatically take you to the Goon Airways Airport and return you to Lolotte. QUEST II, The Hen that Lays the Golden Eggs: Visit your local OGRE house. If you had tried to get in before, you know that the door was always locked, well it isn't now. Go in, throw the BONE to the viscious dog. He will be delighted and leave you alone. Go upstairs and get the AXE. Come down stairs and enter the CLOSET. Do NOT go into the kitchen unless you wish to be dinner. LOOK THROUGH KEYHOLE. Keep doing that until you see the Ogre fall asleep. Exit the closet, get the HEN and move quickly to the door. EXIT as quickly as possible and keep on going until you are safely away from the ogre. Take the hen to Lolotte! She still won't trust you and give you a last quest. QUEST III, Pandora's Box: Now that you have the AXE, go to one of the 3 "SCARY FOREST" screens and cut yourself a tree. This will get those trees to behave properly! You may now visit the one screen in the 5 x 6 screen layout of Tamir "proper". Here you will find a SKULL CAVE. Enter the cave. Inside are 3 witches, each with only one eyehole. Between them they have but one glass eye that they pass from one to the other. One of the witches will move out from the wall and attempt, slowly, to catch you. Avoid her and watch the other 2 carefully. Notice how they pass the eye back and forth to one another. Once you think you have the movement pretty well figured out, move in to GET THE EYE. This can be tricky, so have you game saved. Once you have the EYE, exit the cave. Now, re-enter the cave. The witches, who are helpless without the eye will toss you a SCARAB. Get the SCARAB and throw them back their eye. INTERMISSION, Time to do Something for Yourself: You remember why you are here in the first place? You know, dying father?? GOOD!! Well, lets do something about that, shall we? Return to the WATERFALL. Become a frog, and get back to that CAVE. LIGHT YOUR LAMP. Get that BOARD! SAVE YOUR GAME! Enter the cave. There is a troll in here who badly wants you for dinner. We are going to do our best to deny him such a delicious meal. Move directly across the screen. Before you move into the next screen SAVE YOUR GAME. Move into the next screen. Move almost all the way across and then begin moving down. No troll? SAVE! Troll? RESTORE and try again. Continue moving down into the next screen. Save as often as is needed. Lets make this easier. :---------:---------:---------:--------: : water cave : : : fall : : : exit : : : : : SWAMP :---------:---------:----- --:----- -: : : : : : : : X : X = CHASM :---------:--------: You will not see well, even with the light of the lamp, so move carefully, saving when needed, until you locate where that CHASM is lurking. PUT BOARD OVER CHASM! Move directly "right" over the board . Move up one screen and exit to the swamp. Notice in the swamp that there are tuffs of reeds, grass, whatever stretched out before you rather like skipping stones. JUMP to move from one to another. Do not swim, do not turn into a frog. Just JUMP. Move into the next screen and there you will see the tree with the FRUIT you seek for your father! JUMP until the last clump of grass before the little isle. PUT BOARD OVER WATER. You may now cross onto the island, BUT look out for the COBRA!!! PLAY FLUTE . Once the snake is charmed, move in and GET FRUIT! Having done that return the way you came, jumping across the swamp and through the cave. It will suddenly get very dark, as this sequence triggers nightfall! INTERMISSION OVER, back to quest III: Oh yes, Pandora's box. Well, night time is a great time to visit a haunted mansion, so why don't you? If you haven't already, get the SHOVEL from the secret passage off of the living room. You will now hear and/or see a number of GHOSTS, one by one. Each of these ghost's mortal remains are buried in one or the other of the graveyards. Once you have identified which ghost it is Go to the appropriate grave and dig. Grave Robbing and other hobbies: Digging in the right grave will reveal something that the ghost of the moment wants. Take the item and give it to the ghost. Repeat this process. The small child will lead you up a ladder into the attic. Once he disappears you will be able to OPEN and LOOK in a CHEST. There you will find SHEET MUSIC. Go to the secret passage off of the living room and climb the stairs to the tower. There you will find an ORGAN. Sit on the bench and PLAY SHEET MUSIC. Having done that, a drawer will pop open revealing a SKELETON KEY. Go to the CRYPT and open it with the SKELETON KEY. ENTER. Inside you will find PANDORA'S BOX. Return to Lolotte's! YOU'RE GETTING MARRIED IN THE MORNING: Lolotte is at last satisfied that you are not Genesta's spy. She has agreed to let you marry her son in the morning. All your items are taken away and you are lead to Edgar's tower bedroom for the night. Edgar, who is nicer then he looks, shortly brings you a rose. GET ROSE and LOOK ROSE. This reveals that a key is tied to the rose and lets you leave the tower. Carefully climbing down the tower's winding stairs you move into the dining room. There are two exits to the right of the screen. Take the one to the back into the KITCHEN. Look in the cupboards to find all you items. Now move back into the dining room and take the front exit to the right. This puts you in the throne room. AVOID THE RUG and take the exit to the right. Now you are in the east tower. Climb the stairs. Ignore the exit to the left half way up and continue to the top of the tower. Here you find Lolotte's bedroom. Unlock the door and go in. Move close to Lolotte and SHOOT Lolotte, thus using Cupid's last remaining arrow to a useful end. Lolotte dies a spectacular death . GET TALISMAN. Climb down stairs to the first exit on the left. When the screen changes you will see a hall and a door. Open the door and enter the storage closet. GET HEN and GET PANDORA'S BOX. Exit. Climb down the remaining stairs and leave the castle. Enter the stables and OPEN GATE to free the UNICORN. Once you are outside the castle again, move down the path to return to Tamir proper. LETS LEAVE EVERYTHING TIDY: Return to the CRYPT and drop PANDORA'S BOX. Exit the crypt, close the door and LOCK DOOR. Move back to the pier and swim west to Genesta's island. Enter her ivory tower and climb the stairs to her bedroom. GIVE TALISMAN TO GENESTA. The program will take over from here, finishing off the story nicely while you enjoy another cup of coffee! This walkthru copy righted 1988 by Wyvern. KQIV walkthru corrections! I meant my OTHER "east!! and my OTHER "west!!". I should have rechecked the file before uploading. The incorrect east and west directions should not confuse you overly much. Sorry about that! Wyvern