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!