# Room 71: Cave Entrance ## High-Level Summary Room 71 is the cave entrance area in the Troll Cave region. It serves as a transitional room connecting the upper area (room 72) and the south entrance (room 74). The room features a dark cave environment with a waterfall visible outside, a pile of bones that can be collected, and dynamic lighting effects based on whether the player has the lantern. This room is notable for its darkness mechanic - without the lantern, the cave is extremely dark, and with the lantern, visibility is still limited. ## Look Description "This is the darkest cave you've ever seen!" (varies based on lantern possession) ## Interactions | Status | Behavior Type | Command | Response | |--------|--------------|---------|----------| | TODO | Look | `look [at/around]`/`look/room/cave` | "This is the darkest cave you've ever seen! Even the lantern does little good." or "This is the darkest cave you've ever seen!" (with/without lantern). If no bone: "By the light of the cave entrance, you can see a pile of bones." | | TODO | Look | `look/falls`/`look/out` | "Outside the cave, you see the waterfall." | | TODO | Look | `look/heap` | "You see a pile of bones by the cave entrance." | | TODO | Look | `look/bone`/`look/dirt`/`look/down` (no bone) | "You see a pile of bones by the cave entrance." | | TODO | Get | `get/bone` | "You don't need another one." (if already have bone in inventory) | | TODO | Get | `get/bone` | Gets the bone when near the pile, awards 2 points, triggers pickup animation | | TODO | Get | `get/bone` | "You can't get that." (if not near the bone pile) | ## Scripts | Status | Behavior Type | Name | Trigger | Behavior | |--------|--------------|------|---------|----------| | TODO | Interaction | `getDown` | Player picks up bone (item 23) | Plays a bending-down animation using view 940, temporarily stores ego's current view, cycles through cel animations for picking up the item, then restores the player's view | ## Technical Notes - **Room Number**: 71 - **Picture**: 71 - **Style**: $0010 (hex) - **Region**: 605 (Troll Cave) - **Exits**: - North → Room 72 (via control area $0020) - South → Room 74 (standard exit) - West → Room 70 (via control area $0040) - **Music**: Not specified - **Views Loaded**: 800, 511, 940 ### State Variables | Variable | Values | Description | |----------|--------|-------------| | `global101` | 1 | Room initialization flag (set to 1) | | `global126` | 0, 1 | Darkness visibility flag | | `global182` | 0, 1 | Bone collected flag (set to 1 after collection) | | `global189` | 0, 1 | Troll region active flag | | `global228` | string buffer | Format string buffer for dynamic text | | `newView` | View object or 0 | Lantern view object (created when player has no lantern) | | `newProp` | Prop object | Visible bone pile prop (view 511, cel 0) | | `newProp_2` | Prop object or 0 | Hidden bone prop (view 511, cel 1) - only created if bone is in room | ### Inventory Items - **Item 23**: Bone - Can be picked up from the cave entrance, awards 2 points when collected ### Control Areas - `$0040`: Triggers exit to Room 70 (west) - `$0020`: Triggers exit to Room 72 (north) ### Darkness Mechanic The room uses `proc0_20` to check if player has the lantern (item 24). Without the lantern: - The cave appears very dark - A lantern view object (view 800) is created at position 108, 132 - global126 is set to 0 - Different look descriptions are shown based on lantern possession ### Bone Collection The bone (inventory item 23) can be collected when: 1. The bone is in the room (owner is 71) 2. Player is within 15 pixels of the bone prop (newProp_2) 3. When collected: bone is added to inventory, getDown script plays animation, global182 is set to 1, score increases by 2 ### Entry Points - From Room 72 (north): Player positioned at 208, 104 - From Room 74 (south): Player positioned at 170, 183 - From other rooms: Player positioned at 78, 112, darkness initialized