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- Soultion for: King's Quest IV
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- THE PERILS OF ROSELLA
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- -------------------------------------------------------------------------
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- N MAP OF TAMIR
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- W-]-E
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- S
-
-
-
-
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- O ]
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- C ] BEACH MEADOW POOL OGRE'S BACK OF WITCHES
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- E ] HOUSE HOUSE CAVE
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- A ] DEADLY
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- N ] TREES
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- ]
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- ] FISHERMAN'S BACK OF WOODS CLEARING DEADLY DEADLY
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- ] HOUSE HOUSE BIG ROCK TREES TREES
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- ]
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- ]
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- ] BEACH MEADOW FROG POND WEST HAUNTED E.GRAVES
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- ] W/ STUMP GRAVES HOUSE CRYPT
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- ]
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- ]
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- ] BEACH MEADOW BRIDGE DWARVES RIVER WATERFALL
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- ] CLIFFS RIVER HOUSE CAVE
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- ]
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- ]
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- ] BEACH RIVER WOODS DIAMOND PINES PATH TO
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- ] RIVER TREES MINE DIRT LOLOTTE
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- ](start)
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- After your speedy arrival in Tamir and Genesta's hasty departure, you
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- walk EAST. Keep your eyes peeled for a robin pulling a worm from the ground,
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- you could see it anytime when you do scare of the bird and "GET THE WORM".
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- If you miss your chance, restore the game and be faster!
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-
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- Continue EAST for two screens, past the river and thin trees to the
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- more heavily wooded area. From here go SOUTH until you get to a lovely
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- pool. Wait here a while, and who should happen by? It's Cupid!
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- You run to greet the little creature, but he is frightened and flies off,
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- forgetting to take his bow. So you go and "GET THE BOW".
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-
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- From here walk SOUTH into a wooded area with a big rock. Continue South
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- and you are by a lily covered pond with a little frog. You would like to
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- get your hands on the little guy, but no luck. Go SOUTH another screen and
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- you are again at the river, this time by a small bridge. But what's that?
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- There's something shiny under this bridge! So you "LOOK UNDER BRIDGE" and
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- lo and behold! It's a golden ball!
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-
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- You haven't the foggiest idea what this ball is good for, so you decide
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- to go NORTH to the pond and ask froggie. He doesn't speak good English though.
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- So you take a really wild guess (I did) and "THROW BALL IN POND".
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- Well what do you know! This frog is a retriever! He deposits the gold ball
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- at the other side of the pond. You walk over to him and instead of retrieving
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- the ball just yet, first you "PICK UP FROG". Remember that old fairy tale?
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- You guessed it! "KISS THE FROG", and poof, it's a snobby prince. Well at
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- least he gave you his crown! Don't forget to "GET THE BALL" before you
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- move on.
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-
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- You walk EAST into a graveyard, you might want to read a few tombstones
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- but it can wait until later, when it gets dark (hehe).
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- It's a bit creepy here so you go SOUTH and find a funny looking house
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- on the river. The door is open so you go in and have a look around this messy
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- place. Who could stand to be in such a pig sty? Certainly not a princess!
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- So you "CLEAN UP", and make things nice and tidy.
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-
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- Well, no sooner than things are nice and neat, the occupants return.
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- You sit down for a hearty repast and engage in a little idle chit-chat
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- until the Dwarves return to work. They all file out, and you "CLEAN UP" again
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- but what's this? You "LOOK AT TABLE" and see a blue pouch. You "GET POUCH"
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- and "LOOK IN POUCH" discovering a small fortune in diamonds. After a moment of
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- reflection you decide that honesty is the best policy.
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-
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- You walk "SOUTH" and find a cave. Go inside and find the head dwarf
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- at the back of the cave. "GIVE THE POUCH" to the dwarf or at least try.
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- He's so impressed with your honesty that he lets you keep the bag and throws
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- in a lantern to boot!
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-
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- If you haven't found the worm yet, go EAST one screen to the dirt patch
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- that has a couple of pine trees. The bird is found often around here.
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- In any case, from here go NORTH two screens until you get to the old house.
