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kq4-decompile/rooms/kq4-049-ogres-cottage/kq4-049-ogres-cottage.md
2026-02-20 14:00:40 -08:00

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Room 49: Ogre's Cottage

The Ogre's Cottage living room where the player must navigate past a sleeping ogre and an aggressive bulldog. This room contains multiple hazards including the ogre (who can be in various states of alertness), a fierce bulldog that chases or guards a bone, and a chicken that can be stolen for points. The room features multiple exits, interactive furniture, and a closet with a secret passage.

Look Description

"This isn't the most cozy-looking living room you've ever seen. In fact, the ogres' house looks almost...frightening!"

Interactions

Status Behavior Type Command Response
TODO Look look <under/table "There is nothing of interest under the table." (Print 49 0)
TODO Look look /table "The terrible ogre is asleep at the table, snoring loudly." (Print 49 1) if ogre present, else "It's a large wooden table." (Print 49 2)
TODO Look look /chair "There are two chairs at the table." (Print 49 3)
TODO Look look /carpet,carpet "A worn rug lies on the floor." (Print 49 4)
TODO Look look /stair "The stairway goes upwards." (Print 49 5)
TODO Look look /window "You see the forest out the window." (Print 49 6)
TODO Look look /door "The front door leads outside. There is an open doorway to the right, and a closet door under the stairs." (Print 49 7)
TODO Look look /wall "There is nothing of importance on the walls." (Print 49 8)
TODO Look look /dirt, look <down "There is nothing interesting on the floor." (Print 49 9)
TODO Look look /giant Varies by ogre state: asleep (Print 49 1), awake hostile (Print 49 10), not present (Print 49 11)
TODO Look look /bulldog If chewing bone: "The big dog is totally engrossed in its bone." (Print 49 12), else: "This is definitely not your basic cute pooch. This dog means business." (Print 49 13)
TODO Look look [<around][/room,cottage] "This isn't the most cozy-looking living room you've ever seen. In fact, the ogres' house looks almost...frightening!" (Print 49 14)
TODO Action blow/whistle If has whistle (27) and ogre present: varies by state (Print 49 15 or 16), else ignored
TODO Talk converse/bulldog If chewing bone: "The dog is too interested in its bone to listen to you." (Print 49 17), else: "Soothing words will not placate this dog." (Print 49 18)
TODO Action kill/bulldog "You couldn't kill that big dog." (Print 49 19)
TODO Action pat/bulldog "Not this dog!" (Print 49 20)
TODO Action calm/bulldog "This dog will not be gentled." (Print 49 21)
TODO Get get,capture/bulldog "You woudln't want this dog, even if you COULD get it." (Print 49 22)
TODO Action sit> "You don't have time for that!" (Print 49 23)
TODO Talk converse,awaken[/giant] If ogre present and sleeping (state 3): close enough triggers (Print 49 24), far away (Print 49 25), else awake (Print 49 26), else no ogre (Print 49 27)
TODO Action open/closet, open/door<closet Checks position, if open (Print 49 28), if ogre/ogress present (Print 49 29), if has chicken (Print 49 10), else opens closet
TODO Action open/door Context-sensitive: front door (lines 428-440), side door under stairs (lines 441-468), else (Print 49 31)
TODO Action close/door Context-sensitive close for front door or side door
TODO Get get/egg[<gold] If ogre present and close enough: get golden egg (33), else too far
TODO Get get,rob/chicken If chicken present and in correct position: steals chicken for +4 points
TODO Action kill/giant "You have no way of killing a giant ogre!" (Print 49 36)
TODO Action kiss/giant, kiss/bulldog, kiss[/!*] "That's REALLY not a good idea!" (Print 49 37)
TODO Action fling,deliver,feed/bone If has bone (23) and dog is far enough: throws bone to dog, +4 points
TODO Get get,rob/bone If bone already in room: "That's ridiculous." (Print 49 40), else "What bone?" (Print 49 41)
TODO Get get,capture/giant "You don't want to get that close to the ogre." (Print 49 42)
TODO Inventory deliver> [item] If ogre present: "The dog would not be interested in it." (Print 49 43), else: "You don't have that." (Print 49 45)

Scripts

Status Behavior Type Name Trigger Behavior
TODO Interaction ogreStuff Player in room with ogre (global165 = 1,2,3) and enters certain areas Handles ogre encounter sequences based on ogre state - can lead to death or escape
TODO Background ogreAwake Ogre present and player approaches or disturbs Controls ogre waking animation and chase sequence - leads to death if caught
TODO Interaction ogressChase Entering from room 0 or 4 when ogress (global167) present Ogress chases and catches player - leads to death
TODO Interaction henPecked Chicken (33) owned by room 49 Chicken wanders around room near the rug
TODO Interaction chaseEgo Player enters without bone (23) and dog is present Bulldog chases and catches player - leads to death
TODO Interaction chewBone Player has bone (23) and bone is in room with dog Dog settles down to chew bone, allowing safe passage
TODO Interaction catchBone Player throws bone to dog using fling command Bone animation sequence where dog catches bone
TODO Interaction doorOpen Player opens closet door Opens closet door and transitions to room 51
TODO Interaction moveOnTheStairs Player touches stairs control area ($0400) Moves player up or down stairs

Technical Notes

  • Room Number: 49
  • Picture: 49
  • Style: $0010
  • Region: 602 (applied via setRegions)
  • Exits: North→0/4 (forest), East→48 (cottage exterior), South→50 (kitchen), West→51 (closet), Stairs (varies by position)

State Variables

Variable Values Description
global165 0=none, 1=ogre present, 2=ogre sleeping, 3=ogre awake, 4=ogre chasing, 5=ogress present Ogre state in room
global167 0/1 Ogress present flag (from room 0/4)
global210 0/1 Side door (closet) open state
global100 0/1 Front door view state (view 616 loop 1)
global105 0=normal, 18=on stairs Current player location state
global182 0/1 Chicken stolen flag
local1 0/1 Entry condition from certain rooms
local9 0/1 Script blocking flag (prevents room changes during events)
local11 0/1 Ogre conversation attempt flag

Inventory Items

  • Item 23: Bone (can be given to bulldog)
  • Item 27: Whistle (can blow to affect ogre)
  • Item 33: Golden egg/chicken (can be stolen from room)

Key Mechanics

  • The bulldog will chase and kill the player unless given the bone
  • The ogre can be in multiple states: absent, sleeping, or awake/chasing
  • Opening the side door (under stairs) leads to room 51 (closet)
  • Stairs allow passage between floors (controlled by global105)
  • Player can steal the chicken for +4 points if positioned correctly
  • The ogre responds to the whistle based on its current state