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-
- WALK THROUGH FOR SIERRA'S KING'S QUEST IV
- THE PERILS OF ROSELLA
-
- **--CAUTION--**
-
- THIS IS NOT A HINT FILE, BUT A DETAILED LIST OF INSTRUCTIONS!
- READING THIS FILE WILL REVEAL ALL SOLUTIONS
- AND MAY SPOIL YOUR FUN WITH KQIV!!
-
- IT IS RECOMMENDED THAT YOU LET SOMEONE WHO IS NOT PLAYING THE GAME
- (i.e.: Mother, Brother, Wife etc.) READ THIS FILE SO THAT THEY MAY
- SUPPLY YOU WITH CLUES AS NEEDED!!
-
-
-
- N MAP OF TAMIR
- W-|-E
- S
-
-
- O |
- C | BEACH MEADOW POOL OGRE'S BACK OF WITCHES
- E | HOUSE HOUSE CAVE
- A | DEADLY
- More [Y,n]? y
- N | TREES
- |
- | FISHERMAN'S BACK OF WOODS CLEARING DEADLY DEADLY
- | HOUSE HOUSE BIG ROCK TREES TREES
- |
- |
- | BEACH MEADOW FROG POND WEST HAUNTED E.GRAVES
- | W/ STUMP GRAVES HOUSE CRYPT
- |
- |
- | BEACH MEADOW BRIDGE DWARVES RIVER WATERFALL
- | CLIFFS RIVER HOUSE CAVE
- |
- |
- | BEACH RIVER WOODS DIAMOND PINES PATH TO
- | RIVER TREES MINE DIRT LOLOTTE
- |(start)
-
-
- After your speedy arrival in Tamir and Genesta's hasty departure, you
- walk EAST. Keep your eyes peeled for a robin pulling a worm from the ground,
- you could see it anytime when you do scare of the bird and "GET THE WORM".
- If you miss your chance, restore the game and be faster!
- More [Y,n]?
-
- Continue EAST for two screens, past the river and thin trees to the
- more heavily wooded area. From here go SOUTH until you get to a lovely
- pool. Wait here a while, and who should happen by? It's Cupid!
- You run to greet the little creature, but he is frightened and flies off,
- forgetting to take his bow. So you go and "GET THE BOW".
-
- From here walk SOUTH into a wooded area with a big rock. Continue South
- and you are by a lily covered pond with a little frog. You would like to
- get your hands on the little guy, but no luck. Go SOUTH another screen and
- you are again at the river, this time by a small bridge. But what's that?
- There's something shiny under this bridge! So you "LOOK UNDER BRIDGE" and
- lo and behold! It's a golden ball!
-
- You haven't the foggiest idea what this ball is good for, so you decide
- to go NORTH to the pond and ask froggie. He doesn't speak good English though.
- So you take a really wild guess (I did) and "THROW BALL IN POND".
- Well what do you know! This frog is a retriever! He deposits the gold ball
- at the other side of the pond. You walk over to him and instead of retrieving
- the ball just yet, first you "PICK UP FROG". Remember that old fairy tale?
- You guessed it! "KISS THE FROG", and poof, it's a snobby prince. Well at
- least he gave you his crown! Don't forget to "GET THE BALL" before you
- move on.
- More [Y,n]?
-
- You walk EAST into a graveyard, you might want to read a few tombstones
- but it can wait until later, when it gets dark (hehe).
- It's a bit creepy here so you go SOUTH and find a funny looking house
- on the river. The door is open so you go in and have a look around this messy
- place. Who could stand to be in such a pig sty? Certainly not a princess!
- So you "CLEAN UP", and make things nice and tidy.
-
- Well, no sooner than things are nice and neat, the occupants return.
- You sit down for a hearty repast and engage in a little idle chit-chat
- until the Dwarves return to work. They all file out, and you "CLEAN UP" again
- but what's this? You "LOOK AT TABLE" and see a blue pouch. You "GET POUCH"
- and "LOOK IN POUCH" discovering a small fortune in diamonds. After a moment of
- reflection you decide that honesty is the best policy.
-
- You walk "SOUTH" and find a cave. Go inside and find the head dwarf
- at the back of the cave. "GIVE THE POUCH" to the dwarf or at least try.
- He's so impressed with your honesty that he lets you keep the bag and throws
- in a lantern to boot!
-
- If you haven't found the worm yet, go EAST one screen to the dirt patch
- that has a couple of pine trees. The bird is found often around here.
- In any case, from here go NORTH two screens until you get to the old house.
- More [Y,n]?
-
- "OPEN THE DOOR", you might want to take a look around, but the important
- room for now is on your left as you enter. "LOOK AT THE BOOKS". Do you like
- Shakespeare? Well it's all you can get. "TAKE THE BOOK".
- "LOOK AT THE PICTURE" of the man which hangs on the wall. Hmmm....
