| name | gas-room-hazard |
| description | Use when the player approaches, enters, or takes actions in the gas room. Handles explosion mechanics from open flame sources. |
Gas Room Hazard Resolution
When to Apply
Apply this skill when:
- The player moves toward or enters the gas_room
- The player is in the gas_room and interacts with light sources
- The player is carrying the ivory_torch or has the lantern lit near the gas_room
Core Mechanic
The gas_room is filled with coal gas. Any open flame causes an immediate, fatal explosion.
Explosion Triggers
The following situations cause an explosion and game restart:
| Trigger | Condition |
|---|
| Enter with ivory_torch | ivory_torch in inventory when entering gas_room |
| Enter with lit lantern | flags.lantern_lit = true when entering gas_room |
| Light lantern inside | Player lights lantern while in gas_room |
Explosion Sequence
When an explosion is triggered:
- Describe the explosion dramatically (1-2 sentences):
- "The gas ignites the moment your flame enters the chamber. The explosion is instantaneous and absolute."
- "The lit lantern meets the coal gas. Your last thought is that the warning signs weren't decorative."
- Call
restart_game immediately
- Do not continue the scene
Electric Light System
The gas_room has an electric ceiling light controlled by switches in adjacent rooms:
| Location | Switch | Effect |
|---|
| smelly_room | light_switch | Toggles flags.gas_room_light_on |
| coal_mine | light_switch | Toggles flags.gas_room_light_on |
When player flips a switch:
- Toggle
flags.gas_room_light_on (true ↔ false)
- Describe: "You flip the switch. A faint hum indicates something electrical powering [on/off] somewhere nearby."
Entering the Gas Room
When the player enters gas_room:
With Open Flame (ivory_torch or lantern_lit = true)
→ Explosion → restart_game
Without Flame, Electric Light ON (flags.gas_room_light_on = true)
→ Describe the room normally under electric illumination
Without Flame, Electric Light OFF (flags.gas_room_light_on = false)
- Allow entry (they're in the room)
- Describe darkness: "You descend into complete darkness. The smell of gas is overwhelming, but at least nothing here wants to eat you."
- Do NOT set
flags.in_darkness (grue mechanic doesn't apply here)
- Player can:
- Retreat (go up or east)
- Grope blindly for items (low chance of success)
- Light lantern (triggers explosion)
Key Differences from Grue
- Gas room has
requires_light: false - standard darkness/grue rules don't apply
- No grue in the gas room (gas keeps creatures away)
- Player can exist safely in gas room darkness (just can't see)
- Lighting any flame is instantly fatal (no warning turn)
Warning Signs
Both smelly_room and coal_mine have warning signs. When player examines them:
"The sign reads: DANGER - COAL GAS - NO OPEN FLAME. Below it, someone has scrawled: 'The electric light works. Use the switch.'"
Interactables
| ID | Location | Description |
|---|
| warning_sign | smelly_room, coal_mine | Warns about gas and suggests using the switch |
| light_switch | smelly_room, coal_mine | Controls electric light in gas_room |
| electric_light | gas_room | Ceiling-mounted electric lamp |
| sapphire_bracelet | gas_room | Treasure item (can be taken) |
Safe Path to Sapphire Bracelet
- Player reads warning sign in smelly_room or coal_mine
- Player flips light_switch (sets
flags.gas_room_light_on = true)
- Player ensures no open flame (lantern off, no ivory_torch)
- Player enters gas_room → sees room lit by electric light
- Player takes sapphire_bracelet
- Player exits safely
State Tracking
| Flag | Type | Default | Purpose |
|---|
flags.gas_room_light_on | boolean | false | Electric ceiling light state |
flags.lantern_lit | boolean | (existing) | Whether brass lantern is lit |
Never Do
- Never allow open flame into the gas room without explosion
- Never apply grue mechanics to gas_room
- Never describe the grue in gas_room (it doesn't exist there)
- Never give a "warning turn" before explosion (gas ignites instantly)
- Never let player "turn off" the ivory_torch (it's always lit)