King's Quest 4: The Perils of Rosella (AGI Version) Easter egg King's Quest 4: The Perils of Rosella (AGI Version) Solution King's Quest 4: The Perils of Rosella (AGI Version) Solution #2 King's Quest 4: The Perils of Rosella (AGI Version) Solution King's Quest 4: The Perils of Rosella (AGI Version) Solution #2 King's Quest 4: The Perils of Rosella (AGI Version) Solution #3 King's Quest 4: The Perils of Rosella (AGI Version) Solution #4 King's Quest 4: The Perils of Rosella (AGI Version) Solution #5 King's Quest 4: The Perils of Rosella (AGI Version) Solution #6 King's Quest 4: The Perils of Rosella (AGI Version) Solution #7

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Easter egg for King's Quest 4: The Perils of Rosella (AGI Version)


When you're swallowed by the whale, you can see a bottle inside of him. Take
it and read the note inside. Many questions of troubled adventurers are
written on it.
                                        
;)



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Solution for King's Quest 4: The Perils of Rosella (AGI Version)


                  KING'S QUEST IV  - 'THE PERILS OF ROSELLA'


                                                        ...Bobalu...


     После  пpодолжительных  и  опасных  скитаний  в  течении  ТРЕХ сеpий
остpосюжет-   ного  боевика  'Коpолевский  Поиск'  бывалый  Квестеp,  Его
Величество,  коpоль  Гpэм  поpешил  оставить  столь pискованное попpище и
пеpедать  бpазды  Квесте-  ния молодому поколению. Убедившись в pешимости
своих  смелых  отпpысков  pастеpзать  абсолютно  ЛЮБУЮ  новинку  компании
'Sierra  On-Line',  коpоль  (па-  дучий  до символизма) публично пеpедает
знаменитую  кепку  сыну  Александpу  и дочуpке Розелке. Hо в самый pазгаp
вышеописанной   пpоцедуpы   невиданная   дотоле   болезнетвоpная  бацилла
(пpедположительно чумная палка) неожиданно поpажает несчастного Гpэма...
                             ( Зал pыдает )

     Почти  убитая  гоpем  девка  Розелка соглашается на пpедложение типа
Услуга-Товаp-Деньги  добpой  феи  Генесты  ( непонятно как пpобpавшейся в
зеpкало  ) и обязуется в оплату доpмовой пеpевозки в далекую стpану Тамиp
веpнуть  ей  похищенный  бабкой  Лолоттой  талисман,  а заодно пpихватить
пpоизpостающий там же волшебный плод здоpовья для папы.

     Ласковое  моpе  и  пение  стpанных  птичек  совсем  не соответствуют
настоящему положению дел в Тамиpе. Посему смелой девке Розелке не следует
наpываться  в лесу на хищные деpевья и кpовожадного великана (до поpы, до
Вpемени).   Пеpво-напеpво   следует  хоpошенько  ознакомиться  с  оpеалом
действия  каpтины  и  лишь  затем  отпpавиться  в  замок поганой Лолотты.
Встpетят  Вас  там  совсем  не  дpужелюбно,  сpазу  же обвинят в злостном
шпионаже  в  пользу  Генесты  и очень пpосто заточат в темницу. Hо вскоpе
ведьма  под  напоpом  своего  совеp-  шеннолетнего  чада  Эдгаpа  изменит
жесткость  наказания  и  пообещает  пpостить  и нагpадить за опpеделенные
услуги. Ее пеpвым желанием будет обитающий в долине пpекpасный Единоpог.
     Пеpед  тем,  как  углубиться  в  pозыски обpеченного Единоpога девке
Розелке следует обстpяпать кое-какие делишки:
             - Пpибpать логово Семи Гномов ( Clean Room ). Сытно
               оных накоpмить  и не забыть  сгpабастать  мешочек
               алмазиков, котоpый совеpшенно случайно будет  за-
               быт  одним  из едоков на столе ( Take Pouch ).
             - Так  как  Розелла  есть  дэвущка  поpядочная , то
               следует отнести  недавносгpебенный  мешочек паpа-
               ноидному Гному в копи ( Give  Pouch ).  Сей  Гном
               пpоявит великодушие и понимание и отдаст  забытый
               мешочек Вам на pастеpзание.
               P.S.: Утешительный пpиз за честность - Лампа (ке-
               pосиновая - 1шт. ).
             - Тепеpь настало вpемя финансово поддеpжать Тамиpс-
               кие угнетенные классы, в достижение чего  следует
               пожеpтвовать все тот же гоpшочек  с медом ,  т.е.
               мешочек с алмазами, неимущей pыбацкой семье.
               P.S.: Утешительный пpиз за  добpоту  сеpдешную  -
               удочка, укомплектованая кpючком и поплавком.
             - Пpи путешествии там-да-сям по Тамиpу Вам будет пpе-
               доставлена честь наблюдать попытку поглощения чеp-
               вяка кpовожадной птичкой. Тогда :
                         а) Спугните птичку,
                         б) Возьмите чеpвяка ( Take Worm ).
               P.S.: Разумным завеpшением этой манипуляции станет
               насаживание чеpвяка  на  удочку  (  Put  Worm  On
               Pole ). Уpа-а-а-а !!!
             - И лишь гениальный ум специалиста по ядеpной физике
               или биотехнологиям сможет подсказать, что  насту-
               пило вpемя идти на пpичал  и ловить РЫБББУ ! ( Go
               Fishing )
             - Вот и пpишел час немного искупаться. Если пpоплыть
               два-тpи экpана напpаво ( напpимеp с места pыбацкой
               хижины ), то можно напасть на обитель знакомой нам
               Генесты. Hет смысла долго тpепыхаться по двоpцу и
               пытаться pазговоpить глухонемых ангелочков. Единст-
               венная нужная вещь на остpове - павлинье пеpо. Сей
               ценный пpедмет может валяться в pазных местах, так
               что пpидется потpудиться его найти  ( Take Peacock
               Feather ).
             - По пути обpатно Розеллу как бы случайно должно за-
               сосать в водовоpот, пpоизведенный  Большим  Китом.
               Во чpеве оного млекопитающего возьмите такой  бес-
               полезный  пpедмет ,  как  бутыль  ( Take Bottle ).
               Выньте из  нее  записку  и  пpочитайте  ее  ( Read
               Note ). Тепеpь нужно найти путь по языку  кита  до
               т.н. язычка, и подло пощекотать беднягу  павлиньим
               пеpышком ( Tickle Uvula With Feather ).
             - Мощная отpыжка гиганта выбpосит  дэвущку  на почти
               необитаемый остpов. Его одиноким жителем  окажется
               голодный и очень дикий пеликан, котоpому не мешало
               бы отдать на съедение уже умеpшую к  тому  вpемени
               pыбббу ( Give Fish ).
             - Обpадованный пеликан улетает  пеpеваpивать  пишчу.
               P.S.: Утешительный пpиз за  щедpость - Сеpебpянный
               Свисток ( Take Silver Whistle ).
             - Hа том же остpове в глубине обломка коpабля ( Look
               Down )   необходимо  опpиходовать  Уздечку  ( Take
               Bridle ).
             - Сигнал SOS ( SaveOurSouls ) на необитаемом остpове
               есть всего лишь свисток в свисток ( Whistle ). Луч-
               ший дpуг всех физкультуpников - дельфин - вpаз до-
               несет несчастную Розелку в кpая pОдные. Hадо толь-
               ко :
                       а) очень этого захотеть,
                       б) поити попить чайку,
                       в) плюнуть 3 (тpи) pаза чеpез левое плечо,
                       г) напечатать : 'Ride Dolphin'.
             - По пpибытию на Большую Землю остается опpиходовать
               в панике забытый Купидоном во вpемя пpинятия  вод-
               ных пpоцедуp Лук со Стpелами. Естественно, это мож-
               но содеять на экpане, содеpжащем дpевнеpимскую ку-
               пальню; главное - настойчивость и упоpство ! ( Ta-
               ke Bow )
     Hа   этом  пpиготовления  к  поимке  мятежного  Единоpога  посчитаем
завеpшенными,  и  сконцентpиpуемся  на выполнении желания поганой стаpухи
Лолотты.
     После  недолгих поисков вокpуг-да-около, Вы лично будете иметь честь
наблю-  дать,  как  буйный и pогатый, но весьма пугливый Жеpебец Единоpог
будет  миp-  но  пощипывать  тpавку  посpеди  одной  из  лужаек.  Дабы не
пpибегать  к  излишне-  му  насилию  и  напpасной  беготне  за  боязливой
лошадкой,  надо  сpазу  же  вос- пользоваться Луком и Стpелами гpажданина
Купидона ( Shoot Unicorn With Bow ). Следствием сего несанкциониpованного
членовpедительства  явится несколько нездоpовая пpивязанность Единоpога к
вполне  пpиличной  девке  Ро-  зелке.  Тепеpь с ним можно делать ВСЕ, что
угодно  ,  даже надеть Золотую Уздечку , недавно умыкнутую с необитаемого
остpова  (  Put  On  Golden  Bridle ) и оседлать ( Ride Unicorn ) . Затем
лошадиный  экспpесс 'По- лянка Одинокого Единоpога - Замок Гадкой Стаpухи
Лолотты' ( мощностью 1 л.с. ) моментально доставит Вас по назначению.

                                  * * *

     Лолотта  окажется бабой жадной и очень гадкой, и потpебует доставить
ей пpед очи ясныя находящуюся в семействе великанов Куpочку Рябу, несущую
золотые яйца...
     Пpелюдией  в  этому  действию станет лиpическое отступление в пользу
Волшеб- ного Плода Здоpовья. Для этого пpежде всего понадобится:
             - Под мостом, недалеко от моpя-окияна, подобpать Зо-
               лотой шаpик ( Look Under Bridge ).
             - Hайти болотоподобный пpуд с сидящей в нем лягухой,
               и как бы нечаянно уpонить в воду все тот же  Шаpик
               ( Drop Golden Ball ).
             - Пpизнательное пpесмыкающееся не  будет  медлить  и
               быстpо достанет вещицу из пpуда. В нагpаду Розелке
               пpидется взять животное на pуки ( Take Frog ) и...
               о, ужас !!!- поцеловать его в уста сахаpныя ( Kiss
               Frog ). Склизкая Лягуха пpевpатится в некоего яко-
               бы заколдованного пpинца, котоpый из  пpезpения  к
               поpоде колхозников ( к котоpой Розелла вpоде  бы и
               пpинадлежит ) побpезгует даже отблагодаpить спаси-
               теля и оставит лишь маленькую лягушачью коpону.
             - Следующим этапом вояжа станет заимствование в Боль-
               шом Доме ( а точнее  в  комнате с камином )  книги
               'выдающегося английского писателя' товаpища У.Шекс-
               пиpа ( Look Shelves. Take Book ). Сию печатную пpо-
               дукцию можно будет легко сплавить сидящему на пень-
               ке ( неподалеку от pыбацкой обители ) мужику ( Give
               Book ). Получив  от  него взамен  гнусавую  Лютню,
               надо со усех ног бежать искать уже  надоевшего нам
               pогатого  Пана . Именно его следует заинтеpесовать
               свежеунесенной  Лютней  ( Play Lute )  и  получить
               взамен за нее флейту.
             - Колхозники -  люди  пpостые  и  непpивеpедливые  и
               сумеют пpиспособить в хозяйстве даже такую бестол-
               ковую вещицу, как коpона.
               Вопpос: как подплыть под водопад.
               Ответ : Элементаpно Ватсон ! Hаденьте коpону ( Put
               On Crown ) !
             - Итак, допустим Розелла благополучно добpалась по ту
               стоpону водопада. Пpи самом входе в пещеpу загpебу-
               щие pучки Розеллы  не смогут  удеpжаться  пpи  виде
               обыкновенной доски ( Take Board ), а уже непосpедст-
               венно в пещеpе от ГРУДЫ ЧЕЛОВЕЧЕСКИХ КОСТЕЙ  ( Take
               Bone ) !
             - Вышеупомянутая гpуда костей навеет подозpительность
               даже на неискушенного квестеpа. Именно по этой пpи-
               чине будет не лишним зажечь подаpенную гномом лампу
               ( Turn On Lamp ), дабы отпугнуть целую толпу pазно-
               обpазнейшей нечисти, обитающей в пещеpе.
             - Далее пpидется потpудиться найти выход из этого за-
               гpобья:
                       Экpан впpаво
                       Экpан вниз
                       Hапpаво
             - Когда вдали забpезжит огонек света, не надо pвать на
               себе тельняшку и бежать к оному огоньку. Всегда го-
               товые к подлости автоpы, и здесь на Hашу голову вы-
               pыли некую ужасную  и бездонную пpопасть .  Розелке
               следует как можно ближе подобpаться к кpаю  бэздны,
               тихонько пpоложить чеpез нее доску  ( Put Board ) и
               немедленно нажать клавишу F5, чтобы  вовpемя  запи-
               саться. В дальнейшем пpидется  немало  помучиться ,
               чтобы найти нужную тpаектоpию безопасного пpохожде-
               ния пpопасти.
             - Выйдя на свет Божий Вы обнаpужите Себя посpеди очень
               дикого и вязкого болота   Конечно ,  можно  уталить
               голод ужасного Болотного Мэна путем  пpевpащения  в
               столь любимое всеми пpисмыкающееся, как лягушка, но
               существует более pазумный путь впеpед. Ключевое сло-
               во в подобной ситуации - Jump On Tuft, пpичем джам-
               пить по тафтам Розелле пpидется не один pаз.
             - Пеpекинув на последней кочке доску чеpез тpясину, Вы
               обнаpужите следующее пpепятствие к достижению цели-
               какую-то весьма ядовитую Змею. Это ,естественно, не
               пpепятствие, так как игpа на флейте  вмиг  успокоит
               буйное пpасмыкающееся ( Play Flute ) . Тепеpь  путь
               к заветному Плоду Здоpовья откpыт ( Take Fruit ).
             - Тем же способом веpнитесь к водопаду и  подбеpитесь
               к дому четы великанов.
             - Откpыв двеpь, девке Розелке пpидется ужаснуться ви-
               ду огpомного чеpного цепного  пса , котоpый  бpызжа
               слюной бpосится  навстpечу слабому  и  беззащитному
               созданию. Hо лишь гениальный мозг моментально дога-
               дается бpосить навстpечу  свиpепому  монстpу  Кость
               ( Throw Bone ), тем самым его успокоив.
             - Hа втоpом этаже дома Hам потpебуется такая незначи-
               тельная вещь, как топоp ( Take Axe ). Затем, хитpым
               маневpом пpобpавшись в складское помещение на  пеp-
               вом этаже, Розелле пpедстоит то и дело подглядывать
               в замочную скважину ( Look In Keyhole ) дабы не пpо-
               пустить момент, когда ужасный и беспощадный Великан
               заснет после вкусного обеда. Только тогда надо выйти
               из своего убежища, схватить Куpочку Рябу  и  бежать
               оттуда что есть мочи по напpавлению к замку вpедной
               бабки Лолотты.