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-
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- "OPEN THE DOOR", you might want to take a look around, but the important
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- room for now is on your left as you enter. "LOOK AT THE BOOKS". Do you like
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- Shakespeare? Well it's all you can get. "TAKE THE BOOK".
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- "LOOK AT THE PICTURE" of the man which hangs on the wall. Hmmm....
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- better "LOOK AT THE WALL". Aha! You found a latch. "PULL THE LATCH"
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- and walk through the secret door. "GET THE SHOVEL" next to the doorway,
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- and forget about the stairs for now, unless you're very curious. Save your
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- game if you are; those stairs are treacherous!
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-
-
- Well now that you have this stuff, what are you gonna do?
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- Leave the house and go EAST and you're in another graveyard; this one
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- has a crypt, but the door is locked.
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-
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- Go SOUTH one screen and there's a lovely waterfall. You try to get
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- to it but the water pushes you back. You get out of the water and think
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- "Now what was that frog wearing?" The crown! "WEAR CROWN" and poof!
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- You're a frog! Now you can swim under the fall, and there's a cave on the
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- other side. You take a look around and find a board at the entrance
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- "GET BOARD" and go in. You take a fast look around because someone is
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- coming, you see a pile of bones and "GET BONE" and get out of there fast!
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- Through the falls you go.
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-
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- Well, what now? Go SOUTH one screen and there's a path leading EAST.
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- You follow it one screen EAST and there's Lolotte's castle in the distance,
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- but two of her goons have spotted you! Well what the heck, instead of running
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- away you let them catch you and together you fly to the castle.
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-
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- This Lolotte is one tough broad! She tosses you in the slammer to cool
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- your heels. After a while her guards come to get you and return you to the
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- throne. It seems Lolotte has a job for you, huh?
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-
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- Once you are returned to Tamir you proceed with the problem of the
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- Unicorn. You may have seen him in the meadows, but could not get close.
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- Go back to the meadows and explore for the unicorn, but when you find him
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- keep your distance. What's that thing you got from Cupid?
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- Of course, these arrows are special; they shoot love bolts!
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- "SHOOT AN ARROW AT THE UNICORN" and it seems you've made a friend.
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- You try to mount the beast, but whoa, you have no bridle.
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-
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- Make your way to the beach, perhaps you will encounter a minstrel
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- around here? If you do strike up a conversation with him and he'll play
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- you a tune. But hey! This is no Andres Segovia (that's spelled
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- Eddie Van Halen to you youngsters) you've got here! Maybe this guy should
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- look for another line of work? Why not drop a hint? "GIVE BOOK TO MAN".
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- Well of course, if you've got no special talents.....be an actor! And you
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- get that lovely lute in return!
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-
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- Perhaps during your travels you encountered a little pixie named Pan,
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- but just couldn't get him to stand still? Next time you see him
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- "PLAY THE LUTE" and he'll watch you perform. Your musical tastes run more
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- towards woodwinds than strings, so why not "GIVE LUTE TO PAN". In return
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- Pan gives you his flute. Now proceed to the fisherman's house.
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-
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- When you get to his house check the pier to the WEST. If he's there
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- you can try talking to him but watch out when he gets up or you'll have to
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- swim back to shore. Follow him into the house and look around. Bet you could
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- find some use for that pole, especially with that juicy worm you caught.
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- But what do you have that he might want? A gift certificate from Van Cleefs?
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- Oh no! Not those! Diamonds are a girl's best friend, but after all
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- these people are very needy; and what good are these stones around here anyway?
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- So you bite the bullet and "GIVE POUCH TO MAN", he oughta give you the tittle
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- and deed to his house, maybe even some stock in Sierra-On-Line, but all you get
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- is that lousy pole.
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-
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- WEST to the pier you go, careful not to fall off the edge. "BAIT POLE
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- WITH WORM" then "FISH". There's a tug on the line....smoked salmon
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- perhaps? Nope, just a stinky fish. Keep it, you may get hungry.
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-
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- You decide to take a "LOOK AT THE OCEAN" but can see nothing at all.
