King's Quest Omnipedia
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KQ4manual

The King's Quest IV by Roberta Wiliams Manual was included with 1989 (and last 1988) release of King's Quest IV: The Perils Of Rosella.

It also included a prologue This is the legend of King's Quest... which covered the events of previous games up to the events of KQ4. The manual was used for copy protection.

Credits[]

Written and designed by

Roberta Williams

Music composed and performed by

William Goldstein

Executive Producer

Ken Williams

Game Development System

Jeff Stephenson

Robert Heitman

Pablo Ghenis Chris Iden

Paul Krasno

Music Development System

Stuart Goldstein

Programming

Ken Koch

John Hamilton Chane Fullmer Chris Hoyt

Teresa Baker

Animation and Background Scenes

Carolly Hauksdottir

William Skirvin

Jerry Moore

Documentation

Jerry Albright

Note[]

Because King's Quest IV is not copy-protected it may be installed on a Hard Disk or in a directory of a Hard Disk. Immediately after booting King's Quest IV you will be asked to enter a word from the documentation you are currently reading. After typing in the correct word King's Quest IV will finish loading.

This is the legend of King's Quest[]

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 , daughter 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 THR U 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 fi sherman type TALK TO THE FISHERMAN . The

descriptions and close-ups offered may provide valuable clues . 10 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:

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 .

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'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.

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 adventures 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 otder

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 .

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 horizan 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 wildfiowers 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.

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. Walle 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. Walle 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!"

14

Type:

TALK TO THE FISHERMAN

In reply, the old fisherman comments, "Me and the wife ain't gettin 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 comer.

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!

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