home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
LSD Docs
/
LSD Docs.iso
/
FILEZ
/
lsd15.dms
/
lsd15.adf
/
KimngsQuest1Enhanced.doc.pp
/
KimngsQuest1Enhanced.doc
Wrap
Text File
|
1990-09-06
|
17KB
|
406 lines
SKID ROW
presents
KING'S QUEST I: QUEST FOR THE CROWN (ENHANCED)
A long, long time ago, when unicorns still roamed the forests and
the merfolk still dwelt in the shallow waters frequented by men, there
ruled in the kingdom of Daventry King Edward and his lovely Queen. The
people of Daventry were prosperous and happy, and and everywhere peace
reigned. But the King and Queen were sad because they were childless.
They had no son to inherit the throne, nor a daughter to gladden their
hearts.
One bright, sunny day King Edward the Benevolent (for so he was called)
and his Queen were walking in the castle garden when suddenly before
them appeared a powerful sorcerer. "I know your problem and I can
cast a spell that will bring you a child," he said.
"Oh, great sorcerer, if you can help us, we will be everlastingly
grateful," said the Queen.
"We will bestow upon you many honors, and great riches," said the
King.
"I have no use for honors or riches. My payment will not be so
great. All I ask in return is the mahogany-framed Mirror that hangs
in your private chamber."
The sorcerer's words gave them pause, for that Mirror was priceless.
It had the power to read the future, and helped to keep Daventry
prosperous. The royal couple used it to foretell the weather for
planting and harvest, as had the kings and queens before them. It
had been hundreds of years since a crop had been planted before the
last frost, or had been ruined by autumn rain. What the sorcerer
desired was indeed valuable. The King and Queen retired to their
chamber to consult the magic Mirror.
King Edward and his wife gazed into the Mirror's depths and saw a
young princely figure with a gold crown upon his head. Imagining
the youth to be the son they yearned for, the royal couple gladly
bestowed the Mirror upon the sorcerer. He took it to his dwelling,
where he set one of his beasts to guard over it.
The months passed and the Queen did not conceive a child. For the
first time in four hundred years, Daventry lost the harvest to an
early autumn rainstorm. The King and Queen wept, and everyone
tightened their belts. Instead of having excess produce to sell to
neighboring kingdoms, the people of Daventry had to supplement their
stores with food bought elsewhere.
With famine came the dreaded plague, and the Queen was stricken. For
three days she lay in the grip of a great fever, with Edward
maintaining a constant vigil by her side.
On the fourth day of the Queen's illness, a diminutive figure pushed
his way between the legs of the castle guards. "I have a cure for
the Queen," he claimed. Quickly the courtiers ushered him into the
Queen's chamber, where the King despaired.
"I have traveled a great distance to bring relief to your dear wife.
This powerful root known only to dwarves will cure any plague."
The dwarf leaned over the Queen and touched the root to her lips.
Her eyes fluttered open and she smiled at Edward.
The Queen's attendants looked at each other in wonderment. "Only
a touch revived her," they whispered. "Imagine how fast she will
recover when given the whole root!"
"Ask any reward for this miraculous gift, oh small one," exclaimed
King Edward.
"I ask in repayment the Shield left you by your father when he died,"
said the dwarf softly.
The King paled at the thought. The Shield, made of titanium and set
with emeralds, was traditionally carried in battle by the ruler of
Daventry. Legend held that he who bore the Shield was invincible,
and his army always victorious. Thus there had been no successful
attack on the kingdom of Daventry for over five hundred years.
"Ask again little man. I will give you your weight in gold, but
please do not ask for the Shield," said the King.
"You do not appear to value your wife's life, your highness," said
the dwarf. "I will take no other reward than that which I have
requested." Haughtily he turned to go.
"Come back," Edward called. "I'll give you the Shield." The Dwarf
took the Shield, and secreted it away in a hole in the ground, in the
way of Dwarves.
The Queen partook of the root, but to no avail. She worsened and
died. Daventry's church bells tolled in mourning, and the King
vowed vengeance against the false dwarf. Years passed, and the news
of the loss of the Shield spread. Armies attacked the weakened
Daventry, and the King went out to lead his armies without the
Shield. Never before did they have need of the Mirror to foretell
enemy moves. Now, that too was gone.
Many years passed, and the King was very lonely. One day, while
out riding with his courtiers, Edward came upon a pack of wolves
tearing at the lower limbs of a big tree. When the group
approached, the wolves scattered to reveal a beautiful young women
perched in the tree.
She descended regally, "I thank you for the rescue, kind sirs. I
am the Princess Dahlia, of Cumberland. I was travelling through
this land when that pack of wolves fell upon my group. My bodyguard
fled in terror from their fangs, leaving me quite alone. I owe you
my life, and my heartfelt gratitude."
