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The routine above picks a set with (A + C) AND $07, multiplies by three, and copies the three bytes into the room bytes of ACG_KEY_PARTS, stepping by eight -- which is +$01 of three consecutive object records in INITIAL_STATE, the field that says which room the object is in. So this chooses where the three pieces are hidden, and it does it by editing the template before LOAD_INITIAL_STATE copies it.
Every one of the 24 values is a valid room number, 149 or less, which is what a table of rooms should look like and what a table of anything else almost certainly would not.
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| KEY_ROOM_SETS | 94DD | DEFB $81,$45,$7C | ||
| 94E0 | DEFB $85,$49,$2B | |||
| 94E3 | DEFB $6A,$3B,$7C | |||
| 94E6 | DEFB $69,$71,$2B | |||
| 94E9 | DEFB $67,$85,$7C | |||
| 94EC | DEFB $68,$7F,$2B | |||
| 94EF | DEFB $4D,$73,$7C | |||
| 94F2 | DEFB $17,$10,$2B | |||
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