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- Time for some exploring. Save your game and jump in.
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-
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- Swim WEST until you reach the island...Genesta's island.
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- Have a look around, go inside if you like but you can't get any help from
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- Genesta, she's out of it.
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-
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- You explore the island a little more and come upon a beautiful peacock,
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- which sheds a feather. "GET THE FEATHER", you're gonna need it! And walk
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- back into the surf. BUT SAVE YOUR GAME HERE NOW!!!
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-
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- You are looking for a whale here, but sometimes you get a shark instead.
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- It would be a real pity to end up in JAWS 3-D without a saved game here.
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- Sometimes you get the shark, sometimes you can make it back to shore. If
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- you return to shore, take a breather and go back in the water, or restore to
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- your last saved game and try some more. Eventually the whale appears, stay
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- where you are or swim to him. He'll swallow you!
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-
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- First thing you should do in the whale is SAVE GAME!!!
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- Look around, "GET THE BOTTLE", "OPEN BOTTLE" and "READ NOTE". It's just
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- some advertising. Go to the right side of the whale's tongue, about a half
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- inch from the wall of it's mouth. From here you must climb diagonally up and
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- to the left to a point on the whale's tongue, about an inch from the top of
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- the tongue and a half-inch from the center, where there a two taste buds that
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- look like a point and a hyphen. (EXAMPLE> ._
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- When you get there Rosella will stand up, (Good place to save game) and
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- you must continue moving diagonally to the top left, just to the top of the
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- tongue and to the immediate right of it's centerline. "TICKLE WHALE WITH
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- FEATHER", if you're told "not here", maneuver a bit until you're in the middle.
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-
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- Once you're successful, the whale will regurgi...Ahem..barf you up.
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- There is a small island to your NORTH. Go there and get a little closer
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- to the pelican, but don't scare him off. He comes back, so don't worry.
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- "THROW FISH TO PELICAN" and he leaves you a whistle. But don't blow it just
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- yet. First you have to find the bridle.
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-
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- Yes it is here! Though there's nary a clue in the game about it's location!
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- I know you've dug everywhere for it and couldn't find it, used every verb in
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- the manual trying to move the boats. Looked in the wrecks, dug in the wrecks,
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- shook the tree(s), and pulled the hair out of your head. No doubt many will
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- read this file just for the bridle's location....well....CALL SIERRA 209-683..
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- ..........hehehe
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- Just kidding, save the $$$ on the long distance call or the HINT B$$K.
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- Go to the boat wreck on the right, stand in the middle of it (done it a
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- thousand times..eh) and "LOOK AT GROUND". Miraculously, Rosella stoops down
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- and picks up the bridle. "BLOW WHISTLE"......How's that for service.
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- Hop into the water and go visit your new pal. "RIDE DOLPHIN" and you're
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- off and back to shore.
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-
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- Go back to where you shot the unicorn, he's still there. "PUT BRIDLE ON
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- UNICORN", go to his left and "RIDE UNICORN". Enjoy the ride as he carries
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- you back to 'Lolotte's House of Leather'........ "Pain anyone?". And congrat-
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- ulate yourself on completing your first quest!
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-
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- "Well some people are never satisfied!" You mutter to yourself as the
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- goons carry you back to the forest. You begin your quest for the hen by
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- heading for the ogre's house. It's the one with the yellow roof.
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- Make sure the ogre or his wife don't see you, though you may observe the wife
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- bringing home dinner. The best way to get there is to go WEST two screens to
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- the diamond mine and then go one screen SOUTH.
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-
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- Have you got that bone from the waterfall cave? You're going to need it!
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- Go into the house if nobody's outside, the door isn't locked now. But horrors,
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- there's an angry bulldog charging you. Quickly, "THROW BONE TO DOG" and go
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- upstairs. "LOOK AROUND" and "GET THE AXE" you just saw, don't worry about
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- this closet, it has nothing you need.
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-
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- Go back downstairs, the ogre's wife is cooking dinner in the room to the
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- right, save your game now if you intend to take a look at her. But she's not
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- important, so you go to the closet across from the table and "OPEN THE DOOR".
