303 lines
16 KiB
Plaintext
303 lines
16 KiB
Plaintext
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KING'S QUEST IV
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Part 1
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KING'S QUEST IV: THE PERILS OF ROSELLA, by Sierra On-Line, begins with
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an animated sequence to establish the plot. There is nothing for you to
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do but sit back and watch, so grab your coffee (pop, or whatever) and
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relax. As the plot unfolds, Graham, your father, is taken gravely ill
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and you, Rosella, are naturally distraught. What can you do, what can
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you possibly do??? As you sob your animated heart out, Genesta, a
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beautiful fairy, appears and offers you hope. There is, she tells you,
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a fruit which can restore your father's health. Joy of joys! There is
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a catch to this news (isn't there always?). Genesta will transport you
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to the land where this fruit may be found, but you will have to find it
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for yourself _and_ (there is always an "and" in these games) you are
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asked to help Genesta. It seems that one Lolotte, Genesta's evil
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counterpart, stole Genesta's talisman, leaving the good fairy a scant 24
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hours or so to live. Rosella is transported to the land of Tamir, her
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royal gown exchanged for common peasant garb. Here your adventure
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begins. And remember: Save your game often!
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LAY OF THE LAND
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The first thing to do is wander around. Make a crude but useful map of
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the areas most easily accessed. Tamir proper is about 5 screens high
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and 6 screens wide. Going north indefinitely will scroll you around in
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a nice loop. This is not true of the east-west movements. On the east
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is that vast ocean, and on the west is a high mountain range. Get to
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know where things are and who you are likely to find around the place.
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Talk to the inhabitants, and generally search around. Once you have
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that done, you may begin solving the various puzzles in this area.
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PUZZLES OF MAINLAND TAMIR
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Watch for birds trying to catch WORMS. Get the WORM, as you will need
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it later. Swimming in the POOL will startle CUPID and net you his BOW
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AND ARROWS. You will have two arrows only, and they will be put to good
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use later.
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Under the STONE BRIDGE you will find a GOLD BALL. Give the BALL to the
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FROG in the lily pond. Actually you end up dropping it, and the frog,
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whom you cannot approach, will return it. Once he does, kiss him
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(yuck). This will get you a GOLD CROWN -- good for turning yourself
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into a frog (and there are times when that will come in handy).
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Visit the MANSION. In the living room you will find a secret passageway
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with the obligatory winding stairway. There's no need to climb it just
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yet, nor is there a need to collect the SHOVEL you find at the bottom of
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those stairs at this time. Search the shelves in the living room to
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find a BOOK (The Complete Works of Shakespeare).
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Give the BOOK to the MINSTREL (he was an _extremely_ bad minstrel).
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He'll accept the book, take on a new profession, and give you his LUTE
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in thanks. (How rewarding to help someone in such a meaningful way!)
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Find PAN. Pan will ignore you because he is busy playing his flute.
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Play the LUTE and Pan will suddenly find you interesting. Give the LUTE
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to PAN, and he will give you the FLUTE in exchange.
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KING'S QUEST IV
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Part 2
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Visit the TREE HOUSE. Unlike normal tree houses that are built high in
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the branches, this one is nestled in the roots. It's a terrific mess
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inside, so CLEAN HOUSE. Rosella, working her domestic magic, will
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trigger the return of the dwarves\ They will sit down and share their
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dinner with Rosella. Speaking with them is not very informative but
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does pass the time.
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Once they leave, clean the dishes; notice that the dwarves have left a
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blue POUCH on the table. The pouch is filled with diamonds (Wow!).
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Being very honest, Rosella will want to return the pouch to the dwarves.
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TAKE THE POUCH and visit the MINE. There are two screens in the mine,
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so make certain that you've moved to the lower level, all the way east
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into the second screen near the diamond pail, and close to the dwarf
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with a white beard. Give pouch to dwarf. He tells you to keep it, and
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gives you a LAMP to boot!
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Visit the PIER. Walk all the way to the end, which will cause the
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fisherman to stand and return to his shanty. Enter the shanty and give
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the diamonds to the fisherman. He will give you a FISHING POLE in
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return. Return to the end of the pier, put the worm on the pole, and
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FISH. This will, oddly enough, get you a DEAD FISH.
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Go to the Waterfall. Wear the crown, and you turn into a frog. You
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will automatically swim under the waterfall, where you find a cave
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entrance. There is a BOARD here which you can pick up now or later.
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Entering the cave (it's very dark) will reveal a pile of bones right
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next to the entrance. Get BONE. (Watch out for the troll!) Save the
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rest of this cave for later.
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KING'S QUEST IV
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Part 3
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Following the path up the mountains will get you (via Goon Airways) to
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Lolotte's. The program runs by itself for a while, during which Lolotte
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will eye you with great suspicion and have you thrown into the dungeon.
