Resetting...

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2015-01-14 20:59:39 -06:00
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home/.vim Symbolic link
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../.vim

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let g:netrw_dirhistmax =10
let g:netrw_dirhist_cnt =0

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" pathogen.vim - path option manipulation
" Maintainer: Tim Pope <http://tpo.pe/>
" Version: 2.0
" Install in ~/.vim/autoload (or ~\vimfiles\autoload).
"
" For management of individually installed plugins in ~/.vim/bundle (or
" ~\vimfiles\bundle), adding `call pathogen#infect()` to your .vimrc
" prior to `filetype plugin indent on` is the only other setup necessary.
"
" The API is documented inline below. For maximum ease of reading,
" :set foldmethod=marker
if exists("g:loaded_pathogen") || &cp
finish
endif
let g:loaded_pathogen = 1
" Point of entry for basic default usage. Give a directory name to invoke
" pathogen#runtime_append_all_bundles() (defaults to "bundle"), or a full path
" to invoke pathogen#runtime_prepend_subdirectories(). Afterwards,
" pathogen#cycle_filetype() is invoked.
function! pathogen#infect(...) abort " {{{1
let source_path = a:0 ? a:1 : 'bundle'
if source_path =~# '[\\/]'
call pathogen#runtime_prepend_subdirectories(source_path)
else
call pathogen#runtime_append_all_bundles(source_path)
endif
call pathogen#cycle_filetype()
endfunction " }}}1
" Split a path into a list.
function! pathogen#split(path) abort " {{{1
if type(a:path) == type([]) | return a:path | endif
let split = split(a:path,'\\\@<!\%(\\\\\)*\zs,')
return map(split,'substitute(v:val,''\\\([\\,]\)'',''\1'',"g")')
endfunction " }}}1
" Convert a list to a path.
function! pathogen#join(...) abort " {{{1
if type(a:1) == type(1) && a:1
let i = 1
let space = ' '
else
let i = 0
let space = ''
endif
let path = ""
while i < a:0
if type(a:000[i]) == type([])
let list = a:000[i]
let j = 0
while j < len(list)
let escaped = substitute(list[j],'[,'.space.']\|\\[\,'.space.']\@=','\\&','g')
let path .= ',' . escaped
let j += 1
endwhile
else
let path .= "," . a:000[i]
endif
let i += 1
endwhile
return substitute(path,'^,','','')
endfunction " }}}1
" Convert a list to a path with escaped spaces for 'path', 'tag', etc.
function! pathogen#legacyjoin(...) abort " {{{1
return call('pathogen#join',[1] + a:000)
endfunction " }}}1
" Remove duplicates from a list.
function! pathogen#uniq(list) abort " {{{1
let i = 0
let seen = {}
while i < len(a:list)
if (a:list[i] ==# '' && exists('empty')) || has_key(seen,a:list[i])
call remove(a:list,i)
elseif a:list[i] ==# ''
let i += 1
let empty = 1
else
let seen[a:list[i]] = 1
let i += 1
endif
endwhile
return a:list
endfunction " }}}1
" \ on Windows unless shellslash is set, / everywhere else.
function! pathogen#separator() abort " {{{1
return !exists("+shellslash") || &shellslash ? '/' : '\'
endfunction " }}}1
" Convenience wrapper around glob() which returns a list.
function! pathogen#glob(pattern) abort " {{{1
let files = split(glob(a:pattern),"\n")
return map(files,'substitute(v:val,"[".pathogen#separator()."/]$","","")')
endfunction "}}}1
" Like pathogen#glob(), only limit the results to directories.
function! pathogen#glob_directories(pattern) abort " {{{1
return filter(pathogen#glob(a:pattern),'isdirectory(v:val)')
endfunction "}}}1
" Turn filetype detection off and back on again if it was already enabled.
function! pathogen#cycle_filetype() " {{{1
if exists('g:did_load_filetypes')
filetype off
filetype on
endif
endfunction " }}}1
" Checks if a bundle is 'disabled'. A bundle is considered 'disabled' if
" its 'basename()' is included in g:pathogen_disabled[]' or ends in a tilde.
function! pathogen#is_disabled(path) " {{{1
if a:path =~# '\~$'
return 1
elseif !exists("g:pathogen_disabled")
return 0
endif
let sep = pathogen#separator()
return index(g:pathogen_disabled, strpart(a:path, strridx(a:path, sep)+1)) != -1
endfunction "}}}1
" Prepend all subdirectories of path to the rtp, and append all 'after'
" directories in those subdirectories.
function! pathogen#runtime_prepend_subdirectories(path) " {{{1
let sep = pathogen#separator()
let before = filter(pathogen#glob_directories(a:path.sep."*"), '!pathogen#is_disabled(v:val)')
let after = filter(pathogen#glob_directories(a:path.sep."*".sep."after"), '!pathogen#is_disabled(v:val[0:-7])')
let rtp = pathogen#split(&rtp)
let path = expand(a:path)
call filter(rtp,'v:val[0:strlen(path)-1] !=# path')
let &rtp = pathogen#join(pathogen#uniq(before + rtp + after))
return &rtp
endfunction " }}}1
" For each directory in rtp, check for a subdirectory named dir. If it
" exists, add all subdirectories of that subdirectory to the rtp, immediately
" after the original directory. If no argument is given, 'bundle' is used.
" Repeated calls with the same arguments are ignored.
function! pathogen#runtime_append_all_bundles(...) " {{{1
let sep = pathogen#separator()
let name = a:0 ? a:1 : 'bundle'
if "\n".s:done_bundles =~# "\\M\n".name."\n"
return ""
endif
let s:done_bundles .= name . "\n"
let list = []
for dir in pathogen#split(&rtp)
if dir =~# '\<after$'
let list += filter(pathogen#glob_directories(substitute(dir,'after$',name,'').sep.'*[^~]'.sep.'after'), '!pathogen#is_disabled(v:val[0:-7])') + [dir]
else
let list += [dir] + filter(pathogen#glob_directories(dir.sep.name.sep.'*[^~]'), '!pathogen#is_disabled(v:val)')
endif
endfor
let &rtp = pathogen#join(pathogen#uniq(list))
return 1
endfunction
let s:done_bundles = ''
" }}}1
" Invoke :helptags on all non-$VIM doc directories in runtimepath.
function! pathogen#helptags() " {{{1
let sep = pathogen#separator()
for dir in pathogen#split(&rtp)
if (dir.sep)[0 : strlen($VIMRUNTIME)] !=# $VIMRUNTIME.sep && filewritable(dir.sep.'doc') == 2 && !empty(filter(split(glob(dir.sep.'doc'.sep.'*'),"\n>"),'!isdirectory(v:val)')) && (!filereadable(dir.sep.'doc'.sep.'tags') || filewritable(dir.sep.'doc'.sep.'tags'))
helptags `=dir.'/doc'`
endif
endfor
endfunction " }}}1
command! -bar Helptags :call pathogen#helptags()
" Like findfile(), but hardcoded to use the runtimepath.
function! pathogen#runtime_findfile(file,count) "{{{1
let rtp = pathogen#join(1,pathogen#split(&rtp))
let file = findfile(a:file,rtp,a:count)
if file ==# ''
return ''
else
return fnamemodify(file,':p')
endif
endfunction " }}}1
" Backport of fnameescape().
function! pathogen#fnameescape(string) " {{{1
if exists('*fnameescape')
return fnameescape(a:string)
elseif a:string ==# '-'
return '\-'
else
return substitute(escape(a:string," \t\n*?[{`$\\%#'\"|!<"),'^[+>]','\\&','')
endif
endfunction " }}}1
function! s:find(count,cmd,file,lcd) " {{{1
let rtp = pathogen#join(1,pathogen#split(&runtimepath))
let file = pathogen#runtime_findfile(a:file,a:count)
if file ==# ''
return "echoerr 'E345: Can''t find file \"".a:file."\" in runtimepath'"
elseif a:lcd
let path = file[0:-strlen(a:file)-2]
execute 'lcd `=path`'
return a:cmd.' '.pathogen#fnameescape(a:file)
else
return a:cmd.' '.pathogen#fnameescape(file)
endif
endfunction " }}}1
function! s:Findcomplete(A,L,P) " {{{1
let sep = pathogen#separator()
let cheats = {
\'a': 'autoload',
\'d': 'doc',
\'f': 'ftplugin',
\'i': 'indent',
\'p': 'plugin',
\'s': 'syntax'}
if a:A =~# '^\w[\\/]' && has_key(cheats,a:A[0])
let request = cheats[a:A[0]].a:A[1:-1]
else
let request = a:A
endif
let pattern = substitute(request,'/\|\'.sep,'*'.sep,'g').'*'
let found = {}
for path in pathogen#split(&runtimepath)
let path = expand(path, ':p')
let matches = split(glob(path.sep.pattern),"\n")
call map(matches,'isdirectory(v:val) ? v:val.sep : v:val')
call map(matches,'expand(v:val, ":p")[strlen(path)+1:-1]')
for match in matches
let found[match] = 1
endfor
endfor
return sort(keys(found))
endfunction " }}}1
command! -bar -bang -range=1 -nargs=1 -complete=customlist,s:Findcomplete Ve :execute s:find(<count>,'edit<bang>',<q-args>,0)
command! -bar -bang -range=1 -nargs=1 -complete=customlist,s:Findcomplete Vedit :execute s:find(<count>,'edit<bang>',<q-args>,0)
command! -bar -bang -range=1 -nargs=1 -complete=customlist,s:Findcomplete Vopen :execute s:find(<count>,'edit<bang>',<q-args>,1)
command! -bar -bang -range=1 -nargs=1 -complete=customlist,s:Findcomplete Vsplit :execute s:find(<count>,'split',<q-args>,<bang>1)
command! -bar -bang -range=1 -nargs=1 -complete=customlist,s:Findcomplete Vvsplit :execute s:find(<count>,'vsplit',<q-args>,<bang>1)
command! -bar -bang -range=1 -nargs=1 -complete=customlist,s:Findcomplete Vtabedit :execute s:find(<count>,'tabedit',<q-args>,<bang>1)
command! -bar -bang -range=1 -nargs=1 -complete=customlist,s:Findcomplete Vpedit :execute s:find(<count>,'pedit',<q-args>,<bang>1)
command! -bar -bang -range=1 -nargs=1 -complete=customlist,s:Findcomplete Vread :execute s:find(<count>,'read',<q-args>,<bang>1)
" vim:set ft=vim ts=8 sw=2 sts=2:

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" Vim plugin for diffing when swap file was found
" ---------------------------------------------------------------
" Author: Christian Brabandt <cb@256bit.org>
" Version: 0.18
" Last Change: Wed, 14 Aug 2013 22:39:13 +0200
" Script: http://www.vim.org/scripts/script.php?script_id=3068
" License: VIM License
" GetLatestVimScripts: 3068 18 :AutoInstall: recover.vim
"
fu! recover#Recover(on) "{{{1
if a:on
call s:ModifySTL(1)
if !exists("s:old_vsc")
let s:old_vsc = v:swapchoice
endif
augroup Swap
au!
au SwapExists * nested :call recover#ConfirmSwapDiff()
au BufWinEnter,InsertEnter,InsertLeave,FocusGained *
\ call <sid>CheckSwapFileExists()
augroup END
else
augroup Swap
au!
augroup end
if exists("s:old_vsc")
let v:swapchoice=s:old_vsc
endif
endif
endfu
fu! s:Swapname() "{{{1
" Use sil! so a failing redir (e.g. recursive redir call)
" won't hurt. (https://github.com/chrisbra/Recover.vim/pull/8)
sil! redir => a |sil swapname|redir end
if a[1:] == 'No swap file'
return ''
else
return a[1:]
endif
endfu
fu! s:CheckSwapFileExists() "{{{1
if !&swapfile
return
endif
let swap = s:Swapname()
if !empty(swap) && !filereadable(swap)
" previous SwapExists autocommand deleted our swapfile,
" recreate it and avoid E325 Message
call s:SetSwapfile()
endif
endfu
fu! s:CheckRecover() "{{{1
if exists("b:swapname") && !exists("b:did_recovery")
let t = tempname()
" Doing manual recovery, otherwise, BufRead autocmd seems to
" get into the way of the recovery
try
exe 'recover' fnameescape(expand('%:p'))
catch /^Vim\%((\a\+)\)\=:E/
" Prevent any recovery error from disrupting the diff-split.
endtry
exe ':sil w' t
call system('diff '. shellescape(expand('%:p'),1).
\ ' '. shellescape(t,1))
call delete(t)
if !v:shell_error
call inputsave()
redraw! " prevent overwriting of 'Select File to use for recovery dialog'
let p = confirm("No differences: Delete old swap file '".b:swapname."'?",
\ "&No\n&Yes", 2)
call inputrestore()
if p == 2
" Workaround for E305 error
let v:swapchoice=''
call delete(b:swapname)
" can trigger SwapExists autocommands again!
call s:SetSwapfile()
endif
call recover#AutoCmdBRP(0)
else
echo "Found Swapfile '". b:swapname. "', showing diff!"
call recover#DiffRecoveredFile()
" Not sure, why this needs feedkeys
" Sometimes cursor is wrong, I hate when this happens
" Cursor is wrong only when there is a single buffer open, a simple
" workaround for that is to check if bufnr('') is 1 and total number
" of windows in current tab is less than 3 (i.e. no windows were
" autoopen): in this case ':wincmd l\n:0\n' must be fed to
" feedkeys
if bufnr('') == 1 && winnr('$') < 3
call feedkeys(":wincmd l\<cr>", 't')
endif
if !(v:version > 703 || (v:version == 703 && has("patch708")))
call feedkeys(":0\<cr>", 't')
endif
endif
let b:did_recovery = 1
if get(s:, 'fencview_autodetect', 0)
setl buftype=
endif
" Don't delete the auto command yet.
"call recover#AutoCmdBRP(0)
endif
endfun
fu! recover#ConfirmSwapDiff() "{{{1
if exists("b:swapchoice")
let v:swapchoice = b:swapchoice
return
endif
let delete = 0
let do_modification_check = exists("g:RecoverPlugin_Edit_Unmodified") ? g:RecoverPlugin_Edit_Unmodified : 0
let not_modified = 0
let msg = ""
let bufname = s:isWin() ? fnamemodify(expand('%'), ':p:8') : shellescape(expand('%'))
let tfile = tempname()
if executable('vim') && !s:isWin()
" Doesn't work on windows (system() won't be able to fetch the output)
" Capture E325 Warning message
" Leave English output, so parsing will be easier
" TODO: make it work on windows.
if s:isWin()
let wincmd = printf('-c "redir > %s|1d|:q!" ', tfile)
let wincmd = printf('-c "call feedkeys(\"o\n\e:q!\n\")"')
endif
let cmd = printf("%svim -u NONE -es -V %s %s",
\ (s:isWin() ? '' : 'TERM=vt100 LC_ALL=C '),
\ (s:isWin() ? wincmd : ''),
\ bufname)
let msg = system(cmd)
let msg = substitute(msg, '.*\(E325.*process ID:.\{-}\)\%x0d.*', '\1', '')
let msg = substitute(msg, "\e\\[\\d\\+C", "", "g")
if do_modification_check
let not_modified = (match(msg, "modified: no") > -1)
endif
endif
if has("unix") && !empty(msg) && system("uname") =~? "linux"
" try to get process name from pid
" This is Linux specific.
" TODO Is there a portable way to retrive this info for at least unix?
let pid_pat = 'process ID:\s*\zs\d\+'
let pid = matchstr(msg, pid_pat)+0
if !empty(pid) && isdirectory('/proc')
let pname = 'not existing'
let proc = '/proc/'. pid. '/status'
if filereadable(proc)
let pname = matchstr(readfile(proc)[0], '^Name:\s*\zs.*')
endif
let msg = substitute(msg, pid_pat, '& ['.pname."]\n", '')
if not_modified && pname !~? 'vim'
let not_modified = 0
endif
endif
endif
if executable('vim') && executable('diff') "&& s:isWin()
" Check, whether the files differ issue #7
" doesn't work on Windows? (cmd is ok, should be executable)
if s:isWin()
let tfile = substitute(tfile, '/', '\\', 'g')
endif
let cmd = printf("vim -u NONE -N %s -r %s -c \":w %s|:q!\" %s diff %s %s",
\ (s:isWin() ? '' : '-es'),
\ (s:isWin() ? fnamemodify(v:swapname, ':p:8') : shellescape(v:swapname)),
\ tfile, (s:isWin() ? '&' : '&&'),
\ bufname, tfile)
call system(cmd)
" if return code of diff is zero, files are identical
let delete = !v:shell_error
if !do_modification_check
echo msg
endif
endif
call delete(tfile)
if delete && !do_modification_check
echomsg "Swap and on-disk file seem to be identical"
endif
let cmd = printf("D&iff\n&Open Read-Only\n&Edit anyway\n&Recover\n&Quit\n&Abort%s",
\ ( (delete || !empty(msg)) ? "\n&Delete" : ""))
if !empty(msg)
let info = 'Please choose: '
else
let info = "Swap File '". v:swapname. "' found: "
endif
" if has("gui_running") && &go !~ 'c'
" call inputsave()
" let p = confirm(info, cmd, (modified ? 3 : delete ? 7 : 1), 'I')
" else
" echo info
" call s:Output(cmd)
if not_modified
let p = 3
else
call inputsave()
let p = confirm(info, cmd, (delete ? 7 : 1), 'I')
" endif
call inputrestore()
endif
let b:swapname=v:swapname
if p == 1 || p == 3
" Diff or Edit Anyway
call s:SwapChoice('e')
" postpone recovering until later, for now, we are opening anyways...
" (this is done by s:CheckRecover()
" in an BufReadPost autocommand
if (p == 1)
call recover#AutoCmdBRP(1)
endif
" disable fencview (issue #23)
" This is a hack, fencview doesn't allow to selectively disable it :(
let s:fencview_autodetect = get(g:, 'fencview_autodetect', 0)
if s:fencview_autodetect
setl buftype=help
endif
elseif p == 2
" Open Read-Only
" Don't show the Recovery dialog
let v:swapchoice='o'
call <sid>EchoMsg("Found SwapFile, opening file readonly!")
sleep 2
elseif p == 4
" Recover
let v:swapchoice='r'
elseif p == 5
" Quit
let v:swapchoice='q'
elseif p == 6
" Abort
let v:swapchoice='a'
elseif p == 7
" Delete Swap file, if not different
call s:SwapChoice('d')
call <sid>EchoMsg("Found SwapFile, deleting...")
" might trigger SwapExists again!
call s:SetSwapfile()
else
" Show default menu from vim
return
endif
endfun
fu! s:Output(msg) "{{{1
" Display as one string, without linebreaks
let msg = substitute(a:msg, '\n', '/', 'g')
for item in split(msg, '&')
echohl WarningMsg
echon item[0]
echohl Normal
echon item[1:]
endfor
endfun
fu! s:SwapChoice(char) "{{{1
let v:swapchoice = a:char
let b:swapchoice = a:char
endfu
fu! recover#DiffRecoveredFile() "{{{1
" recovered version
diffthis
let b:mod='recovered version'
let l:filetype = &ft
if has("balloon_eval")
set ballooneval
setl bexpr=recover#BalloonExprRecover()
endif
" saved version
let curspr = &spr
set nospr
noa vert new
let &l:spr = curspr
if !empty(glob(fnameescape(expand('#'))))
0r #
$d _
endif
if l:filetype != ""
exe "setl filetype=".l:filetype
endif
exe "f! " . escape(expand("<afile>")," ") .
\ escape(' (on-disk version)', ' ')
diffthis
setl noswapfile buftype=nowrite bufhidden=delete nobuflisted
let b:mod='unmodified version on-disk'
let swapbufnr=bufnr('')
if has("balloon_eval")
set ballooneval
setl bexpr=recover#BalloonExprRecover()
endif
noa wincmd l
let b:swapbufnr = swapbufnr
command! -buffer RecoverPluginFinish :FinishRecovery
command! -buffer FinishRecovery :call recover#RecoverFinish()
setl modified
endfu
fu! recover#Help() "{{{1
echohl Title
echo "Diff key mappings\n".
\ "-----------------\n"
echo "Normal mode commands:\n"
echohl Normal
echo "]c - next diff\n".
\ "[c - prev diff\n".
\ "do - diff obtain - get change from other window\n".
\ "dp - diff put - put change into other window\n"
echohl Title
echo "Ex-commands:\n"
echohl Normal
echo ":[range]diffget - get changes from other window\n".
\ ":[range]diffput - put changes into other window\n".
\ ":RecoverPluginDisable - DisablePlugin\n".
\ ":RecoverPluginEnable - EnablePlugin\n".
\ ":RecoverPluginHelp - this help"
if exists(":RecoverPluginFinish")
echo ":RecoverPluginFinish - finish recovery"
endif
endfun
fu! s:EchoMsg(msg) "{{{1
echohl WarningMsg
uns echomsg a:msg
echohl Normal
endfu
fu! s:ModifySTL(enable) "{{{1
if a:enable
" Inject some info into the statusline
let s:ostl = &stl
let s:nstl = substitute(&stl, '%f',
\ "\\0 %{exists('b:mod')?('['.b:mod.']') : ''}", 'g')
let &l:stl = s:nstl
else
" Restore old statusline setting
if exists("s:ostl") && s:nstl == &stl
let &stl=s:ostl
endif
endif
endfu
fu! s:SetSwapfile() "{{{1
if &l:swf
" Reset swapfile to use .swp extension
sil setl noswapfile swapfile
endif
endfu
fu! s:isWin() "{{{1
return has("win32") || has("win16") || has("win64")
endfu
fu! recover#BalloonExprRecover() "{{{1
" Set up a balloon expr.
if exists("b:swapbufnr") && v:beval_bufnr!=?b:swapbufnr
return "This buffer shows the recovered and modified version of your file"
else
return "This buffer shows the unmodified version of your file as it is stored on disk"
endif
endfun
fu! recover#RecoverFinish() abort "{{{1
let swapname = b:swapname
let curbufnr = bufnr('')
delcommand FinishRecovery
exe bufwinnr(b:swapbufnr) " wincmd w"
diffoff
bd!
call delete(swapname)
diffoff
call s:ModifySTL(0)
exe bufwinnr(curbufnr) " wincmd w"
call s:SetSwapfile()
unlet! b:swapname b:did_recovery b:swapbufnr b:swapchoice
endfun
fu! recover#AutoCmdBRP(on) "{{{1
if a:on && !exists("#SwapBRP")
augroup SwapBRP
au!
au BufNewFile,BufReadPost <buffer> :call s:CheckRecover()
augroup END
elseif !a:on && exists('#SwapBRP')
augroup SwapBRP
au!
augroup END
augroup! SwapBRP
endif
endfu
" Old functions, not used anymore "{{{1
finish
fu! recover#DiffRecoveredFileOld() "{{{2
" For some reason, this only works with feedkeys.
" I am not sure why.
let histnr = histnr('cmd')+1
call feedkeys(":diffthis\n", 't')
call feedkeys(":setl modified\n", 't')
call feedkeys(":let b:mod='recovered version'\n", 't')
call feedkeys(":let g:recover_bufnr=bufnr('%')\n", 't')
let l:filetype = &ft
call feedkeys(":vert new\n", 't')
call feedkeys(":0r #\n", 't')
call feedkeys(":$delete _\n", 't')
if l:filetype != ""
call feedkeys(":setl filetype=".l:filetype."\n", 't')
endif
call feedkeys(":f! " . escape(expand("<afile>")," ") . "\\ (on-disk\\ version)\n", 't')
call feedkeys(":let swapbufnr = bufnr('')\n", 't')
call feedkeys(":diffthis\n", 't')
call feedkeys(":setl noswapfile buftype=nowrite bufhidden=delete nobuflisted\n", 't')
call feedkeys(":let b:mod='unmodified version on-disk'\n", 't')
call feedkeys(":exe bufwinnr(g:recover_bufnr) ' wincmd w'"."\n", 't')
call feedkeys(":let b:swapbufnr=swapbufnr\n", 't')
"call feedkeys(":command! -buffer DeleteSwapFile :call delete(b:swapname)|delcommand DeleteSwapFile\n", 't')
call feedkeys(":command! -buffer RecoverPluginFinish :FinishRecovery\n", 't')
call feedkeys(":command! -buffer FinishRecovery :call recover#RecoverFinish()\n", 't')
call feedkeys(":0\n", 't')
if has("balloon_eval")
"call feedkeys(':if has("balloon_eval")|:set ballooneval|setl bexpr=recover#BalloonExprRecover()|endif'."\n", 't')
call feedkeys(":set ballooneval|setl bexpr=recover#BalloonExprRecover()\n", 't')
endif
"call feedkeys(":redraw!\n", 't')
call feedkeys(":for i in range(".histnr.", histnr('cmd'), 1)|:call histdel('cmd',i)|:endfor\n",'t')
call feedkeys(":echo 'Found Swapfile '.b:swapname . ', showing diff!'\n", 'm')
" Delete Autocommand
call recover#AutoCmdBRP(0)
"endif
endfu
" Modeline "{{{1
" vim:fdl=0

View File

@@ -1,192 +0,0 @@
" Vim color scheme
" Name: vividchalk.vim
" Author: Tim Pope <vimNOSPAM@tpope.info>
" Version: 2.0
" GetLatestVimScripts: 1891 1 :AutoInstall: vividchalk.vim
" Based on the Vibrank Ink theme for TextMate
" Distributable under the same terms as Vim itself (see :help license)
if has("gui_running")
set background=dark
endif
hi clear
if exists("syntax_on")
syntax reset
endif
let colors_name = "vividchalk"
" First two functions adapted from inkpot.vim
" map a urxvt cube number to an xterm-256 cube number
fun! s:M(a)
return strpart("0245", a:a, 1) + 0
endfun
" map a urxvt colour to an xterm-256 colour
fun! s:X(a)
if &t_Co == 88
return a:a
else
if a:a == 8
return 237
elseif a:a < 16
return a:a
elseif a:a > 79
return 232 + (3 * (a:a - 80))
else
let l:b = a:a - 16
let l:x = l:b % 4
let l:y = (l:b / 4) % 4
let l:z = (l:b / 16)
return 16 + s:M(l:x) + (6 * s:M(l:y)) + (36 * s:M(l:z))
endif
endif
endfun
function! E2T(a)
return s:X(a:a)
endfunction
function! s:choose(mediocre,good)
if &t_Co != 88 && &t_Co != 256
return a:mediocre
else
return s:X(a:good)
endif
endfunction
function! s:hifg(group,guifg,first,second,...)
if a:0 && &t_Co == 256
let ctermfg = a:1
else
let ctermfg = s:choose(a:first,a:second)
endif
exe "highlight ".a:group." guifg=".a:guifg." ctermfg=".ctermfg
endfunction
function! s:hibg(group,guibg,first,second)
let ctermbg = s:choose(a:first,a:second)
exe "highlight ".a:group." guibg=".a:guibg." ctermbg=".ctermbg
endfunction
hi link railsMethod PreProc
hi link rubyDefine Keyword
hi link rubySymbol Constant
hi link rubyAccess rubyMethod
hi link rubyAttribute rubyMethod
hi link rubyEval rubyMethod
hi link rubyException rubyMethod
hi link rubyInclude rubyMethod
hi link rubyStringDelimiter rubyString
hi link rubyRegexp Regexp
hi link rubyRegexpDelimiter rubyRegexp
"hi link rubyConstant Variable
"hi link rubyGlobalVariable Variable
"hi link rubyClassVariable Variable
"hi link rubyInstanceVariable Variable
hi link javascriptRegexpString Regexp
hi link javascriptNumber Number
hi link javascriptNull Constant
highlight link diffAdded String
highlight link diffRemoved Statement
highlight link diffLine PreProc
highlight link diffSubname Comment
call s:hifg("Normal","#EEEEEE","White",87)
if &background == "light" || has("gui_running")
hi Normal guibg=Black ctermbg=Black
else
hi Normal guibg=Black ctermbg=NONE
endif
highlight StatusLine guifg=Black guibg=#aabbee gui=bold ctermfg=Black ctermbg=White cterm=bold
highlight StatusLineNC guifg=#444444 guibg=#aaaaaa gui=none ctermfg=Black ctermbg=Grey cterm=none
"if &t_Co == 256
"highlight StatusLine ctermbg=117
"else
"highlight StatusLine ctermbg=43
"endif
highlight Ignore ctermfg=Black
highlight WildMenu guifg=Black guibg=#ffff00 gui=bold ctermfg=Black ctermbg=Yellow cterm=bold
highlight Cursor guifg=Black guibg=White ctermfg=Black ctermbg=White
call s:hibg("ColorColumn","#333333","DarkGrey",81)
call s:hibg("CursorLine","#333333","DarkGrey",81)
call s:hibg("CursorColumn","#333333","DarkGrey",81)
highlight NonText guifg=#404040 ctermfg=8
highlight SpecialKey guifg=#404040 ctermfg=8
highlight Directory none
high link Directory Identifier
highlight ErrorMsg guibg=Red ctermbg=DarkRed guifg=NONE ctermfg=NONE
highlight Search guifg=NONE ctermfg=NONE gui=none cterm=none
call s:hibg("Search" ,"#555555","DarkBlue",81)
highlight IncSearch guifg=White guibg=Black ctermfg=White ctermbg=Black
highlight MoreMsg guifg=#00AA00 ctermfg=Green
highlight LineNr guifg=#DDEEFF ctermfg=White
call s:hibg("LineNr" ,"#222222","DarkBlue",80)
highlight Question none
high link Question MoreMsg
highlight Title guifg=Magenta ctermfg=Magenta
highlight VisualNOS gui=none cterm=none
call s:hibg("Visual" ,"#555577","LightBlue",83)
call s:hibg("VisualNOS" ,"#444444","DarkBlue",81)
call s:hibg("MatchParen","#1100AA","DarkBlue",18)
highlight WarningMsg guifg=Red ctermfg=Red
highlight Error ctermbg=DarkRed
highlight SpellBad ctermbg=DarkRed
" FIXME: Comments
highlight SpellRare ctermbg=DarkMagenta
highlight SpellCap ctermbg=DarkBlue
highlight SpellLocal ctermbg=DarkCyan
call s:hibg("Folded" ,"#110077","DarkBlue",17)
call s:hifg("Folded" ,"#aaddee","LightCyan",63)
highlight FoldColumn none
high link FoldColumn Folded
highlight DiffAdd ctermbg=4 guibg=DarkBlue
highlight DiffChange ctermbg=5 guibg=DarkMagenta
highlight DiffDelete ctermfg=12 ctermbg=6 gui=bold guifg=Blue guibg=DarkCyan
highlight DiffText ctermbg=DarkRed
highlight DiffText cterm=bold ctermbg=9 gui=bold guibg=Red
highlight Pmenu guifg=White ctermfg=White gui=bold cterm=bold
highlight PmenuSel guifg=White ctermfg=White gui=bold cterm=bold
call s:hibg("Pmenu" ,"#000099","Blue",18)
call s:hibg("PmenuSel" ,"#5555ff","DarkCyan",39)
highlight PmenuSbar guibg=Grey ctermbg=Grey
highlight PmenuThumb guibg=White ctermbg=White
highlight TabLine gui=underline cterm=underline
call s:hifg("TabLine" ,"#bbbbbb","LightGrey",85)
call s:hibg("TabLine" ,"#333333","DarkGrey",80)
highlight TabLineSel guifg=White guibg=Black ctermfg=White ctermbg=Black
highlight TabLineFill gui=underline cterm=underline
call s:hifg("TabLineFill","#bbbbbb","LightGrey",85)
call s:hibg("TabLineFill","#808080","Grey",83)
hi Type gui=none
hi Statement gui=none
if !has("gui_mac")
" Mac GUI degrades italics to ugly underlining.
hi Comment gui=italic
hi railsUserClass gui=italic
hi railsUserMethod gui=italic
endif
hi Identifier cterm=none
" Commented numbers at the end are *old* 256 color values
"highlight PreProc guifg=#EDF8F9
call s:hifg("Comment" ,"#9933CC","DarkMagenta",34) " 92
" 26 instead?
call s:hifg("Constant" ,"#339999","DarkCyan",21) " 30
call s:hifg("rubyNumber" ,"#CCFF33","Yellow",60) " 190
call s:hifg("String" ,"#66FF00","LightGreen",44,82) " 82
call s:hifg("Identifier" ,"#FFCC00","Yellow",72) " 220
call s:hifg("Statement" ,"#FF6600","Brown",68) " 202
call s:hifg("PreProc" ,"#AAFFFF","LightCyan",47) " 213
call s:hifg("railsUserMethod","#AACCFF","LightCyan",27)
call s:hifg("Type" ,"#AAAA77","Grey",57) " 101
call s:hifg("railsUserClass" ,"#AAAAAA","Grey",7) " 101
call s:hifg("Special" ,"#33AA00","DarkGreen",24) " 7
call s:hifg("Regexp" ,"#44B4CC","DarkCyan",21) " 74
call s:hifg("rubyMethod" ,"#DDE93D","Yellow",77) " 191
"highlight railsMethod guifg=#EE1122 ctermfg=1

View File

@@ -1,64 +0,0 @@
" Vim color file
" Original Maintainer: Lars H. Nielsen (dengmao@gmail.com)
" Last Change: 2010-07-23
"
" Converting for 256-color terminals by
" Danila Bespalov (danila.bespalov@gmail.com)
" with great help of tool by Wolfgang Frisch (xororand@frexx.de)
" inspired by David Liang's version (bmdavll@gmail.com)
set background=dark
hi clear
if exists("syntax_on")
syntax reset
endif
let colors_name = "wombat256"
" General colors
hi Normal ctermfg=254 ctermbg=234 cterm=none guifg=#f6f3e8 guibg=#242424 gui=none
hi Cursor ctermfg=none ctermbg=241 cterm=none guifg=NONE guibg=#656565 gui=none
hi Visual ctermfg=7 ctermbg=238 cterm=none guifg=#f6f3e8 guibg=#444444 gui=none
" hi VisualNOS
" hi Search
hi Folded ctermfg=103 ctermbg=238 cterm=none guifg=#a0a8b0 guibg=#384048 gui=none
hi Title ctermfg=7 ctermbg=none cterm=bold guifg=#f6f3e8 guibg=NONE gui=bold
hi StatusLine ctermfg=7 ctermbg=238 cterm=none guifg=#f6f3e8 guibg=#444444 gui=italic
hi VertSplit ctermfg=238 ctermbg=238 cterm=none guifg=#444444 guibg=#444444 gui=none
hi StatusLineNC ctermfg=243 ctermbg=238 cterm=none guifg=#857b6f guibg=#444444 gui=none
hi LineNr ctermfg=243 ctermbg=0 cterm=none guifg=#857b6f guibg=#000000 gui=none
hi SpecialKey ctermfg=244 ctermbg=236 cterm=none guifg=#808080 guibg=#343434 gui=none
hi NonText ctermfg=244 ctermbg=236 cterm=none guifg=#808080 guibg=#303030 gui=none
" Vim >= 7.0 specific colors
if version >= 700
hi CursorLine ctermbg=236 cterm=none guibg=#2d2d2d
hi MatchParen ctermfg=7 ctermbg=243 cterm=bold guifg=#f6f3e8 guibg=#857b6f gui=bold
hi Pmenu ctermfg=7 ctermbg=238 guifg=#f6f3e8 guibg=#444444
hi PmenuSel ctermfg=0 ctermbg=192 guifg=#000000 guibg=#cae682
endif
" Syntax highlighting
hi Keyword ctermfg=111 cterm=none guifg=#8ac6f2 gui=none
hi Statement ctermfg=111 cterm=none guifg=#8ac6f2 gui=none
hi Constant ctermfg=173 cterm=none guifg=#e5786d gui=none
hi Number ctermfg=173 cterm=none guifg=#e5786d gui=none
hi PreProc ctermfg=173 cterm=none guifg=#e5786d gui=none
hi Function ctermfg=192 cterm=none guifg=#cae682 gui=none
hi Identifier ctermfg=192 cterm=none guifg=#cae682 gui=none
hi Type ctermfg=192 cterm=none guifg=#cae682 gui=none
hi Special ctermfg=194 cterm=none guifg=#e7f6da gui=none
hi String ctermfg=113 cterm=none guifg=#95e454 gui=italic
hi Comment ctermfg=246 cterm=none guifg=#99968b gui=italic
hi Todo ctermfg=245 cterm=none guifg=#8f8f8f gui=italic
" Links
hi! link FoldColumn Folded
hi! link CursorColumn CursorLine
" vim:set ts=4 sw=4 noet:

