Maximum score 230 · Lolotte's errands 3 · Graves to dig 5 · Ways to die many
Orientation
How this game actually works
King's Quest IV is two games stitched together. The first half is daylight Tamir — a gentle fetch-and-trade loop where a book becomes a lute becomes a flute. The second half is the same map after dark, with a graveyard full of zombies and a mansion full of ghosts. Lolotte's three errands are the hinge between them.
The shape of the route
Phases 1 and 2 collect. Phases 3, 4 and 6 each end with an errand delivered to Lolotte at the top of the mountain path. Phase 5 is short but gates everything after it. Phase 7 is the escape and the ending. If you're lost, the question is usually "which errand am I on?"
Items that cannot be replaced
Several objects have exactly one use and no second copy: thecrown (the waterfall), the bone (the ogre's dog), the flute (the snake), thefish (the pelican), the feather (the whale), and the scarab (zombies and the mummy). Theboard is stranger — it scores three separate times, and Rosella only picks it up automatically at two of the three crossings.
Randomness is not a bug
Cupid, the minstrel, Pan, the worm-hunting bird, the unicorn, the peacock feather and the cave troll all appear at random. If something isn't on its screen, leave and come back. You have not missed a trigger.
Working the parser
Rosella takes typed commands and the arrow keys. The verbs this route leans on:
look under bridge, look shelf, look ground — several items only exist once you've looked for them.
dig — five times, and only five.
give [item] — every ghost, and every trade in Phase 1.
put board / get board — three crossings, one plank.
jump — the lily pads, one at a time.
shoot [target] — Cupid's bow, used exactly twice: the unicorn and Lolotte.
F3 repeats your last typed command.
Reading the point tags
Each scoring step carries a tag like +47. The first number is what the step is worth; the second is your running total. The last tag reads 230.
Click a tag as you complete the step and the score bar at the top of the page fills. The reset button next to the score (or the one below) clears everything for a fresh run.
Ticks live in this browser tab only.
Phase 1Tamir by daylight
Rosella has one night to save her father, and Genesta — the fairy who brought her here — is dying of a stolen talisman. None of that can be acted on yet. Phase 1 is the daylight sweep of Tamir: a bow, a crown, a shovel, two instruments traded up from a book, and the fish and feather that pay off much later. Almost nothing here is optional.
The pool: two screens east and one south. Wait for Cupid to fly in for a swim; when he does, walk to the bow on the ground — he’ll fly off and leave it. get bow. +2
The bridge: two screens north. Stand at the left end and look under bridge to find and take a golden ball. +2
The pond: one screen north. Stand at the water’s edge and drop ball. The frog dives in and brings it back to shore.
Stand beside the frog, then get frog and kiss frog. +3
The prince is unimpressed to be rescued by a peasant girl and leaves — but hands over the crown that made him a frog. +2
get ball to pick the golden ball back up.
The mansion: two screens east. open door and go in. In the left-hand room, look shelf to spot a book of Shakespeare, then get book. +2
look picture — the painting is staring at the left wall. look wall to find a latch.
Walk to the left wall and pull latch. A secret door opens. +4
Inside, get shovel. +2
Leave the mansion. Ignore the stairs and the rest of the house — there’s nothing there until nightfall.
The minstrel: three screens west. Give him the book of Shakespeare; it convinces him his future is in acting, and he leaves you his lute. +3
Pan: two screens north, dancing in the meadow. play lute and he stops to listen.
When the tune finishes, walk up to him and give lute. He trades you his flute. +3
The dwarves’ house: two screens north, then two east — the cottage with a tree growing through it. open door and go in.
clean room. Skip this and the dwarves throw you out when they get home. +5
The dwarves arrive and you eat with them. It takes a minute. When they leave again, clean room a second time to clear the meal.
Walk to the blue pouch left on the table and get pouch. +2
The mine: one screen south, keeping well clear of the edge. Go in, drop to the lower floor and head one screen east.
