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kq4-decompile/rooms/kq4-046-tower-stairway/kq4-046-tower-stairway.md
2026-02-20 14:00:40 -08:00

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Room 46: Tower Stairway

This is the tower stairway of Genesta's ivory palace. The room features a winding staircase connecting the upper tower to the entry hall below. Two small fairies flutter about as Genesta's constant companions. The player can look out windows to see the ocean, examine the tapestry-covered walls, or interact with the fairies. Walking on the stairs triggers an automatic movement script.

Look Description

"You are on a tower stairway of the island's ivory palace."

Interactions

Status Behavior Type Command Response
TODO Look look up "Where do the stairs lead?"
TODO Look look down "The stairs lead down to the entry hall."
TODO Look look stair / look stairs / look stair tower "From here, the tower stairs both go upward, and downward."
TODO Look look out / look out window (if near window) "You see the ocean out the window."
TODO Look look out window (if not near window) "You're not close enough to the window."
TODO Look look wall "There is nothing of importance on the walls."
TODO Look look down dirt / look down floor "There is nothing interesting on the floor."
TODO Look look painting / look tapestries "A beautifully embroidered tapestry hangs on the gleaming wall."
TODO Look look flora / look blossom / look flower "Genesta must love beautiful plants and flowers."
TODO Look look fairy / look fairies / look little fairy "Genesta's constant companions are small fairies with fluttering wings and brightly-colored gowns. They utter not a word."
TODO Look look around / look room / look tower "You are on a tower stairway of the island's ivory palace."
TODO Talk talk fairy / talk fairies / talk little fairy "You speak to the little fairies, but they do not respond. Perhaps, they cannot talk."
TODO Talk talk "You speak to the little fairies, but they do not respond. Perhaps, they cannot talk."
TODO Action kill fairy / kill fairies / kill little fairy "You are NOT a murderous girl, Rosella!"
TODO Get get fairy / get fairies / get little fairy "It's impossible to obtain a fairy."
TODO Action capture fairy / capture fairies / capture little fairy "It's impossible to obtain a fairy."
TODO Action kiss fairy / kiss fairies / kiss "The little fairies do not need kissing."
TODO Action help fairy / help fairies / help little fairy "The little fairies don't need your help; Genesta does."

Scripts

Status Behavior Type Name Trigger Behavior
TODO Interaction moveOnTheStairs Walking on stair control areas (hex $0800 or $0400) when not already on stairs (global105 != 18) Sets global105 = 18 to mark player on stairs, ignores stair collision blocks, initiates automatic movement along stairs either up or down depending on player position, continues until reaching destination floor
TODO Background newAct (Fairy 1) Continuous First fairy actor (view 111) wanders randomly within the room, playing wandering animation
TODO Background newAct_2 (Fairy 2) Continuous Second fairy actor (view 113) wanders randomly within the room, playing wandering animation

Technical Notes

  • Room Number: 46
  • Picture: 46
  • Region: None specified
  • Exits: North→47 (up the tower), South→45 (down to entry hall)
  • Music: Sound 33 (looping)

State Variables

Variable Values Description
global105 0, 18 Tracks whether player is on the stairs (18 = on stairs, 0 = not on stairs)
global204 0, 1 Set to 0 when starting stair movement, used for movement state
global205 0, 1 Set to 1 when player is moving on stairs

Additional Technical Details

  • Synonyms defined: room = castle, room = tower
  • Two fairy actors are placed in the room: newAct (position 231, 65) and newAct_2 (position 132, 144)
  • Fairies use views 111 and 113 with Wander motion and Fwd cycle
  • Stair movement uses control area hex $0800 (upstairs area) and $0400 (downstairs area)
  • Four stairBlock collision blocks prevent player from walking through certain stair areas
  • Entry from room 45 positions player at the top of stairs (y=23)
  • Entry from room 47 or starting position positions player at bottom of stairs (y=164)
  • The moveOnTheStairs script has two paths: state 1/2 for going down, state 10/11 for going up
  • proc0_9 is called when exiting the stairs to reset player state
  • proc0_8 is called to set player on stairs state
  • Window look command checks if player is in rect (33, 81, 67, 112) to determine if close enough