5.5 KiB
5.5 KiB
Room 81: Edgar's Tower Bedroom
High-Level Summary
Room 81 is Edgar's tower bedroom in the castle. The player enters this room after being captured by Edgar's henchmen. The room contains a four-poster bed, a chest/dresser with a mirror, windows looking out at the mountain, a carpet, stairs leading down, and a door. The key gameplay elements involve obtaining a red rose that has been pushed under the door, retrieving a gold key from the rose, and unlocking the door to escape. The room has two major scripted sequences: one for first-time entry (lockUp script) and one for returning after being caught (lockUpLast script).
Look Description
"Normally, this is Edgar's tower bedroom. Actually, for being in such an awful castle, it looks quite comfortable; but you're in no mood to care."
Interactions
| Status | Behavior Type | Command | Response |
|---|---|---|---|
| TODO | Look | look / look around / look room |
"Normally, this is Edgar's tower bedroom. Actually, for being in such an awful castle, it looks quite comfortable; but you're in no mood to care." |
| TODO | Look | look/bed |
"This is a most unusual, four-poster bed." |
| TODO | Look | look<under/bed |
"There is nothing under the bed." |
| TODO | Look | look/window |
"You see the mountain out the window." (when near window) / "That would not accomplish anything." (when not near window) |
| TODO | Look | look/chest / look/dresser |
"You see a chest of drawers, with a mirror on top." |
| TODO | Look | look<in/chest / look<in/dresser / look<in/drawer |
"It's private." |
| TODO | Look | look/mirror |
"You look in the mirror and see the reflection of a poor, but beautiful, peasant girl." (when in rect) / "That would not accomplish anything." (when not in rect) |
| TODO | Look | look/carpet |
"A small rug lies on the floor by the bed." |
| TODO | Look | look/stair |
"The stone stairway leads down the tower." |
| TODO | Look | look/door |
"It's just a plain wooden door." |
| TODO | Look | look/wall |
"There is nothing of importance on the walls." |
| TODO | Look | look/dirt / look<down |
"You see a beautiful rose lying by the door." (if rose owned by room) / "There is nothing of interest on the floor." (if rose not in room) |
| TODO | Look | look/key |
"It is attached to the rose." (if has rose but not key) / (default, unhandled) |
| TODO | Action | open/window |
"The windows do not open." |
| TODO | Action | break/window |
"That would not accomplish anything." |
| TODO | Action | open/chest / open/drawer / open/dresser |
"It's private." |
| TODO | Action | open/door |
Opens the door if player is near door and door is closed/latched |
| TODO | Action | close/door |
"You don't need to." (if closed) / "It already is open." (if open) |
| TODO | Action | unlatch/door |
Unlocks the door with gold key if player has it |
| TODO | Action | [use]/key<skeleton |
"The skeleton key does not fit the lock." / "The door is unlocked." |
| TODO | Action | [use]/key<gold / gold |
Uses gold key to unlock door |
| TODO | Action | get/rose |
Picks up rose if it is in the room (message 0) |
| TODO | Action | get/untie/detach/key |
Takes gold key from rose if player has rose but not key |
| TODO | Action | lay/sleep/get/bed / sleep / lay<down |
"You don't have time for that!" |
| TODO | Talk | converse |
"You don't have time for that!" |
Scripts
| Status | Behavior Type | Name | Trigger | Behavior |
|---|---|---|---|---|
| TODO | Interaction | doDoor |
Called when door animation completes | Stops door animation, returns control to player |
| TODO | Interaction | lockUp |
Entering from room 92 when global175 is false | Cutscene: Henchmen follow player to door, lock them in, Edgar enters via window, takes rose, and player is transported to room 692 |
| TODO | Interaction | lockUpLast |
global175 is true (player was caught previously) | Similar cutscene but shorter: Player is led to mirror, all inventory moved to room 89, then transported to room 692 |
Technical Notes
- Room Number: 81
- Picture: 81
- Region: 604 (Edgar's castle region)
- Exits: West→85 (through door)
- Music: Sound 43 (theMusic), Sound 300 (doorOpenMusic)
State Variables
| Variable | Values | Description |
|---|---|---|
local0 |
varies | Used for message return value in lockUp script |
local7 |
0/1 | Flag for whether skeleton key was used |
local8 |
0/1 | Door unlocked state (0=locked, 1=unlocked) |
global175 |
0/1 | Player was caught by Edgar flag |
global182 |
0/1 | Rose/key related flag |
global204 |
0/1 | Used in lockUp script |
global205 |
0/1 | Used in lockUp script |
global100 |
0/1 | Daytime flag (affects candles) |
gPrevRoomNum |
varies | Previous room number |
Inventory Items
| Item Number | Name |
|---|---|
| 34 | Red Rose |
| 32 | Gold Key |
| 20 | Skeleton Key |
Special Behaviors
- Rose (item 34) can be pushed under the door when player enters from room 85 with the rose in inventory
- Gold key (item 32) is attached to the rose and must be detached/untied
- Door can only be opened when player is in rect 70,150 to 84,157
- Window look only works when player is in rect 201,117-238,126 or 79,113-116,123
- Mirror look only works when player is in rect 218,135-272,154
- Entry from room 85 or 0 positions player at bottom of stairs
- Entry from room 92 triggers lockUp cutscene
- If global175 is set, lockUpLast script runs instead
- Candles (view 646) only appear when global100 is true (daytime)