diff --git a/.vim/vimwiki/vimwiki/.KQ5_Map.wiki.swp b/.vim/vimwiki/vimwiki/.KQ5_Map.wiki.swp
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diff --git a/.vim/vimwiki/vimwiki/.KQ7_Walkthrough.wiki.swp b/.vim/vimwiki/vimwiki/.KQ7_Walkthrough.wiki.swp
deleted file mode 100644
index 1e2963e..0000000
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diff --git a/.vim/vimwiki/vimwiki/.KQ7_Walkthrough.wiki[Conflict].swp b/.vim/vimwiki/vimwiki/.KQ7_Walkthrough.wiki[Conflict].swp
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Binary files a/.vim/vimwiki/vimwiki/.KQ7_Walkthrough.wiki[Conflict].swp and /dev/null differ
diff --git a/.vim/vimwiki/vimwiki/.Yogscast.wiki[Conflict].swp b/.vim/vimwiki/vimwiki/.Yogscast.wiki[Conflict].swp
deleted file mode 100644
index ac78ed6..0000000
Binary files a/.vim/vimwiki/vimwiki/.Yogscast.wiki[Conflict].swp and /dev/null differ
diff --git a/.vim/vimwiki/vimwiki/Android.wiki b/.vim/vimwiki/vimwiki/Android.wiki
deleted file mode 100644
index 0e2c6f7..0000000
--- a/.vim/vimwiki/vimwiki/Android.wiki
+++ /dev/null
@@ -1,18 +0,0 @@
-Logcat
- adb logcat : ... *: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.
diff --git a/.vim/vimwiki/vimwiki/Bosses.wiki b/.vim/vimwiki/vimwiki/Bosses.wiki
deleted file mode 100644
index e69de29..0000000
diff --git a/.vim/vimwiki/vimwiki/Bubble Sort.wiki b/.vim/vimwiki/vimwiki/Bubble Sort.wiki
deleted file mode 100644
index 03bb832..0000000
--- a/.vim/vimwiki/vimwiki/Bubble Sort.wiki
+++ /dev/null
@@ -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]
diff --git a/.vim/vimwiki/vimwiki/Dungeons-Avian Temple.wiki b/.vim/vimwiki/vimwiki/Dungeons-Avian Temple.wiki
deleted file mode 100644
index af7e55d..0000000
--- a/.vim/vimwiki/vimwiki/Dungeons-Avian Temple.wiki
+++ /dev/null
@@ -1,2 +0,0 @@
-
-[[Gamma|Gamma]] [[Gamma Premium|Premium]] [[Gamma Premium 790|790]] [[Gamma Premium 790 I|I]] [[Gamma Premium 790 I c|c]]
diff --git a/.vim/vimwiki/vimwiki/Dungeons-Avian Temples.wiki b/.vim/vimwiki/vimwiki/Dungeons-Avian Temples.wiki
deleted file mode 100644
index 2dbe5b8..0000000
--- a/.vim/vimwiki/vimwiki/Dungeons-Avian Temples.wiki
+++ /dev/null
@@ -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 |
-|-----------|-------------------------------------------------------------------------------------------------------------------|-------------|------------|------------|
diff --git a/.vim/vimwiki/vimwiki/Dungeons.wiki b/.vim/vimwiki/vimwiki/Dungeons.wiki
deleted file mode 100644
index 706b907..0000000
--- a/.vim/vimwiki/vimwiki/Dungeons.wiki
+++ /dev/null
@@ -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 |
-|-----------|-------------------------------------------------------------------------------------------------------------------|-------------|------------|------------|
diff --git a/.vim/vimwiki/vimwiki/Gamma Premium 790 I c.wiki b/.vim/vimwiki/vimwiki/Gamma Premium 790 I c.wiki
deleted file mode 100644
index e69de29..0000000
diff --git a/.vim/vimwiki/vimwiki/Gamma.wiki b/.vim/vimwiki/vimwiki/Gamma.wiki
deleted file mode 100644
index e69de29..0000000
diff --git a/.vim/vimwiki/vimwiki/Heapsort.wiki b/.vim/vimwiki/vimwiki/Heapsort.wiki
deleted file mode 100644
index 9f58a0d..0000000
--- a/.vim/vimwiki/vimwiki/Heapsort.wiki
+++ /dev/null
@@ -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]
-
diff --git a/.vim/vimwiki/vimwiki/Humble Bundles.wiki b/.vim/vimwiki/vimwiki/Humble Bundles.wiki
deleted file mode 100644
index 1488046..0000000
--- a/.vim/vimwiki/vimwiki/Humble Bundles.wiki
+++ /dev/null
@@ -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
diff --git a/.vim/vimwiki/vimwiki/Java.wiki b/.vim/vimwiki/vimwiki/Java.wiki
deleted file mode 100644
index e69de29..0000000
diff --git a/.vim/vimwiki/vimwiki/KQ1_Guide.wiki b/.vim/vimwiki/vimwiki/KQ1_Guide.wiki
deleted file mode 100644
index fdee05a..0000000
--- a/.vim/vimwiki/vimwiki/KQ1_Guide.wiki
+++ /dev/null
@@ -1,268 +0,0 @@
-=== 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
-
diff --git a/.vim/vimwiki/vimwiki/KQ1_ItemList.wiki b/.vim/vimwiki/vimwiki/KQ1_ItemList.wiki
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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
diff --git a/.vim/vimwiki/vimwiki/KQ1_PointsList.wiki b/.vim/vimwiki/vimwiki/KQ1_PointsList.wiki
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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)
diff --git a/.vim/vimwiki/vimwiki/KQ1_Walkthrough.wiki b/.vim/vimwiki/vimwiki/KQ1_Walkthrough.wiki
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-=== King's Quest: Quest for the Crown ===
-==== FAQ/Walkthrough by bananagirl ====
-
-Version: Final | Updated: 2002-04-04 | Original File
-
-
-Would you recommend this FAQ? Yes No
-
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- | .| | | |-' `-. | |- | | | | | | |-' | . | | | |/|/ | |
- `---\ `-^ `-' `-' `' | `-' ' `' ' ' `-' `--' ' `-' ' ' ' '
- ` '
-
-
- ~ King's Quest: Quest for the Crown ~
- A Mystical Quest To Save A Kingdom
- for the Personal Computer
- FAQ/Walkthrough by bananagirl
- bananasquid@msn.com
- Final Version (v2.0) - 04/04/02
-
- Disclaimer!
- ```````````
-This document is (c)2001-2002 bananagirl. All information contained within is
- protected by international copyright law.
-
-
-
-===============================================================================
- .:*~*:. < Table of Contents > .:*~*:.
-===============================================================================
-
- 1. Introduction
- 2. Preliminary FAQ
- 3. Game Basics
- o Story
- o Characters
- > Sir Graham
- > King Edward the Benevolent
- o Getting Started
- o Basics
- > Score
- > Saving/Loading/Restarting
- > Actions
- > Speed
- o Controls
- 4. Walkthrough
- o Introduction
- o Obtaining the Magic Shield
- o Obtaining the Magic Mirror
- o Obtaining the Magic Chest
- o Return to Castle Daventry
- 5. Other Useful Information
- o Maps
- > Daventry
- > Castle Daventry
- > Land of the Leprechauns
- > Well
- > Land of the Clouds
- o Point List
- 6. FAQ
- 7. Revision History
- 8. Copyright & Contact Info
- 9. Credits/Thanks
-
-
-
-===============================================================================
- .:*~*:. < 1. Introduction > .:*~*:.
