90 lines
6.1 KiB
Markdown
90 lines
6.1 KiB
Markdown
# Room 86: Dim Hallway (West End)
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This is the west end of a dim hallway in the castle dungeon area. The room serves as a connecting corridor between the dungeon (room 92), the throne room (room 83), and the east hallway (room 87). The room contains a cell door, a table with a candelabra, and a fancy chair. It features animated candle props and conditional entry behaviors based on the player's quest progress. If the player is being chased by a henchman (global175 is set), they will be pursued into this room from room 87.
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## Look Description
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"This is the west end of a dim hallway. There is an open door here."
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## Interactions
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| Status | Behavior Type | Command | Response |
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|--------|--------------|---------|----------|
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| TODO | Look | `look` | "This is the west end of a dim hallway. There is an open door here." (Print 86 0) |
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| TODO | Look | `look/door` | "It appears to be a cell door." (Print 86 1) |
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| TODO | Look | `look/table` | "There is a candelabra on the table shedding dim candlelight." (Print 86 2) |
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| TODO | Look | `look/candelabra` | "Candle light flickers from the candelabra." (Print 86 3) |
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| TODO | Look | `look/chair` | "This is quite a fancy chair." (Print 86 4) |
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| TODO | Look | `look/wall` | "There is nothing of importance on the walls." (Print 86 5) |
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| TODO | Look | `look/down` | "There is nothing of importance on the floor." (Print 86 6) |
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| TODO | Action | `bang/door` | "There's nobody there..." (Print 86 7) - if in rect 171 115 204 122 |
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| TODO | Action | `bang/door` | "You're not close enough." (Print 800 1) - if not in rect |
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| TODO | Action | `open/door` | "It is already open." (Print 86 8) - if in rect 171 115 204 122 |
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| TODO | Action | `open/door` | "You're not close enough." (Print 800 1) - if not in rect |
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| TODO | Action | `close/door` | "It already is closed." (Print 86 9) |
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| TODO | Action | `unlatch/door` | "It is already open." (Print 86 8) - if in rect |
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| TODO | Action | `unlatch/door` | "You're not close enough." (Print 800 1) - if not in rect |
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| TODO | Action | `sit/chair` | "Why don't you just open it?" (Print 86 10) |
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| TODO | Get | `get/candelabra` | "You don't have time for that!" (Print 86 11) |
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## Region 604 Interactions (BFCastle)
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The room applies region 604 (regBFCastle), which provides additional interactions for the castle area:
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| Status | Behavior Type | Command | Response |
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|--------|--------------|---------|----------|
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| TODO | Inventory | `blow/whistle` | "That is not a good idea now." (Print 604 0) - if has whistle (item 27) |
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| TODO | Look | `look/wall` | "There is nothing of interest on the walls." (Print 604 1) |
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| TODO | Talk | `converse/goon` | "You are not close enough." (Print 604 2) - if close enough to henchman |
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| TODO | Talk | `converse/goon` | "Lolotte's henchmen must not speak, as you only hear them utter guttural sounds." (Print 604 3) - if henchman exists but not close |
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| TODO | Look | `look/goon` | "You don't see one of Lolotte's henchmen here." (Print 604 4) - if henchman not in room |
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| TODO | Look | `look/goon` | "The henchman is asleep." (Print 604 5) - if henchman exists and not hostile |
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| TODO | Look | `look/goon` | "Lolotte's goons are not appealing at all! Besides having an unnatural pallor to their skin, they are creepy little creatures who fly upon wings that resemble those of bats." (Print 604 6) - if henchman hostile |
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| TODO | Action | `awaken/goon` | Triggers henchman chase if henchman exists |
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| TODO | Action | `get/capture/goon` | "Why would you want one?!" (Print 604 8) |
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| TODO | Action | `kiss/goon` | "That's an AWFUL thought!" (Print 604 9) |
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| TODO | Action | `deliver/goon` | "The henchmen are not interested in your offering." (Print 604 10) |
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| TODO | Look | `look/raven` | "You don't see a raven here." (Print 604 11) - if raven not in room |
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| TODO | Look | `look/raven` | "You see Lolotte's raven spying on you." (Print 604 12) - if raven in room |
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| TODO | Talk | `converse/raven` | "Caw! Caw!" (Print 604 13) |
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| TODO | Action | `get/capture/raven` | "You wouldn't want it even if you could get it." (Print 604 14) |
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| TODO | Action | `kiss/raven` | "Not this bird!" (Print 604 15) |
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| TODO | Action | `deliver/raven` | "The raven is not interested in anything you have." (Print 604 16) |
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## Scripts
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| Status | Behavior Type | Name | Trigger | Behavior |
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|--------|--------------|------|---------|----------|
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| TODO | Interaction | `openDoor` | Player opens door in room | Plays door animation, opens door, and transitions to room 83 (throne room) |
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| TODO | Interaction | `intoDungeon` | Entering from room 92 | Triggers cutscene: ego walks to position, door opens, two actors (dwarves?) appear, ego descends into dungeon, then transitions to room 83 |
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| TODO | Interaction | `toThrone` | Entering from room 83 when global109 = 0 | Ego walks to throne position, then transitions to room 92 |
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| TODO | Interaction | `henchChase` | Entering from room 87/0 when global175 is set | Henchman actor spawns behind player and chases them. When caught, triggers game over (room 81) |
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| TODO | Background | `newProp_2/3/4` | Always | Animated candle props with forward cycle |
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## Technical Notes
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- **Room Number**: 86
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- **Picture**: 86
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- **Region**: 604 (regBFCastle)
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- **Exits**: East → 87 (hallway), Door → 83 (throne room), From 92 (dungeon entry)
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- **Music**: 41 (henchman chase), 42 (henchman catch), 300 (door open)
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### State Variables
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| Variable | Values | Description |
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|----------|--------|-------------|
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| `global109` | 0, 1, 2, 3, 99 | Quest progress state (0 = not started, advances through game) |
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| `global175` | 0, 1 | Henchman chase active flag (1 = being chased) |
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| `global205` | 0, 1 | Event occurred flag (set when caught by henchman) |
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| `newProp cel` | 0, 4 | Door state (0 = closed, 4 = open) |
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### Entry Conditions
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- **From room 87 or start**: Position at 303, 141. If global175 is set, spawns henchman that chases player
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- **From room 83**: Position at 190, 120. If global109 = 0, runs toThrone script; otherwise just stands
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- **From room 92**: Position at 293, 141, plays intoDungeon animation sequence
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### Automatic Transitions
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- Walking east into control area $0040 while global109 != 0 triggers transition to room 87
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