

                  WALK THROUGH FOR SIERRA'S KING'S QUEST IV
                          THE PERILS OF ROSELLA

                             **--CAUTION--** 

         THIS IS NOT A HINT FILE, BUT A DETAILED LIST OF INSTRUCTIONS!
                READING THIS FILE WILL REVEAL ALL SOLUTIONS
                     AND MAY SPOIL YOUR FUN WITH KQIV!!

        IT IS RECOMMENDED THAT YOU LET SOMEONE WHO IS NOT PLAYING THE GAME
        (i.e.: Mother, Brother, Wife etc.) READ THIS FILE SO THAT THEY MAY
        SUPPLY YOU WITH CLUES AS NEEDED!!



      N                        MAP OF TAMIR
    W-|-E
      S


O  |
C  | BEACH         MEADOW         POOL      OGRE'S     BACK OF    WITCHES    
E  |                                        HOUSE       HOUSE       CAVE
A  |                                                    DEADLY 
More [Y,n]? y
N  |                                                    TREES
   |
   | FISHERMAN'S   BACK OF      WOODS       CLEARING    DEADLY    DEADLY
   | HOUSE         HOUSE        BIG ROCK                TREES     TREES
   |
   |
   | BEACH         MEADOW       FROG POND    WEST      HAUNTED    E.GRAVES
   |               W/ STUMP                  GRAVES     HOUSE      CRYPT
   |
   |
   | BEACH         MEADOW       BRIDGE       DWARVES    RIVER     WATERFALL
   | CLIFFS                     RIVER        HOUSE                  CAVE
   |
   |
   | BEACH          RIVER       WOODS        DIAMOND    PINES       PATH TO
   | RIVER          TREES                     MINE      DIRT        LOLOTTE
   |(start)


	After your speedy arrival in Tamir and Genesta's hasty departure, you
walk EAST.  Keep your eyes peeled for a robin pulling a worm from the ground,
you could see it anytime when you do scare of the bird and "GET THE WORM". 
If you miss your chance, restore the game and be faster!
More [Y,n]? 

     Continue EAST for two screens, past the river and thin trees to the
more heavily wooded area.  From here go SOUTH until you get to a lovely 
pool.  Wait here a while, and who should happen by?  It's Cupid!
You run to greet the little creature, but he is frightened and flies off,
forgetting to take his bow.  So you go and "GET THE BOW".

	From here walk SOUTH into a wooded area with a big rock.  Continue South
and you are by a lily covered pond with a little frog.  You would like to
get your hands on the little guy, but no luck.  Go SOUTH another screen and 
you are again at the river, this time by a small bridge.  But what's that?
There's something shiny under this bridge!  So you "LOOK UNDER BRIDGE" and 
lo and behold!  It's a golden ball!

	You haven't the foggiest idea what this ball is good for, so you decide
to go NORTH to the pond and ask froggie.  He doesn't speak good English though.
So you take a really wild guess (I did) and "THROW BALL IN POND".  
Well what do you know!  This frog is a retriever!  He deposits the gold ball
at the other side of the pond.  You walk over to him and instead of retrieving
the ball just yet, first you "PICK UP FROG".  Remember that old fairy tale?
You guessed it!  "KISS THE FROG", and poof, it's a snobby prince.  Well at
least he gave you his crown!  Don't forget to "GET THE BALL" before you
move on.
More [Y,n]? 

	You walk EAST into a graveyard, you might want to read a few tombstones
but it can wait until later, when it gets dark (hehe).
It's a bit creepy here so you go SOUTH and find a funny looking house
on the river.  The door is open so you go in and have a look around this messy
place.  Who could stand to be in such a pig sty?  Certainly not a princess!
So you "CLEAN UP", and make things nice and tidy.

	Well, no sooner than things are nice and neat, the occupants return.
You sit down for a hearty repast and engage in a little idle chit-chat
until the Dwarves return to work.  They all file out, and you "CLEAN UP" again
but what's this?  You "LOOK AT TABLE" and see a blue pouch.  You "GET POUCH"
and "LOOK IN POUCH" discovering a small fortune in diamonds.  After a moment of
reflection you decide that honesty is the best policy.

	You walk "SOUTH" and find a cave.  Go inside and find the head dwarf
at the back of the cave.  "GIVE THE POUCH" to the dwarf or at least try.
He's so impressed with your honesty that he lets you keep the bag and throws
in a lantern to boot!

	If you haven't found the worm yet, go EAST one screen to the dirt patch
that has a couple of pine trees.  The bird is found often around here.
In any case, from here go NORTH two screens until you get to the old house.
More [Y,n]? 

