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kq4-decompile/rooms/kq4-081-edgars-tower-bedroom.md
2026-02-20 10:16:03 -08:00

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Room 81: Edgar's Tower Bedroom

High-Level Summary

Room 81 is Edgar's tower bedroom in the castle. The player enters this room after being captured by Edgar's henchmen. The room contains a four-poster bed, a chest/dresser with a mirror, windows looking out at the mountain, a carpet, stairs leading down, and a door. The key gameplay elements involve obtaining a red rose that has been pushed under the door, retrieving a gold key from the rose, and unlocking the door to escape. The room has two major scripted sequences: one for first-time entry (lockUp script) and one for returning after being caught (lockUpLast script).

Look Description

"Normally, this is Edgar's tower bedroom. Actually, for being in such an awful castle, it looks quite comfortable; but you're in no mood to care."

Interactions

Status Behavior Type Command Response
TODO Look look / look around / look room "Normally, this is Edgar's tower bedroom. Actually, for being in such an awful castle, it looks quite comfortable; but you're in no mood to care."
TODO Look look/bed "This is a most unusual, four-poster bed."
TODO Look look<under/bed "There is nothing under the bed."
TODO Look look/window "You see the mountain out the window." (when near window) / "That would not accomplish anything." (when not near window)
TODO Look look/chest / look/dresser "You see a chest of drawers, with a mirror on top."
TODO Look look<in/chest / look<in/dresser / look<in/drawer "It's private."
TODO Look look/mirror "You look in the mirror and see the reflection of a poor, but beautiful, peasant girl." (when in rect) / "That would not accomplish anything." (when not in rect)
TODO Look look/carpet "A small rug lies on the floor by the bed."
TODO Look look/stair "The stone stairway leads down the tower."
TODO Look look/door "It's just a plain wooden door."
TODO Look look/wall "There is nothing of importance on the walls."
TODO Look look/dirt / look<down "You see a beautiful rose lying by the door." (if rose owned by room) / "There is nothing of interest on the floor." (if rose not in room)
TODO Look look/key "It is attached to the rose." (if has rose but not key) / (default, unhandled)
TODO Action open/window "The windows do not open."
TODO Action break/window "That would not accomplish anything."
TODO Action open/chest / open/drawer / open/dresser "It's private."
TODO Action open/door Opens the door if player is near door and door is closed/latched
TODO Action close/door "You don't need to." (if closed) / "It already is open." (if open)
TODO Action unlatch/door Unlocks the door with gold key if player has it
TODO Action [use]/key<skeleton "The skeleton key does not fit the lock." / "The door is unlocked."
TODO Action [use]/key<gold / gold Uses gold key to unlock door
TODO Action get/rose Picks up rose if it is in the room (message 0)
TODO Action get/untie/detach/key Takes gold key from rose if player has rose but not key
TODO Action lay/sleep/get/bed / sleep / lay<down "You don't have time for that!"
TODO Talk converse "You don't have time for that!"

Scripts

Status Behavior Type Name Trigger Behavior
TODO Interaction doDoor Called when door animation completes Stops door animation, returns control to player
TODO Interaction lockUp Entering from room 92 when global175 is false Cutscene: Henchmen follow player to door, lock them in, Edgar enters via window, takes rose, and player is transported to room 692
TODO Interaction lockUpLast global175 is true (player was caught previously) Similar cutscene but shorter: Player is led to mirror, all inventory moved to room 89, then transported to room 692

Technical Notes

  • Room Number: 81
  • Picture: 81
  • Region: 604 (Edgar's castle region)
  • Exits: West→85 (through door)
  • Music: Sound 43 (theMusic), Sound 300 (doorOpenMusic)

State Variables

Variable Values Description
local0 varies Used for message return value in lockUp script
local7 0/1 Flag for whether skeleton key was used
local8 0/1 Door unlocked state (0=locked, 1=unlocked)
global175 0/1 Player was caught by Edgar flag
global182 0/1 Rose/key related flag
global204 0/1 Used in lockUp script
global205 0/1 Used in lockUp script
global100 0/1 Daytime flag (affects candles)
gPrevRoomNum varies Previous room number

Inventory Items

Item Number Name
34 Red Rose
32 Gold Key
20 Skeleton Key

Special Behaviors

  • Rose (item 34) can be pushed under the door when player enters from room 85 with the rose in inventory
  • Gold key (item 32) is attached to the rose and must be detached/untied
  • Door can only be opened when player is in rect 70,150 to 84,157
  • Window look only works when player is in rect 201,117-238,126 or 79,113-116,123
  • Mirror look only works when player is in rect 218,135-272,154
  • Entry from room 85 or 0 positions player at bottom of stairs
  • Entry from room 92 triggers lockUp cutscene
  • If global175 is set, lockUpLast script runs instead
  • Candles (view 646) only appear when global100 is true (daytime)