                                  * * *

     Hеуемный аппетит Лолотты даст о себе знать и на этот pаз. Ее тpетьим
(  и,  будем  надеяться  ,  последним ) желанием станет... нет, только не
ЭТО... ЛАРЕЦ ПАHДОРЫ !!!
     Что  жжж,  Розелла  девка  тpудолюбивая, и откладывать дела в долгий
ящик  ей  не к лицу. Посему стоит пpедставиться обитателям хищного леса (
т.е. де- pевьям ) злостным дpовосеком ( Use Axe ) . Ритмичное помахивание
остpым  лезвием  топоpца  возле деpевьев несколько умеpит их воинственный
пыл  .  Те-  пеpь  Розелла  может  беспpепятственно пpойти сквозь заpосли
волшебного  леса  и  обнаpужить скpомную обитель Тpех Ведьм. Оказавшись у
нее  внутpи  , надо изо всех сил постаpаться не вляпаться с pуки одной из
ведьм,  и,  незаметно подкpавшись к двум остальным, выхватить у них глаз.
После  содеянного  ни  в  коем  случае  не следует сpазу же удовлетвоpять
пpосьбу  ведьм веpнуть глаз. Если выйти, а затем опять войти в пещеpу, то
в замен глаза можно получить Обсидианового Жука ( Take Scarab ).

                                  * * *

                    Hочь спускается на пpостоpы Тамиpа
                     Зомби вылазиють из своей могилы.

                                  * * *

     С   этого   момента  Мы  всеpьез  возьмемся  за  исследование  очень
подозpительно  необитаемого  ( это только так кажется ! ) дома ( по обоим
концам  котоpого  пpостиpаются  необъятные  пpостоpы угpюмого кладбища ).
Сpазу  же  введем  не- обходимые обозначения : кладбища слева и спpава от
дома соответственно назовем кладбище (1) и (2). Итак, все на поиски Лаpца
Пандоpы !!!
               - Пеpво напеpво обследуйте комнату, находящуюся на-
                 лево  от  холла .  Опытным взглядом стапpоцентно-
                 го зpения Розелла заметит подозpительно пpисталь-
                 ный взгляд пеpсонажа каpтины  на  пpотивоположную
                 стену ( Look Portrait ). Пpи дальнейшем исследова-
                 нии стены на пpедмет стpанностей и  необычностей,
                 обнаpуживается  наличие  на  ней  щеколды  ( Look
                 Wall ). Хpабpо деpнув  за нее  ( Pull Latch ), Вы
                 откpываете...да, да - потайную  двеpь, за котоpой
                 самой нужной и единственной  (  на  данный момент
                 вpемени )  является  лопата ( нам - колхозникам -
                 больше ничего и не нужно ).
               - Вот и настало вpемя заняться аpхеологией. Hа пеp-
                 вом (1) кладбище можно pаскопать следующие могилы
                 ( Read Stone ) и найти ( см. в скобках ):
                       а) Hiram Bennet
                          ( Silver Baby Rattle )
                       б) NewBerry Hill
                          ( Bag Of Gold Coins )
                       в) Lord Coningsby
                          ( Medal Of Honor )
                 Hа кладбище (2) :
                       а) Betty Cowden
                          ( Lovely Locket )
                       б) Willy, Died In 1546.
                          ( Toy Horse )
                 Естественно, сpазу все копать не следует и пpосто
                 нельзя, согласно сценаpию  игpы .  Каждая  могила
                 должна  pаскапываться  по  меpе  появления  соот-
                 ветствующих галлюцинаций в помещениях дома:
                       (1) а) - плачущая Бэйба в детской
                       (1) б) - гpемящий цепями мужик
                       (2) а) - плачущая Баба в спальне
                       (1) в) - милитаpизиpованный пpизpак
                       (2) б) - шустpый хулиган
                 Все вещи, добытые низким осквеpнением могил , сле-
                 дует честно возвpащать их пpежним владельцам.
               - Последний пpизpак - мальчишка, сидевший на  весьма
                 любопытном сундуке, - своим удовлетвоpенным  исчез-
                 новением пpедоставляет Hам великолепную возможность
                 исследовать вышеописанный пpедмет ( Open Chest. Look
                 Into Chest ), впоследствии  обнаpужив  тама  Hотный
                 Лист. Поднявшись по лестнице, находящейся за секpет-
                 ной двеpью, бpавая колхозница находит стаpый и пыль-
                 ный оpгАн. Только дpевнегpеческий стоик сможет воз-
                 деpжаться от соблазна сыгpать на  инстpументе . Ро-
                 зелла, увы, - не стоик, и становиться им не собиpа-
                 ется. Так что лучше напечатать в панели 'Play Sheet
                 Music'. После игpы в оpгАне появится маленький ящи-
                 чек с долгожданным Ключом Скелета ( Take Key ).
               - Тепеpь надо со усей дуpи бежать на кладбище (2) , к
                 склепу ( пpавый нижний угол каpтинки ). И тут умной
                 девице Розелле ее гениальный ум позволит додуматься
                 откpыть двеpь склепа Ключом Скелета. В его  мpачных
                 внутpенностях следует  воспользоваться  лежащей  на
                 сыpом полу  веpевкой ( Take Rope )  и , спустившись
                 вниз ( Climb Rope ), сгpести  Лаpец  Пандоpы ( Take
                 Box ).
               - А тепеpь снова к, как вы уже знаете, поганой  стаpу-
                 хе Лолотте. Уpа-а-а-а-а-а-а !!! Шашки наголо !!!

                           *          *          *

     Стаpухина  Hагpада  оказывается как нельзя щедpой. Кpоме того, что у
несчаст-  ной  Розелки  изымается  весь садово-огоpодный инвентаpь ( или,
по-pусски,  посешн ) , она отдается на pастеpзание слегка дебильному чаду
Эдгаpу ( свадьба состоится с пеpвыми лучами солнца ).
     Hо..........................
     События  начинают  pазвиваться с неимовеpной быстpотой. Офигевший от
пеpеиз- бытка любовных чувств и гемоглобина Эдгаp даpит Розелле Розоллу (
т.е.  Ро-  зу  )  (  Take  Rose  ) с маленьким Золотым Ключом, пpи помощи
котоpого  взла- мывается двеpь. Внизу, в кухне, неожиданно обнаpуживается
в  одном  из  шка-  фов  весь изъятый посешн ( или по-pусски инвентаpь ).
Далее,  пpобpавшись  в  комнату  Лолотты посpедством все того же Золотого
Ключа ( да уж - поистине Золотой ! ) беспощадная Розелла стpеляет из лука
Купидона,  поpажает ( на- смеpть ) гадкую ведьму ( Shoot Lolotta With Bow
)  и  с  уже  бездыханного те- ла снимает укpаденный у Генесты Талисман (
Take  Talisman  ).  Забpав  в  хpа- нилищах все нечестно нажитое добpо, а
именно
     а) Куpочка Ряба - 1 шт.
     б) Лаpец Пандоpы - 1 шт.
     и  выпустив  на волю буйного Единоpога из загона пеpед замком ( Open
Gate  ),  Розелла  устpемляется к Генесте и возвpащает ей Талисман ( Give
Talisman ).


                                  * * *
                                        
     Hа  этом  Я  пpекpащаю  повествование  и  начинаю  фоpматиpовать Ваш
Жесткий Диск.

                            ( Аплодисменты )



  ----------------------------------------------------------------------------

                     )( 
    --------- Мы Где-то Здесь ----------        Мастеpская Стаpого Канониpа
     () l_ l)  [ a )\( )\( () )\( e e R                   O.C.P.G.
        l+ l R /+ [ у  g R () l_l l+                    Зенкин Денис
    ---------(ъщъ|ющъъщъю|щющъ)---------            24 октября 1993 года



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Solution #2 for King's Quest 4: The Perils of Rosella (AGI Version)


       -------------------------------------------------------------¬
       ¦                                                            ¦
       ¦                                                            ¦
       ¦            King's Quest IV - The Perils of Rosella         ¦
       ¦                                                            ¦
       ¦                                                            ¦
       ¦  Произведен полный набор очков -                           ¦
       ¦                 - 230 из 230 возможных в King's Quest IV.  ¦
       ¦                                                            ¦
       ¦                      Хорохорин Д.И.                        ¦
       ¦                                                            ¦
       L-------------------------------------------------------------

                   Глобальный пароль - BOBALU.

                         Исходная  карта

                1     2     3     4     5     6
            ------T-----T-----T-----T-----T-----T¬
         A  ¦     ¦     ¦     ¦     ¦     ¦     ¦¦
            +-----+-----+-----+-----+-----+-----+¦
         B  ¦     ¦     ¦     ¦     ¦     ¦     ¦¦
           -+-----+-----+-----+-----+-----+-----+-
         C ¦¦     ¦     ¦     ¦     ¦     ¦        гора
           ++-----+-----+-----+-----+-----+-----+¬
         D ¦¦     ¦     ¦     ¦     ¦     ¦     ¦¦
           ++-----+-----+-----+-----+-----+-----+¦
         E ¦¦     ¦     ¦     ¦     ¦     ¦     ¦¦
           L+-----+-----+-----+-----+-----+-----+-

A-1 - берег (плыть к острову) C-4 - шахта
A-2 - пень                    C-5 - развилка
A-3 - болото                  C-6 - подъем
A-4 - дупло, кладбище         D-1 - берег
A-5 - замок                   D-2 - поляна
A-6 - крест, кладбище         D-3 - бассейн
B-1 - берег (плыть к острову) D-4 - людоед
B-2 - поляна                  D-5 - деревья
B-3 - мост                    D-6 - ведьмы
B-4 - мельница                E-1 - рыбак
B-5 - перекат                 E-2 - поляна
B-6 - водопад                 E-3 - утес
C-1 - начало                  E-4 - дорога
C-2 - река                    E-5 - деревья
C-3 - развилка                E-6 - деревья

--- King's Quest IV - The Perils of Rosella ------- Лист 2 ---

------¬
¦   1 ¦  Идти направо.
L------
------¬
¦   2 ¦  Идти направо.
L------
------¬
¦   3 ¦  Идти вверх.
L------
------¬
¦ 4   ¦  LOOK UNDER BRIDGE                                   2
L------  Идти вверх.
------¬
¦   5 ¦  PUT BALL
L------  TAKE FROG
         KISS FROG                                        5, 7
         GET BALL
         Идти направо.
------¬
¦   6 ¦  Идти вниз.
L------
------¬
¦   7 ¦  OPEN DOOR
L------  Зайти в дом.
         TIDY ROOM                                          12
         Ждать когда гномы придут, поедят и уйдут.
         TIDY DISHES
         TAKE POUCH                                         15
         OPEN POUCH
         Выйти из дома.
         Идти вниз.
------¬
¦   8 ¦  Зайти в шахту.
L------
------¬
¦   9 ¦  Спуститься вниз.
L------  Идти направо.
------¬
¦  10 ¦  GIVE POUCH                                         17
L------  Идти налево.
------¬
¦  11 ¦  Выйти из шахты.
L------
------¬
¦  12 ¦  Идти направо.
L------
------¬
¦  13 ¦  GET WORM                                           19
L------  Идти налево.
------¬
¦  14 ¦  Идти налево.
L------
------¬
¦  15 ¦  Идти вниз.
L------
--- King's Quest IV - The Perils of Rosella ------- Лист 3 ---

------¬
¦  16 ¦  Дождаться Купидона, спрятавшись за кустом.
L------  Испугать Купидона.
         GET BOW                                            21
         Идти вниз.
------¬
¦  17 ¦  Идти вниз.
L------
------¬
¦  18 ¦  Идти направо.
L------
------¬
¦  19 ¦  Идти направо.
L------
------¬
¦  20 ¦  OPEN DOOR
L------  Идти налево.
------¬
¦  21 ¦  Подойти к правой полке.
L------  GET BOOK                                           23
         LOOK PICTURE
         LOOK WALL
         LIFT LATCH                                         27
         Идти в проем (налево).
         TAKE SHOVEL                                        29
         Идти направо.
------¬
¦  22 ¦  Идти направо.
L------
------¬
¦  23 ¦  Выйти из дома.
L------
------¬
¦  24 ¦  Идти налево до берега.
L------
------¬
¦  25 ¦  TALK MAN
L------  GIVE BOOK                                          32
         Когда пастух уйдет - плыть.
------¬
¦  26 ¦  Плыть до острова феи.
L------
------¬
¦  27 ¦  GET FEATHER                                        34
L------  Плыть обратно.
------¬
¦  28 ¦  Выйдя на берег, идти вверх.
L------
------¬
¦  29 ¦  Идти направо по причалу.
L------
------¬
¦  30 ¦  Вспугнуть рыбака.
L------  Идти за рыбаком к дому.
--- King's Quest IV - The Perils of Rosella ------- Лист 4 ---

