6.5 KiB
6.5 KiB
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