# Room 6: Cave Entrance

The player begins in a dark, ominous area surrounded by craggy mountains and vicious-looking trees. A cave bearing a skull-like resemblance juts from the mountainside, with large boulders blocking the northern exit. This room serves as an entrance area connecting to the forest and mountain regions.

## Look Description

"A cave, bearing a slight resemblance to a skull, juts out from the craggy mountainside. Huge rocks block your exit to the north, and you're completely surrounded by those grabby trees! Nice situation, huh?"

## Interactions

| Status | Behavior Type | Command | Response |
|--------|--------------|---------|----------|
| TODO | Look | `look[<in]/cave,skull` | "You try to peer into the dark cave, but can make out no details." (Print 6 0) |
| TODO | Look | `look/room` `look/around` `look[<around]` | "A cave, bearing a slight resemblance to a skull, juts out from the craggy mountainside. Huge rocks block your exit to the north, and you're completely surrounded by those grabby trees! Nice situation, huh?" (Print 6 1) |
| TODO | Look | `look/cave` `look/skull` | "The rocky skull cave juts out from the base of the steep mountainside. Smoke rises lazily from a large crack in the cave's (forehead?)." (Print 6 2) |
| TODO | Look | `look/grass` | "Even grass doesn't grow here." (Print 6 3) |
| TODO | Look | `look/bush` | "There are not many bushes or shrubs here." (Print 6 4) |
| TODO | Look | `look/flora` `look/plant` | "Not many plants grow here; only those awful trees!" (Print 6 5) |
| TODO | Look | `look/blossom` `look/flower` | "There are no flowers here." (Print 6 6) |
| TODO | Look | `look/forest` `look/tree` | "Those are vicious-looking trees, aren't they?" (Print 6 7) |
| TODO | Look | `look/boulder` `look/rock` | "There are large rocks all around you." (Print 6 8) |
| TODO | Look | `look/sky` `look[<up]` (when `global100 = 0`) | "In spite of these dreary surroundings, the sky is quite nice and blue." (Print 6 9) |
| TODO | Look | `look/sky` `look[<up]` (when `global100 = 1`) | "It's easy to see by the light of a full moon." (Print 6 10) |
| TODO | Get | `get/blossom` `get/flower` | "There are no flowers here." (Print 6 6) |
| TODO | Action | `climb/boulder` `climb/rock` | "The rocks are too large to climb." (Print 6 11) |
| TODO | Action | `look/boulder` `look/rock` | "Large boulders block your way to the north." (Print 6 12) |
| TODO | Look | `look/dirt` `look/ground` | "You see nothing interesting on the ground." (Print 6 13) |
| TODO | Action | `climb/forest` `climb/tree` | "You've GOT to be KIDDING!" (Print 6 14) |
| TODO | Action | `kill/forest` `kill/tree` `cut/forest` | "That would be impossible." (Print 6 15) |

## Scripts

| Status | Behavior Type | Name | Trigger | Behavior |
|--------|--------------|------|---------|----------|
| TODO | Background | Prop (view 628) | Room initialization | Animated prop with loop 1, cel 0, positioned at x:247 y:34. Cycles forward with speed 2, priority 15. Likely a smoke or atmospheric effect from the cave. |

## Technical Notes

- **Room Number**: 6
- **Picture**: 6
- **Region**: 508 (Forest Region), 511 (Mountain Region)
- **Exits**: west → 5, south → 12
- **Horizon**: 80

### State Variables

| Variable | Values | Description |
|----------|--------|-------------|
| `global100` | 0, 1 | Unknown - controls sky description (day/night) |
| `global101` | 0 | Unknown - set to 0 on room init |
| `local0` | varies | Used for onControl check |
| `gNewRoomNumber_2` | 57, 0 | Set when entering cave control area, triggers room change to 57 |

### Special Mechanics

- **Cave Entry**: The `doit` method checks if the player is on control area `$0040`. If true, sets `gNewRoomNumber_2` to 57, which likely transitions to the cave interior.
- **Entry Positions**: 
  - From west: Position adjusted based on Y coordinate (y >= 160 → x:1 y:160, y <= 84 → x:2 y:84, else x:1)
  - From south: Positioned at y:187 with x based on position (x >= 265 → x:265, x <= 100 → x:100, else maintain x)
  - From room 57: Loop 1, x:200 y:152
  - New game: x:180 y:160
- **Prop Animation**: A prop with view 628 creates an animated effect at the cave entrance.
- **Global100 Overlay**: If global100 is true, room overlay 106 is applied (nighttime variant).