-===============================================================================
-
-Hiya, and welcome to my KQ1 FAQ/Walkthrough/Guide thing. It's my fourth
-guide, and I probably shouldn't do it, as I have 3 other guides to finish,
-but variety is the spice of life or whatever, and I really need a break from
-the others. So this is the result. And since it's an old game, I probably
-won't be getting too many emails or anything for it. ^_^
-
-On another note, this is probably the final version of this guide, since I've
-got mostly everything here.
-
-
-
-===============================================================================
- .:*~*:. < 2. Preliminary FAQ > .:*~*:.
-===============================================================================
-
-Why are the graphics so shoddy?
-```````````````````````````````
- When this game was first released, in 1984, these were great. Especially the
- 3D aspect of it. Those of you who weren't big on gaming back then might not
- realize this, but walking behind a tree was a big deal then. And so what if
- Graham's a little blocky? At least you can see him. And move him. The
- graphics underwent a massive improvement with the VGA remake in 1990. It's
- amazing how much things advanced in 6 years.
-
-
-Who's this Robert Williams person?
-``````````````````````````````````
- Roberta Williams is the brain behind the King's Quest series, and many other
- wonderful games, such as Mission: Asteroid (which I've also written a guide
- for), Mystery House (first hi-res adventure game ever), and the Laura Bow
- games.
-
-
-Where can I get this game?
-``````````````````````````
- Your chances of finding an original copy of it are pretty slim, but you
- might be able to find the remake somewhere if you look really, really hard.
- You'd probably be better off to just buy the entire series, with both
- versions of KQ1, in either the Roberta Williams Anthology (dunno if this is
- even still available) or the King's Quest Collection. Both should be fairly
- inexpensive, but there _are_ quite a few games in each pack, so expect to
- fork over at least a few bucks.
-
-
-Is this appropriate for my kids?
-````````````````````````````````
- Of course! There's nothing in it that will traumatize them, or even damage
- their egos. Graham can die, but when he does, it doesn't show anything.
- There's no other killing involved, and nothing else that can possibly happen
- in real life is harmful to the little ones. The difficulty level might be a
- bit high for some children, but it's fun for everyone, so don't hesitate to
- help out should they ask.
-
-
-How 'bout for older people?
-```````````````````````````
- It's a classic. Highly recommended for everyone. Just make sure you keep your
- saved games easily distinguishable from everybody else's. Few things are more
- annoying than getting most of the way through a game and having someone else
- replace your game with their own, which just happens to be near the beginning.
-
-
-
-===============================================================================
- .:*~*:. < 3. Game Basics > .:*~*:.
-===============================================================================
- Story
--------------------------------------------------------------------------------
-
-Once upon a time, there lived a mighty king named Edward the Benevolent. He
-reigned over the kingdom of Daventry with his wife by his side, but he had no
-heir.
-
-The kingdom's prosperity was maintained by the presence of three great
-treasures, known as Merlin's Mirror, the Shield of Achille, and the Chest of
-Gold.
-
-The Magic Mirror foretold the future, and was extremely valuable, as the King
-used it to view the weather. This knowledge was used to enhance the harvest,
-and as a result, Daventry was always well fed, and the excess food was sold
-to neighboring kingdoms.
-
-The Magic Shield, which was made of titanium and set with precious jewels,
-made the bearer invincible and granted success to his army. The King led his
-soldiers into battle with this shield, and Daventry easily fought off any
-attackers.
-
-The Magic Chest was a simple wooden trunk, but contained within was an
-unlimited supply of gold. Edward used this to pay his soldiers, and buy
-whatever resources and such that Daventry could not supply. Even when gold was
-taken out of it, the Chest would magically refill itself, and Daventry's
-treasury was always full.
-
-One day, while strolling through the castle gardens mourning their lack of
-heir, the King and Queen stumbled across a sorcerer. The sorcerer, seemingly
-eager to enhance the prosperity of the kingdom, offered his services in
-exchange for the Magic Mirror.
-
-The King and Queen, eager for an heir, consulted the Mirror, and, seeing a
-sturdy youth wearing a gold crown, determined this to be the son they had
-always wanted. They gave the sorcerer the Mirror, and he hid it away in his
-underground lair. Many months passed, but still the Queen was not blessed
-with a child. The sorcerer disappeared, and the kingdom was left heirless and
-Mirror-less.
-
-The years wore on, and Daventry was weakened by the loss of their crops. They
-were forced to buy food from neighboring kingdoms, and a Plague was brought
-into the kingdom. This plague struck down the Queen, and for many days she
-was bed-ridden.
-
-On the fourth day of her illness, a dwarf arrived at the castle with a root
-that he claimed would cure the Queen. Touching it to her lips, the Queen's
-eyes flickered open, and everyone rejoiced. The King, grateful for the
-dwarf's services, offered him whatever amount of treasure he might desire.
-The dwarf requested that he be given the Magic Shield in payment, and the
-King, his wife not yet out of danger, agreed. The dwarf hid the shield in the
-earth in the fashion of his kind, and the Queen consumed the root.
-
-The supposedly magical cure, despite its miraculous effects when touched to
-her lips, did nothing more for the Queen. Her condition worsened, and within
-a few days, she perished. The kingdom mourned her loss, and that of the
-Shield, and neighboring countries, hearing of the weakened condition of the
-army, attacked. Without the Magic Shield, many battles were lost, and the
-kingdom sank deeper into despair.
-
-The King was lonely without a companion, and often took to riding with his
-men. On one such trip, they came across a pack of wolves surrounding a tree.
-At the approach of the armed men, the wolves scurried away, and a young woman
-descended from the branches of the tree and thanked them profusely for the
-rescue.
-
-The King, infatuated by the young woman's beauty, took her back to his
-castle, where she stayed for many a day and night. Eventually, realizing that
-this was to be his partner in life, Edward proposed to Princess Dahlia, as
-she was called, and the kingdom rejoiced at the thought of a wedding and,
-later, an heir.
-
-But, on the night before the wedding, Dahlia stole the keys that hung at
-Edward's belt, and went into the Royal Treasury. The treasurer, noticing the
-door ajar, peered in, and witnessed in horror the transformation from the
-beautiful to a wrinkled crone. The witch, cackling madly, stole the Magic
-Chest and flew off on her broomstick.
-
-The King's heart was broken, and his treasury empty. He could no longer
-afford to pay his soldiers or buy food for his starving country, and the
-woman he loved was gone.
-
-The years wore on, and Edward realized that his days were nearing their end.
-He summoned his closest knight, Sir Graham, and informed him of his troubles.
-Sending him on a quest to retrieve the three lost treasures, the King
-promised Graham his throne upon his death. And so Graham set off on a great
-quest, hoping to return the lost treasures to his country.
-
-
-
--------------------------------------------------------------------------------
- Characters
--------------------------------------------------------------------------------
-
-Sir Graham
-``````````
-Graham has been sent out on a quest to retrieve the three lost treasures of
-Daventry. His reward for this noble deed is the crown of Daventry.
-
-
-King Edward the Benevolent
-``````````````````````````
-Edward has led the kingdom of Daventry through many years of prosperity and
-famine. As his life nears its end, he must find an heir to his throne.
