77 lines
4.9 KiB
Markdown
77 lines
4.9 KiB
Markdown
# Room 93: Bottom of East Tower
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This is the bottom of the east tower within Beast Fountain Castle. The room features a spiral stone staircase leading upward and serves as a chase sequence location where Lolotte's henchman may pursue the player. The room connects to room 92 (outside) and room 88 (top of tower). The player can fall on the steep stairs, and a henchman may appear and chase them if certain conditions are met.
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## Look Description
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"You are at the bottom of the east tower. A spiral of stone steps winds to the top."
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## Interactions
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| Status | Behavior Type | Command | Response |
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|--------|--------------|---------|----------|
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| TODO | Look | `look[<around>][/!*]` / `look/room` / `look/castle` / `look/tower` | "You are at the bottom of the east tower. A spiral of stone steps winds to the top." (Print 93 1) |
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| TODO | Look | `look/stair` | "The stone steps spiral dangerously upward." (Print 93 2) |
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| TODO | Look | `look/dirt` / `look[<down>]` | "You see nothing of interest on the cold stone floor of the tower." (Print 93 3) |
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| TODO | Look | `look/sky` / `look[<up>]` | "Looking up, you see nothing special." (Print 93 4) |
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| TODO | Look | `look/stair` | "The stairs spiral steeply up the stone tower." (Print 93 5) |
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| TODO | Look | `look/door` | "There is an open doorway before you." (Print 93 6) |
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| TODO | Look | `look/door` | "You glance quickly through the open doorway, but do not see anything of interest in the adjoining room." (Print 93 7) |
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| TODO | Look | `look/wall` | "There is nothing of interest on the walls." (region 604, Print 604 1) |
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| TODO | Talk | `blow/whistle` | "That is not a good idea now." (if has item 27 - whistle) (region 604, Print 604 0) |
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| TODO | Talk | `converse/goon` / `converse/man` | Various responses about henchman (region 604, Print 604 2/3) |
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| TODO | Action | `look/goon` / `look/man` | Responses about henchman appearance (region 604, Print 604 5/6) |
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| TODO | Action | `awaken/goon` / `awaken/man` | Wakes or alerts henchman (region 604, Print 604 2/7) |
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| TODO | Action | `get/goon` / `capture/goon` | "Why would you want one?!" (region 604, Print 604 8) |
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| TODO | Action | `kiss/goon` / `kiss/man` | "That's an AWFUL thought!" (region 604, Print 604 9) |
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| TODO | Inventory | `deliver` to goon | "The henchmen are not interested in your offering." (region 604, Print 604 10) |
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## Scripts
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| Status | Behavior Type | Name | Trigger | Behavior |
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|--------|--------------|------|---------|----------|
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| TODO | Interaction | `falling` | When player steps on control area $0004 while `local0` is true and not already falling | Player falls down the stairs. Two fall sequences exist: (1) falling from higher position plays falling animation (view 44), then death sequence (view 41, 42), screen shake, and sets `global127` (death flag); (2) falling from lower position plays smaller fall animation and returns to normal |
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| TODO | Interaction | `henchChase93` | When entering from room 92 and `global175` is set (player was seen by henchman) with 10% random chance, OR when talking to/awakening henchman within range | Henchman chases player with music (sound 41), then catches player (sound 42), sets `global205` (captured flag), and forces player to room 81 (dungeon) |
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| TODO | Background | `initializeRoom` (region 604) | When entering rooms 90-93 after certain conditions | Spawns Lolotte's henchman (view 145) at position (124, 129) in room 93 if `global109 > 3` (game progress), `global169` is set |
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| TODO | Background | `henchChaseReg` (region 604) | When henchman is in room and certain conditions met | Regional henchman chase script that can trigger in rooms 91-93 |
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## Technical Notes
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- **Room Number**: 93
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- **Picture**: 93
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- **Region**: 604 (Beast Fountain Castle)
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- **Exits**:
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- West → Room 92 (entering from left/bottom)
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- Up → Room 88 (entering from above)
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- **Music**: Sound 51 (falling), Sound 41/42 (henchman chase)
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### State Variables
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| Variable | Values | Description |
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|----------|--------|-------------|
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| `local0` | `0`, `1` | Tracks whether player is on stairs (1) or on ground (0) |
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| `global175` | `0`, `1` | Player was seen by henchman flag |
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| `global169` | `0`, `1` | Henchman active flag |
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| `global205` | `0`, `1` | Player captured by henchman flag |
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| `global127` | `0`, `1` | Player death flag |
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| `global109` | `0-5+` | Game progress counter (stage 4+ spawns henchman) |
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| `global223` | `0`, `1` | Night time flag |
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| `global105` | `16` | Special death state (set during fatal fall) |
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### Control Areas
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- `$0040` - Exit zone to room 92 (west)
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- `$0020` - Exit zone to room 88 (up)
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- `$0004` - Stair hazard zone (triggers falling script)
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- `$0002` - Upper area check (determines if player should be on stairs)
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### Entry Points
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- Entering from room 92: Player spawns at position (73, 137) with view 4, observes stair blocks
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- Entering from room 88: Player spawns at position (195, 25) with view 4, high priority, observes stair blocks
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### Synonyms
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- `goon` = `man` (henchman)
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- `bird` = `crow` (raven)
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