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- Soultion for: King's Quest IV
- -------------------------------------------------------------------------
- THE PERILS OF ROSELLA
-
- -------------------------------------------------------------------------
- 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 up, "LOOK IN DRAWER" and "GET THE KEY".
- SAVE YOUR GAME and go back downstairs.
-
- Leave the house and go EAST to the crypt. "UNLOCK THE DOOR" and enter
- the crypt. "LOOK AROUND", kind of Egyptian isn't it. "GET THE ROPE" and
- you discover it's a ladder. "CLIMB DOWN" and don't worry about the mummy.
- SAVE YOUR GAME before you go "GET PANDORA'S BOX", which sits on the floor.
- This way you can open it and see the ghosts, they'll kill you but it's worth
- a look if you enjoyed RAIDERS OF THE LOST ARK. "CLIMB ROPE" and head back
- to Lolotte's. The goons will pick you up when you get to the mountain.
- Congratulations! You've finished your third quest!
-
- But Lolotte has a surprise! You're gettin' married in the mornin'!
- To a lovely lad with a green complexion. The goons escort you up to
- Edgar's room and leave you there. After a while, Edgar comes up and leaves
- a rose in your room. "LOOK AT ROSE", there's a gold key attached! "GET KEY"
- and "UNLOCK THE DOOR", "OPEN THE DOOR". That Edgar...what a guy!
-
- SAVE YOUR GAME before heading down the stairs. Be careful not to wake
- the sleeping guard at the bottom of the stairs. Go EAST into the dining room
- where there is another sleeping goon and two doorways. Go to the uppermost
- doorway, don't wake the guard and walk EAST into the kitchen. "OPEN CABINET"
- on the right and you've found all your possessions! "TAKE ALL", SAVE YOUR GAME
- and walk back out to the WEST.
-
- Without waking the goon go to the lower doorway and EAST into the
- throne room. There's another goon here so be stealthy and go to the stairs
- to EAST. SAVE YOUR GAME on these stairs, they're a bit tough. Walk all the
- way up until you get to the door. This is the door to Lolotte's bedroom.
- SAVE YOUR GAME NOW! "UNLOCK DOOR WITH GOLD KEY", "OPEN DOOR" and quietly enter.
-
- You "LOOK AT LOLOTTE" and see she is sleeping, she's also wearing
- Genesta's talisman. If you try to take it she might wake up. But wait,
- what about your bow and arrows. So you "SHOOT ARROW AT LOLOTTE" and bang,
- the witch is dead. Edgar comes up and sees his mother dead but he doesn't look
- too unhappy. He gives you run of the castle! But first, go to Lolotte and
- "GET TALISMAN".
-
- You go down the stairs one flight and enter the room to the WEST.
- Three goons bow to you as you pass. On your right there is a room, you
- get curious and "OPEN DOOR". You've found a closet, in fact both the hen and
- Pandora's box are kept here. Pick up these items and go downstairs and
- leave the castle.
-
- There's a stable at the entrance to the castle, so you go in and
- find the unicorn. Move to the middle of the gate and "OPEN GATE" and the
- unicorn runs free, like it should. Exit the stable and SAVE GAME before
- heading down the mountain.
-
- But you still have Pandora's box and it's evil, so before you go
- to Genesta's go back to the crypt. "CLIMB DOWN THE ROPE" go to the
- corner where you found the box and "PUT DOWN BOX". "CLIMB UP ROPE" and
- exit the crypt. "LOCK THE DOOR" and you slide the key under it.
-
- Make your way back to the pier and SAVE YOUR GAME. Jump in the water
- and swim WEST to Genesta's island. Find her castle, climb the stairs to
- her bedroom and "GIVE GENESTA THE TALISMAN".
-
- CONGRATULATIONS YOU HAVE COMPLETED THE FOURTH QUEST!!