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kq4-decompile/rooms/kq4-004-ogres-cottage/kq4-004-ogres-cottage.md
2026-02-20 14:00:40 -08:00

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Room 04: Ogre's Cottage

This is the exterior of a large, thatched-roof cottage in the forest. The cottage belongs to the ogre and ogress, dangerous antagonists that may appear and chase the player. The room features a door that leads inside (Room 49), windows, and various interactive objects. Players must be cautious as either the ogress or ogre can appear and capture them if caught.

Look Description

"You see a large, thatched-roof house surrounded by forest; and it looks very formidable. It might be wise to use caution here."

Interactions

Status Behavior Type Command Response
TODO Look look cottage / look house "This is a large, crudely-built, thatched-roof house. It makes you feel uneasy." (Print 4 1)
TODO Look look door "This is a heavy, wooden door." (Print 4 2)
TODO Look look bucket / look pail "There is nothing in the pail." (Print 4 3)
TODO Look look buck "Poor thing!" (Print 4 4) - only if ogress is present
TODO Look look window (when near) "You peek through the window, but can make out no details." (Print 4 5)
TODO Look look window (when far) "You're not close enough." (Print 800 1)
TODO Look look giantess / look ogress (when present) View 246: "This is a mean-looking lady! The ogress is returning home after having caught a poor deer in the surrounding forest." (Print 4 6) / View 245: "The ogress sees you! Maybe she'd rather have YOU for dinner instead of the deer!" (Print 4 7)
TODO Look look giantess / look ogress (not present) "You can't see one here." (Print 4 8)
TODO Look look around / look room "You see a large, thatched-roof house surrounded by forest; and it looks very formidable. It might be wise to use caution here." (Print 4 9)
TODO Look look giant / look ogre "The ogre looks MEAN!! Better get out of there...FAST!!" (Print 517 0) - only when ogre is present
TODO Talk talk giantess / talk ogress / talk giant / talk ogre "This is no time for conversation!" (Print 517 1)
TODO Action get/capture buck Various responses based on presence of ogress or deer
TODO Action get/capture giantess / get/capture ogress "That's ridiculous!" (Print 4 16)
TODO Action kill giant / kill ogre "You have no way of killing a giant ogre!" (Print 517 2)
TODO Action get/capture giant / get/capture ogre "That's ridiculous!" (Print 517 3)
TODO Action kiss "He wouldn't like it, and neither would you!" (Print 517 4)
TODO Action deliver [item] (when ogre present) "You don't want to get that close to the ogre!" (Print 517 5) or "You don't have it." (Print 517 6)
TODO Action open door (when near door) Multiple conditions: if ogre/ogress present "You don't have the time for that now!" (Print 4 17), if key not obtained "You can't. It's locked and you don't have the key." (Print 4 18), if key obtained: opens door
TODO Action bang (on door) Multiple conditions based on who's present and door state
TODO Action unlatch / unlock "You can't. It's locked and you don't have the key." (Print 4 18) if no key, or "The door is already unlocked." (Print 4 23) if key already used
TODO Action break window "That's vandalism!" (Print 4 24)
TODO Action break door "You could never do that." (Print 4 25)
TODO Action open window "The windows do not open." (Print 4 26)

Scripts

Status Behavior Type Name Trigger Behavior
TODO Interaction ogressActions Ogress appears (global109 = 2 and global163 = 0) Ogress walks from left side to door, opens it, enters cottage, and closes door behind her
TODO Interaction ogressActions Player talks to ogress or gets too close Ogress becomes hostile, displays "deer" prop, chases and catches player (game over)
TODO Interaction ogressActions Player uses bang on door when ogress not present Ogress appears and enters cottage
TODO Interaction ogreActions Ogre appears (random 35% chance on entry if no other actor present) Ogre walks in from edge, chases player, catches player (game over)
TODO Interaction ogreActions Entering from Room 10 with actor Ogre is already present and chases player
TODO Interaction killOgre Timer expires after ogre leaves Sets global127 = 1 (player death flag)
TODO Background PriorityCheck Continuous Adjusts player and NPC priority based on position in room

Technical Notes

  • Room Number: 4
  • Picture: 4
  • Region: 508 (Woods Region), 517 (Ogre's Region)
  • Exits: North→28, South→10, East→5, West→3, Door→49 (inside cottage)
  • Music: Ogre theme (sound #5), Ogress theme (sound #10)

State Variables

Variable Values Description
global109 Quest stage value When equals 2, ogress appears
global163 0, 1 Ogress has appeared flag
global165 Value Ogre attack state (4 = ogre attack triggered)
global179 1 Special flag preventing actor spawn
global189 0, 1 Room active flag
global127 1 Player death flag
local3 0, 1, 2, 3 Ogress state: 0=not active, 1=watching, 2=hostile, 3=entered cottage
local2 0, 1 Ogre state flag
newAct Actor or 0 Ogress actor instance
gNewAct Actor or 0 Ogre actor instance

Additional Technical Details

  • Synonyms defined: giantess = giantess = fishwife (all map to giantess)
  • Region synonyms: giant = giant / man, kiss = kiss = embrace
  • Door has special states: cel 0 = closed, cel > 0 = open
  • Player needs key (item 33) to open door
  • Control area $4000 triggers entry to Room 49 when door is open
  • Ogress uses view 246 (returning with deer) or 245 (hostile)
  • Ogre uses view 250 (walking), 78 (eating), 79 (walking after eating)
  • Door controls player movement: when closed, players observe control area 16384
  • If global100 is set, overlay picture 104 is displayed