Files
kq4-decompile/rooms/kq4-091-castle-dining-room/kq4-091-castle-dining-room.md
2026-02-20 14:00:40 -08:00

3.6 KiB

Room 91: Castle Dining Room

This is the interior of the castle's dining room, a cheerless space associated with the villain Lolotte. The room features a large dining table, tapestries on the walls, a chandelier, and three open doorways leading to other parts of the castle. A henchman may chase the player if certain conditions are met when entering from rooms 90 or 92.

Look Description

"This is a rather cheerless dining room. Eating here would NOT be a pleasant experience."

Interactions

Status Behavior Type Command Response
TODO Look look / look around / look room / look castle "This is a rather cheerless dining room. Eating here would NOT be a pleasant experience."
TODO Look look under table "There is nothing under the table."
TODO Look look table "The great dining table looks big enough to seat Lolotte and at least eight of her despicable henchmen."
TODO Look look behind tapestry / look under tapestry "There is nothing but a wall behind the tapestry."
TODO Look look tapestry / look painting / look tapestries "There's a most unusual tapestry hanging on the wall."
TODO Look look chandelier / look candle / look candelabra "An interesting chandelier above the dining table casts flickering shadows around the room."
TODO Look look door "You see three open doorways."
TODO Look look wall "There is nothing of importance on the walls."
TODO Look look dirt / look down "There is nothing of importance on the floor."
TODO Action sit "You don't have time for that!"

Scripts

Status Behavior Type Name Trigger Behavior
TODO Interaction henchChase Entering from room 90 or 92 when henchman_active = true Henchman (view 141) chases the player, plays chase music (sound 41), catches player after reaching them (sound 42), then transports player to room 81 (Lolotte's chamber)
TODO Background (animated prop) Room initialization Prop with view 636 animates continuously, positioned at upper part of room with priority 15

Technical Notes

  • Room Number: 91
  • Picture: 91
  • Style: $0010
  • Region: 604 (set but no corresponding region script found)
  • Exits: West→90 (control area $0040), East→92 (control area $0020), North→89 (control area $0010)
  • Music: Chase music (sound 41, 42) when henchman is active

State Variables

Variable Values Description
global175 (henchman_active) 0, 1 Flag indicating if henchman should chase player (set when player enters this room from 90 or 92 while henchman is active)
global205 0, 1 Flag set when henchman catches player, disables player control
gPrevRoomNum Various Previous room number, determines player spawn position

Additional Technical Details

  • Player enters at different positions based on previous room:
    • From Room 92 or start (room 0): spawn at x=291, y=152
    • From Room 89: spawn at x=253, y=123
    • From Room 90: spawn at x=27, y=153
  • When henchman chases (global175 = true), spawns NPC with view 141 that follows player
  • Animated prop (view 636) runs on loop 0 with Fwd cycle at position (133, 60)
  • Room 91 is part of the castle interior connected to rooms 89, 90, and 92
  • If henchman is in chase mode (state >= 1) when leaving, player is forced to room 81 (Lolotte's chamber)
  • Control areas determine room transitions: $0040 (west), $0020 (east), $0010 (north)