View File

@@ -1,96 +0,0 @@
" Vim color file
" Original Maintainer: Lars H. Nielsen (dengmao@gmail.com)
" Last Change: 2010-07-23
"
" Modified version of wombat for 256-color terminals by
" David Liang (bmdavll@gmail.com)
" based on version by
" Danila Bespalov (danila.bespalov@gmail.com)
set background=dark
if version > 580
hi clear
if exists("syntax_on")
syntax reset
endif
endif
let colors_name = "wombat256mod"
" General colors
hi Normal ctermfg=252 ctermbg=234 cterm=none guifg=#e3e0d7 guibg=#242424 gui=none
hi Cursor ctermfg=234 ctermbg=228 cterm=none guifg=#242424 guibg=#eae788 gui=none
hi Visual ctermfg=251 ctermbg=239 cterm=none guifg=#c3c6ca guibg=#554d4b gui=none
hi VisualNOS ctermfg=251 ctermbg=236 cterm=none guifg=#c3c6ca guibg=#303030 gui=none
hi Search ctermfg=177 ctermbg=241 cterm=none guifg=#d787ff guibg=#636066 gui=none
hi Folded ctermfg=103 ctermbg=237 cterm=none guifg=#a0a8b0 guibg=#3a4046 gui=none
hi Title ctermfg=230 cterm=bold guifg=#ffffd7 gui=bold
hi StatusLine ctermfg=230 ctermbg=238 cterm=none guifg=#ffffd7 guibg=#444444 gui=italic
hi VertSplit ctermfg=238 ctermbg=238 cterm=none guifg=#444444 guibg=#444444 gui=none
hi StatusLineNC ctermfg=241 ctermbg=238 cterm=none guifg=#857b6f guibg=#444444 gui=none
hi LineNr ctermfg=241 ctermbg=232 cterm=none guifg=#857b6f guibg=#080808 gui=none
hi SpecialKey ctermfg=241 ctermbg=235 cterm=none guifg=#626262 guibg=#2b2b2b gui=none
hi WarningMsg ctermfg=203 guifg=#ff5f55
hi ErrorMsg ctermfg=196 ctermbg=236 cterm=bold guifg=#ff2026 guibg=#3a3a3a gui=bold
" Vim >= 7.0 specific colors
if version >= 700
hi CursorLine ctermbg=236 cterm=none guibg=#32322f
hi MatchParen ctermfg=228 ctermbg=101 cterm=bold guifg=#eae788 guibg=#857b6f gui=bold
hi Pmenu ctermfg=230 ctermbg=238 guifg=#ffffd7 guibg=#444444
hi PmenuSel ctermfg=232 ctermbg=192 guifg=#080808 guibg=#cae982
endif
" Diff highlighting
hi DiffAdd ctermbg=17 guibg=#2a0d6a
hi DiffDelete ctermfg=234 ctermbg=60 cterm=none guifg=#242424 guibg=#3e3969 gui=none
hi DiffText ctermbg=53 cterm=none guibg=#73186e gui=none
hi DiffChange ctermbg=237 guibg=#382a37
"hi CursorIM
"hi Directory
"hi IncSearch
"hi Menu
"hi ModeMsg
"hi MoreMsg
"hi PmenuSbar
"hi PmenuThumb
"hi Question
"hi Scrollbar
"hi SignColumn
"hi SpellBad
"hi SpellCap
"hi SpellLocal
"hi SpellRare
"hi TabLine
"hi TabLineFill
"hi TabLineSel
"hi Tooltip
"hi User1
"hi User9
"hi WildMenu
" Syntax highlighting
hi Keyword ctermfg=111 cterm=none guifg=#88b8f6 gui=none
hi Statement ctermfg=111 cterm=none guifg=#88b8f6 gui=none
hi Constant ctermfg=173 cterm=none guifg=#e5786d gui=none
hi Number ctermfg=173 cterm=none guifg=#e5786d gui=none
hi PreProc ctermfg=173 cterm=none guifg=#e5786d gui=none
hi Function ctermfg=192 cterm=none guifg=#cae982 gui=none
hi Identifier ctermfg=192 cterm=none guifg=#cae982 gui=none
hi Type ctermfg=186 cterm=none guifg=#d4d987 gui=none
hi Special ctermfg=229 cterm=none guifg=#eadead gui=none
hi String ctermfg=113 cterm=none guifg=#95e454 gui=italic
hi Comment ctermfg=246 cterm=none guifg=#9c998e gui=italic
hi Todo ctermfg=101 cterm=none guifg=#857b6f gui=italic
" Links
hi! link FoldColumn Folded
hi! link CursorColumn CursorLine
hi! link NonText LineNr
" vim:set ts=4 sw=4 noet:

View File

@@ -1,142 +0,0 @@
" Vim color file
"
" Name: xoria256.vim
" Version: 1.5
" Maintainer: Dmitriy Y. Zotikov (xio) <xio@ungrund.org>
"
" Should work in recent 256 color terminals. 88-color terms like urxvt are
" NOT supported.
"
" Don't forget to install 'ncurses-term' and set TERM to xterm-256color or
" similar value.
"
" Color numbers (0-255) see:
" http://www.calmar.ws/vim/256-xterm-24bit-rgb-color-chart.html
"
" For a specific filetype highlighting rules issue :syntax list when a file of
" that type is opened.
" Initialization {{{
if &t_Co != 256 && ! has("gui_running")
echomsg ""
echomsg "err: please use GUI or a 256-color terminal (so that t_Co=256 could be set)"
echomsg ""
finish
endif
set background=dark
hi clear
if exists("syntax_on")
syntax reset
endif
let colors_name = "xoria256"
"}}}
" Colours {{{1
"" General {{{2
hi Normal ctermfg=252 guifg=#d0d0d0 ctermbg=234 guibg=#1c1c1c cterm=none gui=none
hi Cursor ctermbg=214 guibg=#ffaf00
hi CursorColumn ctermbg=238 guibg=#444444
hi CursorLine ctermbg=237 guibg=#3a3a3a cterm=none gui=none
hi Error ctermfg=15 guifg=#ffffff ctermbg=1 guibg=#800000
hi ErrorMsg ctermfg=15 guifg=#ffffff ctermbg=1 guibg=#800000
hi FoldColumn ctermfg=247 guifg=#9e9e9e ctermbg=233 guibg=#121212
hi Folded ctermfg=255 guifg=#eeeeee ctermbg=60 guibg=#5f5f87
hi IncSearch ctermfg=0 guifg=#000000 ctermbg=223 guibg=#ffdfaf cterm=none gui=none
hi LineNr ctermfg=247 guifg=#9e9e9e ctermbg=233 guibg=#121212
hi MatchParen ctermfg=188 guifg=#dfdfdf ctermbg=68 guibg=#5f87df cterm=bold gui=bold
" TODO
" hi MoreMsg
hi NonText ctermfg=247 guifg=#9e9e9e ctermbg=233 guibg=#121212 cterm=bold gui=bold
hi Pmenu ctermfg=0 guifg=#000000 ctermbg=250 guibg=#bcbcbc
hi PmenuSel ctermfg=255 guifg=#eeeeee ctermbg=243 guibg=#767676
hi PmenuSbar ctermbg=252 guibg=#d0d0d0
hi PmenuThumb ctermfg=243 guifg=#767676
hi Search ctermfg=0 guifg=#000000 ctermbg=149 guibg=#afdf5f
hi SignColumn ctermfg=248 guifg=#a8a8a8
hi SpecialKey ctermfg=77 guifg=#5fdf5f
hi SpellBad ctermfg=160 guifg=fg ctermbg=bg cterm=underline guisp=#df0000
hi SpellCap ctermfg=189 guifg=#dfdfff ctermbg=bg guibg=bg cterm=underline gui=underline
hi SpellRare ctermfg=168 guifg=#df5f87 ctermbg=bg guibg=bg cterm=underline gui=underline
hi SpellLocal ctermfg=98 guifg=#875fdf ctermbg=bg guibg=bg cterm=underline gui=underline
hi StatusLine ctermfg=15 guifg=#ffffff ctermbg=239 guibg=#4e4e4e cterm=bold gui=bold
hi StatusLineNC ctermfg=249 guifg=#b2b2b2 ctermbg=237 guibg=#3a3a3a cterm=none gui=none
hi TabLine ctermfg=fg guifg=fg ctermbg=242 guibg=#666666 cterm=none gui=none
hi TabLineFill ctermfg=fg guifg=fg ctermbg=237 guibg=#3a3a3a cterm=none gui=none
" FIXME
hi Title ctermfg=225 guifg=#ffdfff
hi Todo ctermfg=0 guifg=#000000 ctermbg=184 guibg=#dfdf00
hi Underlined ctermfg=39 guifg=#00afff cterm=underline gui=underline
hi VertSplit ctermfg=237 guifg=#3a3a3a ctermbg=237 guibg=#3a3a3a cterm=none gui=none
" hi VIsualNOS ctermfg=24 guifg=#005f87 ctermbg=153 guibg=#afdfff cterm=none gui=none
" hi Visual ctermfg=24 guifg=#005f87 ctermbg=153 guibg=#afdfff
hi Visual ctermfg=255 guifg=#eeeeee ctermbg=96 guibg=#875f87
" hi Visual ctermfg=255 guifg=#eeeeee ctermbg=24 guibg=#005f87
hi VisualNOS ctermfg=255 guifg=#eeeeee ctermbg=60 guibg=#5f5f87
hi WildMenu ctermfg=0 guifg=#000000 ctermbg=150 guibg=#afdf87 cterm=bold gui=bold
"" Syntax highlighting {{{2
hi Comment ctermfg=244 guifg=#808080
hi Constant ctermfg=229 guifg=#ffffaf
hi Identifier ctermfg=182 guifg=#dfafdf cterm=none
hi Ignore ctermfg=238 guifg=#444444
hi Number ctermfg=180 guifg=#dfaf87
hi PreProc ctermfg=150 guifg=#afdf87
hi Special ctermfg=174 guifg=#df8787
hi Statement ctermfg=110 guifg=#87afdf cterm=none gui=none
hi Type ctermfg=146 guifg=#afafdf cterm=none gui=none
"" Special {{{2
""" .diff {{{3
hi diffAdded ctermfg=150 guifg=#afdf87
hi diffRemoved ctermfg=174 guifg=#df8787
""" vimdiff {{{3
hi diffAdd ctermfg=bg guifg=bg ctermbg=151 guibg=#afdfaf
"hi diffDelete ctermfg=bg guifg=bg ctermbg=186 guibg=#dfdf87 cterm=none gui=none
hi diffDelete ctermfg=bg guifg=bg ctermbg=246 guibg=#949494 cterm=none gui=none
hi diffChange ctermfg=bg guifg=bg ctermbg=181 guibg=#dfafaf
hi diffText ctermfg=bg guifg=bg ctermbg=174 guibg=#df8787 cterm=none gui=none
""" HTML {{{3
" hi htmlTag ctermfg=146 guifg=#afafdf
" hi htmlEndTag ctermfg=146 guifg=#afafdf
hi htmlTag ctermfg=244
hi htmlEndTag ctermfg=244
hi htmlArg ctermfg=182 guifg=#dfafdf
hi htmlValue ctermfg=187 guifg=#dfdfaf
hi htmlTitle ctermfg=254 ctermbg=95
" hi htmlArg ctermfg=146
" hi htmlTagName ctermfg=146
" hi htmlString ctermfg=187
""" django {{{3
hi djangoVarBlock ctermfg=180
hi djangoTagBlock ctermfg=150
hi djangoStatement ctermfg=146
hi djangoFilter ctermfg=174
""" python {{{3
hi pythonExceptions ctermfg=174
""" NERDTree {{{3
hi Directory ctermfg=110 guifg=#87afdf
hi treeCWD ctermfg=180 guifg=#dfaf87
hi treeClosable ctermfg=174 guifg=#df8787
hi treeOpenable ctermfg=150 guifg=#afdf87
hi treePart ctermfg=244 guifg=#808080
hi treeDirSlash ctermfg=244 guifg=#808080
hi treeLink ctermfg=182 guifg=#dfafdf
""" VimDebug {{{3
" FIXME
" you may want to set SignColumn highlight in your .vimrc
" :help sign
" :help SignColumn
" hi currentLine term=reverse cterm=reverse gui=reverse
" hi breakPoint term=NONE cterm=NONE gui=NONE
" hi empty term=NONE cterm=NONE gui=NONE
" sign define currentLine linehl=currentLine
" sign define breakPoint linehl=breakPoint text=>>
" sign define both linehl=currentLine text=>>
" sign define empty linehl=empty

View File

@@ -1,294 +0,0 @@
*Gist.vim* Vimscript for creating gists (http://gist.github.com)
Usage |gist-vim-usage|
Tips |gist-vim-tips|
License |gist-vim-license|
Install |gist-vim-install|
Requirements |gist-vim-requirements|
Setup |gist-vim-setup|
FAQ |gist-vim-faq|
This is a vimscript for creating gists (http://gist.github.com)
For the latest version please see https://github.com/mattn/gist-vim.
==============================================================================
USAGE *:Gist* *gist-vim-usage*
- Post current buffer to gist, using default privacy option. >
:Gist
<
- Post selected text to gist, using default privacy option.
This applies to all permutations listed below (except multi). >
:'<,'>Gist
<
- Create a private gist. >
:Gist -p
<
- Create a public gist.
(Only relevant if you've set gists to be private by default.) >
:Gist -P
<
- Post whole text to gist as public.
This is only relevant if you've set gists to be private by default.
>
:Gist -P
<
- Create a gist anonymously. >
:Gist -a
<
- Create a gist with all open buffers. >
:Gist -m
<
- Edit the gist (you need to have opened the gist buffer first).
You can update the gist with the {:w} command within the gist buffer. >
:Gist -e
<
- Edit the gist with name "foo.js" (you need to have opened the gist buffer
first). >
:Gist -e foo.js
<
- Post/Edit with the description " (you need to have opened the gist buffer
first). >
:Gist -s something
:Gist -e -s something
<
- Delete the gist (you need to have opened the gist buffer first).
Password authentication is needed. >
:Gist -d
<
- Fork the gist (you need to have opened the gist buffer first).
Password authentication is needed. >
:Gist -f
<
- Star the gist (you need to have opened the gist buffer first).
Password authentication is needed.
>
:Gist +1
<
- Unstar the gist (you need to have opened the gist buffer first).
Password authentication is needed.
>
:Gist -1
<
- Get gist XXXXX. >
:Gist XXXXX
<
- Get gist XXXXX and add to clipboard. >
:Gist -c XXXXX
<
- List your public gists. >
:Gist -l
<
- List gists from user "mattn". >
:Gist -l mattn
<
- List everyone's gists. >
:Gist -la
<
- List gists from your starred gists.
>
:Gist -ls
<
==============================================================================
TIPS *gist-vim-tips*
If you set "g:gist_clip_command", gist.vim will copy the gist code with option
"-c".
- Mac: >
let g:gist_clip_command = 'pbcopy'
<
- Linux: >
let g:gist_clip_command = 'xclip -selection clipboard'
<
- Others (cygwin?): >
let g:gist_clip_command = 'putclip'
<
If you want to detect filetype from the filename: >
let g:gist_detect_filetype = 1
<
If you want to open the browser after the post: >
let g:gist_open_browser_after_post = 1
<
If you want to change the browser: >
let g:gist_browser_command = 'w3m %URL%'
<
or: >
let g:gist_browser_command = 'opera %URL% &'
<
On windows, this should work with your user settings.
If you want to show your private gists with ":Gist -l": >
let g:gist_show_privates = 1
<
If you want your gist to be private by default: >
let g:gist_post_private = 1
<
If you want to edit all files for gists containing more than one: >
let g:gist_get_multiplefile = 1
<
If you want to use on GitHub Enterprise: >
let g:gist_api_url = 'http://your-github-enterprise-domain/api/v3'
<
If you want to update a gist, embed >
GistID: xxxxx
>
in your local file, then call >
:Gist
>
If you want to update a gist when only |:w!|: >
" :w and :w! update a gist.
let g:gist_update_on_write = 1
" Only :w! updates a gist.
let g:gist_update_on_write = 2
>
All other values are treated as 1.
This variable's value is 1 by default.
==============================================================================
LICENSE *gist-vim-license*
Copyright 2010 by Yasuhiro Matsumoto
modification, are permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,
STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
OF THE POSSIBILITY OF SUCH DAMAGE.
==============================================================================
INSTALL *gist-vim-install*
Copy following files into your plugin directory.
rtp:
- autoload/gist.vim
- plugin/gist.vim
If you want to uninstall gist.vim, remember to also remove `~/.gist-vim`.
You need to install webapi-vim also:
http://www.vim.org/scripts/script.php?script_id=4019
If you want to use latest one:
https://github.com/mattn/webapi-vim
==============================================================================
REQUIREMENTS *gist-vim-requirements*
- curl command (http://curl.haxx.se/)
- webapi-vim (https://github.com/mattn/webapi-vim)
- and, if you want to use your git profile, the git command-line client.
==============================================================================
SETUP *gist-vim-setup*
This plugin uses GitHub API v3. Setting value is stored in `~/.gist-vim`.
gist-vim have two ways to access APIs.
First, you need to set your GitHub username in global git config:
>
$ git config --global github.user Username
<
Then, gist.vim will ask for your password to create an authorization when you
first use it. The password is not stored and only the OAuth access token will
be kept for later use. You can revoke the token at any time from the list of
"Authorized applications" on GitHub's "Account Settings" page.
(https://github.com/settings/applications)
If you have two-factor authentication enabled on GitHub, you'll see the message
"Must specify two-factor authentication OTP code." In this case, you need to
create a "Personal Access Token" on GitHub's "Account Settings" page
(https://github.com/settings/applications) and place it in a file
named ~/.gist-vim like this:
>
token xxxxx
<
If you happen to have your password already written in ~/.gitconfig like
below:
>
[github]
password = xxxxx
<
Then, add following into your ~/.vimrc
>
let g:gist_use_password_in_gitconfig = 1
<
This is not secure at all, so strongly discouraged.
==============================================================================
FAQ *gist-vim-faq*
Q. :Gist give Forbidden error
A. Try to delete ~/.gist-vim. And authenticate again.
==============================================================================
THANKS *gist-vim-thanks*
AD7six
Bruno Bigras
c9s
Daniel Bretoi
Jeremy Michael Cantrell
Kien N
kongo2002
MATSUU Takuto
Matthew Weier O'Phinney
ornicar
Roland Schilter
steve
tyru
Will Gray
netj
vim:tw=78:ts=8:ft=help:norl:

View File

@@ -1,260 +0,0 @@
*recover.vim* Show differences for recovered files
Author: Christian Brabandt <cb@256bit.org>
Version: 0.18 Wed, 14 Aug 2013 22:39:13 +0200
Copyright: (c) 2009, 2010, 2011, 2012, 2013 by Christian Brabandt
The VIM LICENSE applies to recoverPlugin.vim and recoverPlugin.txt
(see |copyright|) except use recoverPlugin instead of "Vim".
NO WARRANTY, EXPRESS OR IMPLIED. USE AT-YOUR-OWN-RISK.
==============================================================================
1. Contents *RecoverPlugin*
1. Contents.....................................: |recoverPlugin|
2. recover Manual...............................: |recover-manual|
3. recover Feedback.............................: |recover-feedback|
4. recover History..............................: |recover-history|
==============================================================================
*RecoverPlugin-manual*
2. RecoverPlugin Manual *recover-manual*
Functionality
When using |recovery|, it is hard to tell, what has been changed between the
recovered file and the actual on disk version. The aim of this plugin is, to
have an easy way to see differences, between the recovered files and the files
stored on disk.
Therefore this plugin sets up an auto command, that will create a diff buffer
between the recovered file and the on-disk version of the same file. You can
easily see, what has been changed and save your recovered work back to the
file on disk.
By default this plugin is enabled. To disable it, use >
:RecoverPluginDisable
<
To enable this plugin again, use >
:RecoverPluginEnable
<
When you open a file and vim detects, that an |swap-file| already exists for a
buffer, the plugin presents the default Swap-Exists dialog from Vim adding one
additional option for Diffing (but leaves out the lengthy explanation about
handling Swapfiles that Vim by default shows): >
Found a swap file by the name "test/normal/.testfile.swp"
owned by: chrisbra dated: Wed Nov 28 16:26:42 2012
file name: ~chrisbra/code/git/vim/Recover/test/normal/testfile
modified: YES
user name: chrisbra host name: R500
process ID: 4878 [not existing]
While opening file "test/normal/testfile"
dated: Tue Nov 6 20:11:55 2012
Please choose:
D[i]ff, (O)pen Read-Only, (E)dit anyway, (R)ecover, (Q)uit, (A)bort, (D)elete:
(Note, that additionally, it shows in the process ID row the name of the
process that has the process id or [not existing] if that process doesn't
exist.) Simply use the key, that is highlighted to chose the option. If you
press Ctrl-C, the default dialog of Vim will be shown.
If you have said 'Diff', the plugin opens a new vertical splitt buffer. On the
left side, you'll find the file as it is stored on disk and the right side
will contain your recovered version of the file (using the found swap file).
You can now use the |merge| commands to copy the contents to the buffer that
holds your recovered version. If you are finished, you can close the diff
version and close the window, by issuing |:diffoff!| and |:close| in the
window, that contains the on-disk version of the file. Be sure to save the
recovered version of you file and afterwards you can safely remove the swap
file.
*RecoverPluginFinish* *FinishRecovery*
In the recovered window, the command >
:FinishRecovery
<
deletes the swapfile closes the diff window and finishes everything up.
Alternatively you can also use the command >
:RecoveryPluginFinish
<
*RecoverPluginHelp*
The command >
:RecoverPluginHelp
<
show a small message, on what keys can be used to move to the next different
region and how to merge the changes from one windo into the other.
*RecovePlugin-config*
If you want Vim to automatically edit any file that is open in another Vim
instance but is unmodified there, you need to set the configuration variable:
g:RecoverPlugin_Edit_Unmodified to 1 like this in your |.vimrc| >
:let g:RecoverPlugin_Edit_Unmodified = 1
<
Note: This only works on Linux.
*RecoverPlugin-misc*
If your Vim was built with |+balloon_eval|, recover.vim will also set up an
balloon expression, that shows you, which buffer contains the recovered
version of your file and which buffer contains the unmodified on-disk version
of your file, if you move the mouse of the buffer. (See |balloon-eval|).
If you have setup your 'statusline', recover.vim will also inject some info
(which buffer contains the on-disk version and which buffer contains the
modified, recovered version). Additionally the buffer that is read-only, will
have a filename (|:f|) of something like 'original file (on disk-version)'. If
you want to save that version, use |:saveas|.
==============================================================================
3. Plugin Feedback *recover-feedback*
Feedback is always welcome. If you like the plugin, please rate it at the
vim-page:
http://www.vim.org/scripts/script.php?script_id=3068
You can also follow the development of the plugin at github:
http://github.com/chrisbra/Recover.vim
Please don't hesitate to report any bugs to the maintainer, mentioned in the
third line of this document.
==============================================================================
4. recover History *recover-history*
0.18: Aug 14, 2013 "{{{1
- fix issue 19 (https://github.com/chrisbra/Recover.vim/issues/19, by
replacing feedkeys("...\n") by feedkeys("...\<cr>", reported by vlmarek,
thanks!)
- fix issue 20 (https://github.com/chrisbra/Recover.vim/issues/20,
(let vim automatically edit a file, that is unmodified in another vim
instance, suggested by rking, thanks!)
- merge issue 21 (https://github.com/chrisbra/Recover.vim/pull/21, create more
usefule README.md file, contribted by Shubham Rao, thanks!)
- merge issue 22 (https://github.com/chrisbra/Recover.vim/pull/22, delete BufReadPost autocommand
contributed by Marcin Szamotulski, thanks!)
0.17: Feb 16, 2013 "{{{1
- fix issue 17 (https://github.com/chrisbra/Recover.vim/issues/17 patch by
lyokha, thanks!)
- Use default key combinations in the dialog of the normal Vim dialog (adding
only the Diff option)
- Make sure, the process ID is shown
0.16: Nov 21, 2012 "{{{1
- Recovery did not work, when original file did not exists (issue 11
https://github.com/chrisbra/Recover.vim/issues/11
reported by Rking, thanks!)
- By default, delete swapfile, if no differences found (issue 15
https://github.com/chrisbra/Recover.vim/issues/15
reported by Rking, thanks!)
- reset 'swapfile' option, so that Vim by default creates .swp files
(idea and patch by Marcin Szamotulski, thanks!)
- capture and display |E325| message (and also try to figure out the name of
the pid (issue 12 https://github.com/chrisbra/Recover.vim/issues/12)
0.15: Aug 20, 2012 "{{{1
- fix issue 5 (https://github.com/chrisbra/Recover.vim/issues/5 patch by
lyokha, thanks!)
- CheckSwapFileExists() hangs, when a swap file was not found, make sure,
s:Swapname() returns a valid file name
- fix issue 6 (https://github.com/chrisbra/Recover.vim/issues/6 patch by
lyokha, thanks!)
- Avoid recursive :redir call (https://github.com/chrisbra/Recover.vim/pull/8
patch by Ingo Karkat, thanks!)
- Do not set 'bexpr' for unrelated buffers (
https://github.com/chrisbra/Recover.vim/pull/9 patch by Ingo Karkat,
thanks!)
- Avoid aborting the diff (https://github.com/chrisbra/Recover.vim/pull/10
patch by Ingo Karkat, thanks!)
- Allow to directly delete the swapfile (
https://github.com/chrisbra/Recover.vim/issues/7 suggested by jgandt,
thanks!)
0.14: Mar 31, 2012 "{{{1
- still some problems with issue #4
0.13: Mar 29, 2012 "{{{1
- fix issue 3 (https://github.com/chrisbra/Recover.vim/issues/3 reported by
lyokha, thanks!)
- Ask the user to delete the swapfile (issue
https://github.com/chrisbra/Recover.vim/issues/4 reported by lyokha,
thanks!)
0.12: Mar 25, 2012 "{{{1
- minor documentation update
- delete swap files, if no difference found (issue
https://github.com/chrisbra/Recover.vim/issues/1 reported by y, thanks!)
- fix some small issues, that prevented the development versions from working
(https://github.com/chrisbra/Recover.vim/issues/2 reported by Rahul Kumar,
thanks!)
0.11: Oct 19, 2010 "{{{1
- use confirm() instead of inputdialog() (suggested by D.Fishburn, thanks!)
0.9: Jun 02, 2010 "{{{1
- use feedkeys(...,'t') instead of feedkeys() (this works more reliable,
although it pollutes the history), so delete those spurious history entries
- |RecoverPluginHelp| shows a small help message, about diff commands
(suggested by David Fishburn, thanks!)
- |RecoverPluginFinish| is a shortcut for |FinishRecovery|
0.8: Jun 01, 2010 "{{{1
- make :FinishRecovery more robust
0.7: Jun 01, 2010 "{{{1
- |FinishRecovery| closes the diff-window and cleans everything up (suggestion
by David Fishburn)
- DeleteSwapFile is not needed anymore
0.6: May 31, 2010 "{{{1
- |recover-feedback|
- Ask to really open a diff buffer for a file (suggestion: David Fishburn,
thanks!)
- DeleteSwapFile to delete the swap file, that was used to create the diff
buffer
- change feedkeys(...,'t') to feedkeys('..') so that not every command appears
in the history.
0.5: May 04, 2010 "{{{1
- 0r command in recover plugin adds extra \n
Patch by Sergey Khorev (Thanks!)
- generate help file with 'et' set, so the README at github looks prettier
0.4: Apr 26, 2010 "{{{1
- handle Windows and Unix path differently
- Code cleanup
- Enabled |:GLVS|
0.3: Apr 20, 2010 "{{{1
- first public verion
- put plugin on a public repository
(http://github.com/chrisbra/Recover.vim)
0.2: Apr 18, 2010 "{{{1
- Internal version, some cleanup, bugfixes for windows
0.1: Apr 17, 2010 "{{{1
- Internal version, First working version, using simple commands
==============================================================================
Modeline: "{{{1
vim:tw=78:ts=8:ft=help:et:fdm=marker:fdl=0:norl

View File

@@ -1,40 +0,0 @@
FinishRecovery recoverPlugin.txt /*FinishRecovery*
RecovePlugin-config recoverPlugin.txt /*RecovePlugin-config*
RecoverPlugin recoverPlugin.txt /*RecoverPlugin*
RecoverPlugin-manual recoverPlugin.txt /*RecoverPlugin-manual*
RecoverPlugin-misc recoverPlugin.txt /*RecoverPlugin-misc*
RecoverPluginFinish recoverPlugin.txt /*RecoverPluginFinish*
RecoverPluginHelp recoverPlugin.txt /*RecoverPluginHelp*
bufexplorer bufexplorer.txt /*bufexplorer*
bufexplorer-changelog bufexplorer.txt /*bufexplorer-changelog*
bufexplorer-copyright bufexplorer.txt /*bufexplorer-copyright*
bufexplorer-credits bufexplorer.txt /*bufexplorer-credits*
bufexplorer-customization bufexplorer.txt /*bufexplorer-customization*
bufexplorer-installation bufexplorer.txt /*bufexplorer-installation*
bufexplorer-todo bufexplorer.txt /*bufexplorer-todo*
bufexplorer-usage bufexplorer.txt /*bufexplorer-usage*
bufexplorer-windowlayout bufexplorer.txt /*bufexplorer-windowlayout*
bufexplorer.txt bufexplorer.txt /*bufexplorer.txt*
buffer-explorer bufexplorer.txt /*buffer-explorer*
g:bufExplorerChgWin bufexplorer.txt /*g:bufExplorerChgWin*
g:bufExplorerDefaultHelp bufexplorer.txt /*g:bufExplorerDefaultHelp*
g:bufExplorerDetailedHelp bufexplorer.txt /*g:bufExplorerDetailedHelp*
g:bufExplorerDisableDefaultKeyMapping bufexplorer.txt /*g:bufExplorerDisableDefaultKeyMapping*
g:bufExplorerFindActive bufexplorer.txt /*g:bufExplorerFindActive*
g:bufExplorerFuncRef bufexplorer.txt /*g:bufExplorerFuncRef*
g:bufExplorerReverseSort bufexplorer.txt /*g:bufExplorerReverseSort*
g:bufExplorerShowDirectories bufexplorer.txt /*g:bufExplorerShowDirectories*
g:bufExplorerShowNoName bufexplorer.txt /*g:bufExplorerShowNoName*
g:bufExplorerShowRelativePath bufexplorer.txt /*g:bufExplorerShowRelativePath*
g:bufExplorerShowTabBuffer bufexplorer.txt /*g:bufExplorerShowTabBuffer*
g:bufExplorerShowUnlisted bufexplorer.txt /*g:bufExplorerShowUnlisted*
g:bufExplorerSortBy bufexplorer.txt /*g:bufExplorerSortBy*
g:bufExplorerSplitBelow bufexplorer.txt /*g:bufExplorerSplitBelow*
g:bufExplorerSplitHorzSize bufexplorer.txt /*g:bufExplorerSplitHorzSize*
g:bufExplorerSplitOutPathName bufexplorer.txt /*g:bufExplorerSplitOutPathName*
g:bufExplorerSplitRight bufexplorer.txt /*g:bufExplorerSplitRight*
g:bufExplorerSplitVertSize bufexplorer.txt /*g:bufExplorerSplitVertSize*
recover-feedback recoverPlugin.txt /*recover-feedback*
recover-history recoverPlugin.txt /*recover-history*
recover-manual recoverPlugin.txt /*recover-manual*
recover.vim recoverPlugin.txt /*recover.vim*

View File

@@ -1,6 +0,0 @@
autocmd BufNewFile,BufRead *.markdown,*.md,*.mdown,*.mkd,*.mkdn
\ if &ft =~# '^\%(conf\|modula2\)$' |
\ set ft=markdown |
\ else |
\ setf markdown |
\ endif

View File

@@ -1,22 +0,0 @@
" Vim filetype plugin
" Language: Markdown
" Maintainer: Tim Pope <vimNOSPAM@tpope.org>
" Last Change: 2013 May 30
if exists("b:did_ftplugin")
finish
endif
runtime! ftplugin/html.vim ftplugin/html_*.vim ftplugin/html/*.vim
setlocal comments=fb:*,fb:-,fb:+,n:> commentstring=>\ %s
setlocal formatoptions+=tcqln formatoptions-=r formatoptions-=o
setlocal formatlistpat=^\\s*\\d\\+\\.\\s\\+\\\|^[-*+]\\s\\+
if exists('b:undo_ftplugin')
let b:undo_ftplugin .= "|setl cms< com< fo< flp<"
else
let b:undo_ftplugin = "setl cms< com< fo< flp<"
endif
" vim:set sw=2:

View File

@@ -1,23 +0,0 @@
"=============================================================================
" File: gist.vim
" Author: Yasuhiro Matsumoto <mattn.jp@gmail.com>
" WebPage: http://github.com/mattn/gist-vim
" License: BSD
" GetLatestVimScripts: 2423 1 :AutoInstall: gist.vim
" script type: plugin
if &cp || (exists('g:loaded_gist_vim') && g:loaded_gist_vim)
finish
endif
let g:loaded_gist_vim = 1
function! s:CompleteArgs(arg_lead,cmdline,cursor_pos)
return ["-p", "-P", "-a", "-m", "-e", "-s", "-d", "+1", "-1", "-f", "-c", "-l", "-la", "-ls",
\ "--listall", "--liststar", "--list", "--multibuffer", "--private", "--public", "--anonymous", "--description", "--clipboard",
\ "--rawurl", "--delete", "--edit", "--star", "--unstar", "--fork"
\ ]
endfunction
command! -nargs=? -range=% -complete=customlist,s:CompleteArgs Gist :call gist#Gist(<count>, <line1>, <line2>, <f-args>)
" vim:set et:

View File

@@ -1,34 +0,0 @@
" Vim plugin for diffing when swap file was found
" Last Change: Wed, 14 Aug 2013 22:39:13 +0200
" Version: 0.18
" Author: Christian Brabandt <cb@256bit.org>
" Script: http://www.vim.org/scripts/script.php?script_id=3068
" License: VIM License
" GetLatestVimScripts: 3068 17 :AutoInstall: recover.vim
" Documentation: see :h recoverPlugin.txt
" ---------------------------------------------------------------------
" Load Once: {{{1
if exists("g:loaded_recover") || &cp
finish
endif
let g:loaded_recover = 1"}}}
let s:keepcpo = &cpo
set cpo&vim
" ---------------------------------------------------------------------
" Public Interface {{{1
" Define User-Commands and Autocommand "{{{
call recover#Recover(1)
com! RecoverPluginEnable :call recover#Recover(1)
com! RecoverPluginDisable :call recover#Recover(0)
com! RecoverPluginHelp :call recover#Help()
" =====================================================================
" Restoration And Modelines: {{{1
let &cpo= s:keepcpo
unlet s:keepcpo
" Modeline {{{1
" vim: fdm=marker sw=2 sts=2 ts=8 fdl=0

