Files
kq4-decompile/rooms/kq4-029-dense-forest.md
2026-02-20 10:16:03 -08:00

4.5 KiB

Room 29: Dense Forest

A forest clearing where a robin bird may appear with an earthworm. The player can obtain the earthworm by watching the bird and catching it when it drops the worm. Features a dangerous pit on the west side that causes the player to fall.

Look Description

"You are roaming through a dense forest."

Interactions

Status Behavior Type Command Response
TODO Look look/around, look/room, look[<around][/!*] "You are roaming through a dense forest." (Print 29 0)
TODO Get capture,get/earthworm If worm exists and close enough: catches worm. If worm not present: "You see a fat worm wiggling on the ground." (Print 29 11). If not close enough: "You're not close enough." (Print 800 1)
TODO Look look/crow, look/crow Unhandled (allows crow interaction from other rooms)
TODO Look look/robin, look/bird, look/robin,bird If bird present and state 0: "A pretty robin pulls hungrily at a long earthworm." (Print 29 2). If bird present and state > 0: "You see a bird flying away." (Print 29 3). If no bird: "You don't see one here." (Print 29 4)
TODO Talk converse/robin, converse/bird, converse/robin,bird If bird state 0: "Cheep, cheep!" (Print 29 5). If bird state > 0: "Not now." (Print 29 6)
TODO Action kill/robin, kill/bird, kill/robin,bird "Not a little robin!" (Print 29 7)
TODO Get capture,get,kiss/robin, capture,get,kiss/bird If bird present: "You're not close enough." (Print 800 1). If no bird: "You don't see one here." (Print 29 4)
TODO Action help/robin, help/bird, help/robin,bird "How can you do that, Rosella?" (Print 29 8)
TODO Inventory deliver (to robin) If bird present: "The robin can't understand." (Print 29 9). If no bird: "There's no one here." (Print 29 10)
TODO Look look/earthworm If bird present and has worm and bird state 0: "A pretty robin pulls hungrily at a long earthworm." (Print 29 2). If worm on ground: "You see a fat worm wiggling on the ground." (Print 29 11). If player has worm: shows worm inventory. Otherwise: "You don't see one here." (Print 29 4)
TODO Look look/dirt If worm on ground: "You see a fat worm wiggling on the ground." (Print 29 11). If bird present with worm: "A pretty robin pulls hungrily at a long earthworm." (Print 29 2). Otherwise: "You see nothing of importance." (Print 29 12)

Scripts

Status Behavior Type Name Trigger Behavior
TODO Interaction fallSouth Player walks west into pit area (control area $0004) Triggers fall animation using view 17, plays fall sound (51), then transitions to swimming view (21) and moves to room 28
TODO Background birdActions Robin bird spawned (50% chance when player has worm); triggers when player gets within 30 pixels of bird Bird drops worm (creates earthworm prop), flies away to upper left, then disposes
TODO Background wormActions Runs continuously on room init; also triggered when player captures worm Spawns earthworm on ground (moves item 19 to room); when player captures, disposes worm, gives worm to player, awards 2 points, sets global182 to 1

Technical Notes

  • Room Number: 29
  • Picture: 29
  • Region: 508
  • Exits: North→23, South→5, East→30, West→28
  • Music: Sound 51 (fall sound)

State Variables

Variable Values Description
global100 0, 1 Controls whether room overlay (129) is shown
global101 0 Unknown, set to 0 in init
global182 0, 1 Worm collected score flag - set to 1 after player obtains worm
newAct 0, object Robin bird actor instance (spawned randomly 50% chance)
newProp 0, object Earthworm prop instance (spawned when bird drops it)
worm_owned true, false Whether player has earthworm in inventory (item 19 owned by 206=player, 29=room)

Special Mechanics

  • Bird (50% spawn chance): Only appears when player has the earthworm in inventory (item 19 owned by 206)
  • Worm spawning: Worm appears on ground in room when wormActions initializes
  • Worm capture: Player must get close to worm (within 15 pixels) and use capture/get command
  • Fall hazard: West exit has a pit - walking into control area $0004 triggers fall sequence
  • Fall sequence: Player falls using view 17 animation, then transitions to swimming view (21) and is moved to room 28
  • Score: 2 points awarded when worm is collected (global182 prevents re-awarding)