=============================================================================== FAQ/Walkthrough for KING'S QUEST IV: THE PERILS OF ROSELLA =============================================================================== GUIDE INFORMATION Author: Tom Hayes E-mail: thayesguides(at)gmail(dot)com System: PC Updated: 18th August, 2006 Version: 1.1 CONTENTS 1. Introduction 2. Walkthrough 2.1. Exploring Tamir 2.2. Finding the Unicorn 2.3. Finding the Hen 2.4. Finding the Magic Fruit 2.5. Finding Pandora's Box 2.6. Finding the Talisman 2.7. Journey to Genesta 3. Command Walkthrough 4. Maps 5. Point List 6. Character List 7. Item List 7.1. Item Information 7.2. Item Descriptions 8. Easter Eggs and Secrets 9. Debug Information 9.1. Items 9.2. Locations 10. Death List 11. Copyright Information VERSION HISTORY 1.1: 18th Aug, 2006 (Format update) 1.0: 7th Apr, 2003 (First version) =============================================================================== 1. Introduction =============================================================================== Rosella has travelled to the land of Tamir to help her father, who has become terribly ill and requires a magic fruit to help him recover. Genesta is the kind fairy of Tamir and has brought Rosella to her land using the last of her magic. Her talisman was stolen from her by the evil fairy Lolotte, and she asks Rosella to recover it for her as she will die without it. She warns that the magic fruit will be difficult to find, as it is guarded by a snake on the other side of a dangerous swamp. Rosella sets out to find the fruit that will save her father, and the talisman which will enable Genesta to send her home. =============================================================================== 2. Walkthrough =============================================================================== ------------------------------------------------------------------------------- 2.1. Exploring Tamir ------------------------------------------------------------------------------- The game starts in the land of Tamir, where Rosella begins her search for the magic fruit that will save her father. Walk one screen north and two screens east to see a bridge. On the way you may pass a unicorn, but it is too scared to come near Rosella at the moment. Stand at the left side of the bridge and look under it to find a gold ball. Walk north one screen and east two screens to arrive outside an old house. Open the door to enter the house and walk west to the parlor. Stand in front of the shelf at the right side of the portrait and get the book. Walk east to the entry room and south to exit the house. Walk west one screen and south one screen to see a small house built into the base of a large tree. Open the door to enter the kitchen of the house. Clean the house, and after a while the seven dwarfs will return. They will initially ignore Rosella, but after seeing the improved state of their house they invite her to sit with them at the table to eat soup. After a while, the dwarfs finish their soup and tell Rosella that they have to return to work. They all leave, but one of them forgets a pouch on the table. Get the pouch and exit the house. Walk south one screen and go through the doorway to enter the mine. Drop off the edge of the path in the mine and Rosella will land safely on the floor. Continue east to the next screen to see more dwarves working busily in the mine. Try to give the pouch to the dwarf with the green hat at the right side of the screen and he will allow Rosella to keep it. He also gives an oil lantern to Rosella in return for her honesty. Walk west one screen and walk up the path to exit the mine. Head east one screen after exiting the mine to see a worm on the ground. If the worm is not there, just exit and return to the area until it is. Get the worm. From here, walk west four times and north once. You should now be in an area with a minstrel on a rock. If he's not there, exit and return to the area until he is. The minstrel is a fan of old music, but it seems he can't play any of his songs well at all. Give him the book by William Shakespeare and he will be so inspired by it that decides to become an actor. He gives Rosella his lute and then leaves the area. Walk two screens north and one screen west onto an old pier. A fisherman will be fishing from the end of the pier, but he will leave after Rosella has waited for a few seconds. Walk east one screen and the open the door to enter the fisherman's house. Walk over to the fisherman at the table and give him the pouch of diamonds. He gives the fishing pole to Rosella in return. Exit the house and walk west one screen to return to the end of the pier. Put the worm on the hook and then fish from the end of the pier to catch a fish. Walk east two screens to enter a meadow where a creature named Pan should be playing a flute. Exit and return to the area if he's not there. Try as Rosella might, there seems to be no way to get Pan's attention by talking to him. Play the lute and Pan is so fascinated that he stops playing his flute and walks over to watch Rosella play. Give the lute to pan and he will give the flute to Rosella in return. From the meadow, walk east one screen and north one screen to see a pool with columns at either side. Cupid should fly down and land in the water, but if he doesn't appear just exit and return to the area. Walk into the pool and Cupid will be so startled that he flies away, leaving his bow behind for us to take. Walk south two screens to arrive at a pond, where a big frog wearing a crown is sitting on one of the lily pads. Walk to the bottom-right corner of the pond and drop the gold ball. The frog picks the gold ball up in its mouth and swims toward Rosella to return it to her. Move around to the top-right corner of the pond to get the frog. Kiss the frog and it will change into a prince. Annoyed that Rosella isn't a princess, he gives Rosella his gold crown and leaves. Walk east three screens and south one screen to arrive at a waterfall. Wear the crown and after transforming into a frog, she will automatically swim through the waterfall and return to human form on the other side. Get the board near the cave opening and then enter the cave. The bones near the start of the cave are a good clue that we shouldn't venture too far in. We'll be returning here later on, so just get one of the bones from the pile and then exit the cave. Walk west through the waterfall to return safely to the other side. Walk south one screen and walk east up the mountain to see Lolotte's goons. They take Rosella to Lolotte's castle, where she suspects Rosella of being a spy sent from Genesta and puts her in a cell. You can walk around in here but there are no items to collect. After a while, the henchmen will return to take Rosella back to the throne room. Lolotte tells Rosella that her son Edgar has convinced her to give one chance to Rosella to prove her innocence. She asks Rosella to catch a unicorn that roams free in the meadows down in Llewdor, and promises that Rosella will be set free after completing this task. After being given this quest, the henchmen return Rosella to the bottom of the mountain. ------------------------------------------------------------------------------- 2.2. Finding the Unicorn ------------------------------------------------------------------------------- Walk west five screens and south two screens to return to the fisherman's house near the beach. Move west one screen into the ocean and save the game. Swim west to the next screen and Rosella with either encounter a shark or avoid it completely. If the shark does attack, just restore the game. Continue swimming west through the ocean to arrive on an island. A peacock will be walking around on one of the areas on the island, so walk around until you find it and then wait for it to drop a feather. Get the feather and walk back to the south-east corner of the island to return to the ocean. Swim east one screen and wait for the whale to appear. Keep swimming and Rosella will be swallowed by the whale. A bottle will be floating around in the whale's