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kq4-decompile/rooms/kq4-042-fishermans-shack-inside.md
2026-02-20 10:16:03 -08:00

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Room 42: Fisherman's Shack (Inside)

This is the interior of the fisherman's cottage, a small, shabby room containing the old fisherman and his wife. The room serves as a key location for obtaining the fishing pole, which is required to complete the game. The player can interact with both NPCs, give them the pouch of diamonds (rewarded for completing the diamond mine puzzle), and receive the fishing pole in return. The room's state changes based on whether the diamonds have been given, whether the fisherman is present, and whether the player has already received the pole.

Look Description

"The inside of the fisherman's shack looks almost as shabby as the outside."

Interactions

Status Behavior Type Command Response
TODO Look look[<around][/room,room,place] "The inside of the fisherman's shack looks almost as shabby as the outside." (text_042.txt:1)
TODO Look look/person (when fisherman present) "Both a man and a woman are here. Be more specific." (text_042.txt:2)
TODO Look look/people Returns either "There is only one person here." (text_042.txt:2) or fisherman description based on state
TODO Look look/fishwife,person Various responses based on state (diamonds given, pole owned) - text_042.txt:3-7
TODO Look look/dough[<bread] "It just looks like plain old bread dough." (text_042.txt:8)
TODO Look look<under/table "There is nothing of interest under the table." (text_042.txt:9)
TODO Look look/table "It looks like an old worn table." (text_042.txt:10)
TODO Look look/chair "Yep, those are chairs, all right!" (text_042.txt:11)
TODO Look look<under/bed "There is nothing under the bed." (text_042.txt:12)
TODO Look look/bed "The lumpy bed looks old and uninviting." (text_042.txt:13)
TODO Look look/stove "At least the stove keeps it warm in here." (text_042.txt:14)
TODO Look look/window "You see the ocean out the window." or "You see the meadow out the window." based on position (text_042.txt:15-16)
TODO Look look/door "This is a plain wooden door." (text_042.txt:17)
TODO Look look/wall "There is nothing of importance on the walls." (text_042.txt:18)
TODO Look look/dirt or look<down "There is nothing of interest on the floor." (text_042.txt:19)
TODO Look look/pole "Yep. It's there, all right!" or "What pole?" based on state (text_042.txt:20-21)
TODO Look look/fisherman Various responses based on state (text_042.txt:22-25)
TODO Look look/caldron,kettle,coffee "The smell of hot coffee fills the room." (text_042.txt:26)
TODO Look look/fish "You see a large fish hanging on the wall." or allows get if not owned (text_042.txt:27)
TODO Look look/shelf "You see a cupboard filled with canned goods." (text_042.txt:28)
TODO Look look/can "These poor people can only afford a few cheap cans of food." (text_042.txt:29)
TODO Look look/knitting "You're not interested in the knitting." or "What knitting?" based on state (text_042.txt:30-31)
TODO Action chew/dough "You don't like it." (text_042.txt:32)
TODO Action rob/pole "You are not a thief, Rosella!" or other responses based on pole location (text_042.txt:33-34)
TODO Action kiss[/!*] "Please be more specific as to whom you want to kiss!" or responses based on fisherman presence (text_042.txt:34-37)
TODO Action kiss/fisherman "You think, for a moment, that it might help, but then change your mind." or "There ain't no fisherman here!" (text_042.txt:37-38)
TODO Action help "How can you do that, Rosella?!" (text_042.txt:39)
TODO Talk converse/fishwife,person or converse[/!*] (near wife) Triggers wife dialogue scripts based on state
TODO Talk converse/fisherman or converse[/!*] (near fisherman) Triggers fisherman dialogue if present
TODO Talk converse[/!*] (general) Routes to appropriate dialogue based on NPCs present
TODO Action close,open/door "There's no need for that." (text_042.txt:41)
TODO Action sit "You don't have time for that!" (text_042.txt:42)
TODO Action lay,sleep[<down,on,in] or get<in,on,in/bed "The lumpy bed looks old and uninviting." (text_042.txt:13)
TODO Action drink,get/coffee,cup "You don't like coffee." (text_042.txt:43)
TODO Inventory deliver (give item) Handles giving diamonds to wife or fisherman, triggers pole exchange
TODO Get get,rob/knitting "No. It's not yours." (text_042.txt:49)
TODO Get get,rob/pole "You can't take their fishing pole, as that's their only means of survival!" or "You already have the pole." (text_042.txt:50-51)
TODO Get get,rob/dough "You have no need for bread dough." (text_042.txt:52)
TODO Get get,rob/fishwife,person "You couldn't get the fisherman's wife." (text_042.txt:53)
TODO Get get,rob/fisherman "You couldn't get the fisherman." (text_042.txt:54)
TODO Get get,rob/caldron "You don't need it." (text_042.txt:55)
TODO Get get,rob/can "You can't." (text_042.txt:56)
TODO Get get,rob/fish "It's firmly attached to the wall." (text_042.txt:57)
TODO Action create/bed "You don't have time for that." (text_042.txt:58)

Scripts

Status Behavior Type Name Trigger Behavior
TODO Background doBread Running when wife is kneading bread (local9=1) Cycles through bread kneading animation loops
TODO Interaction givePole When player gives diamonds (item 1) to fisherman's wife Animation of wife giving fishing pole to player, awards 3 points
TODO Background wifeTalk Continuous when wife NPC is present Cycles through wife animation (knitting or kneading)
TODO Background fishermanSit Continuous when fisherman NPC is present Cycles fisherman sitting animation
TODO Interaction wifeTacoDoco Talking to wife when fisherman not present Initial dialogue with tired wife
TODO Interaction wifeTacoDoco1 Talking to wife when fisherman IS present Wife dialogue when fisherman is home
TODO Interaction wifeTacoDoco2 Talking to wife after giving diamonds Grateful dialogue after receiving diamonds
TODO Interaction fishermanTacoDoco1 Talking to fisherman after giving diamonds Grateful fisherman dialogue
TODO Interaction fishermanTacoDoco2 Talking to fisherman before giving diamonds Fisherman complains about fishing luck

Technical Notes

  • Room Number: 42
  • Picture: 42
  • Region: No specific region set
  • Exits: South (edge hit) → Room 7 (outside cottage)
  • Music: Not specified

State Variables

Variable Values Description
local9 0, 1 Player has diamonds (item 1) - used to determine wife state (kneading bread vs knitting)
global116 3 Fisherman is home/present in cottage
global182 0, 1 Fishing pole received flag - prevents re-awarding score
global206 Various Conversation tracking for NPC dialogues

Inventory Items

  • Item 1 (index 1): Pouch of diamonds - given to NPCs for fishing pole
  • Item 17 (index 17): Fishing pole - obtained from fisherman after giving diamonds
  • Item 24 (index 24): Fish - decorative item on wall (cannot be taken)

Synonyms

  • room = cottage
  • shelf = cabinet
  • fisherman = man
  • fishwife = fishwife

Special Mechanics

  • Room automatically loads view 513 (cottage interior) on init
  • If player has diamonds (item 1), loads additional views (240-243) for animated NPCs
  • Edge detection at control area $0040 triggers exit to room 7 (south)
  • When giving diamonds to wife, she walks to get pole and gives it to player
  • Score change: +3 points when receiving fishing pole
  • Chair block prevents player from walking behind the table area