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- KINGS QUEST IV
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- The New Beginning (:->)
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- This is the legend of King's Quest ...
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- 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 the thousands of year. 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. Thus, King Edward sent for his
- favorite knight, Sir Graham.
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- PAGE 2
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- "Your are the bravest and most trustworthy of my knights, quick of wits
- 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, 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. Fail, 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.
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- "May you return victorious, Sir Graham!"
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- 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.
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- PAGE 3
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- 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 the 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.
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- 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.
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- 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.
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- PAGE 4
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- "See! How the tears run down here face. Oh, that I were the glove upon
- the hand that could brush away such sorrow!" exclaimed Graham.
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- The King's heart was suddenly intoxicated with longing for this maiden
- --indeed this was the woman who must be his Queen.
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- "Oh Mirror wise," said Graham, "I have vowed to make this maiden my
- bride. Where may I find here ?"
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- 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 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..."
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- 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.
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- PAGE 5
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- King Graham married the beautiful girl he had rescued, and two years
- later the young Queen gave birth to twins, a boy and a girl. Alexander
- bore a striking resemblance to his father, and like Rosella to her
- mother. The family lived a very happy and peaceful life ... at least
- for a while.
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- But from deep within the forests came rumblings of a terrible beast who
- was ravaging a bloody trail towards the land of Daventry. Sighting 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.
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- PAGE 6
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- Meanwhile, in a land very far away, lived the malevolent wizard
- Manannan. Manannan kept a watchful eye upon the kingdoms of the world.
- With a sardonic grin 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.
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- 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, Manannas could have conjured up
- spirits to do his dirty work, but he much preferred to see the toil and
- strain of a young mortal suffering under his thrall.
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- Most would have called it depravity, but it was fear that fueled that
- 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.
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- PAGE 7
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- 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 against its supernatural strength. Much weeping and
- wailing was heard throughout the land. Even with its powers of
- prophecy, the Magic Mirror could provide no answers, not even a clue,
- for some bearer of black magick had cast a cloud of darkness upon its
- face.
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- And the wizard watched with eyes of venom...!
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- 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.
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- PAGE 8
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- 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 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.
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- And now the commencement of the noblest adventure of all ...
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- PAGE 9
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- 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 the Princess Rosella, daughter of the dying King Graham.
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- 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 you 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.
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- TIPS FOR NEW ADVENTURE PLAYERS
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- Note : if you have played an Animated Adventure before, this section can
- be skipped.
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- 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.
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- 2. STAY OUT OF DANGER
- Due to the dangerous nature of this adventure game, you will want to
- save you game often. Type SAVE GAME after you have made important
- progress. Type SAVE GAME when you encounter a potentially dangerous
- situation.
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- 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 knight from
- returning to lowly peasant status.
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- 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.
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- PAGE 10
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- 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).
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- Here's an example of a map you might draw:
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- ***************************************************
- * *
- * Enough already! No maps! *
- * My hands hurt from this typing! *
- * *
- ***************************************************
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- 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.
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- PAGE 11
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- 6. ARM YOURSELF WITH THE PROPER VERBS
- King's Quest IV understands a wide variety of verbs such as :
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- 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
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- 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
- 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.
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- 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 adventurers have
- been caught in the midst of a confusion spell.
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- 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 Support line at (209) 683-6858 or by having your
- computer call the Sierra Bulletin Board Service at (209) 683-4463.
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- PAGE 12
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- YOUR ADVENTURE BEGINS ...
- AN INTRODUCTORY WALK-THRU TO KING'S QUEST IV
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- Press Return to bypass the title screen.
- Press Return again to bypass the credits screen.
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- The adventure starts with an introductory cartoon. You should watch the
- cartoon at least once, as it provide valuable information you need in
- completing your quest.
- To bypass the introductory cartoon, press Return.
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- You should start out on the west shore of the beach. There are many
- object you can LOOK at.
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- 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.)
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- "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."
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- 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 serenely 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 wit the warmer ocean
- water as the two converge."
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- WHEW!!!
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- PAGE 13
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