mouth that contains a note. The note contains lots of references to other Sierra games, but reading it doesn't increase the score at all. The aim in this location is to climb up the whale's tongue, although that can be quite tricky as Rosella will slide off unless she climbs up the correct path. Start at the far left side of the tongue, and then keep alternating between climbing right and up until Rosella starts walking on the top of the tongue. It's still possible to fall off at this point, so walk right and up once again until Rosella is standing under the uvula at the top of the screen. Tickle the uvula with the feather to escape the whale. Rosella still isn't safe from the shark after landing back in the ocean, so swim north to the small desert island in the distance. You may want to save if the shark is not around so that the game can be restored if he does appear. After making it safely to the island, walk into the middle of the wrecked boat at the right side of the island and look at the ground to find a golden bridle. Throw the fish to the pelican and he will drop a whistle that he was holding. Get the whistle and blow it. A friendly dolphin appears at the south shore and waits for Rosella, so ride the dolphin across the ocean to return to Tamir. Walk north one screen and east two screens to the wood. If the unicorn is not there, exit and return to the area until he is. Before he walks off screen, quickly shoot one of Cupid's arrows at the unicorn. The unicorn will not be afraid of Rosella any longer, so approach the unicorn and put the bridle on him. Ride the unicorn and Rosella will set off for Lolotte's castle, where her henchman once again bring her to the throne room. She tells Rosella that she wants the hen that can produce golden eggs, which is currently being kept in the ogre's house. Rosella is once again returned to the bottom of the mountain. ------------------------------------------------------------------------------- 2.3. Finding the Hen ------------------------------------------------------------------------------- Walk west two screens and south one screen to the ogre's house. If either the ogre or the ogress sees Rosella, quickly exit and return to the area until they are gone. Open the door but don't enter the house yet. If you are playing the AGI version of the game, type the throw bone to dog command before entering the house, as the game will not pause when commands are entered. The SCI version of the game pauses when you type in commands, so there is no need to type in the command outside the house on this version. Enter the house and throw the bone to the dog, who will be so content with the bone that he forgets about Rosella. With the dog out of the way, walk up the steps to the top floor of the house and get the axe from the right side of the room. Walk down the steps and open the closet door under the steps to hide. Wait in here until a message appears about the ogre being in the house. Look through the keyhole and watch him. He will eat his dinner and then tell his wife to bring him his hen. Keep watching until Rosella looks away from the keyhole. Open the door and get the hen from the table. Walk toward the front door to the house and the hen will squawk, which wakes the ogre from his sleep. Quickly open the door to escape the house. On the AGI version, escaping from the house can be difficult as the game will not pause when you try to open the door. The best way seems to be to approach from the south side of the door, as the door opens very slowly and Rosella is able to move through the gap if she approaches from the south. From the east the exit is blocked by the door until it is fully open, by which time the ogre will have caught up with Rosella. After escaping from the house, Rosella still isn't safe from the ogre as he will continue to pursue her. Quickly walk east one screen to be safe from the giant. Rosella finds herself in a creepy forest where the trees will kill her if she walks too close. Fortunately we obtained the axe from the top floor of the giant's house, so use that to cut the trees here and they will be so frightened that they won't be a danger to Rosella any more. Walk north one screen and east two screens to return to Lolotte's castle. She tells Rosella that she still doubts Rosella and wants her to recover Pandora's box, though she doesn't know its location. Rosella is once again returned to the bottom of the mountain. ------------------------------------------------------------------------------- 2.4. Finding the Magic Fruit ------------------------------------------------------------------------------- Pandora's box can only be found at night, so we can take some time away from Lolotte's quest to find an important item that will help King Graham. Walk west one screen, south one screen and then east one screen. Enter the cave to see three witches. The left witch will slowly chase after Rosella, so let's try and avoid her first of all. Walk to the bottom-right corner of the cave and wait for the witch to walk past the bottom of the cauldron. Now walk north-west to the top of the cauldron and the witch should not be able to get past. The other two witches will be passing a glass eye between them so that they can watch Rosella. Walk between the witches and take their glass eye as they pass it to each other. Quickly exit the cave before the other witch catches Rosella. Walk back into the cave to see that all three witches are crouched at the back of the cave. They plead with Rosella for their glass eye, and throw a scarab toward her saying that it will protect her from the undead. Get the scarab and then give the glass eye back to one of the witches. They are still dangerous, so exit the cave before they have a chance to catch Rosella. Walk south three screens to return to the waterfall. Wear the crown and Rosella will once again transform into a frog to pass through the waterfall. Walk east into the cave and light the lantern to start progressing through the dark cave. Save in each new room of the cave, so that you can exit and return to the room if the troll does appear. Walk south one screen, then walk down to the bottom of the room and walk east two screens. A very small opening can be seen at the right side of the cave, although be careful as there is a chasm in this area. Enter the command to put the board over the chasm. When Rosella says that she is not close enough, walk a small distance to the right and try again. Keep doing this until Rosella finally puts the board down near the middle of the area. Walk across the board and Rosella will pick it up on the other side. Walk north one screen and then go through the opening to exit the cave. Outside the cave, walk toward the edge of the swamp and jump onto the grass platform. Jump ten more times and Rosella will land on the final grass platform before an island with a snake on it. Put the board down but don't cross over it just yet. The snake on the island is currently protecting the magic fruit on the tree, so we need to find some way of distracting it first of all. Play Pan's flute and the snake will become temporarily hypnotised. Walk across the board to the island and walk around the snake to get the fruit. The snake will return to normal after a while, so quickly walk back over the board. ------------------------------------------------------------------------------- 2.5. Finding Pandora's Box ------------------------------------------------------------------------------- After avoiding the snake, jump back across the grass platforms to return to the entrance of the cave. Enter the cave and walk south one screen. Put the board over the chasm and walk across it. Continue west for two screens and once again remember to save after entering each new area in case the troll appears. Walk north one screen and go through the opening to return to the area behind the waterfall. Walk into the pool of water and Rosella will return safely to the other side of the waterfall. Walk north one screen and the night will begin. Zombies try to catch Rosella in the graveyard at nighttime, though fortunately