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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]:
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.
[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!