View File

@@ -1,375 +0,0 @@
"------------------------------------------------------------------------------
" Name Of File: tasklist.vim
"
" Description: Vim plugin to search for a list of tokens and display a
" window with matches.
"
" Author: Juan Frias (juandfrias at gmail.com)
"
" Last Change: 2009 Apr 11
" Version: 1.0.1
"
" Copyright: Permission is hereby granted to use and distribute this code,
" with or without modifications, provided that this header
" is included with it.
"
" This script is to be distributed freely in the hope that it
" will be useful, but is provided 'as is' and without warranties
" as to performance of merchantability or any other warranties
" whether expressed or implied. Because of the various hardware
" and software environments into which this script may be put,
" no warranty of fitness for a particular purpose is offered.
"
" GOOD DATA PROCESSING PROCEDURE DICTATES THAT ANY SCRIPT BE
" THOROUGHLY TESTED WITH NON-CRITICAL DATA BEFORE RELYING ON IT.
"
" THE USER MUST ASSUME THE ENTIRE RISK OF USING THE SCRIPT.
"
" The author does not retain any liability on any damage caused
" through the use of this script.
"
" Install: 1. Read the section titled 'Options'
" 2. Setup any variables need in your vimrc file
" 3. Copy 'tasklist.vim' to your plugin directory.
"
" Mapped Keys: <Leader>t Display list.
"
" Usage: Start the script with the mapped key, a new window appears
" with the matches found, moving around the window will also
" update the position of the current document.
"
" The following keys are mapped to the results window:
"
" q - Quit, and restore original cursor position.
"
" e - Exit, and keep results window open note that
" movements on the result window will no longer be
" updated.
"
" <cr> - Quit and place the cursor on the selected line.
"
" Aknowledgments: Many thanks to Zhang Shuhan for taking the time to beta
" test and suggest many of the improvements and features
" found in the script. I don't think I would have
" implemented it wihout his help. Thanks!
"
"------------------------------------------------------------------------------
" Please send me any bugs you find, so I can keep the script up to date.
"------------------------------------------------------------------------------
" History: {{{1
"------------------------------------------------------------------------------
"
" 1.00 Initial version.
"
" User Options: {{{1
"------------------------------------------------------------------------------
"
" <Leader>t
" This is the default key map to view the task list.
" to overwrite use something like:
" map <leader>v <Plug>TaskList
" in your vimrc file
"
" g:tlWindowPosition
" This is specifies the position of the window to be opened. By
" default it will open at on top. To overwrite use:
" let g:tlWindowPosition = 1
" in your vimrc file, options are as follows:
" 0 = Open on top
" 1 = Open on the bottom
"
" g:tlTokenList
" This is the list of tokens to search for default is
" 'FIXME TODO XXX'. The results are groupped and displayed in the
" order that they appear. to overwrite use:
" let g:tlTokenList = ['TOKEN1', 'TOKEN2', 'TOKEN3']
" in your vimrc file
"
" g:tlRememberPosition
" If this is set to 1 then the script will try to get back to the
" position where it last was closed. By default it will find the line
" closest to the current cursor position.
" to overwrite use:
" let g:tlRememberPosition = 1
" in your vimrc file
"
" Global variables: {{{1
"------------------------------------------------------------------------------
" Load script once
"------------------------------------------------------------------------------
if exists("g:loaded_tasklist") || &cp
finish
endif
let g:loaded_tasklist = 1
" Set where the window opens
"------------------------------------------------------------------------------
if !exists('g:tlWindowPosition')
" 0 = Open at top
let g:tlWindowPosition = 0
endif
" Set the token list
"------------------------------------------------------------------------------
if !exists('g:tlTokenList')
" default list of tokens
let g:tlTokenList = ["FIXME", "TODO", "XXX"]
endif
" Remember position
"------------------------------------------------------------------------------
if !exists('g:tlRememberPosition')
" 0 = Donot remember, find closest match
let g:tlRememberPosition = 0
endif
" Script variables: {{{1
"------------------------------------------------------------------------------
" Function: Open Window {{{1
"--------------------------------------------------------------------------
function! s:OpenWindow(buffnr, lineno)
" Open results window and place items there.
if g:tlWindowPosition == 0
execute 'sp -TaskList_'.a:buffnr.'-'
else
execute 'botright sp -TaskList_'.a:buffnr.'-'
endif
let b:original_buffnr = a:buffnr
let b:original_line = a:lineno
set noswapfile
set modifiable
normal! "zPGddgg
set fde=getline(v:lnum)[0]=='L'
set foldmethod=expr
set foldlevel=0
normal! zR
" Resize line if too big.
let l:hits = line("$")
if l:hits < winheight(0)
sil! exe "resize ".l:hits
endif
" Clean up.
let @z = ""
set nomodified
endfunction
" Function: Search file {{{1
"--------------------------------------------------------------------------
function! s:SearchFile(hits, word)
" Search at the beginning and keep adding them to the register
let l:match_count = 0
normal! gg0
let l:max = strlen(line('$'))
let l:last_match = -1
let l:div = 0
while search(a:word, "Wc") > 0
let l:curr_line = line('.')
if l:last_match == l:curr_line
if l:curr_line == line('$')
break
endif
normal! j0
continue
endif
let l:last_match = l:curr_line
if foldlevel(l:curr_line) != 0
normal! 99zo
endif
if l:div == 0
if a:hits != 0
let @z = @z."\n"
endif
let l:div = 1
endif
normal! 0
let l:lineno = ' '.l:curr_line
let @z = @z.'Ln '.strpart(l:lineno, strlen(l:lineno) - l:max).': '
let l:text = getline(".")
let @z = @z.strpart(l:text, stridx(l:text, a:word))
let @z = @z."\n"
normal! $
let l:match_count = l:match_count + 1
endwhile
return l:match_count
endfunction
" Function: Get line number {{{1
"--------------------------------------------------------------------------
function! s:LineNumber()
let l:text = getline(".")
if strpart(l:text, 0, 5) == "File:"
return 0
endif
if strlen(l:text) == 0
return -1
endif
let l:num = matchstr(l:text, '[0-9]\+')
if l:num == ''
return -1
endif
return l:num
endfunction
" Function: Update document position {{{1
"--------------------------------------------------------------------------
function! s:UpdateDoc()
let l:line_hit = <sid>LineNumber()
match none
if l:line_hit == -1
redraw
return
endif
let l:buffnr = b:original_buffnr
exe 'match Search /\%'.line(".").'l.*/'
if line(".") < (line("$") - (winheight(0) / 2)) + 1
normal! zz
endif
execute bufwinnr(l:buffnr)." wincmd w"
match none
if l:line_hit == 0
normal! 1G
else
exe "normal! ".l:line_hit."Gzz"
exe 'match Search /\%'.line(".").'l.*/'
endif
execute bufwinnr('-TaskList_'.l:buffnr.'-')." wincmd w"
redraw
endfunction
" Function: Clean up on exit {{{1
"--------------------------------------------------------------------------
function! s:Exit(key)
call <sid>UpdateDoc()
match none
let l:original_line = b:original_line
let l:last_position = line('.')
if a:key == -1
nunmap <buffer> e
nunmap <buffer> q
nunmap <buffer> <cr>
execute bufwinnr(b:original_buffnr)." wincmd w"
else
bd!
endif
let b:last_position = l:last_position
if a:key == 0
exe "normal! ".l:original_line."G"
endif
match none
normal! zz
execute "set updatetime=".s:old_updatetime
endfunction
" Function: Check for screen update {{{1
"--------------------------------------------------------------------------
function! s:CheckForUpdate()
if stridx(expand("%:t"), '-TaskList_') == -1
return
endif
if b:selected_line != line(".")
call <sid>UpdateDoc()
let b:selected_line = line(".")
endif
endfunction
" Function: Start the search. {{{1
"--------------------------------------------------------------------------
function! s:TaskList()
let l:original_buffnr = bufnr('%')
let l:original_line = line(".")
" last position
if !exists('b:last_position')
let b:last_position = 1
endif
let l:last_position = b:last_position
" get file name
let @z = "File:".expand("%:p")."\n\n"
" search file
let l:index = 0
let l:count = 0
let l:hits = 0
while l:index < len(g:tlTokenList)
let l:search_word = g:tlTokenList[l:index]
let l:hits = s:SearchFile(l:hits, l:search_word)
let l:count = l:count + l:hits
let l:index = l:index + 1
endwhile
" Make sure we at least have one hit.
if l:count == 0
echohl Search
echo "tasklist.vim: No task information found."
echohl None
execute 'normal! '.l:original_line.'G'
return
endif
" display window
call s:OpenWindow(l:original_buffnr, l:original_line)
" restore the cursor position
if g:tlRememberPosition != 0
exec 'normal! '.l:last_position.'G'
else
normal! gg
endif
" Map exit keys
nnoremap <buffer> <silent> q :call <sid>Exit(0)<cr>
nnoremap <buffer> <silent> <cr> :call <sid>Exit(1)<cr>
nnoremap <buffer> <silent> e :call <sid>Exit(-1)<cr>
" Setup syntax highlight {{{
syntax match tasklistFileDivider /^File:.*$/
syntax match tasklistLineNumber /^Ln\s\+\d\+:/
highlight def link tasklistFileDivider Title
highlight def link tasklistLineNumber LineNr
highlight def link tasklistSearchWord Search
" }}}
" Save globals and change updatetime
let b:selected_line = line(".")
let s:old_updatetime = &updatetime
set updatetime=350
" update the doc and hook the CheckForUpdate function.
call <sid>UpdateDoc()
au! CursorHold <buffer> nested call <sid>CheckForUpdate()
endfunction
"}}}
" Command
command! TaskList call s:TaskList()
" Default key map
if !hasmapto('<Plug>TaskList')
map <unique> <Leader>t <Plug>TaskList
endif
" Key map to Command
nnoremap <unique> <script> <Plug>TaskList :TaskList<CR>
" vim:fdm=marker:tw=75:ff=unix:

View File

@@ -1,246 +0,0 @@
" Vim syntax file
" Language: JavaScript
" Maintainer: Yi Zhao (ZHAOYI) <zzlinux AT hotmail DOT com>
" Last Change: June 4, 2009
" Version: 0.7.7
" Changes: Add "undefined" as a type keyword
"
" TODO:
" - Add the HTML syntax inside the JSDoc
if !exists("main_syntax")
if version < 600
syntax clear
elseif exists("b:current_syntax")
finish
endif
let main_syntax = 'javascript'
endif
"" Drop fold if it set but VIM doesn't support it.
let b:javascript_fold='true'
if version < 600 " Don't support the old version
unlet! b:javascript_fold
endif
"" dollar sigh is permittd anywhere in an identifier
setlocal iskeyword+=$
syntax sync fromstart
"" JavaScript comments
syntax keyword javaScriptCommentTodo TODO FIXME XXX TBD contained
syntax region javaScriptLineComment start=+\/\/+ end=+$+ keepend contains=javaScriptCommentTodo,@Spell
syntax region javaScriptLineComment start=+^\s*\/\/+ skip=+\n\s*\/\/+ end=+$+ keepend contains=javaScriptCommentTodo,@Spell fold
syntax region javaScriptCvsTag start="\$\cid:" end="\$" oneline contained
syntax region javaScriptComment start="/\*" end="\*/" contains=javaScriptCommentTodo,javaScriptCvsTag,@Spell fold
"" JSDoc support start
if !exists("javascript_ignore_javaScriptdoc")
syntax case ignore
"" syntax coloring for javadoc comments (HTML)
"syntax include @javaHtml <sfile>:p:h/html.vim
"unlet b:current_syntax
syntax region javaScriptDocComment matchgroup=javaScriptComment start="/\*\*\s*$" end="\*/" contains=javaScriptDocTags,javaScriptCommentTodo,javaScriptCvsTag,@javaScriptHtml,@Spell fold
syntax match javaScriptDocTags contained "@\(param\|argument\|requires\|exception\|throws\|type\|class\|extends\|see\|link\|member\|module\|method\|title\|namespace\|optional\|default\|base\|file\)\>" nextgroup=javaScriptDocParam,javaScriptDocSeeTag skipwhite
syntax match javaScriptDocTags contained "@\(beta\|deprecated\|description\|fileoverview\|author\|license\|version\|returns\=\|constructor\|private\|protected\|final\|ignore\|addon\|exec\)\>"
syntax match javaScriptDocParam contained "\%(#\|\w\|\.\|:\|\/\)\+"
syntax region javaScriptDocSeeTag contained matchgroup=javaScriptDocSeeTag start="{" end="}" contains=javaScriptDocTags
syntax case match
endif "" JSDoc end
syntax case match
"" Syntax in the JavaScript code
syntax match javaScriptSpecial "\\\d\d\d\|\\x\x\{2\}\|\\u\x\{4\}\|\\."
syntax region javaScriptStringD start=+"+ skip=+\\\\\|\\$"+ end=+"+ contains=javaScriptSpecial,@htmlPreproc
syntax region javaScriptStringS start=+'+ skip=+\\\\\|\\$'+ end=+'+ contains=javaScriptSpecial,@htmlPreproc
syntax region javaScriptRegexpString start=+/\(\*\|/\)\@!+ skip=+\\\\\|\\/+ end=+/[gim]\{,3}+ contains=javaScriptSpecial,@htmlPreproc oneline
syntax match javaScriptNumber /\<-\=\d\+L\=\>\|\<0[xX]\x\+\>/
syntax match javaScriptFloat /\<-\=\%(\d\+\.\d\+\|\d\+\.\|\.\d\+\)\%([eE][+-]\=\d\+\)\=\>/
syntax match javaScriptLabel /\(?\s*\)\@<!\<\w\+\(\s*:\)\@=/
"" JavaScript Prototype
syntax keyword javaScriptPrototype prototype
"" Programm Keywords
syntax keyword javaScriptSource import export
syntax keyword javaScriptType const this undefined var void yield
syntax keyword javaScriptOperator delete new in instanceof let typeof
syntax keyword javaScriptBoolean true false
syntax keyword javaScriptNull null
"" Statement Keywords
syntax keyword javaScriptConditional if else
syntax keyword javaScriptRepeat do while for
syntax keyword javaScriptBranch break continue switch case default return
syntax keyword javaScriptStatement try catch throw with finally
syntax keyword javaScriptGlobalObjects Array Boolean Date Function Infinity JavaArray JavaClass JavaObject JavaPackage Math Number NaN Object Packages RegExp String Undefined java netscape sun
syntax keyword javaScriptExceptions Error EvalError RangeError ReferenceError SyntaxError TypeError URIError
syntax keyword javaScriptFutureKeys abstract enum int short boolean export interface static byte extends long super char final native synchronized class float package throws const goto private transient debugger implements protected volatile double import public
"" DOM/HTML/CSS specified things
" DOM2 Objects
syntax keyword javaScriptGlobalObjects DOMImplementation DocumentFragment Document Node NodeList NamedNodeMap CharacterData Attr Element Text Comment CDATASection DocumentType Notation Entity EntityReference ProcessingInstruction
syntax keyword javaScriptExceptions DOMException
" DOM2 CONSTANT
syntax keyword javaScriptDomErrNo INDEX_SIZE_ERR DOMSTRING_SIZE_ERR HIERARCHY_REQUEST_ERR WRONG_DOCUMENT_ERR INVALID_CHARACTER_ERR NO_DATA_ALLOWED_ERR NO_MODIFICATION_ALLOWED_ERR NOT_FOUND_ERR NOT_SUPPORTED_ERR INUSE_ATTRIBUTE_ERR INVALID_STATE_ERR SYNTAX_ERR INVALID_MODIFICATION_ERR NAMESPACE_ERR INVALID_ACCESS_ERR
syntax keyword javaScriptDomNodeConsts ELEMENT_NODE ATTRIBUTE_NODE TEXT_NODE CDATA_SECTION_NODE ENTITY_REFERENCE_NODE ENTITY_NODE PROCESSING_INSTRUCTION_NODE COMMENT_NODE DOCUMENT_NODE DOCUMENT_TYPE_NODE DOCUMENT_FRAGMENT_NODE NOTATION_NODE
" HTML events and internal variables
syntax case ignore
syntax keyword javaScriptHtmlEvents onblur onclick oncontextmenu ondblclick onfocus onkeydown onkeypress onkeyup onmousedown onmousemove onmouseout onmouseover onmouseup onresize
syntax case match
" Follow stuff should be highligh within a special context
" While it can't be handled with context depended with Regex based highlight
" So, turn it off by default
if exists("javascript_enable_domhtmlcss")
" DOM2 things
syntax match javaScriptDomElemAttrs contained /\%(nodeName\|nodeValue\|nodeType\|parentNode\|childNodes\|firstChild\|lastChild\|previousSibling\|nextSibling\|attributes\|ownerDocument\|namespaceURI\|prefix\|localName\|tagName\)\>/
syntax match javaScriptDomElemFuncs contained /\%(insertBefore\|replaceChild\|removeChild\|appendChild\|hasChildNodes\|cloneNode\|normalize\|isSupported\|hasAttributes\|getAttribute\|setAttribute\|removeAttribute\|getAttributeNode\|setAttributeNode\|removeAttributeNode\|getElementsByTagName\|getAttributeNS\|setAttributeNS\|removeAttributeNS\|getAttributeNodeNS\|setAttributeNodeNS\|getElementsByTagNameNS\|hasAttribute\|hasAttributeNS\)\>/ nextgroup=javaScriptParen skipwhite
" HTML things
syntax match javaScriptHtmlElemAttrs contained /\%(className\|clientHeight\|clientLeft\|clientTop\|clientWidth\|dir\|id\|innerHTML\|lang\|length\|offsetHeight\|offsetLeft\|offsetParent\|offsetTop\|offsetWidth\|scrollHeight\|scrollLeft\|scrollTop\|scrollWidth\|style\|tabIndex\|title\)\>/
syntax match javaScriptHtmlElemFuncs contained /\%(blur\|click\|focus\|scrollIntoView\|addEventListener\|dispatchEvent\|removeEventListener\|item\)\>/ nextgroup=javaScriptParen skipwhite
" CSS Styles in JavaScript
syntax keyword javaScriptCssStyles contained color font fontFamily fontSize fontSizeAdjust fontStretch fontStyle fontVariant fontWeight letterSpacing lineBreak lineHeight quotes rubyAlign rubyOverhang rubyPosition
syntax keyword javaScriptCssStyles contained textAlign textAlignLast textAutospace textDecoration textIndent textJustify textJustifyTrim textKashidaSpace textOverflowW6 textShadow textTransform textUnderlinePosition
syntax keyword javaScriptCssStyles contained unicodeBidi whiteSpace wordBreak wordSpacing wordWrap writingMode
syntax keyword javaScriptCssStyles contained bottom height left position right top width zIndex
syntax keyword javaScriptCssStyles contained border borderBottom borderLeft borderRight borderTop borderBottomColor borderLeftColor borderTopColor borderBottomStyle borderLeftStyle borderRightStyle borderTopStyle borderBottomWidth borderLeftWidth borderRightWidth borderTopWidth borderColor borderStyle borderWidth borderCollapse borderSpacing captionSide emptyCells tableLayout
syntax keyword javaScriptCssStyles contained margin marginBottom marginLeft marginRight marginTop outline outlineColor outlineStyle outlineWidth padding paddingBottom paddingLeft paddingRight paddingTop
syntax keyword javaScriptCssStyles contained listStyle listStyleImage listStylePosition listStyleType
syntax keyword javaScriptCssStyles contained background backgroundAttachment backgroundColor backgroundImage gackgroundPosition backgroundPositionX backgroundPositionY backgroundRepeat
syntax keyword javaScriptCssStyles contained clear clip clipBottom clipLeft clipRight clipTop content counterIncrement counterReset cssFloat cursor direction display filter layoutGrid layoutGridChar layoutGridLine layoutGridMode layoutGridType
syntax keyword javaScriptCssStyles contained marks maxHeight maxWidth minHeight minWidth opacity MozOpacity overflow overflowX overflowY verticalAlign visibility zoom cssText
syntax keyword javaScriptCssStyles contained scrollbar3dLightColor scrollbarArrowColor scrollbarBaseColor scrollbarDarkShadowColor scrollbarFaceColor scrollbarHighlightColor scrollbarShadowColor scrollbarTrackColor
" Highlight ways
syntax match javaScriptDotNotation "\." nextgroup=javaScriptPrototype,javaScriptDomElemAttrs,javaScriptDomElemFuncs,javaScriptHtmlElemAttrs,javaScriptHtmlElemFuncs
syntax match javaScriptDotNotation "\.style\." nextgroup=javaScriptCssStyles
endif "DOM/HTML/CSS
"" end DOM/HTML/CSS specified things
"" Code blocks
syntax cluster javaScriptAll contains=javaScriptComment,javaScriptLineComment,javaScriptDocComment,javaScriptStringD,javaScriptStringS,javaScriptRegexpString,javaScriptNumber,javaScriptFloat,javaScriptLabel,javaScriptSource,javaScriptType,javaScriptOperator,javaScriptBoolean,javaScriptNull,javaScriptFunction,javaScriptConditional,javaScriptRepeat,javaScriptBranch,javaScriptStatement,javaScriptGlobalObjects,javaScriptExceptions,javaScriptFutureKeys,javaScriptDomErrNo,javaScriptDomNodeConsts,javaScriptHtmlEvents,javaScriptDotNotation
syntax region javaScriptBracket matchgroup=javaScriptBracket transparent start="\[" end="\]" contains=@javaScriptAll,javaScriptParensErrB,javaScriptParensErrC,javaScriptBracket,javaScriptParen,javaScriptBlock,@htmlPreproc
syntax region javaScriptParen matchgroup=javaScriptParen transparent start="(" end=")" contains=@javaScriptAll,javaScriptParensErrA,javaScriptParensErrC,javaScriptParen,javaScriptBracket,javaScriptBlock,@htmlPreproc
syntax region javaScriptBlock matchgroup=javaScriptBlock transparent start="{" end="}" contains=@javaScriptAll,javaScriptParensErrA,javaScriptParensErrB,javaScriptParen,javaScriptBracket,javaScriptBlock,@htmlPreproc
"" catch errors caused by wrong parenthesis
syntax match javaScriptParensError ")\|}\|\]"
syntax match javaScriptParensErrA contained "\]"
syntax match javaScriptParensErrB contained ")"
syntax match javaScriptParensErrC contained "}"
if main_syntax == "javascript"
syntax sync clear
syntax sync ccomment javaScriptComment minlines=200
syntax sync match javaScriptHighlight grouphere javaScriptBlock /{/
endif
"" Fold control
if exists("b:javascript_fold")
syntax match javaScriptFunction /\<function\>/ nextgroup=javaScriptFuncName skipwhite
syntax match javaScriptOpAssign /=\@<!=/ nextgroup=javaScriptFuncBlock skipwhite skipempty
syntax region javaScriptFuncName contained matchgroup=javaScriptFuncName start=/\%(\$\|\w\)*\s*(/ end=/)/ contains=javaScriptLineComment,javaScriptComment nextgroup=javaScriptFuncBlock skipwhite skipempty
syntax region javaScriptFuncBlock contained matchgroup=javaScriptFuncBlock start="{" end="}" contains=@javaScriptAll,javaScriptParensErrA,javaScriptParensErrB,javaScriptParen,javaScriptBracket,javaScriptBlock fold
if &l:filetype=='javascript' && !&diff
" Fold setting
" Redefine the foldtext (to show a JS function outline) and foldlevel
" only if the entire buffer is JavaScript, but not if JavaScript syntax
" is embedded in another syntax (e.g. HTML).
setlocal foldmethod=syntax
setlocal foldlevel=4
endif
else
syntax keyword javaScriptFunction function
setlocal foldmethod<
setlocal foldlevel<
endif
" Define the default highlighting.
" For version 5.7 and earlier: only when not done already
" For version 5.8 and later: only when an item doesn't have highlighting yet
if version >= 508 || !exists("did_javascript_syn_inits")
if version < 508
let did_javascript_syn_inits = 1
command -nargs=+ HiLink hi link <args>
else
command -nargs=+ HiLink hi def link <args>
endif
HiLink javaScriptComment Comment
HiLink javaScriptLineComment Comment
HiLink javaScriptDocComment Comment
HiLink javaScriptCommentTodo Todo
HiLink javaScriptCvsTag Function
HiLink javaScriptDocTags Special
HiLink javaScriptDocSeeTag Function
HiLink javaScriptDocParam Function
HiLink javaScriptStringS String
HiLink javaScriptStringD String
HiLink javaScriptRegexpString String
HiLink javaScriptCharacter Character
HiLink javaScriptPrototype Type
HiLink javaScriptConditional Conditional
HiLink javaScriptBranch Conditional
HiLink javaScriptRepeat Repeat
HiLink javaScriptStatement Statement
HiLink javaScriptFunction Function
HiLink javaScriptError Error
HiLink javaScriptParensError Error
HiLink javaScriptParensErrA Error
HiLink javaScriptParensErrB Error
HiLink javaScriptParensErrC Error
HiLink javaScriptOperator Operator
HiLink javaScriptType Type
HiLink javaScriptNull Type
HiLink javaScriptNumber Number
HiLink javaScriptFloat Number
HiLink javaScriptBoolean Boolean
HiLink javaScriptLabel Label
HiLink javaScriptSpecial Special
HiLink javaScriptSource Special
HiLink javaScriptGlobalObjects Special
HiLink javaScriptExceptions Special
HiLink javaScriptDomErrNo Constant
HiLink javaScriptDomNodeConsts Constant
HiLink javaScriptDomElemAttrs Label
HiLink javaScriptDomElemFuncs PreProc
HiLink javaScriptHtmlEvents Special
HiLink javaScriptHtmlElemAttrs Label
HiLink javaScriptHtmlElemFuncs PreProc
HiLink javaScriptCssStyles Label
delcommand HiLink
endif
" Define the htmlJavaScript for HTML syntax html.vim
"syntax clear htmlJavaScript
"syntax clear javaScriptExpression
syntax cluster htmlJavaScript contains=@javaScriptAll,javaScriptBracket,javaScriptParen,javaScriptBlock,javaScriptParenError
syntax cluster javaScriptExpression contains=@javaScriptAll,javaScriptBracket,javaScriptParen,javaScriptBlock,javaScriptParenError,@htmlPreproc
let b:current_syntax = "javascript"
if main_syntax == 'javascript'
unlet main_syntax
endif
" vim: ts=4

View File

@@ -1,134 +0,0 @@
" Vim syntax file
" Language: Markdown
" Maintainer: Tim Pope <vimNOSPAM@tpope.org>
" Filenames: *.markdown
" Last Change: 2013 May 30
if exists("b:current_syntax")
finish
endif
if !exists('main_syntax')
let main_syntax = 'markdown'
endif
runtime! syntax/html.vim
unlet! b:current_syntax
if !exists('g:markdown_fenced_languages')
let g:markdown_fenced_languages = []
endif
for s:type in map(copy(g:markdown_fenced_languages),'matchstr(v:val,"[^=]*$")')
if s:type =~ '\.'
let b:{matchstr(s:type,'[^.]*')}_subtype = matchstr(s:type,'\.\zs.*')
endif
exe 'syn include @markdownHighlight'.substitute(s:type,'\.','','g').' syntax/'.matchstr(s:type,'[^.]*').'.vim'
unlet! b:current_syntax
endfor
unlet! s:type
syn sync minlines=10
syn case ignore
syn match markdownValid '[<>]\c[a-z/$!]\@!'
syn match markdownValid '&\%(#\=\w*;\)\@!'
syn match markdownLineStart "^[<@]\@!" nextgroup=@markdownBlock,htmlSpecialChar
syn cluster markdownBlock contains=markdownH1,markdownH2,markdownH3,markdownH4,markdownH5,markdownH6,markdownBlockquote,markdownListMarker,markdownOrderedListMarker,markdownCodeBlock,markdownRule
syn cluster markdownInline contains=markdownLineBreak,markdownLinkText,markdownItalic,markdownBold,markdownCode,markdownEscape,@htmlTop,markdownError
syn match markdownH1 "^.\+\n=\+$" contained contains=@markdownInline,markdownHeadingRule,markdownAutomaticLink
syn match markdownH2 "^.\+\n-\+$" contained contains=@markdownInline,markdownHeadingRule,markdownAutomaticLink
syn match markdownHeadingRule "^[=-]\+$" contained
syn region markdownH1 matchgroup=markdownHeadingDelimiter start="##\@!" end="#*\s*$" keepend oneline contains=@markdownInline,markdownAutomaticLink contained
syn region markdownH2 matchgroup=markdownHeadingDelimiter start="###\@!" end="#*\s*$" keepend oneline contains=@markdownInline,markdownAutomaticLink contained
syn region markdownH3 matchgroup=markdownHeadingDelimiter start="####\@!" end="#*\s*$" keepend oneline contains=@markdownInline,markdownAutomaticLink contained
syn region markdownH4 matchgroup=markdownHeadingDelimiter start="#####\@!" end="#*\s*$" keepend oneline contains=@markdownInline,markdownAutomaticLink contained
syn region markdownH5 matchgroup=markdownHeadingDelimiter start="######\@!" end="#*\s*$" keepend oneline contains=@markdownInline,markdownAutomaticLink contained
syn region markdownH6 matchgroup=markdownHeadingDelimiter start="#######\@!" end="#*\s*$" keepend oneline contains=@markdownInline,markdownAutomaticLink contained
syn match markdownBlockquote ">\%(\s\|$\)" contained nextgroup=@markdownBlock
syn region markdownCodeBlock start=" \|\t" end="$" contained
" TODO: real nesting
syn match markdownListMarker "\%(\t\| \{0,4\}\)[-*+]\%(\s\+\S\)\@=" contained
syn match markdownOrderedListMarker "\%(\t\| \{0,4}\)\<\d\+\.\%(\s\+\S\)\@=" contained
syn match markdownRule "\* *\* *\*[ *]*$" contained
syn match markdownRule "- *- *-[ -]*$" contained
syn match markdownLineBreak " \{2,\}$"
syn region markdownIdDeclaration matchgroup=markdownLinkDelimiter start="^ \{0,3\}!\=\[" end="\]:" oneline keepend nextgroup=markdownUrl skipwhite
syn match markdownUrl "\S\+" nextgroup=markdownUrlTitle skipwhite contained
syn region markdownUrl matchgroup=markdownUrlDelimiter start="<" end=">" oneline keepend nextgroup=markdownUrlTitle skipwhite contained
syn region markdownUrlTitle matchgroup=markdownUrlTitleDelimiter start=+"+ end=+"+ keepend contained
syn region markdownUrlTitle matchgroup=markdownUrlTitleDelimiter start=+'+ end=+'+ keepend contained
syn region markdownUrlTitle matchgroup=markdownUrlTitleDelimiter start=+(+ end=+)+ keepend contained
syn region markdownLinkText matchgroup=markdownLinkTextDelimiter start="!\=\[\%(\_[^]]*]\%( \=[[(]\)\)\@=" end="\]\%( \=[[(]\)\@=" nextgroup=markdownLink,markdownId skipwhite contains=@markdownInline,markdownLineStart
syn region markdownLink matchgroup=markdownLinkDelimiter start="(" end=")" contains=markdownUrl keepend contained
syn region markdownId matchgroup=markdownIdDelimiter start="\[" end="\]" keepend contained
syn region markdownAutomaticLink matchgroup=markdownUrlDelimiter start="<\%(\w\+:\|[[:alnum:]_+-]\+@\)\@=" end=">" keepend oneline
syn region markdownItalic start="\S\@<=\*\|\*\S\@=" end="\S\@<=\*\|\*\S\@=" keepend contains=markdownLineStart
syn region markdownItalic start="\S\@<=_\|_\S\@=" end="\S\@<=_\|_\S\@=" keepend contains=markdownLineStart
syn region markdownBold start="\S\@<=\*\*\|\*\*\S\@=" end="\S\@<=\*\*\|\*\*\S\@=" keepend contains=markdownLineStart,markdownItalic
syn region markdownBold start="\S\@<=__\|__\S\@=" end="\S\@<=__\|__\S\@=" keepend contains=markdownLineStart,markdownItalic
syn region markdownBoldItalic start="\S\@<=\*\*\*\|\*\*\*\S\@=" end="\S\@<=\*\*\*\|\*\*\*\S\@=" keepend contains=markdownLineStart
syn region markdownBoldItalic start="\S\@<=___\|___\S\@=" end="\S\@<=___\|___\S\@=" keepend contains=markdownLineStart
syn region markdownCode matchgroup=markdownCodeDelimiter start="`" end="`" keepend contains=markdownLineStart
syn region markdownCode matchgroup=markdownCodeDelimiter start="`` \=" end=" \=``" keepend contains=markdownLineStart
syn region markdownCode matchgroup=markdownCodeDelimiter start="^\s*```.*$" end="^\s*```\ze\s*$" keepend
if main_syntax ==# 'markdown'
for s:type in g:markdown_fenced_languages
exe 'syn region markdownHighlight'.substitute(matchstr(s:type,'[^=]*$'),'\..*','','').' matchgroup=markdownCodeDelimiter start="^\s*```\s*'.matchstr(s:type,'[^=]*').'\>.*$" end="^\s*```\ze\s*$" keepend contains=@markdownHighlight'.substitute(matchstr(s:type,'[^=]*$'),'\.','','g')
endfor
unlet! s:type
endif
syn match markdownEscape "\\[][\\`*_{}()#+.!-]"
syn match markdownError "\w\@<=_\w\@="
hi def link markdownH1 htmlH1
hi def link markdownH2 htmlH2
hi def link markdownH3 htmlH3
hi def link markdownH4 htmlH4
hi def link markdownH5 htmlH5
hi def link markdownH6 htmlH6
hi def link markdownHeadingRule markdownRule
hi def link markdownHeadingDelimiter Delimiter
hi def link markdownOrderedListMarker markdownListMarker
hi def link markdownListMarker htmlTagName
hi def link markdownBlockquote Comment
hi def link markdownRule PreProc
hi def link markdownLinkText htmlLink
hi def link markdownIdDeclaration Typedef
hi def link markdownId Type
hi def link markdownAutomaticLink markdownUrl
hi def link markdownUrl Float
hi def link markdownUrlTitle String
hi def link markdownIdDelimiter markdownLinkDelimiter
hi def link markdownUrlDelimiter htmlTag
hi def link markdownUrlTitleDelimiter Delimiter
hi def link markdownItalic htmlItalic
hi def link markdownBold htmlBold
hi def link markdownBoldItalic htmlBoldItalic
hi def link markdownCodeDelimiter Delimiter
hi def link markdownEscape Special
hi def link markdownError Error
let b:current_syntax = "markdown"
if main_syntax ==# 'markdown'
unlet main_syntax
endif
" vim:set sw=2:

View File

@@ -1,18 +0,0 @@
Logcat
adb logcat <Log Tag>:<Log Level> ... *:S
e.g. -
adb logcat ClockOut:V AndroidRuntime:E *:S
AndroidRuntine:E will show the stacktrace when an app crashes
Log Levels:
V - Verbose (lowest priority
D - Debug
I - Info (default priority)
W - Warning
E - Error
F - Fatal
S - Silent (highest priority, nothing is ever printed)
The *:S is necessary to filter out all unwanted messages.

