
![[NSEW]](Kngsqst4.NSEW.png)
| Ocean | Beach | Meadow | Pool | Ogre's house | Back of house, Deadly trees | Witches cave |
| Ocean | Fisherman's house | Back of house | Woods, Big rock | Clearing | Deadly trees | Deadly trees |
| Ocean | Beach | Meadow with stump | Frog pond | West graves | Haunted house | East graves, Crypt |
| Ocean | Beach, Cliffs | Meadow | Bridge, River | Dwarves' house | River | Waterfall, Cave |
| Ocean | (Start) Beach, River | River, Trees | Woods | Diamond mine | Pines, Dirt | Path to Lolotte |
The game begins with an animated sequence to establish the plot. There's nothing for you to do at first but sit back and watch. As the plot unfolds, Graham, your father, is taken gravely ill and you, Rosella, are naturally distraught. What can you do, what can you possibly do? As you sob your animated heart out, Genesta, a beautiful fairy, appears and offers you hope. There is, she tells you, a fruit which can restore your father's health. Joy of joys! There is a catch to this news (isn't there always?). Genesta will transport you to the land where this fruit may be found, but you'll have to find it for yourself and (there is always an "and" in these games) you are asked to help Genesta. It seems that one Lolotte, Genesta's evil counterpart, stole Genesta's talisman, leaving the good fairy a scant 24 hours or so to live. You are transported to the land of Tamir, her royal gown exchanged for common peasant garb. Remember to save your game often!
After your speedy arrival in Tamir and Genesta's hasty departure, you walk to the EAST. Look for a robin pulling a worm from the ground. After you scare the bird, get the WORM. If you miss your chance, restart the game.
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 awhile, and Cupid will happen by! You run to greet the little creature, but he is frightened and flies off, forgetting to take his bow, which you do, so go and get the BOW AND ARROWS. You will only have two arrows, and they will be put to good use later.
From here walk SOUTH into a wooded area with a big rock. Continue South and you are near 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 GOLD 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 English very well though, so you take a really wild guess and "THROW BALL IN POND". What do you know?! This frog's a retriever! He deposits the gold ball on the other side of the pond. You walk over to him and instead of retrieving the ball just yet, you first "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 GOLD CROWN, which is good for turning yourself into a frog (and there are times when that will come in handy). Don't forget to "GET THE BALL" before you move on.
You walk EAST into a graveyard. You may wish to read a few tombstones, but that can wait until later, when it gets dark (hee hee). 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, do 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's 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. 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 often found 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 going to 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 waterfall, and there's a cave on the other side. You take a look around and find a board at the entrance, which you get, 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 and back through the waterfall you go.
Well, now what? 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. Return to the meadows and look 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, 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 toward 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 ought to give you the tittle and deed to his house, maybe even some stock in Sierra-On-Line, but all you get is that lousy FISHING 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 DEAD FISH. Keep it, you may get hungry.
You decide to take a "LOOK AT THE OCEAN", but can't see anything. Time for some exploring. Save your game and jump in. Watch out for sharks and avoid the whale.
Swim WEST (or EAST, apparently it doesn't matter) until you reach the island (Genesta's). Have a look around, go inside if you like, but Genesta will provide no help.
You explore the island a little more and come upon a beautiful peacock, which sheds a feather. "GET THE FEATHER", you're going to need it! Then walk back into the surf. BUT SAVE YOUR GAME HERE NOW!
You are looking for a whale, but sometimes you encounter a shark instead. It would be a real pity to end up in JAWS 3-D without a saved game here. Sometimes when you get the shark, you can make it back to shore. If you return to shore, take a breather and go back into the water, or restore to your last saved game and try again. Eventually the whale will appear. When he does, stay where you are or swim to him. He'll swallow you!