-
-
-
--------------------------------------------------------------------------------
- Getting Started
--------------------------------------------------------------------------------
-
-Since you've obviously booted up your computer, or you wouldn't be reading
-this, it's time to install your game, if you haven't already.
-
-Insert your game disk or CD into the proper drive. Since you're probably
-running Windows 95 or better (which doesn't really take much), I'll
-start with the installation instructions there.
-
-Go to the Taskbar (it's that thing at the bottom of your screen) and hit the
-Start button. From there, select the Run option (it's near the bottom), and
-hit the browse button. Go to the directory of your disk or CD drive, and
-select install or setup or whatever. Follow the on-screen instructions.
-
-If you're running Windows 3.x (and if you are, no offense, but you should
-probably upgrade), in the Program Manager, left click on the menu choice File
-and choose Run. Do what they say.
-
-If you're running MS-DOS, type the letter of your disk or CD drive followed
-by a colon (:), and press enter. You'll see the drive's prompt. At said
-prompt, type 'dir' to view the drive's directory, and type the file name of
-the install or setup or whatever program. Voila.
-
-To play in Windows, open the directory in which you installed the game, and
-double click on the game icon. In DOS, go to the prompt of the drive on which
-you installed the game and type 'dir' to see the directory, then type the
-.bat or .exe file matching the name of the game.
-
-
-
--------------------------------------------------------------------------------
- Basics
--------------------------------------------------------------------------------
-
-Score
-`````
-Throughout the game, various actions and items will earn points for you.
-There are 158 points in the game, but you don't have to get all of them to
-finish it. It's just a nice little challenge for you.
-
-
-Saving/Loading/Restarting
-`````````````````````````
-Saving (found under File) is a way of keeping your progress, even if you exit
-the game. Save often. Save well. Follow the on-screen instructions.
-
-Restoring (also found under File) recalls your saved games. Do it if you die.
-You _did_ save, right?
-
-Restarting (guess what? It's also under File!) restarts your game. Big surprise
-there. Don't do this unless you're unbelievably stuck or you forgot to save or
-something.
-
-
-Actions
-```````
-Swim:
- Graham can swim if you choose this under action.
-
-Jump:
- Boingy, boingy, boingy. Pretty self-explanatory.
-
-Duck:
- Can't recall any actual use for it, but it's your final action.
-
-
-Speed
-`````
-This drug stimulates your nerves... er... This Menu Bar option determines the
-Speed at which the game runs.
-
-Normal:
- If you're using a modern computer, this is the Speed you'll wanna be using
- throughout the game.
-
-Fast:
- If you're on an old computer, this might be the Speed for you, but you're
- just asking for trouble if you use it on anything faster than a 486.
-
-Slow:
- This Speed is far too sluggish for me, so I never use it. Do so if you want
- to...
-
-
-
--------------------------------------------------------------------------------
- Controls
--------------------------------------------------------------------------------
-
- F1............Display the Help screen
- F2............Toggle sound on and off
- F3...................Retype last line
- F5...............................Save
- F7............................Restore
- F9............................Restart
- Tab...............Open your Inventory
- Esc.......Display Menu Bar/Pause Game
- Enter...................Enter Command
- 0................................Jump
- -................................Duck
- =................................Swim
- Ctrl+J...........Set up your Joystick
- Alt+Z...................Exit the Game
- Arrow Keys................Move Graham
- Letter Keys.............Type Commands
-
-
-
-===============================================================================
- .:*~*:. < 4. Walkthrough > .:*~*:.
-===============================================================================
- Introduction
--------------------------------------------------------------------------------
-
-You'll start out on the bright green grass outside Castle Daventry. Nobody
-tells you this, but the general idea here is to get your bum in there and
-talk to Edward. So cross the bridge. It might look 3D, but it's only 2D. So
-just go across. It's easy to do.
-
-Once across the bridge, make your way over to the left, and walk that way
-until you're in front of the door. Walk up to it, and open it. You'll end up
-inside the castle.
-
-It's not much of a building, is it? Make your way down the hall and around a
-corner, and you'll reach the throne room. Walk up to the big guy, bow, and
-talk to King Edward, who'll give you the following message:
-
-"Sir Graham, I am an old man. I fear my end is near. I have chosen you to
-prove yourself worthy of the throne. As you know, our kingdom is weak and
-poor. I have knowledge of three things that would make our kingdom wealthy
-and strong. Somewhere within our kingdom, there is a magic mirror which tells
-the future. There is a magic shield that will protect the bearer from mortal
-harm. Finally, there is a magic chest that is always filled with gold coins.
-Go, Sir Graham! Go and bring me back those treasures. If you succeed, you
-will inherit the throne."
-
-Now it's back outside for our coral-clad hero. So go outside, then head to the
-left. See that rock? Stand behind it and push. If you stand below it, it will
-fall over you and kill you. So make sure you're behind it. When it's out of the
-way, look in the hole, and grab the dagger. Yay.
-
-Head north. Climb the tree with the hole in it. Creep along the branches and
-get the egg, then climb back down. Or jump. Your call. Now go east. You'll end
-up in a big carrot patch. Grab a carrot. Yummy. You can eat it, but it would be
-easier not to, 'cause if it's eaten, you'll have to get another one, and that's
-just too much hassle.
-
-Walk north. If you're lucky, there'll be an elf wandering around. If not, enter
-and exit until there is one. Then walk up to it and talk to it. Graham's a
-pretty lovable guy, so the nice li'l elf will give him a ring. So sweet.
-
-Go north again. Grab the giant bowl on the ground. Have fun while doing so. I
-always enjoy picking up dishes in the middle of nowhere, don't you? Look in
-the bowl, and say "fill." Ooh. I wouldn't eat that if I were Graham. After all,
-who knows where it's been? Despite this, the soup is quite safe to eat, but if
-you like the feeling of a warm bowl of soup in your pants, no matter if you'd
-rather not do so.
-
-If you go north again (north is quite a popular direction these days, no?),
-you'll end up by a river. It's kinda hard to tell, but those brown and grey
-things in the sand are pebbles. Grab 'em. They make great slingshot ammo, and
-you'll need that later.
-
-Go back south, then head west. You can nab a walnut, but this ain't no
-ordinary nut. Open it for the point value. Make sure it's not an ordinary nut.
-If it is (and it shouldn't be), grab another one and open it. Hopefully this
-one is the valuable one. Now go south.
-
-Ignore that door for now, and go south for two more screens. You should end up
-back at the boulder under which you found your dagger. Head to the left. You'll
-end up by a lake. Get in, and swim. Splashy splash splash. Whee. Swim across the
-lake and get out at the west shore. Walk west for a screen, then look into the
-stump. Get the pouch, and open it. Not really necessary to finish the game. It's
-just one of those fun point things you can do.
-
-Now go back east, then south. You should be at the woodcutter's pad. Nothin'
-you can do outside, so go on in. They look depressed. Or maybe they're just
-hungry. Say "fill" if you haven't already, then give them the bowl. Yumminess.
-Now head down into the lower-right corner of their shack (avoid the holes...
-you're too young to die), and grab the fiddle. Play them a song, then go back
-outside.
