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94DD: Eight sets of three rooms, for hiding the key
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.
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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