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Never fear: You'll soon be released and given a quest. The first quest
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is to get the UNICORN for Lolotte.
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Once you're back in Tamir, return to the PIER, and swim@westward. Watch
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out for sharks and avoid the whale. It's a good idea to save your game
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before crossing the ocean just in case you end up as dinner. Swim east
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until you reach the island home of Genesta. You may wander about and
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become familiar with the island if you like, but the only thing of
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importance here is the FEATHER on the beach.
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Once you have found the feather, prepare to swim eastward (save your
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game again). This time you are looking for that WHALE. If you cannot
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find him easily, restore your game and swim east again until you do.
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The whale will swallow you, which normally would not be too great, but
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it does have its compensations.
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INSIDE THE WHALE
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Look around. Look at the mouth, or teeth, or something specific to get
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the description that mentions the UVULA. Now take a good look at the
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tongue. On the left hand side of the tongue you will find a "row" of
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black dots that gradually rise toward the middle of the tongue. Climb
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these carefully until Rosella stands up automatically. Continue
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climbing to the right and up until Rosella is directly under the UVULA.
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TICKLE UVULA with FEATHER. This will cause the whale to laugh and spit
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you out. You will find yourself swimming in the ocean, with an island
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to the north.
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Swim to the shipwreck island. On the island there is the bow of a ship
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in which Rosella may stand. Here she will be able to see (with the use
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of LOOK GROUND) what you cannot see. She will pick up a GOLDEN BRIDLE
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(just the thing for a unicorn). FEED or THROW the FISH to the PELICAN.
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The pelican will drop a WHISTLE. BLOW the WHISTLE, and a friendly
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dolphin will come by to give you a safe ride back to the Tamir mainland.
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Search among the screens until you spot the unicorn. Shoot the unicorn
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with one of the arrows. This will make him your friend. Put the bridle
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on the unicorn, and RIDE the unicorn. The program will automatically
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take you to the Goon Airways Airport and return you to Lolotte. She'll
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send you on a second quest: Find the goose that lays the golden eggs.
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Visit your local OGRE house. If you had tried to get in before, you
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found that the door was always locked -- well, it isn't now! Go in, and
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throw the BONE (the one you got in the cave behind the waterfall) to the
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vicious dog. He will be delighted and leave you alone. Go upstairs,
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and get the AXE. Come downstairs, and enter the CLOSET. Do NOT go into
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the kitchen unless you wish to be dinner. LOOK THROUGH KEYHOLE. Keep
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doing that until you see the Ogre fall asleep. Exit the closet, get the
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HEN, and move quickly to the door. EXIT as quickly as possible, and
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keep going until you are safely away from the ogre.
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Take the hen to Lolotte. She still doesn't trust you and gives you a
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last quest: Retrieve Pandora's Box.
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KING'S QUEST IV
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Part 4
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Now that you have the AXE, go to one of the three "Scary Forest" screens
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and chop down a tree. This will get those trees to behave properly!
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You may now visit the one screen in the 5 x 6 screen layout of Tamir
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proper that you haven't been able to see until now. Here you will find
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a SKULL CAVE. Enter the cave.
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Inside are three witches, each with only one eye socket. Between them
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they have but one glass eye, which they pass amongst themselves. One of
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the witches will move out from the wall and attempt -- slowly -- to
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catch you. Avoid her and watch the other two carefully. Notice how
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they pass the eye back and forth to one another? As soon as you think
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you have the movement and timing pretty well figured out, move in and
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GET THE EYE. This can be tricky, so save your game before you attempt
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this.
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Once you have the EYE, exit the cave. Now, re-enter the cave. The
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witches, who are helpless without the eye, will toss you a SCARAB. Get
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the SCARAB (which protects you from the undead), and throw back their
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eye.
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INTERMISSION
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Time to do something for yourself: You remember why you're here in the
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first place? You know...dying father? (Meaningful pause....) Good!
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Well, let's do something about that, shall we?
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Return to the Waterfall, become a frog, and go behind the waterfall.
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Get the board if you haven't already, and get back to that CAVE. LIGHT
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the LANTERN, then save your game! Enter the cave. There is a troll in
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here who badly wants you for dinner. We are going to do our best to
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deny him such a delicious meal.
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Move directly across the screen. Before you move into the next screen
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(and ONLY if the troll has not appeared), save your game. Move onto the
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next screen. Move almost all the way across, and then begin moving
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down. Still no troll? Save! If you _do_ see the troll, RESTORE and
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try again. Continue moving down into the next screen. Save as often as
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necessary.
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You will not be able to see well, even with the light of the lamp, so
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move carefully, saving when needed, until you find where that CHASM is
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hiding. PUT BOARD OVER CHASM! Move directly "right" over the board
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(you'll pick it up automatically). Move up one screen and exit to the
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swamp.