-
-Go south for a few screens, and you'll run into the Gingerbread House. Save
-your game, then eat the house. If the coast is clear, the house will be yummier
-than it looks. If not, someone will say the nibble mouse thing. If you get the
-nibble mouse thing, just leave the screen and return, then try again.
-
-When you get the yummy line, go in, then go to the bedroom and pick up the note
-on the nightstand. Read it. "Sometimes it is wise to think backwards." It's a
-hint for a puzzle you'll have to save later.
-
-Now, wait where you are until the witch comes home, and do the cool thing and
-save your game. When she gets there, she'll walk over to her oven and start
-jiggling around. Walk up behind her and push her. Ding dong, the witch is dead.
-With that taken care of, open that cupboard against the back wall and take the
-cheese from it. I don't like swiss, but somebody must.
-
-If you're a pacifist, you could just stand outside the witch's door and use the
-ring the elf gave you to do all that stuff, and the witch won't return. But
-that's a waste of a perfectly good one-time-use ring. Plus it's more fun to set
-people on fire.
-
-When you're done in the Gingerbread House, go west three times. Ignore the
-bridge (you can't cross it yet anyway) and go south. Ooooooh...Clovers. Get one.
-It's got four leaves. Lucky you. My friend Kallie once found one with 5 leaves.
-The power plant in the town where she found it was shut down for leaking
-radiation. Coincidence? I think not. I don't think Graham's has anything to do
-with that, so I'll get on with the walkthrough.
-
-It's time to get the three treasures. In the original version, this can be done
-in any order. Since I'm playing the original version, and this guide is for it,
-I'll just do the treasures in whatever order I feel like doing it in, and you
-can skip around as you like. But I would recommend getting the Shield first, as
-it will protect you from thieving dwarves and the like.
-
-
--------------------------------------------------------------------------------
- Obtaining the Magic Shield
--------------------------------------------------------------------------------
-
-It's off to leprechaun land to get the first thing. So head east 2 screens.
-At this point, you should be outside a small cave. If you hang around for a few
-seconds, a giant friendly bird will show up. Prepare to jump. As the Condor
-swoops overhead, jump. Graham will end up clasped tightly in his vicious talons.
-And they call this thing FRIENDLY?
-
->LOOK AROUND
-You see nothing special.
-
-Nothing special? You're flying through the air in the talons of a giant bird
-with flashing eyes!
-
-After a minute or so of this, the Condor will drop you, and you'll land in an
-area with lotsa bushes with purple berries and a hole in the ground. You'll
-want to jump into that hole eventually, but for now, just head west.
-
-Nab the mushroom sitting beside the river, then go back over to the right.
-Step on over to that hole, and you'll fall in. So now you're in...
-
-LEPRECHAUN LAND!!!!! Whee. Go down, and left from there. Go right up to the
-edge of the rat's circuit, and give him the cheese. Count your fingers. Now
-open the door and go in. The leprechauns will be impressed by that clover you
-picked up earlier and will leave you alone. Go down, and play a pretty song on
-your fiddle. Everyone will frolic away. Pocket the scepter and the shield.
-Imagine the glances Graham would get while walking through town with THAT.
-"Hey, is that a scepter in your pocket, or are you just happy to see me?"
-
-Go left. Walk up to the tiny hole in the wall and eat your mushroom. Graham
-will turn into a midget. Normally, shrinking an image would decrease the pixel
-count and the character would look grainy. I see no difference. I don't think
-Sierra maxed out their graphical capabilities when they made Graham. I feel
-cheated...
-
-
-
--------------------------------------------------------------------------------
- Obtaining the Magic Mirror
--------------------------------------------------------------------------------
-
-If you're doing things my way, you should be near the rock with the glowing
-hole in it at this point. Go south three screens and west one. You should end
-up beside a well.
-
-Now that you're there, make sure the bucket is up, then cut the rope. Move
-around to the right side of the well and lower the rope, then climb in. When
-you reach the bottom, you'll fall off. Swim. Dive. Swim down and into the
-hole on the left side. You'll see a dragon.
-
-There are two ways to get rid of the dragon. Either way, move up close to it.
-Not too close... just to right beforeits breath ends. Once their, it's decision
-time.
-
-The best method, and the one that earns points for you, is to throw the water
-at the dragon. When you were swimming around, your bucket was filled up. That
-will extinguish the flaming breath, and the big scary dragon will scurry off.
-The other way of doing things is cruel and inhumane. Throw your dagger at it.
-It dies. Meanie!
-
-Once the dragon's outta the way, pick up the mirror. Look into it, and you'll
-see yourself as King. That's always good.
-
-Decision time again. Now you have to choose how to get out. It's best to go
-out the way you came. You get more points. If you don't want to go out that
-way, you can follow the dragon out. But you probably shouldn't do that.
-
-If you take the first way out, just swim back up to the surface and climb the
-rope. Get your scurvy bum outta there, and you've finished part 2 of the
-three quests. That was easy, wasn't it?
-
-
-
--------------------------------------------------------------------------------
- Obtaining the Magic Chest
--------------------------------------------------------------------------------
-
-From the well, head left one screen and you'll find the goat pen. Open up the
-door, go in, close it, and find the goat wandering around in there. Graham
-has little respect for his fellow citizens, so he'll have no qualms about
-stealing someone's goat. So show the goat the carrot. Don't give the carrot
-to the goat, or it will not follow you.
-
-With the goat in tow, reopen the gate and head west for two screens. From
-there, go north twice, and you'll be in front of a bridge. Walk onto it. Your
-goat will take care of things from here, then run off.
-
-Go north, and you'll encounter a gnome. When you talk to him, he'll tell you
-to guess his name. Remember the note at the witch's shack? It said "Sometimes
-it is wise to think backwards" or something to that effect. Well, this is the
-hardest puzzle in the game, so listen up. The name "Rumplestiltskin" is the
-one you've gotta start with. From there, you have to reverse the name, not by
-making it "Nikstlitselpmur," although that name works in the remake, but by
-reversing the alphabet. Like this.
-
- A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
- Z Y X W V U T S R Q P O N M L K J I H G F E D C B A
-
-So anyone with any logic whatsoever should be able to figure out that the
-guy's name is "Ifnkovhgroghprm." How you're supposed to pronounce that, I
-know not. But it might be something like "if-nuh-kov-grog-hip-urm." Ah well.
-Leave it up to Graham to figure that one out.
-
-If you've guessed it right, Iffy goes away, leaving 5 or so beans for you.
-Get 'em. If you waste your guesses, you'll get a golden key. Oh well... It
-gets you to where you need to go, so be happy about it. Or something.
-
-Now that you have your prize, we'll split up the walkthrough for a bit. If
-you got the key, skip to the section below this one. Otherwise, check out the
-next part.
-
-
-Beans
-`````
-Take your new food, if you haven't already. But DO NOT EAT THEM. Unlike the
-carrots, you can't go out and get new beans whenever you feel the urge to do
-so.
-
-With beans in hand, head east two screens. You should be at a flower patch.
-This looks like a good place for gardening. Plant your beans. A beanstalk
-will sprout. If you know what's good for you, save your game.
-
-This next part is EVIL. It's all about saving every time you move a single
-pixel and going at the slowest speed. The beanstalk is big, it's tall, and it
-has lots of little things that you'd think Graham would be able to climb, but
-he can't. So anyway, make sure both of yer grubby little paws are on the vine
-at all times, and creep your way up there.
