King's Quest 4

                          THE PERILS OF ROSELLA


                     AND MAY SPOIL YOUR FUN WITH KQIV!!

        (i.e.: Mother, Brother, Wife etc.) READ THIS FILE SO THAT THEY MAY

      N                        MAP OF TAMIR

O  ]
C  ] BEACH         MEADOW         POOL      OGRE'S     BACK OF    WITCHES
E  ]                                        HOUSE       HOUSE       CAVE
A  ]                                                    DEADLY
N  ]                                                    TREES
   ] HOUSE         HOUSE        BIG ROCK                TREES     TREES
   ] BEACH         MEADOW       FROG POND    WEST      HAUNTED    E.GRAVES
   ]               W/ STUMP                  GRAVES     HOUSE      CRYPT
   ] CLIFFS                     RIVER        HOUSE                  CAVE
   ] BEACH          RIVER       WOODS        DIAMOND    PINES       PATH TO
   ] RIVER          TREES                     MINE      DIRT        LOLOTTE

     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

     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

     "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 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.

     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 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.

     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

     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

     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

     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
"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".


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