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@@ -1,47 +0,0 @@
== Bubble Sort ==
Stats::
:: Worst Case Performance: O(n^2^)
:: Best Case Performance: O(n)
=== Optimized Psuedocode ===
Bubble Sort can be optimized by observing that the n-th pass finds the n-th largest element and puts it into its final place. So the inner loop can avoid looking at the last n-1 items when running for the n-th time.
{{{
function bubbleSort(items) {
n = count(items);
swapped = false;
while(!swapped) {
swapped = false;
for(i = 1; i < n; i++) {
if(items[i-1] > items[i]) {
tmp = items[i-1];
items[i-1] = items[i];
items[i] = tmp;
swapped = true;
}
}
n = n-1;
}
}
}}}
=== Unoptimized Psuedocode ===
{{{
function bubbleSort(items) {
swapped = false;
while(!swapped) {
swapped = false;
for(i = 1; i < count(items); i++) {
if(items[i-1] > items[i]) {
tmp = items[i-1];
items[i-1] = items[i];
items[i] = tmp;
swapped = true;
}
}
}
}
}}}
=== Additional Info ===
Wikipedia Article: [http://en.wikipedia.org/wiki/Bubble_sort]

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[[Gamma|Gamma]] [[Gamma Premium|Premium]] [[Gamma Premium 790|790]] [[Gamma Premium 790 I|I]] [[Gamma Premium 790 I c|c]]

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@@ -1,8 +0,0 @@
= Avian Temples =
| Sector | Location | Coordinates | Biome | Directions |
|-----------|-------------------------------------------------------------------------------------------------------------------|-------------|------------|------------|
| [[Gamma]] | [[Gamma Premium|Premium]] [[Gamma Premium 790|790]][[Gamma Premium 790 I|I]][[Gamma Premium 790 I c|c]] | X:10, Y:2 | [[Desert]] | Right |
|-----------|-------------------------------------------------------------------------------------------------------------------|-------------|------------|------------|
| [[Gamma]] | [[Gamma Chi|Chi]] [[Gamma Chi Aqr|Aqr]] [[Gamma Chi Aqr 56|56]][[Gamma Chi Aqr 56 I|I]][[Gamma Chi Aqr 56 I c|c]] | X:13, Y:8 | [[Desert]] | Left |
|-----------|-------------------------------------------------------------------------------------------------------------------|-------------|------------|------------|

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@@ -1,10 +0,0 @@
== Dungeons ==
=== [[Dungeons-Avian Temples|Avian Temples]] ===
| Sector | Location | Coordinates | Biome | Directions |
|-----------|-------------------------------------------------------------------------------------------------------------------|-------------|------------|------------|
| [[Gamma]] | [[Gamma Premium|Premium]] [[Gamma Premium 790|790]][[Gamma Premium 790 I|I]][[Gamma Premium 790 I c|c]] | X:10, Y:2 | [[Desert]] | Right |
|-----------|-------------------------------------------------------------------------------------------------------------------|-------------|------------|------------|
| [[Gamma]] | [[Gamma Chi|Chi]] [[Gamma Chi Aqr|Aqr]] [[Gamma Chi Aqr 56|56]][[Gamma Chi Aqr 56 I|I]][[Gamma Chi Aqr 56 I c|c]] | X:13, Y:8 | [[Desert]] | Left |
|-----------|-------------------------------------------------------------------------------------------------------------------|-------------|------------|------------|

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=== When filling out a W-9 ===
Check the box for LLC and mark "I" for Individual (Even if the form doesn't mention I as an option.)
Use the LLC's TIN

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@@ -1,7 +0,0 @@
=== Contact ===
Brandon Shuey
brandon@fliphound.com
(316) 305-6349
Bug: instead of showing $, it's showing garbage

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@@ -1,71 +0,0 @@
== Heapsort ==
Stats::
:: Worst Case Performance: O(n log n)
:: Best Case Performance: O(n log n)
=== Algorithm ===
The heapsort algorithm can be divided into two parts.
* Step 1: A heap is built out of the data.
* The heap is often placed in an array with the layout of a complete binary tree.
* The complete binary tree maps the binary tree structure into the array indices
* Each array index represents a node.
* The index of the node's parent, left child branch, or right child branch are simple expressions.
* For a zero-based array, the root node is stored at index 0
* If i is the index of the current node, then
* iParent = floor((i-1) / 2)
* iLeftChild = 2*i + 1
* iRightChild = 2*i + 2
* Step 2: A sorted array is created by repeatedly removing the largest element from the heap (the root of the heap), and inserting it into the array. The heap is updated after each removal to maintin the heap. Once all objects have been removed from the heap, the result is a sorted array.
=== Psuedocode ===
{{{
function heapsort(a, count) {
// Build the heap in array a so that largest value is at the root
heapify(a, count)
// The following loop maintains the invariants that a[0:end] is a heap and every element
// beyond end is greater than everything before it (so a[end:count] is in sorted order))
end = count - 1;
while(end > 0) {
// a[0] is the root and largest value. The swap moves it in front of the sorted elements.
swap(a[end], a[0])
// The heap size is reduced by one
end = end - 1;
// The swap ruined the heap property, so restore it
siftDown(a, 0, end);
}
}
function heapify(a, count) {
start = floor((count - 2) / 2);
while(start >= 0) {
siftDown(a, start, count-1);
start = start - 1;
}
}
function siftDown(a, start, end) {
root = start;
while((root * 2 + 1) <= end) {
child = (root * 2 + 1);
swap = root;
if(a[swap] < a[child]) {
swap = child;
}
if((child+1) <= end and a[swap] < a[child+1]) {
swap = child + 1;
}
if(swap != root) {
swap(a[root], a[swap]);
root = swap;
} else {
return;
}
}
}
}}}
=== Additional Info ===
Wikipedia Article [http://en.wikipedia.org/wiki/Heapsort]

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@@ -1,14 +0,0 @@
=== High Touch, Inc. ===
Luis R::
Timesheet: https://drive.google.com/?authuser=0&usp=sheets_web#folders/0B5hT8qJOi95WSnpLSWpKbUFOVkE
RAC
X* Activity Logging (Adminstrative Tasks)
X * Need to add in permission level
X * Be sure to catch new "Repost" function
X * Always capture user id, username, permission level, timestamp
X* Print out Terms and Conditions
X * Probably off of menu item to launch new window with no fancies
* New HTML email needs to be created
* Certificate on payout

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@@ -1,183 +0,0 @@
= List of Owned Humble Bundles (and their contents) =
=== Humble Indie Bundles ===
* Humble Indie Bundle 5
- Amnesia
- Bastion
- Braid
- Limbo
- Lone Survivor
- Psychonauts
- Super Meat Boy
- Sword and Sorcery
* Humble Indie Bundle 6
- Bit Trip Runner
- Dustforce
- Gratuitous Space Battles
- Jamestown
- Rochard
- Shatter
- Space Pirates and Zombies (SPAZ)
- Torchlight
- Vessel
- Wizorb
* Humble Indie Bundle 7
- Cave Story +
- Closure
- Dungeon Defenders + All DLC
- Indie Game: The Movie
- Legend of Grimrock
- Offspring Fling
- Shank 2
- Snapshot
- The Basement Collection
- The Binding of Isaac + Wrath of the Lamb DLC
* Humble Indie Bundle 8
- Awesomenauts
- Capsized
- Dear Esther
- English Country Tune
- Hotline Miami
- Intrusion 2
- Little Inferno
- Oil Rush
- Proteus
- Thomas Was Alone
- Tiny & Big in Grandpa's Leftovers
* Humble Indie Bundle 9
- A Virus Named TOM
- Bastion
- Brutal Legend
- Eets Munchies
- FEZ
- FTL: Faster than Light
- Limbo
- Mark of the Ninja
- Rocketbirds: Hardboiled Chicken
- Trine 2: Complete Story
* Humble Indie Bundle 10
- Bit.TRIP Presents... Runner2: Future Legend of Rhythm Alien
- HOARD
- Joe Danger 2: The Movie
- Papo & Yo
- Reus
- Strike Suit Zero
- Surgeon Simulator 2013
- To the Moon
- Toki Tori 2+
* Humble Indie Bundle 11
- Antichamber
- Beatbuddy: Tale of the Guardians
- Dust: An Elysian Tail
- FEZ
- Giana Sisters: Twisted Dreams
- Guacamelee! Gold Edition
- Monaco
- Starseed Pilgrim
- The Swapper
=== Humble Android Bundles ===
* Humble Android Bundle 1
- Anomaly Warzone Earth
- EDGE
- Osmos
- Toki Tori
- World of Goo
* Humble Android Bundle 2
- Avadon: The Black Fortress
- Canabalt
- Cogs
- Snuggle Truck
- Swords & Soldiers HD
- Zen Bound 2
* Humble Android Bundle 3
- Anomaly Warzone Earth
- Bit.TRIP BEAT
- EDGE
- Fieldrunners
- Osmos
- SpaceChem
- Spirits
- Uplink
- World of Goo
* Humble Android Bundle 4
- Avadon: The Black Fortress
- Canabalt
- Cogs
- Crayon Physics Deluxe
- Eufloria HD
- Machinarium
- Splice
- Superbrothers: Sword & Sworcery EP
- Swords & Soldiers HD
- Waking Mars
- Zen Bound 2
* Humble Android Bundle 5
- Beat Hazard Ultra
- Crayon Physics Deluxe
- Dungeon Defenders + All DLC
- Dynamite Jack
- NightSky
- Solar 2
- Splice
- Super Hexagon
- Superbrothers: Sword & Sworcery EP
* Humble Android Bundle 6
- Aquaria
- Broken Sword: Director's Cut
- Fractal
- Frozen Synapse
- McPixel
- NightSky
- Organ Trail: Director's Cut
- Stealth Bastard Deluxe
- Waking Mars
* Humble Android Bundle 7
- Anodyne
- Anomaly Korea
- Broken Sword: Director's Cut
- Greed Corp
- Incredipede
- Organ Trail: Director's Cut
- The Bard's Tale
- Ticket to Ride
- Worms Reloaded
* Humble Android Bundle 8
- AaaaaAAaaaAAAaaAAAAaAAAAA!!! for the Awesome
- Anomaly 2
- Bad Hotel
- Gemini Rue
- Hero Academy
- Jack Lumber
- Little Inferno
- Solar 2
- The Bard's Tale
* Humble Android Bundle 9
- Bridge Constructor
- Broken Sword 2: The Smoking Mirror
- Kingdom Rush
- Knights of Pen & Paper +1 Edition
- Ravensword: Shadowlands
- Savant - Ascent
- Syder Arcade
- The Shivah
- Type:Rider
* Humble Android Bundle 10
- Breach & Clear
- Draw a Stickman: EPIC
- Fieldrunners 2
- Galcon Fusion
- Galcon Legends
- METAL SLUG 3
- Skulls of the Shogun
- Symphony
=== Humble Mobile Bundles ===
* Humble Mobile Bundle 1
* Humble Mobile Bundle 2
* Humble Mobile Bundle 3
* Humble Mobile Bundle 4
* Humble Mobile Bundle 5
=== Humble Jumbo Bundle ===
* Humble Jump Bundle 1

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=== King's Quest I: Quest For The Crown (1990) ===
==== FAQ/Walkthrough by Xoneris ====
Kings Quest 1: Quest for the Crown
Walkthrough/FAQ
Version: 1990 Remake
Distributed By: Sierra Entertainment
Platform: PC
===== Table of Contents =====
* [[KQ1_Walkthrough|Walkthrough]]
* [[KQ1_ItemList|Item List]]
* [[KQ1_PointsList|Points List]]
===== On This Page =====
* Controls
* How to Use this Guide
* Dead Ends
* Differences from Original
* Frequently Asked Questions
* Disclaimer/Copyright
* Contact Information
===== Controls =====
* Up Arrow - Move North/Up
* Down Arrow - Move South/Down
* Left Arrow - Move West
* Right Arrow - Move East
* Page Up - Move Northeast
* Page Down - Move Southeast
* Home - Move Northwest
* End- Move Southwest
* + - Faster Speed
* = - Normal Speed
* - - Slower Speed
* F1 - Open Help Menu
* F2 - Toggle Sound On/Off
* F3 - Retype Last Command
* F4 - Duck
* F5 - Save Game
* F6 - Jump
* F7 - Restore Game
* F9 - Restart Game
* Ctrl A - About KQ1
* Ctrl Q - Quit Game
* Ctrl p - Pause Game
* Ctrl I - Inventory
* Ctrl S - Change Speed
* Ctrl V - Change Volume
* Esc - Open Menu Bar
* Tab - Open Inventory
* Space - Retype Last Message
===== How to Use This Guide =====
This guide walks you through the game giving you the solutions to the
puzzles. The first solutions given are the "best" solutions to the puzzles
and following them will gain you the maximum points available in the game.
However, there are alternative solutions to most of the puzzles.
Alternative solutions are marked with an asterisk (*). These alternative
solutions will allow you to complete the game but won't grant you the
maximum points available.
Some parts of the game are timed. The times that you have to deal with the
game are marked with a clock symbol (00:00).
The way that the game works is that it requires you to type in your
commands. The commands you must type are in quotations (") and in CAPS.
When you type the commands you should not include the quotations and
capitalization doesn't matter. In short, if I say "OPEN DOORS" you should
type: open doors with no punctuation.
When I say to move a certain number of screens I mean to go through that
number of screen changes. So if I say "move three screens left" count the
screen you're on as one screen, then the next as number two, and the next
one as number three. You'll change screens three times and be at your
destination.
There are many ways to die and get caught in dead ends. While I do not list
every way to die there are some locations you are very likely to die or get
caught in a dead end. The warnings are marked in brackets [].
===== Dead Ends =====
* Throw Dagger Before Getting Bucket
* Kill Goat Before Getting Bucket
* Throw the Dagger at the Troll before getting the Bucket
* Lower the rope in the Well and cut the rope before getting the Magic Mirror
* Eat the Magic Beans
* Give the Woodcutter the Magic Beans
* Give the Woodcutter Magic Treasure
* The Dwarf steals one or more of the three Magic Treasures
* Drop into the Leprechaun hole without the Clover or Fiddle and Cheese or
* Treasure and Mushroom
* Give Rat Chest or Mirror
* The Dwarf steals all Treasures and the Goat is killed/lost
* The Dwarf steals all Treasures and Cheese is eaten/given to Woodcutter
* Let the Witch finish heating her cauldron while you're in her House
* Escape Leprechaun home without getting the Shield
* Eat Mushroom in the wrong place or take too long to get out of the
* Leprechaun home
===== Differences from Original =====
* You Can Plant Beans in Clover Patch
* The Fairy Spell Can be Obtained Only Once
* Shield is Always the Last Treasure to be Obtained
* Sorcerer, Dwarf, and Ogre Can All Appear in Same Screens
* Wolf and Sorcerer Can Still Find You When Invisible
* If You Get Too Close to Ogre While Invisible He'll Still Kill You
* Jumping While Wearing Ring Causes You to Lose It
* Magic Ring can be Used Multiple Times
* Losing the Magic Ring Does Not Cause Loss of Points
* Losing the Goat Does Not Cause Loss of Points
* Entering the Woodcutter's House Does Not Lose the Goat
* The Dagger can be Thrown in any Screen
* The Woodcutter will Only Accept Full Bowl
* You Cannot Enter the Castle Until Obtaining All Three Magic Treasures
* Filling the Bucket Only Gets You Points the First Time
* The Fairy Spell Will Protect You From the Dragon
* Entering the Water Doesn't Require You to Type "SWIM"
* Once the Giant Goes to Sleep He Never Wakes Up
* The Gnome's Name is NIKSTLITSELPMUR not IFNKOVHGROGHPRM
* Returning up the Well After Defeating the Dragon Does not Gain Points
* You Can no Longer Bow to King Edward
* Successfully Reaching Cloud Land Gains You Points
* Shield Will Not Protect You From Sorcerer's Spell
* The Goat Does Not Protect You From the Witch
* The Mouse Button Can be Left Clicked to Move the Character Towards it
* The Mouse Button Can be Right Clicked to "Look" at Something in the Screen
* Entering the Witch's House While Wearing the Ring Does Not Protect You
* The Witch Can Now Spot You if You Try to Sneak Out of Her House
* Holding the Magic Shield Will Not Save You From the Witch in her House
* The Woodcutter no Longer Accepts Gifts After Receiving Stew
* The Ring Will be Lost if You Get Pushed By Troll
* You Can Give the Rat the Chest or Mirror
===== Frequently Asked Questions =====
Q: You mention getting a spell from your Fairy Godmother but I followed your
walkthrough and never encountered this.
A: I decided to leave finding that up to you because you can only get the
spell once and it lasts for a short amount of time. The protection spell
can be obtained if you go one screen south of the Clover Patch, or one
screen left of the back of the Goat Pen, up from the lake to the right of
the castle, or to the right of the rightmost Carrot Patch. The spell lasts
for 4 minutes.
Q: Can you still die when you get the Magic Shield/Fairy Spell?
A: Yes. The Fairy spell won't save you from falls or water. It will also
always wear off before you reach the Rat and the Leprechauns. After you
obtain the Magic Shield fatal enemies won't appear in the field anymore but
you're just as vulnerable to the Witch if you enter her house and the
Dragon.
Q: Can you get the Treasures out of order?
A: Yes and no. In this version of the game you can get the Chest or Mirror
in any order you want but the Shield always comes last. The bird won't show
up if you don't have the other two Treasures in your inventory so you can't
get the Shield till last.
Q: Oh, no! That Dwarf stole one of my Magic Treasures! Can I get it back?
A: Unfortunately no. If the Dwarf has stolen your Magic Treasures you are
at a dead end. The game won't end but there's no way to win. If you have a
save file to restore before losing the Treasure, you're fine, if not… start
over.
Q: Uh, oh! I thought I was supposed to eat the Cheese! What can I do to
get rid of the Rat?
A: The Rat will take one of the three regular Treasures (Golden Egg/Golden
Walnut/Pouch of Diamonds) as payment but you lose points for it. As a basic
rule of thumb: don't eat in this game. This is not "Quest for Glory" and
your character doesn't need to eat regularly.
Q: So there's nothing that I can eat safely?
A: Well, you can eat the Stew and the Carrot at any time. You will lose
points for doing so but with these items you can eat them and get them back
for a restoration of the points. But don't eat the Cheese and whatever you
do don't eat the Magic Beans, you will get caught in a dead end. You will
also need to eat the Mushroom but in a very specific location.
Q: I, uh, ate the Magic Beans. What can I do?
A: Restore your game. If you eat the Magic Beans you can't go on.
Q: I ate the Mushroom and it shrank me but the effects wore off so quickly I
wasn't able to do anything! What am I supposed to do with it?
A: You do eat the Mushroom but in a specific location. It's the way you get
out of the Leprechaun's lair. If you eat it any other time you are in a
dead end and have to restore to a previous save file.
Q: Why are there some patches of forest that are all dark and brown?
A: These are the "Danger Zones" of the game. If you find yourself in a dark
patch of the forest it means that an enemy can show up.
Q: What purpose does the Ring serve?
A: It's a way to avoid certain dangers. It's useful when you are trying to
get away from the Dwarf, Ogre, Dragon, Witch (In the Field) and Giant. It
won't work to get past the Troll, the Witch if you're in her House, the
Sorcerer, the Wolf, the Rat, or the Leprechauns. You should also not get
too close to the Ogre when invisible or he will kill you anyway.
Q: I guessed IFNKOVHGROGHPRM for the Gnome's name and he didn't accept it!
What gives?
A: Roberta Williams received a lot of mail about the Gnome's name and
decided that it was too incomprehensible to think of using a backwards
alphabet to spell Rumplestiltskin, so in the remake she changed it to
spelling Rumplestiltskin backwards: NIKSTLITSELPMUR.
Q: Graham is supposed to be a Knight! Why can't he kill anyone?
A: He's supposed to be the kind, noble type and kind, noble people don't
kill unless absolutely necessary. Actually, you CAN kill but you usually
get less points for doing so. The one exception is the Witch. You can kill
her and even gain points for it.
Q: Your walkthrough didn't have me enter any screens with an enemy in them.
What can I do about them?
A: Except for the Witch, the only thing you can do is avoid them. If you
have the Fairy spell then there's no need to worry about any of them. The
sorcerer is a bit worse in this game than the original. Even with the
Shield or being invisible, the Sorcerer will freeze you for 30 seconds. The
Dwarf may show up and take advantage of this and take your Treasures or the
Ogre will come and kill you during this time. As for the Witch, you can
"DUCK" when she gets close to you but this is hard to do and if you just
duck when she first appears in the screen instead of when she's close to
you, she will catch you. The other enemies must be avoided. The best thing
to do is to walk near the edge of the screen and leave and come back if the
enemy shows up.
===== Disclaimer/Copyright =====
This Guide is Copyright 2011 Richard Turner
Use of this guide is for public or private use only. Profit gained from
this guide is strictly prohibited. This guide should appear on GameFAQs,
Gamers Hell, Cheat Happens, and Neoseeker only, unless written consent is
received from the author.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders. All unofficial names given to
things may be used in other guides, but should be treated as trademarks of
Sierra Entertainment or other respective trademark holders.
===== Contact Information =====
If you have any information to add to this guide or questions that I did not
answer contact me at renodox@hotmail.com with "Kings Quest 1 EGA Guide" in
the subject line. Spams and lewd comments will be deleted.
King's Quest I: Quest For The Crown (1990): FAQ/Walkthrough by Xoneris
Version: 1.0 | Last Updated: 2012-01-06 | View/Download Original File
Hosted by GameFAQs
Return to King's Quest I: Quest For The Crown (1990) (PC) FAQs & Guides

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===== Item List =====
====== Dagger ======
* Found: In Hole Under Rock
* Use: Get Bucket
* Bad Use: Kill Dragon, Throw at Troll
====== Gold Egg ======
* Found: In Large Oak Tree
* Use: Gain Points
* Bad Use: Bribe Rat/Troll, Give to Woodcutter
====== Walnut ======
* Found: Walnut Tree
* Use: Open to get Gold Walnut
====== Gold Walnut ======
* Found: Opening Walnut
* Use: Gain Points
* Bad Use: Bribe Rat/Troll, Give to Woodcutter
====== Pouch ======
* Found: In Tree Stump
* Use: Open to get Pouch of Diamonds
====== Pouch of Diamonds ======
* Found: Opening Pouch
* Use: Gain Points
* Bad Use: Bribe Rat/Troll, Give to Woodcutter
====== Carrot ======
* Found: Carrot Patch
* Use: Show to Goat
* Bad Use: Eat, Give to Goat, Give to Woodcutter
====== Ceramic Bowl ======
* Found: Field Above Elf Lake
* Use: "FILL" to get Stew, Give to Woodcutter
====== Magic Ring ======
* Found: Given by Elf
* Use: Turn Invisible to Avoid Danger
====== Water Bucket ======
* Found: Well
* Use: Fill With Water
====== Water ======
* Found: In Well/Lakes
* Use: Defeat Dragon
* Bad Use: Drink
====== Pebbles ======
* Found: Sandy River
* Use: Gain Points
* Bad Use: Use with Sling to Kill Giant
====== Cheese ======
* Found: Witch's Cabinet
* Use: Bribe Rat
* Bad Use: Eat, Give to Woodcutter
====== Note ======
* Found: Witch's Bedroom
* Use: Read to Gain Points and a Clue
====== Beans ======
* Found: Given by Gnome if Name Guessed Right
* Use: Plant to Grow Beanstalk
* Bad Use: Eat, Give to Woodcutter
====== Key ======
* Found: Given by Gnome if Name Not Guessed Right
* Use: Unlock Cliff Door
====== Fiddle ======
* Found: Woodcutter's House
* Use: Play to get Rid of Leprechauns
====== Four Leaf Clover ======
* Found: Clover Patch
* Use: Hold to Protect Against Leprechauns
====== Mushroom ======
* Found: River Bank
* Use: Eat to Shrink and Escape Leprechaun Lair
====== Scepter ======
* Found: Leprechaun's Lair
* Use: Gain Points
====== Sling ======
* Found: Tree Hole in Cloud Land
* Use: Gain Points
* Bad Use: Use with Pebbles to Kill Giant
====== Magic Mirror ======
* Found: Dragon's Lair
* Use: Required to Finish Game
====== Magic Shield ======
* Found: Leprechaun's Lair
* Use: Required to Finish Game
====== Magic Chest ======
* Found: Giant's Lair
* Use: Required to Finish Game

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===== Points List =====
* 2 Move Rock
* 5 Get Dagger
* 2 Climb Tree
* 6 Get Egg
* 2 Get Carrot
* 3 Talk Elf
* 3 Get Bowl
* 1 Look Bowl
* 2 Fill Bowl
* 2 Get Clover
* 3 Get Walnut
* 3 Open Walnut
* 2 Eat House
* 1 Get Note
* 2 Read Note
* 7 Push Witch
* 2 Open Cabinet
* 2 Get Cheese
* 2 Safely Enter Well
* 2 Get Bucket
* 2 Fill Bucket (Before Defeating Dragon)
* 4 Dive In Well
* 1 Enter Dragon Cave
* 5 Throw Water At Dragon
* 8 Get Magic Mirror
* 2 Exit through Cave (After Defeating Dragon)
* 1 Get Pebbles
* 3 Give Woodcutter Filled Bowl
* 3 Get Fiddle
* 2 Show Goat Carrot
* 4 Show Goat Troll
* 1 Look In Stump
* 3 Get Pouch
* 3 Open Pouch
* 9 Guess NIKSTLITSELPMUR For Gnome's Name First Time
* 2 Plant Beans
* 2 Successfully Climb Stalk
* 2 Get Slingshot
* 7 Giant Goes to Sleep
* 8 Get Magic Chest
* 3 Catch Bird
* 1 Get Mushroom
* 2 Give Rat Cheese
* 3 Play Fiddle for Leprechaun Guards
* 6 Get Scepter
* 8 Get Shield
* 2 Eat Mushroom Right Place
* 1 Exit Small Hole
* 3 Open Portcullis
===== Alternative Paths =====
(Points Gained/Altogether Lost)
* -6/-10 Give Troll Egg
* -3/-7 Give Troll Walnut or Pouch
* -6/-8 Give Rat Egg or Walnut
* -3/-5 Give Rat Pouch
* 3/-2 Kill Dragon
* 0/-2 Exit Well Through Well, Not Cave
* 8/-1 Guess Gnome's Name Second Try
* 7/-2 Guess Gnome's Name Third Try
* 3/-6 Don't Guess Gnome's Name
* 2/0 Unlock Door
* 3/-4 Kill Giant
* 0/-9 Approach Leprechauns with Clover (Don't Play Fiddle)
* 0/-7 Don't Kill Witch
===== Minus Points =====
* -2 Eat Stew
* -2 Eat Cheese
* -2 Eat Carrot
* -5 Throw Dagger (Possible Dead End)
* -2 Drink Bucket Water (Before Defeating Dragon)
* -5 Kill Goat (Possible Dead End)
* -2 Give Goat Carrot
* -2 Give Woodcutter Carrot
* -2 Give Woodcutter Cheese
* -6 Give Woodcutter Egg
* -3 Give Woodcutter Walnut
* -3 Give Woodcutter Pouch
* -8 Give Woodcutter Mirror (Dead End)
* -8 Give Woodcutter Chest (Dead End)
* -8 Give Woodcutter Shield (Dead End)
* -5 Throw Dagger at Troll (Possible Dead End)
* -6 Give Troll Egg
* -6 Give Troll Walnut
* -6 Give Troll Pouch
* -6 Give Rat Egg
* -6 Give Rat Walnut
* -3 Give Rat Pouch
* -8 Give Rat Mirror (Dead End)
* -8 Give Rat Chest (Dead End)
* -6 Dwarf Steals Egg
* -6 Dwarf Steals Walnut
* -6 Dwarf Steals Pouch
* -6 Dwarf Steals Scepter
* -8 Dwarf Steals Mirror (Dead End)
* -8 Dwarf Steals Chest (Dead End)
* -8 Dwarf Steals Shield (Dead End)
* -4 Eat Beans (Dead End)
* -4 Give Woodcutter Beans (Dead End)
* -1 Eat Mushroom Wrong Place (Dead End)

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=== King's Quest II VGA: Romancing The Stones ===
==== Table of Contents ====
* [[KQ2_Walkthrough|Walkthrough]]
==== On This Page ====
* What is this game?
* How is it different from the original?
* Control Runthrough
* Special Thanks To...
* Copyright Information
* Closing Speech
===== What is this game? =====
King's Quest II VGA is, as it sounds, the VGA sequel to King's Quest I VGA.
This game takes place in a completely new realm in the game world: Kolyma.
Kolyma is a HUGE place, over three times as large as Daventry. Besides this,
there are many more characters, as well as much more dialogue than in KQI. The
events of this game take place a few years after the events of KQI. To back up
the gigantic size of the game, you now must get a stunning 185 points, a task
which I hope this guide will help you take and achieve. As with the first game,
this can be downloaded from Tierra/ADG Interactive's website (just Google it).
All in all, KQII is a huge sequal, sporting longer gameplay, a bigger story,
more dialogue, more puzzles, and more adventure. I know you will agree.
===== How is it different from the original? =====
Besides the title of the game having been changed, most of the puzzles in the
game have been altered ever so slightly. Many of the otherwise generic
characters from the original game have been spiced up and given backstories and
personalities. Of course, the graphics have been completely overhauled from the
original version released by Sierra, sporting the same pre-rendered backgrounds
of the first game as well as even more detailed sprite designs. A completely
new section of the game (the Sharkee Realm) has been added. Another part of the
game that has been changed is the story, which has also been given a complete
overhaul. More backstories, characters, and cutscenes have been changed from
the original game. All in all, anybody who has played the original should enjoy
this one and still find it fairly challenging.
===== Control Runthrough =====
When you move the cursor to the top of the screen, a toolbar will come down
which allows you to change what you are having the character (Sir Graham) do.
Clicking on a cursor will change the cursor, and the function of clicking on
items with it.
The cursor that looks like Graham is what you use to walk.
The cursor of an eye allows you to closer inspect items you click on.
The cursor of a hand allows you to pick up and interact with items.
The cursor of a speech bubble allows you to talk with things you click.
Now, about the inventory menus.
The item box (it will either show an item you have, or will be blank at the
start of the game) shows what item you are about to use. To use the item,
select the item in that box and click on something to use it on. You know you
have an item in the box when your cursor looks like the item you wish to use.
The inventory box (that looks like a satchel) shows what items you have with
you. To put an item in the item box, select it and click "OK". You can also
pick up and inspect items through this box.
The box with a tab on it allows you to change different aspects about the game
(ex. sound/music volume) as well as save and load games.
The box with the question mark repeats everything above concerning controls.
Congratulations on wasting a minute or two of your life.
===== Special Thanks To... =====
-CjayC, for making this awesome gaming website and providing me with a place to
post this.
-AGD Interactive, for creating King's Quest II VGA in the first place, as well
as putting a map on their website that I could refer to when giving directions
on where to go in the game.
===== Copyright Information =====
Copyright 2005 David Schultz
This guide may not be reproduced under any circumstances except for personal,
private use. It may not be distributed publicly without advance written
permission. Use of this guide on any other web site or as a part of any public
display is strictly prohibited, and a violation of copyright. www.gamefaqs.com
is the only website that this document, either partially or fully, may be
hosted on, under any circumstances, ever. Don't even email me asking if you can
put this on any other site, because you can't. Any violation of the above is a
violation of copyright.
===== Closing Statement =====
This is my favorite point-and-click game to date, and writing the walkthrough
was a joy. I hope you get at least some use out of this on where to go and how
to get all 185 points in the game. Most importantly, I hope this walkthrough
helps you to enjoy the game as much as I did. Keep on questing, and good luck
to you when Romancing The Stones.

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=== King's Quest II Romancing The Throne ===
===== Walkthrough =====
The game starts in the land of Kolyma, where Graham begins his quest to find a
queen. The arrow keys control movement in the game, so use the up arrow key to
walk north to the next screen. A group of rocks seem to block the way to the
next area, but there is a small gap hidden between the rocks at the top-right
corner of the area. Walk through the gap and continue north to the next area. A
trident lies on the grass here, but Graham has to be close by to this item to
do anything with it. Stop moving north by pressing up the up arrow key again.
GET TRIDENT on the grass and it will be added to Graham's inventory. Walk north
two screens to see a white shell on the beach. GET SHELL. GET BRACELET that was
hidden under the shell. Walk east one screen and GET STAKE leaning against the
bottom of the tree. Walk south to an area with lots of trees. LOOK SIGN on the
back of one of the trees. Walk east one screen but be careful not to walk too
far into the area as Graham will fall into the poisoned lake.
While standing at the side of the poisoned lake, it is a good idea to save the
game by pressing F5 as Hagatha the witch can appear around this area. If she
does catch Graham and takes him back to her cave, then restore the game by
pressing F7. Walk south two screens to see a log at the bottom-right corner of
the area. LOOK IN LOG to see a necklace made of diamonds and sapphires. GET
NECKLACE to add it to the inventory. By now you should have five items in the
inventory, and these can all be examined more closely by pressing F4.
Walk south two screens from the log and then walk west one screen to arrive in
an area where various flowers are growing. Little Red Riding Hood should enter
the area. If she doesn't appear, exit the area and return to it until she does.
TALK GIRL and she will tearfully explain that her basket of goodies were stolen
while she was picking flowers. She asks Graham to help her find them. Walk east
one screen and OPEN MAILBOX outside the cottage. GET BASKET of goodies from the
mailbox and walk west to return to the wooded area.
Little Red Riding Hood may not be in the area, so again just exit and return to
the area until she appears. GIVE BASKET TO RED RIDING HOOD and she will give
Graham her bouquet of flowers in return. Walk north one screen and then walk
east two screens to an area with a door built into a tree. OPEN DOOR and walk
onto the ladder. Climb down to the bottom of the ladder and walk east to enter
the home of a dwarf. If the dwarf is there, exit and return to the room until
he has gone. All the dwarf will do if he catches Graham is take him outside his
house, so just return to his room if he does this.
GET SOUP from the fireplace. OPEN CHEST. GET EARRINGS from the chest. Walk west
to the previous screen and climb back up the ladder. Exit the tree and walk
south one screen and west one screen to return to the area with the mailbox
outside the cottage. OPEN DOOR and enter the cottage. If there is a wolf in the
room, quickly exit and return to the cottage until there is an old woman in the
bed. GIVE SOUP TO WOMAN and she will tell Graham to look under the bed. LOOK
UNDER BED to find a large ruby ring and a black cloak. Exit the cottage.
Walk east two screen and north two screens. Walk to the top of the rocks and
GET MALLET from the hole in the tree. Walk south two screens and east one
screen to the monastery entrance. OPEN DOOR to enter the monastery where a monk
is praying at an altar. Walk to the altar and PRAY to gain the attention of the
monk. He will stand and ask Graham his name, so answer GRAHAM. The monk says
that he has heard of his quest, and he gives Graham a silver cross to protect
him from evil. WEAR CROSS and then exit the monastery.
Walk south one screen to see a rock with a hole in it. LOOK IN HOLE. GET
BROOCH. Walk north two screens and cross over the bridge. The ropes on the
bridge prevent Graham from falling into the chasm. Walk north one screen to see
a magical door in the middle of the area with an inscription written above the
door. READ DOOR and it will mention that the seeker of the key will make a
splash. Walk south one screen and west one screen. Cross the bridge and go west
five screens and south three screens to see a mermaid on a rock.
Walk into the water and swim over to the mermaid on the rock. GIVE FLOWERS TO
MERMAID and she will summon a seahorse. RIDE SEAHORSE and it will take Graham
down to see King Neptune. GIVE TRIDENT TO KING and he will give a bottle to
Graham. He also uses his trident to open the clam, which shows a gold key. Swim
over to the open clam and GET KEY from it. Move east one screen and the
seahorse will return Graham to the surface. Walk north three screens, east six
screens and north one screen. UNLOCK DOOR using the gold key.
-------------------------------------------------------------------------------
2.2. The Second Door
-------------------------------------------------------------------------------
With the first door unlocked, a new blue door is revealed behind it. READ DOOR,
which mentions that the seeker of the key should set their sights high. Walk
south one screen and west five screens to see the cave that Hagatha the witch
lives in. Enter the cave to see Hagatha standing by her cauldron. She cannot
see Graham, but will be able to locate him if he talks or scares the bird in
the cage. GET CLOTH from the bottle given by King Neptune, then PUT CLOTH OVER
CAGE to prevent the nightingale from being scared. GET CAGE. Exit the cave.
Walk east four screens, south two screens, east one screen, south one screen
and then west one screen to see an shop. Be careful of an evil enchanter that
appears in this area, as he will kill Graham if he catches him. Stay close to
the edge of the area so that you can quickly exit if he does appear. OPEN DOOR
to enter the shop. Walk over to the counter and GIVE CAGE TO WOMAN. Grateful to
have her nightingale back, she gives Graham an oil lamp and then closes the
shop. RUB LAMP and a genie will appear to give Graham a magic carpet. RIDE
CARPET to travel through the clouds to a mountain top.
Walk east one screen and RUB LAMP to receive a sword from the genie. Less
points are given if the sword is used so RUB LAMP again to receive a bridle
from the genie. PUT BRIDLE ON SNAKE and it will transform into a horse. TALK
HORSE and he will explain that the evil enchanter transformed him into a snake.
He gives Graham a sugar cube that will protect him against poisonous brambles.
Walk east two screens and GET KEY from the rock in the cave.
Exit the cave to see a small hole at the bottom of a rock. LOOK HOLE to reveal
another easter egg, this one an advertisement for the original Space Quest. It
is a long scene and there is no way of skipping it. After the scene has
finished, RIDE CARPET to return to the antique shop at the bottom of the
mountain. Walk north one screen, east one screen, north one screen, west one
screen, north one screen, east one screen and north one screen to return to the
area with the door. UNLOCK DOOR using the gold key.
-------------------------------------------------------------------------------
2.3. The Third Door
-------------------------------------------------------------------------------
With the second door unlocked, a new green door is revealed. READ DOOR to see
that the seeker of the key should have a stout heart. Walk south one screen,
west three screens and north two screens to see a shrouded ghoul on a boat in
the lake. WEAR RING and WEAR CLOAK. ENTER BOAT and the ghoul will mistake
Graham for someone else. If you don't have the ring or the cloak, then for less
points you could give him any of the treasures that have been found so far.
Either way, the ghoul will row over to the island in the middle of the lake.
EXIT BOAT. EAT CUBE given by the horse on the mountain top. Graham will now not
be harmed if he touches the poisonous brambles growing from the ground. If you
killed the snake with the sword before it turned into the horse, then carefully
follow the path while avoiding the brambles. Walk north one screen at the top
of the path to see two ghosts flying around in front of the castle door. They
will fly away once they see that Graham is wearing the cloak and the ring.
OPEN DOOR to enter the castle. Walk west one screen and climb up the spiral
steps to the room at the top. OPEN DRAWER and GET CANDLE. Walk back down the
spiral steps and stop at the torch on the wall to LIGHT CANDLE. Walk down to
the bottom of the steps and walk east two screens to the dining room. GET MEAT
on the table and walk east one screen. The lit candle will illuminate the room,
so walk carefully down the steps to the empty room at the bottom. For a small
shortcut, you can drop off the ledge and avoid the last two sets of steps.
Walk west into the coffin room. Exit and return to the room until the coffin is
closed. OPEN COFFIN and KILL DRACULA using the mallet and the stake. Dracula
crumbles to dust, leaving a shiny silver key in the coffin. GET KEY, GET PILLOW
and GET KEY from the coffin. Walk east one screen, up two screens, north one
screen and up one screen. In the tower at the top of the spiral steps, UNLOCK
CHEST using the silver key. OPEN CHEST and GET TIARA. Walk down one screen,
south one screen, west one screen and south one screen to exit the castle.
Walk south down the path between the brambles. If the effects of the sugar
cube have worn off by this point, the brambles will be deadly so be sure to
save frequently when walking down the path. ENTER BOAT at the bottom of the
path to return to the other side of the poisoned lake. With the final gold key
now in the inventory, walk east one screen, south two screens, east two screens
and north one screen to return to the door. UNLOCK DOOR using the gold key.
This time, unlocking the door leads Graham to a new world.
Walk north one screen and GET NET on the ground. Walk south one screen and
stand near the ocean to FISH. Keep fishing until Graham catches a big golden
fish. GET FISH and THROW FISH back into the water, where it offers Graham a
lift across the ocean in return for his kindness. RIDE FISH across to the small
island. The water surrounding the island is turbulent, so swimming back is not
an option. Walk north two screens and east one screen to GET AMULET on the
ground. Walk south one screen to the tower and OPEN DOOR.
Climb carefully up the spiral steps and GIVE MEAT TO LION at the top. You could
use the sword to kill the lion, but less points are given this way. OPEN DOOR
to see Valanice, the woman that Graham saw in the mirror. Say the word HOME,
and Graham will return with Valanice to the monastery in the land of Kolyma. In
the ending, friends and enemies from Daventry and Kolyma watch as Graham
marries Valanice. Together, they return to Daventry castle.

