92 lines
5.7 KiB
Markdown
92 lines
5.7 KiB
Markdown
# Room 36: Island Garden Pond
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## High-Level Summary
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Room 36 is the enchanted island garden location in King's Quest IV, featuring a serene pond with a swan, an arched bridge, and the ivory palace nearby. The room contains multiple animated background elements including water features and birds. Players can interact with various garden elements, observe wildlife (swan, parrots), and drink from the pond. The room serves as a transitional area connecting to other locations (north to room 33, south to room 39, east to room 37).
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## Look Description
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"You are standing in the lovely garden of this enchanted island. Beside you, rises a grand ivory palace. Within this garden, a bridge, emblazoned with the figures of swans, arches over a little pond. A beautiful white swan floats serenely upon it."
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## Interactions
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| Status | Behavior Type | Command | Response |
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|--------|--------------|---------|----------|
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| TODO | Action | `enter/capture/fish`, `fish[/!*]`, `cast/pole` | "You don't see any fish here." |
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| TODO | Look | `look [<in]/lake,water` | "You peer down into the pond, but do not see anything of interest." |
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| TODO | Look | `look [<under]/bridge` | "There is nothing of interest under the bridge." |
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| TODO | Look | `look /beach` | "You can see the beach in the distance." |
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| TODO | Look | `look /bush` | "A lovely hedge surrounds this island garden." |
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| TODO | Look | `look /dirt` | "You see nothing but grass on the ground." |
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| TODO | Look | `look /grass` | "The grass looks well-tended and manicured." |
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| TODO | Look | `look /flora` | "The foliage grows luxuriantly here." |
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| TODO | Look | `look /blossom` | "You see lovely beds of well-tended flowers." |
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| TODO | Look | `look /forest` | "You see many unusual and lovely trees on this island." |
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| TODO | Look | `look /garden` | "The beautiful garden gives you a sense of peaceful serenity." |
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| TODO | Look | `look /lake,water` | "A lovely bridge is reflected in the mirror-like, little pond. A majestic white swan floats upon it." |
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| TODO | Look | `look /bridge` | "The swan-carved bridge arches elegantly over the little pond." |
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| TODO | Look | `look /path` | "A nice flagstone path circles the pond." |
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| TODO | Look | `look /bench` | "A garden bench rests near the small pond." |
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| TODO | Look | `look /castle` | "The lovely ivory palace rises majestically beside you." |
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| TODO | Look | `look /ocean` | "You can see the ocean in the distance." |
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| TODO | Look | `look /swan` | "A beautiful white swan floats gracefully upon the little pond." |
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| TODO | Look | `look /parrot,bird,cockatoo` | "There are many exotic birds on this island." |
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| TODO | Look | `look [<around][/room,island]` | "You are standing in the lovely garden of this enchanted island. Beside you, rises a grand ivory palace. Within this garden, a bridge, emblazoned with the figures of swans, arches over a little pond. A beautiful white swan floats serenely upon it." |
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| TODO | Get | `get,capture/bird,parrot,cockatoo` | "That wouldn't accomplish anything." |
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| TODO | Talk | `converse/bird,parrot,cockatoo` | "Polly want a cracker?" |
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| TODO | Get | `get/blossom` | "It would waste your precious time to stop and pick flowers." |
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| TODO | Action | `wade,bathe,dive` | "You don't want to disturb the serenity of the pond." |
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| TODO | Get | `get/water` | "There's no reason to carry water." |
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| TODO | Action | `drink`, `get/drink` | Triggers drinking animation and message: "You bend over and take a drink of the pond water. Yuck! It may look pretty, but it doesn't taste very good!" |
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| TODO | Action | `sit` | "Not now! You have too many things to do." |
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| TODO | Talk | `converse/swan` | "You can't talk to a swan!" |
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| TODO | Talk | `converse/parrot,bird,cockatoo` | "Polly want a cracker!" |
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| TODO | Get | `get,capture/swan` | "You don't need the swan." |
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| TODO | Action | `kiss` | "There's no need for that." |
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| TODO | Inventory | `deliver` (with any item) | "That wouldn't accomplish anything." |
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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 | Ego_drinking_water | Player commands "drink" or "get drink" near water | Plays drinking animation (view 21), displays message about pond water taste, then returns ego to normal state |
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## Technical Notes
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- **Room Number**: 36
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- **Picture**: 36 (or 136 if global100 is set - likely night variant)
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- **Region**: 505
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- **Exits**: north→33, south→39, east→37
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- **Horizon**: 82
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### State Variables
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| Variable | Values | Description |
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|----------|--------|-------------|
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| `global101` | 0 | Local room state flag |
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| `global100` | 0, non-zero | If set, changes picture to 136 (night variant) |
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| `gPrevRoomNum` | 33, 39 | Previous room number - determines ego entry position |
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### Animation Objects
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| Object | View | Loop | Cel | Description |
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|--------|------|------|-----|-------------|
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| newProp | 663 | 0 | 1 | Animated water feature at position 114,68 |
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| newProp_2 | 663 | 1 | 1 | Animated water feature at position 23,81 |
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| newProp_3 | 663 | 2 | 3 | Animated water feature at position 12,93 |
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| newProp_4 | 650 | 5 | 0 | Animated vegetation at position 156,118 |
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| newProp_5 | 650 | 6 | 3 | Animated vegetation at position 218,130 |
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| newProp_6 | 341 | 4 | 2 | Animated bird at position 84,30 |
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| newAct | 345 | - | - | Wandering actor (parrot) with Wander motion |
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### Synonyms
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- lake = pool = lake
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### Special Mechanics
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- Water proximity check: `proc0_2` checks if ego is near water (returns $0002 bit when near water)
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- Entry script: `Ego_drinking_water` runs on room init to handle automatic drinking behavior
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- Picture variant: If global100 is set, picture changes from 36 to 136 (night-time version)
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- Actor movement: Parrot (newAct) wanders randomly using `Wander` motion
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