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There are 48 locations in the game, some can be directly accessed while some other require the player to do special actions such as opening a lock of bypassing an opponent or some other dangerous trap.
Locations in the code
Locations are defined in a static array containing all the locations:
typedef struct
{
unsigned char directions[e_DIRECTION_COUNT_]; // +0 The six possible directions (NSEWUP)
const char* script; // +6 Additional list of commands to add elements to the graphical view (speech bubble, etc...)
} location; // sizeof = 8 bytes
extern location gLocations[e_LOC_COUNT_]; // Array containing all the locations
The current location of the player is stored in a global variable, and a pointer to the current location is also available for performance reason.
If the size of the location structure changes, the code in _ByteStreamComputeLocationPtr (bytestream.s) has to be adapted else the scripting code will not work properly (and probably crash) when accessing any location.
Scripting for more details about how the script commands work
Description of the various locations
Here are information about the various locations you can reach in the game, grouped geographically:
The village area
The grounds around the manor house
The three levels of the house
The village
Image
Description
You are in a deserted market square
e_LOC_MARKETPLACE
This is where the player starts their adventure. You can find a plastic bag (used as a container) and your car here. You start with a rough plan and a newspaper in your inventory.
You are in a dark, damp tunnel
e_LOC_DARKTUNNEL
This humid tunnel contains saltpetre you can use to make explosive powder. There is some graffiti on the wall.
You are in a wooded avenue
e_LOC_WOODEDAVENUE
Contains a dove that you can capture with the net.
You are near to an old-fashioned well
e_LOC_WELL
Near the well you will find a bucket (used as a container), some rope, and obviously some water.
You are in a dark, seedy alley
e_LOC_DARKALLEY
This is where you find the trashcan
You are on the main street
e_LOC_MAINSTREET
There is a church here.
You are in an open area of tarmac
e_LOC_PARKING_PLACE
There is a tombstone here.
An abandoned car
e_LOC_ABANDONED_CAR
The car is a source of petrol from its tank
You are on the eastern road
e_LOC_EASTERN_ROAD
There is a road sign here.
A long road stretches ahead of you
e_LOC_ROAD
Outside a deep pit
e_LOC_OUTSIDE_PIT
This location did not exist in the original 1983 game, just going "east" would make you fall down in to the pit. By adding this location, the player has to make a conscious effort instead of being surprised. You can see a tree, the pit, and a heap of dirt here.
You are inside a deep pit
e_LOC_INSIDE_PIT
The pit contains some sulphur which can be mixed with the saltpetre to create the explosive powder
Outside the manor
Image
Description
You are on a wide gravel drive
e_LOC_GRAVELDRIVE
(In the original 1983 game, the alarm keys were located here)
You are on a huge area of lawn
e_LOC_LAWN
A massive front door
e_LOC_FRONT_ENTRANCE
There is a massive front door here.
You are in a relaxing zen garden
e_LOC_ZENGARDEN
The garden contains fancy stones
You are on a lawn tennis court
e_LOC_TENNISCOURT
This is where you find the net (used as a container to catch the dove)
You are standing by a fish pond
e_LOC_FISHPND
This is where you find the hose, fish, and water
You are on a tiled patio
e_LOC_TILEDPATIO
Above the passage is the window of the room where the hostage is being kept. Trying to break the window triggers the alarm
You are in an apple orchard
e_LOC_ORCHARD
Here you can find a ladder (which can be used to go down the pit or reach the basement window), and some apples (which can be chopped with the knife)
You are in a vegetable plot
e_LOC_VEGSGARDEN
A knife is lying around. On the wall you can see the small window to the basement dark room. See: 'Soupirail', 'Fenêtres de trémie', 'Vasistas', 'Hopper window', 'Kellerfenster'
You are in a small greenhouse
e_LOC_GREENHOUSE
The greenhouse contains a cardboard box (used as a container), a protection suit (required to safely handle the acid), and water
The manor
The first floor
Image
Description
You are in an imposing entrance hall
e_LOC_ENTRANCEHALL
(In the original 1983 game, the dog was here. It is now on the large staircase)
You are in the lounge
e_LOC_LOUNGE
Here you can find a tobacco tin (used as a container for the explosive powder) and a box of matches (used to ignite the explosive).