The first thing to do in the whale is SAVE YOUR GAME! Look around and then "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 period and a hyphen (e.g. ._)
When you get there, Rosella will stand up. This is another good place to save your game! You must continue moving diagonally to the top left, just to the top of the tongue and to the immediate right of it's center line. "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. Don't worry, he'll come back. "THROW FISH TO PELICAN" and he'll leave you a WHISTLE, but don't blow it just yet. First you have to find the GOLDEN BRIDLE.
Yes it is here, though there's nary a clue in the game about it's location! 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 safely 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?". You may now congratulate 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 (the one with the yellow roof). Ensure that 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.
Now you need the BONE you got from the cave behind the waterfall. 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, where 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 difficult since the hen always wakes up the ogre and there's nothing you can do about it. You may wish to slow the animation at this point (with the '-' key). "OPEN THE DOOR", and the hen clucks and wakes the ogre. Once you are past the door, speed up the game by hitting the '+' key repeatedly, it helps! Run out of the house and down and around the woodpile one screen EAST, being 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. Save your 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 for nothin'! So you're back at the path to her castle. Why not explore some of the 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, and stop to ponder the hidden grotto but decide to wait a bit. Proceed NORTH one screen to the graveyard and NORTH again another screen.
Well now you can get through here as 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 any of the three witches, each with only one eye socket. Save your game now! They have but one glass eye between them, which they pass amongst themselves. One of them will come slowly toward you, which you will allow but you will avoid 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. The 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'll plead for their eye. They throw you a SCARAB, which protects you from the undead. "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 your game! Proceed EAST into the cave.
Beware of the troll. Move directly SOUTH across the screen. Before you move into the next screen (and ONLY if the troll has not appeared), save your game. Move onto the next screen. Move almost all the way across, and then begin moving down. Still no troll? Save! If you DO see the troll, RESTORE and try again. Continue moving down into the next screen. Save as often as necessary.
When you reach the southernmost part of the cave, go EAST until you get to a screen where you see a light in the distance. Save your game here as there is a CHASM ahead and chances are you will fall in a few times. Move EAST very slowly and you will see the CHASM in the glow of your lantern. "PUT BOARD ACROSS CHASM". If you're told to "move closer", do so carefully until you can put the board down.
Once the board is down, save your game just in case you fall in. Get close to the southern walls and move slowly to the EAST across it. Once you make it (you'll pick the BOARD up automatically), go NORTH another screen and proceed EAST out of the cave.
Move EAST to the edge of the water. Save your 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. Notice that the tufts are stretched out before you rather like skipping stones. Move to the nearest tuft 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 and "GET FRUIT". Stay clear of the snake and cross back. "GET BOARD" and repeat the jump process until you are back on shore. It will suddenly get very dark, because this sequence triggers nightfall.
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 your game here! 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, then 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 baby's 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 and put the rattle in the crib and the crying stops. But chains start rattling downstairs.
Go downstairs and search until you see a ghost. "LOOK AT THE GHOST". Why it's an old 'miser'. Return to the WEST graveyard. Read 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 and 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. Once again go back to the WEST graveyard 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. Save your game here as you may fall walking up the stairs. Go to the organ, and 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, the SCARAB will protect you from it. 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", which will let you leave the tower. That Edgar... what a guy!
Save your game before heading downstairs. 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 and 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 here and walk back out to the WEST.
Go to the lower doorway, without waking the goon, and then go EAST into the throne room. There's another goon here so avoid stepping on the rug and stealthily go to the stairs to the EAST. Save your game on these stairs as they're a bit tough. Climb the stairs. Ignore the exit to the left, halfway up, and continue to the top of the tower, until you get to the door. This is the door to Lolotte's bedroom. Save your game here! "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 so unhappy. He gives you the run of the castle! But first, go to Lolotte and "GET TALISMAN".
Go downstairs one flight and enter the room to the WEST. Three goons bow to you as you pass. On your right there is a room, and you being curious, "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, as 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, return 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 (twice) to Genesta's island. Find her castle, climb the stairs to her bedroom and "GIVE GENESTA THE TALISMAN". Congratulations, you've completed the fourth and final quest!
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