# Room 82: Lolotte's Tower Bedroom

This is the interior of Lolotte's tower bedroom. The room contains a large bed where the evil fairy Lolotte sleeps, a mirror, windows looking out at the mountain, a locked door leading to the stairs, and Genesta's magic talisman around Lolotte's neck. The player can attempt to retrieve the talisman, wake or kill Lolotte using various items, or escape through the locked door.

## Look Description

"So, this is Lolotte's bed chamber. You question her taste in decorating as her furniture is a bit on the gaudy side."

## Interactions

| Status | Behavior Type | Command | Response |
|--------|--------------|---------|----------|
| TODO | Look | `look` / `look around` / `look room` / `look castle` / `look tower` / `look bedroom` | "So, this is Lolotte's bed chamber. You question her taste in decorating as her furniture is a bit on the gaudy side." (Print 82 1) |
| TODO | Look | `look bed` | "The bed is huge and takes up most of the room." (Print 82 5) |
| TODO | Look | `look window` | "You see the mountain out the window." (Print 82 6) - only if in window area |
| TODO | Look | `look wall` | "There is nothing of importance on the walls." (Print 82 7) |
| TODO | Look | `look dirt` / `look floor` | "There is nothing of importance on the floor." (Print 82 8) |
| TODO | Look | `look carpet` / `look rug` | "A massive rug adorns the floor." (Print 82 9) |
| TODO | Look | `look mirror` | "You look in the mirror and see the reflection of a poor, but beautiful, peasant girl." (Print 82 10) - only if in mirror area |
| TODO | Look | `look stair` / `look stairs` | "The stone stairway leads down the tower." (Print 82 37) |
| TODO | Look | `look door` | "It's just a plain wooden door." (Print 82 38) |
| TODO | Look | `look under bed` | "There is nothing under the bed." (Print 82 4) |
| TODO | Look | `look lolotte` / `look fairies` | If alive: "The evil fairy sleeps soundly in her bed. She wears Genesta's magic talisman around her neck, and you see it gleaming upon her chest. As she sleeps, she makes very strange clicking sounds." (Print 82 13). If dead: "Lolotte is quite dead now." (Print 82 14) |
| TODO | Look | `look out` | "You see Lolotte's bedroom door, and a winding stairway leading down the tower." (Print 82 41) |
| TODO | Action | `bang` | If Lolotte alive: "That would be a bad idea!" (Print 82 2). If dead: "Why would you want to?" (Print 82 3) |
| TODO | Action | `open window` | "The windows do not open." (Print 82 39) |
| TODO | Action | `break window` | "That would not accomplish anything." (Print 82 40) |
| TODO | Action | `lay down` / `sleep` / `lay in bed` / `lay on bed` / `get in bed` / `get on bed` | "Not with Lolotte in it!!" (Print 82 28) |
| TODO | Action | `open door` | Opens door if unlocked and player is at door position |
| TODO | Action | `close door` | If door closed: "It already is." (Print 82 26). If door open: "It is already open." (Print 82 27) |
| TODO | Action | `unlock door` | Uses gold key (item 32) to unlock if player has it and is at door |
| TODO | Action | `launch` / `launch arrow` | "Shoot what?" (Print 82 32) |
| TODO | Action | `launch arrow at lolotte` / `launch arrow at fairies` | If has bow: If no arrows left: "Sorry, girl, you have no more arrows!" (Print 82 33). If Lolotte dead: "She already is dead." (Print 82 35). Otherwise: runs shootLolotte script |
| TODO | Action | `launch arrow at arrow` | "She already is dead." (Print 82 35) |
| TODO | Action | `kill lolotte` / `kill fairies` | If Lolotte dead: "She is already dead." (Print 82 29). If has bow: "She is dying." (Print 82 30). Otherwise: "You have no way of doing that." (Print 82 31) |
| TODO | Action | `launch` | "Shoot what?" (Print 82 32) |
| TODO | Talk | `help lolotte` / `help fairies` / `save lolotte` / `save fairies` | "That would be a bad idea!" (Print 82 15) |
| TODO | Talk | `kiss lolotte` / `kiss fairies` | If alive: "She's dead now. Are you sure this is a good idea?" (Print 82 16). If dead: "Why would you want to?" (Print 82 17) |
| TODO | Talk | `awaken lolotte` / `awaken fairies` | If alive: runs egoZapped script (Lolotte zaps player). If dead: "Waking the dead is a little more than even a princess can do!" (Print 82 19) |
| TODO | Talk | `talk lolotte` / `talk fairies` / `converse lolotte` / `converse fairies` | If alive: runs egoZapped script. If dead: "Lolotte is unable to talk, as she is now dead." (Print 82 21) |
| TODO | Talk | `blow whistle` | If alive: runs egoZapped script. Otherwise: no response |
| TODO | Talk | `get lolotte` / `get fairies` / `capture lolotte` / `capture fairies` | If alive: "You wouldn't want her." (Print 82 20). If dead: "Why would you want to?" (Print 82 17) |
| TODO | Talk | `deliver` | "Do you honestly think Lolotte needs anything from you?" (Print 82 18) |
| TODO | Inventory | `get amulet` / `take amulet` | If already has: "You're already carrying it." (Print 82 22). If not in room: "You don't see it here." (Print 82 23). If too far: "You'll have to get a little closer." (Print 82 24). If Lolotte alive: runs egoZapped script. Otherwise: "Ok." (Print 82 25), player gets amulet (item 2), score +5, sets amulet_taken flag |
| TODO | Inventory | `use gold key` / `use key` | If doesn't have gold key: "You don't have it." (Print 82 45). If not at door: no response. If already unlocked: "The door is already unlocked." (Print 82 46). If has skeleton key or local4: unlock door. Otherwise: "What do you want to do with the gold key?" (Print 82 47) |
| TODO | Inventory | `use skeleton key` | If has skeleton key and local4 and not unlocked: "The skeleton key does not fit the lock." (Print 82 42). Otherwise: "What do you want to do with the skeleton key?" (Print 82 48) |
| TODO | Inventory | `unlatch door` | Various responses based on key state and player position |