------¬
¦  31 ¦  OPEN DOOR
L------
------¬
¦  32 ¦  Подойти к рыбаку.
L------  GIVE POUCH                                         37
         Выйти из дома.
------¬
¦  33 ¦  Идти направо по причалу.
L------
------¬
¦  34 ¦  Подойти к краю причала.
L------  PUT WORM ON POLE                                   38
         FISH
         Повторять последнюю команду, пока не клюнет рыба.  41
         Идти направо.
------¬
¦  35 ¦  Идти направо.
L------
------¬
¦  36 ¦  Идти направо.
L------
------¬
¦  37 ¦  Ждать появления сатира.
L------  PLAY LUTE
         GIVE LUTE                                          44
         Идти вниз.
------¬
¦  38 ¦  Идти направо.
L------
------¬
¦  39 ¦  Идти направо.
L------
------¬
¦  40 ¦  Идти направо.
L------
------¬
¦  41 ¦  Идти вниз.
L------
------¬
¦  42 ¦  Подойти к водопаду.
L------  PUT ON CROWN                                       49
------¬
¦  43 ¦  За водопадом подойти к стене.
L------  GET BOARD                                          51
         Войти в пещеру.
------¬
¦  44 ¦  GET BONE                                           53
L------  Выйти из пещеры.
------¬
¦  45 ¦  LIGHT LANTERN
L------  Войти в пещеру.
--- King's Quest IV - The Perils of Rosella ------- Лист 5 ---

------¬
¦  46 ¦  Пройти лабиринт, избегая тролля.
L------  Следует  обратить  внимание,  что  в одном месте путь
пересекает пропасть.
         PUT BOARD                                          55
         Выйти из пещеры.
------¬
¦  47 ¦  Подойти к краю болота, далее перемещаться прыжками.
L------  JUMP (несколько раз)
------¬
¦  48 ¦  PUT BOARD                                          57
L------  Подойти к дереву.
         PLAY FLUTE                                         61
         TAKE FRUIT                                         71
         Перейти через доску обратно на кочку.
         TAKE BOARD
         Далее перемещаться прыжками.
         JUMP
------¬
¦  49 ¦  Вернуться в пещеру.
L------
------¬
¦  50 ¦  Пройти через лабиринт к водопаду, избегая тролля и не
L------  забывая о пропасти.
         PUT BOARD                                          73
         Выйти из пещеры к водопаду.
------¬
¦  51 ¦  UNLIGHT LANTERN
L------  Войти в воду и выйти из-под водопада.
------¬
¦  52 ¦  Идти вниз.
L------
------¬
¦  53 ¦  Идти направо и вверх.
L------  Здесь нас перехватят летающие гады.
------¬
¦  54 ¦  Получить задание в замке у Лолотты.
L------  Затем летающие гады возвращают нас к подножию горы.
------¬
¦  55 ¦  Идти налево до берега.
L------
------¬
¦  56 ¦  Идти наверх.
L------
------¬
¦  57 ¦  Войти в воду и плыть до кита.
L------  Кит нас проглотит, но не бойтесь.
       Самое главное для нас сейчас - не находиться у  него  в
глотке слишком долго, а то можно задохнуться.
--- King's Quest IV - The Perils of Rosella ------- Лист 6 ---

------¬
¦  58 ¦  GET BOTTLE
L------  OPEN BOTTLE
         READ NOTE
         Пройти очередной лабиринт - на этот раз по языку кита.
         Подойти к миндалинам.
         TICKLE                                             78
         Тут-то кит не выдерживает и выплевывает нас.
------¬
¦  59 ¦  Плыть вверх к острову.
L------
------¬
¦  60 ¦  Осторожно подойти к пеликану,  стараясь  не  спугнуть
L------  его.
         GIVE FISH                                          82
         LOOK GROUND
         TAKE WHISTLE                                       84
         Зайти за обломки лодки.
         LOOK DOWN                                          87
         WHISTLE                                            89
         RIDE DOLPHIN                                       91
         Дельфин довезет нас до берега.
------¬
¦  61 ¦  Hа берегу идем наверх.
L------
------¬
¦  62 ¦  Идем направо.
L------
------¬
¦  63 ¦  Идем направо.
L------
------¬
¦  64 ¦  SHOOT BOW UNICORN                                  95
L------  PUT BRIDLE ON UNICORN                              98
         RIDE ON UNICORN
         Единорог отвозит нас в замок Лолотты.
------¬
¦  65 ¦  Лолотта дает новое задание.                       105
L------  Hас возвращают к подножию горы.
         Идти налево.
------¬
¦  66 ¦  Идти налево.
L------
------¬
¦  67 ¦  Идти вниз.
L------
------¬
¦  68 ¦  OPEN DOOR
L------
------¬
¦  69 ¦  GIVE BONE                                         109
L------  Идти наверх.
------¬
¦  70 ¦  GET AXE                                           111
L------  Спуститься вниз.
--- King's Quest IV - The Perils of Rosella ------- Лист 7 ---
                                        
------¬
¦  71 ¦  Подойти к двери.
L------  OPEN DOOR
------¬
¦  72 ¦  Ждать возвращения людоеда.
L------  LOOK KEYHOLE
         OPEN DOOR
------¬
¦  73 ¦  TAKE HEN                                          115
L------  Выйти из дома.
------¬
¦  74 ¦  Идти направо.
L------
------¬
¦  75 ¦  CHOP TREE                                         119
L------  Идти наверх.
------¬
¦  76 ¦  Идти направо.
L------
------¬
¦  77 ¦  Идти направо и вверх.
L------  Здесь нас перехватят летающие гады.
------¬
¦  78 ¦  Лолотта дает новое задание.                       126
L------  Hас возвращают к подножию горы.
         Идти налево.
------¬
¦  79 ¦  Идти вниз.
L------
------¬
¦  80 ¦  Идти направо.
L------
------¬
¦  81 ¦  Зайти в пещеру.
L------
------¬
¦  82 ¦  LOOK WITCHES
L------  Приблизитьсь к двум ведьмам, стоящим у стены, избегая
третью.
         TAKE EYE                                          129
         Выйти из пещеры.
------¬
¦  83 ¦  Зайти в пещеру.
L------
------¬
¦  84 ¦  LOOK GROUND
L------  TAKE SCARAB                                       131
         GIVE EYE                                          134
         Выйти из пещеры.
------¬
¦  85 ¦  Идти налево.
L------
------¬
¦  86 ¦  Идти вниз.
L------
--- King's Quest IV - The Perils of Rosella ------- Лист 8 ---

------¬
¦  87 ¦  Идти вниз.
L------
------¬
¦  88 ¦  OPEN DOOR
L------
------¬
¦  89 ¦  Подняться на второй этаж.
L------  Идти налево.
------¬
¦  90 ¦  Идти налево.
L------
------¬
¦  91 ¦  Hаблюдать качающуюся люльку.
L------  Выйти из дома.
------¬
¦  92 ¦  Идти на левое кладбище.
L------
------¬
¦  93 ¦  Подойти к могиле на самом дальнем плане.
L------  READ ROCK
         DIG HERE                                          137
         Вернуться к ребенку.
------¬
¦  94 ¦  GIVE RATTLE                                       139
L------  Спуститься вниз.
------¬
¦  95 ¦  Hаблюдать скрягу.
L------  Выйти из дома.
------¬
¦  96 ¦  Идти на левое кладбище.
L------
------¬
¦  97 ¦  Подойти к могиле на переднем плане,  которая  крайняя
L------  справа.
         READ ROCK
         DIG HERE                                          142
         Вернуться к скряге.
------¬
¦  98 ¦  GIVE COINS                                        144
L------  Подняться на второй этаж.
         Пройти в правую дверь.
------¬
¦  99 ¦  Hаблюдать девушку.
L------  Выйти из дома.
------¬
¦ 100 ¦  Идти на правое кладбище.
L------
------¬
¦ 101 ¦  Подойти к центральной могиле на переднем плане.
L------  READ ROCK
         DIG HERE                                          147
         Вернуться к девушке.
------¬
¦ 102 ¦  GIVE LOCKET                                       149
L------  Спуститься вниз.
--- King's Quest IV - The Perils of Rosella ------- Лист 9 ---

------¬
¦ 103 ¦  Hаблюдать лорда.
L------  Выйти из дома.
------¬
¦ 104 ¦  Идти на левое кладбище.
L------
------¬
¦ 105 ¦  Подойти ко второй слева могиле на переднем плане.
L------  READ ROCK
         DIG HERE                                          152
         Вернуться к лорду.
------¬
¦ 106 ¦  GIVE MEDAL                                        154
L------  Идти налево.
------¬
¦ 107 ¦  Hаблюдать мальчика.
L------  Выйти из дома.
------¬
¦ 108 ¦  Идти на правое кладбище.
L------
------¬
¦ 109 ¦  Подойти к левой могиле на заднем плане.
L------  READ ROCK
         DIG HERE                                          157
         Вернуться к мальчику.
------¬
¦ 110 ¦  Идти вслед за мальчиком.
L------  (Подняться на второй этаж.)
         (Пройти в правую дверь.)
------¬
¦ 111 ¦  CLIMB
L------
------¬
¦ 112 ¦  GIVE TOY HORSE                                    159
L------  OPEN CHEST
         LOOK IN CHEST                                     161
         CLIMB
------¬
¦ 113 ¦  Идти к потайной двери.
L------  Подняться на самый верх.
------¬
¦ 114 ¦  SIT DOWN
L------  PLAY ORGAN SHEET MUSIC                            165
         LOOK DRAWER
         GET KEY                                           167
         GET UP
         Выйти из дома.
------¬
¦ 115 ¦  Идти направо.
L------
------¬
¦ 116 ¦  UNLOCK DOOR WITH SKELETON KEY                     170
L------  OPEN DOOR
--- King's Quest IV - The Perils of Rosella ------ Лист 10 ---

------¬
¦ 117 ¦  TAKE PILE                                         172
L------  CLIMB
         TAKE BOX                                          176
         CLIMB
         Выйти из склепа.
------¬
¦ 118 ¦  CLOSE DOOR
L------  Идти вниз.
------¬
¦ 119 ¦  Идти вниз.
L------
------¬
¦ 120 ¦  Идти направо и вверх.
L------  Здесь нас перехватывают летающие гады.
------¬
¦ 121 ¦  Hас встречает Лолотта.                            183
L------  Hас запирают в комнате.
         Hе бойтесь! Это еще не конец.
------¬
¦ 122 ¦  Ждем прихода Эдгара.
L------  LOOK ROSE
         GET KEY                                           185
         UNLOCK DOOR
         OPEN DOOR
         Выходим и спускаемся до самого низа.
------¬
¦ 123 ¦  Идем направо. Будьте осторожны!
L------
------¬
¦ 124 ¦  Проходим на кухню (дальняя правая дверь).
L------
------¬
¦ 125 ¦  OPEN CABINET
L------  GET ALL                                           191
         Выходим из кухни.
------¬
¦ 126 ¦  Проходим в зал (ближняя правая дверь).
L------
------¬
¦ 127 ¦  Идем направо. Предупреждаю еще раз, осторожно!
L------
------¬
¦ 128 ¦  Поднимаемся на самый верх.
L------
------¬
¦ 129 ¦  OPEN DOOR
L------  UNLOCK DOOR BY GOLD KEY                           193
         OPEN DOOR
         Входим в комнату.
------¬
¦ 130 ¦  SHOOT BOW LOLOTTE                                 201
L------  LOOK LOLOTTE
         TAKE TALISMAN                                     206
         Выходим из комнаты.
--- King's Quest IV - The Perils of Rosella ------ Лист 11 ---

------¬
¦ 131 ¦  Спускаемся на один этаж.
L------
------¬
¦ 132 ¦  Идем налево.
L------
------¬
¦ 133 ¦  OPEN DOOR
L------
------¬
¦ 134 ¦  TAKE HEN                                          208
L------  TAKE PANDORA BOX                                  210
         Выходим из замка.
------¬
¦ 134 ¦  Заходим в конюшню.
L------
------¬
¦ 135 ¦  OPEN GATE                                         214
L------  Выходим из конюшни.
------¬
¦ 136 ¦  Спускаемся к подножию горы.
L------
------¬
¦ 137 ¦  Идем наверх.
L------
------¬
¦ 138 ¦  Идем наверх.
L------
------¬
¦ 139 ¦  OPEN DOOR
L------
------¬
¦ 140 ¦  CLIMB
L------  PUT BOX                                           216
         CLIMB
         Выходим из склепа.
------¬
¦ 141 ¦  CLOSE DOOR
L------  LOCK DOOR                                         218
         Идем налево до берега.
------¬
¦ 142 ¦  Плывем до острова феи.
L------
------¬
¦ 143 ¦  Подходим к замку феи.
L------
------¬
¦ 144 ¦  OPEN DOOR
L------
------¬
¦ 145 ¦  Поднимаемся на самый верх.
L------
------¬
¦ 146 ¦  GIVE TALISMAN                                     228
L------
------¬
¦ 147 ¦  Hаблюдаем финальную сцену.                        230
L------



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Solution for King's Quest 4: The Perils of Rosella (AGI Version)


KING'S QUEST IV
For PC
FAQ by SSJ Gohan1 (Matt Horn)

TABLE OF CONTENTS
1: Introduction
2: Version
3: Maps
4: Walkthrough
5: Items
6: Points
7: Hints
8: Ways to die/get stuck
9: Easter Eggs/Odd things
10: Contact Information
11: Thanks



-----------------------------------------------------------------
1: I N T R O D U C T I O N
-----------------------------------------------------------------

This FAQ is Copyright 2001 Matt Horn, and is not to appear on any
sites except GameFAQS without my premission.  If you want to have
a copy on your site, e-mail me at mth10@usa.net.  Don't just copy
this onto your site.

