# Room 66: Secret Tower

## Look Description

"You have found a secret tower! Narrow steps spiral dizzily upward."

## Interactions

| Status | Behavior Type | Command | Response |
|--------|--------------|---------|----------|
| TODO | Look | `/stair` | "The steps are narrow, steep, and spiral upwards." (Print 66 0) |
| TODO | Look | `/door` | "The secret door opens into the parlor." (Print 66 1) |
| TODO | Look | `/dirt` or `<down` | "You see nothing of interest on the floor." (Print 66 2) |
| TODO | Look | `/wall` | "You see nothing of interest on the walls." (Print 66 3) |
| TODO | Look | `/torch` | "A torch burns on the wall." (Print 66 4) |
| TODO | Look | `<up` | "The spiral stairs go way up!" (Print 66 5) |
| TODO | Look | `[<around][/room,tower]` | "You have found a secret tower! Narrow steps spiral dizzily upward." + conditional shovel text (Print 66 6) |
| TODO | Action | `*/stair` | "Just climb them." (Print 66 7) |
| TODO | Get | `/shovel` | Picks up shovel if present, +2 score (Print 66 8 if not present) |
| TODO | Get | `/torch` | "The torch is firmly attached to the wall." (Print 66 9) |
| TODO | Action | `close/door` | "You don't need to close it." (Print 66 10) |
| TODO | Action | `open/door` | "The secret door is already open." (Print 66 11) |

## Scripts

| Status | Behavior Type | Name | Trigger | Behavior |
|--------|--------------|------|---------|----------|
| TODO | Interaction | `stairTrip` | Player steps on control area $0004 (stair hazard zone) | Triggers falling animation (view 44), plays fall sound (51), jumps player to position 185 142. If player came from above (y < 90), triggers additional screen shake and sets different ending state. |
| TODO | Background | Priority调整 | Various position/control checks in `doit` | Adjusts player priority based on location: sets priority 12 when in stair area, priority 7 when near top of stairs, manages visibility behind foreground elements |

## Technical Notes

- **Room Number**: 66
- **Picture**: 66
- **Region**: 603
- **Exits**: West→61 (control area $0020), East→67 (control area $0040)
- **Music**: None specified
- **Sound**: 51 (fall sound)

### State Variables

| Variable | Values | Description |
|----------|--------|-------------|
| `local1` | 0, 1 | Tracks player stair state - 1 when on ground level, 0 when coming from above |
| `local2` | 0, 1 | Set to 1 if player y < 90 when tripping - determines if player fell from above |
| `global182` | 0, 1 | Flag set to 1 when shovel is picked up |
| `global127` | 0, 1 | Flag set to 1 after completing stair trip fall sequence |
| `global228` | string | Formatted message buffer for look description |

### Objects

- **Torch**: Prop with view 512, loop 0, cel 0 at position (206, 64), setPri 3, cycling forward
- **Decorative View**: View at position (208, 79), setPri 4
- **Shovel**: View with view 512, loop 2 at position (194, 122) - only visible if inventory item 15 (shovel) owner is room 66
- **stair1 Block**: Blocking block at (147, 116) to (159, 117) - controls ground level stair access
- **stair2 Block**: Blocking block at (198, 149) to (151, 194) - lower stair area

### Entry Conditions

- Entering from room 67 or new game: Player spawns at (240, 127) with view 4, xStep 4, yStep 2
- Entering from room 61 (from above): Player spawns at (102, 37) with view 4, xStep 4, yStep 1, priority 7
- When entering from above, baseSetter is set to ScriptID 0 1 (likely climbing animation)