Approach the dwarf at the back and give pouch to hand back the diamonds. He lets you keep them and adds an unlit lantern. +3
One screen east. A bird may be wrestling with a worm on the right — if not, leave and return until it is. Walk at the bird to scare it off, then get worm. +2
The fisherman: four screens west and two south. Go one screen west to the end of the dock, wait for him to stand and leave, then follow him back east.
open door at his house and go in. Approach him and give pouch — his wife gives you the fishing pole in return. +3
Back at the end of the dock, put worm on hook. +1
fish. It can take several casts before one bites. +3
The island: dive off the dock and swim two screens west, watching for the shark. Wander the island until you find a peacock feather — its position is random — and get feather. +2
Phase 2Behind the waterfall
The crown turns Rosella into a frog long enough to swim under the falls, and what's behind them is the most dangerous stretch of the game: a troll that spawns at random, a pit in the dark, and a snake guarding the single highest-scoring object in Tamir. One narrow board solves three separate crossings, so don't leave it behind.
From the fisherman’s house, three screens north and five east to reach the waterfall.
Stand at the water’s edge and wear crown. Rosella becomes a frog and can swim under the falls. +5
Walk to the plank on the ground and get board. +2
Head into the cave to the east. If the troll appears, leave the screen and come straight back.
Just inside is a pile of bones. get bone — this is what buys off the ogre’s dog two phases from now. +2
light lantern before going any deeper.
One screen east, one south, one east again. Save here — there’s a pit in the floor.
Stand at the edge and put board to lay the plank across it. +2
Walk across; Rosella picks the board back up automatically on the far side.
One screen north, then out of the cave to the east.
The lily pads: approach the first pad and jump. Keep jumping from pad to pad until you’re on the last one before the snake’s island.
put board to bridge the final gap. +2
Cross, but stop well short of the snake.
play flute to hypnotise it. +4
Move fast — go straight to the little tree and take fruit. This is the single biggest award in the game. +10
Get away from the snake before the flute wears off and cross back to the pad.
get board. Unlike the pit, Rosella does not pick it up automatically here.
jump back across the pads to the cave mouth, then go in and one screen south.
At the pit again, put board. +2
Cross — the board comes with you this time — then west, north, west, and out of the cave. Save as you go.
unlight lantern.
Swim back out through the waterfall. You don’t need the crown to leave.
Phase 3The unicorn
Walking up the mountain path gets Rosella captured, and Lolotte names her price: bring me the unicorn. Cupid's arrow tames it in one shot, but the bridle is on an island reachable only by being swallowed by a whale — which is where the peacock feather from Phase 1 finally earns its keep.
From the waterfall, one screen south, then east up the mountain path. Lolotte’s goons catch you and carry you to the castle.
She talks, then throws you in a cell. Wait; the goons come back for you and return you to the throne room, where she demands the unicorn — then drops you at the foot of the mountain.
The unicorn: three screens west. It appears at random on one of the meadow screens, so wander until you find it.
shoot unicorn with one of Cupid’s arrows. It stops running from you. +4
The whale: head west to the beach and swim out. Wait in the water until the whale surfaces and swallows you.
Inside, get bottle, get note and read note for an in-joke about other Sierra games. It scores nothing.
Climb the tongue from its left side, angling right to reach the middle — easier with mouse movement than the keyboard.
Get close to the uvula and tickle whale with the peacock feather. +5
The sneeze puts you back in the ocean. Swim one screen north to a small island.
Approach the pelican and throw fish. +4
He eats it and drops a whistle. get whistle. +2
Step into the wrecked boat on the right and look ground to spot a bridle and pick it up. +3
blow whistle to call a dolphin to the shore. +2
Swim out to it and ride dolphin. +2
It carries you all the way back to the mainland. Return to where you shot the unicorn.