the scarab that Rosella took from the three witches will protect her from them. Walk west one screen and open the door to enter the old house. The house has a number of ghosts that have left items in the graveyard and need Rosella to bring them back. The first ghost is a baby that has lost his rattle. Walk west to the parlor and look at the girl in the portrait to see that her eyes seem to be looking at the left wall. Look at the left wall to see a small latch. Flip the latch and walk west through the doorway into the tower. Get the shovel leaning against the wall. Walk east two screens and south one screen to exit the house. Walk west one screen to the graveyard and approach the grave at the top-left corner of the area. Dig in front of this grave to find a baby rattle. Walk east one screen and open the door to return to the house. Walk upstairs and go through the left doorway into the master bedroom. Walk west one screen to the nursery and give the rattle to the ghost. Walk east and then south to see a new ghost walk through the right doorway on the bottom floor. He has also lost an item, so instead of following him, walk south to exit the house and then west to return to the graveyard. Approach the grave at the bottom-left corner of the area and dig to find the bag of gold coins. Walk east one screen and open the door to return to the house. Wait until the ghost enters the room and then give the bag of gold coins to him. The new ghost is crying upstairs because she has lost her locket. Walk south to exit the house and then go east to another section of the graveyard. Approach the grave at the left side of the cross and dig to find a locket. Walk west and open the door to return to the house. Walk upstairs and go through the right doorway to enter an old bedroom where the ghost of a woman is sitting in a rocking chair. Give the locket to the ghost and she will disappear. Walk south twice to exit the house and then walk west to return to the graveyard. Dig in front of the left grave at the bottom-right corner of the area to find a medal. Walk east one screen and open the door to return to the house. Walk west one screen to the parlor and give the medal to the ghost. Walk east and south to exit the house and then walk eest to return to the graveyard. Dig in front of the grave at the top of the area to find a toy horse. The shovel will break after Rosella has used it for the fifth time, but she won't need to use it again. Walk west one screen and open the door to return to the house. Walk upstairs and go through the right doorway to enter the bedroom. Climb up the ladder and give the toy horse to the ghost on the chest. After the fifth ghost in the house disappears, Rosella is free to explore the house. Open the chest and look in it to find a set of sheet music. Climb down the ladder and walk south to exit the room. Go downstairs and walk west two screens to return to the tower. Climb up two screens, making sure to save frequently as the top screen has very narrow steps. You may find it easier to use the page up key when walking up the steps. When the steps curve around to face south, it can seem confusing as the up arrow is actually used to make Rosella walk up them. At the top of the steps, sit down on the bench in front of the organ and play the sheet music to open a small drawer. Get the key from the drawer. Stand up and walk back down the narrow spiral steps to the bottom of the tower. Use the end key when walking down the steps to reduce the chance of falling. Walk east two screens and then south to exit the house. Walk east one screen and unlock the door of the crypt using the key from the organ. Open the door and enter the crypt. Walk east to the edge of the platform and get the ladder to lower it down to the floor. Climb down the ladder and a mummy will exit the coffin to try and catch Rosella. She will be safe as long as she has the scarab. Walk to the bottom-right corner of the crypt and get Pandora's box. ------------------------------------------------------------------------------- 2.6. Finding the Talisman ------------------------------------------------------------------------------- Climb back up the ladder and go through the doorway to exit the crypt. Walk south two screens and east one screen to return to Lolotte's castle. Lolotte wants Rosella to marry her son, Edgar. The henchmen take all of Rosella's items away and she is then taken to Edgar's room. After a while, Edgar will walk up the steps outside the room to push a rose under the door. Walk toward the rose to pick it up and then get the key from the rose. Unlock the door and open it, then walk down the stairs to exit the tower. Carefully walk down to the bottom of the spiral steps and then go east one screen to the dining room. Go through the top-right door to enter the kitchen. Open the right cabinet and take the inventory. Walk west one screen and go through the bottom-right door. Continue east one screen and then walk up the spiral steps to the top of the tower. Use the gold key on the door and open the door to enter Lolotte's room. Shoot Lolotte with one of Cupid's arrows to kill her. Edgar enters the room and tells Rosella that she can now walk freely around the castle. Before exploring any further, get the talisman from the table at the left side of the room. ------------------------------------------------------------------------------- 2.7. Journey to Genesta ------------------------------------------------------------------------------- Walk down the spiral steps to the middle of the tower and then go west to the hall, where the henchmen no longer try to catch Rosella. Open the door and get the hen and Pandora's box from the storage room. Exit the storage room and walk east one screen. Walk down the spiral steps to the bottom of the tower. Go west one screen and then walk south to exit the castle. Enter the stable and open the right gate to free the unicorn. Exit the stable. Walk south two screens to return to the bottom of the mountain path. Walk north two screens and enter the crypt. Climb down the ladder and drop Pandora's box on the floor. Climb back up the ladder and go through the doorway to exit the crypt. Close the door and lock it. Rosella kicks the key under the door, preventing anyone else from entering the crypt. Walk west five screens, north one screen and west three screens to return to the island. Walk west one screen, north one screen and open the door to enter Genesta's castle. Walk west one screen and up one screen to enter Genesta's bedroom. Walk to the side of the bed and give the talisman to Genesta to complete the game. In the ending, Genesta congratulates Rosella for saving the land of Tamir. Rosella returns to Daventry and gives the magic fruit to Graham on his bed, who immediately recovers and tells Rosella to keep the adventurer's hat as her adventures aren't over yet. =============================================================================== 3. Command Walkthrough =============================================================================== North. East. East. "Look under bridge". North. East. East. "Open door". West. "Get book". East. South. West. South. "Open door". "Clean house". "Get pouch". Exit the house. South. Enter the mine. East. "Give pouch to dwarf". West. Exit the mine. East. Wait for the bird. "Get worm". West. West. West. West. North. Wait for the minstrel. "Give book to minstrel". North. North. West. Wait for the fisherman to leave. East. "Open door". "Give pouch to man". Exit the house. West. "Put worm on hook". "Fish". East. East. Wait for Pan. "Play lute". "Give lute to Pan". East. North. Wait for Cupid. "Get bow". South. South. "Drop gold ball". "Get frog". "Kiss frog". East. East. East. South. "Wear crown". "Get board". East. "Get bone". West. West. South. East. West. West. West. West. West. South. South. West. West. West. "Get feather". East. Wait for the whale. Climb the tongue. "Tickle uvula with feather". North. Walk to the boat. "Look ground". "Throw fish". "Get whistle." "Blow whistle". "Ride dolphin". North. East. East. "Shoot arrow at unicorn". "Put bridle