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kq4-decompile/rooms/kq4-036-island-garden-pond/kq4-036-island-garden-pond.md
2026-02-20 14:00:40 -08:00

5.7 KiB

Room 36: Island Garden Pond

High-Level Summary

Room 36 is the enchanted island garden location in King's Quest IV, featuring a serene pond with a swan, an arched bridge, and the ivory palace nearby. The room contains multiple animated background elements including water features and birds. Players can interact with various garden elements, observe wildlife (swan, parrots), and drink from the pond. The room serves as a transitional area connecting to other locations (north to room 33, south to room 39, east to room 37).

Look Description

"You are standing in the lovely garden of this enchanted island. Beside you, rises a grand ivory palace. Within this garden, a bridge, emblazoned with the figures of swans, arches over a little pond. A beautiful white swan floats serenely upon it."

Interactions

Status Behavior Type Command Response
TODO Action enter/capture/fish, fish[/!*], cast/pole "You don't see any fish here."
TODO Look look [<in]/lake,water "You peer down into the pond, but do not see anything of interest."
TODO Look look [<under]/bridge "There is nothing of interest under the bridge."
TODO Look look /beach "You can see the beach in the distance."
TODO Look look /bush "A lovely hedge surrounds this island garden."
TODO Look look /dirt "You see nothing but grass on the ground."
TODO Look look /grass "The grass looks well-tended and manicured."
TODO Look look /flora "The foliage grows luxuriantly here."
TODO Look look /blossom "You see lovely beds of well-tended flowers."
TODO Look look /forest "You see many unusual and lovely trees on this island."
TODO Look look /garden "The beautiful garden gives you a sense of peaceful serenity."
TODO Look look /lake,water "A lovely bridge is reflected in the mirror-like, little pond. A majestic white swan floats upon it."
TODO Look look /bridge "The swan-carved bridge arches elegantly over the little pond."
TODO Look look /path "A nice flagstone path circles the pond."
TODO Look look /bench "A garden bench rests near the small pond."
TODO Look look /castle "The lovely ivory palace rises majestically beside you."
TODO Look look /ocean "You can see the ocean in the distance."
TODO Look look /swan "A beautiful white swan floats gracefully upon the little pond."
TODO Look look /parrot,bird,cockatoo "There are many exotic birds on this island."
TODO Look look [<around][/room,island] "You are standing in the lovely garden of this enchanted island. Beside you, rises a grand ivory palace. Within this garden, a bridge, emblazoned with the figures of swans, arches over a little pond. A beautiful white swan floats serenely upon it."
TODO Get get,capture/bird,parrot,cockatoo "That wouldn't accomplish anything."
TODO Talk converse/bird,parrot,cockatoo "Polly want a cracker?"
TODO Get get/blossom "It would waste your precious time to stop and pick flowers."
TODO Action wade,bathe,dive "You don't want to disturb the serenity of the pond."
TODO Get get/water "There's no reason to carry water."
TODO Action drink, get/drink Triggers drinking animation and message: "You bend over and take a drink of the pond water. Yuck! It may look pretty, but it doesn't taste very good!"
TODO Action sit "Not now! You have too many things to do."
TODO Talk converse/swan "You can't talk to a swan!"
TODO Talk converse/parrot,bird,cockatoo "Polly want a cracker!"
TODO Get get,capture/swan "You don't need the swan."
TODO Action kiss "There's no need for that."
TODO Inventory deliver (with any item) "That wouldn't accomplish anything."

Scripts

Status Behavior Type Name Trigger Behavior
TODO Interaction Ego_drinking_water Player commands "drink" or "get drink" near water Plays drinking animation (view 21), displays message about pond water taste, then returns ego to normal state

Technical Notes

  • Room Number: 36
  • Picture: 36 (or 136 if global100 is set - likely night variant)
  • Region: 505
  • Exits: north→33, south→39, east→37
  • Horizon: 82

State Variables

Variable Values Description
global101 0 Local room state flag
global100 0, non-zero If set, changes picture to 136 (night variant)
gPrevRoomNum 33, 39 Previous room number - determines ego entry position

Animation Objects

Object View Loop Cel Description
newProp 663 0 1 Animated water feature at position 114,68
newProp_2 663 1 1 Animated water feature at position 23,81
newProp_3 663 2 3 Animated water feature at position 12,93
newProp_4 650 5 0 Animated vegetation at position 156,118
newProp_5 650 6 3 Animated vegetation at position 218,130
newProp_6 341 4 2 Animated bird at position 84,30
newAct 345 - - Wandering actor (parrot) with Wander motion

Synonyms

  • lake = pool = lake

Special Mechanics

  • Water proximity check: proc0_2 checks if ego is near water (returns $0002 bit when near water)
  • Entry script: Ego_drinking_water runs on room init to handle automatic drinking behavior
  • Picture variant: If global100 is set, picture changes from 36 to 136 (night-time version)
  • Actor movement: Parrot (newAct) wanders randomly using Wander motion