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- Once inside "LOOK AROUND". Yes that keyhole will come in handy. Eventually
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- the ogre will come home, when he does "LOOK THROUGH KEYHOLE" watch him until
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- he falls asleep. SAVE YOUR GAME HERE and "OPEN DOOR" go to the table and
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- "GET HEN" being careful not to get too close to the un-jolly giant.
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-
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- Once you have the hen and are halfway to the door SAVE YOUR GAME,
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- getting out is tough since the hen always wakes up the ogre and there's
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- nothing you can do about it.
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-
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- ***ALSO NOTE WELL that this sequence is very hard to complete if your machine
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- runs slower than 8 Mhz, and you have the version of KQIV designed for "Turbo"
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- machines. There are 2 versions of this game. One for fast machines and one
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- for slower ones. Many people with slow machines and the "fast" version of
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- KQIV have tremendous difficulty out-running the ogre in this sequence, but it
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- can be done. See your documentation for information on exchanging disks.
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-
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- Once you are by the door speed up the game by hitting the + key many
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- times, it helps! "OPEN THE DOOR", the hen clucks and wakes the ogre.
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- Run out of the house and down and around the woodpile one screen EAST, be
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- careful not to get close to the trees. The ogre won't chase you around the
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- house, but you've got to get past the trees. And you have just the thing trees
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- hate! "SWING THE AXE" and all the "dead" trees will fear you from now on.
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-
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- REMINDER!! SAVE GAME HERE.
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- From the back of the ogre's house go NORTH one screen to the pine trees
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- and dirt and then EAST two screens to Lolotte's. Her "biker" pals come down
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- to give you a ride. Hooray! You finished quest number two!
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-
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- We'll she tells you to get Pandora's Box, but doesn't offer any clues!
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- Gee thanks! So you're back at the path to her castle. Why not explore some
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- uncharted areas? Now that you are safe from the "Venus Fly" trees, you can
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- check out the area to the NORTH. Go NORTH to the waterfall, you stop to
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- ponder the hidden grotto but decide to wait a bit and proceed NORTH one screen
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- to the graveyard and NORTH again another screen.
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-
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- Well now you can get through here, those trees don't scare you anymore!
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- Go NORTH again and you are in front of a skull like cave. Go in but don't get
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- too close to the witches. SAVE GAME NOW! One of them will come towards you,
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- let her. Pay close attention to the two in the back. Watch how they pass the
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- eye back and forth. That's the key, you can grab the eye at the moment they
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- are exchanging it. If you can avoid the one chasing you. Try to "GET THE EYE"
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- at the proper moment and if you do they are helpless!
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-
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- Leave the witches for now. They eye is a powerful bargaining chip even
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- though it's of no use to you. Let them sit in the "dark" for a while and think
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- it over. Maybe they have something you could use? Go back into their cave
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- and they plead for their eye. They throw you a scarab. "LOOK AT SCARAB",
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- "GET SCARAB". They plead again for the eye. "THROW EYE TO WITCHES" and
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- you get some points, but don't go any closer! You've gotten all you need from
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- them.
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-
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- Go back to the waterfall, and turn yourself into a frog. When you reach
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- the entrance to the cave, "LIGHT LANTERN" and SAVE GAME! If you don't have
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- Pan's flute, don't bother with this now, go and make those trades, then come
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- back. If you have the flute, proceed EAST into the cave.
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-
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- Beware of the troll it is possible to lose him in the cavern but
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- difficult. Usually he gets you and you need to restore until you get a
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- a chance where he doesn't come out. It's sort of like trying to get swallowed
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- by the whale and avoiding the shark.
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-
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- From the entrance go SOUTH as many screens as possible until you get to
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- the SOUTHERNMOST part of the cave. From here go EAST until you get to
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- a screen where you see a light in the distance. SAVE YOUR GAME!! There is
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- a chasm ahead, chances are you will fall in a few times and it was tough
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- getting here in the first place, right? Move EAST very slowly, you will
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- see the chasm in the glow of your lantern. "PUT BOARD ACROSS CHASM", if
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- told to "move closer" do so carefully until you can put the board down.
