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Walkthrough

by THayes

===============================================================================

                              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:  28th July, 2008
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. Character List
4. Item List
5. Point List
6. Maps
7. Easter Eggs and Secrets
8. Debug Information
     8.1. Items
     8.2. Locations
9. Death List
10. Copyright Information


VERSION HISTORY
---------------

1.1:  28th July, 2008  (Format update)
1.0:  7th April, 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 the BRIDGE to find a gold ball. Walk north and east twice 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 the BOOK TO the MINSTREL
and he will be so inspired by it that he 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 then OPEN the DOOR to enter the fisherman's house.

Walk to the table and GIVE the POUCH TO the FISHERMAN. He gives the fishing
pole to Rosella in return. Exit the house and walk west to the end of the pier.
PUT the WORM ON the HOOK. FISH from the end of the pier to catch a fish. Walk
east twice to the meadow where a creature named Pan should be playing a flute.
Exit and return to the area if he is 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.

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. GET the BOW.
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, Rosella 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 a BONE from the pile for now 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 the WHISTLE. A 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 an ARROW at the unicorn. The unicorn will not be afraid of
Rosella any longer, so approach the unicorn and PUT the BRIDLE ON the UNICORN.
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 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 first 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 first floor of the giant's house, so
USE the AXE 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 GET 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 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 ground
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 east 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. LOOK IN the CHEST 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 door
and GET the ROSE. GET the KEY from the rose. UNLOCK the DOOR and OPEN the DOOR.
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
GET 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. GET the
HEN and GET 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. LOCK the DOOR. 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.                              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.


===============================================================================

4.                                Item List

===============================================================================


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 ground 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 ground 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 ground 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 ground 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.


===============================================================================

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.                                   Maps

===============================================================================


MAP 1: TAMIR
------------

   _______    _______    _______    _______    _______    _______    _______
  |       |  |       |  |       |  |       |  | Ogre  |  | Evil  |  | Witch |
  | Ocean |--| Beach |--|  Pan  |--| Cupid |--| House |--|Forest |--| Cave  |
  |___ ___|  |___ ___|  |___ ___|  |___ ___|  |___ ___|  |___ ___|  |___ ___|
      |          |          |          |          |          |          |
   ___|___    ___|___    ___|___    ___|___    ___|___    ___|___    ___|___
  |       |  |       |  |       |  |       |  | Evil  |  | Evil  |  |       |
*1| Pier  |--| House |--|  Pan  |--|Forest |--|Forest |--|Forest |--|Forest |
  |___ ___|  |___ ___|  |___ ___|  |___ ___|  |___ ___|  |___ ___|  |___ ___|
      |          |          |          |          |          |          |
   ___|___    ___|___    ___|___    ___|___    ___|___    ___|___*2  ___|___
  |       |  |       |  |       |  |       |  |       |  |Haunted|  |       |
*1| Ocean |--|Mnstrel|--|Mnstrel|--| Pond  |--|Graveyd|--| House |--|Graveyd|
  |___ ___|  |___ ___|  |___ ___|  |___ ___|  |___ ___|  |___ ___|  |___ ___|
      |          |          |          |          |          |          |
   ___|___    ___|___    ___|___    ___|___    ___|___    ___|___    ___|___
  |       |  |       |  |       |  |       |  | Dwarf |  |       |  |       |
  | Ocean |--|Mnstrel|--|Unicorn|--|Bridge |--| House |--| Worm  |--|Wtrfall|*3
  |___ ___|  |___ ___|  |___ ___|  |___ ___|  |___ ___|  |___ ___|  |___ ___|
      |          |          |          |          |          |          |
   ___|___    ___|___    ___|___    ___|___    ___|___    ___|___    ___|___
  |       |  |       |  |       |  |       |  |       |  |       |  |Mountn |
  | Ocean |--| Beach |--| River |--|Unicorn|--| Mine  |--|Forest |--| Path  |*4
  |_______|  |_______|  |_______|  |_______|  |_______|  |_______|  |_______|


*1: Leads toward Genesta's island.
*2: Leads to the Entrance Room on map 2.
*3: Wear the crown to swim through the waterfall.
*4: Leads to the Mountain Path on map 5.


MAP 2: HAUNTED HOUSE - FIRST FLOOR
----------------------------------

 _______
| Pipe  |
| Organ |
|___ ___|
    |
 ___|___                          _______
|Spiral |                        |       |
|Stairs |                        |Kitchen|
|___ ___|                        |___ ___|
    |                                |
 ___|___    _______    _______    ___|___
|Spiral |  |       |  |Entrnce|  |Dining |
|Stairs |--|Parlor |--| Room  |--| Room  |
|_______|  |_______|  |___ ___|  |_______|
                          |
                         *1


*1: Leads to the Haunted House on map 1.