The King was charmed with the Princess Dahlia, and brought her back
to his castle to visit. He felt new life coursing through his veins,
and knew it was because he had met someone who might fill the
loneliness left by his late Queen.
In due time Edward asked Dahlia to marry him, and she accepted. The
people of Daventry were wildly excited at the prospect of a new Queen
(and hopeful again of an heir), and made preparations for a glorious
wedding celebration.
On the night before the wedding, when the air was thick with toasts
and merriment, Princess Dahlia bid Edward good night. He never
noticed her hand stealing up to his belt and extracting the ring of
keys hanging there. Much later, the Royal treasurer approached the
King with alarming news.
He had discovered the treasury door standing open, with the King's
own key in the lock. The Princess Dahlia had been inside, holding a
small Chest of gold.
The treasurer stood frozen to the spot. The Princess' bright
laughter changed to a witch's cackle as her form grew old and
withered. She grasped the Chest and mounted her broom to fly out
the open window. The treasurer watched in dismay as she swooped
up through the clouds and disappeared.
When the King heard the news, he wept in despair. The Chest was
magic, and the last great treasure remaining in Daventry. No matter
how much was taken from it, the Chest always remained brimful of
golden coins. Without the Chest he could buy no more food, pay no
more soldiers.
Many more years passed, and Daventry grew poor and weak. King
Edward was old and feeble, and saw that his end was near. Fearing
that the country would fall into even greater disorder when he
died, he sent for his favorite knight, Sir Graham.
"You are the bravest and truest knight in my kingdom, Sir Graham.
Long ago I envisioned your form in my magic Mirror, and thought
I was seeing my son and heir. The years have proven me at least
half wrong. But the prophecy may yet be fulfilled."
"To prove yourself worthy of my crown, I command you to journey
out into the world and retrieve the three great treasures taken
from Daventry by treachery and stealth. Succeed in this great
quest, and you shall become King upon my death. Fail, and our
beautiful Daventry will grow ever weaker until it is invaded and
conquered by unfriendly nations. This I promise by all that is
honorable and right."
"May you return victorious, Sir Graham!"
Become Sir Graham and travel through lands of myth and magic to
recover the great treasures. You must retrieve them all, for only
the combined magic of the three will restore Daventry to its former
glory.
Look at the fables and fairy stories of yore for clues. Leave no
stone unturned, no avenue unexplored, and you will triumph in your
Quest. Along the way, collect as many treasures as you can. The
kingdom of Daventry will need everything you can bring back. And
you will profit from the experience.
It may be possible to accomplish each task in more than one way.
The more imaginative your solutions, the better fitted you will
be to rule Daventry.
MAP YOUR PROGRESS
You will not be able to fulfill the prophecy, Sir Graham, without
charting your progress. Create a map showing objects and
landmarks you see along the way. You'll want to note dangerous
areas, in particular.
Here's a typical map:
Above all, try every direction and map all of the different
possibilities. If you overlook an area, you might miss an
important clue or necessary tool.
The road you must travel is long and perilous; it is beset by many
dangerous beings. You must have the wisdom to know when to stand
and fight and when to flee from superior strength. But take heart -
you may receive help in unexpected places.
Go now, Sir Graham. And in the words of King Edward, "May you
return victorious!"
AMIGA OWNERS: PLEASE NOTE
INSTALL PROCEDURE FOR AMIGA
INSTALLING THE GAME
NOTE: RENAME your copies of all game disks to remove the words
'COPY OF' from the disk name. If the words 'COPY OF' are not removed
from the disk names of ALL the copies, the system will continue to
ask for the original disk, and will not run the game.
1) Boot your system with Workbench and insert Disk #1 of your
Sierra game.
2) Double-click on the disk icon, then double-click on the
INSTALL icon.
3) Follow the onscreen prompts, choosing your selection with the
mouse by clicking once on the item.
4) You will be asked if you wish to install the game on your
hard disk. If you do NOT wish the game to be installed on
your hard disk, select NO. If you want to install the game
on your hard disk, select YES.
5) Using your mouse, select which hard drive you wish to install
the game onto.
6) Follow the onscreen prompts to complete the installation.
LOADING INSTRUCTIONS
From Floppy Diskettes:
1) If you have less than 1 megabyte of memory for your Amiga,
disconnect any external drives while your system is off.
2) Insert Disk #1 into drive DF0:.
3) Turn on your system.
From Hard Disk:
1) Load Workbench and double-click on your hard disk icon.
2) Double-click on the SIERRA GAMES drawer.
3) Click on the drawer for the desired Sierra game.
4) Click on the game icon.
