Kings's Quest IV, by Sierra, begins with an animated sequence 
to establish the plot. There is nothing for you to do but still 
back and watch, so grab your coffee {pop, or whatever} and relax. 
As the plot unfolds, Graham, your father, is taken gravely ill and 
you, Rosella, are naturally distraught. What can you do, what can 
you possibly do??? As you sob your animated heart out, Genesta, a 
beautiful fairie, appears and offers you hope. There is, she tells 
you a fruit which can restore your father's health. Joy of joys! 
There is, isn't there always, a catch to this news. Genesta will 
transport you to the land where this fruit may be found, but you 
will have to find it for yourself AND {there is always an "and" in 
these games} you are asked to help Genesta, who is also dying from 
magic talisman deprevation. It seems that one Lolotte, Genesta's 
evil counterpart, stole Genesta's talisman, leaving the good 
fairie a scant 24 hours or so to live. Rosella is transported to 
the land of Tamir, her royal gown exchanged for common peasant 
garb and wished good luck. Here your adventure begins.

*******             SAVE YOUR GAME OFTEN!!!!!             *******

     LAY OF THE LAND:
     The first thing to do is wander around making a crude by 
useful map of the areas most easily accessed. Tamir PROPER is 
about 5 screens high and 6 screens wide. Going north indefinately 
will scroll you around in a nice loop. This is not true of the 
east west movements. On the east is that vast ocean and on the 
west is a high mountain range. Get to know where things are and 
who you are likely to find about the place. Talk to the 
inhabitants and generally search around. Once you have that done 
you may begin solving the various puzzles that populate this area. 
     PUZZLES OF MAINLAND TAMIR:
     Watch for birds trying to catch WORMS. Get the WORM as you 
will need it later.
     Swimming in the POOL will startle CUPID and net you his BOW 
AND ARROWS. You will have 2 arrows only and they need to be put to 
good use.
     Shoot the UNICORN with one of the arrows. This will make him 
your friend.
     Under the STONE BRIDGE you will find a GOLD BALL. Give the 
BALL to the FROG in the LILYPOND. Actually you end up dropping it 
and the frog, whom you otherwise cannot approach, will return it. 
Once he has, kiss him {yuk}. This will net you a GOLD CROWN, which 
is handy for turning yourself into a frog {and there are times 
when that will come in handy!}
     Visit the MANSION. In the livingroom you will find a secret 
passage way with the obligitory winding stairway. No need to 
climb it just yet nor is there need to collect the SHOVEL you find 
at the bottom of those stairs at this time. Search the shelves in 
the livingroom to find a BOOK {complete works of Shakespeare!}.
     Give the BOOK to the MINSTREL {he was an *extremely* bad 
minstrel}. He'll adopt the book, take on a new profession and give 
you the LUTE in exchange. {How rewardin to help someone in such a 
meanful way}.
     Find PAN. Pan will generally ignore you as he is busy playing 
his flute. Play the LUTE and Pan will suddenly find you 
interesting. Give the LUTE to PAN and he will give you the FLUTE 
in exchange.
     Visit the TREE HOUSE. Unlike normal tree houses which are 
built high in a tree, this one is nestled in the roots. It is a 
terrific mess inside so CLEAN HOUSE. Rosella working her domestic 
magic will trigger the return of the dwarves. They will sit down 
and share their dinner with Rosella. Speaking with them is not 
very informative but does pass the time. Once they leave, clean 
the dishes and notice that the dwarves left a blue POUCH on the 
table. The pouch is filled with diamonds {wow!}. Being very 
honest, Rosella will want to return the pouch to the dwarves, so 
visit the MINE. There are 2 screens to the mine, so make certain 
that you've moved all the way into the second screen and near the 
diamond pail and the dwarf with a white beard. Give pouch to 
dwarf. He tells you to keep it and give you a LAMP to boot!
     Visit the PIER. Walk all the way to the end which will cause 
the fisherman to stand and return to his shanty. Enter the shanty 
and give the diamonds to the fisherman. He will give you a FISHING 
POLE in return.
     Return to the end of the pier, put the worm on the pole and 
FISH. This will, oddly enough, get you a FISH {dead}.
     Go to the WATERFALL. Wear the crown and turn into a frog. You 
will automatically swim under the waterfall and find a cave 
entrance behind it. There is a BOARD here, which you can pick up 
now or later. Entering the cave {its very dark} will reveal a pile 
of bones right next to the entrance. Get BONE. Watch out for the 
troll and leave the rest of this cave for later.
     LOLOTTE'S QUESTS:
     QUEST I, The Unicorn:
     Following the path up the mountains will get you, via Goon 