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=== King's Quest III To Heir is Human ===
==== Fun Stuff ====

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=== King's Quest III To Heir is Human ===
==== Item List ====
A star after the item indicates that Manannan will kill you if he finds
it on you. But you can put every item except the wand in your room.
1. Chicken Feather*
-Outside the house, in the chicken coop
2. Cat Hair*
-take the cat, then take the hair
3. Dog Hair*
-take it off the dog at the general store
4. Snakeskin*
-in the northwest desert
5. Fish Bone Powder*
-in the wizard's laboratory
6. Thimble*
-Upstairs at the three bears'
7. Thimble & Dew*
-In the three bears' garden, once you have the thimble
8. Dough in Ears
-successfully cast the "listen to animals" spell
9. Eagle Feather*
-eagle drops it at base of path to house
10. Fly Wings*
-in the observatory
11. Saffron*
-in the wizard's laboratory
12. Rose Essence*
-in the wizard's bedroom
13. Salt*
-buy it at the general store
14. Amber Stone*
-in the spider's cave
15. Mistletoe*
-tree east of three bears'
16. Magic Stone*
-successfully create teleport spell
17. Nightshade Juice*
-in the wizard's laboratory
18. Three Acorns*
-under the bandits' tree
19. Empty Pouch*
-???
20. Sleep Powder*
-create the sleep spell successfully
21. Mandrake Root*
-in the wizard's laboratory
22. Fish Oil*
-buy it at the general store
23. Cat Cookie*
-make the cat transformation spell successfully
24. Porridge
-in the three bears' kitchen
25. Poisoned Porridge
-put cookie in porridge
26. Cup & Ocean Water*
-go to the ocean and fill the cup
27. Spoonful of Mud*
-west of spider cave
28. Toadstool Powder*
-in the wizard's laboratory
29. Empty Jar*
-???
30. Storm Brew*
-create the storm spell successfully
31. Toad Spittle*
-in the wizard's laboratory
32. Lard*
-buy it at the general store
33. Knife
-in the kitchen
34. Cactus*
-in the desert west of the tree
35. Empty Lard Jar*
-remove lard for a spell
36. Invisibility Ointment*
-create the invisibility spell successfully(formerly lard jar)
37. Magic Wand*
-in the wizard's study, in a cupboard
38. Brass Key*
-in the wizard's bedroom
39. Magic Rose Essence*
-create the flying spell successfully
40. Bowl
-in the kitchen
41. Spoon
-in the kitchen
42. Empty Cup
-in the kitchen
43. Mirror*
-in the wizard's bedroom
44. Empty Purse*
-give the bandits cash for "safe transport"
45. Purse & Gold Coins*
-in the bandits' treehouse
46. Bread
-in the kitchen
47. Fruit
-in the kitchen
48. Mutton
-in the kitchen
49. Shovel
-up and to the right of the hold
50. Treasure Chest
-dig for it on the sand
51. Magic Map*
-in the wizard's bedroom

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=== King's Quest III To Heir is Human ===
==== Point List ====
* In the house(47 points total):
* 1-get cup(dining room)
* 1-get mutton(kitchen)
* 1-get fruit(kitchen)
* 1-get bread(kitchen)
* 1-get spoon(kitchen)
* 1-get knife(kitchen)
* 1-get bowl(kitchen)
* 1-get cat hair(take cat, take hair)
* 1-get fly wings(observatory)
* 1-get rose petal essence
* 1-find magic mirror(in dresser)
* 1-get chicken feather(just outside house)
* 3-find brass key(on top of dresser)
* 4-find magic wand(in study, "open cabinet" with brass key)
* 5-find hidden lever(push book)
* 7-find magic map(hidden in closet)
* 12-change Manannan into a cat(put cookie in porridge/give porridge to Manannan)
* 4-drop all(in your bedroom--to hide it. This scores 4 the first time.)
* In the basement(76 points total):
* 1-get saffron
* 1-get mandrake root
* 1-get nightshade juice
* 1-get fishbone powder
* 1-get toad spittle
* 1-get toadstool powder(all items are on the shelf)
* 10-make dough for ears
* 10-prepare cat cookie
* 10-make teleportation stone
* 10-make storm brewing spell
* 10-make sleep spell
* 10-make invisibility ointment
* 10-make flying spell
* Llewdor(outside):
* 1-get mistletoe(tree south of general store)
* 1-get acorns(by bandits' tree)
* 1-get spoonful of mud(west of spider cave)
* 1-get cactus(in the desert)
* 1-get snakeskin(in the desert)
* 1-get cup of ocean water(with cup, climb down ladder, "get water")
* 2-get eagle feather(the bottom of the mountain path, or east of it)
* 2-find bandits' hideout
* 3-pull rope in oak tree
* 3-get amber stone from oracle in spider's cave
* 4-find coin purse in bandits' hideout
* 4-kill the spider(dip eagle feather in essence)
* 5-fly into oak tree as a fly
* 5-turn Medusa to stone(walk south/north, type "use mirror" when she is close)
* Llewdor(inside):
* Three bears' house:
* 1-get thimble(upstairs drawer)
* 2-get porridge(kitchen)
* 1-get dew(outside, with thimble)
* Tavern:
* 3-become fly, listen to bandits
* 3-give money to captain
* Store:
* 1-buy empty pouch
* 1-buy fish oil
* 1-buy salt
* 1-buy lard
* 1-pet dog(to get dog hair)
* Pirate ship:
* 2-get on board
* 2-climb crates and ladder to leave hold
* 3-get stolen possessions back
* 1-get shovel(east of captain's quarters)
* 5-escape the ship successfully
* Daventry:
* 7-dig up treasure
* 4-get past Abominable Snowman
* 7-kill the dragon(with spells)
* 3-untie Rosella
* 4-enter Castle Daventry
Total points = 210

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=== King's Quest III To Heir is Human ===
==== Manannan's Schedule ====
Only the minutes are important for timing Manannan:
X:00:00 - Manannan wakes up and demands a chore (or food if you're ready to
defeat him).
X:03:00 - Manannan briefly enters the room Gwydion is in to check up on him,
applying a punishment if Gwydion hasn't finished his chore or if he's been
doing something he shouldn't have. Otherwise, he leaves again within a few
seconds.
X:05:00 - Manannan goes on a journey. You will not see him until X:30:00 unless
you try to leave Llewdor.
X:30:00 - Manannan returns and demands food.
X:33:00 - Manannan briefly enters the room Gwydion is in to check up on him. If
he hasn't been fed, he kills Gwydion.
X:35:00 - Manannan goes to sleep. He will be in his bedroom for this time and
will wake up if you're too loud in there! He wakes up and kills you anyway if
you leave Llewdor.
===== Walkthrough =====
This may contain extreme spoilers. Commands IN CAPS are what you should
type. I haven't given all directions but they shouldn't be too hard to
figure out.
Manannan should give you a task to do. It will be one of the following:
--feed the chickens: go north of the chicken coop outside and type
"feed the chickens."
--clean the study: go north from the main hallway to the study
cabinet(west corner) and "clean study" with the feather duster.
--clean the kitchen: go to the broom on the north wall and type "clean
the kitchen."
--clean the chamber pot: go to Manannan's bedroom and type "empty
chamber pot."
Do this first(or die after five minutes game time,) and you'll have time
for the rest of the basic things pretty easily. You'll want to go to
the dining room and TAKE CUP and then TAKE BOWL(west wall), go to the
north wall, TAKE KNIFE, TAKE SPOON, and TAKE FOOD by the table. You'll
probably have to wait until Manannan leaves(after five minutes) and make
a beeline to his room from there. You can get a head start, but it's a
bit of a gamble. Sometimes he follows you very closely and will catch
you as you remove stuff. From five to thirty minutes, he will be out of
commission, and you may do as you please. But for one-sixth of the
time, steer clear of him. He will ALWAYS check on you a)25 minutes
after he leaves and b)5 minutes after he has come back.
Now, it is possible to get all the items you need and kill Manannan
after the first thirty-minute cycle, but you may need more than one. In
order that he does not catch you with magic items you must 1)PULL THE
LEVER so the passage to his laboratory is hidden and 2)PUSH THE BOOK so
that he doesn't know you've found the trigger. You must also OPEN
CABINET and return the wand. The final thing to do is to go to your
room(S,U,E from the study) and DROP ALL. Manannan will not know what
magical items you possess now.
Many items are randomly available in King's Quest III. One of them is
the cat's hair. When you are around the cat try to TAKE CAT. Use F3 if
it does not work the first time and just chase him around. Eventually
you'll get him. TAKE HAIR.
In Manannan's room, you will find the mirror in the left drawer(OPEN
DRAWER), the essence in the right drawer(OPEN DRAWER but stand back a
bit), the key above the closet(LOOK ON TOP OF CLOSET) and the
map(SEARCH CLOSET). Go up to the observatory(S,NE) and GET FLY. From
there SW, W, D, S, OPEN DOOR at chicken coop, GET CHICKEN and GET
FEATHER.
The mountain path is not too tricky to navigate. After you have gotten
behind the big rock, do not go west but rather all the way south and
then east. Save frequently. Now once you get to the next screen, go
back to the previous screen. LOOK MAP. Hit F6 and you will be
teleported to the base of the cliff. Neat, huh? The map will become
more useful as you visit more places.
There are some multi-solution items to get rid of first. An eagle
randomly flies by and drops a feather. At the base of the mountain or
to the east are good places to wait, but you may want to save your game
and restore if you're not lucky after two minutes. The place east also
contains some mud banks where you can GET MUD with the spoon(you can get
the mud anywhere with banks but this is easiest.) Go north, GET
MISTLETOE, then west. OPEN DOOR to see if the Bears are in. If not,
walk in until you see porridge on the table, then TAKE PORRIDGE, go
upstairs, OPEN DRAWER, GET THIMBLE, exit the house, and GET DEW in the
garden. Go north, west, GET ACORNS(this will probably require a few
tries) and now you can "cheat" a bit. GRAB HOLE and a rope ladder will
come down. Climb the rope and save while you do(it's easy to fall),
enter the treehouse at the top, and when the bandit is sleeping GET
PURSE and get out of there. Climb back down. Go west. Now go south
and type USE MIRROR but don't use it until Medusa is close(walk
continually south. When she is in view hit the south key and when she's
close hit F3. You'll get her.) From west of the acorns you can GET
CACTUS(the small one by the rock, on the east side) and also GET
SNAKESKIN two south of the cactus. Go all the way east, GET WATER and
go west and south twice where you will want to enter the store. PET DOG
to get the dog hair, BUY FISH OIL, BUY LARD, BUY SALT, and BUY EMPTY
POUCH. Now LOOK MAP, push F6 where the mountain base is, and climb back
up north(unfortunately you have to climb!) Go north to Manannan's
study, go to the cabinet, OPEN CABINET to get the wand, search the east
bookcase, and type LOOK BOOKCASE and PUSH BOOK and PULL LEVER when you
find something interesting. Climb down the stairs and if you see the
cat climb back up and down until he's gone. Climb down to the bottom of
the staircase. You're in the laboratory, so you will want to go to the
shelf and TAKE SAFFRON, TAKE MANDRAKE ROOT, TAKE NIGHTSHADE JUICE, TAKE
FISH BONE POWDER, TAKE TOAD SPITTLE, TAKE TOADSTOOL POWDER. Go to the
spell book(stand north of it) and create as many spells as you cab.
=== To Create a Spell open to the page (in roman numerals) from the manual ===
You should be able to make them all, except the teleportation spell.
Unless, of course, you do not have enough time. I recommend making the
Cat Cookie first, and PUT COOKIE IN PORRIDGE.
However quickly you do things, you'll still have to prepare for
Manannan's return. Do so by 1)PULL LEVER, 2)PUSH BOOK, 3)OPEN CABINET
in the study. Then 4)go to your room(south, up, east) and DROP ALL and
TAKE PORRIDGE, which the wizard will not recognize. Make sure it is
POISONED PORRIDGE in your item list. Smile innocently when Manannan
appears and feed him the porridge in the dining room east of the main
hall. Once he's turned into a cat you can pick up the items or create
the spells you didn't get around to. [NOTE: if you haven't put the
cookie in the porridge yet, feed Manannan the bread, mutton or fruit and
make sure you give yourself enough time to make the cat cookie. If you
run out of food to give him, he'll zap you.]
The spells you need are INVISIBILITY, STORM and FLYING. UNDERSTANDING
THE LANGUAGE OF CREATURES will help you get a maximum score and find
treasure, and TELEPORTATION SPELL is a good alternate puzzle-solver, as
is CAUSING A DEEP SLEEP. If you get exasperated making the spells you
now know which ones are 100% necessary. Do not proceed with this
walkthrough until you've gotten all the items/spells you want to, since
time gets a bit precious from here on in.
For maximum points you may now want to go to the tavern. Save the game
and DIP FLY WINGS IN ESSENCE and when the bandits talke about their
hideout(if not, restore the game) fly to the acorn trees(west) and in
the hole. Fly out, and that is eight points.
Use the map to go to the spider's cave(east of the waterfall, northeast
of the place I recommended you get the mud.) Activate the flying
spell(DIP EAGLE FEATHER IN ESSENCE) and you'll throw the spider in the
sea, for which you may not get four points. Wait a bit and you can
enter the cave, where you will get an amber stone.
Go back to the tavern, where there will be pirates. COUNT COINS and
GIVE COINS TO PIRATES so to pay for passage. Go east twice and board
the plank, where you'll find spacious(if nothing else) accommodations.
Watch the scene, go east, TAKE CRATE, wait for rats to come in(it's good
to set controls on "fastest" right here) and then wait for them to talk
about treasure. Otherwise, you won't find it even if you know where to
dig. To climb up the ladder to the west, DROP CRATE, JUMP CRATE, JUMP
CRATE, and JUMP just north of the bottom crate, and wait until the
captain's not in(save the game first) before going west to OPEN TRUNK
and GET ALL. You need to go west and wait for a bit now(do some chores
or some exercise in the meantime) for the ship to dock. You'll hear
voices saying it has, whereupon you can cast the sleep spell(cast it
before this, and you will be adrift forever!) and climb up twice--you'll
need to jump up again before climbing. Jump overboard(up twice, east,
and go north off the boat) and stay close to the bottom edge so that if
sharks pop up you can shake them by going down and then up again.
Always make progress east, and from the island go to the east side.
Five steps east of the palm tree(set the game to SLOW to make sure
although you have leeway) DIG with the shovel. You've got treasure!
Now, go north. Go east, and the path in the upper part of the screen
will curl west and then east. You'll need to climb rocks(not too tough)
and then go north, east, and north(climb up the stream.) In the
meantime, prepare the flying spell(PUT FLY WINGS IN ESSENCE) but don't
hit return. You'll want to go east twice but if the abominable snowman
appears you'll want to be prepared--he runs quicker than you can type.
Once you've gone east twice, take the LEFT path and you will be climbing
down some annoying cliffs. Remember when you walk through a cave not to
touch any keys and be alert for when you come out. From there you can
walk to the east of the screen, and south twice will see you falling
into Daventry.
Go west and north and talk to the old man if you want, then back south
and east before you climb the stairs to the east(walk northeast.) Then
northeast and northwest and west. Before you go west you will want to
use the INVISIBILITY OINTMENT and also have the storm spell prepared.
Go west, hit F3, and the dragon will die. Go over to Rosella, UNTIE
ROSELLA, KISS ROSELLA(if you want), retrace your steps to where you
fell, W, N, N to enter the castle. You've won the game!

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=== King's Quest IV: The Perils of Rosella ===
==== M A P S ====
This is a (mostly) complete map of the game. Again, don't copy
this. I Wrote it out myself. If you want one, walk
through the game and write down everywhere you go.
To start out, this is very important, PRINT OUT THE MAP!
THESE MAPS ARE EXTREMELY CONFUSING. Accept it. Learn the map,
and if you don't get a part of the map, it's OK. Try anyway.
ALL DIRECTIONS ARE X,Y
For those of you who don't know, X is columns across the top, and
Y is rows along the side.
If you see a -(direction), such as -NE, it means if you stick to
one side, you can go (in this case) northeast.
If it says something like south of ****, then you can see **** in
the background.
Names in all caps are characters that sometimes appear there.
You may not be able to go in every direction.
1 2 3 4 5 6
*************************************************************
*Beach *Meadow *Pool *Ogre Hut *Forest *Witches *
1* * *CUPID *OGRE * *cave *
* * * * * * *
*************************************************************
*Fisherman*Backhouse*South of *South of *Forest *Forest *
2*house *PAN *pool *ogre hut * * *
* * *PAN *OGRE * * *
*************************************************************
*Beach *Meadow *Pond *Graveyard*Haunted *Graveyard*
3*MINSTREL *MINSTREl * *west *house *east *
* * * * * *Crypt *
*************************************************************
*Beach *Meadow *Meadow *Dwarf's *South of *Waterfall*
4*Cliff * *River *House *HauntedH *River *
*MINSTREL * *Bridge *River *River *To Cave *
*************************************************************
*Beach *Meadow-NE*Meadow *Dwarf's *A place *Cliffs *
5*River *River *UNICORN *mine * *Path to *
*(Start) *UNICORN * * * *castle *
*************************************************************
Ohh, it starts getting tricky. The next map is the palace across
the ocean. You have to swim over three blocks of ocean to get
there. To find out where to leave and where you'll be getting
back, you'll just have to guess. Here's a hint, you can leave
from Y (the numbers on the side) numbers 1-4 from the mainland,
and leave anywhere from the castle. One more thing, if you walk
from SouthEast to Northeast, or Southwest to Northwest, you'll
skip the courtyard area.
1 2 3
*******************************
* * * *
1*Northwest*North *Northeast*
* * * *
*******************************
*Courtyard*Doors of *Coutyard *
2* *castle * *
* * * *
*******************************
* *In front * *
3*Southwest*of castle*SouthEast*
* * * *
*******************************
Hey, cool! I added another map! Here's a map of the cave
behind the waterfall! If it's on the map and it's a blank
box, you either shouldn't be there or there isn't such a
place. Look at the lines between the *'s, and look at the
numbers to find the path.
*******************************
* * * *
-Enterance* * *
*#1 * * *
*****|*************************
* * * *
*Go here -Then here*Exit -
*#2 *#3 *#6 *
***************|*********|*****
* * * *
* *Then Here-Chasm! *
* *#4 *#5 *
*******************************
Whew! If you thought that was tough to read, think how tough it
was to write!

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=== King's Quest IV ===
==== Characters ====
_Rosella_
Rosella is visiting the land of Tamir to find a magical fruit that will save
her father's life. While there, she must also defeat Lolotte and recover the
amulet that she stole from Genesta.
_Genesta_
Genesta uses what is left of her magic to bring Rosella to Tamir. Before she
can send her home again, she needs the amulet that supplies her power.
_Lolotte_
Lolotte and her goons rule over the mountains on the east side of Tamir. As
Genesta's archnemesis, Lolotte is selfish and spiteful. She stole Genesta's
magic amulet and antagonizes poor Rosella with her demands.

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=== King's Quest IV: The Perils of Rosella ===
==== I T E M S ====
* The Shakespeare Book:
You can get this from the haunted house living room, from the
bookcase. Give this item to the Minstrel guy for his lute.
* The Lute:
It's a guitar-like thing that you get from the Minstrel. Give it
to Pan for his flute.
* The Flute:
It's Pan's Flute. You get this from Pan, and you can hypnotize
the snake by playing it.
* The Ball:
It's a golden ball you got under the bridge.
* The Crown:
This item will turn you into a frog. Get it from the frog.
* Cupid's Bow:
You get this from Cupid. Shoot it at the unicorn ONCE, and then
the the evil fairy at the end of the game ONCE. DON'T EVER EVER
EVER EVER EVER EVER EVER EVER SHOOT AN ARROW AT ANY OTHER TIME!
* The Worm:
Save it from the clutches of the bird! Then use it to bait your
hook.
* The Pouch:
Get it after eating with the dwarfs. Trade it with the fisherman
for his fishing pole.
* The Lantern:
Get it from the head dwarf. Use it in the cave behind the
waterfall.
* The Rod:
Use it to fish. Get it from the fisherman.
* The Fish:
Catch it with the rod and worm. Throw it to the pelican for the
whistle.
* The Peacock Feather:
Find it on the ground at the castle across the ocean. Use it to
tickle the whale.
* The Bridle:
Get it on a desert island. Put it on the unicorn.
* The Note in the bottle:
Hmm... This is weird... View the note section for more
information.
* The Whistle:
Get it from the pelican. Blow it to summon the dolphin.
* The Bone:
Get it in the cave. Throw it to the ogre's dog.
* The Board:
Right outside the cave. Use it to pass the crevice and the
swamp.
* The Axe:
You get it in the Ogre's house. Use it to scare the trees.
* The Magic Hen:
The ogre has it. Every day it will lay one egg. Give it to the
evil fairy.
* The Magic Fruit:
The object of the game! Get it on the other side of the
mountains.
* The Glass Eye:
Hold it hostage from the witches!
* The Scarab:
It's the witches. They give it to you if you take their eye.
* Grave Objects:
There are a lotta them! You dig them up, then give them to the
ghosts!
* Sheet Music:
Get it from the chest in the attic! Play it on the organ.
* Skeleton Key:
This key will open the crypt!
* Rose:
Examine this: it has a gold key on it!
* Gold key: It opens the rooms in the evil fairy's castle.
* Pandora's Box: Gasp! It's evil!
* Talisman:
It's Genesta's. She needs it to live.

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===============================================================================
.:*~*:. < 2. Point List > .:*~*:.
===============================================================================
Land of Tamir
-------------------------------------------------------------------------------
Get 'Worm'..................................2
Get 'Golden Ball'...........................2
Kiss Frog...................................3
Get 'Golden Crown'..........................2
Clean Dwarfs' House.........................5
Get 'Pouch'.................................2
Give 'Pouch' to Head Dwarf..................3
Get 'Cupid's Bow'...........................2
Get 'Shakespeare Book'......................2
Give 'Shakespeare Book' to Minstrel.........3
Give 'Lute' to Pan..........................3
Give 'Pouch' to Fisherman...................3
Put 'Worm' on 'Fishing Rod'.................1
Fish........................................3
---
Shoot Unicorn...............................4
Put 'Golden Bridle' on Unicorn..............3
Ride Unicorn................................7
---
Give 'Bone' to Dog..........................4
Get 'Axe'...................................2
Get 'Hen'...................................4
---
Get 'Glass Eye'.............................3
Get 'Scarab'................................2
Throw 'Glass Eye'...........................3
Return 'Pandora's Box' to Crypt.............2
Lock Crypt..................................2
-------------------------------------------------------------------------------
Island of Genesta & Ocean
-------------------------------------------------------------------------------
Get 'Peacock Feather'.......................2
Tickle Whale................................5
Look at Ground..............................3
Give 'Fish' to Pelican......................4
Get 'Whistle'...............................2
Blow 'Whistle'..............................2
Ride Dolphin................................2
---
Give 'Talisman' to Genesta.................10
Give 'Hen' to Genesta.......................2
-------------------------------------------------------------------------------
Hidden Cave & Swamp
-------------------------------------------------------------------------------
Wear 'Golden Crown'.........................5
Get 'Bone'..................................2
---
Get 'Board'.................................2
Put Down 'Board'............................2
Play 'Flute'................................4
Put Down 'Board'............................2
Get 'Magical Fruit'........................10
Put Down 'Board'............................2
Swing 'Axe'.................................4
-------------------------------------------------------------------------------
Haunted Mansion & Graveyard
-------------------------------------------------------------------------------
Flip Latch..................................4
Take Shovel.................................2
Dig Baby's Grave............................3
Give 'Rattle' to Baby.......................2
Dig Miser's Grave...........................3
Give 'Pouch of Gold' to Miser...............2
Dig Lady's Grave............................3
Give 'Locket' to Lady.......................2
Dig Lord's Grave............................3
Give 'Medal of Honor' to Lord...............2
Dig Little Boy's Grave......................3
Give 'Toy Horse' to Little Boy..............2
Look in Chest...............................2
Use 'Sheet Music'...........................4
Get 'Skeleton Key'..........................2
Unlock Crypt Door...........................3
Pick up Rope................................2
Get 'Pandora's Box'.........................4
-------------------------------------------------------------------------------
Lolotte's Castle
-------------------------------------------------------------------------------
Give 'Hen' to Lolotte.......................7
---
Give 'Pandora's Box' to Lolotte.............7
---
Get 'Golden Key'............................2
Unlock Door.................................2
Get Possessions.............................4
Unlock Lolotte's Bedroom Door...............2
Shoot Lolotte...............................8
Get 'Talisman'..............................5
Get 'Hen'...................................2
Get 'Pandora's Box'.........................2
Open Stable Gate............................4

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=== King's Quest IV ===
==== Story ====
Everyone was happy, as well they should be. The long-lost Prince Alexander had
returned to the Kingdom of Daventry, and he had rescued his sister, Rosella,
from the clutches of the dragon on his way. King Graham was ready to pass his
Adventurer's Hat onto the next generation, but as he did so, he felt a sharp
pain in his chest. He fell to the ground, and his family ran to him. The hat
was abandoned.
While Queen Valanice and Prince Alexander stood at the king's bedside,
Princess Rosella sat in the throne room and wept. Suddenly, a voice called her
from the Magic Mirror. A fairy, Genesta, told her of a Magic Fruit that would
save King Graham. Genesta could bring Rosella to her land, Tamir, but unless
Rosella helped Genesta, she would not be able to send her back unless Rosella
helped her. Determined to save her father's life, Rosella agreed to the
bargain. When she arrived on the island of Tamir, Genesta told her about
Lolotte, an evil fairy who had stole Genesta's amulet. Without the amulet,
Genesta had only 24 hours to live.
Genesta turned Rosella's clothing into that of a peasant so as not to attract
unwanted attention, then returned to her island. Rosella set out to rescue not
only King Graham, but the good fairy Genesta as well.

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=== King's Quest IV ===
==== Walkthrough ====
At the start, you are at 1,5. I hope you printed out the map, if
you haven't, PRINT OUT THE MAP! To start out, STAY OUT OF THE
FOREST, UNTIL YOU HAVE THE AXE! Also, avoid any place that says
"OGRE" on it. One last thing, SAVE OFTEN! I'M NOT JOKING! Glad
I could be of service.
Lets start us off by getting us a flute. If you haven't noticed
from walking around, Pan has one.
********************
Get the Flute
********************
Go to the Haunted House at 5,3.
Go up to the door and type, OPEN DOOR.
Go through the door to the left. You should be in the library.
Go up to the bookcase, on the right side, and type, "GET BOOK".
(+2 Points)
Go right, and then down to exit the Haunted House.
Go to any area where the minstrel appears (see the map). Once
you find him, go up to him and type, "GIVE BOOK" (+3)
Now, go to on of the two places where Pan appears. Then, type,
"PLAY LUTE", approach him, then type, "GIVE LUTE" (+3)
********************
Get the Crown
********************
Go to the bridge at 3,4. Notice the yellow thing underneath?
Type, "LOOK UNDER BRIDGE" while next to it, and you'll take the
ball. (+2)
Go to the pond at 3,3. Type, "DROP BALL" when next to the pond.
Go up next to the frog, and type, "GET FROG", then type, "KISS
FROG". (+5) The frog will turn into a prince and give you the
crown.
********************
Discover Your Quest
********************
Go to 6,5. Then, carefully walk up the cliffs. Remember to save
first. Wait for the gargoyle guys to pick you up. Now, wait out
the cutsceen.
OK! Now we know what to do!
********************
Capture the Unicorn
********************
Lets go to 5,3! Go south to the pool. If you're lucky, cupid
will fly down. If not, go north, then south again. Once you see
cupid, wait for him to fly down, drop his bow, and start
swimming. Once he starts swimming, run into the pool. He will
be startled, and fly away. Go over to his bow, and type, "GET
BOW".(+2) A word of warning, NEVER NEVER NEVER NEVER NEVER NEVER
NEVER NEVER shoot it unless I tell you to. You will end up
shooting the unicorn once, then at the end of the game, shooting
the evil fairy once. I had to restart my game the first time I
played this because of that. Trust me, it wasn't fun.
Anyway, go north. If the unicorn doesn't show up, go south and
then north until it does. If it STILL doesn't, go to 2,5.
That's the other place it shows up. Once it does, type "SHOOT
UNICORN". (+4) Yay! The unicorn's your friend now! C'Mon!
Let's ride it!
What was that? You say you can't lead it anywhere? Well, lets
see... What's the most unlikly place to find a bridle... I
KNOW! A deserted island! Yeah! I know of a place like that!
Anyway, it's time for the "Quest for the worm". Around the land,
you'll notice birds on the ground trying to pull up worms. Well,
you just go up to a bird, it'll fly away, and you'll type "GET
WORM"! (+2) The worm normally shows up at 5,4 and at 5,5. Go
hunting!
Now, go to the Dwarf's house, at 4,4. Type, "CLEAN" (+5) Feel
free to talk to the dwarfs. Afterwards, type "CLEAN" for fun,
and type, "GET POUCH" (+2).
Being the honest person that you should be, but probably aren't,
go to 5,4, and enter the mine. See the door? Good. Now, go to
the right. Type, "GIVE POUCH TO DWARF". (+3) He'll reward you
with a lantern.
Go to the fisherman's house at 2,1. Go to the end of the pier.
If the fisherman is there, wait for him to go to the right.
Follow him to the right. Go up to the door, and type, "OPEN
DOOR" Once inside, go up to the fisherman, and type, "GIVE POUCH
TO FISHERMAN". (+3) He'll give you the fishing rod. Go outside,
and go to the end of the pier. Type, "BAIT HOOK" (+1), and type,
"FISH". If you don't catch a fish, try again. Sooner or later,
you'll get one. (+3). Now, you need one more thing. Swim to the
castle. To do this, first SAVE YOUR GAME. Now, jump in the
water, and swim to the left until you reach the castle.
Now that you're at the castle, search the outside for the peacock
feather. Once you find it, type, "GET FEATHER". (+2)
Okay, now make sure you have a fish and a feather. Now, save the
game. Go out, and wait in the water. Hopefully, a whale will
pop up, then a whirlpool will suck you in. If not, go back and
try again. You may have to swim back to the other side, and then
swim around.
Eventually, you'll be swallowed. When that happens, wade over to
the bottle, and type, "GET BOTTLE". Now's the tricky part. You
need to climb up the tounge. If you don't do it right, you'll
fall. Eventually, you'll be dissolved in the acid of the whale's
mouth, so you may have to resore your game a few times. When you
get close enough to the whale's thingy that hangs down from the
roof of its mouth, type, "TICKLE WHALE"
Swim north. Go "in" the broken boat, and type, "LOOK AT GROUND"
(+3). You have the bridle! Yeah! Wait a minute... How are you
gonna get back? Hmm... Go up to the bird, and type, "GIVE FISH
TO BIRD". (+4) Now, type, "GET WHISTLE". (+2). Cool! Now,
being the adventurous person you are, type, "BLOW WHISTLE"!(+2)
Oh boy! It's Flipper! No, but it's close enough! Swim up to
it, and type, "RIDE DOLPHIN". (+2) Wait for the dolphin to get
to shore, then get on shore, and type, "OPEN BOTTLE". Type,
"READ NOTE" a few times. Cool, huh?
Anyway, go to wherever you shot the unicorn. Type, "BRIDLE
UNICORN". (+3) Okay! Jump on and ride by typing "RIDE UNICORN"!
(+7) Now, wait out the cutsceen. Now, you need to do another
thing for her. Get the hen that lays golden eggs from the ogre.
***************
Retrieve the hen that lays the golden eggs.
***************
First thing, go to the waterfall at 6,4. Type, "WEAR CROWN".
(+5) Type "LIGHT LANTERN", and then go inside. Type, "GET
BONE"(+2), then leave quickly. Type "GET BOARD" (+2). Great,
now walk into the waterfall. Go to the ogre's house at 4,1. BE
VERY CAREFUL. DON'T LET THE OGRE GET YOU. You'll probably see
the ogress with a deer. She won't bug you RIGHT NOW if you don't
let her see you. Go up to the door, type, "OPEN DOOR", and then
after going in, type, "THROW BONE". (+4) This tosses the bone at
the dog, and he won't bug you. Walk up the stairs, and get the
axe.(+2) Go downstairs, and, you see that closet? Go up to it
and type, "OPEN DOOR". Wait in there for a while. Eventually
you will hear the ogre in the house. Type, "LOOK IN KEYHOLE".
Then open the door, and go up to the hen, and type "GET HEN"(+4).
Make sure you don't touch anything. Go to the door, and type,
"OPEN DOOR", and make your escape! Now, go to the mountain at
6,5, go up the path, and get captured by the goons! (+7)
Afterwards, the evil fairy tells you what she wants. Oh, crud.
She wants Pandora's Box. That's just great. Oh, well. I guess
you'll have to.
***************
Get the magical fruit.
***************
Yep! Now's the time we're going to get the magical fruit to save
Graham! I'll warn you now, this is probably the hardest non-
puzzle part of the game! Oh, crud. I hate this part, I haven't
ever gotten through this without fying at least three times.
Great. Anyway, IGNORE THE MAN BEHIND THE CURTAIN'S ATTITUDE, and
lets go! Go to the waterfall at 6,5. Now, wear your crown. Now
take a breath of air. We're goin' in.
SAVE AS A DIFFERENT FILE EVERY TIME GET TO A NEW ROOM. You don't
want to get stuck accidently. Go south, then east, then east.
You should see light up ahead. Ok, here's the hard part. See
the crevice? No? You shouldn't. That's the hard part. You
have to inch forward by tapping the right button twice, then if
you can make out the crevice, type, "LAY DOWN BOARD".(+2) Now
walk across. You should pick the board back up. If a message
says that it dropped, you'll have to restore a game, you SHOULD
have saved right before laying the board down. Go north, toward
the light. Then, go east toward the hole and light, and try to
walk through the hole. It should automaticly crawl. Now, if
you've played "Space Quest", you know that you shouldn't go in
the water. Instead, type jump, over and over. You should jump
from piece of ground to piece of ground. Wait! Once the cobra
swings into action and you're on the last piece of land before
the island, type, "LAY DOWN BOARD". (+2) Walk across, type,
"PLAY FLUE", (+4), walk up to the tree, then type, "GET FRUIT".
(+10) It'll play some, "You're a studmuffin hero music", and the
hurry back to the board. Walk across it. Then type, "GET
BOARD". Jump again and again, until you get back to the mountain
side. Same story as before. Remember the crevice. This time
you won't be able to see the crevice, and you'll probably lose
your board. That's fine, just go on without it.
***************
Get Pandora's Box
***************
YEEHAH!! We're out! Anyway, go to the nearest forest at 6,2.
Once you get there, type, "SWING AXE" (+4) Great! Now the trees
won't hurt you! Anyway, go north, to the witches cave.
Gasp! That's scary! Oh, well, go in.
Now, this part is about as much action as you ever get in this
game. Inside, the three witches share one eye. (EEEEEEWWWWWWWW)
It's a glass eye, and it's external. Two of them watch you with
the eye, and the other one chases you. Go up to the one with the
eye, and type, "GET EYE". (+3) Now they're blind. Leave, then
come back right away. Type, "GET SCARAB". (+2) Now you can
reutrn their eye. Type, "Throw eye". (+3) What a nice thing to
do. Now leave before they get you.
Go to the haunted house at 5,3. Once you go back to the forest,
it should turn night. By the way, I think this was the first
game to use the Day/Night cycle. At least that's what they said
on the game box!
Go up to the door and type, "OPEN DOOR".
You'll hear a baby crying. Go up the stairs, in the door on the
left, and then go left. Hmm, the baby's in here. Go out of the
baby's room, south, downstairs, then to the west, in the living
room again. Type, "LOOK AT PICTURE". Type, "LOOK AT WALL". Now
go up to the wall, and type, "PULL LATCH". (+4) GASP! A SECRET
PASSAGWAY! Go in it. Type, "GET SHOVEL". (+2). Make sure you
save it.
OK! This part I'm going to make you do on your own, because it's
simple, and it's so much fun! Go into the graveyards. One is to
the left, one is to the right. Don't worry about the zombies,
you have the scarab. Read the gravestones until you find the
grave that looks like a baby's. Dig in front of it, and you'll
get a rattle. Give the rattle to the baby, and another ghost
will appear. I'll be back when it gets hard again, which won't
be too long.
OK! Here's where it get confusing again: The little boy comes.
Follow him. Climb up after him. Then go back down, and leave
the house. Find his grave, and dig it up. Go back to him and
give him the toy. Type, "LOOK IN CHEST". (+2) You will find
sheet music. Now, go back to where the secret passageway is.
Climb the stairs. (By the way, I used to think that using these
stairs was hard, now I think they're as hard as fresh cow manure
on a hot day. You'll get to the organ. Sit down on the bench,
and type, "PLAY SHEET MUSIC".(+4) Now type, "GET SKELETON
KEY"(+2) Now go back downstairs, outside, and to the east
graveyard. Go up to the crypt door, and type, "UNLCOK DOOR".
Then open the door. Inside, type "GET ROPE". (+2) Climb down
the ladder, then get the box (+4). Now, go back to the evil
fairy.(+7) She's gonna make you her son's wife. Crud! They
steal all your stuff too! You are escorted to green boy's room.
***************
Oh, Crud
***************
Soon, green boy comes and stuffs a flower under your door. Walk
over to it, and you'll pick it up. Look at the rose, then type
"GET KEY". (+2) Great! Now unlock the door! (+2)
Great. More stairs. Anyway, go down, and avoid the gaurd. Into
the dining room. Go in the door on the upper right CAREFULLY.
Open the cabinent, and type, "GET POSSESSIONS"!(+4) Now, exit,
and go to the door in the lower right. Go across the chamber
room, then up the stairs. Go up the stairs again, and then use
the gold key to unlock and open the door with the gold key. (+2)
Now, shoot Lolotte with an arrow! (+8) Oh, crud. Now the gaurds
are gonna be all mad.
Wait a minute... They're happy! It's the wizard of OZ again!
Now we can go back to Kansas!! Oh, wait. Don't forget to get
the talisman. (+5) YEAH!
Ok, now go down, then go to the left. There should be three
gaurds bowing to you, and a door to the north. Open the door.
Get the hen! (+2) get Pandora's box! (+2) Make your way back to
the chamber room, and then go outside. Enter the stable. Now,
open the gate (+4).
Ok, there's still one pretty important detail left. Go down the
mountain, and go back to the crypt. Climb down the ladder, drop
Pandora's box, (+2) (more studmuffin music) go back up, close the
door, then lock it. (+2). Now you can go to the fisherman's
house at 1,2. Go off the pier, then swim to the castle. Go in
the castle door, go to the left, go up the stairs, and give the
talisman to Genesta.(+12)