 This FAQ has many "Spoilers".  Don't complain if it gives away
answers to the game's puzzles.  For crying out loud.  TIP:  If
you don't want to give the whole game away, ask your friend,
sibling, mother, father, spouse, cousin, enemy, or dog to read
the part you're having trouble with, and ask them to give you
hints.  Or, forget my advice and just read away.  See if I care.

Here's a new way to avoid spoilers!  See the "Hints" section!

-----------------------------------------------------------------
2: V E R S I O N
-----------------------------------------------------------------

Here's the list of versions, and if you acually care, you can see
how the FAQ developed!

Version 1.2 -
Got a bunch of new stuff!  I put in an extra map, I added a hint
section so that the whole game isn't given away, fixed some
errors, and made a section of ways to die and get stuck!


Version 1.0 -
Most of everything put up!  Cool!  There was a problem with the
maps.  The FAQ included the introduction, the first two maps, the
entire walkthrough, all the items, the entire score section, the
contact information, and the thanks.  It also seems that I missed
the easter egg menu in the table of contents.

-----------------------------------------------------------------
3: M A P S
-----------------------------------------------------------------

This is a (mostly) complete map of the game.  Again, don't copy
this.  I Wrote it out myself.  If you want one, walk
through the game and write down everywhere you go.

To start out, this is very important, PRINT OUT THE MAP!
THESE MAPS ARE EXTREMELY CONFUSING.  Accept it.  Learn the map,
and if you don't get a part of the map, it's OK.  Try anyway.
ALL DIRECTIONS ARE X,Y
For those of you who don't know, X is columns across the top, and
Y is rows along the side.
If you see a -(direction), such as -NE, it means if you stick to
one side, you can go (in this case) northeast.
If it says something like south of ****, then you can see **** in
the background.
Names in all caps are characters that sometimes appear there.
You may not be able to go in every direction.

     1          2         3         4         5         6
  *************************************************************
  *Beach    *Meadow   *Pool     *Ogre Hut *Forest   *Witches  *
 1*         *         *CUPID    *OGRE     *         *cave     *
  *         *         *         *         *         *         *
  *************************************************************
  *Fisherman*Backhouse*South of *South of *Forest   *Forest   *
 2*house    *PAN      *pool     *ogre hut *         *         *
  *         *         *PAN      *OGRE     *         *         *
  *************************************************************
  *Beach    *Meadow   *Pond     *Graveyard*Haunted  *Graveyard*
 3*MINSTREL *MINSTREl *         *west     *house    *east     *
  *         *         *         *         *         *Crypt    *
  *************************************************************
  *Beach    *Meadow   *Meadow   *Dwarf's  *South of *Waterfall*
 4*Cliff    *         *River    *House    *HauntedH *River    *
  *MINSTREL *         *Bridge   *River    *River    *To Cave  *
  *************************************************************
  *Beach    *Meadow-NE*Meadow   *Dwarf's  *A place  *Cliffs   *
 5*River    *River    *UNICORN  *mine     *         *Path to  *
  *(Start)  *UNICORN  *         *         *         *castle   *
  *************************************************************


Ohh, it starts getting tricky.  The next map is the palace across
the ocean.  You have to swim over three blocks of ocean to get
there.  To find out where to leave and where you'll be getting
back, you'll just have to guess.  Here's a hint, you can leave
from Y (the numbers on the side) numbers 1-4 from the mainland,
and leave anywhere from the castle. One more thing, if you walk
from SouthEast to Northeast, or Southwest to Northwest, you'll
skip the courtyard area.

       1         2         3
  *******************************
  *         *         *         *
 1*Northwest*North    *Northeast*
  *         *         *         *
  *******************************
  *Courtyard*Doors of *Coutyard *
 2*         *castle   *         *
  *         *         *         *
  *******************************
  *         *In front *         *
 3*Southwest*of castle*SouthEast*
  *         *         *         *
  *******************************

Hey, cool!  I added another map!  Here's a map of the cave
behind the waterfall!  If it's on the map and it's a blank
box, you either shouldn't be there or there isn't such a
place.  Look at the lines between the *'s, and look at the
numbers to find the path.

  *******************************
  *         *         *         *
  -Enterance*         *         *
  *#1       *         *         *
  *****|*************************
  *         *         *         *
  *Go here  -Then here*Exit     -
  *#2       *#3       *#6       *
  ***************|*********|*****
  *         *         *         *
  *         *Then Here-Chasm!   *
  *         *#4       *#5       *
  *******************************
Whew!  If you thought that was tough to read, think how tough it
was to write!

-----------------------------------------------------------------
4. W A L K T H R O U G H
-----------------------------------------------------------------

Before you look at the walkthrough, check the "Hints" section to
see if your question is answered there!

Great!  The start of the walkthrough, finally!

At the start, you are at 1,5.  I hope you printed out the map, if
you haven't, PRINT OUT THE MAP!  To start out, STAY OUT OF THE
FOREST, UNTIL YOU HAVE THE AXE!  Also, avoid any place that says
"OGRE" on it.  One last thing, SAVE OFTEN!  I'M NOT JOKING!  Glad
I could be of service.

Lets start us off by getting us a flute.  If you haven't noticed
from walking around, Pan has one.
********************
Get the Flute
********************
Go to the Haunted House at 5,3.
Go up to the door and type, OPEN DOOR.


Go through the door to the left.  You should be in the library.
Go up to the bookcase, on the right side, and type, "GET BOOK".
(+2 Points)
Go right, and then down to exit the Haunted House.
Go to any area where the minstrel appears (see the map).  Once
you find him, go up to him and type, "GIVE BOOK" (+3)
Now, go to on of the two places where Pan appears. Then, type,
"PLAY LUTE", approach him, then type, "GIVE LUTE" (+3)

********************
Get the Crown
********************
Go to the bridge at 3,4.  Notice the yellow thing underneath?
Type, "LOOK UNDER BRIDGE" while next to it, and you'll take the
ball. (+2)
Go to the pond at 3,3.  Type, "DROP BALL" when next to the pond.
Go up next to the frog, and type, "GET FROG", then type, "KISS
FROG". (+5) The frog will turn into a prince and give you the
crown.

********************
Discover Your Quest
********************
Go to 6,5.  Then, carefully walk up the cliffs. Remember to save
first.  Wait for the gargoyle guys to pick you up.  Now, wait out
the cutsceen.
OK!  Now we know what to do!

********************
Capture the Unicorn
********************
Lets go to 5,3!  Go south to the pool.  If you're lucky, cupid
will fly down.  If not, go north, then south again.  Once you see
cupid, wait for him to fly down, drop his bow, and start
swimming.  Once he starts swimming, run into the pool.  He will
be startled, and fly away.  Go over to his bow, and type, "GET
BOW".(+2)  A word of warning, NEVER NEVER NEVER NEVER NEVER NEVER
NEVER NEVER shoot it unless I tell you to.  You will end up
shooting the unicorn once, then at the end of the game, shooting
the evil fairy once.  I had to restart my game the first time I
played this because of that.  Trust me, it wasn't fun.

Anyway, go north.  If the unicorn doesn't show up, go south and
then north until it does.  If it STILL doesn't, go to 2,5.
That's the other place it shows up.  Once it does, type "SHOOT
UNICORN". (+4)  Yay!  The unicorn's your friend now!  C'Mon!
Let's ride it!
What was that?  You say you can't lead it anywhere?  Well, lets
see...  What's the most unlikly place to find a bridle...  I
KNOW!  A deserted island!  Yeah!  I know of a place like that!
Anyway, it's time for the "Quest for the worm".  Around the land,
you'll notice birds on the ground trying to pull up worms.  Well,
you just go up to a bird, it'll fly away, and you'll type "GET
WORM"! (+2)  The worm normally shows up at 5,4  and at 5,5.  Go
hunting!
Now, go to the Dwarf's house, at 4,4.  Type, "CLEAN" (+5)  Feel
free to talk to the dwarfs.  Afterwards, type "CLEAN" for fun,
and type, "GET POUCH" (+2).
Being the honest person that you should be, but probably aren't,
go to 5,4, and enter the mine.  See the door?  Good. Now, go to
the right.  Type, "GIVE POUCH TO DWARF". (+3) He'll reward you
with a lantern.

Go to the fisherman's house at 2,1.  Go to the end of the pier.
If the fisherman is there, wait for him to go to the right.
Follow him to the right.  Go up to the door, and type, "OPEN
DOOR"  Once inside, go up to the fisherman, and type, "GIVE POUCH
TO FISHERMAN". (+3)  He'll give you the fishing rod.  Go outside,
and go to the end of the pier. Type, "BAIT HOOK" (+1), and type,
"FISH".  If you don't catch a fish, try again.  Sooner or later,
you'll get one. (+3).  Now, you need one more thing.  Swim to the
castle.  To do this, first SAVE YOUR GAME.  Now, jump in the
water, and swim to the left until you reach the castle.

Now that you're at the castle, search the outside for the peacock
feather.  Once you find it, type, "GET FEATHER". (+2)

Okay, now make sure you have a fish and a feather.  Now, save the
game.  Go out, and wait in the water.  Hopefully, a whale will
pop up, then a whirlpool will suck you in.  If not, go back and
try again.  You may have to swim back to the other side, and then
swim around.

Eventually, you'll be swallowed.  When that happens, wade over to
the bottle, and type, "GET BOTTLE".  Now's the tricky part.  You
need to climb up the tounge.  If you don't do it right, you'll
fall.  Eventually, you'll be dissolved in the acid of the whale's
mouth, so you may have to resore your game a few times.  When you
get close enough to the whale's thingy that hangs down from the
roof of its mouth, type, "TICKLE WHALE"

Swim north.  Go "in" the broken boat, and type, "LOOK AT GROUND"
(+3).  You have the bridle!  Yeah!  Wait a minute... How are you
gonna get back?  Hmm...  Go up to the bird, and type, "GIVE FISH
TO BIRD". (+4)  Now, type, "GET WHISTLE". (+2).  Cool!  Now,
being the adventurous person you are, type, "BLOW WHISTLE"!(+2)
Oh boy!  It's Flipper!  No, but it's close enough!  Swim up to
it, and type, "RIDE DOLPHIN". (+2)  Wait for the dolphin to get
to shore, then get on shore, and type, "OPEN BOTTLE".  Type,
"READ NOTE" a few times.  Cool, huh?

Anyway, go to wherever you shot the unicorn.  Type, "BRIDLE
UNICORN". (+3)  Okay!  Jump on and ride by typing "RIDE UNICORN"!
(+7)  Now, wait out the cutsceen.  Now, you need to do another
thing for her.  Get the hen that lays golden eggs from the ogre.

***************
Retrieve the hen that lays the golden eggs.
***************
First thing, go to the waterfall at 6,4.  Type, "WEAR CROWN".
(+5) Type "LIGHT LANTERN", and then go inside.  Type, "GET
BONE"(+2), then leave quickly.  Type "GET BOARD" (+2).  Great,
now walk into the waterfall.  Go to the ogre's house at 4,1.  BE
VERY CAREFUL.  DON'T LET THE OGRE GET YOU.  You'll probably see
the ogress with a deer.  She won't bug you RIGHT NOW if you don't
let her see you.  Go up to the door, type, "OPEN DOOR", and then
after going in, type, "THROW BONE". (+4) This tosses the bone at
the dog, and he won't bug you.  Walk up the stairs, and get the
axe.(+2)  Go downstairs, and, you see that closet?  Go up to it
and type, "OPEN DOOR".  Wait in there for a while.  Eventually
you will hear the ogre in the house.  Type, "LOOK IN KEYHOLE".
Then open the door, and go up to the hen, and type "GET HEN"(+4).
Make sure you don't touch anything.  Go to the door, and type,
"OPEN DOOR", and make your escape!  Now, go to the mountain at
6,5, go up the path, and get captured by the goons! (+7)
Afterwards, the evil fairy tells you what she wants.  Oh, crud.
She wants Pandora's Box.  That's just great.  Oh, well.  I guess
you'll have to.

***************
Get the magical fruit.
***************
Yep!  Now's the time we're going to get the magical fruit to save
Graham!  I'll warn you now, this is probably the hardest non-
puzzle part of the game!  Oh, crud.  I hate this part, I haven't
ever gotten through this without fying at least three times.
Great.  Anyway, IGNORE THE MAN BEHIND THE CURTAIN'S ATTITUDE, and
lets go!  Go to the waterfall at 6,5.  Now, wear your crown.  Now
take a breath of air.  We're goin' in.