## Scripts

| Status | Behavior Type | Name | Trigger | Behavior |
|--------|--------------|------|---------|----------|
| TODO | Interaction | doDoor | Opening the door | Sets door to open animation, sets door_open flag, enables player control |
| TODO | Interaction | lolotteDead | Shooting/killing Lolotte | Plays death music, shows Lolotte dying animation, displays death messages, awards 8 points, sets lolotte_alive to false, then runs edsHere script |
| TODO | Interaction | shootLolotte | Using bow/arrow on Lolotte | Player aims and fires golden arrow, triggers lolotteDead script |
| TODO | Interaction | egoZapped | Waking/talking to/attacking Lolotte while she's alive | Plays zap music, shows Lolotte's magic attack, transforms player (zap view), sets player_zapped flag, removes control |
| TODO | Interaction | edsHere | After Lolotte is dead | Edgar enters room, bows, gives player freedom message, then exits |
| TODO | Background | stopHeart | Triggered during lolotteDead | Cleans up heart animation |

## Technical Notes

- **Room Number**: 82
- **Picture**: 82
- **Region**: 604 (Lolotte's Tower)
- **Exits**: South→88 (balcony)
- **Music**: Sound 45 (while in room), Sound 46 (Lolotte death), Sound 43 (Edgar entrance)

### State Variables

| Variable | Values | Description |
|----------|--------|-------------|
| `lolotte_alive` | `global169 = 1` (alive), `global169 = 0` (dead) | Whether Lolotte is currently alive |
| `candles_lit` | `global100 = 1` (lit), `global100 = 0` (unlit) | Whether candle props are visible/animated |
| `door_unlocked` | `global220 = 0` (unlocked), `global220 = 1` (locked) | Door lock state |
| `door_open` | `global227 = 1` (open), `global227 = 0` (closed) | Door open/closed state |
| `amulet_taken` | `global182 = 1` (taken), `global182 = 0` (not taken) | Whether player has collected Genesta's talisman |
| `skeleton_key_tried` | `local4 = 1` (tried) | Whether player tried skeleton key on door |

### Inventory Item Reference

- Item 2: Amulet (Genesta's magic talisman)
- Item 14: Bow (with arrows)
- Item 20: Skeleton key
- Item 32: Gold key

### Additional Technical Details

- Room uses region 604 for shared tower logic
- Candle props only appear when global100 is set (candle animation)
- Lolotte NPC uses view 122 when alive, view 123 when dead
- The talisman item is visible in room when ((gInv at: 2) owner?) == 82
- Player starts at position (233, 165) facing south
- Player automatically moves to room 88 if they walk into the control area at the south edge
- Various position checks for mirror (42-108, 123-144), windows (66-131, 196-240), and door (233-251, 155-162)