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-
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- Once the board is down, get close to the SOUTHERN walls and move slowly
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- to the EAST across it. Once you make it SAVE GAME! Just in case you fall in.
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- Go NORTH another screen and proceed EAST out of the cave.
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-
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- Move EAST to the edge of the water. SAVE GAME AGAIN! There is a small
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- point of land, with a longer jetty just under it, directly across from the
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- nearest tuft of grass in the swamp. Move to this point on the shoreline
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- and "JUMP". If you are told to "just move", you are not on the right spot.
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- Keep trying to find the right spot. When you are on it, Rosella will jump
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- onto the tuft. Repeat the "JUMP" command until you reach the last tuft of
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- grass and are right in front of the island with the magic tree.
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- "PUT DOWN BOARD" and a cobra springs awake. "PLAY THE FLUTE" and the snake
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- is charmed. But not for long, so be quick and cross the board, "GET FRUIT",
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- stay clear of the snake and cross back. "GET BOARD" and repeat the jump
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- process until you are back on shore.
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-
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- Night has fallen and there's lot's to do if you're going to get this
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- apple to your father in time, so go back through the cave. SAVE GAME!!
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- And find the right spot to "PUT BOARD OVER CHASM" and cross over. Go WEST
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- all the way and then NORTH all the way until you are out of the cave.
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- Back through the waterfall and into the night air.
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-
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- Move NORTH one screen and you are in the graveyard with the crypt.
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- All sorts of things are popping up around here, but with that scarab they
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- can't touch you! Go WEST to the haunted old house and "OPEN DOOR".
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-
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- Once inside you hear a baby crying upstairs, so up you go to the
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- bedroom on the left and move WEST into the babies room. The crib rocks but
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- there's nothing in the room this kid wants. So down the stairs you go and
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- out of the house. Walk WEST to the graveyard. Good thing you have that
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- shovel! You "READ THE TOMBSTONE"s while the zombies harass you, until you
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- find one on the right side all the way in the back, where a six month old
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- baby is buried. "DIG" and you find a rattle. Go back to the house, put the
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- rattle in the crib and the crying stops. But chains start rattling downstairs.
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-
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- Down the stairs you go and search until you see a ghost. "LOOK AT THE
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- GHOST", why it's an old 'miser'. Back to the WEST graveyard you go.
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- Reading the tombstones until you find one that mentions a 'miser', on the
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- right towards the front. You "DIG" and find a bag of gold coins. You then
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- return to the house find the ghost and "GIVE COINS TO GHOST" and it vanishes.
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-
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- Next you hear crying from upstairs. Go to the bedroom on the left and
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- a woman appears in a rocking chair. You "LOOK AT GHOST" and find that she
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- is a lonely ghost. Heartbroken, perhaps?
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-
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- Off to the WEST graveyard you go. Read the tombstones at the front
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- to the right of the big tree. You find one that belongs to a woman who lost
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- her love at sea. "DIG" here and you recover a locket which you return to the
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- lady ghost.
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-
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- You hear more wailing downstairs and find another ghost wandering
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- about below. You "LOOK AT THE GHOST" and see he is the distinguished "Lord"
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- of the house. The tombstone next to the lady ghost's belongs to a "Lord" a
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- war hero as a matter of fact. Back to the WEST graveyard you go, and
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- locate the tombstone that belongs to the man who "served his country well".
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- "DIG" and you find a Medal of Honor, which you gladly return to the "Lord of
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- the house".
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-
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- A boy ghost appears and you follow him upstairs, to the bedroom on the
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- right. "CLIMB" the ladder to the attic and observe him. "CLIMB" back down
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- the ladder and go to the graveyard on the EAST side of the house.
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- His grave is the one on the left in the back. The only one that belongs
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- to a boy, his name is Willy. You "DIG" and recover a toy horse, which you
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- return by climbing back up the ladder.
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-
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- Once he has the toy, the boy ghost vanishes and you can "OPEN CHEST" and
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- "LOOK IN CHEST". You find a piece of sheet music and take it with you.