-
-...That was your reward for guessing the name... *Snort*... some reward.
-
-
-
-Key
-```
-If you guessed the gnome's name wrong, then he'll leave you with a key. Take
-it, then head over to the door in the mountain. For those of you lacking
-knowledge as to the exact placement of that location, just go south twice and
-east 5 times from the gnome's shack.
-
-Use your key in the lock, and you'll be granted access to the stairs within.
-Save your game, and go on up. Hopefully you already got the shield, 'cause if
-that gnome steals anything, restore. 'Cause you ain't gettin' it back.
-
-Make your way upstairs, and then it's on to the next section for you.
-
-
-
-When you reach the top of the mountain, save your game again, then head over to
-the right. Go south from there, then east two screens. Move on over to that
-tree with the hole in its base, and peek in. Grab the sling outta there, then
-go north.
-
-There are two possible ways to eliminate the giant. The more profitable way,
-point-wise, is to do it without killing him. So wear your ring, head west,
-and rub it upon entrance. Wander around, avoiding him, until he falls asleep,
-then walk up to him and get the chest. Whee. Insta-money! I'd imagine that
-having the shield in your possession at this point would help somewhat, but I
-didn't do it in that order, so I don't really know for sure.
-
-The alternate violent, not-as-profitable way, is to shoot him with your sling.
-So from the cave entrance, go west, and use your sling. You'll kill the giant.
-You big meaniehead.
-
-Either way you went about getting it, the chest is now yours, so go east. You
-should see a cave. Save your game, then head in. Edge your way down the
-stairs, and leave through the bottom. Of course, you could also take the
-beanstalk if that's how you got there... But I wouldn't recommend it. Why make
-things harder for yourself?
-
-
-
--------------------------------------------------------------------------------
- Return to Castle Daventry
--------------------------------------------------------------------------------
-
-You've got all your treasures, so it's back to the castle for you, young man.
-Walk north twice then east twice, open the door, and go see Mr. Benevolency.
-Bow to him, then walk up to him, he'll stand up, have a heart attack, and
-you'll be King. All done...
-
-
-
-===============================================================================
- .:*~*:. < 5. Other Useful Information > .:*~*:.
-===============================================================================
- Maps
--------------------------------------------------------------------------------
-
-ASCII maps are hard to make, but I'll try my best. Which, in this case, doesn't
-seem to be enough, but... um... yea. Good enough for the time being.
-
-
-Daventry
-````````
- [ 7 ]
- |
-[ A ]-[ A ]-[ B ]-[ A ]-[ A ]-[ C ]-[ D ]-[ ! ]
- | | | | | | | |
- | | | |[ 4 ]| | | |
- | | | | | | | | |
-[ E ]-[ F ]-[ A ]-[ G ]-[ G ]-[ H ]-[ @ ]-[ J ]-[ 9 ]
- | | | | | | | |
-[ K ]-[ E ]-[ L ]-[ A ]-[ M ]-[ N ]-[ $ ]-[ I ]
- | | | | | | | |
- | | | |[ 5 ]| | | |
- | | | | | | | | |
-[ E ]-[ O ]-[ C ]-[ P ]-[ Q ]-[ R ]-[ # ]-[ I ]
- | | | | | | | |
- | | |[ 6 ]| | | | |
- | | | | | | | | |
-[ S ]-[ A ]-[ T ]-[ U ]-[ A ]-[ V ]-[ W ]-[ A ]
- | | | | | | | |
-[ X ]-[ Y ]-[ Y ]-[ Z ]-[ 1 ]-[ 2 ]-[ 3 ]-[ 3 ]
- | |
- [ 8 ] [ 10 ]
-
-A.....Lake
-B.....Stump with diamonds
-C.....Useless screen
-D.....Castle
-E.....Troll bridge
-F.....Old bridge
-G.....Woodcutter's house
-H.....Ogre
-I.....River
-J.....Condor's dropping point
-K.....Gnome
-L.....Flower patch
-M.....Rock with hole
-N.....Dwarf
-O.....Stream
-P.....Witch's house
-Q.....Sorcerer
-R.....Walnut tree
-S.....Clover patch
-T.....Outside cave/Condor
-U.....Witch
-V.....Door
-W.....Elf
-X.....Fairy Godmother
-Y.....Goat pen
-Z.....Well
-1.....Wolf
-2.....Egg tree
-3.....Carrot garden
-4.....Inside woodcutter's house
-5.....Inside witch's house
-6.....Inside cave
-7.....Inside castle
-8.....Inside well
-9.....To Leprechaun Land
-10....Up tree
-!.....Starting point
-@.....Mushroom
-#.....Bowl
-$.....Pebbles
-
-All screens, excepting that of the leprechaun land and the troll bridge
-opposite it, wrap around, meaning if you go west from point X, you'll end up at
-point 3.
-
-
-Castle Daventry
-```````````````
-
-[ A ]-[ B ]
- |
- [ B ]
- |
- [ C ]
-
-A.....Throne room
-B.....Hall
-C.....Outside castle
-
-
-Land of the Leprechauns
-```````````````````````
-
- [ A ]
- |
- [ B ]
- |
- [ D ]-[ C ]-[ B ]
- |
-[ G ]-[ F ]-[ E ]
-
-A.....Condor dropping point
-B.....Cave
-C.....Rat
-D.....Leprechauns
-E.....Throne room
-F.....Exit
-G.....Rock with hole
-
-
-Well
-````
-
- [ A ]
- |
- [ B ]
- |
-[ E ]-[ D ]-[ C ]
-
-A.....Outside well
-B.....Inside well
-C.....Underwater
-D.....Dragon's lair
-E.....To Inside cave
-
-
-Land of the Clouds
-``````````````````
-
-[ A ]-[ B ]-[ C ]-[ D ]-[ E ]-[ F ]
- | | | | /
-[ G ] [ B ] [ B ] [ H ][ F ]
- | /
-[ G ] [ F ]
- | /
-[ G ] [ F ]
- /
- [ F ]
-
-A.....Top of beanstalk
-B.....Clouds
-C.....Trees
-D.....Giant
-E.....Cave
-F.....Stairs
-G.....Beanstalk
-H.....Tree with hole
-
-
-
--------------------------------------------------------------------------------
- Point List
--------------------------------------------------------------------------------
-
-Introduction
-````````````
- Enter castle...............1
- Bow........................3
- Move rock..................2
- Get dagger.................5
- Get carrot.................2
- Climb tree.................2
- Get carrot.................2
- Get egg....................6
- Get bowl...................3
- Read bowl..................1
- Talk to elf................3
- Get pebbles................1
- Get walnut.................3
- Open walnut................3
- Look in stump..............1
- Get pouch..................3
- Look in pouch..............3
- Eat house..................2
- Get note...................2
- Read note..................1
- Push witch.................7
- Open cupboard..............2
- Take cheese................2
- Give bowl..................3
- Get fiddle.................3
- Pick clover................2
-------------------------------
- Total.....................68
-
-
-Obtaining the Magic Shield
-``````````````````````````
- Ride Condor.................3
- Pick mushroom...............1
- Give cheese to rat..........2
- Play fiddle.................3
- Get shield..................8
- Get sceptre.................6
- Eat mushroom................2
- Leave through hole..........1
--------------------------------
- Total......................26
-
-
-Obtaining the Magic Mirror
-``````````````````````````
- Cut rope...................2
- Climb down.................1
- Dive.......................4
- Enter dragon's cave........1
- Throw water on dragon......5
- Get mirror.................8
- Leave by water.............4
-------------------------------
- Total.....................25
-
-
-Obtaining the Magic Chest
-`````````````````````````
- Show carrot to goat........5
- Goat attacks troll.........4
- ---
-*Get gold key...............3
- Unlock door................2
- ---
-*Guess gnome's name.........5
- Get magic beans............4
- Plant beans................2
- ---
- Get sling..................2
-^Kill giant.................2
-^Let giant sleep............5
- Get chest..................8
-------------------------------
- Total......................26 with key and killing
- ......................29 with key and sleep
- ......................32 with beans and killing
- ......................35 with beans and sleep
-
-
-Return to Castle Daventry
-`````````````````````````
- Open gate...................1
- Bow to Edward...............3
--------------------------------
- Total.......................4
-
-
-Final Total................150 with key and killing
- ................153 with key and sleep
- ................155 with beans and killing
- ................158 with beans and sleep
-
-
-So if you want to get the most points, you have to guess gnome boy's name and
-put the giant to sleep. Not hard. Enjoy. ^_^
-
-
-*,^ = Variable Event (symbol matches variation). All events within the ---
- are triggered by the variation marked by the symbol.