SAVE AS A DIFFERENT FILE EVERY TIME GET TO A NEW ROOM.  You don't
want to get stuck accidently.  Go south, then east, then east.
You should see light up ahead.  Ok, here's the hard part.  See
the crevice?  No?  You shouldn't.  That's the hard part.  You
have to inch forward by tapping the right button twice, then if
you can make out the crevice, type, "LAY DOWN BOARD".(+2)  Now
walk across.  You should pick the board back up.  If a message
says that it dropped, you'll have to restore a game, you SHOULD
have saved right before laying the board down.  Go north, toward
the light.  Then, go east toward the hole and light, and try to
walk through the hole.  It should automaticly crawl.  Now, if
you've played "Space Quest", you know that you shouldn't go in
the water.  Instead, type jump, over and over.  You should jump
from piece of ground to piece of ground.  Wait!  Once the cobra
swings into action and you're on the last piece of land before
the island, type, "LAY DOWN BOARD". (+2)  Walk across, type,
"PLAY FLUE", (+4), walk up to the tree, then type, "GET FRUIT".
(+10)  It'll play some, "You're a studmuffin hero music", and the
hurry back to the board.  Walk across it.  Then type, "GET
BOARD".  Jump again and again, until you get back to the mountain
side.  Same story as before.  Remember the crevice.  This time
you won't be able to see the crevice, and you'll probably lose
your board.  That's fine, just go on without it.

***************
Get Pandora's Box
***************

YEEHAH!!  We're out!  Anyway, go to the nearest forest at 6,2.
Once you get there, type, "SWING AXE" (+4)  Great!  Now the trees
won't hurt you!  Anyway, go north, to the witches cave.

Gasp!  That's scary!  Oh, well, go in.

Now, this part is about as much action as you ever get in this
game.  Inside, the three witches share one eye. (EEEEEEWWWWWWWW)
It's a glass eye, and it's external.  Two of them watch you with
the eye, and the other one chases you.  Go up to the one with the
eye, and type, "GET EYE". (+3)  Now they're blind.  Leave, then
come back right away.  Type, "GET SCARAB". (+2)  Now you can
reutrn their eye.  Type, "Throw eye". (+3)  What a nice thing to
do.  Now leave before they get you.

Go to the haunted house at 5,3.  Once you go back to the forest,
it should turn night.  By the way, I think this was the first
game to use the Day/Night cycle.  At least that's what they said
on the game box!

Go up to the door and type, "OPEN DOOR".

You'll hear a baby crying.  Go up the stairs, in the door on the
left, and then go left.  Hmm, the baby's in here.  Go out of the
baby's room, south, downstairs, then to the west, in the living
room again.  Type, "LOOK AT PICTURE".  Type, "LOOK AT WALL".  Now
go up to the wall, and type, "PULL LATCH". (+4)  GASP!  A SECRET
PASSAGWAY!  Go in it.  Type, "GET SHOVEL". (+2).  Make sure you
save it.

OK!  This part I'm going to make you do on your own, because it's
simple, and it's so much fun!  Go into the graveyards.  One is to
the left, one is to the right.  Don't worry about the zombies,
you have the scarab.  Read the gravestones until you find the
grave that looks like a baby's.  Dig in front of it, and you'll
get a rattle.  Give the rattle to the baby, and another ghost
will appear.  I'll be back when it gets hard again, which won't
be too long.

OK!  Here's where it get confusing again:  The little boy comes.
Follow him.  Climb up after him.  Then go back down, and leave
the house.  Find his grave, and dig it up.  Go back to him and
give him the toy.  Type, "LOOK IN CHEST". (+2)  You will find
sheet music.  Now, go back to where the secret passageway is.
Climb the stairs. (By the way, I used to think that using these
stairs was hard, now I think they're as hard as fresh cow manure
on a hot day. You'll get to the organ.  Sit down on the bench,
and type, "PLAY SHEET MUSIC".(+4)  Now type, "GET SKELETON
KEY"(+2) Now go back downstairs, outside, and to the east
graveyard.  Go up to the crypt door, and type, "UNLCOK DOOR".
Then open the door.  Inside, type "GET ROPE". (+2)  Climb down
the ladder, then get the box (+4).  Now, go back to the evil
fairy.(+7)  She's gonna make you her son's wife.  Crud!  They
steal all your stuff too!  You are escorted to green boy's room.

***************
Oh, Crud
***************
Soon, green boy comes and stuffs a flower under your door.  Walk
over to it, and you'll pick it up.  Look at the rose, then type
"GET KEY". (+2)  Great!  Now unlock the door! (+2)

Great.  More stairs.  Anyway, go down, and avoid the gaurd.  Into
the dining room.  Go in the door on the upper right CAREFULLY.
Open the cabinent, and type, "GET POSSESSIONS"!(+4)  Now, exit,
and go to the door in the lower right.  Go across the chamber
room, then up the stairs.  Go up the stairs again, and then use
the gold key to unlock and open the door with the gold key. (+2)
Now, shoot Lolotte with an arrow! (+8) Oh, crud.  Now the gaurds
are gonna be all mad.

Wait a minute... They're happy!  It's the wizard of OZ again!
Now we can go back to Kansas!!  Oh, wait.  Don't forget to get
the talisman. (+5) YEAH!

Ok, now go down, then go to the left.  There should be three
gaurds bowing to you, and a door to the north.  Open the door.
Get the hen! (+2) get Pandora's box! (+2)  Make your way back to
the chamber room, and then go outside.  Enter the stable.  Now,
open the gate (+4).

Ok, there's still one pretty important detail left.  Go down the
mountain, and go back to the crypt.  Climb down the ladder, drop
Pandora's box, (+2) (more studmuffin music) go back up, close the
door, then lock it. (+2).  Now you can go to the fisherman's
house at 1,2.  Go off the pier, then swim to the castle.  Go in
the castle door, go to the left, go up the stairs, and give the
talisman to Genesta.(+12)



-----------------------------------------------------------------
5: I T E M S
-----------------------------------------------------------------
The Shakespeare Book:
You can get this from the haunted house living room, from the
bookcase.  Give this item to the Minstrel guy for his lute.

The Lute:
It's a guitar-like thing that you get from the Minstrel.  Give it
to Pan for his flute.

The Flute:
It's Pan's Flute.  You get this from Pan, and you can hypnotize
the snake by playing it.

The Ball:
It's a golden ball you got under the bridge.

The Crown:
This item will turn you into a frog.  Get it from the frog.

Cupid's Bow:
You get this from Cupid.  Shoot it at the unicorn ONCE, and then
the the evil fairy at the end of the game ONCE.  DON'T EVER EVER
EVER EVER EVER EVER EVER EVER SHOOT AN ARROW AT ANY OTHER TIME!

The Worm:
Save it from the clutches of the bird!  Then use it to bait your
hook.

The Pouch:
Get it after eating with the dwarfs.  Trade it with the fisherman
for his fishing pole.

The Lantern:
Get it from the head dwarf.  Use it in the cave behind the
waterfall.

The Rod:
Use it to fish.  Get it from the fisherman.

The Fish:
Catch it with the rod and worm.  Throw it to the pelican for the
whistle.

The Peacock Feather:
Find it on the ground at the castle across the ocean.  Use it to
tickle the whale.

The Bridle:
Get it on a desert island.  Put it on the unicorn.

The Note in the bottle:
Hmm... This is weird... View the note section for more
information.

The Whistle:
Get it from the pelican.  Blow it to summon the dolphin.

The Bone:
Get it in the cave.  Throw it to the ogre's dog.

The Board:
Right outside the cave.  Use it to pass the crevice and the
swamp.

The Axe:
You get it in the Ogre's house.  Use it to scare the trees.

The Magic Hen:
The ogre has it.  Every day it will lay one egg.  Give it to the
evil fairy.

The Magic Fruit:
The object of the game!  Get it on the other side of the
mountains.

The Glass Eye:
Hold it hostage from the witches!

The Scarab:
It's the witches.  They give it to you if you take their eye.

Grave Objects:
There are a lotta them!  You dig them up, then give them to the
ghosts!

Sheet Music:
Get it from the chest in the attic!  Play it on the organ.

Skeleton Key:
This key will open the crypt!

Rose:
Examine this: it has a gold key on it!

Gold key: It opens the rooms in the evil fairy's castle.

Pandora's Box: Gasp!  It's evil!

Talisman:
It's Genesta's.  She needs it to live.

-----------------------------------------------------------------
6: P O I N T S :
-----------------------------------------------------------------
Taking the Shakespeare book +2
Give the book to the Minstrel +3
Give the lute to Pan +3
Get the ball +2
Kiss the frog +3
Get Frog's Crown +2
Get Cupid's bow +2
Shoot the unicorn +4
Get the worm +2
Clean +5
Take the pouch +2
Give the pouch to the Dwarf +3
Give the pouch (after giving it to the dwarf) to the fisherman +3
Bait the hook +1
Catch a fish +3
Get the peacock feather +2
Tickle the whale +5
Get the bridle +3
Give the fish to the pelican +4
Get the whistle +2
Blow the whistle +2
Ride the dolphin +2
Bridle the unicorn +3
Ride the unicorn +7
Wear the crown +5
Get the bone +2
Get the board + 2
Throw the bone to the dog +4
Get the axe +2
Steal the hen +4
Take the hen to the evil fairy +7
Lay down the board +2
Lay down the board in another place +2
Play the flute and hypnotize the snake +4
Get the fruit +10
Lay down the board once again... +2
Swing the axe at the trees +4
Take the witch's glass eye +3
Get the scarab +2
Return the eye + 3
Find the secret passageway +4
Get the shovel +2
Find the rattle +3
Give baby the rattle +2
Get Bag of coins +3
Give bag of coins +3
Get locket +3
Give locket +2
Get medal +3
Give medal +2
Get Toy +4
Give Toy +2
Look in the chest +2
Play the sheet music +4
Get the skeleton key +2
Unlock crypt +3
Throw down ladder +2
Get Pandora's box +4
Go back to the Evil Fairy +7
Get the gold key +2
Unlock your room door +2
Reclaim you possessions +4
Unlock Lolotte's door +2
Kill Lolotte! +8
Retrieve the Talisman +5
Get Chicken +2
Get Pandora's Box +2
Let the unicorn go free +4
Put Pandora's box in the crypt +2
Lock the crypt +2
Return Hen +2
Return Talisman +8


-----------------------------------------------------------------
7. H I N T S
-----------------------------------------------------------------

If you need help, this is where you should be!  This section is
set up so that there is a list of of questions that you may find.
About half of them are fake, so don't read stuff that you don't
need help on.  After the question, there is a number.  Go to
your browser's find menu, (CTRL + F most likely), and search for
that number.  The lines in between make it easier to ignore the
other answers, and thus giving you fewer spoilers.  This will
only be for the harder puzzles.

Example:
Q:How do you use this?  12345
(Search for 12345)

It would find:

(A bunch of empty lines above)
A: That was how! 12345
**********************
A: Read section #7
(A bunch of empty lines below)


Q: How do I get Pan's flute? 100
Q: How do I get the fairy to obey me? 101
Q: How do I get the Minstrel's lute? 102
Q: What is the picture looking at? 103
Q: How do I make the grandfather clock stop? 104
Q: What is the gnome's name? 105
Q: How do I get the unicorn to obey me? 106
Q: What do I do in the messy house? 107
Q: How do I get behind the waterfall? 108
Q: How do I get out of the whale? 109
Q: What do I do on the desert island? 110
Q: How do I get past the wizard? 111
Q: I'm supposed to get Pandora's Box.  What now? 112
Q: What do I do with the ghosts? 113
Q: How do I keep the witches from getting me? 114
Q: How do I solve the "Riddle of Time"? 115
Q: How do I keep the zombies from killing me? 116
Q: What do I do in Lolotte's room? 117
Q: Hey, I won!  Why don't I have all the points? 118





















100
A: Get the book that's in the haunted house's library.  Give it
to the Minstrel.  Play the lute for Pan.  Give the lute to pan.



































101:
A: Hey, what are you reading this for!?  You're not supposed to
be reading hints you don't need!



































102
A: See "How do I get Pan's Flute"
































103
Type, look at picture.
***************************
Look at the wall
***************************
Flip the latch


































104:
Why are you here?  You shouldn't be.

































105
A: It's Imacheaterhowlooksathintsforthingsthatidontneed



































106
A: Get the fish, and get the feather at Genesta's palace.
****************************
Swim Around until you find the whale.






































107
A: What would a helpful person do in a messy house?




































108
A: Wear the crown you get from the frog.




























109
A: Go up to the dangling thing near the mouth, and tickle with a
feather!






































110:
A: This question probably made Sierra's hint lines and books
filthy rich.  Go "into" the broken boat, and look at the ground.
Now, give the fish to the pelican.





























111
A: Uh, sprinkle garlic sauce on your face and... never mind.


































112:
Ohh, toughy.  Go northeast to the witch's cave, and get the
scarab.  It should turn to night.  Now, explore the haunted
house.




































113:
A: Go outside, read the graves until you find the one that looks
like the right one, then dig it up.  Give the item to the ghost.



































114:
A: It's hard, try to steal the eye from the two witches in back.



































115
A: Don't cheat!






































116
Get the scarab from the witches.





































117
Shoot her with cupid's arrow.




































118
Well, wait out the ending.  If you brought the magic hen, you
should get two points in the ending (That freaked me out when
I was writing this FAQ).  If you're still missing points, go to
the points section.






-----------------------------------------------------------------
8. W A Y S  T O  D I E / G E T  S T U C K
-----------------------------------------------------------------

This has got to be the second most interesting section, the ways
to die or get stuck.  This game is very dangerous, and filled
with traps and hazards.  I don't think I can count how many times
I died in this game.  I'm likly to miss some, so please e-mail me
if I miss any.

