# Room 81: Edgar's Tower Bedroom

## High-Level Summary

Room 81 is Edgar's tower bedroom in the castle. The player enters this room after being captured by Edgar's henchmen. The room contains a four-poster bed, a chest/dresser with a mirror, windows looking out at the mountain, a carpet, stairs leading down, and a door. The key gameplay elements involve obtaining a red rose that has been pushed under the door, retrieving a gold key from the rose, and unlocking the door to escape. The room has two major scripted sequences: one for first-time entry (lockUp script) and one for returning after being caught (lockUpLast script).

## Look Description

"Normally, this is Edgar's tower bedroom. Actually, for being in such an awful castle, it looks quite comfortable; but you're in no mood to care."

## Interactions

| Status | Behavior Type | Command | Response |
|--------|--------------|---------|----------|
| TODO | Look | `look` / `look around` / `look room` | "Normally, this is Edgar's tower bedroom. Actually, for being in such an awful castle, it looks quite comfortable; but you're in no mood to care." |
| TODO | Look | `look/bed` | "This is a most unusual, four-poster bed." |
| TODO | Look | `look<under/bed` | "There is nothing under the bed." |
| TODO | Look | `look/window` | "You see the mountain out the window." (when near window) / "That would not accomplish anything." (when not near window) |
| TODO | Look | `look/chest` / `look/dresser` | "You see a chest of drawers, with a mirror on top." |
| TODO | Look | `look<in/chest` / `look<in/dresser` / `look<in/drawer` | "It's private." |
| TODO | Look | `look/mirror` | "You look in the mirror and see the reflection of a poor, but beautiful, peasant girl." (when in rect) / "That would not accomplish anything." (when not in rect) |
| TODO | Look | `look/carpet` | "A small rug lies on the floor by the bed." |
| TODO | Look | `look/stair` | "The stone stairway leads down the tower." |
| TODO | Look | `look/door` | "It's just a plain wooden door." |
| TODO | Look | `look/wall` | "There is nothing of importance on the walls." |
| TODO | Look | `look/dirt` / `look<down` | "You see a beautiful rose lying by the door." (if rose owned by room) / "There is nothing of interest on the floor." (if rose not in room) |
| TODO | Look | `look/key` | "It is attached to the rose." (if has rose but not key) / (default, unhandled) |
| TODO | Action | `open/window` | "The windows do not open." |
| TODO | Action | `break/window` | "That would not accomplish anything." |
| TODO | Action | `open/chest` / `open/drawer` / `open/dresser` | "It's private." |
| TODO | Action | `open/door` | Opens the door if player is near door and door is closed/latched |
| TODO | Action | `close/door` | "You don't need to." (if closed) / "It already is open." (if open) |
| TODO | Action | `unlatch/door` | Unlocks the door with gold key if player has it |
| TODO | Action | `[use]/key<skeleton` | "The skeleton key does not fit the lock." / "The door is unlocked." |
| TODO | Action | `[use]/key<gold` / `gold` | Uses gold key to unlock door |
| TODO | Action | `get/rose` | Picks up rose if it is in the room (message 0) |
| TODO | Action | `get/untie/detach/key` | Takes gold key from rose if player has rose but not key |
| TODO | Action | `lay/sleep/get/bed` / `sleep` / `lay<down` | "You don't have time for that!" |
| TODO | Talk | `converse` | "You don't have time for that!" |

## Scripts

| Status | Behavior Type | Name | Trigger | Behavior |
|--------|--------------|------|---------|----------|
| TODO | Interaction | `doDoor` | Called when door animation completes | Stops door animation, returns control to player |
| TODO | Interaction | `lockUp` | Entering from room 92 when global175 is false | Cutscene: Henchmen follow player to door, lock them in, Edgar enters via window, takes rose, and player is transported to room 692 |
| TODO | Interaction | `lockUpLast` | global175 is true (player was caught previously) | Similar cutscene but shorter: Player is led to mirror, all inventory moved to room 89, then transported to room 692 |

## Technical Notes

- **Room Number**: 81
- **Picture**: 81
- **Region**: 604 (Edgar's castle region)
- **Exits**: West→85 (through door)
- **Music**: Sound 43 (theMusic), Sound 300 (doorOpenMusic)

### State Variables

| Variable | Values | Description |
|----------|--------|-------------|
| `local0` | varies | Used for message return value in lockUp script |
| `local7` | 0/1 | Flag for whether skeleton key was used |
| `local8` | 0/1 | Door unlocked state (0=locked, 1=unlocked) |
| `global175` | 0/1 | Player was caught by Edgar flag |
| `global182` | 0/1 | Rose/key related flag |
| `global204` | 0/1 | Used in lockUp script |
| `global205` | 0/1 | Used in lockUp script |
| `global100` | 0/1 | Daytime flag (affects candles) |
| `gPrevRoomNum` | varies | Previous room number |

### Inventory Items

| Item Number | Name |
|-------------|------|
| 34 | Red Rose |
| 32 | Gold Key |
| 20 | Skeleton Key |

### Special Behaviors

- Rose (item 34) can be pushed under the door when player enters from room 85 with the rose in inventory
- Gold key (item 32) is attached to the rose and must be detached/untied
- Door can only be opened when player is in rect 70,150 to 84,157
- Window look only works when player is in rect 201,117-238,126 or 79,113-116,123
- Mirror look only works when player is in rect 218,135-272,154
- Entry from room 85 or 0 positions player at bottom of stairs
- Entry from room 92 triggers lockUp cutscene
- If global175 is set, lockUpLast script runs instead
- Candles (view 646) only appear when global100 is true (daytime)