on unicorn". "Ride unicorn". West. West. South. "Open door". Enter the house. "Throw bone to dog". Up. "Get axe". Down. "Open closet door". Wait for the ogre. "Look keyhole". "Open door". "Get hen". "Open door". West. East. "Use axe". North. East. East. West. South. East. East. Enter the cave. "Get glass eye". West. Enter the cave. "Get scarab". "Give glass eye to witch". West. South. South. South. "Wear crown". East. "Light lantern". East. South. East. "Put board over chasm". North. East. "Jump" sixteen times. "Put board down". "Play flute". "Get fruit". Cross the board. "Get board". "Jump" west. West. South. "Put board over chasm". West. West. North. West. West. North. West. "Open house door". West. "Look portrait". "Look left wall". "Flip latch". West. "Get shovel". East. East. Exit the house. West. "Dig" for the rattle. East. "Open house door". Up. Enter the left room. West. "Give rattle to ghost". East. South. Down. Exit the house. West. "Dig" for the coins. East. "Open house door". "Give coins to ghost". Exit the house. East. "Dig" for the locket. West. "Open house door". Up. Enter the right room. "Give locket to ghost". South. Down. Exit the house. West. "Dig" for the medal. East. "Open house door". East. North. "Give medal to ghost". South. West. Exit the house. East. "Dig" for the toy horse. West. "Open house door". Up. Enter the right room. "Climb ladder". "Give toy horse to ghost". "Open chest". "Look in chest". "Climb down ladder". South. Down. West. West. Up. Up. "Sit". "Play sheet music". "Get key". "Stand". Down. Down. East. East. Exit the house. East. "Unlock door". "Open door". "Get ladder". "Climb". "Get box". "Climb". Exit the crypt. South. South. East. Walk to the rose. "Get key from rose". "Unlock door". "Open door". Down. Down. East. Enter the top-right door. "Open cabinet". "Get inventory". West. Enter the bottom-right door. East. Up. Up. "Use gold key on door". "Open door". "Shoot Lolotte". "Get talisman". Down. West. "Open door". "Get hen". "Get box". Exit the room. East. Down. West. Exit the castle. Enter the stable. "Open gate". Exit the stable. South. South. North. North. Enter the crypt. "Climb". "Drop box". "Climb". Exit the crypt. "Close door". "Lock door". West. West. West. West. West. North. West. West. West. West. North. "Open door". West. Up. "Give talisman to Genesta". =============================================================================== 4. Maps =============================================================================== +----------------+ | MAP A: TAMIR | +----------------+ ________ ________ ________ ________ ________ ________ ________ | | | | | Ogre | Evil | Witch | | Ocean | Beach | Pan | Cupid | House | Forest | Cave | |________|________|________|________|________|________|________| | | | | | Evil | Evil | | | Pier | House | Pan | Forest | Forest | Forest | Forest | |________|________|________|________|________|________|________| | | | | | |Haunted | | | Ocean |Minstrel|Minstrel| Pond |Graveyrd| House |Graveyrd| |________|________|________|________|________|________|________| | | | | | Dwarf | | | | Ocean |Minstrel|Unicorn | Bridge | House | Worm |Waterfal| |________|________|________|________|________|________|________| | | | | | | |Mountain| | Ocean | Beach | River |Unicorn | Mine | Forest | Path | |________|________|________|________|________|________|________| +---------------------------+ +---------------------------+ | MAP B: HAUNTED HOUSE 1F | | MAP C: HAUNTED HOUSE 2F | +---------------------------+ +---------------------------+ ________ ________ | Pipe | | | | Organ | | Attic | |________| ________ ________ ________ |________| | Spiral | | | | | Master | | | | Stairs | |Kitchen | |Nursery |Bedroom | |Bedroom | |________|________ ________|________| |________|________|________|________| | Spiral | |Entrance| Dining | |Entrance| | Stairs | Parlor | Room | Room | | Room | |________|________|________|________| |________| +-------------------------+ | MAP D: WATERFALL CAVE | +-------------------------+ ________ ________ ________ ________ ________ ________ | Behind | | | | | | Magic | |Waterfal| Cave | Cave | | Exit | Swamp | Fruit | |________|________|________| |________|________|________| | | |_| | | Cave | Cave _ Chasm | |________|________| |________| +---------------------------+ | MAP E: LOLOTTE'S CASTLE | +---------------------------+ ________ ________ ________ | | |Storage | |Lolottes| | Cell | | Room | |Bedroom | |___ ___| |___ ___| |___ ___| ________ ___||___ ___||___ ___||___ |Edgar's | | |_| |_| Tower | |Bedroom | | Hall _ Hall _ Steps | |___ ___| |________| |________| |___ ___| ___||___ ________ || | Tower | __| | || | Steps | /__ Kitchen | || |___ ___| // |________| || ___||___ _____//_ ________ ___||___ | Tower |_| Dining |_| Throne |_| Tower | | Steps _ Room _ Room _ Steps | |________| |________| |___ ___| |________| ________ ___||___ | |_| Castle | | Stable _ Exterior| |________| |___ ___| ___||___ |Mountain| | Path | |________| =============================================================================== 5. Point List =============================================================================== EXPLORING TAMIR 2 2 Get the golden ball from under the bridge. 4 2 Get the book from the haunted house. 9 5 Clean the house of the seven dwarfs. 11 2 Get the pouch on the table. 14 3 Give the pouch to the dwarf in the mine. 16 2 Get the worm. 19 3 Give the book to the minstrel. 22 3 Give the pouch to the fisherman. 23 1 Put the worm on the fishing pole. 26 3 Catch a fish from the end of the pier. 29 3 Give the lute to Pan. 31 2 Get Cupid's bow from the side of the pool. 34 3 Kiss the frog. 36 2 Receive the crown from the prince. 41 5 Wear the crown near the waterfall. 43 2 Get the board from the cave. 45 2 Get the bone from the cave. FINDING THE UNICORN 47 2 Get the feather from the island. 52 5 Tickle the whale's uvula with the feather. 55 3 Get the bridle on the desert island. 59 4 Throw the fish to the pelican. 61 2 Get the whistle on the sand. 63 2 Blow the whistle on the desert island. 65 2 Ride the dolphin to the main island. 69 4 Shoot Cupid's arrow at the unicorn. 72 3 Put the bridle on the unicorn. 79 7 Ride the unicorn. FINDING THE HEN 83 4 Throw the bone to the dog. 85 2 Get the axe from the ogre's house. 89 4 Get the hen from the ogre's house. 96 7 Bring the hen to Lolotte. 100 4 Use the axe on the trees. FINDING THE MAGIC FRUIT 103 3 Get the glass eye from the witch cave. 105 2 Get the scarab from the witch cave. 108 3 Give the glass eye to the witches. 110 2 Put the board over the chasm in the cave. 112 2 Put the board over the swamp. 116 4 Play the flute to the snake. 126 10 Get the fruit from the tree. FINDING PANDORA'S BOX 128 2 Put the board over the chasm in the cave. 132 4 Move the latch in the haunted house. 134 2 Get the shovel from the haunted house. 137 3 Find the rattle in the graveyard. 139 2 Give the rattle to the ghost. 142 3 Find the gold coins in the graveyard. 144 2 Give the gold coins to the ghost. 147 3 Find the locket in the graveyard. 149 2 Give the locket to the ghost. 152 3 Find the medal in the graveyard. 154 2 Give the medal to the ghost. 157 3 Find the toy horse in the graveyard. 159 2 Give the toy horse to the ghost. 161 2 Look in the chest to find the music. 165 4 Play the sheet music at the organ. 167 2 Get the key from the organ drawer. 170 3 Unlock the door to the crypt. 172 2 Lower the ladder in the crypt. 176 4 Get Pandora's Box from the crypt. FINDING THE TALISMAN 183 7 Bring Pandora's Box to Lolotte. 185 2 Get the key from the rose. 187 2 Open Edgar's bedroom door. 191 4 Get the inventory from the cabinet. 193 2 Open Lolotte's bedroom door. 201 8 Shoot Cupid's arrow at Lolotte. 206 5 Get the talisman from Lolotte's bedroom. JOURNEY TO GENESTA 208 2 Get the hen from the storage room. 210 2 Get Pandora's Box from the storage room. 214 4 Open the gate to free the unicorn. 216 2 Drop Pandora's Box in the crypt. 218 2 Lock the crypt door with the organ key. 228 10 Give the talisman to Genesta. 