Stand at its head and put bridle. +3
Move to its side, then ride unicorn. It carries you to Lolotte’s castle. +7
Phase 4The golden hen
Lolotte's second errand is the hen that lays golden eggs, and it sits on a table in an ogre's kitchen. Four scoring steps, all of them in a house where three different things can kill you: the dog at the door, the ogre, and his wife. The bone from the waterfall cave handles the first.
The ogre’s house: two screens west and one south from the foot of the mountain path.
open door and go in. Immediately throw bone at the charging dog. +4
It settles down with the bone and ignores you from then on.
Go upstairs first and walk to the axe against the east wall. get axe — you need it next phase, not this one. +2
Back downstairs, go to the door under the stairs and open door to get into the closet.
Stand at the closet door. Wait for the message that you can hear the ogre in the house, then look keyhole.
Keep watching through the keyhole until he falls asleep, then open door to come out.
Go to the table beside the hen and get hen. +4
open door at the front of the house and get out. The hen’s racket wakes the ogre — run one screen north without stopping.
Two screens east, then east up the mountain path. The goons collect you and you hand the hen over. +7
Lolotte still doesn’t trust you. She wants Pandora’s Box, and drops you at the bottom of the path again.
Phase 5The trees and the witches
The shortest phase, and the one that unlocks the longest. Twelve points buy two things: safe passage past the living trees, and the scarab — which is the only reason the graveyard and the crypt are survivable at all. Everything in Phase 6 depends on finishing this one first.
One screen west and one south from the foot of the path, to the living trees beside the ogre’s house. Stop before you get close.
chop trees — Rosella brandishes the axe rather than actually swinging it, and they decide to leave her alone. +4
The skull cave: one screen east. Go in.
One of the three witches starts chasing you the moment you enter. Circle the cauldron, keeping it between you and her, and work your way back toward the other two.
Position yourself between the two blind witches without touching either. As they pass their shared eye between them, get eye. +3
Leave the cave and come back in. All three are now begging for it back, and they throw something on the floor.
get scarab. +2
return eye. +3
Phase 6The haunted mansion
Night has fallen and the mansion you looted in daylight is full of ghosts. Five of them are waiting on something buried in the graveyard outside, and each one you lay to rest summons the next. The shovel breaks after exactly five digs and there are exactly five graves — this phase has no margin for a wrong headstone.
Two screens south and one west, back to the mansion — by now it should have turned to night. open door and go in.
The baby. Upstairs, through the left-hand door, then through the door in the west wall: a ghost baby rocking a cradle.
Out to the west graveyard. At the very back on the left is Hiram Bennet, infant son of Edward and Sarah Bennet. Stand beside the stone and dig for a rattle. +3
Back to the nursery, approach the crib and give rattle. +2
The miser. Chains rattle downstairs. Wander the ground-floor rooms until a ghost drifts through — this is Newberry Will.
Out to the west graveyard again. Far left, at the bottom, is Newberry Will. dig for a bag of gold. +3
Find him again on the ground floor, get close and give bag to ghost. +2
The woman. Crying upstairs. Go up and into the right-hand door; wait a moment and she appears in a rocking chair.
Out to the east graveyard this time. At the bottom, the headstone reading Betty Cowden — not the blue cross beside it. dig for a locket. +3
Return to the rocking chair and give locket. +2
The soldier. A wail from downstairs; a man’s ghost is now pacing the ground floor.
Out to the west graveyard. Bottom of the screen on the right: Lord Coningsby. dig for a medal. +3
Back to the ground floor and give medal. +2
The boy. A small ghost appears at the top of the stairs. Follow him into the right-hand room, where he climbs a newly revealed ladder to the attic. Leave him for the moment.
Out to the east graveyard. Top of the screen on the left: Willy. dig for a toy horse — the fifth and final dig. +3
Return, climb the ladder, and give horse to the boy sitting on the chest. +2
open chest, then look in chest to find sheet music. +2
The organ. Climb down and return to the ground floor. Go to the west room, into the secret room, and up the stairs to the organ.