***************
Ways to Die:
***************

Ok, here's a somewhat organized list of ways to die, if it as an
* by it, you don't die, you just lose and the game ends.  That
means it's different then getting stuck.

On the ground, in the main part:
  Walk off a cliff at the beach
  Get too close to a living tree in the forest
  Get caught by the ogre or ogress (See map for areas)
  Fall off the mountain cliffs
  Get caught by a zombie at night
  Get caught by the witches in the skull house

Behind the waterfall:
  Get caught by the troll in the cave
  Walk into the swamp
  Fall into the swamp
  Get bitten by the snake

In the haunted mansion:
  Fall from the steps in the secret passage
  Fall through the trapdoor in the attic.

In the water:
  Swim too long
  Get eaten by a shark

In the whale's mouth:
  Wait for too long

In the Ogre's house:
  Get caught by the ogress
  Wake the ogre and get caught
  Try to take the golden egg
  Wait for the dog to kill you

In Lolotte's castle:
  Get caught by the gaurds *
  Wake Lolotte up
  Wait until morning *


***************
Ways to get stuck:
***************

If there's an * by it, it means you just fail an objective and
can't get full score.


Get eaten by the whale without holding the fish and feather.

Eat the magical fruit *

Shoot anything with cupid bow besides the Unicorn or Lolotte.

Go to the desert island and don't get the bridle.





-----------------------------------------------------------------
9: E A S T E R  E G G S  /  O D D  T H I N G S
-----------------------------------------------------------------


When you get the lute, type "PLAY LUTE" and you'll play the KQ4
theme.

Cuss.

When you kiss the frog, the prince walks off into a graveyard.

In the dwarf's mine, there's a ledge.  If you walk off it at the
very bottom where it's about an inch drop, you will get injured.
Hmm...

Open Pandora's Box

When the ogre is sleeping, type, "WAKE OGRE"

Get caught by a guard in the fairy's castle.

Read the gravestones.

Here's my favorite gravestone:
DR. I Letsome
When people ill, they come to I,
I physics, bleeds, and sweats 'em;
Sometimes they live, sometimes they die;
What's that to I?  I Letsome.

***************
THE NOTE:
***************
Well, here's such a good easter egg, it deserved it's own
section.  The note you get in the bottle says different things
every time you read it.

Hey, I need help here!  The wicked Horned King has had me thrown
in his dungeon!  If I don't get out of here, then evil will rule
the world in "The Black Cauldron!"

Help!  I'm about to get blasted by evil Sariens in "Space Quest!"
Anybody have a handy ray gun out there?!

Sludge Vohaul is holding me prisoner in "Space Quest II!"  Help
me out of this jam!

I'm a little kid, and my name's Tommy.  I'm having trouble with
Old King Cole and Humpty Dumpty in "Mixed-Up Mother Goose!"  Come
and help me!

Help!  The girls in "Leisure-Suit Larry in the Land of the Lounge
Lizards" are mighty uncooperative.  Give me some help here, guys!

Help me!  I'm lost at sea in "King's Quest III!"  I'm with a
bunch of nasty pirates who want to feed me to the sharks!  If you
can, come quick!

I see a beautiful mermaid in "King's Quest II," but she won't
help me!  Tell me what to do!

Anybody out there!  I had a condor drop this bottle in the
nearest ocean to beg for help with "Kings's Quest I."  Help me
fight this fire-breathing dragon!"

Drug dealers are terrorizing the city of Lytton!  I need a
partner to help put away these pad guys in "Police Quest!"

-----------------------------------------------------------------
10. C O N T A C T  I N F O R M A T I O N
-----------------------------------------------------------------

If you have any questions, comments, corrections, etc.  Please E-
Mail them to me at mth10@usa.net.  The game name would help, and
any more information that could help me figure out what you're
talking about.

-----------------------------------------------------------------
11. T H A N K S
-----------------------------------------------------------------
Thanks to:
God, for the ability to think.  (And type)
Sierra, for making this game
CJayC, for putting this on GameFAQs
My school, for having summer vacation and giving me more time
than I could ever use.
IBM, for making my computer, monitor, and keyboard.
Microsoft, for making my mouse.
Sir Isaac Newton, for discovering gravity.
Pepsi, for giving me strength in my time of tiredness.



Top of page | 



Solution #2 for King's Quest 4: The Perils of Rosella (AGI Version)


King's Quest VI
In-Depth FAQ, including points, items, maps, and different endings
version 1.0.0
by Andrew Schultz schultza@earthlink.net

The primary purpose of this walkthrough is to describe how the points
are scored.  I couldn't find such a listing on the internet, so I wrote
one myself.  Some residual benefits may be that you find out *exactly*
where to click, which isn't always clear in the game(**AHEM** walking
around the castle basement,) and there may be some puzzles you *HAVE* to
do or people you must talk to in a certain order that you weren't aware
of.  In addition, you have to perform some actions that don't get you
any points(i.e. talk to someone) so that you are able to do something
else(i.e. talk to someone else, given what you know.  It's not always
logical.)  At any rate, this list is spoiler-intense and possibly not
all-inclusive, so you must proceed at your own risk.  There are also
many different wrinkles in the ending, which I didn't realize until I'd
tried leaving specific elements out of a perfect walkthrough.  So this
FAQ is not 100% complete in that respect but submissions of cases I've
missed are welcome.

Hey, check out my HOME PAGE:

http://www.geocities.com/SoHo/Exhibit/2762/

================================================

        OUTLINE

NUMBER ONE CLICKING TIP

MAPS

POINTS SCORED, WITH A WALKTHROUGH

WAYS TO GET STUCK WITHOUT DYING

WAYS IT ONLY SEEMS YOU'RE STUCK

WAYS TO DISQUALIFY YOURSELF FROM THE BEST ENDING

WAYS TO DIE

ITEMIZED ITEMS

TO-DO

VERSIONS/CREDITS

================================================

NUMBER ONE CLICKING TIP

  If there are two items to click, say, the hand icon on, and one causes
death and the other helps solve a puzzle, walk far away from them and
then click.  If you are too close, you will get a bunch of "Alexander
blah blah blah" messages and just before the monotony is unbearable, you
may very well click on the wrong object.

MAPS

  ISLE OF THE CROWN

                                           Book  Pawn
                                          Store  Shop
                                            /    /
    Pier-----------------Beauty's Garden   /    /  (enter castle)
  (Ferry boat inside)                   \ /    /   Side of
                                    Marketplace    Castle---Castle entry
                                               \           /
                                                Forest Path
                                                     |
                                                   Beach

  ISLE OF WONDER

  Chessboard
       \
      Garden
         \
       Swamp
           \
          Beach-Bookworm's

  ISLE OF THE SACRED MOUNT
   Flown to castle/minotaur
       |
   Top of mountain-Dark cave-cave with light
       |         |
   Fifth Puzzle  |
       |         |
   Fourth Puzzle |
       |    (2nd time through)
   Third Puzzle  |
       |         |
   Second Puzzle |
       |         |
   First Puzzle--+
     (Beach)

  CATACOMBS MAPS

    LEVEL ONE

    LEDGER

$ = coins
T = trap(compactor)
V = down to level 2
X = fall to your death
W = woman who tells you to go west
S = shield
K = skull
E = entryway
? = tile puzzle

  1 2 3 4 5 6 7 8
   +-----+   +---+
1  |$    |   |  V|
   +---+ +---+ +-+
2      |  T    |
       | +-----+
3      | |
       | |
4      |S|
   +---+ +---+ +-+
5  |X W   ?  | |K|
   +-----+-+ +-+ |
6  |     | |     |
   | +-+ | | +---+
7  | | | | | |
 +-+ +-+ +-+ |
8|X         E|
 +-----------+

    LEVEL TWO

    LEDGER

X = fall to your death
H = where to place hole in the wall
! = tapestry
* = minotaur
v = where you wind up, falling from level one

 1 2 3 4 5 6 7 8 9
     +-+   +-+
1    |X|   | |
   +-+ +---+ +-----+
2  |              v|
   | +-+ +-------+ |
3  | | | |       | |
 +-+ +-+ +-+-+ +-+ |
4|         H !*|X  |
 +-+ +-----+ | +-+ |
5  | |     | |   | |
   | +-+ +-+ +---+ |
6  |   | |         |
   +-+ +-+ +-------+
7    |     |
     +-+ +-+
8      | |
       +-+

  ISLE OF THE BEAST

    Beast's Garden
           |
    Archer's Gate
           |
    Path with Hot Pool
           |
         Beach

  ISLE OF MISTS

    Dwellings--Fire
        |        |
        L------Beach

  LAND OF THE DEAD

                            Death
                              |
       Talking Door--Death in the Distance
            |
       Dead Knight
            |
       Death's Gate
            |
    K&Q--Boy's mom

  THE CASTLE PROPER

    LOWER LEVEL AND SECRET PASSAGE

   Abdul's(see ABOVE GROUND)
  Chambers-+
           |
           |
      End of
     Hallway
         |
         |
   Behind Abdul's---Secret hallway
       room         ()
                    Secret hallway
                    ()
    +-----------Statue--+
    |                   |
    |    [main floor]   |
    |                \  |
  Secret--3 prisons   Stairs------Jollo's room
  Entry-+            +-and Jollo
        |            |
        +------------+

    CASTLE, ABOVE GROUND

              Hallway
            +-with door----------+
            |                    |
    Abdul's-Hallway with      Guarded
   Chambers Pillar            Hallway
            |     \              |
            |      Pillar  (END) |
            |                |   |
            |     Throne Room    |
            |          |         |
            +----Main hallway----+

    END

         Top of tower
              |
      Spiral staircase 2
              |
      Spiral staircase 1
              |
      [from Throne Room]

POINTS SCORED, WITH A WALKTHROUGH

Format for each listing:
Action Number.  Points received/total points followed by action below.

Symbol before number denotes if the action is necessary.  Notation isn't
complete, and I'm not satisfied with it as is, but I wanted to get this
faq OUT.
* - necessary to complete game
^ - necessary to complete happier scenario(enter castle via magic)
& - necessary to complete less happy scenario(enter castle via disguise)
! - necessary to complete scenario with everyone, which implies ^.
x - not necessary to complete any ending
? - I'm not 100 % sure

MOVE or TAKE or USE(when no object is specified, you are the default) or
READ or TOUCH requires the hand icon.  SHOW or GIVE requires the item
icon.  TALK or ASK requires the speaking icon.  A "+" notes that this is
not necessary to complete the game successfully.

*1.  1/1 MOVE plank [while at beach]
*2.  1/2 TAKE coin [after examining chest]
*3.  1/3 TAKE ring [on beach]
*4.  3/6 SHOW ring to guard [at castle entry, must talk to guards first]
(allows you to talk to Ali)
*5.  2/8 [continuation of 4.]
*6.  1/9 GET mint in the jar on the table
  (also, TALK to Ali, which will give you info to talk to the ferryman)
*7.  2/11 GET nightingale [at store, after you USE coin]
x8.  1/12 READ love poems on bookshelf to the right [in book store]
x9.  1/13 TAKE loose page that falls out after 7 [in book store]
x10.  2/15 TOUCH book on counter  [in book store]
x11.  1/16 ASK about the kingdom
*12.  1/17 TAKE the free book by the door  [in the book store]
*13.  2/19 TALK to the ferryman after you TOUCH the door(upper right
part) [by the ferry]  --you may want to stand far away from the ferry as
you do this, or the computer could think you're clickin on yourself.
*14.  1/20 GET the rabbit's foot ["Thanks for letting me in.  Say, don't
mind if I do!"]
!15.  4/24 SHOW ring to jester  [in book store.  Note that he only
appears once, and only after you enter the ferry.]
*16.  5/29 SHOW ring to seller [in pawn shop]
(Here you will want to exit to the woods and come back.  The seller will
have dumped some old magic stuff into a waste bin.)
*17.  1/30 TOUCH the pot to dig up an ink bottle. [in town]
*18.  1/31 USE the map for the first time [on the beach]
*19.  1/32 GET the flower [on the Isle of the Sacred Mount]
*20.  1/33 GET the feather [on the Isle of the Sacred Mount]
21.  2/35 USE the book on the oyster [on the Isle of Wonder]
22.  1/36 TAKE the pearl when the oyster opens his mouth [the first time
may be too quick, but position the hand icon over where the pearl was.]
*23.  2/38 USE the flower on Tom Trow, the dwarf with the nose [on the
Isle of Wonder, after you try to go north]
*24.  2/40 USE the nightingale on Grovernor, the dwarf with the ears
*25.  2/42 USE the mint on Grump Frump, the dwarf with the tongue
*26.  2/44 USE the rabbit's foot on Trilly Dilly, the dwarf with the
hands
*27.  2/46 USE the ink on yourself so Old Bill Batter, the dwarf,
doesn't see you
28.  1/47 TAKE the purple thing floating(a sentence) which has now
drifted to the shore [on the Isle of Wonder shore]
29.  1/48 LOOK at the spider web(but don't touch it.)  Then TOUCH the
loose thread and TOUCH the paper scrap. [east of shore, Isle of Wonder]
30.  2/50 [continuation of 28.]
  (While you're at it, touch the books and talk to the bookworm.
Without this the participle will not appear on the Isle of the Beast.
Even though the islands do not communicate, this is the case.  Go
figure.)
31.  1/51 GET milkweed [in swamp scene]
32.  1/52 GET rotten tomato [in garden scene]
33.  1/53 GET teacup [in garden scene] <-out of place!  Teacup doesn't
appear 'til later.
34.  1/54 GET iceberg lettuce [in garden scene]
35.  1/55 GET scarf [in checkerboard scene]
  (Head to the Isle of the Beast)
35.  2/57 USE the sentence(the "where" in your inventory) on the
dangling participle [Isle of the Beast, shore]
36.  4/61 USE the iceberg lettuce on the pond [Isle of the Beast, one
north of shore]
37.  1/62 GET lantern [north of shore]
38.  1/63 GET brick [garden]
39.  2/65 USE participle on books [east of shore, Isle of Wonder]
40.  4/69 USE nightingale [forest path, Isle of the Crown]
41.  1/70 USE rare book [anywhere]
42.  2/72 USE pearl on Ali [Isle of the Crown, Ali's pawn shop]
  (Trade the nightingale for the flute)
43.  1/73 USE the rare book on the book seller [book store]
44.  2/75 USE the milkweed/milk bottle on the baby [Isle of Wonder,
garden scene]
45.  1/76 USE the lamp on the crying babies [garden scene]
46.  2/78 USE the flute [garden scene]
47.  1/79 TAKE the hole in the wall [garden scene--slow the speed down
and use the pull-down instead of the right click if you have to]
48.  3/82 USE the tomato on the bump-on-the-log [swamp scene] (First,
you need to USE the teacup at the swamp edge)
49.  1/83 USE the teacup on the swamp ooze at the edge of the swamp
[swamp scene]
  (Go back to the Isle of the Crown to get the tinder box before moving
on to...)
50.  1/84 Solve the first puzzle [Isle of the Sacred Mount]
  (Using the stairs is quite a nuisance.  Remember to click on each
stair a few times if you keep flailing.)
51.  2/85 Solve the second puzzle
  (I won't reveal the solutions here, since they're part of Sierra's
copy protection, but the part about the "Ancient Ones" will reveal what
you need to know...IF you have the manual :) )
52.  3/86 Solve the third puzzle
53.  4/87 Solve the fourth puzzle.  The solution is D-Q-O-G, but you
still have to know the picture alphabet.  I'm putting this here because
it's the greatest nuisance to look up of the puzzles.
54.  5/88 Solve the fifth puzzle
  (wait for Granny to finish her grumbling)
55.  1/89 TOUCH cave to enter it.
56.  2/91 USE tinder [below Alexander's eyes, in the cave]
  (TOUCH the cave on the right hand side to get through)
57.  1/92 GET peppermint[the green stuff]
58.  1/93 GET skull [catacombs, discombobulated skeletons]
59.  1/94 GET shield[catacombs]
60.  3/97 solve puzzle
61.  1/98 GET coins[catacombs, touch skull with gold eyes]
62.  2/100 USE brick on gear trap
63.  2/102 USE tinder after falling to second level
64.  2/104 USE hole-in-the-wall
65.  1/105 TOUCH tapestry to open the latch
66.  3/108 USE red queen's cape on bull
67.  6/114 (continuation points)