-
-
-
-===============================================================================
- .:*~*:. < 6. FAQ > .:*~*:.
-===============================================================================
-
-I keep falling off the bridge in the beginning! Why?
-````````````````````````````````````````````````````
- I don't care if it looks 3D, it's not. Just walk across it like this:
- &&
- G&&&&
- |___| ||
- <-- /\<--\ <--
- /¯¯¯¯\
- | |
-
- Or something. I'm bad at ASCII art. That G represents Graham's starting
- point, of course.
-
-
-Why did I lose points?
-``````````````````````
- It's not really a big deal if you don't get every point in the game. But
- sometimes if you do something wrong (such as bribing the troll or eating a
- carrot), you lose points.
-
-
-What do I do if the dwarf stole my Mirror/Chest?
-````````````````````````````````````````````````
- Restart or restore. There's nothing you can do to get it back. Maybe you
- should've gotten the Shield first...
-
-
-
-===============================================================================
- .:*~*:. < 7. Revision History > .:*~*:.
-===============================================================================
-
-v1.0 (03/21/01) - Pretty much everything that I intend to put in here is in
-here. Perhaps the addition of a Quick Walkthrough or some other such
-silliness will be added at a later date, but that's rather doubtful. I'm
-pretty lazy. Sittin' at a mean 52K.
-
-
-v2.0 (04/04/02) - Brand spankin' new format. It's so purdy. And neat. Also, a
-few sections have been modified and rearranged, a few small errors fixed, most
-of the crap in the Game Basics section removed. Nothing else major or anything
-like that. Just small things. Y'know what I'm sayin'? Oh, and bow down to my
-mad file shrinking skillz. Currently measuring in at about 42K. w00t.
-
-
-
-===============================================================================
- .:*~*:. < 8. Copyright and Contact Info > .:*~*:.
-===============================================================================
-
-This document (c)2001-2002 Bananagirl.
-
-This document was written exclusively for use on the internet. It is not
-intended to be used in any way that is profitable for anyone other than the
-author. It is not to be reproduced in any way without express written
-permission from the author.
-
-The information found within the document is, to the best of the abilities and
-knowledge of the author, 100% accurate. However, the possibility exists that
-inaccurate information may be found within. Any errors (human, computer, or
-otherwise) should be reported to the author.
-
-If you would like to use this document on/in your web site, magazine,
-or other published work, please contact the author and obtain permission
-before doing so.
-
-King's Quest, KQ, King Graham, and all events and titles are trademarks of
-Sierra Online, Inc. The author makes no claim to the creation of these.
-
-More information on copyright laws can be found at the copyright section of
-the official Library of Congress web site. (http://www.loc.gov/copyright).
-
-This document can currently only be legally found at http://www.gamefaqs.com.
-
-If you have found this document anywhere else or are at some other site that
-foolishly forgot to remove the copyright information, contact the author.
-
-
-
-===============================================================================
- .:*~*:. < 9. Credits/Thanks > .:*~*:.
-===============================================================================
-
-Author
-``````
- Bananagirl (bananasquid@msn.com)
-
-
-Thanks to
-`````````
- Roberta Williams, for creating some of the best games known to civilized man.
-
- The King's Quest Companion, by Peter Spear, for a few points that I forgot to
- record, and an order of doing things. Without this great book, which you can
- buy at Amazon.com (that's where I got it, anyway), I wouldn't know where to
- start. Thanks, Peter!
-
-
--------------------------------------------------------------------------------
-
- iLfj:
- K jf
- ;LLfjjW LLGLLf:
- GDi;;;t# W;;;;E;
- .ELLLL;tK KLDfjLt
- tGEi f#t
- D#f E,
- jWK jLfLEf;
- tWiWEKGj;;;;jD:
- .GD;,,,,,;DEt;;iK
- .fKi,,,,tKttE.Dt;;Dt
- .fEt,,,,tDL,fG. .W;;Ki
- :tGGi,,,;LDf,iEt K;tK
- tDLi,,;tLDGi,;DL. jLE:
- iDfjfLft;,;fLj.
- #:,,,:##
-
--------------------------------------------------------------------------------
- Copyright 2001-2002 Bananagirl
-
-King's Quest: Quest for the Crown: FAQ/Walkthrough by bananagirl
-
-Version: Final | Updated: 2002-04-04 | Original File
-
diff --git a/.vim/vimwiki/vimwiki/KQ2_Guide.wiki b/.vim/vimwiki/vimwiki/KQ2_Guide.wiki
deleted file mode 100644
index 06b9db6..0000000
--- a/.vim/vimwiki/vimwiki/KQ2_Guide.wiki
+++ /dev/null
@@ -1,90 +0,0 @@
-=== 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.
diff --git a/.vim/vimwiki/vimwiki/KQ2_Walkthrough.wiki b/.vim/vimwiki/vimwiki/KQ2_Walkthrough.wiki
deleted file mode 100644
index 1230dbe..0000000
--- a/.vim/vimwiki/vimwiki/KQ2_Walkthrough.wiki
+++ /dev/null
@@ -1,172 +0,0 @@
-=== 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.
diff --git a/.vim/vimwiki/vimwiki/KQ3_Fun Stuff.wiki b/.vim/vimwiki/vimwiki/KQ3_Fun Stuff.wiki
deleted file mode 100644
index ae4c64a..0000000
--- a/.vim/vimwiki/vimwiki/KQ3_Fun Stuff.wiki
+++ /dev/null
@@ -1,2 +0,0 @@
-=== King's Quest III To Heir is Human ===
-==== Fun Stuff ====
diff --git a/.vim/vimwiki/vimwiki/KQ3_ItemList.wiki b/.vim/vimwiki/vimwiki/KQ3_ItemList.wiki
deleted file mode 100644
index 6b2bb92..0000000
--- a/.vim/vimwiki/vimwiki/KQ3_ItemList.wiki
+++ /dev/null
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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
diff --git a/.vim/vimwiki/vimwiki/KQ3_PointList.wiki b/.vim/vimwiki/vimwiki/KQ3_PointList.wiki
deleted file mode 100644
index 0459717..0000000
--- a/.vim/vimwiki/vimwiki/KQ3_PointList.wiki
+++ /dev/null
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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
diff --git a/.vim/vimwiki/vimwiki/KQ3_Walkthrough.wiki b/.vim/vimwiki/vimwiki/KQ3_Walkthrough.wiki
deleted file mode 100644
index b64eb30..0000000
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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!
