Files
kq4-decompile/rooms/kq4-047-genestas-palace-entry-hall.md
2026-02-20 10:16:03 -08:00

81 lines
4.9 KiB
Markdown

# Room 47: Genesta's Palace Entry Hall
This is the entry hall of the enchanted ivory palace, home of the fairy queen Genesta. The room features two locked doors (presumably leading to other areas of the palace) and an open left doorway. Two small fairies wander throughout the hall as constant companions to Genesta. The room serves as the main entrance to the palace and connects to the exterior (room 37) and another palace area (room 46).
## Look Description
"This is the entry hall of the enchanted ivory palace. Two of the doors are closed, and presumably, off-limits to uninvited visitors. The left doorway, however, is open."
## Interactions
| Status | Behavior Type | Command | Response |
|--------|--------------|---------|----------|
| TODO | Look | `look[<around]` / `look/room` / `look/room,room,hall,entry` | "This is the entry hall of the enchanted ivory palace. Two of the doors are closed, and presumably, off-limits to uninvited visitors. The left doorway, however, is open." (Print 47 0) |
| TODO | Look | `look/door` | "Two of the doors are closed, locked, and off-limits to uninvited visitors; but, the left doorway is open. The main palace door is behind you." (Print 47 1) |
| TODO | Look | `look/flora` / `look/blossom` | "An unusual vine clings to the back wall of the palace entry hall." (Print 47 2) |
| TODO | Look | `look/wall` | "There is nothing of importance on the walls." (Print 47 3) |
| TODO | Look | `look[<down]/dirt` | "There is nothing interesting on the floor." (Print 47 4) |
| TODO | Look | `look/fairies[<little]` | "Genesta's constant companions are small fairies with fluttering wings and brightly-colored gowns. They utter not a word." (Print 47 5) |
| TODO | Action | `open/door` | "You can't. The door is locked." (Print 47 6) |
| TODO | Action | `unlatch/door` (with key) | "You don't have the right key." (Print 47 7) |
| TODO | Action | `unlatch/door` (without key) | "You can't. It's locked and you don't have the key." (Print 47 8) |
| TODO | Action | `bang/door` | "There's no answer." (Print 47 9) |
| TODO | Action | `break/door` | "You could never do that." (Print 47 10) |
| TODO | Inventory | `use/key` (with key 20 or 32) | "You don't have the key to unlock this door." (Print 47 11) |
| TODO | Inventory | `use/key` (without key) | "You don't have any keys!" (Print 47 12) |
| TODO | Inventory | `use/key` (not near door) | "There is nothing within reach to use it on." (Print 47 13) |
| TODO | Talk | `converse/fairies[<little]` / `converse[/!*]` | "You speak to the little fairies, but they do not respond. Perhaps, they cannot talk." (Print 47 14) |
| TODO | Action | `kill/fairies[<little]` | "You are NOT a murderous girl, Rosella!" (Print 47 15) |
| TODO | Get | `get/fairies[<little]` / `capture/fairies[<little]` | "It's impossible to obtain a fairy." (Print 47 16) |
| TODO | Action | `kiss/fairies[<little]` / `kiss[/!*]` | "The little fairies do not need kissing." (Print 47 17) |
| TODO | Action | `help/fairies[<little]` | "The little fairies don't need your help; Genesta does." (Print 47 18) |
| TODO | Inventory | `deliver/*/fairies` | "The small fairies don't need anything." (Print 47 19) |
## Scripts
| Status | Behavior Type | Name | Trigger | Behavior |
|--------|--------------|------|---------|----------|
| TODO | Background | Fairy1 (newAct_3) | Room initialization | Wanders around the room with view 111, small fairy that moves with xStep 1 yStep 3 |
| TODO | Background | Fairy2 (newAct_4) | Room initialization | Wanders around the room with view 113, small fairy that moves with xStep 1 yStep 3 |
| TODO | Background | Room exit detection | Control area trigger | Auto-transitions to room 37 when player enters south control area ($0040) |
| TODO | Background | Room exit detection | Control area trigger | Auto-transitions to room 46 when player enters east control area ($0020) |
## Technical Notes
- **Room Number**: 47
- **Picture**: 47
- **Region**: None explicitly set
- **Exits**: South→37 (exterior), East→46 (palace interior)
- **Music**: Sound 33
### State Variables
| Variable | Values | Description |
|----------|--------|-------------|
| `global205` | 0 | Local flag, initialized to 0 on room entry |
### Objects
| Object | View | Loop/Cel | Description |
|--------|------|----------|-------------|
| newAct | 632 | loop 0, cel 3 | Decorative element at position 38, 105 |
| newAct_2 | 632 | loop 0, cel 4 | Decorative element at position 281, 106 |
| newAct | 632 | loop 2, cel 2 | Animated element at 41, 97 |
| newAct_2 | 632 | loop 2, cel 2 | Animated element at 278, 98 |
| newAct_3 (Fairy1) | 111 | - | Wandering fairy, starts at 250, 79 |
| newAct_4 (Fairy2) | 113 | - | Wandering fairy, starts at 65, 74 |
### Door Interaction Areas
- Left door area: `gEgo inRect: 146 127 176 131`
- Right door area: `gEgo inRect: 238 141 260 153`
### Required Keys
- Key 20: Skeleton key
- Key 32: Palace key (presumed)
### Synonyms
- room = castle