Airways, to Lolotte's. The program takes over for a while during 
which Lolotte will eye you with great suspicion and have you 
thrown into the dungeon. Never fear, you'll soon be released and 
given a quest. The first quest is to get the UNICORN for Lolotte. 
Having made friends with the beast, you are half way there 
already, but you haven't reached the finish line yet. 
     Return to the PIER and swim westward. Watch out for sharks 
and avoid the whale {its a good idea to save your game before 
crossing the ocean just in case you wind up as dinner}. Swim east 
until you reach the island home of Genesta. You may wander about 
and become familar with the island if you like, but the only thing 
of importance here is to find a FEATHER on the beach.
     Once you have found the feather, prepare to swim eastward {do 
save your game again}. This time you are looking for that WHALE. 
If you cannot find him easily, restore your game and swim east 
again until you do. The whale will swallow you, which normally 
would not be too great, but it does have its compensations.
     INSIDE the WHALE: Look around. Look at the mouth, or teeth or 
something specific to get the description that mentions the UVULA. 
Now take a good look at the tongue. On the left hand side of the 
tongue you will find a "row" of black dots slowly rising towards 
the middle of the tongue. Climb these carefully until Rosella 
stands up automatically. Continue climbing to the right and up 
until Rosella is directly under the UVULA. TICKLE UVULA with 
FEATHER. This will cause the whale to laugh and spit you out. You 
will then be swimming in the ocean with an island to the north.
     Swim to the shipwreck island. On the island there is the bow 
of a ship in which Rosella may stand. Here she will be able to 
see, with the use of LOOK GROUND, what you can not see. She will 
pick up a GOLDEN BRIDLE {just the thing for a unicorn}. FEED or 
give the FISH to the PELICAN. The pelican will drop a WHISTLE. 
BLOW the WHISTLE and a friendly dolphin will come by to give you a 
safe ride back to mainland Tamir.
     Find the UNICORN. Put the bridle on the unicorn and RIDE the 
unicorn. The program will automatically take you to the Goon 
Airways Airport and return you to Lolotte.
     QUEST II, The Hen that Lays the Golden Eggs:
     Visit your local OGRE house. If you had tried to get in 
before, you know that the door was always locked, well it isn't 
now. Go in, throw the BONE {the one you got in the cave behind the 
waterfall} to the viscious dog. He will be delighted and leave you 
alone. Go upstairs and get the AXE. Come down stairs and enter the 
CLOSET. Do NOT go into the kitchen unless you wish to be dinner. 
LOOK THROUGH KEYHOLE. Keep doing that until you see the Ogre fall 
asleep. Exit the closet, get the HEN and move quickly to the door. 
EXIT as quickly as possible and keep on going until you are safely 
away from the ogre. 
     Take the hen to Lolotte! She still won't trust you and give 
you a last quest.
     QUEST III, Pandora's Box:
     Now that you have the AXE, go to one of the 3 "SCARY FOREST" 
screens and cut yourself a tree. This will get those trees to 
behave properly! You may now visit the one screen in the 5 x 6 
screen layout of Tamir "proper". Here you will find a SKULL CAVE. 
Enter the cave. 
     Inside are 3 witches, each with only one eyehole. Between 
them they have but one glass eye that they pass from one to the 
other. One of the witches will move out from the wall and attempt, 
slowly, to catch you. Avoid her and watch the other 2 carefully. 
Notice how they pass the eye back and forth to one another. Once 
you think you have the movement pretty well figured out, move in 
to GET THE EYE. This can be tricky, so have you game saved. 
     Once you have the EYE, exit the cave. Now, re-enter the cave. 
The witches, who are helpless without the eye will toss you a 
SCARAB. Get the SCARAB {which protects you from undead} and throw 
them back their eye. 
     INTERMISSION, Time to do Something for Yourself:
     You remember why you are here in the first place? You know, 
dying father??    {meaningful pause} GOOD!! Well, lets do 
something about that, shall we?
     Return to the WATERFALL. Become a frog, and get back to that 
CAVE. LIGHT YOUR LAMP. Get that BOARD! SAVE YOUR GAME! Enter the 
cave. There is a troll in here who badly wants you for dinner. We 
are going to do our best to deny him such a delicious meal. 
     Move directly across the screen. Before you move into the 
next screen {and ONLY if the Troll has not appeared} SAVE YOUR 
GAME. Move into the next screen. Move almost all the way across 
and then begin moving down. No troll? SAVE! Troll? RESTORE and try 
again. Continue moving down into the next screen. Save as often as 
is needed. Lets make this easier.