This looks like a library
e_LOC_LIBRARY
In the library you will find a chemistry book providing some chemistry recipes as well as a map of England.
Where serious Business happens
e_LOC_STUDY_ROOM
This room contains a computer, an invoice, and a gun cabinet which contains the dart gun
A dining room, or so it appears
e_LOC_DININGROOM
On the dining table is some bread designed to attract the dove.
This looks like a games room
e_LOC_GAMESROOM
This room contains a television, a game console, a TV cabinet (which contains a computer that can access BASIC), and on the pool table you will find a snooker cue.
You find yourself in a sun-lounge
e_LOC_SUNLOUNGE
There is an alarm indicator on the wall.
This is obviously the kitchen
e_LOC_KITCHEN
The kitchen contains a fridge (with meat inside for the dog), a medicine cabinet (with sedative pills inside), a mortar and pestle (for grinding ingredients), and water.
You are in a narrow passage
e_LOC_NARROWPASSAGE
The second floor
Image
Description
You are on a sweeping staircase
e_LOC_LARGE_STAIRCASE
A very angry dog guards the staircase (In the original 1983 game, the dog was in the entrance hall)
You are on the main landing
e_LOC_UP_STAIRS
This is the west gallery
e_LOC_WESTGALLERY
There is a curtain here.
You see a padlocked steel-plated door
e_LOC_PANIC_ROOM_DOOR
This reinforced door blocks the player to access to the kidnapped girl.
Inside the panic room (virtual location)
e_LOC_HOSTAGE_ROOM
This is a logical/virtual location used for tracking items, specifically the kidnapped girl. The player cannot actually visit this location directly. Instead, they interact with it through the panic room door (e_LOC_PANIC_ROOM_DOOR) by looking through the hole, or from outside via the tiled patio (e_LOC_TILEDPATIO) where they can see the window.
This is a small box-room
e_LOC_BOXROOM
Contains a small note informing the player that some stuff is stored in the safe in the basement, and some adhesive.
This seems to be a guest bedroom
e_LOC_GUESTBEDROOM
There is a drawer (which contains SR44 batteries for powering small electronics) and a Dune book here.
You are in a tiled shower-room
e_LOC_SHOWERROOM
You can find water here.
You have found the east gallery
e_LOC_EASTGALLERY
You are in an ornate bathroom
e_LOC_CLASSY_BATHROOM
You can find water here.
This must be the master bedroom
e_LOC_MASTERBEDROOM
A thug is sleeping on the bed. You can frisk him to obtain the alarm keys and a pistol from his pockets. (In the original 1983 game, the keys were on the gravel drive outside)
This is a tiny toilet
e_LOC_TINY_WC
Here you can find a roll of toilet paper and water
This is a child's bedroom
e_LOC_CHILDBEDROOM
You can find a handheld game (which requires SR44 batteries to work, and lets you play the Monkey King game) and some dried out clay here.
The basement
Image
Description
You are on some gloomy, narrow steps
e_LOC_BASEMENT_STAIRS
This is a cold, damp cellar
e_LOC_CELLAR
The cellar contains a safe which has some dangerous chemicals in it, including a small bottle of acid.
This room is even darker than the last
e_LOC_DARKCELLARROOM
This is where you find the control panel that control the alarm.
You are on a ladder at the basement window
e_LOC_CELLAR_WINDOW
This location is reached by climbing UP from the dark cellar room when the ladder is positioned properly. The window starts covered with black tape to prevent anyone from seeing inside, but the tape can be removed (this action cannot be undone). From here you can see into the dark room below.