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Notice in the swamp that there are tufts of reeds, grass, whatever,
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stretched out before you, rather like skipping stones. JUMP to move
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from one to another. Do not swim, do not turn into a frog; just JUMP.
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Move onto the next screen, and you will see the tree with the FRUIT you
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seek for your father! JUMP until you're on the last clump of grass
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before the little isle. PUT BOARD OVER WATER. You may now cross onto
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the island, but watch out for the COBRA!
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PLAY FLUTE. (Snakes just love flute music!) Once the snake is charmed,
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move in and GET FRUIT!
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Having done that, return the way you came, jumping across the swamp and
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through the cave. It will suddenly get very dark, because this sequence
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triggers nightfall!
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KING'S QUEST IV
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Part 5
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INTERMISSION'S OVER -- BACK TO QUEST III!
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Oh yes, Pandora's box. Well, night is a great time to visit a haunted
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mansion, so why don't you? Get the SHOVEL from the secret passage off
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the living room. You will now hear and/or see a number of GHOSTS, one
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at a time. These ghosts' mortal remains are buried in one or the other
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of the graveyards. Once you have identified which ghost it is (baby,
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miser, lord, sad woman, child, etc.) go to the appropriate grave, and
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dig. Don't worry about the zombies; you've got the scarab, which will
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repel each zombie that touches you.
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GRAVE ROBBING AND OTHER HOBBIES
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Digging in the right grave will reveal something that the ghost of the
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moment wants. Take the item, and give it to the ghost. Repeat this
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process. The small ghost child will lead you up a ladder into the
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attic. Once he disappears (you'll have to go to the eastern graveyard
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screen and dig up his toy), you will be able to OPEN and LOOK in a
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CHEST. There you will find SHEET MUSIC.
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Go to the secret passage off of the living room and climb the stairs to
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the tower. There you will find an ORGAN. Sit on the bench, and PLAY
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SHEET MUSIC. Having done that, a drawer will pop open revealing a
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SKELETON KEY.
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Go to the CRYPT and open it with the SKELETON KEY. ENTER. GET THE ROPE
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and it'll fall down to form a ladder. Go down the ladder (the scarab
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will protect you from the mummy), and take PANDORA'S BOX. Return to
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Lolotte's!
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YOU'RE GETTING MARRIED IN THE MORNING
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Lolotte is at last satisfied that you are not Genesta's spy. She has
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agreed to let you marry her son in the morning. All your items are
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taken away, and you are led to Edgar's tower bedroom for the night.
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Edgar, who is nicer then he looks, shortly brings you a rose. GET ROSE
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and LOOK ROSE. This reveals that a key is tied to the rose which will
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let you leave the tower.
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Carefully climbing down the tower's winding stairs, you move into the
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dining room. There are two exits at the right of the screen. Take the
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one to the rear into the KITCHEN. Look in the cupboards to find all
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your items. Now, move back into the dining room, and take the front
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exit to the right.
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This puts you in the throne room. Avoid stepping on the rug, and take
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the exit to the right. Now you are in the east tower. Climb the
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stairs. Ignore the exit to the left halfway up, and continue to the top
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of the tower. Here you find Lolotte's bedroom. Unlock the door and go
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in. Move close to Lolotte and SHOOT Lolotte, thus using Cupid's last
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remaining arrow to a useful end. Lolotte dies a spectacular death
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(worth replaying at least once). GET TALISMAN. Climb down the stairs
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to the first exit on the left. When the screen changes, you will see a
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hall and a door. Open the door and enter the storage closet. GET HEN,
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and GET PANDORA'S BOX, then exit.
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Climb down the remaining stairs and leave the castle. Enter the stables
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and OPEN GATE to free the UNICORN. Once you are outside the castle
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again, move down the path to return to Tamir proper.
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LET'S LEAVE EVERYTHING TIDY
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Return to the CRYPT and drop PANDORA'S BOX. Exit the crypt, close and
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LOCK DOOR. Move back to the pier, and swim west to Genesta's island.
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Enter her ivory tower, and climb the stairs to her bedroom. GIVE
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TALISMAN TO GENESTA. The program will take over from here, finishing
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off the story nicely while you enjoy another cup of coffee!
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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Another file downloaded from: The NIRVANAnet(tm) Seven
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& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
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Burn This Flag Zardoz 408/363-9766
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realitycheck Poindexter Fortran 510/527-1662
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Lies Unlimited Mick Freen 801/278-2699
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The New Dork Sublime Biffnix 415/864-DORK
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The Shrine Rif Raf 206/794-6674
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Planet Mirth Simon Jester 510/786-6560
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"Raw Data for Raw Nerves"
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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