230 2 Give the hen to Genesta. =============================================================================== 6. Character List =============================================================================== BETTY COWDEN Found in the bedroom on the top floor of the haunted house. Cowden is the third ghost that appears in the house. She has lost her locket. CUPID Found one screen west from the ogre's house, Cupid occasionally appears to go swimming in the pool. He becomes scared and flies away when Rosella walks toward him, leaving his bow and arrows at the side of the pool. DOG Found in the ogre's house, the vicious dog will rush toward Rosella as soon as she enters the house. After he has been given the bone, the dog completely ignores Rosella and she is then safe to walk around him. DOLPHIN Found by blowing the whistle on the small island in the ocean. Rosella is able to ride the dolphin back to the beach at the left side of Tamir. DWARVES Found in the dwarf house after Rosella has tidied it, the dwarves eat their soup before heading back to the mine to work. One of them leaves a pouch of diamonds. When Rosella returns it to the dwarf, he gives her an oil lantern in return for her honesty and also lets her keep the diamond. EDGAR Found in Lolotte's castle. Edgar is the son of Lolotte, and he takes a liking to Rosella when she visits the castle. When Rosella is locked in the castle later on, Edgar visits her room to help free her from the castle. In return for his kindness, Genesta transforms him into a prince. FISHERMAN First found at the end of the pier, the fisherman heads back to his house after Rosella has watched him fish for a few seconds. He gives Rosella his fishing pole in exchange for the pouch of diamonds. FISHERMAN'S WIFE Found in the house at the start of the pier, she ignores Rosella and kneads dough on a counter at the back of the house. The pouch of dimaonds can be given to her instead of the fisherman in exchange for the fishing pole. FROG Found in the pond one screen north-west from the dwarf house. The frog jumps toward the gold ball when Rosella drops it at the corner of the pool. Rosella is able to pick the frog up to kiss it, which transforms into the prince. GENESTA Found in the castle on an island at the left side of Tamir, Genesta is a kind fairy who has brought Rosella to Tamir to find the magic fruit. She has asked Rosella to find the magic amulet that was stolen from her by Lolotte. HEN After Rosella has found the hen in the ogre's house, it is given to Lolotte in her castle. When Rosella visits Lolotte's castle later on, the hen can be found in the storage room and is returned to Genesta in her castle. HENCHMEN Found in Lolotte's castle. The henchmen are the servents of Lolotte and they obey every command that she gives. They transport Rosella to the castle. HIRAM BENNET Found in the nursery on the top floor of the haunted house. Bennet is the first ghost that appears in the house. He has lost his rattle. GRAHAM Found in Daventry castle. Graham was the main character in the first two games. He has become very sick at the start of this game and can only be saved by a magic fruit that is found in the land of Tamir. LOLOTTE Found in the castle at the east side of Tamir, Lolotte is the evil fairy and ruler of Tamir that has stolen Genesta's amulet. When Lolotte discovers that Rosella has found the way into her land, she asks her to find a series of items that she can use for evil. She wants her son Edgar to marry Rosella. LORD CONINGSBY Found in the parlor on the bottom floor of the haunted house. Coningsby is the fourth ghost that appears in the house. He has lost his medal. MINSTREL Found one screen south from the fisherman's house. The minstrel can't play music very well and needs a new hobby to divert his attention. When Rosella gives him the book, he takes up acting instead and gives away his lute. MUMMY Found in the crypt. The mummy walks out of the coffin and tries to catch Rosella, but is harmless as long as Rosella has the scarab. NEWBERRY WILL Found in various rooms on the bottom floor of the haunted house. Will is the second ghost that appears in the house. He has lost his locket. OGRE Found outside the house one screen east from the pool where Cupid swims. The ogre tries to catch Rosella when she gets too near his house. The ogre also appears inside his house when Rosella is hiding in the closet. OGRESS Found in the house one screen east from the pool where Cupid swims. She puts the hen on the kitchen table when the ogre asks for it. She will chase Rosella if she enters the kitchen at the right side of the house. PAN Found one screen east and one screen south-east of the fisherman's house, Pan is a satyr that plays a flute. Rosella plays the lute to gain the attention of Pan, and she can then give him the lute in return for his flute. PEACOCK Found on the island at the west side of Tamir. Move to a different location on the island if the peacock doesn't appear. The peacock drops a feather. PRINCE Found by kissing the frog after he has retrieved the gold ball for Rosella. The prince is stunned to see a woman in maiden's clothes, not knowing that Rosella is a princess. He gives her his golden crown and leaves. ROSELLA The main character of the game. Rosella travelled to Tamir to find a magic fruit that would help her father King Graham recover from his illness. While in Tamir she also has to help the kind fairy Genesta find her talisman. SNAKE Found at the right side of the swamp. The snake attacks Rosella if she gets too near to it, but becomes distracted if she plays the flute. Rosella can then get the fruit, but be quick as the snake will soon return to normal. SWAMP MONSTER Found in the swamp. This strange green creature only appears if Rosella wears the crown near the swamp. It emerges from the swamp to eat the frog. TROLL Found in the cave behind the waterfall. The troll frequently appears in the dark cave to chase after Rosella. Make sure that the game is saved before entering the cave, so that it can then be restored if the troll appears. UNICORN Found two screens wast from the dwarf house, the unicorn is initially scared of Rosella. After Cupid's arrow has been used on the unicorn, Rosella can put a bridle on him to ride him back to Lolotte's castle. The unicorn can be released from Lolotte's stable near the end of the game. WHALE Found in the ocean one screen east from Lolotte's island. The whale swallows Rosella and she ends up in its mouth. Rosella must use the feather to tickle the uvula at the top of the whale's tongue to escape. WILLY Found in the attic at the top of the haunted house. Willy is the fifth and final ghost that appears in the house. He has lost his toy horse. WITCHES Found in the cave east of the evil forest. The three witches pass a glass eye between them so that they can see Rosella. When Rosella steals their eye, they beg her to have it back and give Rosella the scarab when it is returned. ZOMBIES Found in the graveyard at nighttime. The zombies try to catch Rosella as she walks around in the graveyard. She is safe as long as she has the scarab. =============================================================================== 7. Item List =============================================================================== ------------------------------------------------------------------------------- 7.1. Item Information ------------------------------------------------------------------------------- AXE (SCI) / SHARP AXE (AGI) Found on the top floor of the ogre's house. It is used to frighten the trees in the evil forest so that Rosella can pass through the forest unharmed. BAITED FISHING POLE Found by using the worm on the fishing pole. It is used to catch a fish from the end of the pier one screen west from the fisherman's shack. BOARD (SCI) / SMALL BOARD (AGI) Found behind the waterfall. It is used to cross over the chasm in the cave. It is also used to cross from the platform to the island in the swamp. BONE Found at the left side of the cave behind the waterfall. It is thrown to the dog in the ogre's house to prevent him from attacking Rosella. BROKEN SHOVEL Found by digging six times with the shovel. The broken shovel is useless and