5.9 KiB
5.9 KiB
Room 18: Cemetery
Look Description
"This is a scary old cemetery! Many of the tombstones are crumbling or falling over, and the entire place is overgrown with weeds. A mountain range looms to the east, and all around a forest encroaches."
Interactions
| Status | Behavior Type | Command | Response |
|---|---|---|---|
| TODO | Look | /boulder |
"There are rocks here and there." |
| TODO | Look | /grass |
"Tufts of grass and weeds sprout around the old tombstones." |
| TODO | Look | /crypt |
"The stone crypt is built into the mountainside!" |
| TODO | Look | /cliff |
"A stone crypt is built into the mountainside." |
| TODO | Look | /gravestone |
"Each tombstone has an epitaph written on it." |
| TODO | Look | /monument,lion |
"An interesting statue of a lion is mounted above the crypt door." |
| TODO | Look | /door (closed) |
"The crypt door is closed." |
| TODO | Look | /door (open) |
"The crypt door is open." |
| TODO | Look | /hole (has hole nearby) |
"The hole is empty." |
| TODO | Look | /hole (no holes) |
"You don't see it here." |
| TODO | Look | [<around][/room] |
"This is a scary old cemetery! Many of the tombstones are crumbling or falling over, and the entire place is overgrown with weeds. A mountain range looms to the east, and all around a forest encroaches." + "How odd! You see a crypt door built right into the mountainside!" |
| TODO | Action | climb/boulder |
"You're not interested in climbing rocks." |
| TODO | Action | open,enter/crypt (open) |
"The door is open; just enter it." |
| TODO | Action | open,enter/crypt (closed) |
"Try opening the crypt door." |
| TODO | Action | /door break |
"You could never do that." |
| TODO | Action | /door bang |
"You pound on the door and hear your knocks echo from within. There is no answer." |
| TODO | Action | /door open (locked) |
"The door is locked." |
| TODO | Action | /door open (unlocked) |
Opens the crypt door |
| TODO | Action | /door open (already open) |
"The crypt door is already open." |
| TODO | Action | /door close (open) |
"The door is closed." (and closes door) |
| TODO | Action | /door close (closed) |
"The door is closed." (no action) |
| TODO | Action | /door latch (no key) |
"You don't have the right key to lock this door." |
| TODO | Action | /door latch (closed & unlocked, has key) |
Locks the door with skeleton key |
| TODO | Action | /door latch (already locked) |
"The door is already locked." |
| TODO | Action | /door latch (open) |
"First you need to close the door." |
| TODO | Action | /door unlatch (locked) |
Unlocks the door |
| TODO | Action | /door unlatch (already unlocked) |
"The door is already unlocked." |
| TODO | Action | /door unlatch (open) |
"The door is already open." |
| TODO | Action | /door unlatch (no key) |
"You don't have the key to unlock this door." |
| TODO | Action | dig[/hole,grave] (has shovel) |
Digs a hole at the current location |
| TODO | Action | dig[/hole,grave] (no shovel) |
"You have nothing to dig with." |
| TODO | Action | dig[/hole,grave] (no dig target) |
"You don't know what to dig for...yet." |
| TODO | Action | dig[/hole,grave] (wrong location) |
"Try somewhere else. The ground is too hard here." |
| TODO | Talk | read,look/epitaph,gravestone,boulder |
Reads epitaph based on player position |
Scripts
| Status | Behavior Type | Name | Trigger | Behavior |
|---|---|---|---|---|
| TODO | Interaction | z1Actions |
Timer (10 seconds) when global100 is set |
Spawns zombie #1 at position (25, 156). Zombie chases player if global105 = 0. If player has scarab (item 7), zombie retreats. Otherwise, player is captured (game over). |
| TODO | Interaction | z4Actions |
Timer (4 seconds) when global100 is set |
Spawns zombie #2 at position (109, 131). Same behavior as z1Actions. |
| TODO | Interaction | z5Actions |
Timer (8 seconds) when global100 is set |
Spawns zombie #3 at position (220, 165). Same behavior as z1Actions. |
| TODO | Interaction | digging |
Player uses dig command with shovel | Animates digging. If player digs in correct location with proper quest state, reveals items (toy horse or locket). |
| TODO | Interaction | getItems |
Triggered after finding an item while digging | Plays pickup animation and adds item to inventory |
Technical Notes
- Room Number: 18
- Picture: 18
- Region: 510, 511 (cemetery regions)
- Exits: North→12, South→24, West→17, East→69 (crypt interior - via door)
- Music: Sound 20 (zombie theme)
State Variables
| Variable | Values | Description |
|---|---|---|
global174 |
0, 1, 2 | Door state: 0=locked, 1=closed/unlocked, 2=open |
global105 |
0, 17 | Zombie chase state: 0=zombies chase player, 17=player escaped |
global186 |
number | Count of active zombies |
global187 |
0, 1 | Score flag for unlocking door |
global113 |
number | Number of holes dug in cemetery |
global134 |
number | Quest state for digging (determines which item is found) |
global100 |
boolean | Whether overlay 118 is active (nighttime/zombie event) |
global101 |
0 | Reset to 0 on room entry |
Synonyms
kiss= kiss, embraceghoul= ghoul, man, ghoul
Inventory Items Referenced
- Item 7: Obsidian scarab (protects against zombies)
- Item 15: Shovel (for digging)
- Item 20: Skeleton key (for locking/unlocking door)
- Item 28: Locket (found by digging)
- Item 30: Toy horse (found by digging)
Special Mechanics
- The crypt door can be locked/unlocked with the skeleton key (item 20)
- Three zombies spawn at intervals when
global100is set (nighttime event) - Zombies chase the player unless they have the obsidian scarab (item 7)
- Digging with a shovel can reveal hidden items at specific grave locations
- Player can read epitaphs on tombstones based on their position in the room
- Entering room 69 (crypt) changes player movement parameters