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=== King's Quest V ===
==== Maps ====
TABLE OF CONTENTS
-----------------
* TOWN AND FOREST OF SERENIA
* DARK FOREST
* DESERT
* GREAT MOUNTAIN
* BEACH AND OCEAN
* MORDACK'S ISLAND
* LABYRINTH
* MORDACK'S CASTLE
===== TOWN AND FOREST OF SERENIA =====
DARK FOREST
| CRISPIN'S
<-DESERT - GYPSIES - WILLOW TREE - ENTER DARK FOREST - HOME
| | / /
| | / /
| | / /
<-DESERT - ANTHILL - GNOMES - FOREST --------------- SNAKE - MOUNTAINS->
| | / /
| | / /
| | | /
<-DESERT - BEEHIVE - INN - BAKERY - OUTSIDE TOWN - INSIDE TOWN (SHOPES)
===== DARK FOREST =====
EXIT - SW PATH - WITCH'S HOUSE - SW PATH
| | /
| | /
| / /
NE PATH - TO HOUSE - NW PATH
\ /
\ /
\ FORK /
|
|
TO SEREINA FOREST
===== DESERT =====
The desert is a very complicated place to navigate. To make your life easier,
I suggest you print off the map, key and the directions below. In order to do
this, select all of the text, and press CTRL + C. Then go to START > PROGRAMS
> ACCESSORIES > NOTEPAD. Now press CTRL + V, then go to FILE > PRINT. Now as
you're wandering through the desert, mark your path on the map. This makes
getting lost much harder. There are 77 spots in here after all.
_______
/ K E Y \
| -------------------------------------------
|C - CLIFF O - OASIS H - HOLE IN CLIFF|
| |
|D - DESERT S - SKELETON B - BANDIT CAMP |
| |
|E - ENDLESS K - DEATH BY BITE R - BRUSHLAND |
----------------------------------------------------
E - C - C - C - H - C - C - C - C - C - C - R
| | | | | | | | | | | |
E - D - D - D - D - D - D - D - D - D - D - R
| | | | | | | | | | | |
E - D - D - D - D - D - D - O - D - D - D - R
| | | | | | | | | | | |
E - D - O - D - D - S - D - D - D - D - D - K
| | | | | | | | | | | |
E - D - D - D - D - D - D - D - D - D - D - K
| | | | | | | | | | | |
E - D - D - D - D - O - D - D - D - D - D - K
| | | | | | | | | | | |
E - B - D - D - D - D - D - D - D - O - D - K
| | | | | | | | | | | |
E - E - E - E - E - E - E - E - E - E - E - E
===== GREAT MOUNTAINS =====
WATERFALL - SLOPE - CREVASSE - OUTSIDE CASTLE
| /
| /
<-SERENIA - PATH - WATERFALL QUEEN ICEBELLA INSIDE ICE CAVE
/ |
/ |
/ |
PATH BEHIND CASTLE ----- VIEW OF CASTLE - ICE CAVE
|
|
TWISTING PATH - ROC'S NEST - BEACH->
===== BEACH AND OCEAN =====
Basically, just avoid the Sea Monster. I suggest going DOWN, RIGHT, RIGHT,
RIGHT, but do whatever you want. :)
_______
/ K E Y \
| ------
| O - OCEAN |
| S - MONSTER |
| I - ISLAND |
---------------
S - S - S - S - S - S - S
| | | | | | |
BOAT - O - O - O - O - O - O - S
/ | | | | | | |
FROM NEST - PATH - O - O - O - O - I - O - S
| | | | | | | |
HERMIT - O - O - O - O - O - O - S
| | | | | | |
S - S - S - S - S - S - S
===== MORDACK'S ISLAND =====
WEST OF CASTLE - CASTLE GATE
| |
| |
| SERPENT
| |
| |
| BEACH
| |
| |
| VIEW OF CASTLE
|
| CASTLE (VIII)
| |
| |
LABYRINTH - DUNGEON CELL
(VII)
===== LABYRINTH =====
The Labyrinth is much harder to navigate than the Desert because the map turns
whenever Graham turns. Graham starts on the H. Before heading to the door,
you must go to the "D" in the lower left and give him the TAMBOURINE. Then
head to the door. I suggest you print this map off by following these
directions:
Select all of the text, and press CTRL + C.
Then go to START > PROGRAMS > ACCESSORIES > NOTEPAD.
Now press CTRL + V, then go to FILE > PRINT.
Remember to turn the map when Graham turns. Once you get the HAIRPIN from the
Dink, go to the DOOR and use the HAIRPIN on it.
_______
/ K E Y \
| ----
| D - DINK |
| H - HOLE |
| C - CELL |
| O - DOOR |
| S - SPACE |
| 0 - START |
-------------
S O D
| | |
S-S S-S-S-S
| |
S S S
| | |
S S-S S-S-S
| | |
S-S-H S-S
| |
S-S-S S-C
| |
D S S-S-S
| | | |
0-S-S-S-S S-D
===== MORDACK'S CASTLE ======
Note that you can be thrown into the CELL at almost any time during your
adventure in the CASTLE. In order to get back inside the CASTLE, follow the
LABYRINTH map. The CELL is labeled "C".
====== First Level ======
KITCHEN - PIANO ROOM - DINING ROOM
| |
| |
PANTRY TO UPSTAIRS |
| | |
| | |
TO LABYRINTH FOYER - DINING HALL
====== Second Level ======
MORDACK'S BEDROOM - HALLWAY - LAB
| |
| |
LIBRARY TO DOWNSTAIRS

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@@ -1,128 +0,0 @@
=== King's Quest V ===
===============================================================================
.:*~*:. < 2. Point List > .:*~*:.
===============================================================================
Land of Serenia
-------------------------------------------------------------------------------
Take 'Fish' from Barrel.....................2
Take 'Silver Coin'..........................2
Buy 'Custard Pie'...........................2
Throw 'Fish' to Bear........................4
Take 'Stick'................................2
Take 'Honeycomb'............................2
Throw 'Stick' at Dog........................4
---
Take 'Golden Needle'........................2
Throw 'Shoe' at Cat.........................4
Give 'Gold Coin' to Gypsy...................3
Recieve 'Amulet'............................2
---
Give 'Golden Heart' to Weeping Willow.......4
Take 'Harp'.................................2
Give 'Spinning Wheel' to Gnome..............4
Give 'Golden Needle' to Clothing Salesman...4
Give 'Marionette' to Toy Shop Owner.........4
Give 'Elf Shoes' to Cobbler.................4
Take 'Rope'.................................2
Use 'Cobbler's Hammer' on Padlock...........4
Take 'Leg of Lamb'..........................2
Take 'Tambourine'...........................2
Use 'Tambourine' on Snake...................5
-------------------------------------------------------------------------------
The Infinite Desert
-------------------------------------------------------------------------------
Drink from First Oasis......................2
Discover Gap in Cliffs......................3
Hide from Bandits...........................2
Find Bandit Encampment......................3
Take 'Staff' from Bandit's Tent.............2
Take 'Shoe'.................................2
Use 'Staff' at Temple.......................2
Take 'Gold Coin'............................2
Take 'Brass Bottle'.........................2
-------------------------------------------------------------------------------
The Dark Forest
-------------------------------------------------------------------------------
Enter Dark Forest...........................2
Give 'Brass Bottle' to Witch................4
Take 'Pouch'................................2
Take 'Small Key'............................2
Take 'Spinning Wheel'.......................2
Unlock Door in Tree with 'Small Key'........3
Take 'Golden Heart'.........................2
Drop First 'Emerald'........................2
Drop Second 'Emerald'.......................2
Squeeze 'Honeycomb' onto Ground.............4
Drop Third 'Emerald' into Honey.............2
Get 'Elf Shoes'.............................4
-------------------------------------------------------------------------------
The Mountains
-------------------------------------------------------------------------------
Wear 'Cloak'................................4
Eat 'Leg of Lamb'...........................4
Climb 'Rope'................................5
Cross Chasm.................................2
Ride 'Sled'.................................5
Give 'Leg of Lamb' to Eagle.................3
Play 'Harp' for Snow Queen..................6
Throw 'Custard Pie' at Yeti.................4
Take 'Crystal'..............................4
Get 'Golden Locket' from Roc's Nest.........4
-------------------------------------------------------------------------------
The Beach & Harpy Island
-------------------------------------------------------------------------------
Take 'Iron Bar'.............................2
Use 'Beeswax' in Hole.......................5
Discover Harpy Island.......................3
Play 'Harp' for Harpies.....................4
Take 'Fishhook'.............................2
Pick up Cedric..............................3
Take 'Shell'................................2
Give 'Shell' to Hermit......................3
-------------------------------------------------------------------------------
Mordack's Island
-------------------------------------------------------------------------------
Discover Mordack's Island...................4
Take 'Fish'.................................2
Use 'Crystal' on Guardians..................5
Use 'Iron Pipe' on Grate....................4
Play 'Tambourine' for Dink..................3
Get 'Hairpin'...............................2
Use 'Hairpin' on Door.......................4
Get 'Dried Peas'............................2
Give 'Golden Locket' to Cassima.............4
Get Caught by Blue Beast....................3
Use 'Fishhook' to get 'Cheese'..............4
Use 'Dried Peas' on Blue Beast..............3
Catch Cat in 'Empty Bag'....................2
Read Spellbook..............................3
Take 'Mordack's Wand'.......................3
Use 'Crispin's Wand' on Machine.............4
Use 'Mordack's Wand' on Machine.............3
Use 'Cheese' in Machine.....................5
Use 'Crispin's Wand' on Mordack.............4
Use Tiger Spell.............................4
Use Rabbit Spell............................4
Use Mongoose Spell..........................4
Use Rain Spell..............................4

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@@ -1,230 +0,0 @@
=== King's Quest V ===
==== .:*~*:. < Walkthrough > .:*~*:. ====
===== Serenia =====
After the introduction, you will find yourself in front of Crispin's house. He
isn't in there now, so you might as well follow Cedric's advice and head for
the town. Cross the bridge and go south until you reach the buildings, then go
in.
Just inside the town is an alley. It is blocked by a man trying to fix his
wagon, but if you look inside the barrel, you can find an Old Fish. Take it. Go
into any of the shops then step back out. The man will be gone, but a Coin will
be glinting nearby. Pick it up and leave town.
Go west and enter the pie shop. Inside, give the man behind the counter your
Silver Coin to receive a Custard Pie. Leave the shop and go west two screens.
The bear is blocking access to the beehive, so throw him your Old Fish to make
him go away. Since you helped him, the bees will allow you to take a Honeycomb,
so do so. Also, pick up the Stick lying on the ground. When you've done all of
this, go north.
The dog is more interested in digging at the anthill than Graham at the moment,
but perhaps if you throw him a stick he'll be a bit more loving. Toss the Stick
you picked up in the last screen at the dog and you'll get the promise of a
favor from the ants.
We are now going to enter the desert, which is possibly the second most
frustrating part of the game (the first being Mordack's Maze later in the
game). Save your game and head west.
===== The Infinite Desert =====
For reference, check the map for this area later in the guide. In the desert,
head for the closest oasis and take a drink. Then head north and west until
you reach the hole in the cliffs. Stand behind the pillar of stone on the right
side of the screen. When Graham hears thundering hooves, he will hide himself
from view and watch the bandits. Afterwards, take a drink from the small pool
on the ground and head south and west to the next oasis, and finally on to the
bandit encampment.
At the encampment, wait for the drunk guy to pass out, then take a drink. Go
into the tent on the right and walk around the bed pad, being careful not to
step on it. Take the Staff and leave the encampment. Make your way back towards
the gap in the cliffs. Be sure to stop at the skeleton at some point to get the
shoe.
When you reach the Temple, use the Staff to tap on the door and open it.
Inside, quickly grab the Brass Bottle and the Gold Coin glinging beside it and
leave the temple before it can seal you in. Do NOT open the Brass Bottle. Leave
the desert.
===== Serenia Again =====
Go to the Inn beside the Pie Shop and dig around in the haystack outside. As
you do so, the ants will show up and begin digging for you. They will find a
Golden Needle, which they will give to you. Walk east one screen to the Pie
Shop and try to exit the screen by going to the right. As you do so, a rat and
a cat should start running towards you. Throw the shoe you picked up in the
desert at the cat, and the rat will promise to help you in exchange for saving
her life.
You picked up a Gold Coin in the desert. The gypsies charge one Gold Coin for a
fortune telling. Go pay them. You will learn a bit about Mordack's reasons for
stealing your family and castle, and the fortune teller will give you an
amulet to wear. Put it on and go into the Dark Forest.
===== The Dark Forest =====
Go either direction upon entering and wander around until the witch shows up.
When she does, give her the Brass Bottle you picked up in the desert to get rid
of her, then look for her house. When you find it, go inside.
The witch has three things that you can take. The first is a Pouch of Diamonds,
located in a drawer. Open the drawer and pick it up. There is a Key hidden in
the lamp that you can take, and if you open the chest, you can find a Spinning
Wheel. Once you have all of this, leave the witch's house and walk east.
You should find yourself near a tree with a little door built into it. The door
is locked, but you can use the Key you took from the witch's house to open it.
Inside is a Golden Heart. Pick it up and go east two screens.
There are small eyes glinting in the darkness of the forest. If you drop an
Emerald from the Pouch onto the ground, an elf will dash out to pick it up.
Drop another one, then squeeze your Honeycomb onto the ground and drop the
third Emerald into the puddle of honey to catch the elf. He will lead you out
of the Dark Forest and give you a Pair of Shoes in exchange for the Emeralds.
===== Serenia Yet Again =====
Now we're going to put all of this seemingly useless crap we've been carrying
around to somebody else's use. Head west from the Dark Forest to find the
Weeping Willow tree. Give her the Golden Heart to transform her back into a
princess and take the Harp she leaves behind.
Look around until you find a hut with some gnomes in front of it. Give the
older one the Spinning Wheel to receive the Marionette, then go back to the
town.
In town, go to the clothing store and give the salesman the Golden Needle from
the haystack. In return, he'll give you the Cloak. Find the Toy Shop and give
the Marionette to the Owner, who will give you a Sled in trade. Next to the
Toy Shop is the store of an elderly Shoemaker. Give him the Shoes to get the
Cobbler's Hammer.
Leave town and go west two screens to reach the Inn. Go on in and interrupt the
conversation. You'll find yourself in the basement. Just when all seems lost,
the rat you saved from the cat will show up and chew through the ropes. Pick
them up and use the Cobbler's Hammer on the Padlock on the door to escape. You
are now in the Inn's kitchen, so open the cupboard. Inside is a Leg of Lamb,
which you should take. Unlock the kitchen door and go outside.
Go east once and north twice to find yourself at the now-abandoned gypsy camp.
Pick up the Tambourine left on the ground and go east three times and south
once. You should be in front of a snake. Use the Tambourine on it to make it go
away, then head up to the mountains.
===== The Mountains =====
When Graham complains about being cold, use the cloak on him to put it on.
Proceed to the next screen. Be careful not to fall off the edge of the cliff.
Graham will start whining about being hungry soon, so have him eat the Leg of
Lamb. When that's done, toss your rope over the rock sticking out of the cliff
(NOT the branch) and climb up. At the top, hop over the rocks until you reach
the other side and cross the log, then move on to the next screen.
As you enter, a pack of wolves will appear and kidnap Cedric. Give chase by
hopping onto your Sled. At the bottom, walk east and give what's left of your
Leg of Lamb to the starving eagle, then go north to find yourself in the palace
of the Snow Queen.
The Snow Queen isn't willing to let you go, but if you play your Harp, she'll
give you a chance. You must exterminate the Yeti that has taken up residence in
her territory. She'll have her wolves lead you out. Go north.
The Yeti will charge at you as soon as you enter, so have your Custard Pie
ready. Hit him with it, and he'll fly off the cliff. That was easy, eh? Go into
the cave and walk to the back. There is a crystal here that you can break off
with your Cobbler's Hammer. Take it and go back to where the wolf is waiting.
The Snow Queen will let you and Cedric go, so walk south when you are escorted
out. Continue along your way until you are swept away by a Roc. When you find
yourself in its nest, grab the Golden Locket and wait to be rescued. When you
are, you will find yourself on the beach.
===== The Beach & The Ocean =====
Take the Iron Bar lying on the ground and go north. There is a boat here, but
there's a hole in it. Use your Beeswax to plug the hole and push it out to the
ocean.
On the open sea, float around until you find Harpy Island. Play your Harp to
make them go away, then pick up the fishhook and walk west. Grab Cedric and
carry him to the boat to the west. Pick up the Shell lying on the ground before
you board your vessel, then return to the Beach by sailing west.
When you reach shore, climb out and ring the bell outside the shack to bring
out the hermit. He won't be able to hear you, so give him the shell you picked
up on Harpy Island. He will fix up Cedric and call upon a mermaid to lead you
to Mordack's Island.
===== Mordack's Island =====
Pick up the Dead Fish lying on the ground and go up the stairs. You won't be
able to walk any further without being zapped by the large stone guardians. Use
the crystal you picked up in the Yeti's cave on the guardians to destroy them,
then pass through.
Go west when you reach the castle's entrance to find an old grating. Graham
isn't strong enough to lift it as it is, so use the Iron Bar from the beach as
a lever and climb in.
You'll find yourself in Mordack's Labyrinth. Refer to the map later in the
guide. Note that the direction Graham is facing is always forward. This means
that if you were facing north and you turned east, the screen would show east
to be where north usually is found. Before you can leave this dungeon, you must
find a creature named Dink. When you do find him, play your Tambourine for him.
Pick up the Hairclip he'll leave behind and find the door. Use the Hairclip as
a key to get out.
Open the cabinet in the pantry and take the Bag of Dried Peas and go north to
find yourself in the kitchen. There is a girl working in here, but she doesn't
trust you. Give her the Golden Locket you picked up in the Roc's nest, and
she'll tell you what she knows. Head right.
Walk in and out of here until a large blue beast appears and let it catch you.
It will take you to a cell. Examine the mousehole here to find some Cheese. Use
your Fishhook on it to get it out. Soon, Cassima will show up and help you
escape. This is the only time she will help you, so you can't get caught again.
Follow Cassima out of the dungeon and go back into the organ room.
Keep going in and out until the beast shows up again. When it does, use the Bag
of Dried Peas on it to take care of it, then head west to the dining room. Keep
wandering around downstairs until you find a black cat. This is Manannan, the
evil wizard Gwydion defeated in King's Quest III. Throw the Fish you picked up
at the shore to the cat to distract it and catch it in the Empty Bag that held
the peas before.
Now that none of Mordack's guards are around, go upstairs and turn left to find
his bedroom. Go south into his study and examine the tome on his desk. You will
learn four spells, but you can't use them yet. Just wait in the study until you
see Mordack appear in his bedroom, then go north and pick up Mordack's Wand
from his nightstand.
Go east two screens to find yourself in Mordack's lab. Go up the stairs and
head to the right to find some sort of strange machine. Put Mordack's Wand on
one tray and Crispin's Wand on the other. Toss the Cheese into the machine to
start it. When it's done, pick up Crispin's Wand.
Mordack will soon appear and try to turn Graham into stone. As he does, Cedric
will fly in through an open window, and Mordack's spell will hit him instead.
The machine sucked all the magic out of Mordack's wand, so he'll be reduced to
using simple transformation spells.
Use your Wand on Mordack's new form and choose the Tiger Spell. When he
transforms into a dragon, use the Rabbit Spell to jump out of the way of the
flames he breathes. When he turns into a cobra, use the Mongoose Spell.
Finally, when he turns himself into a ring of fire, use the Rain Spell to
extinguish him.
As soon as you finish him off, Crispin will show up. He will use his magic to
restore Graham's castle and family to their rightful sizes and to heal Cedric.
He will then send Cassima back to the Land of the Green Isles and send Graham's
family back to Daventry. The end.

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=== King's Quest VI ===
==== Item List ====
| | FOUND | FOUND | USED | USED | USED |
| ITEM | ISLAND | LOCATION | ISLAND | LOCATION | ON WHO/WHAT |
|-----------------|----------|---------------|------------|----------------|-----------------|
| Royal Insignia | Crown | Beach | Crown | Pawn Shop | Owner |
| Ring | | | Crown | Castle | |
| Daventry Coin | Crown | Beach | Crown | Pawn Shop | Owner |
| Flute | Crown | Pawn Shop | Wonders | Garden | Alexander |
| Paint Brush | Crown | Pawn Shop | Crown | Castle | Wall |
| Tinder Box | Crown | Pawn Shop | Mountain | Catacombs | Alexander |
| | | | Mountain | Cave | Alexander |
| Boring Book | Crown | Bookstore | Wonders | Beach | Clam |
| Love Poem | Crown | Bookstore | Crown | Fork | Bird |
| Magic Map | Crown | Pawn Shop | Any | Beach | Alexander |
| Mint | Crown | Pawn Shop | Wonders | Beach | Taste Guard |
| | | | Crown | Castle | Genie |
| Nightingale | Crown | Pawn Shop | Wonders | Beach | Hearing Guard |
| | | | Crown | Castle | Alexander(2) |
| Rabit's Foot | Crown | Ferry Boat | Wonders | Beach | Feel Guard |
| Magical Ink | Crown | Pawn Shop | Wonders | Beach | Seeing Guard |
| Flower | Mountain | Beach | Wonders | Beach | Smell Guard |
| Feather | Mountain | Beach | Crown | Castle | Tea Cup |
| Peral | Wonders | Beach | Crown | Pawn Shop | Owner |
| Letter String | Wonders | Beach | Beast | Beach | Monster |
| Monster | Beast | Beach | Wonders | Book Worm | Book Worm |
| Rotton Tomato | Wonders | Garden | Wonders | Swamp | Bump on a Log |
| Frozen Lettuce | Wonders | Garden | Beast | Hot Pool | Pool |
| Scarf | Wonders | Chess Land | Mountain | Catacombs | Alexander |
| Hunter's Lamp | Beast | Pool | Beast | Opening | Fountain/Tears |
| | | | | Garden | |
| Brick | Beast | Garden | Mountain | Catacombs | Trap Room Gears |
| Hole in Wall | Wonders | Garden | Mountain | Catacombs | Wall |
| Paper Scrap | Wonders | Book Worm | I T B | L O W S | A W A Y |
| Milk | Wonders | Swamp | Wonders | Garden | Baby's Tears |
| Rare Book | Wonders | Book Worm | Crown | Bookstore | Owner |
| Magic Book | Crown | Bookstore | A N | Y W H | E R E |
| Mint Leaves | Mountain | Cave | A N Y W H | E R E; E A T | T H E M |
| Skull | Mountain | Catacombs | Mists | Ceremony Area | Coals in Fire |
| Shield | Mountain | Catacombs | Beast | Garden | Alexander |
| 2 Coins | Mountain | Catacombs | Hell | Ferry | Ferry Ghost |
| Dagger | Mountain | Catacombs | Crown | Castle | Cassima |
| Sacred Water | Mountain | Oracle W | I T H | A | S P E L L |
| Axe | Mists | Village | Beast | Garden | Vines |
| Coal | Mists | Village | Wonders | Chess Land | White Queen |
| White Rose | Beast | Garden | Crown | House | Beauty |
| Beast's Ring | Beast | Opening | Crown | House | Beauty |
| Beauty's Dress | Beast | Opening | Crown | Castle | Alexander(2) |
| | | | Mists | Druid Ritual | Flame(1) |
| Mirror | Beast | Opening | Hell | Death's Room | Death |
| Strand of Hair | F R O M | D R E S S | W I T H | A S | P E L L |
| Potion | Wonders | Garden | Crown | Pawn Shop | Alexander |
| Tea Cup(2) | Wonders | Garden | Wonders | Swamp | Swamp |
| | | | Wonders | Swamp | Bump on a Log |
| | | | Hell | Ferry | Water |
| Ticket | Hell | Entrance | Hell | Ticket Booth | Ticket Master |
| Handkerchief(1) | Hell | Pathway | Crown | Castle | Ghost |
| Skeleton Key | Hell | Ticket Gate | Crown | Castle | Chest(1) |
| | | | Crown | Castle | Cell Door |
| Gauntlet | Hell | Cave | Hell | Death's Room | Death |
| Tack | Crown | Castle | Crown | Castle | Chest |
| Sword | Crown | Castle | Crown | Castle | The Vizier |