     :---------:---------:---------:--------:
     : water     cave              :        :
     : fall    :         :         :      exit
     :         :         :         :        :   SWAMP
     :---------:---------:-----  --:-----  -:
                         :         :        :
                         :         :        :
                         :               X  :  X = CHASM
                         :---------:--------:

You will not see well, even with the light of the lamp, so move 
carefully, saving when needed, until you locate where that CHASM 
is lurking. PUT BOARD OVER CHASM! Move directly "right" over the 
board {you'll pick it up automatically}. Move up one screen and 
exit to the swamp.
     Notice in the swamp that there are tuffs of reeds, grass, 
whatever stretched out before you rather like skipping stones. 
JUMP to move from one to another. Do not swim, do not turn into a 
frog. Just JUMP. Move into the next screen and there you will see 
the tree with the FRUIT you seek for your father! JUMP until the 
last clump of grass before the little isle. PUT BOARD OVER WATER. 
You may now cross onto the island, BUT look out for the COBRA!!!
PLAY FLUTE {snakes just love flute music!}. Once the snake is 
charmed, move in and GET FRUIT! 
     Having done that return the way you came, jumping across the 
swamp and through the cave. It will suddenly get very dark, as 
this sequence triggers nightfall!
     INTERMISSION OVER, back to quest III:
     Oh yes, Pandora's box. Well, night time is a great time to 
visit a haunted mansion, so why don't you? If you haven't already, 
get the SHOVEL from the secret passage off of the living room. You 
will now hear and/or see a number of GHOSTS, one by one. Each of 
these ghost's mortal remains are buried in one or the other of the 
graveyards. Once you have identified which ghost it is {baby, 
miser, lord, sad woman, child,...etc.} Go to the appropriate grave 
and dig. 
     Grave Robbing and other hobbies: Digging in the right grave 
will reveal something that the ghost of the moment wants. Take the 
item and give it to the ghost. Repeat this process. The small 
child will lead you up a ladder into the attic. Once he disappears 
you will be able to OPEN and LOOK in a CHEST. There you will find 
SHEET MUSIC.
     Go to the secret passage off of the living room and climb the 
stairs to the tower. There you will find an ORGAN. Sit on the 
bench and PLAY SHEET MUSIC. Having done that, a drawer will pop 
open revealing a SKELETON KEY.
     Go to the CRYPT and open it with the SKELETON KEY. ENTER. 
Inside you will find PANDORA'S BOX. Return to Lolotte's!
     YOU'RE GETTING MARRIED IN THE MORNING:
     Lolotte is at last satisfied that you are not Genesta's spy. 
She has agreed to let you marry her son in the morning. All your 
items are taken away and you are lead to Edgar's tower bedroom for 
the night. Edgar, who is nicer then he looks, shortly brings you a 
rose. GET ROSE and LOOK ROSE. This reveals that a key is tied to 
the rose and lets you leave the tower. Carefully climbing down the 
tower's winding stairs you move into the dining room. There are 
two exits to the right of the screen. Take the one to the back 
into the KITCHEN. Look in the cupboards to find all you items. Now 
move back into the dining room and take the front exit to the 
right. 
     This puts you in the throne room. AVOID THE RUG and take the 
exit to the right. Now you are in the east tower. Climb the 
stairs. Ignore the exit to the left half way up and continue to 
the top of the tower. Here you find Lolotte's bedroom. Unlock the 
door and go in. Move close to Lolotte and SHOOT Lolotte, thus 
using Cupid's last remaining arrow to a useful end. Lolotte dies a 
spectacular death {worth replaying at least once}. GET TALISMAN.
     Climb down stairs to the first exit on the left. When the 
screen changes you will see a hall and a door. Open the door and 
enter the storage closet. GET HEN and GET PANDORA'S BOX. Exit. 
Climb down the remaining stairs and leave the castle. Enter the 
stables and OPEN GATE to free the UNICORN. 
     Once you are outside the castle again, move down the path to 
return to Tamir proper.
     LETS LEAVE EVERYTHING TIDY:
     Return to the CRYPT and drop PANDORA'S BOX. Exit the crypt, 
close the door and LOCK DOOR. Move back to the pier and swim west 
to Genesta's island. Enter her ivory tower and climb the stairs to 
her bedroom. GIVE TALISMAN TO GENESTA. The program will take over 
from here, finishing off the story nicely while you enjoy another 
cup of coffee!

This walkthru copy righted 1988 by Wyvern.




KQIV walkthru corrections!

I meant my OTHER "east!! and my OTHER "west!!".

I should have rechecked the file before uploading. The incorrect
east and west directions should not confuse you overly much.
Sorry about that! {grin}                   Wyvern

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