Get between the bench and the keys and sit.
play sheet music. +4
A small drawer slides open. take key for the skeleton key. +2
stand, go back down and leave the mansion.
The crypt: east graveyard, on the right of the screen. unlock door with the skeleton key. +3
open door and go in. get rope to find the rope ladder and lower it. +2
climb down. A mummy lunges and the scarab drives it off.
Go to the box in the lower right corner and get box. +4
climb back up and leave the crypt.
Two screens south to the foot of the mountain path, then up it. The goons take you and the box to Lolotte. +7
Phase 7Lolotte's castle
Rosella delivers Pandora's Box and is rewarded with an engagement to Lolotte's son. Edgar, who is fonder of her than his mother would like, slips a key under the door — and the last forty-seven points are an escape, an assassination, and the long walk back to a dying fairy.
Lolotte announces you’re marrying Edgar and locks you in his room. Wait until he slips a gift under the door — walk to it and Rosella takes the rose automatically.
look at rose to spot a key tied to it, then remove key. +2
unlock door. +2
Out of the room, down the stairs to the bottom, and out through the east door. In the dining room, take the upper east door into the kitchen.
At the cabinet on the right, open cabinet, then get all to recover everything they confiscated. +4
Leave through the lower east door. Keep well clear of the guards — they’re asleep, and touching one ends the run.
Up the stairs. Ignore the door on the west side and keep climbing to the next screen, which is Lolotte’s door.
unlock door with gold key. +2
open door and go in.
shoot lolotte with Cupid’s arrow. +8
Go to the bed and get talisman. +5
Out and down one screen, then through the west door. The guards bow to you now.
Take the door in the north wall into the storage room. get hen. +2
get pandora’s box. +2
Back out east, down the stairs and west into the throne room, then south out of the castle.
The stable on the left. Stand by the post between the stalls and open gates to free the animals. +4
South out of the stables and down the winding path to the bottom of the mountain.
Back to the crypt: two screens north. Go in and climb down.
put box to return Pandora’s Box where it belongs. +2
climb up beside the ladder and leave the crypt.
close door, then lock door with the skeleton key. +2
Genesta: five screens west and one north to the fishing shack. Out to the end of the dock and dive in.
Swim two screens west to the beach, then one south and one west to the entrance of Genesta’s castle.
open door and go in. Up the stairs on the left, then up again to the room where Genesta lies ill.
Approach the bed and give talisman. +10
Rosella hands over the hen without being told. +2
The score
Point ledger — all 230
A reference tally of every scoring action, grouped by phase, summing to 230. Everything here scores once, on the first occurrence. Track your progress by clicking the point tags on the route above — this list is for findingwhere you lost something.
Phase 1 · Tamir by daylight44 pts
Take Cupid's bow from the pool+2
Look under the bridge for the golden ball+2
Kiss the frog+3
Accept the prince's crown+2
Take the book of Shakespeare from the shelf+2
Pull the latch behind the painting+4
Take the shovel from the secret room+2
Give the book to the minstrel for his lute+3
Give the lute to Pan for his flute+3
Clean the dwarves' house+5
Take the blue pouch from the table+2
Offer the pouch to the dwarf for a lantern+3
Take the worm from the bird+2
Offer the pouch to the fisherman for his pole+3
Bait the hook with the worm+1
Catch a fish+3
Find the peacock feather on the island+2
Phase 2 · Behind the waterfall29 pts
Wear the crown and swim under the falls+5
Take the narrow board+2
Take a bone from the pile+2
Bridge the pit with the board+2
Bridge the gap to the snake's island+2
Play the flute to hypnotise the snake+4
Take the fruit from the tree+10
Bridge the pit again on the way back+2
Phase 3 · The unicorn32 pts
Shoot the unicorn with Cupid's arrow+4
Tickle the whale's uvula with the feather+5
Throw the fish to the pelican+4