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-
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- "CLIMB" down the ladder and go downstairs to the secret room in the
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- library. Walk up the stairs (SAVE GAME! YOU MAY FALL!) and go to the organ
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- get in front of the bench and "SIT", "PLAY THE SHEET MUSIC". When you are
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- done a secret drawer opens up, "LOOK IN DRAWER" and "GET THE KEY".
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- SAVE YOUR GAME and go back downstairs.
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-
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- Leave the house and go EAST to the crypt. "UNLOCK THE DOOR" and enter
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- the crypt. "LOOK AROUND", kind of Egyptian isn't it. "GET THE ROPE" and
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- you discover it's a ladder. "CLIMB DOWN" and don't worry about the mummy.
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- SAVE YOUR GAME before you go "GET PANDORA'S BOX", which sits on the floor.
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- This way you can open it and see the ghosts, they'll kill you but it's worth
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- a look if you enjoyed RAIDERS OF THE LOST ARK. "CLIMB ROPE" and head back
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- to Lolotte's. The goons will pick you up when you get to the mountain.
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- Congratulations! You've finished your third quest!
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-
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- But Lolotte has a surprise! You're gettin' married in the mornin'!
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- To a lovely lad with a green complexion. The goons escort you up to
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- Edgar's room and leave you there. After a while, Edgar comes up and leaves
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- a rose in your room. "LOOK AT ROSE", there's a gold key attached! "GET KEY"
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- and "UNLOCK THE DOOR", "OPEN THE DOOR". That Edgar...what a guy!
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-
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- SAVE YOUR GAME before heading down the stairs. Be careful not to wake
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- the sleeping guard at the bottom of the stairs. Go EAST into the dining room
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- where there is another sleeping goon and two doorways. Go to the uppermost
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- doorway, don't wake the guard and walk EAST into the kitchen. "OPEN CABINET"
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- on the right and you've found all your possessions! "TAKE ALL", SAVE YOUR GAME
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- and walk back out to the WEST.
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-
-
- Without waking the goon go to the lower doorway and EAST into the
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- throne room. There's another goon here so be stealthy and go to the stairs
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- to EAST. SAVE YOUR GAME on these stairs, they're a bit tough. Walk all the
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- way up until you get to the door. This is the door to Lolotte's bedroom.
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- SAVE YOUR GAME NOW! "UNLOCK DOOR WITH GOLD KEY", "OPEN DOOR" and quietly enter.
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-
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- You "LOOK AT LOLOTTE" and see she is sleeping, she's also wearing
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- Genesta's talisman. If you try to take it she might wake up. But wait,
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- what about your bow and arrows. So you "SHOOT ARROW AT LOLOTTE" and bang,
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- the witch is dead. Edgar comes up and sees his mother dead but he doesn't look
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- too unhappy. He gives you run of the castle! But first, go to Lolotte and
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- "GET TALISMAN".
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-
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- You go down the stairs one flight and enter the room to the WEST.
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- Three goons bow to you as you pass. On your right there is a room, you
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- get curious and "OPEN DOOR". You've found a closet, in fact both the hen and
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- Pandora's box are kept here. Pick up these items and go downstairs and
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- leave the castle.
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- There's a stable at the entrance to the castle, so you go in and
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- find the unicorn. Move to the middle of the gate and "OPEN GATE" and the
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- unicorn runs free, like it should. Exit the stable and SAVE GAME before
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- heading down the mountain.
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- But you still have Pandora's box and it's evil, so before you go
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- to Genesta's go back to the crypt. "CLIMB DOWN THE ROPE" go to the
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- corner where you found the box and "PUT DOWN BOX". "CLIMB UP ROPE" and
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- exit the crypt. "LOCK THE DOOR" and you slide the key under it.
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- Make your way back to the pier and SAVE YOUR GAME. Jump in the water
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- and swim WEST to Genesta's island. Find her castle, climb the stairs to
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- her bedroom and "GIVE GENESTA THE TALISMAN".
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- CONGRATULATIONS YOU HAVE COMPLETED THE FOURTH QUEST!!
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