Rosella will not be able to use it to recover the items for the ghosts. CUPID'S BOW (SCI) / BOW AND ARROWS (AGI) / BOW AND ARROW (AGI) / BOW (AGI) Found at the side of the pool two screens north of the frog pond after Cupid has flown away. It is used to shoot arrows at the unicorn and Lolotte. In the SCI version, this item does not change names if arrows are shot. DEAD FISH Found by using the fishing pole at the end of the pier near the fisherman's shack. It is given to the pelican on the desert island for the whistle. DIAMOND POUCH (SCI) / POUCH OF DIAMONDS (AGI) Found in the seven dwarfs house after Rosella has cleaned the house. It is returned to the dwarf at the right side of the the mine for the lantern. FISHING POLE Found by giving the pouch of diamonds to the fisherman in the shack near the pier. The worm is used on the pole to make the baited fishing pole. FROG (SCI ONLY) Found at the right side of the pond after the golden ball has been dropped. The frog is kissed so that it transforms into the prince. The frog is still picked up in the AGI version but it doesn't appear as an inventory item. GLASS BOTTLE / GLASS BOTTLE AND NOTE (AGI ONLY) Found in the whale's mouth. The note can be found in the bottle. In the AGI version, looking at the bottle gives the glass bottle and note item. GOLD COINS (SCI) / BAG OF GOLD COINS (AGI) Found by digging the bottom-left grave in the west graveyard. It is given to the ghost in the entrance hall on the first floor of the haunted house. GOLDEN BALL Found under the bridge one screen west from the dwarf house. It is dropped at the bottom-right corner of the pond so that the frog returns it to Rosella. GOLDEN BRIDLE Found in the boat at the right side of the island after Rosella has escaped from the whale. It is put on the unicorn so that Rosella can ride him. GOLD KEY Found in the rose that Edgar slides the under the door after Rosella has been captured by Lolotte's. It is used to unlock the door to Lolotte's bedroom. LANTERN (LIT) (SCI) / LIT OIL LANTERN (AGI) Found by lighting the unlit oil lantern. It is used in the cave behind the waterfall. Rosella can still be caught by the troll while using the lantern. LANTERN (UNLIT) (SCI) / UNLIT OIL LANTERN (AGI) The dwarf in the mines will give Rosella the lantern when she tries to give him the pouch of diamonds. It can be lighted to make the lit oil lantern. LOCKET Found by digging the grave near the cross in the east graveyard. It is given to the ghost in the right bedroom on the second floor of the haunted house. LUTE (SCI) / WOODEN LUTE (AGI) Found by giving the book of Shakespeare to the minstrel that is playing his flute on the rock. It is given to Pan to receive the flute. MAGIC FRUIT Found on the swamp island after the snake has been distracted. It is given to Graham at the end of the game to help him recover from his illness. MAGIC HEN After Rosella has hidden in the closet until the ogre returns, the hen is found on the ogre's table. It is given to Genesta at the end of the game. MEDAL (SCI) / MEDAL OF HONOR (AGI) Found by digging the bottom-right grave in the west graveyard. It is given to the ghost in the parlor on the first floor of the haunted house. NOTE Found in the glass bottle. The note is read by Rosella and gives references to other Sierra games. No points are given for finding this item. OBSIDIAN SCARAB Found in the witch cave after Rosella has taken the glass eye. It is used to protect Rosella from the mummy in the crypt and the zombies in the graveyard. PANDORA'S BOX Found in the crypt. The box is guarded by the mummy, but Rosella will be safe is she has the scarab. Pandora's box is given to Lolotte. PEACOCK FEATHER Dropped by the peacock on the beach on Genesta's island. It is used to tickle the uvula at the top of the tongue to escape from the whale's mouth. ROSE (SCI) / RED ROSE (AGI) Edgar slides the gold key under the door after Rosella has been captured in Lolotte's castle. The gold key to Lolotte's bedroom is found in the rose. SHEET MUSIC Found in the chest after the toy horse has been given to the ghost in the haunted house. It is played on the pipe organ to find the skeleton key. SHOVEL Found at the bottom of the secret steps in the haunted house. It is used to in the graveyard to find the rattle, coins, locket, medal and toy horse. SHAKESPEARE BOOK (SCI) / BOOK OF SHAKESPEARE (AGI) Found on the shelf at the right side of the portrait in the parlor of the haunted house. It is given to the minstrel to receive the flute. SILVER BABY RATTLE Found by digging the top-left grave in the west graveyard. It is given to the ghost in the nursery on the second floor of the haunted house. SILVER FLUTE Found by giving the minstrel's lute to Pan. It is played to distract the snake on the swamp island so that Rosella can get the magic fruit. SILVER WHISTLE The pelican will drop the whistle that he was holding after Rosella throws the dead fish toward it. The whistle is blown to make the dolphin appear. SKELETON KEY After playing the sheet music on the pipe organ, a secret drawer opens that contains the skeleton key. It is used to unlock and lock the crypt. SMALL CROWN (SCI) / GOLD CROWN (AGI) Found at the side of the pond after Rosella has kissed the frog. It is worn by Rosella so that she can travel to the other side of the waterfall. TALISMAN (SCI) / MAGIC TALISMAN (AGI) After Lolotte has been shot with one of Cupid's arrows, the talisman is found on the table in Lolotte's bedroom. It is given to Genesta. TOY HORSE Found in front of the grave at the top of the area in the east graveyard. It is given to the ghost in the attic at the top of the haunted house. WITCHES' GLASS EYE (SCI) / GLASS EYE (AGI) Found in the witches cave. They pass the eye between each other so that they can watch Rosella. It is taken to stop the witch from chasing Rosella. WORM (SCI) / LARGE EARTHWORM (AGI) The worm randomly appears in the area one screen east from the dwarf mine. It is used to bait the fishing pole so that Rosella can catch a fish. ------------------------------------------------------------------------------- 7.2. Item Descriptions ------------------------------------------------------------------------------- The item descriptions listed below are from the AGI version of the game. The SCI version only displays an image of the item with no description. ____ BAG OF GOLD COINS "The bag is full of gold coins." BAITED FISHING POLE "This is a nice fishing pole, as fishing poles go. The pole is baited." BONE "It looks like someone's leg bone. Yuck!" BOOK OF SHAKESPEARE "This is a huge leather-bound book, entitled "The Compleat Works of William Shakespeare."" BOW "You are in possession of Cupid's golden bow." BOW AND ARROW "You are in possession of Cupid's golden bow, and one golden arrow." BOW AND ARROWS "You are in possession of Cupid's golden bow, and two golden arrows." BROKEN SHOVEL "It looks like an ordinary broken shovel." DEAD FISH "Phew! This is nothing but an old, smelly, dead fish!" FISHING POLE "This is a nice fishing pole, as fishing poles go." GLASS BOTTLE "This appears to be an old glass wine bottle. The bottle is empty." GLASS BOTTLE & NOTE "This appears to be an old glass wine bottle. It seems that there is a note in this bottle!" GLASS EYE "The round eye is made of glass. Somehow, it helps the three witches see." GOLD CROWN "What a cute little crown!" GOLD KEY "Yes, it's a little gold key." GOLDEN BALL "This golden ball is surprisingly heavy!" GOLDEN BRIDLE "You are the owner of a splendid golden bridle." LARGE EARTHWORM "Ugh! This is a large slimy earthworm." LIT OIL LANTERN "The oil lantern looks well-used. It is lit." LOCKET "The pretty locket hands upon a delicate chain." MAGIC FRUIT "The magical fruit has a peculiar shape to it, although you must admit, it DOES look mighty tasty!" MAGIC HEN "In spite of her special talent, this hen doesn't look much different than any old hen." MAGIC TALISMAN "The magic talisman glows with the awesome strength of its power. If only you new how to use it! Unfortunately, only fairies can know its secrets." MEDAL OF HONOR "The Medal of Honor looks very distinguished