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kq4-decompile/rooms/kq4-006-cave-entrance/kq4-006-cave-entrance.md
2026-02-20 14:00:40 -08:00

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Room 6: Cave Entrance

The player begins in a dark, ominous area surrounded by craggy mountains and vicious-looking trees. A cave bearing a skull-like resemblance juts from the mountainside, with large boulders blocking the northern exit. This room serves as an entrance area connecting to the forest and mountain regions.

Look Description

"A cave, bearing a slight resemblance to a skull, juts out from the craggy mountainside. Huge rocks block your exit to the north, and you're completely surrounded by those grabby trees! Nice situation, huh?"

Interactions

Status Behavior Type Command Response
TODO Look look[<in]/cave,skull "You try to peer into the dark cave, but can make out no details." (Print 6 0)
TODO Look look/room look/around look[<around] "A cave, bearing a slight resemblance to a skull, juts out from the craggy mountainside. Huge rocks block your exit to the north, and you're completely surrounded by those grabby trees! Nice situation, huh?" (Print 6 1)
TODO Look look/cave look/skull "The rocky skull cave juts out from the base of the steep mountainside. Smoke rises lazily from a large crack in the cave's (forehead?)." (Print 6 2)
TODO Look look/grass "Even grass doesn't grow here." (Print 6 3)
TODO Look look/bush "There are not many bushes or shrubs here." (Print 6 4)
TODO Look look/flora look/plant "Not many plants grow here; only those awful trees!" (Print 6 5)
TODO Look look/blossom look/flower "There are no flowers here." (Print 6 6)
TODO Look look/forest look/tree "Those are vicious-looking trees, aren't they?" (Print 6 7)
TODO Look look/boulder look/rock "There are large rocks all around you." (Print 6 8)
TODO Look look/sky look[<up] (when global100 = 0) "In spite of these dreary surroundings, the sky is quite nice and blue." (Print 6 9)
TODO Look look/sky look[<up] (when global100 = 1) "It's easy to see by the light of a full moon." (Print 6 10)
TODO Get get/blossom get/flower "There are no flowers here." (Print 6 6)
TODO Action climb/boulder climb/rock "The rocks are too large to climb." (Print 6 11)
TODO Action look/boulder look/rock "Large boulders block your way to the north." (Print 6 12)
TODO Look look/dirt look/ground "You see nothing interesting on the ground." (Print 6 13)
TODO Action climb/forest climb/tree "You've GOT to be KIDDING!" (Print 6 14)
TODO Action kill/forest kill/tree cut/forest "That would be impossible." (Print 6 15)

Scripts

Status Behavior Type Name Trigger Behavior
TODO Background Prop (view 628) Room initialization Animated prop with loop 1, cel 0, positioned at x:247 y:34. Cycles forward with speed 2, priority 15. Likely a smoke or atmospheric effect from the cave.

Technical Notes

  • Room Number: 6
  • Picture: 6
  • Region: 508 (Forest Region), 511 (Mountain Region)
  • Exits: west → 5, south → 12
  • Horizon: 80

State Variables

Variable Values Description
global100 0, 1 Unknown - controls sky description (day/night)
global101 0 Unknown - set to 0 on room init
local0 varies Used for onControl check
gNewRoomNumber_2 57, 0 Set when entering cave control area, triggers room change to 57

Special Mechanics

  • Cave Entry: The doit method checks if the player is on control area $0040. If true, sets gNewRoomNumber_2 to 57, which likely transitions to the cave interior.
  • Entry Positions:
    • From west: Position adjusted based on Y coordinate (y >= 160 → x:1 y:160, y <= 84 → x:2 y:84, else x:1)
    • From south: Positioned at y:187 with x based on position (x >= 265 → x:265, x <= 100 → x:100, else maintain x)
    • From room 57: Loop 1, x:200 y:152
    • New game: x:180 y:160
  • Prop Animation: A prop with view 628 creates an animated effect at the cave entrance.
  • Global100 Overlay: If global100 is true, room overlay 106 is applied (nighttime variant).