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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 tl 
reference card enclosed. For those who are not sure of what to do, the 
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 t'ound, 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 
play along with a friend. Different people come up with different ways 
interpret clues, and besides, most adventurers work in teams. 



Page 12 

6. ARM YOURSELF WITH THE PROPER 
King's Quest IV understands a wide variety 

VERBS of verbs such as: 

Bait Dismount Hit Pry Stantd 
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 1 ,ead Ride Talk 
Catch Feed Leave Rock Tempt 
Clean Find Lie Say Throw 
Climh Fish Litt Save Tickle 
Close l'lip 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. LEAVENOSTONEUNTURNED 

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 hook and still can't get anywhere, don't panic. 
Even the most stalwart of adventures have bee' 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) 6836858 by having your 
computer call the Sierra Bulletin Board Service at (209) 683-4463.

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