MAP 3: HAUNTED HOUSE - SECOND FLOOR
-----------------------------------

                                  _______
                                 |       |
                                 | Attic |
                                 |___ ___|
                                     |
 _______    _______               ___|___
|       |  |Master |             |       |
|Nursery|--|Bedroom|             |Bedroom|
|_______|  |_______|             |_______|
                   \__         __/
                      \_______/
                      |Entrnce|
                      | Room  |
                      |___ ___|
                          |
                         *1


*1: Leads to the Haunted House on map 1.


MAP 4: WATERFALL CAVE
---------------------

    _______    _______    _______    _______    _______    _______
   |Behind |  |       |  |       |  |       |  |       |  | Magic |
*1-|Wtrfall|--| Cave  |--| Cave  |  | Exit  |--| Swamp |--| Fruit |
   |_______|  |___ ___|  |___ ___|  |___ ___|  |_______|  |_______|
                  |          |          |
               ___|___    ___|___    ___|___
              |       |  |       |  |       |
              | Cave  |--| Cave  |--| Chasm |
              |_______|  |_______|  |_______|


*1: Leads to the Waterfall on map 1.


MAP 5: LOLOTTE'S CASTLE
-----------------------

            _______    _______    _______
           |       |  |Storage|  |Lolotes|
           | Cell  |  | Room  |  |Bedroom|
           |___ ___|  |___ ___|  |___ ___|
               |          |          |
 _______    ___|___    ___|___    ___|___
|Edgar's|  |       |  |       |  | Tower |
|Bedroom|  | Hall  |--| Hall  |--| Steps |
|___ ___|  |_______|  |_______|  |___ ___|
    |                                |
 ___|___               _______       |
| Tower |             |       |      |
| Steps |             |Kitchen|      |
|___ ___|             |_______|      |
    |               __/              |
 ___|___    _______/   _______    ___|___
| Tower |  |Dining |  |Throne |  | Tower |
| Steps |--| Room  |--| Room  |--| Steps |
|_______|  |_______|  |___ ___|  |_______|
                          |
            _______    ___|___
           |       |  |Outside|
           |Stable |--|Castle |
           |_______|  |___ ___|
                          |
                       ___|___
                      |Mountn |
                      | Path  |
                      |___ ___|
                          |
                         *1

*1: Leads to the Mountain Path on map 1.


===============================================================================

7.                         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.


===============================================================================

8.                            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.


-------------------------------------------------------------------------------
8.1.                                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


-------------------------------------------------------------------------------
8.2.                              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


===============================================================================

9.                                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.
 To avoid: 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.
 To avoid: 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.
 To avoid: 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.
 To avoid: 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.
 To avoid: This scene only occurs after staying in the whale for about five
           minutes, so you have plenty of time to escape before then.


   Action: Stay on the island for too long
           -------------------------------
 Location: Desert island.
  Message: It looks like exposure and thirst have done you in, Rosella.
Animation: Rosella lies on the sand.
 To avoid: Leave the island quickly.


   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.
 To avoid: 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 by her hair.
 To avoid: 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 by her hair.
 To avoid: 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.
 To avoid: 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 by her hair.
 To avoid: Don't 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.
 To avoid: 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.
 To avoid: 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.
 To avoid: Walk around the cauldron to avoid the witch.


   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.
 To avoid: 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.
 To avoid: 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.
 To avoid: 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.
 To avoid: 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.
 To avoid: Distract the snake with the flute 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.
 To avoid: 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.
 To avoid: 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.
 To avoid: 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.
 To avoid: Don't open the box.


   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.
 To avoid: 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.
 To avoid: 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.
 To avoid: 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.
 To avoid: Make sure that you have the magic fruit before giving the talisman.


===============================================================================

10.                         Copyright Information

===============================================================================


This file is Copyright 2003-2008 Tom Hayes. As it can be difficult to keep
track of websites that haven't posted the latest version of this file, please
do not distribute it without my permission. Send an e-mail to me if you would
like to post this file on your website and you will likely receive a positive
response. If you do post the file, please keep it in its original form with all
of the sections intact and credit the author (Tom Hayes) as the writer of the
file. The latest version of this file can be found at www.gamefaqs.com.