and impressive." NOTE "Gee! There seems to be writing on the note!" OBSIDIAN SCARAB "The obsidian charm is carved in the shape of a beetle." PANDORA'S BOX "Even the outside of Pandora's Box looks evil." PEACOCK FEATHER "This is a beautiful, large peacock feather." POUCH OF DIAMONDS "You hold in your hand a leather pouch containing many diamonds." RED ROSE "What a beautiful red rose!" ROSE WITH GOLD KEY "What a beautiful red rose! What's this?! Why, there is a little gold key attached to this rose!" SHARP AXE "The axe appears to be very sharp!" SHEET MUSIC "The sheet music appears to be very old as the paper is yellowed and brittle." SHOVEL "It looks like an ordinary shovel." SILVER BABY RATTLE "The silver baby rattle is a bit tarnished." SILVER FLUTE "This is a lovely silver flute." SILVER WHISTLE "This is a shiny silver whistle." SKELETON KEY "This is a spooky-looking skeleton key." SMALL BOARD "Yep. It looks like an ordinary board." TOY HORSE "This toy horse must have been a child's cherished toy." UNLIT OIL LANTERN "The oil lantern looks well-used. It is unlit." WOODEN LUTE "This is a fine wooden lute." =============================================================================== 8. Easter Eggs and Secrets =============================================================================== NOTE The glass bottle from the whale's mouth has a note inside it. Rosella can read the note to find references to other Sierra adventure games. SPACESHIP In the AGI version of the game, type "beam me" in the west hall in Lolotte's castle to transport to a spaceship where staff from Sierra can be seen. You can also enter debug mode and teleport to room 152 to enter the room. Walk south through the gap at the bottom of the room to return to the castle. =============================================================================== 9. Debug Information =============================================================================== AGI version: Hold Alt + D to access debug mode. Type "Get object" followed by a number to collect any item in the game, "Gimme gimme" to collect all items, or "TP" followed by a number to teleport to a new location. You can set night or day by typing "create dark" or "create day". "Time" gives the game time. SCI version: Turn num lock off and hold both shift keys and the minus button. A window will appear where you can view and change different variables. To change location, type 13 and then change the number in the window. Hold the shift key and press D to exit the menu and Rosella will change location. ------------------------------------------------------------------------------- 9.1. Items ------------------------------------------------------------------------------- 1 Golden Ball 16 Bow and Arrows 31 Small Board 2 Pouch of Diamonds 17 Book of Shakespeare 32 Magic Hen 3 Gold Crown 18 Sheet Music 33 Broken Shovel 4 Obsidian Scarab 19 Sharp Axe 34 Large Earthworm 5 Locket 20 Bone 35 Glass Bottle & Note 6 Silver Baby Rattle 21 Shovel 36 Note 7 Bag of Gold Coins 22 Fishing Pole 37 Bow and Arrow 8 Medal of Honor 23 Dead Fish 38 Bow 9 Toy Horse 24 Glass Eye 39 Lit Oil Lantern 10 Red Rose 25 Skeleton Key 40 Rose with Gold Key 11 Gold Key 26 Pandora's Box 41 Glass Bottle 12 Magic Talisman 27 Golden Bridle 42 Baited Fishing Pole 13 Magic Fruit 28 Silver Whistle 43 Glass Bottle 14 Silver Flute 29 Unlit Oil Lantern 44 Red Rose 15 Wooden Lute 30 Peacock Feather ------------------------------------------------------------------------------- 9.2. Locations ------------------------------------------------------------------------------- 1 Beach north from fisherman's shack 49 Ogre's house living room 2 Meadow west from Cupid's pool 50 Ogre's house kitchen 3 Cupid's pool 51 Ogre's house closet 4 Ogre's house exterior 52 Ogre's house keyhole view 5 Forest east from ogre's house 53 Dwarf house bedroom 6 Witch cave exterior 54 Dwarf house main room 7 Fisherman's shack exterior 55 Dwarf mine west side 8 Meadow east from fisherman's shack 56 Dwarf mine east side 9 Forest south from Cupid's pool 57 Witches cave 10 Forest south from ogre's house 58 Haunted house pipe organ 11 Forest north from haunted house 59 Haunted house nursery 12 Forest north from witch cave 60 Haunted house bedroom 13 Beach south from fisherman's shack 61 Haunted house tower steps 14 Meadow west from frog pond 62 Haunted house master bedroom 15 Frog pond 63 Haunted house attic 16 Graveyard west from haunted house 64 Haunted house dining room 17 Haunted house exterior 65 Haunted house kitchen 18 Graveyard east from haunted house 66 Haunted house tower steps 19 Beach west from unicorn meadow 67 Haunted house parlor 20 Unicorn meadow 68 Haunted house entry room 21 Bridge over river 69 Crypt 22 Dwarf house exterior 70 Behind the waterfall 23 South from haunted house 71 Waterfall cave entrance 24 Waterfall 72 Waterfall cave north side 25 Beach west from river 73 Waterfall cave exit 26 Meadow with river 74 Waterfall cave south-west corner 27 Forest west from dwarf mine 75 Waterfall cave south side 28 Dwarf mine exterior 76 Waterfall cave south-east corner 29 Forest east from dwarf mine 77 Swamp west side 30 Mountain path 78 Swamp east side 31 Ocean west from beach with river 79 Mountain path 32 Ocean south from Genesta's island 80 Lolotte's castle stable exterior 33 Genesta's island north-west corner 81 Lolotte's castle west tower bedroom 34 Genesta's island north side 82 Lolotte's castle east tower bedroom 35 Genesta's island north-east corner 83 Lolotte's castle cell 36 Genesta's island west side 84 Lolotte's castle storage room 37 Genesta's island castle exterior 85 Lolotte's castle west tower steps 38 Genesta's island east side 86 Lolotte's castle hallway west side 39 Genesta's island south-west corner 87 Lolotte's castle hallway east side 40 Genesta's island south side 88 Lolotte's castle east tower steps 41 Genesta's island south-east corner 89 Lolotte's castle kitchen 42 Fisherman's shack interior 90 Lolotte's castle west tower bottom 43 Desert island 91 Lolotte's castle dining room 44 Whale's mouth 92 Lolotte's castle throne room 45 Genesta's bed chamber 93 Lolotte's castle east tower bottom 46 Genesta's tower stairway 94 Lolotte's castle stable interior 47 Genesta's tower entry hall 95 Pier west from fisherman's shack 48 Ogre's house bedroom 152 Spaceship easter egg room =============================================================================== 10. Death List =============================================================================== Action: Fall off the cliff. Location: One screen west from the unicorn meadow. Message: No message. Animation: Rosella falls down to the beach below and the screen shakes. Information: There is only a small amount of grass to walk on in this area and the cliff has a sharp corner that is easy to fall into. Set the speed to slow when walking through the area. Action: Fall off the mountain path. Location: One screen south from the waterfall. Message: No message. Animation: The screen shakes as Rosella lands on the floor. Information: Rosella is safe if she falls off near the beginning of the path, but from the half-way point on she will die if she falls. Action: Get caught by the shark. Location: In the ocean. Message: You make a tasty morsel for that hungry shark! Animation: Rosella swims for a few seconds before disappearing. Information: The shark randomly appears in the ocean, so it is a good idea to save before entering a new area in case the shark appears. Action: Swim for too long. Location: In the ocean. Message: You're too tired to swim anymore. Your body gives out as you prepare to join Davy Jones in his locker. Animation: Rosella swims for a few seconds before disappearing. Information: This normally happens when looking for the whale near the island. Return to the island frequently after swimming for a while. Action: Stay in the whale for too long. Location: In the whale. Message: AGI: Well, Rosella, looks like the noxious fumes finally got to you. SCI: It looks like the noxious fumes have finally gotten to you, Rosella. Animation: Rosella disappears below the water. Information: This