The story can branch here.

68.  1/115 GET scythe [by campfire]
69.  1/116 GET dead coals [in campfire]
70.  3/119 USE shield on archer
71.  1/120 GET rose[left side of bush on Beast's Isle]
72.  3/123 USE scythe on hedge between rose bushes
73.  1/124 TALK to beast(automated if you go north)
74.  2/126 USE rose on Beauty
75.  2/128 GIVE Beast's ring to Beauty
76.  2/130 (continuation points)
77.  1/131 USE lamp on fountain
78.  1/132 USE vial on lamp
79.  3/135 USE spell book and CAST rain spell
  (GET another rose on the way out.)
80.  1/136 EXAMINE Beauty's dress twice
81.  1/137 GIVE coal to white queen
82.  1/138 GET "drink me" bottle on table
83.  2/140 (go to druids' place and you'll get through.  In the scene
you'll use Beauty's dress and the lamp with the rain spell.)

** ALL FIVE STEPS HERE IN THE FOREST ARE OPTIONAL.  THE FIRST WILL
AFFECT THE ENDING. **
84.  3/143 USE ring on nightingale
85.  1/144 GET the ribbon it's dropped
86.  1/145 USE the love poem on the nightingale
87.  1/146 GET the note it's dropped
88.  1/147 USE the white rose

89.  3/150 USE the "drink me" potion--if you didn't see what the genie's
lamp looked like when he first met the vizier, check now and remember to
trade the peddler for that one.
90.  1/151 USE your lamp on the peddler[in town, you get a point even if
you chose the wrong one]

** DO THE STEPS BELOW QUICKLY SO THE EMBER DOESN'T GO OUT.  IF IT DOES,
GET A NEW EMBER. **
1/152 USE skull on embers [druids' fire]
1/153 USE hair on skull [anywhere]
1/154 USE sulfur on skull [anywhere]

5/159 USE the glowing skull on the horse [top of Isle of Sacred Mount]
1/160 TALK to the spirits [entrance to Land of the Dead]
1/161 TALK to the mother [east of entrance]
2/163 USE the bone to the side of the "xylophone" [north of mother]
1/164 GET the key while the skeletons are dancing [just after the conga
line comes out]
3/167 USE the ticket on the second skeleton [same]
1/168 GET the gauntlet after examining the sitting skeleton [north of
the ticket taker]
1/169 USE the teacup on the River Styx [north of the sitting skeleton,
by boat]
3/172 GIVE the coins to the ferryman [same]
3/175 Say "LOVE" after you TOUCH the door(don't walk up to it.)
2/177 USE gauntlet in the presence of Death
4/181 USE mirror on Death [same]
1/182 USE feather on teacup [west of castle]
1/183 USE paintbrush [same]
1/186 USE spellbook to cast paint [same]
2/188 USE the door that is created [same]
3/191 USE handkerchief on small boy[middle cell]
2/193 TOUCH the knight's right hand(to your left)
2/195 LOOK at hole in the wall [bottom of secret passage]
1/196 LOOK at hole in the wall [top of secret passage]
3/199 GIVE the dagger to Cassima in your brief time together [while
looking at hole in wall]
1/200 LOOK at the hole in the wall to see Abdul [passage west of stairs
up]
1/201 LOOK at the paper in the box on Abdul's desk [Abdul's bedroom]
1/202 USE the skeleton key on the trunk [same]
1/203 TAKE the letters in the trunk [same]
3/206 GIVE the lamp to Jollo [Jollo's room]
2/208 TALK to the door and say "Alizebu" [secret castle entrance]
2/210 LOOK at all four items on the table [behind the Alizebu door]
3/213 GIVE the vizier's letter to Saladin [in main hall]
5/218 TALK or WALK to the wedding procession [in throne room]
Very happy ending 1:
6/224 USE lamp on genie [top tower]
1/225 TAKE sword [top tower]
1/226 USE sword on Abdul [top tower]
5/231 USE sword on Abdul [top tower]
Very happy ending 2:
2/220 USE peppermint on genie [top tower]
(the rest as before, giving a total of 227)
The difference is that you won't see Alexander's family if you kill the
genie;  no-one will be able to teleport them from Daventry.

WAYS TO GET STUCK WITHOUT DYING

--enter the Minotaur's without the brick, the tinder box, the red scarf,
or the hole-in-the-wall.
--if you don't pick up the key in the land of the dead, and you've
burned the dress, and you've gone into the treasure room, you won't be
able to get past the patrolled halls.  I don't know if this is the case
if you haven't gone in the treasure room.
--get caught twice if you snuck into the castle, or once if you walk in
while disguised
--don't pick up the key in the land of the dead

WAYS IT ONLY SEEMS YOU'RE STUCK

--if the skull loses its glow, then just go back to the Isle of the
Mists and get another coal with it.
--if you pick up the wrong lamp from the peddler, and you get inside the
castle with the main solution, you'll be OK if you have the peppermint
to use on the genie.

WAYS TO DISQUALIFY YOURSELF FROM THE BEST ENDING

--see above.
--Don't get the shield or the skull in the maze.

WAYS TO DIE

  GENERAL
--wade too far into water on any island

  ISLE OF THE CROWN [NOT THE CASTLE]
--jump off pier and follow man

  ISLE OF THE SACRED MOUNT
--push the wrong button at the third puzzle
--fall from a height of more than one screen climbing up the cliff
--eat the nightshade at the cliff top
--fall into a trap room in the catacombs
--make the wrong moves in the picture-tile puzzle room in the catacombs
--wait around in the compactor/gears room in the catacombs
--get to minotaur's room and wait around
--visit the rulers at the Isle of the Sacred Mount twice

  ISLE OF WONDER
--walk into the swamp
--touch the spider web
--touch the paper without loosening the spider web
--not show the right sign to the dwarves

  ISLE OF THE BEAST
--walk across the boiling pool without cooling it
--walk past the archers without the shield
--talk to beast and wait around

  ISLE OF THE MISTS
--visit druids without Beauty's dress or the rain spell

  LAND OF THE DEAD
--get touched by a spirit in the scene
--drink or step in the river
--walk up to the talking door, or answer it wrong
--wait around the Lord of the Dead, or answer him wrong

  CASTLE
--don't show Saladin the paper
--wait around in the throne room until the genie starts blasting the
dogs
--wait around in the tower while the genie casts a spell
--forget to take the sword after the genie is neutralized
--don't bother to strike Abdul once you have the sword
--get to final scene without giving dagger to Cassima
--wait too long to take Abdul down after Cassima stabs him

ITEMIZED ITEMS

  This list of items contains the name, where to find it, and what it's
used for.

[regen]--you can get more than one
[x]--disappears after use(not done yet)

--coin
    in the chest after you're washed up
    trade it at pawn shop for access to flute, nightingale, paintbrush,
tinder box
--chest
    on Isle of the Crown beach
    Look in it to find coin
--ring
    on Isle of the Crown beach
    show it to guards to enter palace
    show it to Jollo in book store to gain his trust
    trade it temporarily at pawn shop for magic map
    send to Cassima via nightingale
--mint [regen]
    in the jar on the pawn shop counter
    feed to Grump Frump, the third dwarf
--nightingale
    pawn shop, after you trade coin
    wind it up in forest to make friends with nightingale
    distract dog guards in the less happy ending
    fool Grovernor, the second dwarf
--tinder box
    Pawn shop, after you trade coin
    Light your way through the catacombs and the tunnel by the
nightshade
--flute
    Pawn shop, after you trade coin
    Distract the wallflowers to get the hole-in-the-wall
--paintbrush
    Pawn shop, after you trade coin
    Paint door in side of castle and use paint spell to make it real
--rabbit foot
    in ferry
    Use to fool Trilly Dilly, fourth dwarf
--free dull book
    Left part of the bookstore
    read it to oyster and grab pearl with good timing
--love poem
    Search the right bookcase.  It will fall out
    send to Cassima
--spell book
    trade the riddle book for it
    casts spells if you have ingredients
--stinky flower
    Isle of Sacred Mount, bottom
    use it to fool Tom Trow, the first dwarf
--feather
    Isle of Sacred Mount, bottom
    put in teacup to begin paint spell
--ink bottle
    pawn shop owner throws it out.  Search the big jug
    pour on yourself to evade Old Bill Batter's sight(fifth dwarf)
--pearl
    in oyster's mouth on Isle of Wonder
    trade it to Ali to get your ring back
--sentence
    floating about Isle of Wonder.  Wait a bit.
    Use on the dangling participle
--dangling participle
    Isle of Beast shore
    give to the Bookworm in exchange for the rare book
--iceberg lettuce
    Isle of Wonder garden
    Throw in boiling stream
--teacup
    Isle of Wonder garden
    Put appropriate elements in to make paint spell(swamp ooze, black
feather, Styx water)
--Hole in the Wall
    Isle of Wonder garden, just after you play flute
    Use in the right spot to see Minotaur activate secret passageway
--Babies' tears
    Isle of Wonder garden
    get from babies with lamp after you feed one some milkweed
--rotten tomato
    Isle of Wonder garden
    Give to bump on the log to get swamp ooze
--red cape
    Isle of Wonder, checkerboard
    Wave at Minotaur to goad him to his death
--rotten egg
    Isle of Wonder, checkerboard
    Put in skull for Creature of Night spell
--milkweed bottle
    Isle of Wonder swamp
    give to babies' tears
--swamp ooze
    Isle of Wonder swamp
    put in teacup for paint spell
--rare book
    Get from the bookworm
    Trade with book seller for spell book
    You get a non-critical point for reading it, too
--lantern
    north of Isle of Beast shore
    pour baby tears in it, as well as fountain water and oracle's sacred
vial, so you can escape from druids
    later, trade to old man for imitation genie lamp
--brick
    by Archer's path, Isle of Beast
    stops gears in Minotaur's maze
--Beast's ring
    enter Beast's garden
    show to Beauty along with rose
--Beauty's dress
    Beast's garden, if Beauty comes by
    Puts out fire in druids' cage
    Search it for Beauty's hair, part of the Creature of Night spell
    Also a disguise to get into the castle
--ticket
    Talk to Cassima's parents in land of dead
    Gets you past skeletons
--handkerchief
    Talk to woman east of entrance
    Give it to boy in castle cell and learn secret passage
--key
    Play the xylophone and skeletons drop it
    Unlocks Abdul's chest
--gauntlet
    Find it on dead soldier
    Use it on Death
--styx water
    By boat in river
    Part of paint spell
--fountain water
    Beast's garden, use lamp
    part of rain spell formula
--white rose [regen]
    Archer's path
    Give to Beauty to unite her with Beast
    Send to Cassima via nightingale
--shield
    Catacombs
    Protects you on Archer's path
--coins
    Catacombs
    get you across river Styx
--skull
    Catacombs
    Lets you cast "creature of night" spell
--dagger
    Solve catacombs
    Give to Cassima in advance so she can distract Abdul
--sacred oracle water
    Solve catacombs
    Pour in lamp for rain spell
--ember [regen]
    Druids' ceremonial firepit, if you have the skull
    Used to cast spell on Creature of the Night
--coal
    Druids' dead firepit
    Give to the White Queen and get a spoiled egg in return
--scythe
    west of dead firepit
    Cut down magic rose bush on Isle of Beast
--peppermint [regen?]
    In the hole west of the top of the Sacred Mount
    To get genie drunk if you don't get the original bottle
--genie lamp
    Trade it to peddler in town
    Give it to Jollo so he can switch it with the real one and get back
to you
    [new genie lamp:  use it on genie to control him]
--treasonous letter
    In locked chest in Abdul's room
    Give it to Saladin to fend off death
--heavy sword
    In the tower
    Use twice on Abdul to subdue him

================================================

TO-DO

--Try to win the game without ever meeting Jollo.
--Try to win the game without ever getting ring returned.
--Check the minimum points needed to win.
--Can you give the genie a PLAIN mint?