Take the whistle the pelican drops+2
Find the bridle in the wreck+3
Blow the whistle for the dolphin+2
Ride the dolphin back to shore+2
Put the bridle on the unicorn+3
Ride the unicorn to Lolotte+7
Phase 4 · The golden hen17 pts
Throw the bone to the ogre's dog+4
Take the axe from upstairs+2
Take the hen while the ogre sleeps+4
Deliver the hen to Lolotte+7
Phase 5 · The trees and the witches12 pts
Scare the living trees with the axe+4
Snatch the witches' shared eye+3
Take the scarab they throw down+2
Return the eye+3
Phase 6 · The haunted mansion49 pts
Dig Hiram Bennet's grave for the rattle+3
Give the rattle to the baby+2
Dig Newberry Will's grave for the gold+3
Give the bag of gold to the miser+2
Dig Betty Cowden's grave for the locket+3
Give the locket to the woman in the rocking chair+2
Dig Lord Coningsby's grave for the medal+3
Give the medal to the ghost downstairs+2
Dig Willy's grave for the toy horse+3
Give the horse to the boy in the attic+2
Open the chest for the sheet music+2
Play the sheet music on the organ+4
Take the skeleton key from the drawer+2
Unlock the crypt+3
Lower the rope ladder+2
Take Pandora's Box+4
Deliver the box to Lolotte+7
Phase 7 · Lolotte's castle47 pts
Take the key hidden in Edgar's rose+2
Unlock the bedroom door+2
Recover your belongings from the kitchen cabinet+4
Unlock Lolotte's door with the gold key+2
Shoot Lolotte with Cupid's arrow+8
Take the talisman+5
Take the hen back+2
Take Pandora's Box back+2
Open the stable gates+4
Return Pandora's Box to the crypt+2
Lock the crypt door behind you+2
Give the talisman to Genesta+10
Give her the hen+2
Hazards
Ways this game kills you
Tamir is pleasant by day and hostile after dark. The first entry below isn't a death at all — it's the shovel, which is the only thing in the game that can quietly make the run unwinnable.
The shovel (not a death, but the run ends)
The shovel breaks after exactly five digs, and there are exactly five graves worth opening. Every wasted dig is a ghost you can no longer lay to rest, and the game will not tell you — read the headstones, or follow the grave order in Phase 6 precisely.
The cliff at the dwarves' mine
The path outside the mine runs along an edge that is fatal to step off. Keep well inside it going in and coming out.
The shark
The open water west of the dock has a shark in it. Swimming to the island means outrunning it — save before you go in, and don't stop to explore mid-crossing.
The troll in the waterfall cave
A troll appears at random on cave screens and kills on contact. If you see it, leave the screen and come straight back; it will be gone.
The pit in the cave floor
Walking into the pit is fatal, and it is easy to do in the dark. Save before the screen, light the lantern first, and bridge it with the board rather than trying to edge around.
The snake on the island
The flute's hypnosis lasts only a few seconds. Take the fruit and get back across the board immediately — if it wakes while you are near it, you die.
The ogre and his wife
Either of them catching you in or around the house is fatal. Check the screen is clear before going in, and once you have the hen its noise wakes the ogre — run north without stopping.
The living trees
The trees by the ogre's house kill anyone who walks too close. Show them the axe from a distance first; after that they leave you alone.
The three witches
Let one corner you in the cave and they put you in the pot. Circle the cauldron to keep it between you and whichever one is chasing, and never let the two blind ones close on you at once.
The zombies in the graveyard
The graveyard at night is full of them and they will kill you. The scarab from the witches wards them off completely — do not set foot in the graveyard before you have it.
The mummy in the crypt
It attacks the moment you reach the bottom of the ladder. The scarab drives it off, so this is only fatal if you came without it.
Lolotte's guards
The guards on the stairs are asleep, not absent. Brushing against one wakes it and you are captured. Hug the far side of every stairway until Lolotte is dead — after that they bow instead.