scene only occurs after staying in the whale for about five minutes, so you have plenty of time to escape before then. Action: Knock on the door of the ogre's house. Location: Outside the ogre's house. Message: You cautiously tap at the door. "JUST A MINUTE! I'M COMIN'!" a loud woman's voice yells. With a jerk, the door opens to reveal... oh no!... the ogress!! Poor Rosella! It looks like you'll join the deer in the stew pot tonight! Animation: The ogress picks up Rosella and takes her into the house. Information: More difficult to avoid than the ogress, the ogre spots Rosella straight away and runs toward her. Exit the area quickly. Action: Get caught by the ogre. Location: Outside the ogre's house. Message: Oh no! You're caught! The terrible ogre grabs you by the braids and drags you off to an untimely end. Dinner will definitely be on YOU tonight! Animation: The ogre grabs Rosella up by her hair. Information: More difficult to avoid than the ogress, the ogre spots Rosella straight away and runs toward her. Exit the area quickly. Action: Get caught by the ogress. Location: Outside the ogre's house. Message: Poor Rosella! It looks like you'll join the deer in the stew pot tonight! Animation: The ogress grabs Rosella up by her hair. Information: The ogress only starts chasing if Rosella gets too near, and will ignore Rosella if she stays at the top or right side of the area. Action: Get caught by the dog. Location: In the ogre's house. Message: You weren't fast enough, Rosella! You were nothing but a bite-sized morsel for that big dog! Animation: The dog swallows Rosella and then burps. Information: Throw the bone to the dog to avoid this death. In the AGI version make sure that you type the command to throw the bone before entering the house as the dog will run while you are typing. Action: Get caught by the ogress. Location: In the kitchen of the ogre's house. Message: Poor Rosella! It looks like you'll join the deer in the stew pot tonight. Animation: The ogress grabs Rosella up by her hair. Information: There is no need to enter the kitchen. Action: Escape with the hen or talk to the ogre. Location: In the ogre's house. Message: Oh no! You're caught! The terrible ogre grabs you by the braids and drags you off to an untimely end. Dinner will definitely be on YOU tonight! Animation: The ogre grabs Rosella up by her hair. Information: Approach from the south side of the door when Rosella steals the hen as she will be able to escape more quickly. Rosella will be caught instantly if she tries talking to the sleeping ogre. Action: Get caught by the tree. Location: In the evil forest at the right side of the ogre's house. Message: Various. Animation: A branch drops down from the tree and grabs Rosella. Information: Show the axe and the trees will leave Rosella alone. Action: Get caught by the witch. Location: In the three witches cave. Message: Watch out! Too late! You knew you needed a hot bath, but not THIS hot! Animation: The witch carries Rosella over to the cauldron and throws her in. Information: You need to avoid this witch in order to get the glass eye from the other two witches. Walk around the cauldron to avoid her. Action: Get caught by the troll. Location: In the cave behind the waterfall. Message: Watch out! Oh no! Caught by the vicious troll! Fate be what it may, you are dragged off to meet it. Animation: The light from the lantern is put out and nothing can be seen. Information: This death happens automatically if Rosella walks into the cave without a light. With the lantern lit, the troll will randomly appear throughout the cave so save after entering a new section. Action: Fall into the chasm. Location: In the cave behind the waterfall. Message: AGI: OH NOOOOOOOO! A chasm!! SCI: "Oh, my Goodness!!" "A CHASM!!!" Animation: Rosella drops down into the chasm. Nothing else happens in the AGI version. The screen shakes in the SCI version. Information: The invisible chasm can be crossed with the board, but it can be difficult to avoid the chasm even knowing where it is. Set the speed to slow and keep trying to put the board down while moving. Action: Walk into the swamp or jump across to the snake island. Location: In the swamp at the right side of the cave behind the waterfall. Message: Uh, oh! What did you do, Rosella?! Don't you know that some swamps are quagmires that will suck you under?! As you take your last breath, you contemplate this final information. Animation: Rosella slowly sinks into the swamp. Information: This can happen when walking too close to the platform in the swamp. Stand at the edge of the path and jump to avoid the swamp. Near the island, make sure that you put the board down first. Action: Wear the crown. Location: In the swamp area. Message: AGI: It ain't easy being green! SCI: "Oh, boy! I sure love frog legs!" Animation: A green swamp monster appears and eats the frog. Information: Just don't wear the crown anywhere near the swamp. Action: Get bitten by the snake. Location: At the right side of the swamp. Message: OH!! He gotcha! Poor Rosella. You die a painful death of snake poisoning. Animation: The snake strikes Rosella's legs and she falls to the floor. Information: Distract the snake before walking onto the island. Action: Get caught by a zombie. Location: In the graveyard at either side of the house. Message: To wander forever is now your fate. Animation: Rosella falls to the floor and then stands up as a zombie. Information: Make sure you have the scarab before entering the graveyard. Action: Fall off the spiral steps. Location: At the left side of the haunted house. Message: No message. Animation: Rosella falls to the stone floor at the bottom of the steps. Information: The steps can be difficult to walk up. Set the speed to slow and use the home, page up, page down and end keys when on the steps. Action: Fall down from the attic. Location: In the haunted house. Message: No message. Animation: Rosella falls down to the bedroom below. Information: Don't get too close to the edge of the hatch. Action: Open Pandora's box. Location: Any location. Message: That was very foolish, Rosella! Now look what you've gone and done! You've freed the terrible demons...and killed yourself in the process!! Animation: Rosella opens the box and demons fly out. She falls to the floor. Information: There is no need to open the box at any point in the game. Action: Fall off the steps. Location: Either tower in Lolotte's castle. Message: No message. Animation: Rosella falls down to the floor at the bottom of the tower. Information: Set the speed to slow and walk carefully down the steps. Action: Get caught by Lolotte's henchmen. Location: Lolotte's castle. Message: Various. Animation: The henchmen take Rosella back to Edgar's room. She is then taken down to the throne room to marry Edgar in front of Lolotte. Edgar kisses Rosella and she faints. Edgar blushes after she falls. Information: Try and stay as far away from the henchmen as possible. Action: Talk to Lolotte. Location: Lolotte's bedroom. Message: You stupidly wake Lolotte up! "VIPER!" she screams, as she quickly sits up, points a gnarled finger at you, and zaps you into oblivion! Animation: Lolotte wakes up and turns Rosella into a pile of ash. Information: Don't talk to Lolotte in her room. Action: Give the talisman to Genesta without having the magic fruit. Location: Ending. Message: Various. Animation: The game appears to end as normal, but Rosella returns to Daventry without the magic fruit just in time to see her father die. Information: A rather sad alternate ending. Rosella returns to Daventry and Graham dies when he sees that she hasn't brought the fruit. =============================================================================== 11. Copyright Information =============================================================================== This document is Copyright 2003-2006 Tom Hayes. It is not to be distributed in any form without the permission of the author. The author of this document is not affiliated with the creators of this game in any way. The latest version of this document can be found at www.gamefaqs.com.