Files
kq4-decompile/rooms/kq4-088-stone-tower-stairs.md
2026-02-20 10:16:03 -08:00

3.0 KiB

Room 88: Stone Tower Stairs

This is the interior spiral staircase of the dark stone tower. The room features narrow stone steps spiraling upward, with open areas where the player can fall. There is a doorway leading somewhere (Room 87), and dangerous drop-offs on both sides. A guard may chase the player through this room depending on game state.

Look Description

"These stone tower steps could be very treacherous!"

Interactions

Status Behavior Type Command Response
TODO Look look / look around / look room / look castle / look tower "These stone tower steps could be very treacherous!"
TODO Look look down / look dirt "There is no floor here, only stone steps."
TODO Look look wall "You see nothing of interest on the walls."
TODO Look look up / look sky "You look up, but see nothing special."
TODO Look look stair "The stone stairs spiral up the dark tower." / "Watch your step on these narrow stairs!"
TODO Look look door "There is an open doorway before you."

Scripts

Status Behavior Type Name Trigger Behavior
TODO Interaction henchChase88 Entering from Room 87 when henchman_active = true Guard (view 141) chases player using Chase motion, plays music, disables player control, forces player to Room 81
TODO Background fallStairs Walking on control areas $0004 (stairs) or $1000 (upper area) Player falls down stairs with animation sequence, screen shakes, player is transported to Room 93

Technical Notes

  • Room Number: 88
  • Picture: 88
  • Region: 604 (Stone Tower)
  • Exits: North→93 (top of stairs fall), East→82 (side fall), West→87 (doorway)
  • Music: Sound 52 (fall sound), Sound 41/42 (henchman chase)

State Variables

Variable Values Description
local1 0, 1 Tracks if player is in upper/safe area of stairs
henchman_active global175 Whether the henchman guard is active and chasing
player_fell global127 Set to 1 after falling down stairs
fall_horizon global105 Set to 16 during fall animation

Additional Technical Details

  • Room uses Region 604 for shared stone tower logic
  • myLooper code object determines player animation loop based on heading direction
  • Player starts at different positions depending on entry direction:
    • From Room 93 or game start: Position 162,142 (bottom)
    • From Room 87: Position 91,130 (doorway area)
    • From Room 82: Position 211,62 (upper area)
  • Control areas:
    • $0040 - Triggers exit to Room 93 (top fall)
    • $0020 - Triggers exit to Room 82 (side fall)
    • $0010 - Triggers exit to Room 87 (doorway)
    • $0004 - Triggers fallStairs script (stair hazard)
    • $1000 - Triggers fallStairs script when in upper area
  • If global169 is true when falling, a view 145 cel 4 is shown (possibly related to ogre/capture)
  • After falling, player walks to position 150,140 in Room 93