diff --git a/.vim/vimwiki/vimwiki/KQ4_AsciiMap.wiki b/.vim/vimwiki/vimwiki/KQ4_AsciiMap.wiki
deleted file mode 100644
index 97700a6..0000000
--- a/.vim/vimwiki/vimwiki/KQ4_AsciiMap.wiki
+++ /dev/null
@@ -1,89 +0,0 @@
-=== 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!
diff --git a/.vim/vimwiki/vimwiki/KQ4_Characters.wiki b/.vim/vimwiki/vimwiki/KQ4_Characters.wiki
deleted file mode 100644
index f463469..0000000
--- a/.vim/vimwiki/vimwiki/KQ4_Characters.wiki
+++ /dev/null
@@ -1,17 +0,0 @@
-=== 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.
diff --git a/.vim/vimwiki/vimwiki/KQ4_ItemList.wiki b/.vim/vimwiki/vimwiki/KQ4_ItemList.wiki
deleted file mode 100644
index c66b683..0000000
--- a/.vim/vimwiki/vimwiki/KQ4_ItemList.wiki
+++ /dev/null
@@ -1,101 +0,0 @@
-=== 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.
diff --git a/.vim/vimwiki/vimwiki/KQ4_PointList.wiki b/.vim/vimwiki/vimwiki/KQ4_PointList.wiki
deleted file mode 100644
index e304f18..0000000
--- a/.vim/vimwiki/vimwiki/KQ4_PointList.wiki
+++ /dev/null
@@ -1,115 +0,0 @@
-===============================================================================
- .:*~*:. < 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
-
diff --git a/.vim/vimwiki/vimwiki/KQ4_Story.wiki b/.vim/vimwiki/vimwiki/KQ4_Story.wiki
deleted file mode 100644
index e4941fd..0000000
--- a/.vim/vimwiki/vimwiki/KQ4_Story.wiki
+++ /dev/null
@@ -1,23 +0,0 @@
-=== 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.
-
diff --git a/.vim/vimwiki/vimwiki/KQ4_Walkthrough.wiki b/.vim/vimwiki/vimwiki/KQ4_Walkthrough.wiki
deleted file mode 100644
index 97aed06..0000000
--- a/.vim/vimwiki/vimwiki/KQ4_Walkthrough.wiki
+++ /dev/null
@@ -1,274 +0,0 @@
-=== 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)
-
diff --git a/.vim/vimwiki/vimwiki/KQ5_Map.wiki b/.vim/vimwiki/vimwiki/KQ5_Map.wiki
deleted file mode 100644
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--- a/.vim/vimwiki/vimwiki/KQ5_Map.wiki
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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
diff --git a/.vim/vimwiki/vimwiki/KQ5_PointList.wiki b/.vim/vimwiki/vimwiki/KQ5_PointList.wiki
deleted file mode 100644
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-=== 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
diff --git a/.vim/vimwiki/vimwiki/KQ5_Walkthrough.wiki b/.vim/vimwiki/vimwiki/KQ5_Walkthrough.wiki
deleted file mode 100644
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-=== 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.
-
diff --git a/.vim/vimwiki/vimwiki/KQ6_ItemGuide.wiki b/.vim/vimwiki/vimwiki/KQ6_ItemGuide.wiki
deleted file mode 100644
index b850c34..0000000
--- a/.vim/vimwiki/vimwiki/KQ6_ItemGuide.wiki
+++ /dev/null
@@ -1,63 +0,0 @@
-=== 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 |
diff --git a/.vim/vimwiki/vimwiki/KQ6_Walkthrough.wiki b/.vim/vimwiki/vimwiki/KQ6_Walkthrough.wiki
deleted file mode 100644
index c463c54..0000000
--- a/.vim/vimwiki/vimwiki/KQ6_Walkthrough.wiki
+++ /dev/null
@@ -1,887 +0,0 @@
-=== 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! :)
-Version History
diff --git a/.vim/vimwiki/vimwiki/KQ7_ItemGuide.wiki b/.vim/vimwiki/vimwiki/KQ7_ItemGuide.wiki
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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.
-
diff --git a/.vim/vimwiki/vimwiki/KQ7_Walkthrough.wiki b/.vim/vimwiki/vimwiki/KQ7_Walkthrough.wiki
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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.
-
diff --git a/.vim/vimwiki/vimwiki/KQ8_Walkthrough_1.wiki b/.vim/vimwiki/vimwiki/KQ8_Walkthrough_1.wiki
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- KING'S QUEST 8:
-MASK OF ETERNITY WALKTHRU
-BY
- TAMI MEYERS
-
-Introduction:. The path I have chosen to take is not the only way to
-complete the game, it's just my way. Now comes the part where I give the
-obligatory speech about not following the walkthru step by step or it
-will ruin the enjoyment and satisfaction you get from completing the
-game on your own. However, feel free to refer to it whenever you feel a
-migraine coming on. I'm open to any suggestions you may have for
-improving this walkthru or if I have missed anything of vital
-importance. Also, any hints, tips and secrets are welcome. Please feel
-free to e-mail me anytime. Stmeyers@aol.com
-
-KINGDOM OF DAVENTRY
-
-Outside Sarah's House
-
-? Click on raven. Watch the direction it flies off in.
-? Click on the statue of Sarah.
-? Enter Sarah's house.
-
-
-Inside Sarah's House
-
-? Click on statue of Widow Burke.
-? Click on basket of mushrooms.
-? Click on shield potion on the shelf in the back of the room.
-? In the kettle by the fire is a healing soup. Only click on it if your
-health meter is low.
-? Exit house.
-
-Outside
-
-? Go right.
-? Pick up mushrooms in front of house.
-? Continue down the path.
-? Enter Connor's house on the left.
-
-Inside Connor's House-Getting the Dagger
-
-? Go to the back of the house.
-? Pick up the dagger stuck in the table.
-? Click on the jug on the shelf.
-? Pick up the coins that are now revealed.
-? Exit the house.
-
-Wizard-Getting the Magic Map
-
-? Use your dagger on the bull's eye on the side of the house. This will
-raise your experience meter by 1 point.
-? Click on the raven on the fence.
-? Follow him. Head past Sarah's house and the Church. Watch out for
-flying arrows.
-? Go to the wizard. Learn of what has happened in Daventry and your
-quest to find the four remaining pieces of the mask. You will receive
-a magic map.
-? Go back past the Church.
-? There will be a cliff on the right. As soon as it is climbable, climb
-the face and walk to the edge.
-? Jump onto the roof of the mausoleum.
-
-Roof of Mausoleum-Getting the Crossbow
-
-? Walk to the far end of the roof.
-? Get out your dagger.
-? As you near the edge, you will automatically drop off and slit the
-Spriggan's throat.
-? Turn around and pick up the crossbow.
-? Exit through the back of the cemetery to avoid the Zombies.
