# Room 58: Organ Room A dusty, old pipe organ sits in the center of the tower room. This puzzle room challenges Rosella to play the organ correctly to reveal a hidden drawer containing a skeleton key. ## Look Description "A dusty, old pipe organ sits in the center of the tower room." ## Interactions | Status | Behavior Type | Command | Response | |--------|--------------|---------|----------| | TODO | Look | `look` / `look around` / `look room` / `look tower` | "A dusty, old pipe organ sits in the center of the tower room." (Print 58 0) | | TODO | Look | `look down` / `look stair` / `look stairs` | "The tower stairs spiral steeply downward." (Print 58 1) | | TODO | Look | `look behind organ` | "There is nothing but dust behind the old organ." (Print 58 2) | | TODO | Look | `look in organ` | "You see nothing in the organ." (Print 58 3) | | TODO | Look | `look organ` | "Dust and cobwebs cover the old organ." (Print 58 4) | | TODO | Look | `look bench` | "There is a bench in front of the old organ." (Print 58 5) | | TODO | Look | `look wall` | "There is nothing of importance on the walls." (Print 58 6) | | TODO | Look | `look dirt` / `look down` | "There is nothing of interest on the floor." (Print 58 7) | | TODO | Look | `look drawer` (drawer found) | "You see a skeleton key in the drawer." (Print 58 8) if key present, "You see an empty drawer." (Print 58 9) if key taken | | TODO | Look | `look drawer` (drawer not found) | "What drawer?" (Print 58 10) | | TODO | Action | `move bench` | "There's no need to move the bench." (Print 58 11) | | TODO | Inventory | `play organ with sheet music` / `use sheet music on organ` | If at organ and has sheet music: "You find it difficult to read the old sheet music, but you attempt it anyway." (Print 58 12) + triggers drawer opening sequence | | TODO | Inventory | `play organ with sheet music` / `use sheet music on organ` | If not at organ but has sheet music: "What music?" (Print 58 14) | | TODO | Inventory | `play organ with sheet music` / `use sheet music on organ` | If no sheet music: "What music?" (Print 58 13) | | TODO | Action | `play organ` / `use organ` / `play music` | If at organ: "You can only remember one 'oldie, but goodie.'" (Print 58 15) | | TODO | Action | `play organ` / `use organ` / `play music` | If not at organ: "You're not sitting at the organ." (Print 58 16) | | TODO | Action | `sit` / `sit on organ` / `sit on bench` | If already at organ: "You are already." (Print 58 17) | | TODO | Action | `sit` / `sit on organ` / `sit on bench` | If in organ area (129-195, 121-126): Triggers sitOrgan script | | TODO | Action | `sit` / `sit on organ` / `sit on bench` | If on bench area (122-211, 126-137): "It would be better to move to the inside of the bench." (Print 58 18) | | TODO | Action | `stand` / `stand up` / `get up` / `exit organ` / `exit bench` | If at organ: Triggers standOrgan script | | TODO | Action | `stand` / `stand up` / `get up` / `exit organ` / `exit bench` | If not at organ: "You are already standing." (Print 58 19) | | TODO | Inventory | `get key` / `take key` | If drawer found and key present: "You take the skeleton key from the drawer." (Print 58 20), adds key to inventory, awards 2 points | | TODO | Inventory | `get key` / `take key` | If drawer found but key already taken: Trays "proc0_14" (key already taken message) | | TODO | Inventory | `get key` / `take key` | If drawer not found: "What key?" (Print 58 21) | | TODO | Action | `close drawer` | If drawer found: "There's no need to close the drawer." (Print 58 22) | | TODO | Action | `close drawer` | If drawer not found: "You don't see a drawer." (Print 58 23) | | TODO | Action | `open drawer` | If drawer found: "The drawer is already open." (Print 58 24) | | TODO | Action | `open drawer` | If drawer not found: "You don't see a drawer." (Print 58 23) | | TODO | Action | `open bench` | "The bench doesn't open." (Print 58 25) | | TODO | Action | `find drawer` / `look for drawer` | If drawer found: "You already found it." (Print 58 26) | | TODO | Action | `find drawer` / `look for drawer` | If drawer not found: "Drawer? What drawer?" (Print 58 27) | ## Scripts | Status | Behavior Type | Name | Trigger | Behavior | |--------|--------------|------|---------|----------| | TODO | Interaction | playOrgan | Player types `play organ with sheet music` at organ | Plays organ music, and if first time with sheet music, opens hidden drawer in organ, awards 4 points | | TODO | Interaction | sitOrgan | Player types `sit` while in organ area (inRect 129-195, 121-126) | Animates Rosella sitting at organ bench, changes ego view to 58 | | TODO | Interaction | standOrgan | Player types `stand` while sitting at organ | Animates Rosella standing up from organ, returns to normal view | | TODO | Background | fallHole | Player walks into hole (onControl $0004) | Triggers falling animation sequence through hole, leads to room 61 (catacombs), sets global127 to 1 | ## Technical Notes - **Room Number**: 58 - **Picture**: 58 - **Region**: 603 (organ room region) - **Exits**: Down spiral stairs (room 61 - leads to catacombs when falling through hole) - **Music**: Sound 57 (organ with sheet music), Sound 56 (organ basic), Sound 51 (falling scream), Sound 52 (falling sounds) - **Views**: View 58 (sitting at organ), View 42 (landed in catacombs), View 44 (falling animation), View 521 (organ parts) ### State Variables | Variable | Values | Description | |----------|--------|-------------| | `local1` | 0, 1 | Drawer found state - set to 1 when drawer is opened for the first time | | `local3` | 0, 1 | Key in drawer - 1 = key still present, 0 = key taken | | `global193` | 0, 1+ | Organ played counter - incremented each time organ is played with sheet music | | `global182` | 0, 1 | Key taken flag - set to 1 when player takes key from drawer | | `global127` | 0, 1 | Fell in hole flag - set to 1 after falling through hole to room 61 | ### Key Mechanics - The hidden drawer in the organ only opens when Rosella sits at the organ and plays with the sheet music (item 26) - The skeleton key (item 20) is in the drawer - awards 2 points when taken - Playing the organ with sheet music awards 4 points (first time only, tracked by global193) - Walking into the hole in the floor triggers the fallHole script which leads to room 61 (catacombs) - The player must be in view 58 (sitting at organ) to properly play the organ - The organ area is defined by inRect: 129-195, 121-126 - The bench area is defined by inRect: 122-211, 126-137 - Control area $0040 triggers room change to 61 (hole) - Control area $0004 triggers falling animation ### Inventory Items - Item 20 = Skeleton Key - Item 26 = Sheet Music