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=== King's Quest VI ===
==== Walkthrough ====
===== Part I =====
===== Isle of the Crown I =====
====== Beach ======
Pick up the Royal Insignia Ring on the sand near Alexander. [1]
Move the plank to the right of Alexander. [1]
Open the box.
Take the Daventry Coin. [1]
Head north.
====== Crossroads ======
Head up north to the castle.
====== Castle of the Crown (Optional) ======
Talk to the Guard Dogs a few times.
Show the Royal Insignia Ring to the Guard Dogs. [3]
Watch the cutscene with Alex and Abdul Alhazred. [2]
Leave the castle.
====== Crossroads ======
Head west to the village.
====== Village ======
Go into Ali's Books bookshop.
====== Ali's Books ======
Talk to Ali (once or twice) for info about the Ferryman. [1]
Look at the Book of Love Poems on the bookshelf. [1]
Pick up the page missing from the Book of Love Poems. [1]
Try to touch the Spell Book. [2]
Pick up the Boring Book near the door. [1]
Exit the bookshop.
====== Village ======
Head west.
====== Beauty's Village ======
After one scene, head west again.
====== Docks ======
Ignore the swimming boy's advice and wait for him to leave.
Knock on the Ferryman's door.
Talk to the Ferryman to be let in. [2]
====== Ferryman's Cabin ======
Talk to the Ferryman a few times until he repeats himself.
Take the Rabbit's Foot near the Ferryman. [1]
Exit the cabin.
====== Docks ======
Head back east.
====== Beauty's Village ======
Head east again.
====== Village ======
Head back to Ali's Books.
====== Ali's Books (Optional 1) ======
Talk to Jollo a few times.
Show the Royal Insignia Ring to Jollo. [4]
Exit the bookshop.
====== Village ======
Go into the Pawn Shop.
====== Pawn Shop ======
Take the mint from the jar on the counter. [1]
Talk to the Pawn Shop Owner about the map.
Give the Royal Insignia Ring to the Pawn Shop Owner. [5]
After the cutscene, give the Daventry Coin to the Pawn Shop Owner. [2]
Take the wind-up nightingale.
Exit the Pawn Shop.
====== Village ======
Exit the village.
====== Crossroads ======
Show the wind-up nightingale to Sing-Sing. [4]
Return to the village.
====== Village ======
Pick up the mysterious ink bottle in the pot near the Pawn Shop. [1]
Exit the village.
====== Crossroads ======
Head back south.
====== Beach ======
Use the Magic Map on yourself. [1]
Point to the Isle of the Sacred Mountain.
===== Isle of the Sacred Mountain I =====
====== Beach ======
Pick up the black feather. [1]
Pick up the Flower of Stench. [1]
Use the Magic Map on yourself and point to the Isle of Wonder.
===== Isle of Wonder I =====
====== Beach ======
Pick up the sentence as soon as it reaches the shore. [1]
Talk to the Toothache Oyster.
Read the Boring Book to the Toothache Oyster. [2]
Quickly grab the pearl from the oyster as soon as it yawns. [1]
Try to head north.
Show the Flower of Stench to Old Tom Trow, the Nose Gnome. [2]
Show the wind-up nightingale to Hark Grovernor, the Ear Gnome. [2]
Give the mint to Grump-Frump, the Mouth Gnome. [2]
Show the Rabbit's Foot to Trilly-Dilly, the Hand Gnome. [2]
Use the mysterious ink bottle on yourself. [2]
Head east.
====== Exclamation Point (Optional 1) ======
Try to pick up the pile of books.
Head back west.
====== Beach ======
Head north.
====== Swamp ======
Take the bottle of milk from the milkweed patch. [1]
Head west.
====== Garden ======
Pick up the Rotten Tomato. [1]
Open the north door.
====== Chessboard Land ======
Try to head north.
Pick up the Red Queen's Scarf after a scene. [1]
Head back south.
====== Garden ======
Pick up the Iceberg Lettuce. [1] [UNDER A STRICT TIMER NOW!]
Head back south.
====== Swamp ======
Head back east.
====== Beach ======
Use the Magic Map on yourself and point to the Isle of the Beast.
===== Isle of the Beast I =====
====== Beach ======
Head north.
====== Boiling Pond ======
Pick up the old Hunter's Lamp from the tree branch. [1]
Quickly place the Iceberg Lettuce into the pond. [4]
Cross the boiling pond and head north.
====== Stone Archer's Garden ======
Ignore the gardener's advice.
Pick up the brick to the right. [1]
Exit the garden.
====== Boiling Pond ======
Head back south.
====== Beach ======
Talk to the Dangling Participle.
Show the sentence to the Dangling Participle. [2]
Use the Magic Map on yourself and point to the Isle of the Crown.
===== Isle of the Crown II =====
====== Beach ======
Head up north.
====== Crossroads ======
Head west.
====== Village ======
Read the Wedding Proclamation on the wall.
Go into the Pawn Shop.
====== Pawn Shop ======
Give the pearl to the Pawn Shop Owner. [2]
Give the wind-up nightingale to the Pawn Shop Owner.
Take the flute.
Exit the Pawn Shop.
====== Village ======
Exit the village.
====== Crossroads ======
Give the Royal Insignia Ring to Sing-Sing. [3]
[If you DIDN'T befriend Jollo: [1]]
After one scene, pick up Cassima's ribbon on the ground. [1]
In the Inventory, pick up Cassima's hair from the ribbon. [1]
[Only if you didn't get Beauty's Clothes or her hair from them.]
Head back south.
====== Beach ======
Use the Magic Map on yourself and point to the Isle of Wonder.
===== Isle of Wonder II =====
====== Beach ======
Head back east.
====== Exclamation Point (Optional 2) ======
Try to pick up the book pile again.
Give the Dangling Participle to the Bookworm. [2]
In the Inventory, look at the Rare Book to read it. [1]
Look at the Black Widow's web.
Talk to the Black Widow.
Touch the loose web in the south left corner. [1]
Quickly pick up the paper scrap in the north left corner. [2]
Memorize the paper scrap's word.
Head back west.
====== Beach ======
Head north.
====== Swamp ======
Head west.
====== Garden ======
Look at the Hole-in-the-Wall.
Try to take the Hole-in-the-Wall.
Play the flute for the Wallflowers. [2]
Pick up the Hole-in-the-Wall while the Wallflowers are dancing. [1]
Head back south.
====== Swamp ======
Head back east.
====== Beach ======
Use the Magic Map on yourself and point to the Isle of the Crown.
===== Isle of the Crown III =====
====== Beach ======
Head north.
====== Crossroads ======
Head west.
====== Village ======
Head back to Ali's Books.
====== Ali's Books (Optional 2) ======
Speak with Jollo and listen in on Alhazred.
Give the Rare Book to Ali. [1]
Read the Spell Book to memorize all the spells.
Exit the bookshop.
====== Village ======
Enter the Pawn Shop.
====== Pawn Shop ======
After one scene, give the flute to the Pawn Shop Owner.
Take the tinder box.
Exit the Pawn Shop.
====== Village ======
Exit the village.
====== Crossroads ======
Give the love poem page to Sing-Sing. [1]
After one scene, pick up Cassima's note on the ground. [1]
Head back south.
====== Beach ======
Use the Magic Map on yourself and point to the Isle of the Sacred Mountain.
===== Isle of the Sacred Mountain II =====
====== Beach ======
Look at the writing on the cliff face.
Press in "R", "I", "S", and "E" from a set of four words. [1]
Carefully climb up the stairs.
====== Cliffs of Logic 1 ======
Climb up to the writing and look at it.
Spell out "SOAR" using your Green Isles Guidebook Manual. [1]
Carefully climb up the stairs again.
====== Cliffs of Logic 2 ======
Climb up to the writing and look at it.
Press in the fourth, first, and second buttons. [1]
Carefully climb up the stairs again.
====== Cliffs of Logic 3 ======
Climb up to the writing and look at it.
Press in Azure, Caterpillar, Tranquility, and Air using your manual. [1]
Carefully climb up the stairs again.
====== Cliffs of Logic 4 ======
Climb up to the last writing and look at it.
Press in "A", "S", "C", "E", "N", and "D" from a set of six words. [1]
Carefully climb up the remaining stairs.
====== Cliffs of Logic Summit ======
Ignore the old woman's advice and wait for her to leave.
Avoid the nightshade berries and go into the cave. [1]
====== Cave (Optional) ======
Use the tinder box on yourself. [2]
Head east to the cave mouth and crawl in.
Head east and pick up the peppermint leaves. [1]
Head back west.
Use the tinder box on yourself again.
Exit the cave.
====== Cliffs of Logic Summit ======
Head north to the City Gates.
====== Catacombs (First Floor) ======
After a long cutscene, head north twice.
In the fork, head east twice and then north.
Pick up the skull on the floor. [1]
Head back south once and west twice.
Head north and west.
Step on the tiles in the spike maze in the order shown here [3]:
+---+---+---+---+---+
| | 6 | | | |
+---+---+---+---+---+
| 7 | | 5 | | 1 |
+---+---+---+---+---+
E | | 4 | 2 | S
+---+---+---+---+---+
| | | 3 | | |
+---+---+---+---+---+
Exit the spike maze room.
Go north once to take the shield. [1]
Go north twice to another fork.
Head north once and west twice.
Take the Deadman's Coins from the skeleton. [1]
Head back east twice and then south.
Head east to the ceiling trap room.
Use the brick in the gears to stop the ceiling. [2]
Head east twice, north, and east.
====== Catacombs (Second Floor) ======
Use the tinder box on yourself (i.e., Alex's small eyes). [2]
Head west five times, south twice, and east once.
Place the Hole-in-the-Wall on the east wall. [1]
Look through the Hole-in-the-Wall. [1]
Head west three times to another fork.
Head south twice, east once, south once, and east once to yet another fork.
Head east again, north once, and east once to one more fork.
Head north twice.
Pull the tapestry on the wall. [1]
Enter the Minotaur's lair.
Approach the Minotaur and Lady Celeste.
Bullfight the Minotaur with the Red Queen's scarf. [3]
After some scenes, watch a lengthy cutscene with Alex and the Oracle. [5]
After the conversation, Alex takes the Oracle's Sacred Water. [1]
====== Beach ======
In the Inventory, use the Sacred Water in the Hunter's Lamp. [1]
Use the Magic Map on yourself and point to the Isle of the Mists.
===== Isle of the Mists I =====
====== Beach ======
Head west.
====== Druids' Village ======
Pick up the lump of coal. [1]
Pick up the scythe on the tree. [1]
Exit the village.
====== Beach ======
Use the Magic Map on yourself and point to the Isle of Wonder.
(If you want the Short Path, skip to "Isle of the Beast II".)
===== Isle of Wonder III (Optional) =====
====== Beach ======
Head north.
====== Swamp ======
Head west.
====== Garden ======
Pick up the teacup on the chair. [1]
Pick up the "Drink Me" potion bottle. [1]
Give the milk bottle to one of the Baby's Tears. [2]
Use the Hunter's Lamp on the other Baby's Tears. [1]
Open the north door.
====== Chessboard Land ======
Give the lump of coal to the White Queen. [1]
Head back south.
====== Garden ======
Head back south.
====== Swamp ======
Use the teacup in the swamp.
After the conversation, give the Rotten Tomato to the Bump-on-a-Log. [3]
Collect the swamp ooze with the teacup after a scene. [1]
Head back east.
====== Beach ======
Use the Magic Map on yourself and point to the Isle of the Beast.
===== Isle of the Beast II =====
====== Beach ======
Head north.
====== Boiling Pond ======
Head north again.
====== Stone Archer's Garden ======
Use the shield on the Stone Archer. [3]
Pick up a white rose near the gazebo. [1]
Try to get past the gazebo.
Use the scythe on the gazebo. [3]
====== Beast's Garden ======
Watch the cutscene with the Beast. [1] [YOU HAVE 10 MINUTES!]
Head back south.
====== Stone Archer's Garden ======
Exit the garden.
====== Boiling Pond ======
Head back south.
====== Beach ======
Use the Magic Map on yourself and point to the Isle of the Crown.
===== Isle of the Crown IV =====
====== Beach ======
Head back north.
====== Crossroads ======
Head back west.
====== Village ======
Return to Ali's Books once more if you still have time.
====== Ali's Books (Optional 3) ======
Speak with Jollo and listen in on Shamir Shamazel.
Exit the bookshop.
====== Village ======
With the allotted time left, head west.
====== Beauty's Village ======
Talk to Beauty.
Give the white rose to Beauty. [2]
Give the Beast's Ring to Beauty. [2]
===== Isle of the Beast III =====
====== Beast's Garden ======
Watch the lengthy cutscene. [2 (1 point for each item)]
After the cutscene, collect fountain water with Hunter's Lamp. [1]
In the Inventory, pick up Beauty's hair from her clothes. [1]
[Only if you didn't pick up Cassima's ribbon or her hair from it.]
Head back south.
====== Stone Archer's Garden ======
Pick up another white rose near the gazebo.
Exit the garden.
====== Boiling Pond ======
Head back south.
NOTE: At this point, your journey will branch off into two different paths! If you want the Long Path Ending, then please skip ahead to the sub-section entitled "Part II (Long Path)". Otherwise, read on if you want the Short Path Ending.
==== Part II (Short Path) ====
===== Isle of the Beast III (cont.) =====
====== Beach ======
Use the Magic Map on yourself and point to the Isle of the Crown.
===== Isle of the Crown V =====
====== Beach ======
Head north.
====== Crossroads ======
Head west.
====== Village ======
Enter the Pawn Shop.
====== Pawn Shop ======
Give the tinder box to the Pawn Shop Owner.
Take the wind-up nightingale.
Exit the Pawn Shop.
====== Village ======
Exit the village.
====== Crossroads ======
Head back north to the castle.
====== Castle of the Crown ======
Dress yourself up in Beauty's Clothes. [4]
====== Grand Hall ======
Look at the Throne Room doors.
Go up the left staircase.
====== Upstairs Hallway ======
Place the wind-up nightingale on the floor while Guard Dogs are away. [4]
Quickly hide behind the pillar in the east alcove after that task. [2]
After a scene, remove the portrait of King Caliphim and Queen Allaria. [3]
Pick up the nail on the wall. [1]
Walk back out of the east alcove.
Open the left door.
====== Alhazred's Bedroom ======
Look at the trunk on the foot of the bed.
Use the nail to unlock the trunk. [1]
Pick up Alhazred's letter and read it. [1]
Exit the bedroom.
====== Upstairs Hallway ======
Look at the northwest door. [1]
Head north.
====== Upstairs Northern Hallway ======
Talk to Cassima through her door. [1]
After the conversation, slip the dagger to Cassima through the door. [3]
Show Alhazred's letter to Cassima through the door.
Exit west of the north hallway.
====== Upstairs Hallway ======
Quickly go into the east alcove.
Place the nail and the portrait back on the wall.
Quickly hide behind the pillar again.
After another scene, exit the east alcove.
Head back downstairs.
====== Grand Hall ======
Show Alhazred's letter to Captain Saladin. [3]
====== Throne Room ======
After a scene, approach or talk to Alhazred or Cassima.
After one cutscene, show the Beast's Mirror to Cassima. [3]
Follow Alhazred out of the Throne Room after another cutscene.
====== Tower ======
Quickly follow Alhazred up a few rooms.
After another scene, give the peppermint leaves to Shamir. [3]
Grab the Ceremonial Sword on the wall near you. [1]
Use the Ceremonial Sword on Alhazred. [1]
Use the Ceremonial Sword on Alhazred again after distraction. [5]
NOTE: If you skipped all optional tasks except the cave with the peppermint leaves, the Minimum Points value you're getting is 116 points.
==== Part II (Long Path) ====
===== Isle of the Beast III (cont.) =====
====== Beach ======
In the Inventory, look at the Spell Book.
Turn the pages to the "Make Rain Spell". [3]
Use the Magic Map on yourself and point to the Isle of the Mists.
===== Isle of the Mists II =====
====== Ritual Place ======
Watch the lengthy cutscene. [2]
After the cutscene, pick up the embers with the skull. [1]
Head back south.
====== Beach ======
Use the Magic Map on yourself and point to the Isle of the Sacred Mountain.
===== Isle of the Sacred Mountain III =====
====== Beach ======
Carefully climb up the stairs on the Cliffs of Logic to the top.
====== Cliffs of Logic Summit ======
In the Inventory, use either hair in the skull. [1]
Use the spoiled egg in the skull. [1]
Look at the Spell Book.
Turn the page to "Charming a Creature of the Night Spell". [3]
Watch the Night Mare cutscene. [2]
===== Realm of the Dead =====
====== Surface 1 ======
Talk to King Caliphim and Queen Allaria. [1]
Avoid the zombies and head east.
====== Surface 2 ======
Talk to the Mother Ghost. [1]
Head north.
====== Underworld Entrance ======
Play the Bone Xylophone. [2]
After the musical sequence, pick up the skeleton key on the floor. [1]
Give the Ghost Ticket to the Doormaster. [3]
====== Underworld Cavern ======
Look at the dead knight.
Pick up the knight's Gauntlet of Challenge. [1]
Head north.
====== River Styx ======
Collect River Styx water with the teacup. [1]
Give the Deadman's Coins to Charon. [3]
====== Gate ======
Try to touch the Gate.
Talk to the Gate.
Press in "L", "O", "V", and "E" on the Alphabet Pad. [3]
Enter the Gate.
====== Throne Room ======
Approach the Lord of the Dead.
Give the Gauntlet of Challenge to the Lord of the Dead. [2]
After a scene, show the Beast's Mirror to the Lord of the Dead. [4]
===== Isle of the Crown V =====
====== Beach ======
After a long cutscene, head north.
====== Crossroads ======
Give the white rose to Sing-Sing. [1]
Head west.
====== Village ======
Enter the Pawn Shop once more.
====== Pawn Shop ======
Use the "Drink Me" Potion bottle on yourself near the cloaked man. [3]
During the cutscene, pay attention to Shamir's lamp!
After the cutscene, give the tinder box to the Pawn Shop Owner.
Take the Painter's Brush.
Exit the Pawn Shop.
====== Village ======
Talk to the lampseller.
Give the Hunter's Lamp to the lampseller.
Take the tall blue lamp. [1]
Exit the village.
====== Crossroads ======
Head back north to the castle.
====== Castle of the Crown ======
Head west from the entrance.
====== Castle Wall ======
In the Inventory, use the black feather on the teacup. [1]
Use either the Painter's Brush or teacup on the castle wall. [1]
Look at the Spell Book.
Turn the pages to the "Magic Paint Spell". [3]
Enter the newly-formed door. [2]
====== West Basement Hallway ======
Open the middle dungeon door.
====== Middle Dungeon ======
Give the Ghost Handkerchief to the Little Boy Ghost. [3]
Exit the dungeon.
====== West Basement Hallway ======
Head south and east.
====== East Basement Hallway ======
Enter the door on the right.
====== Jollo's Room ======
Give the Replica Lamp to Jollo. [3]
Exit the room after a scene.
====== East Basement Hallway ======
Go north, then west.
====== North Basement Hallway ======
Pull the suit of armor's hand. [2]
Enter the secret passage.
====== Secret Passage ======
Look at the chinks in the east wall. [2]
After a scene, head upstairs.
====== Upstairs Secret Staircase ======
Head west.
====== Upstairs Secret Passageway ======
Proceed around the corner down the first hallway.
Look at the spyhole beyond the bend. [1]
After a scene, continue down the passageway.
Look at the crack at the end of the left wall.
Enter the secret doorway.
====== Alhazred's Bedroom ======
Open the ebony box near the fireplace. [1]
Use the skeleton key to unlock the trunk. [1]
Pick up Alhazred's letter and read it. [1]
Go back through the passageway.
====== Upstairs Secret Passageway ======
Head back to the staircase the way you came.
====== Upstairs Secret Staircase ======
Look at the spyhole on the east wall. [1]
After the conversation, give the dagger to Cassima. [3]
Show Alhazred's letter to Cassima.
Go back downstairs after a scene.
====== Secret Passage ======
Open the wall and exit the passage.
====== North Basement Hallway ======
Head back west.
====== West Basement Hallway ======
Try to open the Treasure Room door on the left.
Press in "A", "L", "I", "Z", "E", "B", and "U" on the Alphabet Pad. [2]
====== Treasure Room ======
Look at the drape on the table.
Remove the drape.
Look at all four stolen treasures. [2]
Exit the Treasure Room.
====== West Basement Hallway ======
Head south and east.
====== East Basement Hallway ======
Head up the stairs on the left.
====== Grand Hall ======
Show Alhazred's letter to Captain Saladin. [3]
====== Throne Room ======
After a scene, approach or talk to Alhazred or Cassima.
Watch the lengthy cutscene. [5]
After the cutscene, follow Alhazred out of the Throne Room.
====== Tower ======
Quickly follow Alhazred up a few rooms to the top. [1]
After another scene, use the blue lamp on Shamir. [5]
Grab the Ceremonial Sword on the wall near you. [1]
Use the Ceremonial Sword on Alhazred. [1]
Use the Ceremonial Sword on Alhazred again after distraction. [5]
NOTE: If you followed all optional tasks correctly, you will get the Maximum Points Value (i.e., Perfect Score) of 231 points for 100% Completion, and you'll get the best ending possible! :)
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=== King's Quest VII ===
==== Item List ====
==== Chapter 1 Item List ====
* BASKET
Found in the desert cave. It is looked at in the inventory to find the corn
kernel. It is used on the spider in the forest in chapter 3.
* BUG REDUCING POWDER
Optional item. The powder can be found in the desert ghost's bag instead of
the rope. It can be used on the scorpion in the temple.
* CLAY POT
Found by using the four pots in the desert cave. It is used on the pool to
fill the pot with salt water. After turning the salt water into fresh water
in the statue's bowl, it is used on the bowl to fill the pot with fresh
water. After rescuing the hummingbird from the spider's web in chapter 3, it
is given to the hummingbird in the forest to fill the pot with nectar.
* CORN KERNEL
Found by looking at the basket in the inventory. It is used on the wet sand
outside the desert cave.
* EAR OF CORN
Found by using the corn kernel on the wet sand outside the desert cave. It is
used on the hand of the statue's bowl.
* FLAG
Found by combining the stick with the ripped petticoat in the inventory. It
is used on the scorpion in the temple.
* FRESH WATER
After putting the salt water in the statue's bowl, the fresh water is found
by using the comb on Valanice and by using the ear of corn on the hand of the
statue. It is given to the desert ghost.
* GLASSES
If the rope was selected from the desert ghost's bag, then the glasses are
found on the sand after using the rope on the cactus tree in the area south
of the desert cave. If the bug reducing powder was selected from the desert
ghost's bag, then the glasses are found after blowing the hunting horn
outside the rare curiosities shop. They are given to the mole in the rare
curiosities shop.
* GOLDEN COMB
Available at the start of the game. It is used on Valanice to make her cry
into the statue's bowl. It is shown to Fifi in Falderal in chapter 3.
* GOURD SEED
After using the corn kernel on the wet sand outside the desert cave, the
gourd seed is found after Valanice looks at the drawings outside the cave. It
is given to the mole in the rare curiosities shop to get a turquoise bead.
* HUNTING HORN
Optional item. Found in desert two areas south of start point. It is used on
the right hole outside the rare curiosities shop. If the horn is blown, then
the glasses and the jackalope fur are found in this area.
* JACKALOPE FUR
If the rope was selected from the desert ghost's bag, then the fur is found
on the cactus after using the rope on the cactus tree in the area south of
the desert cave. If the bug reducing powder was selected from the desert
ghost's bag, then the fur is found after blowing the hunting horn outside the
rare curiosities shop. It is combined with the were-beast salve in the
inventory to make the were-beast salve with fur in chapter 5.
* PRICKLY PEAR
Found by using the stick on the bush near the arrow statue. It is given to
the monster in the cave in chapter 3.
* PUZZLE
Found by combining the two turquoise pieces in the inventory. It is used on
the arrow on the statue.
* RIPPED PETTICOAT
Found on the thorn bush in the area south of the desert cave. It is combined
with the stick in the inventory to make the flag.
* ROPE
Found in the desert ghost's bag. It is used on the cactus tree in the area
south of the desert cave.
* SALT CRYSTALS
Found at the edge of the salt water pool. They are used on Valanice in
Falderal before entering the faux shop.
* SALT WATER
Found by using the clay pot on the salt water pool. It is used on the
statue's bowl.
* STICK
Found in the area with the bowl statue. It is combined with the ripped
petticoat in the inventory to make the flag.
* TURQUOISE BEAD
Found by giving the gourd seed to the mole in the rare curiosities shop. It
is used on the bowl at the bottom of the salt water pool.
* TURQUOISE PIECE
Found after putting the crystals in the correct places on the stone block in
the temple. It is combined with the other turquoise piece in the inventory to
make the puzzle.
* TURQUOISE PIECE
Found by using the turquoise bead on the bowl at the bottom of the salt water
pool. It is combined with the other turquoise piece in the inventory to make
the puzzle.
==== Chapter 2 Item List ====
* BAKED BEETLES
Found by using the machine on the counter in the kitchen. It is given to
Matilda in the throne room.
* BIG GEM
Found by giving the lantern with spark to the dragon. It is given to the
troll with the hammer to get the hammer and chisel.
* BOWL
Found on the shelf in the kitchen. It is used on the green pool in the cave.
* BOWL WITH GREEN WATER
Found by using the bowl on the green pool in the cave. It is given to Matilda
in the throne room.
* DRAGON SCALE
Found by using the hammer and chisel on the tail of the dragon. It is given
to Matilda in the throne room.
* DRAGON TOAD
After Rosella has returned to human form, the dragon toad is found in the
throne room. It is shown to Matilda in the throne room to get the enchanted
rope. It is shown to Otar in chapter 4.
* ENCHANTED ROPE
Found by showing the dragon toad to Matilda in the throne room. It is used on
the basket in the area south-east of the throne room.
* HAMMER AND CHISEL
Found by giving the big gem to the troll with the hammer and chisel. It is
used on the tail of the dragon to get the dragon scale. It is used on the box
outside the pumpkin house in chapter 4 to get the extra life from the cat. It
is used on Otar's bracelet in chapter 4. It is used on the pillar in the
mirror room at Falderal in chapter 4 to get the golden grape.
* LANTERN
Found at the back of the cave. It is used on the fire in the area with the
trolls.
* LANTERN WITH SPARK
Found by using the lantern on the fire in the area with the trolls. It is
given to the dragon to get the big gem.
* SHIELD
Found on the wall in the throne room. It is looked at in the inventory to get
the spike. It is used on the wagon peg.
* SHIELD SPIKE
Found by looking at the spike in the inventory. After the shield has been
used on the wagon peg, the shield spike is used on the peg.
* SPOON
After the wet sulphur has been used on the fire in the area with the trolls,
the spoon is found by using the tongs on the bucket of water. It is given to
Matilda in the throne room.
* TOY RAT
Found on the floor in the throne room. It is used on the chef in the kitchen.
It is used on Malicia in the throne room after Rosella gets the enchanted
rope.
* WET SULPHUR
Found on the wall in the cave. It is used on the fire in the area with the
trolls.
==== Chapter 3 Item List ====
* BOOK
Found by giving the wooden nickel to the faux shop owner. It is given to the
mole in the rare curiosities shop to get the crook.
* CHINA BIRD
After talking to Fernando in the china shop, the china bird is found by
talking to the bird in the cage outside the stall in Falderal. It is given to
Fernando in the china shop to get the mask.
* CROOK
Found by giving the book to the mole in the rare curiosities shop. It is used
on the moon in the pond in Falderal.
* FEATHER
Found by looking at the rubber chicken in the inventory. It is used on the
nose of the ancient rock spirit in the forest.
* MAGIC STATUETTE
Found in the drawer in the study in the town hall at Falderal. It is given to
the stall owner in chapter 5 to get the were-beast salve.
* MASK
Found by giving the china bird to Fernando in the china shop in Falderal. It
is used on Valanice to enter the town hall. It is given to the faux shop
owner to get the rubber chicken.
* MOON
Found by using the crook on the moon in the pond in Falderal. After using the
rubber chicken on the branch of the tree in chapter 5, the moon is used on
the rubber chicken.
* NECTAR IN POT
After rescuing the hummingbird from the spider's web, the nectar in pot is
found by giving the clay pot to the hummingbird. It is used on the statue's
vase near the river.
* RUBBER CHICKEN
Found by giving the mask to the faux shop owner. It is looked at in the
inventory to get the feather. It is used on the branch of the tree in
Falderal.
* WOODEN NICKEL
Found by looking at the nest on the tree in Falderal. It is given to the faux
shop owner to get the book.
==== Chapter 4 Item List ====
* BACK BONE
Found in the pumpkin house. It is given to the coroner to get the weird pet.
* BLACK CLOAK
After using the hammer and chisel on Otar's bracelet, the cloak is found on
the gravestone in the graveyard. It is used on Rosella.
* DEFOLIANT
After finding the black cloak, the defoliant is found by talking to the
coroner. It is used on the monster outside Ooga Booga. It is used on the dog
in Malicia's house.
* EXTRA LIFE
Found by using the hammer and chisel on the box outside the pumpkin house. It
is used on Edgar in chapter 6.
* FOOT-IN-A-BAG
Found in the pumpkin house. It is given to the plant outside Ooga Booga to
get the flower.
* FRAGRANT FLOWER
Found by giving the foot-in-the-bag to the plant outside Ooga Booga. It is
used on the troll king in chapter 6.
* GOLDEN GRAPE
Found by using the hammer and chisel on the pillar in the mirror room at
Falderal. It is used on the statue in the mirror room.
* GRAVEDIGGER'S HORN
Found by giving the gravedigger's rat to the gravedigger. It is used on
Rosella outside the boogeyman's house.
* GRAVEDIGGER'S RAT
Found by using the weird pet on the bucket outside the pumpkin house. It is
given to the gravedigger to get the gravedigger's horn.
* MAGIC WAND
Found after meeting Otar. It is combined with the troll king as scarab in the
inventory. It is looked at in the inventory in chapter 6 to change the
letter.
* MYSTERIOUS DEVICE
Found in the bottom drawer in Malicia's house. It is used on the plug socket
in chapter 6. The charged mysterious device is used on Malicia.
* SHOVEL
After finding the black cloak, the shovel is found in the graveyard. It is
used on the hole under the roots at the back of Malicia's house. It is used
on the wall in the volcano in chapter 6.
* SILVER PELLET
Available at the start of the chapter. It is combined with the woolen
stocking in the inventory to make the sling.
* SLING
Found by combining the silver pellet with the woolen stocking in the
inventory. It is used on the bear in the forest.
* TROLL KING AS SCARAB
Found after meeting Otar. It is combined with the magic wand in the
inventory.
* WEIRD PET
Found by giving the back bone to the coroner. It is used on the bucket
outside the pumpkin house to get the gravedigger's rat.
* WOOLEN SOCKING
Found after putting the clothes inthe bottom drawer in Malicia's house. It is
used on the plaque in the mirror room in the town hall at Falderal. It is
combined with the silver pellet in the inventory to make the sling.
==== Chapter 5 Item List ====
* AMBROSIA
Found on the tree at the top of the cliff in Etheria. It is used on the
statue's vase in the forest to get the pomegranate.
* CRYSTAL SHAFT
Found in the lamp in Malicia's house. It is used on the statue in the temple.
* CRYSTAL SHAFT WITH SUNLIGHT
Found by using the crystal shaft on the statue in the temple. It is used on
the ice crystal in Dreamland to get the magic bridle.
* DREAM CATCHER
After getting the crystal shaft with sunlight, the dream catcher is found by
talking to the three fates in Etheria. It is used on the monster outside the
cave at the top of the mountain in Etheria. It is given to the dream weaver
in the cave to get the tapestry of dreams. It is used on the nightmare in
Dreamland.
* FEMUR BONE
Found on the mummy in the pumpkin house. It is given to the dog in Ooga
Booga.
* HORSEMAN'S FIFE
Found by giving the horseman's head to the headless horseman in Ooga Booga.
It is used on Valanice to return to Etheria.
* HORSEMAN'S HEAD
Found by using the sarcophagus in the crypt in Ooga Booga. It is given to the
headless horseman.
* HORSEMAN'S MEDAL
Found by talking to the dog in Ooga Booga after giving him the femur bone. It
is given to the woman outside the crypt.
* LIT FIRECRACKER
After giving the medal to the woman outside the crypt, the lit firecracker is
found outside the pumpkin house. It is used on the crypt.
* MAGIC BRIDLE
Found by using the crystal shaft with sunlight on the ice crystal in
Dreamland. It is used on the ghost horse at the top of the mountain in
Etheria.
* POMEGRANATE
Found by using the ambrosia on the statue's vase in the forest. It is used on
the tree in the forest.
* TAPESTRY OF DREAMS
Found by giving the dream catcher to the dream weaver in the cave at the top
of the mountain in Etheria. It is used on Valanice to travel to Dreamland.
* WERE-BEAST SALVE
Found by giving the magic statuette to the stall owner in Falderal. It is
combined with the jackalope fur in the inventory to make the were-beast salve
with fur.
* WERE-BEAST SALVE WITH FUR
Found by combining the were-beast salve with the jackalope fur in the
inventory. It is used on Valanice to exit the forest.

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=== King's Quest VII ===
==== Introduction ====
King's Quest VII is the first game since King's Quest IV to feature Princess
Rosella as a main character, and the first of all King's Quest games to feature
two playable characters. One day Rosella sees a castle in a lake. Jumping in to
investigate, she finds herself transported to the land of Eldritch. Worried
when her daughter doesn't reappear, Queen Valanice jumps in after her. Though
both ending up in Eldritch, Valanice finds herself in the middle of a strange
desert, while Rosella gets even worse luck by being transformed into a troll.
Though the characters lead seperate adventures, often locations can be be
revisited by the characters at different times. The game involves Rosella and
Valanice's quest to find the way back to their own world.
=== Walkthrough ===
==== Chapter 1: Where In Blazes Am I? ====
The game starts in the desert. Valanice will walk into a thorn bush and will
tear her petticoat. Get the ripped petticoat from the bush. North. East. Knock
on the rare curiosities door at the right side of the area and talk to the
mole, who says that the jackalope has stolen his glasses. West. enter the cave.
Use all four of the pots to get the one pot that doesn't break. Get the basket.
Exit the cave. Look at the basket in the inventory. Open it by clicking on it,
and then hold down the left mouse button and move the cursor left to view the
corn kernel in the basket. Get the corn kernel and exit the view of the basket.
Use the corn kernel on the wet sand under the dripping water. Get the ear of
corn from the plant. Look at the drawings on the rock at the right side of the
cave entrance. While Valanice is looking at the drawings, the gourd at the left
side of the corn plant will open. Use the gourd to get a gourd seed. South.
West. Get the stick. Use the pot on the pool to fill it with salt water. Get
the salt crystals. Look at the symbols at the bottom of the statue. Put the
salt water in the statue bowl. Use the comb on Valanice and she will cry. Use
the comb on the statue bowl and she will cry into the bowl. Put the ear of corn
on the hand of the statue and it will change the salt water to fresh water.
Use the pot on the bowl to get the fresh water. Walk south to the desert. Walk
around the desert (keep walking one area east, and then one area west) until
the ghost appears. When he does, quickly talk to him and he will walk off. Find
the ghost again and talk to him. This time he will wait for Valanice to give
him something, so give him the fresh water. He will take Valanice to his
skeleton and tells her to choose something from the pouch. Get the rope and
then walk north twice to return to the desert path. East. Enter the temple.
When the scorpion appears, quickly combine the stick with the ripped petticoat
in the inventory to make a flag. Use the flag on the scorpion and it will stick
its tail into the wall. Use the stone block at the right side of the room.
Click the big raindrop icon to make a light appear. Get the red crystal and put
it on the sun icon. Get the yellow crystal and put it on the statue's right
hand. Get the blue crystal and put it on the statue's left hand. Get the
turquoise piece that appears. Exit the temple.
West. Use the rope on the cactus tree at the left side of the path and Valanice
will trip up the jackalope. Get the glasses that the jackalope dropped. Get the
jackalope fur from the cactus. North. East. Knock on the rare curiosities door
and give the glasses to the mole. Give the gourd seed to the mole and he will
give Valanice a turquoise bead in return. West. West. Use the stick on the bush
and get the prickly pear that drops from it. South. Use the head of the statue
to change it to the sun head.
Use the necklace of the statue and put the blue beads in the third hole on each
ring. Use the hand at the left side of the statue to reveal hidden steps in the
pool. Go down the steps. Look at the bowl held by the statue. Look at it again
in the zoomed view. Use the turquoise bead in the bowl and the statue will nod.
Look at the offering bowl and get the right turquoise piece. Go up the steps.
North. Combine the two turquoise pieces in the inventory to make the puzzle.
Look at the arrow on the statue and then use the puzzle on the arrow in the
zoomed view. Walk through the doorway to complete the chapter.
==== Chapter 2: A Troll Is As a Troll Does ====
Exit the bedroom to talk to Matilida. After the conversation, a girl will walk
past and drop her toy. Get the toy rat. Get the shield on the wall near the
throne. Walk through the north-east exit to enter the kitchen. The chef will
tell Rosella to leave. Enter the kitchen again and use the toy rat on the chef
to make him leave the kitchen. Get the gold bowl from the shelf and then look
at it in the inventory. Rotate the bowl to see the writing on the bottom. If
the writing says brass, then put it back on the shelf and get the other gold
bowl. Check the writing on the bowl and keep the gold one. Use the machine on
the middle of the counter to get the baked beetles. Exit the kitchen.
Walk north-west to the jacuzzi area. Exit the jacuzzi area. West. North. Get
the lantern at the back of the cave. Use the gold bowl on the small green pool.
Walk to the edge of the cliff on the left and select the pillar to jump to it.
Jump to the left edge and get the wet sulphur from the wall. Jump back across
the pillar and walk east to exit the cave. Put the wet sulphur in the fire to
make the working troll fall asleep. Get the tongs from the rack and use them on
the box to pick it up. Use the tongs on the bucket of water to cool the box,
which Rosella will then get the spoon from. Put the tongs back on the rack. Use
the bellows to increase the fire and then use the lantern with the fire to
light it. Walk up the steps to return to the main hall.
Walk through the south-east exit to enter an area with a wagon. Walk over the
bridge and a troll will appear to block Rosella's path. Look at the shield in
the inventory and get the spike from it. Look at the wagon at the top of the
slope and use the shield on the peg. Use the shield spike on the shield to
fasten the shield to the wagon. Ride the wagon to push the troll off the side
of the bridge. East. East. Talk to the dragon. Give the lantern with spark to
the dragon to receive a big gem. West. West. West. West. Talk to the troll with
the hammer and then give him the gem to receive the hammer and chisel. Walk up
the steps. South-east. East. East to return to the dragon.
Use the hammer and chisel on the tail of the dragon to get a dragon scale.
West. West. West. Give the bowl with green water, spoon, baked beetles and
dragon scale to Matilida to return to human form. Rosella will be returned to
the bedroom. Get the three stools in the room and put them (starting with the
largest stool and ending with the smallest stool) below the picture to move it.
Rosella climbs through the vent and drops down into the hall. Get the dragon
toad near the throne. Walk through the north-west exit and Matilida will return
to the hall. Show the dragon toad to Matilda and she will give Rosella an
enchanted rope. Try to walk through the south-east exit and Malicia will
appear. Use the toy rat on her and she will disappear. South-east. Use the
enchanted rope on the basket and then use the basket to complete the chapter.
==== Chapter 3: The Sky Is Falling ====
Give the prickly pear to the monster and it will leave the cave. North. West.
Talk to Attis the stag twice and he will mention the ancient rock spirit. West.
North. Jump across the stones on the river bed to cross to the other side of
the area. Use the basket on the spider to save the hummingbird. Free the
hummingbird from the web and it will offer to help Valanice in the future.
North. Use the small door to enter the town of Falderal. Show the comb to Fifi
and he will let Valanice explore the town.
Enter the china shop and talk to Fernando to find out that he has lost his
china bird. Exit the china shop. East. Move the cover on the cage at the right
side of the stall and then talk to the china bird. Valanice will tell the bird
about Fernando, and she will agree to come with Valanice. West. Enter the china
shop and give the china bird to Fernando to receive the mask. Exit the china
shop to see guests arriving at the town hall. Use the mask on Valanice and then
knock on the door to enter the town hall.
Use the carpet at the back of the room to enter a room with many staircases.
Walk east and follow the steps all the way to the door at the right side of the
room. Use the door twice to enter the mirror room. Use the third mirror from
the left to enter the study. Use the drawer and get the magic statuette. Use
the door to return to the staircase room. Follow the steps and go east at the
junction. Follow the steps to the staircase at the bottom of the room and then
go south to return to the entrance hall. Walk east to exit the town hall.
East. The moon falls into the pond and scares the crow away from its nest. Look
in the nest to get a wooden nickel. Use the salt crystals on Valanice and then
open the purple door to enter the faux shop. Give the nickel to the shop owner
to get a book. Give the mask to the shop owner to get a rubber chicken. Exit
the shop. West. West to exit the town. East. East. East. Look at the rubber
chicken in the inventory and get the tail feather. Use the feather on the nose
of the ancient rock spirit and he will tell Valanice to make the river flow.
West. West. South. Jump across the stones and continue south. East. East. Talk
to the hummingbirds in the flowers at the top-left corner of the area and then
give them the clay pot to fill it with nectar. Use the nectar on the vase held
by the statue to make the river flow. East. South. South to return to the
desert. East. East. Knock on the rare curiosities door and give the book to the
mole to receive a crook. West. West. Walk through the doorway. North to return
to the forest. Walk over the rainbow bridge and continue north. West. West.
North. Open the small door to return to the town of Falderal. East. Use the
crook on the moon in the pond to complete the chapter.
==== Chapter 4: Will the Real Troll King Please Stand Up ====
Select the gravedigger's shovel to exit the hole. Talk to the gravedigger three
times and he will mention his rat. East. West. East. West to see the kid throw
something at the door of the house. East. Use the bucket at the bottom of the
rope to enter the pumpkin house. Get the back bone and the foot-in-a-bag. Use
the bucket to exit the house. West. Open the gate and then knock on the door of
the house to talk to the coroner. Give him the back bone to receive a weird
pet. Exit the house. East. Show the weird pet to the kids and they will lower
the bucket. Put the weird pet in the bucket to get the gravedigger's rat.
North. Give the rat to the gravedigger to get the horn. East. Use the hammer
and chisel on the box to get the extra life from the cat. West. West. South. If
the branch at the right side of the tree is pointing up, exit and return the
area until the branch is pointing down. Use the horn on Rosella to call the
gravedigger, who will move the bones out the way. Go down the hole. Use the
padlock and press the skull, bat and spider icons to meet Otar. Show the dragon
toad to Otar and then use the hammer and chisel on Otar's bracelet to arrive in
the graveyard. Get the black cloak from the gravestone and use it on Rosella.
West. North. East. Knock on the door and then talk to the coroner to get the
defoliant. Exit the house. East. North. Get the shovel. East. South. Use the
defoliant on the monster. Walk east and the plant will talk to Rosella. Give
the foot-in-a-bag to the plant and then get the flower. East. North to the back
of the house. Use the roots to reveal a hole. Use the shovel on the hole. If
the dog is barking, walk north, east, west and north to return to the back of
the house until it is quiet. Use the hole to enter the house.
After Malicia enters the room, go down and the dog will start sniffing Rosella.
Use the defoliant on the dog and Malicia will leave. Up. Open the bottom drawer
near the door and use it five times to find the mysterious device. Use the
clothes to put them back in the drawer. Get the woolen stocking. Use the
floorboard to exit the house. Use the black cloak to wear it. North. East.
Combine the silver pellet with the woolen stocking in the inventory to make a
sling. Walk east and use the sling on the bear to return to the forest. East.
East. North. West. West. North. Use the small door to enter Falderal.
Enter the town hall. Use the carpet at the back of the room to enter the
staircase room. Walk east and follow the steps to the door at the right side of
the room. Use the door twice to enter the mirror room. Look at the plaque on
the statue at the left side of the room. Use the woolen stocking on the plaque
to reveal the writing. Read the plaque. Use the hammer and chisel on the pillar
at the top-right corner of the room to get a golden grape. Use the grape on the
statue and the fountain will move. Combine the magic wand with the troll king
as scarab in the inventory. He will help Rosella open the statue. Use the
fountain to drop down to a tunnel. Walk north to complete the chapter.
==== Chapter 5: Nightmare In Etheria ====
East. Give the magic statuette to the stall owner to receive the were-beast
salve. West. Use the rubber chicken on the branch at the right side of the
area. Use the moon on the rubber chicken to put the moon back in the sky. West.
East. East. South. Cross the bridge and walk west. West. Combine the jackalope
fur with the were-beast salve and then use the salve on Valanice to run through
the forest. West. Open the gate to enter Ooga Booga.
West. East to the pumpkin house. Use the bucket to enter the house. Get the
femur bone from the mummy. Use the bucket to exit the house. North. West. Walk
west to see a big dog. Give the femur bone to the dog. Talk to him and then get
the medal that he offers. South. Give the medal to the woman. East. East. Get
the firecracker on the floor. West. West. Use the firecracker on the crypt.
Enter the crypt and open the sarcophagus. Use the sarcophagus to get the
horseman's head. Exit the crypt. Give the horseman's head to the headless
horseman that rides past. The horse will take Valanice to Etheria.
East. East. Up. Climb onto the tree and get the ambrosia. South. South. North.
Press the first string, fifth string, sixth string and fourth string of the
harp. Use the crystal on top of the harp to arrive in space. Talk to the three
Fates twice. South. West. Use the bottom-right rainbow to arrive in the forest.
Cross the bridge and use the ambrosia on the statue's vase. Get the
pomegranate. Cross the bridge. West. Use the pomegranate on the tree. Use the
horseman's fife on Valanice to return to Etheria.
Use the bottom-left rainbow to arrive at the entrance to Ooga Booga. Open the
gate. West. Knock on the door to talk to the coroner. Talk to the coroner in
his house. Use the coffin. Use the horseman's fife on Valanice to return to
Etheria. East. North. Press the first string, fifth string, sixth string and
fourth string of the harp. Use the crystal on top of the harp and talk to the
three Fates. South. West. Use the bottom-right rainbow to return to the forest.
West. Talk to Ceres. Use the horseman's fife on Valanice to return to Etheria.
Use the bottom-left rainbow to arrive at the entrance to Ooga Booga.
East. North to the back of the house. If the dog is barking, walk north, east,
west and north to return to the back of the house until the dog is quiet. Use
the hole to enter the house. Go down to hide when Malicia enters the room. Go
up to enter the room. Look at the lamp at the bottom-right corner of the room
to get the crystal shaft. Use the floorboard to exit the house. North. Use the
horseman's fife on Valanice to return to Etheria. Use the top-left rainbow to
arrive in the desert. North. North. East. Enter the temple and use the crystal
shaft on the statue to fill the crystal with sunlight. Exit the temple and use
the horseman's fife on Valanice to return to Etheria.
East. North. Press the first string, fifth string, sixth string and fourth
string of the harp. Use the crystal on top of the harp and talk to the three
fates to receive the dream catcher. South. East. Up. Try to enter the cave and
then use the dream catcher on the monster that appears. Enter the cave and talk
to the dream weaver. Give the dream catcher to the dream weaver to receive the
tapestry of dreams. Use the tapestry of dreams on Valanice to enter Dreamland.
Use the dream catcher on the nightmare. South. Enter the temple. Use the
crystal shaft with sunlight on the ice crystal to receive the magic bridle.
Valanice will be returned to Etheria. Up. Walk behind the left side of the cave
and then use the magic bridle on the ghost horse to complete the chapter.
==== Chapter 6: Ready, Set... Boom! ====
Look at the magic wand in the inventory and rotate it to see the letter on the
end. Select the other end of the wand to change the letter to F. Use the magic
wand on the troll with the green eyes and he will transform into Edgar. Malicia
appears and sends Rosella into a volcano. Use the shovel on the wall to exit
the volcano. North. Use the left eye, right eye and nose to open the door. Use
the mysterious device on the plug socket at the left side of the room. Use the
flower on the troll king. Get the mysterious device from the plug socket and
use it on Malicia. Use the extra life on Edgar to complete the game.