3-D ANIMATED ADVENTURE GAME
REFERENCE CARD
FOR AMIGA
COMMANDS FOR THE HERO
A joystick, mouse or keyboard moves the main character north, south,
east, west or diagonally. To halt your character's steps with the
keyboard, press the last direction key again, or the 5 on the number
pad. If you are using a mouse, start movement by single clicking the
left mouse button. The character will move to the point where the left
mouse button was last clicked and stop there, unless there is an
obstruction in his path.
During the game you can use any form of control at any time. Just
click the mouse, press a direction key, or move the joystick. If the
joystick was not plugged in before loading the game, press CTRL-J and
insert the joystick into port #2. The joystick will now be active.
_|_ \ | /
_____/===\_____ ____ ___ ____
|\_____________/| \ North / ||_7_||_8_||_9_||
| | __ __ | | ____________ |/___\/___\/___\|
| | | | | | | | ( ) -- ||_4_||_5_||_6_|| --
| | |__| |__| | | button --|-O | |/___\/___\/___\|
| | | | | __ | ||_1_||_2_||_3_||
| | | | West | (__) | East |/___\/___\/___\|
| | | | | |
| | | | (____________) / | \
| |___________| |
|/_____________\| / South \ DIRECTION KEYS
MOUSE JOYSTICK
Talk to your computer in commands of one or two words, or even simple
sentences. Unless otherwise instructed, follow all commands with the
RETURN key.
You may meet others who have
messages for you. Command them
to speak. Type: TALK TO THE GNOME
You may later need objects you see
along the way. Type: GET THE KEY
Pay attention to details. To see an
object closely, type: LOOK AT THE PANEL
Use the objects you find along the
way. Type: GIVE THE BASKET TO THE GIRL
To fully savor a scene you enjoy watching or negotiate a narrow path,
you can slow down the animation. Speed up the animation to make the
main character walk faster. To change the speed type "slow" or "fast"
and press RETURN. To return to the original speed, type "normal" and
press RETURN.
Function and control keys shortcut these common commands:
F1 or HELP Shows list of control keys (including some specific to
your game which may not be mentioned here).
F2 Toggle sound on/off
F3 Echo (repeat) previous command
F5 Save gane
F7 Restore game
F9 Restart game
CTRL-C or
CTRL-X Cancel line
CTRL-J Select joystick mode
ALT-Z Quit game
TAB Inventory
ESC Pause/resume game
SAVING AND RESTORING THE GAME
To allow for errors in judgment, and also for some pretty creative
exploration, we make it possible for you to save and restore the game.
Before you try something that looks dangerous, or just because you've
been playing awhile and you don't want to lose what progress you've made
through some chance encounter, save your game.
At any time during the game, type "save game" and press return or press
F-5 to save your game. Follow the directions below to complete saving
your game.
SINGLE DISK DRIVE USERS
You have a choice of saving your game on your game disk (original or
back-up), or to a formatted "saved game" disk. When you recieve the
prompt asking on which directory to save your game, press RETURN and
follow the prompts if you are saving on your game disk. If you use a
"saved game" disk, remove the game disk from the drive, insert the
"saved game" disk, and type the name of the "saved game" disk followed
by ":" and the name of the directory and press RETURN. Follow the
prompts, using the up/down arrow keys to select a saved game space. Re-
insert the game disk to resume playing.
TWO DISK DRIVE USERS
When you recieve the prompt asking on which directoryto save your game,
backspace through the suggested default name and type the name of your
"saved game" disk with it in one of the drives, and press return. This
will allow your game to be saved onto your second disk drive. If you
are using more than one directory for saved games, when prompted, type
the name of the directory where you want the game to be saved. Follow
the prompts using the up/down arrow keys to select a saved game space,
to complete saving the game.
IN GENERAL
Although your game position is stored on disk as a normal Amiga DOS
file, you are not required to follow Amiga DOS naming conventions in
identifying your saved games. If the character is standing before a
tree when you save a game, call your saved game "STANDING BEFORE A TREE"
or whatever has meaning to you. You may save up to 12 different games
per saved games directory.
If you "run out" of saved game spaces in your saved game directory,
(and you don't want to create more saved game directories), you may
reuse one of the 12 spaces. To change the name of a saved game, just
enter CTRL-C or CTRL-X to clear the line, and type a new name.
RESTORING A GAME
Type "restore game" and press RETURN or press F-7 to restore a
previously saved game. You will be asked where you saved the game.
To accept the default directory, press RETURN. Otherwise, clear the
line, type the name of the "saved game" disk followed by ":" and the
directory on which you saved the game, and press RETURN. Now choose the
game you wish to restore by moving the pointer and selecting it by
pressing RETURN.
KING'S QUEST I: QUEST FOR THE CROWN GAME & DOC PROVIDED ON 05/21/91
BY
SKID ROW
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/