# Room 88: Stone Tower Stairs

This is the interior spiral staircase of the dark stone tower. The room features narrow stone steps spiraling upward, with open areas where the player can fall. There is a doorway leading somewhere (Room 87), and dangerous drop-offs on both sides. A guard may chase the player through this room depending on game state.

## Look Description

"These stone tower steps could be very treacherous!"

## Interactions

| Status | Behavior Type | Command | Response |
|--------|--------------|---------|----------|
| TODO | Look | `look` / `look around` / `look room` / `look castle` / `look tower` | "These stone tower steps could be very treacherous!" |
| TODO | Look | `look down` / `look dirt` | "There is no floor here, only stone steps." |
| TODO | Look | `look wall` | "You see nothing of interest on the walls." |
| TODO | Look | `look up` / `look sky` | "You look up, but see nothing special." |
| TODO | Look | `look stair` | "The stone stairs spiral up the dark tower." / "Watch your step on these narrow stairs!" |
| TODO | Look | `look door` | "There is an open doorway before you." |

## Scripts

| Status | Behavior Type | Name | Trigger | Behavior |
|--------|--------------|------|---------|----------|
| TODO | Interaction | henchChase88 | Entering from Room 87 when `henchman_active = true` | Guard (view 141) chases player using Chase motion, plays music, disables player control, forces player to Room 81 |
| TODO | Background | fallStairs | Walking on control areas $0004 (stairs) or $1000 (upper area) | Player falls down stairs with animation sequence, screen shakes, player is transported to Room 93 |

## Technical Notes

- **Room Number**: 88
- **Picture**: 88
- **Region**: 604 (Stone Tower)
- **Exits**: North→93 (top of stairs fall), East→82 (side fall), West→87 (doorway)
- **Music**: Sound 52 (fall sound), Sound 41/42 (henchman chase)

### State Variables

| Variable | Values | Description |
|----------|--------|-------------|
| `local1` | `0`, `1` | Tracks if player is in upper/safe area of stairs |
| `henchman_active` | `global175` | Whether the henchman guard is active and chasing |
| `player_fell` | `global127` | Set to 1 after falling down stairs |
| `fall_horizon` | `global105` | Set to 16 during fall animation |

### Additional Technical Details

- Room uses Region 604 for shared stone tower logic
- `myLooper` code object determines player animation loop based on heading direction
- Player starts at different positions depending on entry direction:
  - From Room 93 or game start: Position 162,142 (bottom)
  - From Room 87: Position 91,130 (doorway area)
  - From Room 82: Position 211,62 (upper area)
- Control areas:
  - $0040 - Triggers exit to Room 93 (top fall)
  - $0020 - Triggers exit to Room 82 (side fall)
  - $0010 - Triggers exit to Room 87 (doorway)
  - $0004 - Triggers fallStairs script (stair hazard)
  - $1000 - Triggers fallStairs script when in upper area
- If global169 is true when falling, a view 145 cel 4 is shown (possibly related to ogre/capture)
- After falling, player walks to position 150,140 in Room 93