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=== King's Quest I ===
[[https://drive.google.com/open?id=0B5hT8qJOi95WenBlUDVmckpBbFE&authuser=0|Manual]]
[[KQ1_Guide|Guide]]
[[KQ1_Walkthrough|Walkthrough]]

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=== King's Quest II ===
[[https://drive.google.com/open?id=0B5hT8qJOi95WQ1A1a3dIaFVlcUk&authuser=0|Manual]]
[[https://drive.google.com/open?id=0B5hT8qJOi95WcTdnOTdKOXhMeEU&authuser=0|Map]]
[[KQ2_Guide|Guide]]
[[KQ2_Walkthrough|Walkthrough]]

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=== King's Quest III ===
[[https://drive.google.com/open?id=0B5hT8qJOi95WdkptRjVXX0lpTjg&authuser=0|Manual]]
[[https://drive.google.com/open?id=0B5hT8qJOi95WUzNBY2lvUGU1TzA&authuser=0|Llewdor Map]]
[[https://drive.google.com/open?id=0B5hT8qJOi95WOV9ZR0g4eWZtVmM&authuser=0|Llewdor SS Map]]
[[https://drive.google.com/open?id=0B5hT8qJOi95WblhmWFVOdGZBOWM&authuser=0|Endgame Map]]
* [[KQ3_Walkthrough|Walkthrough]]
* [[KQ3_ItemList|Item List]]
* [[KQ3_PointList|Point List]]

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=== King's Quest IV ===
* [[KQ4_Walkthrough|Walkthrough]]
* [[KQ4_AsciiMap|Ascii Map]]
* [[KQ4_ItemList|Item List]]
* [[https://drive.google.com/open?id=0B5hT8qJOi95WcGswRzU2eV8ydUU&authuser=0|Map]]
* [[KQ4_PointList|Point List]]
* [[KQ4_Story|Story]]
* [[KQ4_Characters|Characters]]

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=== King's Quest V ===
* [[KQ5_Walkthrough|Walkthrough]]
* [[KQ5_Map|Map]]
* [[KQ5_PointList|Point List]]

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=== King's Quest VI ===
* [[KQ6_Walkthrough|Walkthrough]]
* [[KQ6_ItemGuide|Item Guide]]
* [[KQ6_CatacombsGuide|Catacombs Guide]]
* [[https://drive.google.com/open?id=0B5hT8qJOi95WOGlBN3k1MGlKZm8&authuser=0|Catacombs Map]]

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=== King's Quest VII ===
* [[KQ7_Walkthrough|Walkthrough]]
* [[KQ7_ItemGuide|Item Guide]]

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=== King's Quest VIII ===
* [[KQ8_Walkthrough_1|Walkthrough 1]]
* [[KQ8_Walkthrough_2|Walkthrough 2]]

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Home:
X: -173
Y: 83
Z: 380
Village:
X: -225
Y: 71
Z: -288

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=== Slackware ===
[[Slackware_PostInstallation|Post-Installation]]
[[Slackware_FullSystemUpgrade|Full System Upgrade]]

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== Merge Sort ==
Stats::
:: Worst Case Performance: O(n log n)
:: Best Case Performance: O(n log n)
=== Algorithm ===
* Conceptually, a merge sort works as follows:
# Divide the unsorted list into n sublists, each containing 1 element (a list of 1 element is considered sorted).
# Repeatedly merge sublists to produce new sorted sublists until there is only 1 sublist remaining. This will be the sorted list.
=== Psuedocode ===
{{{
/* Array A[] has the items to sort; array B[] is a work array */
function BottomUpSort(int n, int A[], int B[]) {
int width;
/* Each 1-element run in A is already "sorted". */
/* Make successively longer sorted runs of length 2, 4, 8, 16... until whole array is sorted. */
for(width = 1; width < n; width = 2 * width) {
int i;
/* Array A is full of runs of length width. */
for(i = 0; i < n; i = i + 2 * width) {
/* Merge two runs: A[i:i+width-1] and A[i+width:i+2*width-1] to B[] */
/* or copy A[i:n-1] to B[] ( if(i+width >= n) ) */
BottomUpMerge(A, i, min(i+width, n), min(i+2*width, n), B);
}
}
}
BottomUpMerge(int A[], int iLeft, int iRight, int iEnd, int B[]) {
int i0 = iLeft;
int i1 = iRight;
int j;
/* While there are elements in the left or right lists */
for(j = iLeft; j < iEnd; j++) {
/* If left list head exists and is <= existing right list head */
if(i0 < iRight && (i1 >= iEnd || A[i0] <= A[i1])) {
B[j] = A[i0];
i0 = i0 + 1;
} else {
B[j] = A[i1];
i1 = i1 + 1;
}
}
}
}}}
=== Additional Info ===
Wikipedia Article [http://en.wikipedia.org/wiki/Merge_Sort]

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== Minecraft Stuff ==
[[Server Commands]]
== ModPacks/Worlds ==
[[Minecraft_RR3|RR3]]
[[Yogscast]]
=== Older ===
[[Life in the Woods]]

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=== Mekanism Ore Processing ===
==== Description ====
Mekanism adds various tiers of ore processing for better ingot yields from raw ores.
Each tier uses a specific maching to process the raw ore
(for direct ingots, dusts, clumps, shards, or crystals.)
Then the product is processed by the machines of the previous tiers
==== Tier 0 ====
===== Single Ingot Yield =====
This is the stock minecraft Tier of directly smelting ores into ingots. First energy
is producted for example by Heat Generator in passive mode.
1 Raw Ore -> _Energized Smelter_ -> 1 Ingot
==== Tier 1 ====
===== Double Ingot Yield =====
New machines on this tier:
_Enrichment Chamber_
1 Raw Ore -> _Enrichment Chamber_ -> 2 Dusts -> _Energized Smelter_ -> 2 Ingots.
==== Tier 2 ====
===== Triple Ingot Yield =====
New machines on this tier:
_Purification Chamber_
_Crusher_
1 Raw Ore + Oxygen -> _Purification Chamber_ -> 3 Clumps ->
_Crusher_ -> 3 Dirty Dusts -> _Enrichment Chamber_ -> 3 Dusts ->
_Energized Smelter_ -> 3 Ingots
Oxygen can be obtained by
Water -> _Electric Pump_ -> _Electrolytic Separator_ -> Oxygen
* Hint: You can use _Gas-Burning Generator_ to recycle Hydrogen from
_Electrolytic Separator_ back into energy.
==== Tier 3 ====
===== Quadruple Ingot Yield =====
New machines on this tier:
_Chemical Injection Chamber_
1 Raw Ore + Hydrogen Chloride -> _Chemical Injection Chamber_ -> 4 Shards ->
4 Shards + Oxygen -> _Purification Chamber_ -> 4 Clumps -> _Crusher_ ->
4 Dirty Dusts -> _Enrichment Chamber_ -> 4 Dusts -> _Energized Smelter_ ->
4 Ingots
The chain to make Hydrogen Chloride is self sustaining but quite involved.
Water -> _Electric Pump_ -> _Salination Plant_ -> Brine -> _Electrolytic Separator_ ->
Hydrogen and Chlorine -> _Chemical Infuser_ -> Hydrogen Chloride
==== Tier 4 ====
===== Quintuple Ingot Yield =====
New machines on this tier:
_Chemical Dissolution Chamber_
_Chemical Washer_
_Chemical Crystalizer_
1 Raw Ore + Sulfuric Acid -> _Chemical Dissolution Chamber_ -> Ore Slurry ->
Ore Slurry + Water -> _Chemical Washer_ -> Clean Ore Slurry -> _Chemical Crystalizer_ ->
Crystals -> Into Tier 3 Setup for Processing
You need a chain to make Hydrogen Chloride the same as Tier 3. You also need a source of
Gravel/Flint/Gunpowder.
Gunpowder + Hydrogen Chloride -> _Chemical Injection Chamber_ -> Sulfur
Sulfur -> _Chemical Oxidizer_ -> Sulfur Dioxide
Sulfur Dioxide + Oxygen -> _Chemical Infuser_ -> Sulfur Trioxide
Water -> _Rotary Condensentrator_ -> Water Vapor
Water Vapor + Sulfur Trioxide -> _Chemical Infuser_ -> Sulfuric Acid

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== Mekanism Ore Tripling ==

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== Resonant Rise 3 ==
[[RR3_ModList|Mod List]]
[[Minecraft_MekanismOreProcessing|Mekanism Ore Processing]]

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=== Mystcraft Pages ===
==== Alphabetical ====
* Accelerated
* Alps Biome
* Alps Forest Biome
* Alps Mountainside Biome
* Arctic Biome
* Badlands Biome
* Bamboo Forest Biome
* Bayou Biome
* Beach Biome
* Birch Forest Biome
* Birch Wood Block
* Black
* Blessed Bog Biome
* Blue
* Bog Biome
* Boneyard Biome
* Boreal Forest Biome
* Boundless Sky
* Bright Lighting
* Brushland Biome
* Canyon Biome
* Canyon Ravine Biome
* Cave World
* Caves
* Chaparral Biome
* Charged
* Cherry Blossom Grove Biome
* Clear Modifiers
* Clearing Border Biome
* Cloud Color
* Coal Ore Block
* Conferous Forest Biome
* Coral Reef Biome
* Corrupted Sands Biome
* Crag Biome
* Crystal Block
* Crystal Formations
* Cyan
* Dark Forest
* Dark Lighting
* Dark Moon
* Dark Stars
* Dark Sun
* Dead Forest Biome
* Dead Swamp Biome
* Deadlands Biome
* Deciduous Forest Biome
* Deep Lakes
* Dense Ores
* Dense Twilight Forest Biome
* Desert Biome
* Desert Biome (alternate)
* Desert Hills Biome Biome
* Deset Oil Field Biome
* Diamond Ore Block
* Dirt Block
* Double Length
* Dunes Biome
* Dungeons
* East
* Enchanted Forest Biome
* End Stoen Block
* Ender Starfield
* Eternal Rain
* Eternal Snow
* Eternal Storm
* Eternal Weather
* Extreme Hills Biome
* Extreme Hills Biome (alternate)
* Extreme Hills Edge Biome
* Fast Weather
* Fen Biome
* Field Biome
* Fire Swamp Biome
* Flat
* Fog Color
* Foliage Color
* Forest Biome
* Forest Biome (alternate)
* Forest Hills Biome
* Forested Field Biome
* Frost Forest Biome
* Frozen Ocean Biome
* Frozen River Biome
* Full Length
* Fungi Forest Biome
* Garden Biome
* Glacier Biome
* Glacier Biome (alternate)
* Glass Block
* Glowstone Block
* Gold Ore Block
* Gradient
* Grass Color
* Grassland Biome
* Gravel Beach Biome
* Green
* Grove Biome
* Half Length
* Heathland Biome
* Hell Biome
* Highland Biome
* Highlands Biome
* Hot Springs Biome
* Huges Biomes
* Huge Trees
* Ice Block
* Ice Mountains Biome
* Ice Plains Biome
* Icy Hills Biome
* Iron Ore Block
* Island World
* Jade Cliffs Biome
* Jungle Biome
* Jungle Biome (alternate)
* Jungle Hills Biome
* Jungle Wood Block
* Kelp Forest Biome
* Lake Border Biome
* Large Biomes
* Lava Block
* Lots of Mushrooms Biome
* Lush Desert Biome
* Lush Swamp Biome
* Magenta
* Majestic Meadow Biome
* Major Feature Biome
* Mangrove Biome
* Maple Woods Biome
* Marsh Biome
* Meadow Biome
* Meadow Forest Biome
* Medium Biomes
* Mesa Biome
* Meteors
* Mineshafts
* Minor Feature Biome
* Moor Biome
* Mountain Biome
* Mushroom Island Biome
* Mushroom Island Shore Biome
* Mushrooms Biome
* Mystic Grove Biome
* Nadir
* Native Biome Controller (creative only)
* Nether Biome
* Nether Brick Block
* Nether Fortress
* Nether Quartz Ore Block
* Netherrack Block
* Night Sky Color
* No Seas
* No Weather
* Normal Lighting
* Normal Moon
* Normal Stars
* Normal Sun
* Normal Weather
* North
* Oak Wood Block
* Oasis Biome
* Obelisks
* Obsidian Block
* Ocean Biome
* Ocean Oil Field Biome
* Oil Block
* Ominous Woods Biome
* Orchard Biome
* Origin Valley Biome
* Outback Biome
* Overcast
* Overgrown Beach Biome
* Pasture Biome
* Pasture Meadow Biome
* Phantasmagoric Inferno Biome
* Plains Biome
* Plains Biome (alternate)
* Polar Biome
* Prairie Biome
* Quagmire Biome
* Rainbow
* Rainforest Biome
* Ravines
* Red
* Redwood Forest Biome
* Rising
* River Biome
* Sacred Springs Biome
* Savanna Biome
* Savanna Plateau Biome
* Scorched Surface
* Scrubland Biome
* Seasonal Forest Biome
* Seasonal Spruce Forest Biome
* Setting
* Shield Biome
* Shore Biome
* Single Biome
* Sky Biome (creative only)
* Sky Color
* Skylands
* Slow Weather
* Sludgepit Biome
* Small Biomes
* Snow Block
* Snowy Coniferous Forest Biome
* Snowy Dead Forest Biome
* Snowy Forest Biome
* South
* Spheres
* Spontaneous Explosions
* Spruce Wood Block
* Spruce Woods Biome
* Standard Terrain
* Star Fissure
* Steppe Biome
* Stone Block
* Strongholds
* Sunset Color
* Surface Lakes
* Swampland Biome
* Swampland Biome (alternate)
* Taiga Biome
* Taiga Biome (alternate)
* Taiga Hills Biome
* Temperate Rainforest Biome
* Tendrils
* Thick Ominous Woods Biome
* Thick Shrubland Biome
* Thicket Biome
* Thinned Pasture Biome
* Thinned Timber Biome
* Tiled Biomes
* Timber Biome
* Tiny Biomes
* Tropical Rainforest Biome
* Tropics Biome
* Tundra Biome
* Twilight Clearing Biome
* Twilight Forest Biome
* Twilight Lake Biome
* Twilight Stream Biome
* Twilight Swamp Biome
* Undergarden Biome
* Villages
* Void
* Volcano Biome
* Wasteland Biome
* Water Block
* Water Color
* West
* Wetland Biome
* White
* Wonderous Woods Biome
* Woodland Biome
* Yellow
* Zenith
* Zero Length

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== Gas Stove Utility Guy ==
Rick Baker
990-4512

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* Linux
* [[Linux_Slackware|Slackware]]

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== PHP Tips & Hints :D ==

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=== Palmer Ranch ===
Backup "Home" Page:
<h3>Welcome to Palmer Ranch!</h3>
Palmer Ranch is well known for its boarding facilities, training, and riding lessons.
<h3>We are a family owned and operated equestrian center. Stop by and check out our beautiful, renovated barn with 24 stalls that have been constructed with your horse's best needs in mind.</h3>
<h2>Shows and Events</h2>
Palmer Ranch is the host and sponsor for many great events. KDEA holds several schooling shows at the Ranch yearly. Starting in 2014, The Fairfield Polo Club will be offering many clinics and lessons at the Ranch, The Butler County Saddle Club will hold several trail rides, and the Pony Club will begin using Palmer Ranch as their home base.
<a href="/directions">Palmer Ranch Location and Directions</a>

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=== Games, etc. ===
* [[Minecraft]]
* [[Starbound]]
* [[Humble Bundles]]
* [[Sierra Games]]

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= Programming =
To homeshick dotfiles:
`git clone git://github.com/andsens/homeshick.git $HOME/.homesick/repos/homeshick`
`$HOME/.homesick/repos/homeshick/bin/homeshick clone https://brbuller@bitbucket.org/brbuller/dotfiles`
* Platforms
- [[Android]]
* Languages
- [[PHP]]
- [[Java]]
* Algorithms
- [[Sorting]]

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== Quicksort ==
Stats::
:: Worst Case Performance: O(n^2^)
:: Best Case Performance: O(n log n)
=== Algorithm ===
# Pick an element, called a *pivot*, from the list.
# Make three lists:
* before: all elements smaller than pivot
* pivot: all elements equal to pivot
* after: all elements larger than pivot
# recurse on before-list and after-list, then return concat(before, pivot, after)
=== Psuedocode ===
{{{
function quicksort(items) {
if(count(items) <= 1) {
return a
}
middle_idx = count(items)/2;
pivot = [];
pivot[] = items[middle_idx];
before_list = after_list = [];
for(i in items) {
if(items[i] < pivot) {
before_list[] = items[i];
} else if(items[i] > pivot) {
after_list[] = items[i];
} else {
pivot[] = items[i];
}
}
return concatenate(quicksort(before_list), pivot, quicksort(after_list));
}
}}}
=== Additional Info ===
Wikipedia Article [http://en.wikipedia.org/wiki/Quicksort]

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== RR3 Mod List ==
_After Installing, go back and disable "Infernal Mobs"_
=== Hit "Clear All" then "Mainline" then make these changes ===
* ADD Antique Atlas
* ADD AE2 Stuff
* ADD Archimedes' Ships
* ADD Ars Magica 2
* ADD Artifacts
* ADD Atum
* ADD Dr. Cyano's Wonderful Wands & Wizarding
* REMOVE GALACTICRAFT
* ADD Thaumcraft (And all of the same color)
* ADD The Erebus
=== Eternity ===
* Mainline
=== Mods ===
* Advanced Generators
* Ancient Warfare 2
* _Antique Atlas_
* Applied Energistics 2
* _AE2 Stuff_
* Extra Cells
* _Archimedes' Ships_
* _Ars Magica 2_
* _Artifacts_
* Artifice
* _Atum_
* BiblioCraft (And all of matching Color)
* Big Reactors
* Big Trees
* Blood Magic
* Sanguimancy
* Botania
* Brewcraft
* Buildcraft
* Logistics Pipes
* Calculator
* Carpenter's Blocks
* _Dr. Cyano's Wonderful Wands & Wizarding_
* Chisel 2
* Chisel Facades
* Compact Machines
* ComputerCraft
* Comutronics
* CraftHeraldry
* Dense Ores
* Dimensional Anchors
* Ender IO
* Ender Zoo
* EnhancedPortals 3
* Extra Utilities
* Flaxbeard's Steam Power Mod
* Forestry
* Gendustry
* Magic Bees
* Funky Locomotion
* _REMOVE GALACTICRAFT_
* Greg's Lighting
* Immibis Core
* Immibis' Peripherals
* Magical Crops
* Mekanism
* Mekanism Generators
* Mekanism Tools
* Minechem
* MineFactory Reloaded
* MachineMuse's Modular Powersuits
* Modular Powersuits Addon
* Numina
* Slick-Util
* OpenComputers (And all of the same color)
* PneumaticCraft
* Project Blue
* Project Red: Integration
* Project Red: Lighting
* Project Red: Mechanical
* QuiverBow
* QuiverMob
* Redstone Armory
* Redstone Arsenal
* Refined Relocation
* Remote IO
* Simply Jetpacks
* Soul Shards: Reborn
* Steve's Carts
* Steve's Factory Manager
* Steve's Workshop
* Super Crafting Frame
* TechnoMagi
* _Thaumcraft (And all of the same color)_
* Thermal Expansion
* _The Erebus_
* Tinker's Construct
* ExtraTiC
* Tinker's Mechworks
* Translocator
* Tubes
* The Twilight Forest
* Witchery
* WR-CBE

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=== Programming ===
==== go ====
http://icanhazdowntime.org/2013/02/09/why-i-like-go.html

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=== Scripture ===
==== Topics ====
* [[bible_topics_memorization|Memorization]]
==== Books ====
* [[bible_esv_2_peter|2 Peter]]

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== Shell Sort ==
Stats::
:: Worst Case Performance: O(n^2^)
:: Best Case Performance: O(n log n)
:: Created in 1959 by Donald *Shell*
=== Psuedocode ===
{{{
// This is the array to be sorted
gaps = [701, 301, 132, 57, 23, 10, 4, 1]
// Start with the largest gap and work down to a gap of 1
foreach(gap in gaps) {
// Do a gapped insertion sort for this gap size.
// The first gap elements a[0..gap-1] are already in gapped order
// keep adding one more element until the entire array is gap sorted
for(i = gap; i < n; i += 1) {
// Add gaps[i] to the elements that have been gap sorted
// save gaps[i] in temp and make a hole at position i
temp = gaps[i]
// Shift earlier gap-sorted elements up until the correct location for gaps[i] is found
for(j = i; j >= gap and gaps[j - gap] > temp; j -= gap) {
gaps[j] = gaps[j - gap]
}
// Put temp (the original gaps[i]) in its correct location
gaps[j] = temp
}
}
}}}
=== Additional Info ===
Wikipedia Article: [http://en.wikipedia.org/wiki/Shell_sort]

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=== Sierra Games ===
==== King's Quest ====
* [[Kings Quest I]]
* [[Kings Quest II]]
* [[Kings Quest III]]
* [[Kings Quest IV]]
* [[Kings Quest V]]
* [[Kings Quest VI]]
* [[Kings Quest VII]]
* [[Kings Quest VIII]]
==== Quest for Glory ====
* [[Quest for Glory I]]
* [[Quest for Glory I (Remake)]]
* [[Quest for Glory II]]
* [[Quest for Glory III]]
* [[Quest for Glory IV]]
* [[Quest for Glory V]]

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=== Slackware Full System Upgrade ===
To perform a full system upgrade, do this (as root):
{{{
# slackpkg update
# slackpkg install-new
# slackpkg upgrade-all
# slackpkg clean-system
}}}

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=== Slackware64 Post-Installation ===
[[Other]] >> [[Linux_Slackware|Slackware]]
==== Enabling multilib support on Slackware64 ====
{{{
# SLACKVER=14.1 # Obviously, change this per the version
# mkdir multilib
# cd multilib
# lftp -c "open http://taper.alienbase.nl/mirrors/people/alien/multilib/ ; mirror -c -e ${SLACKVER}"
# cd ${SLACKVER}
# upgradepkg --reinstall --install-new *.t?z
# upgradepkg --install-new slackware64-compat32/*-compat32/*.t?z
}}}
==== Upgrade all built-in Packages ====
Select a mirror (uncomment a line) in `/etc/slackpkg/mirrors`
Then run:
{{{
# slackpkg update gpg
# slackpkg update
# slackpkg upgrade-all
}}}
===== Blacklisting Packages =====
Now, blacklist packages gotten from SBo & alienBob's repository
Add the following to `/etc/slackpkg/blacklist`
{{{
[0-9]+_SBo
[0-9]+alien
}}}
==== Adding a new user ====
{{{
# useradd
}}}
Then, if needed:
{{{
# visudo
}}}
And add the user to sudo
==== Configuring Graphical Logins ====
If the system is to boot into X by default, Open `/etc/inittab` as root, change the following line:
{{{
# Default runlevel. (Do not set to 0 or 6)
id:3:initdefault:
}}}
To this:
{{{
# Default runlevel. (Do not set to 0 or 6)
id:4:initdefault:
}}}
This sets your default run-level to 4, which is Slackware's "graphics-only" mode (with one extra tty open, just in case, on vty6). Save, and on your next reboot, the system will boot into a nice graphical login.
You can manually enter run-level 4 by entering, as root, `init 4`
To select or switch between available desktop environments, run `xwmconfig` as root (`wmconfig` from CLI)

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= Algorithms =
== Sorting Algorithms ==
* [[Quicksort]]
* [[Merge Sort]]
* [[Heapsort]]
* Insertion Sort
* Selection Sort
* [[Shell Sort]]
* [[Bubble Sort]]
* Tree Sort

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[[Bosses]]
[[Dungeons]]
==== External Sources ====
[[http://www.reddit.com/r/StarboundPlanets/search?q=%5BMac%5D+NOT+%5Brequest%5D&restrict_sr=on&sort=relevance&t=all|/r/StarboundPlanets]] (Mac Search)
* [[http://www.reddit.com/r/StarboundPlanets/comments/1wr5e8/macfurious_koalagamma_tech_chest/ | Butterfly Boost?]]
[[http://starbounder.org|Starbounder]]

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XfinityTV Repo
https://github.com/substantial/XfinityTV
Harvest App (Timekeeping):
https://substantial.harvestapp.com/time
Trello App:
https://trello.com/b/5g1eAY83/ideo-media-now-android-prototype
Dropbox:
https://www.dropbox.com/home/LODI_SubstantialAssets/assets
Github Infos:
http://yangsu.github.io/pull-request-tutorial/
== Questions ==

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=== Thaumcraft ===
==== Aspect Sources ====
These are the most available sources for the various aspects. Most items on this list are renewable, except for the following: quicksilver, flint, redstone (witches notwithstanding), soul sand, amber, glass and dirt. All entries except Vinculum contain at least one renewable object. Note that Tempestas has no item source without Natura, it can only be had from mana beans or ethereal essence. Italicized aspects have been removed in recent versions, and many items have changed their aspects in recent versions.
Bolded items are "perfect" sources, with no other aspects.
* Aer: sugarcane, feathers, many compounds
* Alienis: ender pearls
* Aqua: sugarcane, clay, boats, Gelum, Victus, many others
* Arbor: nearly all wooden things, _wood_ (silverwood and greatwood have other aspects as well).
* Auram: ethereal essence (in addition to their individual aspects)
* Bestia: eggs, raw meat, string, spider eyes, leather and leather items, Humanus, Pannus
* Cognitio: _paper_, zombie brains
* Corpus: rotten flesh, all meat
* Exanimis: zombie brains, ghast tears
* Fabrico: _crafting tables_, wool
* Fames: _melon slices_, cooked food, _meat nuggets_
* Gelum: _snowballs_
* Granum: _seeds_, eggs, saplings
* Herba: (wheat) _seeds_, _vines_, cactus, sugarcane, netherwart, mushrooms, other plants, Arbor
* Humanus: rotten flesh, Fabrico, Instrumentum, Messis
* Ignis: (char)coal, gunpowder, blaze rods, Potentia, many other compounds
* Instrumentum: axes, shovels, flint, Fabrico, Pannus, Tutamen
* Iter: boats, ender pearls, fence gates
* Limus: tainted goo, _slimeballs_, eggs
* Lucrum: gold swords, gold armor, gold ingots, emeralds
* Lux: _torches_
* Machina: wood buttons, redstone
* Messis: _pumpkins_, wheat
* Metallum: metallic loot, metal nuggets, _iron nuggets_
* Meto: hoes
* Mortuus: bones, Spiritus
* Motus: trapdoors, Bestia, Iter, Machina, Volatus
* Ordo: silverwood logs, chiseled stone bricks, Motus, Instrumentum, Vitreus, Potentia, etc.
* Pannus: string, wool, leather, leather items
* Perditio: cobblestone (tip: make it into stairs first), cactus, gunpowder, Gelum, Mortuus, Telum, Vitium (and others)
* Perfodio: picks
* Permutatio: quicksilver, hoppers
* Potentia: (char)coal, Praecantatio
* Praecantatio: nether wart, greatwood logs, silverwood logs, blaze rods, potions, Vitium
* Sano: healing/regen potions, Triple Meat Treat
* Saxum: cobblestone, flint
* Sensus: _cocoa beans_, _cactus green_, _ink_, _most other dyes_, carrots, glowstone dust
* Spiritus: ghast tears, soul sand, Sensus, Cognitio
* Telum: _arrows_, swords, bows
* Tenebrae: mushrooms, obsidian
* Tempestas: Clouds (Natura)
* Terra: _dirt_, gravel, stone, potatoes, many others. Herba, Victus, Saxum, many others.
* Tutamen: all armor, defensive potions
* Vacuos: _bowls_, chests
* Venenum: spider eyes, quicksilver, poisonous potatoes
* Victus: eggs, raw meat, Bestia, Herba, Mortuus, Spiritus, Fames
* Vinculum: amber, soul sand
* Vitium: tainted goo
* Vitreus: _glass_, emeralds
* Volatus: feathers, bows
==== Hidden Research ====
| Research | How to Acquire | Have It |
|--------------------------------------------|----------------------------------------------------------------------------------------------|---------|
| Focus of Nine Hells | Scan a Firebat | X |
| Primal Staff | Scan a Primal Orb or a Primal Wand Focus | X |
| Mirrors | Scan an Enderman, Ender Pearl, Nether Portal (portal block), Netherrack, or End Portal Frame | X |
| Lamp of Growth | Scan anything with Lux or Messis | X |
| Lamp of Fertility | Scan anything with Lux or Granum | X |
| Bone Bow | Scan a Bone, or a Bow | X |
| Brain in a Jar | Scan a Zombie Brain, Angry Zombie, or Giant Angry Zombie | X |
| Thaumium | Scan anything with Metallum in it | X |
| Ethereal Bloom | Scan anything with Vitium in it | X |
| Tiny Hat/Tiny Glasses/Tiny Bowtie/Tiny Fez | Scan Wool or anything with Pannus in it | X |
| Tiny Dart/Tiny Hammer | Scan anything with Telum in it | X |
| Tiny Visor/Tiny Armor | Scan anything with Tutamen in it | X |
| Primal Wand Focus | Hold a Primal Charm in your hand for a little while | X |

View File

@@ -1,12 +0,0 @@
=== VimWiki Normal Mode Commands ===
* <Leader>ww -- Open default wiki index file.
* <Leader>wt -- Open default wiki index file in a new tab.
* <Leader>ws -- Select and open wiki index file.
* <Leader>wd -- Delete wiki file you are in.
* <Leader>wr -- Rename wiki file you are in.
* <Enter> -- Follow/Create wiki link
* <Shift-Enter> -- Split and follow/create wiki link
* <Ctrl-Enter> -- Vertical split and follow/create wiki link
* <Backspace> -- Go back to parent(previous) wiki link
* <Tab> -- Find next wiki link
* <Shift-Tab> -- Find previous wiki link

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