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kq4-decompile/rooms/kq4-095-fishermans-pier/kq4-095-fishermans-pier.md
2026-02-20 14:00:40 -08:00

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Room 95: Fisherman's Pier

This is an old weathered pier extending into the ocean. The room features a fisherman NPC who can be found on the pier, a seagull that flies around, and fishing mechanics. Players can walk on the pier (view 2) or swim in the water (view 8). There are also hazards where the player can fall into the water from different directions.

Look Description

"You are standing at the end of an old weathered pier. From here, to the west, you can see nothing but ocean."

Interactions

Status Behavior Type Command Response
TODO Look look fish "You don't see any fish right now." (Print 95 4)
TODO Look look dock / look pier "The pier is old and weather-beaten." (Print 95 5)
TODO Look look under dock / look under pier "There is only ocean under the old pier." (Print 95 6)
TODO Look look under water / look under ocean (on land) "Enter the water first." (Print 95 7)
TODO Look look under water / look under ocean (swimming) "You look under the water, and see...more water!" (Print 95 8)
TODO Look look barrel "There is nothing of interest in the wooden barrel." (Print 95 9)
TODO Look look ocean / look water "The wide, blue ocean disappears into the horizon to the west." (Print 95 10)
TODO Look look gull / look seagull "It's just an ordinary seagull." (Print 95 11)
TODO Look look hemp / look rope "You see an old rotted rope attached to the pier." (Print 95 12)
TODO Look look fisherman (present) "You see a grizzled, old fisherman on the pier. Apparently, he isn't having any luck today." (Print 95 13)
TODO Look look fisherman (absent) "You don't see him here." (Print 95 14)
TODO Look look around / look room (on pier) "You are standing at the end of an old weathered pier. From here, to the west, you can see nothing but ocean." (Print 95 15)
TODO Look look around / look room (swimming) "You are swimming near the end of an old weathered pier. From here, to the west, you can see nothing but ocean." (Print 95 16)
TODO Action open barrel "There is nothing of interest in the wooden barrel." (Print 95 9)
TODO Action drink / get drink (on pier) "You can't when you're on the pier." (Print 95 17)
TODO Action drink / get drink (swimming) "You taste the ocean water. YUCK!! This water's too salty!" (Print 95 18)
TODO Action hop / dive in (on pier) "Just jump on in!" (Print 95 19)
TODO Action hop / dive in (swimming) "You are already in the water." (Print 95 20)
TODO Action dive / bathe under / dive under ocean "The water is much too deep here." (Print 95 21)
TODO Action bathe (on pier) "Just jump on in!" (Print 95 19)
TODO Action bathe (swimming) "You're already swimming." (Print 95 22)
TODO Action get hemp / get rope "You wouldn't want it. It's of no use to you." (Print 95 23)
TODO Inventory fish / capture fish / get fish / cast pole Runs the fishing script if player is on pier (global107 = 9), otherwise "Not while you're swimming." (Print 95 24)
TODO Inventory use pole "What do to want to do with it?" (Print 95 25)
TODO Inventory get pole (has pole) proc0_14 (drops pole)
TODO Inventory get pole (no fisherman) "You don't see one here." (Print 95 26)
TODO Inventory get pole (fisherman present) "It's his, Rosella!" (Print 95 27)
TODO Inventory rob pole "You're not a thief, Rosella!" (Print 95 28)
TODO Talk talk gull / feed gull "The seagull is not interested." (Print 95 29)
TODO Talk kiss gull "You can't kiss a seagull." (Print 95 30)
TODO Talk converse gull / talk gull "Seagulls don't talk." (Print 95 31)
TODO Talk capture gull / get gull "You can't catch the seagull." (Print 95 32)
TODO Talk get fisherman (present) "You couldn't get the fisherman." (Print 95 33)
TODO Talk get fisherman (absent) "You don't see him." (Print 95 34)
TODO Talk help fisherman "How can you do that, Rosella?" (Print 95 35)
TODO Talk kiss fisherman (present) "You think for a moment that it might help, but then change your mind." (Print 95 36)
TODO Talk kiss fisherman (absent) "You don't see him." (Print 95 34)
TODO Talk converse fisherman (fisherman present) "You say a few words to the old fisherman. However, he must have other things on his mind as he seems to ignore you." (Print 95 37)
TODO Talk converse fisherman (no fisherman) "There is no one nearby." (Print 95 38)
TODO Inventory deliver [item] to fisherman / give [item] to fisherman If item is owned: "The fisherman ignores you." (Print 95 1), if not owned: "You don't have that." (Print 95 2), if not valid item: "You can't give that." (Print 95 3)
TODO Inventory deliver [item] to gull / give [item] to gull "The seagull has no interest in it." (Print 95 0)

Scripts

Status Behavior Type Name Trigger Behavior
TODO Interaction fallSouth Player enters water area from south edge Plays fall sound, plays falling animation (view 17→19→8), transitions player to swimming view
TODO Interaction fallNorth Player enters water area from north edge Plays fall sound, plays falling animation (view 17→8), transitions player to swimming view
TODO Interaction fallWest Player enters water area from west edge Plays fall sound, plays falling animation (view 17→19→8), transitions player to swimming view
TODO Interaction gullActions Player approaches seagull's area (rect 249,138,305,148) while gull is present and idle Seagull plays landing animation, then flies away off-screen and disposes
TODO Interaction manActions Fisherman present (global116 = 1) and timer triggers Fisherman plays casting animation, walks to edge, stores dialogue globals (global197-199), sets fisherman to left state (global116 = 2), disposes
TODO Interaction fishing Player uses fishing commands while on pier Complex fishing mechanics with bait checking, random outcomes: catch fish (with bait), catch boot (no bait), or catch nothing

Technical Notes

  • Room Number: 95
  • Picture: 95
  • Region: 504 (Gull Region)
  • Exits: East→7 (boatdock), North→31 (ocean/beach), South→31 (ocean/beach), West→31 (ocean/beach)
  • Music: Fisherman theme (sound #14, fisherTheme)

State Variables

Variable Values Description
on_pier true (global107 = 9), false (global107 = 0) Player is walking on pier vs swimming
fisherman_state 0 (not present), 1 (present), 2 (left) Controls fisherman presence and behavior
room_visited true, false Set via global189 when player enters room
fishing_animation 0, 15 Animation state during fishing (global105)
fish_caught true, false Whether player successfully caught fish (global182)
boot_caught true, false Whether player caught boot instead of fish (local12)
overlay_active true, false Whether special overlay is active (global100)
gull_present true, false Whether seagull is currently in room

Additional Technical Details

  • Synonyms defined: gull = bird
  • Entry from Room 7 (east) positions player on pier if on_pier = true, otherwise in water
  • Entry from Room 31 (north/south/west) always places player in water (view 8)
  • Player automatically switches between pier walking (view 2) and swimming (view 8) based on position
  • Fall scripts trigger on specific control areas: $0010 (waterfall zone), $0004 (south water), $0008 (west water)
  • Fisherman stores dialogue in globals 197-199 before leaving
  • Fishing requires fishing pole (inventory item 17) and position on pier
  • Bait (inventory item 19) required to catch fish; without bait catches boot or nothing
  • Successfully catching fish awards 3 points and moves fish (item 24) to inventory
  • Seagull automatically flies away when player gets close to its area
  • Multiple background gulls may spawn in the region (via region 504)

Inventory Items Referenced

Item Number Item Name
17 Fishing pole
19 Bait
24 Fish