	"OPEN THE DOOR", you might want to take a look around, but the important
room for now is on your left as you enter.  "LOOK AT THE BOOKS".  Do you like
Shakespeare?   Well it's all you can get.  "TAKE THE BOOK".
	"LOOK AT THE PICTURE" of the man which hangs on the wall.  Hmmm....
better "LOOK AT THE WALL".  Aha!  You found a latch.  "PULL THE LATCH"
and walk through the secret door.  "GET THE SHOVEL" next to the doorway,
and forget about the stairs for now, unless you're very curious.  Save your
game if you are; those stairs are treacherous!

	Well now that you have this stuff, what are you gonna do?
Leave the house and go EAST and you're in another graveyard; this one
has a crypt, but the door is locked.

	Go SOUTH one screen and there's a lovely waterfall.  You try to get
to it but the water pushes you back.   You get out of the water and think
"Now what was that frog wearing?"  The crown!  "WEAR CROWN"  and poof!
You're a frog!  Now you can swim under the fall, and there's a cave on the
other side.  You take a look around and find a board at the entrance
"GET BOARD" and go in.  You take a fast look around because someone is 
coming, you see a pile of bones and "GET BONE" and get out of there fast! 
Through the falls you go.

More [Y,n]? 
	Well, what now?  Go SOUTH one screen and there's a path leading EAST.
You follow it one screen EAST and there's Lolotte's castle in the distance,
but two of her goons have spotted you!  Well what the heck, instead of running
away you let them catch you and together you fly to the castle.

	This Lolotte is one tough broad!  She tosses you in the slammer to cool
your heels.  After a while her guards come to get you and return you to the 
throne.  It seems Lolotte has a job for you, huh?

	Once you are returned to Tamir you proceed with the problem of the
Unicorn.  You may have seen him in the meadows, but could not get close.
Go back to the meadows and explore for the unicorn, but when you find him
keep your distance.  What's that thing you got from Cupid?
Of course, these arrows are special; they shoot love bolts!
"SHOOT AN ARROW AT THE UNICORN" and it seems you've made a friend.
You try to mount the beast, but whoa, you have no bridle.

	Make your way to the beach, perhaps you will encounter a minstrel
around here?  If you do strike up a conversation with him and he'll play
you a tune.  But hey!  This is no Andres Segovia (that's spelled
Eddie Van Halen to you youngsters) you've got here!  Maybe this guy should
look for another line of work?  Why not drop a hint?  "GIVE BOOK TO MAN".
Well of course, if you've got no special talents.....be an actor!  And you
More [Y,n]? 
get that lovely lute in return!  

	Perhaps during your travels you encountered a little pixie named Pan, 
but just couldn't get him to stand still?  Next time you see him
"PLAY THE LUTE" and he'll watch you perform.  Your musical tastes run more
towards woodwinds than strings, so why not "GIVE LUTE TO PAN".  In return 
Pan gives you his flute.  Now proceed to the fisherman's house.

	When you get to his house check the pier to the WEST.  If he's there
you can try talking to him but watch out when he gets up or you'll have to
swim back to shore.  Follow him into the house and look around.  Bet you could
find some use for that pole, especially with that juicy worm you caught.
But what do you have that he might want?  A gift certificate from Van Cleefs?
	Oh no!  Not those!  Diamonds are a girl's best friend, but after all
these peothat are within a
short range. Most LANs are unable to connect to public
communications services. LANs were developed because most
communications within a business either occur in the very
same building or within a short distance of each other.
This allows for the sharing of information and equipment and
thus a large savings for the company.
     This files is the first in a series of files. It is not
meant to be a complete systems manual for all LANs, but a basic
reference manual on the terminology and general set up. In later
files there will be more specific information.
     This file can be distributed freely as long as none of the
information is changed. If I have made a mistake, please remember
that we are all human and this does happen. Contact me on one of
the two boards listed at the end to point out an error.


Topologies:
A993   @ G:ALEMBIC1.DOC  up goes in one direction around u;=9
# 
#  G:INDICA69.DOC aches the deviceThe Orlando INDICATOR
excerpts from issue 69, Spring 1988

NOTE: The Orlando Indicator was a radical newsletter published in
Central Florida from 1976 to 1988. Some of the Indicator's 
observations seem worthy of preservation, so Tangerine Network
has made them available in this public domain ASCII file.

---
INTRODUCTION TO TAOISM
by Rick Harrison

	A friend of mine once told me that he sometimes changes
his plans in response to the flow of events. For example, if he
is driving toward a particular destination and he encounters a
long series of red lights, he might turn back and postpone the
journey. Or, if he is working at a particular job and the stream
of events becomes turbulent and polluted with conflict, he looks
for another job. My friend calls himself a Baptist Republican
but in this respect he behaves more like a Taoist.
	The Tao was "discovered" by Chinese philosophers about
2500 years ago. Since there is no [Tao ideogram] on American
typewriters, we change it to "Tao" and pronounce it "Dow." One
afternoon I heard a newscas