- better "LOOK AT THE WALL". Aha! You found a latch. "PULL THE LATCH"
- and walk through the secret door. "GET THE SHOVEL" next to the doorway,
- and forget about the stairs for now, unless you're very curious. Save your
- game if you are; those stairs are treacherous!
-
- Well now that you have this stuff, what are you gonna do?
- Leave the house and go EAST and you're in another graveyard; this one
- has a crypt, but the door is locked.
-
- Go SOUTH one screen and there's a lovely waterfall. You try to get
- to it but the water pushes you back. You get out of the water and think
- "Now what was that frog wearing?" The crown! "WEAR CROWN" and poof!
- You're a frog! Now you can swim under the fall, and there's a cave on the
- other side. You take a look around and find a board at the entrance
- "GET BOARD" and go in. You take a fast look around because someone is
- coming, you see a pile of bones and "GET BONE" and get out of there fast!
- Through the falls you go.
-
- More [Y,n]?
- Well, what now? Go SOUTH one screen and there's a path leading EAST.
- You follow it one screen EAST and there's Lolotte's castle in the distance,
- but two of her goons have spotted you! Well what the heck, instead of running
- away you let them catch you and together you fly to the castle.
-
- This Lolotte is one tough broad! She tosses you in the slammer to cool
- your heels. After a while her guards come to get you and return you to the
- throne. It seems Lolotte has a job for you, huh?
-
- Once you are returned to Tamir you proceed with the problem of the
- Unicorn. You may have seen him in the meadows, but could not get close.
- Go back to the meadows and explore for the unicorn, but when you find him
- keep your distance. What's that thing you got from Cupid?
- Of course, these arrows are special; they shoot love bolts!
- "SHOOT AN ARROW AT THE UNICORN" and it seems you've made a friend.
- You try to mount the beast, but whoa, you have no bridle.
-
- Make your way to the beach, perhaps you will encounter a minstrel
- around here? If you do strike up a conversation with him and he'll play
- you a tune. But hey! This is no Andres Segovia (that's spelled
- Eddie Van Halen to you youngsters) you've got here! Maybe this guy should
- look for another line of work? Why not drop a hint? "GIVE BOOK TO MAN".
- Well of course, if you've got no special talents.....be an actor! And you
- More [Y,n]?
- get that lovely lute in return!
-
- Perhaps during your travels you encountered a little pixie named Pan,
- but just couldn't get him to stand still? Next time you see him
- "PLAY THE LUTE" and he'll watch you perform. Your musical tastes run more
- towards woodwinds than strings, so why not "GIVE LUTE TO PAN". In return
- Pan gives you his flute. Now proceed to the fisherman's house.
-
- When you get to his house check the pier to the WEST. If he's there
- you can try talking to him but watch out when he gets up or you'll have to
- swim back to shore. Follow him into the house and look around. Bet you could
- find some use for that pole, especially with that juicy worm you caught.
- But what do you have that he might want? A gift certificate from Van Cleefs?
- Oh no! Not those! Diamonds are a girl's best friend, but after all
- these peothat are within a
- short range. Most LANs are unable to connect to public
- communications services. LANs were developed because most
- communications within a business either occur in the very
- same building or within a short distance of each other.
- This allows for the sharing of information and equipment and
- thus a large savings for the company.
- This files is the first in a series of files. It is not
- meant to be a complete systems manual for all LANs, but a basic
- reference manual on the terminology and general set up. In later
- files there will be more specific information.
- This file can be distributed freely as long as none of the
- information is changed. If I have made a mistake, please remember
- that we are all human and this does happen. Contact me on one of
- the two boards listed at the end to point out an error.
-
-
- Topologies:
- A993 @โยท G:ALEMBIC1.DOC up goes in one direction around u;=9# โโ# G:INDICA69.DOC aches the deviceThe Orlando INDICATOR
- excerpts from issue 69, Spring 1988
-
- NOTE: The Orlando Indicator was a radical newsletter published in
- Central Florida from 1976 to 1988. Some of the Indicator's
- observations seem worthy of preservation, so Tangerine Network
- has made them available in this public domain ASCII file.
-
- ---
- INTRODUCTION TO TAOISM
- by Rick Harrison
-
- A friend of mine once told me that he sometimes changes
- his plans in response to the flow of events. For example, if he
- is driving toward a particular destination and he encounters a
- long series of red lights, he might turn back and postpone the
- journey. Or, if he is working at a particular job and the stream
- of events becomes turbulent and polluted with conflict, he looks
- for another job. My friend calls himself a Baptist Republican
- but in this respect he behaves more like a Taoist.
- The Tao was "discovered" by Chinese philosophers about
- 2500 years ago. Since there is no [Tao ideogram] on American
- typewriters, we change it to "Tao" and pronounce it "Dow." One
- afternoon I heard a newscas