VERSIONS/CREDITS

1.0.0 submitted 6/11/2001 to GameFAQs with known errors.

Ben Stephenson's original walkthrough on GameFAQs helped me through the
game and inspired me to fill in the holes--a much easier proposition
with better technology these days.  There is also an anonymous
walkthrough that is similar but also helped.



Top of page | 



Solution #3 for King's Quest 4: The Perils of Rosella (AGI Version)


                             **--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
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!

     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.

        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.

        "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.

        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
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 people are very needy; and what good are these stones around here anyway?
So you bite the bullet and "GIVE POUCH TO MAN", he oughta give you the tittle
and deed to his house, maybe even some stock in Sierra-On-Line, but all you get
is that lousy pole.

        WEST to the pier you go, careful not to fall off the edge.  "BAIT POLE
WITH WORM" then "FISH".  There's a tug on the line....smoked salmon
perhaps?  Nope, just a stinky fish.  Keep it, you may get hungry.

        You decide to take a "LOOK AT THE OCEAN" but can see nothing at all.
Time for some exploring.  Save your game and jump in.

        Swim WEST until you reach the island...Genesta's island.
Have a look around, go inside if you like but you can't get any help from
Genesta, she's out of it.

        You explore the island a little more and come upon a beautiful peacock,
which sheds a feather.  "GET THE FEATHER", you're gonna need it!  And walk
back into the surf. BUT SAVE YOUR GAME HERE NOW!!!

        You are looking for a whale here, but sometimes you get a shark instead.
It would be a real pity to end up in JAWS 3-D without a saved game here.
Sometimes you get the shark, sometimes you can make it back to shore.  If
you return to shore, take a breather and go back in the water, or restore to
your last saved game and try some more.  Eventually the whale appears, stay
where you are or swim to him.  He'll swallow you!

        First thing you should do in the whale is SAVE GAME!!!
Look around, "GET THE BOTTLE", "OPEN BOTTLE" and "READ NOTE".  It's just
some advertising.  Go to the right side of the whale's tongue, about a half
inch from the wall of it's mouth.  From here you must climb diagonally up and
to the left to a point on the whale's tongue, about an inch from the top of
the tongue and a half-inch from the center, where there a two taste buds that
look like a point and a hyphen.  (EXAMPLE>   ._

        When you get there Rosella will stand up, (Good place to save game) and
you must continue moving diagonally to the top left, just to the top of the
tongue and to the immediate right of it's centerline.  "TICKLE WHALE WITH
FEATHER", if you're told "not here", maneuver a bit until you're in the middle.

        Once you're successful, the whale will regurgi...Ahem..barf you up.
There is a small island to your NORTH.  Go there and get a little closer
to the pelican, but don't scare him off.  He comes back, so don't worry.
"THROW FISH TO PELICAN" and he leaves you a whistle.  But don't blow it just
yet.  First you have to find the bridle.

Yes it is here!  Though there's nary a clue in the game about it's location!
I know you've dug everywhere for it and couldn't find it, used every verb in
the manual trying to move the boats.  Looked in the wrecks, dug in the wrecks,
shook the tree(s), and pulled the hair out of your head.  No doubt many will
read this file just for the bridle's location....well....CALL SIERRA 209-683..
..........hehehe
        Just kidding, save the $$$ on the long distance call or the HINT B$$K.
Go to the boat wreck on the right, stand in the middle of it (done it a
thousand times..eh) and "LOOK AT GROUND".  Miraculously, Rosella stoops down
and picks up the bridle.  "BLOW WHISTLE"......How's that for service.
Hop into the water and go visit your new pal.  "RIDE DOLPHIN" and you're
off and back to shore.

        Go back to where you shot the unicorn, he's still there.  "PUT BRIDLE ON
UNICORN",  go to his left and "RIDE UNICORN".  Enjoy the ride as he carries
you back to 'Lolotte's House of Leather'........ "Pain anyone?".  And congrat-
ulate yourself on completing your first quest!


        "Well some people are never satisfied!"  You mutter to yourself as the
goons carry you back to the forest.  You begin your quest for the hen by
heading for the ogre's house.  It's the one with the yellow roof.
Make sure the ogre or his wife don't see you, though you may observe the wife
bringing home dinner.  The best way to get there is to go WEST two screens to
the diamond mine and then go one screen SOUTH.

    Have you got that bone from the waterfall cave?  You're going to need it!
Go into the house if nobody's outside, the door isn't locked now.  But horrors,
there's an angry bulldog charging you.  Quickly, "THROW BONE TO DOG" and go
upstairs.  "LOOK AROUND"  and "GET THE AXE" you just saw, don't worry about
this closet, it has nothing you need.

        Go back downstairs, the ogre's wife is cooking dinner in the room to the
right, save your game now if you intend to take a look at her.  But she's not
important, so you go to the closet across from the table and "OPEN THE DOOR".
Once inside "LOOK AROUND".  Yes that keyhole will come in handy.  Eventually
the ogre will come home, when he does "LOOK THROUGH KEYHOLE" watch him until
he falls asleep.  SAVE YOUR GAME HERE and "OPEN DOOR" go to the table and
"GET HEN" being careful not to get too close to the un-jolly giant.

        Once you have the hen and are halfway to the door SAVE YOUR GAME,
getting out is tough since the hen always wakes up the ogre and there's
nothing you can do about it.

***ALSO NOTE WELL that this sequence is very hard to complete if your machine
runs slower than 8 Mhz, and you have the version of KQIV designed for "Turbo"
machines.  There are 2 versions of this game.  One for fast machines and one
for slower ones.  Many people with slow machines and the "fast" version of
KQIV have tremendous difficulty out-running the ogre in this sequence, but it
can be done.  See your documentation for information on exchanging disks.

        Once you are by the door speed up the game by hitting the + key many
times, it helps!  "OPEN THE DOOR", the hen clucks and wakes the ogre.
Run out of the house and down and around the woodpile one screen EAST, be
careful not to get close to the trees.  The ogre won't chase you around the
house, but you've got to get past the trees.  And you have just the thing trees
hate!  "SWING THE AXE" and all the "dead" trees will fear you from now on.

REMINDER!!  SAVE GAME HERE.
        From the back of the ogre's house go NORTH one screen to the pine trees
and dirt and then EAST two screens to Lolotte's.  Her "biker" pals come down
to give you a ride.  Hooray!  You finished quest number two!

        We'll she tells you to get Pandora's Box, but doesn't offer any clues!
Gee thanks!  So you're back at the path to her castle.  Why not explore some
uncharted areas?  Now that you are safe from the "Venus Fly" trees, you can
check out the area to the NORTH.  Go NORTH to the waterfall, you stop to
ponder the hidden grotto but decide to wait a bit and proceed NORTH one screen
to the graveyard and NORTH again another screen.

        Well now you can get through here, those trees don't scare you anymore!
Go NORTH again and you are in front of a skull like cave.  Go in but don't get
too close to the witches.  SAVE GAME NOW!  One of them will come towards you,
let her.  Pay close attention to the two in the back.  Watch how they pass the
eye back and forth.  That's the key, you can grab the eye at the moment they
are exchanging it.  If you can avoid the one chasing you.  Try to "GET THE EYE"
at the proper moment and if you do they are helpless!

        Leave the witches for now.  They eye is a powerful bargaining chip even
though it's of no use to you.  Let them sit in the "dark" for a while and think
it over.  Maybe they have something you could use?  Go back into their cave
and they plead for their eye.  They throw you a scarab.  "LOOK AT SCARAB",
"GET SCARAB".  They plead again for the eye.  "THROW EYE TO WITCHES" and
you get some points, but don't go any closer!  You've gotten all you need from
them.

        Go back to the waterfall, and turn yourself into a frog.  When you reach
the entrance to the cave, "LIGHT LANTERN" and SAVE GAME!  If you don't have
Pan's flute, don't bother with this now, go and make those trades, then come
back.  If you have the flute, proceed EAST into the cave.

        Beware of the troll it is possible to lose him in the cavern but
difficult.  Usually he gets you and you need to restore until you get a
a chance where he doesn't come out.  It's sort of like trying to get swallowed
by the whale and avoiding the shark.

        From the entrance go SOUTH as many screens as possible until you get to
the SOUTHERNMOST part of the cave.  From here go EAST until you get to
a screen where you see a light in the distance.  SAVE YOUR GAME!!  There is
a chasm ahead, chances are you will fall in a few times and it was tough
getting here in the first place, right?  Move EAST very slowly, you will
see the chasm in the glow of your lantern.  "PUT BOARD ACROSS CHASM", if
told to "move closer" do so carefully until you can put the board down.

        Once the board is down, get close to the SOUTHERN walls and move slowly
to the EAST across it.  Once you make it SAVE GAME!  Just in case you fall in.
Go NORTH another screen and proceed EAST out of the cave.

        Move EAST to the edge of the water. SAVE GAME AGAIN! There is a small
point of land, with a longer jetty just under it, directly across from the
nearest tuft of grass in the swamp.  Move to this point on the shoreline
and "JUMP".  If you are told to "just move", you are not on the right spot.
Keep trying to find the right spot.  When you are on it, Rosella will jump
onto the tuft.  Repeat the "JUMP" command until you reach the last tuft of
grass and are right in front of the island with the magic tree.
"PUT DOWN BOARD" and a cobra springs awake. "PLAY THE FLUTE" and the snake
is charmed.  But not for long, so be quick and cross the board, "GET FRUIT",
stay clear of the snake and cross back.  "GET BOARD" and repeat the jump
process until you are back on shore.

        Night has fallen and there's lot's to do if you're going to get this
apple to your father in time, so go back through the cave. SAVE GAME!!
And find the right spot to "PUT BOARD OVER CHASM" and cross over.  Go WEST
all the way and then NORTH all the way until you are out of the cave.
Back through the waterfall and into the night air.

        Move NORTH one screen and you are in the graveyard with the crypt.
All sorts of things are popping up around here, but with that scarab they
can't touch you!  Go WEST to the haunted old house and "OPEN DOOR".

        Once inside you hear a baby crying upstairs, so up you go to the
bedroom on the left and move WEST into the babies room.  The crib rocks but
there's nothing in the room this kid wants.  So down the stairs you go and
out of the house.  Walk WEST to the graveyard.  Good thing you have that
shovel!  You "READ THE TOMBSTONE"s while the zombies harass you, until you
find one on the right side all the way in the back, where a six month old
baby is buried.  "DIG" and you find a rattle.  Go back to the house, put the
rattle in the crib and the crying stops.  But chains start rattling downstairs.

        Down the stairs you go and search until you see a ghost. "LOOK AT THE
GHOST", why it's an old 'miser'.  Back to the WEST graveyard you go.
Reading the tombstones until you find one that mentions a 'miser', on the
right towards the front.  You "DIG" and find a bag of gold coins.  You then
return to the house find the ghost and "GIVE COINS TO GHOST" and it vanishes.

        Next you hear crying from upstairs.  Go to the bedroom on the left and
a woman appears in a rocking chair.  You "LOOK AT GHOST" and find that she
is a lonely ghost.  Heartbroken, perhaps?
                                        
        Off to the WEST graveyard you go.  Read the tombstones at the front
to the right of the big tree.  You find one that belongs to a woman who lost
her love at sea.  "DIG" here and you recover a locket which you return to the
lady ghost.

        You hear more wailing downstairs and find another ghost wandering
about below.  You "LOOK AT THE GHOST" and see he is the distinguished "Lord"
of the house.  The tombstone next to the lady ghost's belongs to a "Lord" a
war hero as a matter of fact.  Back to the WEST graveyard you go, and
locate the tombstone that belongs to the man who "served his country well".
"DIG" and you find a Medal of Honor, which you gladly return to the "Lord of
the house".

        A boy ghost appears and you follow him upstairs, to the bedroom on the
right.  "CLIMB" the ladder to the attic and observe him.  "CLIMB" back down
the ladder and go to the graveyard on the EAST side of the house.
His grave is the one on the left in the back.  The only one that belongs
to a boy, his name is Willy.  You "DIG" and recover a toy horse, which you
return by climbing back up the ladder.

        Once he has the toy, the boy ghost vanishes and you can "OPEN CHEST" and
"LOOK IN CHEST".  You find a piece of sheet music and take it with you.

        "CLIMB" down the ladder and go downstairs to the secret room in the
library.  Walk up the stairs (SAVE GAME! YOU MAY FALL!) and go to the organ
get in front of the bench and "SIT", "PLAY THE SHEET MUSIC".  When you are
done a secret drawer opens