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kq4-decompile/rooms/kq4-047-genestas-palace-entry-hall/kq4-047-genestas-palace-entry-hall.md
2026-02-20 14:00:40 -08:00

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Room 47: Genesta's Palace Entry Hall

This is the entry hall of the enchanted ivory palace, home of the fairy queen Genesta. The room features two locked doors (presumably leading to other areas of the palace) and an open left doorway. Two small fairies wander throughout the hall as constant companions to Genesta. The room serves as the main entrance to the palace and connects to the exterior (room 37) and another palace area (room 46).

Look Description

"This is the entry hall of the enchanted ivory palace. Two of the doors are closed, and presumably, off-limits to uninvited visitors. The left doorway, however, is open."

Interactions

Status Behavior Type Command Response
TODO Look look[<around] / look/room / look/room,room,hall,entry "This is the entry hall of the enchanted ivory palace. Two of the doors are closed, and presumably, off-limits to uninvited visitors. The left doorway, however, is open." (Print 47 0)
TODO Look look/door "Two of the doors are closed, locked, and off-limits to uninvited visitors; but, the left doorway is open. The main palace door is behind you." (Print 47 1)
TODO Look look/flora / look/blossom "An unusual vine clings to the back wall of the palace entry hall." (Print 47 2)
TODO Look look/wall "There is nothing of importance on the walls." (Print 47 3)
TODO Look look[<down]/dirt "There is nothing interesting on the floor." (Print 47 4)
TODO Look look/fairies[<little] "Genesta's constant companions are small fairies with fluttering wings and brightly-colored gowns. They utter not a word." (Print 47 5)
TODO Action open/door "You can't. The door is locked." (Print 47 6)
TODO Action unlatch/door (with key) "You don't have the right key." (Print 47 7)
TODO Action unlatch/door (without key) "You can't. It's locked and you don't have the key." (Print 47 8)
TODO Action bang/door "There's no answer." (Print 47 9)
TODO Action break/door "You could never do that." (Print 47 10)
TODO Inventory use/key (with key 20 or 32) "You don't have the key to unlock this door." (Print 47 11)
TODO Inventory use/key (without key) "You don't have any keys!" (Print 47 12)
TODO Inventory use/key (not near door) "There is nothing within reach to use it on." (Print 47 13)
TODO Talk converse/fairies[<little] / converse[/!*] "You speak to the little fairies, but they do not respond. Perhaps, they cannot talk." (Print 47 14)
TODO Action kill/fairies[<little] "You are NOT a murderous girl, Rosella!" (Print 47 15)
TODO Get get/fairies[<little] / capture/fairies[<little] "It's impossible to obtain a fairy." (Print 47 16)
TODO Action kiss/fairies[<little] / kiss[/!*] "The little fairies do not need kissing." (Print 47 17)
TODO Action help/fairies[<little] "The little fairies don't need your help; Genesta does." (Print 47 18)
TODO Inventory deliver/*/fairies "The small fairies don't need anything." (Print 47 19)

Scripts

Status Behavior Type Name Trigger Behavior
TODO Background Fairy1 (newAct_3) Room initialization Wanders around the room with view 111, small fairy that moves with xStep 1 yStep 3
TODO Background Fairy2 (newAct_4) Room initialization Wanders around the room with view 113, small fairy that moves with xStep 1 yStep 3
TODO Background Room exit detection Control area trigger Auto-transitions to room 37 when player enters south control area ($0040)
TODO Background Room exit detection Control area trigger Auto-transitions to room 46 when player enters east control area ($0020)

Technical Notes

  • Room Number: 47
  • Picture: 47
  • Region: None explicitly set
  • Exits: South→37 (exterior), East→46 (palace interior)
  • Music: Sound 33

State Variables

Variable Values Description
global205 0 Local flag, initialized to 0 on room entry

Objects

Object View Loop/Cel Description
newAct 632 loop 0, cel 3 Decorative element at position 38, 105
newAct_2 632 loop 0, cel 4 Decorative element at position 281, 106
newAct 632 loop 2, cel 2 Animated element at 41, 97
newAct_2 632 loop 2, cel 2 Animated element at 278, 98
newAct_3 (Fairy1) 111 - Wandering fairy, starts at 250, 79
newAct_4 (Fairy2) 113 - Wandering fairy, starts at 65, 74

Door Interaction Areas

  • Left door area: gEgo inRect: 146 127 176 131
  • Right door area: gEgo inRect: 238 141 260 153

Required Keys

  • Key 20: Skeleton key
  • Key 32: Palace key (presumed)

Synonyms

  • room = castle