-
-Outside Cemetery
-
-? Turn left at the road.
-? Enter the house on the right.
-
-Simms Farmhouse-Getting the Boots
-
-? Click on Goodwife Simm's.
-? Take gold from shelf.
-? Open box.
-? Take gold.
-? Take mushrooms on table.
-? Take boots beside bed.
-? Exit house.
-
-Outside Farmhouse
-
-? Continue forward.
-? Take mushrooms.
-? Eat fish, if needed.
-? Go behind farmhouse.
-? Kill monster and Zombie. Make sure you take everything.
-? Head North to the fountain. Drink if necessary.
-? Go NW to the tavern.
-
-Inside Tavern-Getting the Gloves
-
-? Head left once inside.
-? Open chest.
-? Take gold.
-? Turn around.
-? Take gloves on bench.
-? Go to the back of the room and up the ramp.
-? Open trunk.
-? Take crystal.
-? Exit.
-
-Outside Tavern
-
-? Continue NW.
-? Hit the barrels outside the tavern with your dagger to pick up some
-items.
-? Kill monster guarding the bridge.
-? Cross the bridge.
-? Kill the monsters.
-? Enter Kavanaugh's house.
-
-Inside Kavanaugh's
-
-? Take mushrooms
-? Take note of the child that must have lived there at one time.
-? Exit.
-
-Outside Kavanaugh's
-
-? Go around the house to the right.
-? Open the outhouse door. Be prepared.
-? Kill the monster.
-? Continue South.
-? Kill monsters.
-? Enter windmill.
-
-Windmill-Getting the Ax
-
-? Look up at the ax stuck in the ceiling.
-? Push the hay bale underneath it.
-? Jump on it.
-? Take the ax.
-? Jump down.
-? Exit.
-
-? Be prepared for the Henchman waiting outside. He's easy to defeat.
-Four chops with the ax should bring him down.
-? Take everything left behind.
-
-Outside Windmill
-
-? Head North then take the East path.
-? Go back to the fountain.
-? Enter the mill to the SW.
-
-Inside the Mill
-
-? Look up and notice the rope. We can't get it yet because the wheel is
-moving.
-? Exit.
-
-Outside the Mill -Stopping the Mill
-
-? Go to the North side of the house.
-? Chop down the tree.
-? Go back to the house.
-
-Inside the Mill -Getting the Rope
-
-? The wheel is now stopped.
-? Jump up.
-? Jump up to where the rope is.
-? Take rope.
-? Jump down.
-? Exit.
-
-Getting through the Waterfall
-
-? Head North to the Waterfall. If you follow the river you should run
-into it.
-? Go to the West side of the Waterfall.
-? Use rope.
-? Climb up.
-? Push blocks. There is now an opening in the waterfall.
-? Enter the opening.
-? A new location will now load.
-
-Inside Castle Daventry-Getting Torch Ashes and key.
-
-? Follow the tunnel to the dead end.
-? Click on the candle on the right to open hidden room.
-? Click on the painting of King Graham.
-? Push the painting by bumping into it.
-? Take the key that is revealed.
-? Move toward the opening to the south.
-? Pick up the torch ashes on the ground.
-? Walk toward the statue of King Graham.
-? Click on the mirror when it starts swirling.
-? Exit the Castle.
-
-Outside the Castle-Meeting King James
-
-? From the waterfall head East to the path.
-? Once on the path go North.
-? Go East at the fork.
-? Kill the mummies that pop up.
-? Continue along the path to the Tomb of King James.
-? After you kill the Spriggan, King James will appear and tell you to
-seek the dimension of Death, the urn will reveal the way.
-
-The Unicorn
-
-? Continue east to the beast/unicorn. She will ask you to return her
-horn.
-? Go back to the West.
-? Enter the Castle Keep ruins.
-
-Castle Keep Ruins-Finding Teleporter Room and Getting Breastplate
-
-? Ready your sword.
-? Once inside, turn left and kill monster. Another will come up behind
-you. Kill him also.
-? There are two rooms with chains. Pull all three chains to disarm a
-booby trap you will encounter later.
-? Go back to the courtyard area.
-? Enter the opening to the North.
-? Turn left.
-? Follow the tunnel.
-? Continue till you find the door.
-? Use the key on the door. This is the teleporter room.
-? Go back to the courtyard.
-? Climb the ramp to the right.
-? Kill the monster at the top.
-? Head East.
-? Climb ramp.
-? Kill monster.
-? Take leather breast plate and potions.
-? Exit the castle.
-
-Tomb of King James-Getting Ring of Dead Hero
-
-? Return to King James' tomb.
-? Chop down the gate with your ax.
-? Open the tomb by bumping into it.
-? Take the ring.
-
-Outside Tomb
-
-? Follow the path back to the fork.
-? Go left.
-? Pass the tavern.
-? Drink at the fountain.
-? Continue East.
-
-Alchemist's
-
-? Break down the door with the ax.
-? Take shielding potion.
-? Take elixir of life.
-? Take scroll
-? Exit.
-
-Outside
-
-? Go back to the fountain
-? Go south.
-? Go to the door in the church that is blocked.
-? Use the rope to climb up the side.
-? Head towards the window.
-? Use your rope to climb down.
-
-Inside Church-Getting Candle and Opening Portal
-
-? Take the candle.
-? Go to the front of the church.
-? Push the urn. Remember what King James said?
-? Looking through the window, you can see a portal has opened in the
-mausoleum.
-? Climb back out of the church.
-
-Outside the Church
-
-? Enter the graveyard.
-? Kill the Zombies.
-? Enter the Mausoleum.
-
-Inside the Mausoleum
-
-? Enter the portal. You will meet a ghost bear and you will be thrown
-back out.
-? Exit the mausoleum.
-
-Outside
-
-? The raven is here.
-
-Wizard-Ring of Illumination
-
-? Go back to the wizard.
-? Click on him.
-? He will ask for three objects, the candle, ring and ashes. Luckily
-you have all three.
-? Give him all three objects.
-? He will give you the Ring of Illumination. You can now get through
-the portal.
-? But first, enter the water behind the wizard.
-? Continue West until you reach an island.
-? Climb up the mountain to the Wizards home.
-
-Wizard's Home-Getting the Bell
-
-? Take invisible potion under the table.
-? Click on pen.
-? Take newly written on page.
-? Use page on spinning globe.
-? Take potion.
-? Drink potion.
-? Open trunk that has now been revealed.
-? Take bell.
-? Exit
-
-Outside Wizards Home-Getting Sword
-
-? Climb down.
-? Put bell on structure.
-? Hit bell three times with ax.
-? The Lady of the Lake will appear and give you a new sword.
-? Head back to the mausoleum.
-
-Mausoleum
-
-? Pass through the Portal.
-
-Dimension of Death
-
-Entry
-
-? Turn around a make a note of the symbols. You will need them.
-? Go forward.
-? Kill the 4 skeletons.
-? The large door before you is locked. We'll need to find a way in.
-? Go east. Notice the flames on the pedestals.
-? Look at the flames. You will see a slot.
-? Find the altar with the idol. This is Azriel.
-? Take the Lever of Life spinning above the structure.
-? Continue North.
-? Turn West at the dead end.
-? You will come upon some crates.
-? In the center is a fallen warrior.
-? Click on him.
-? Take the piece of shield.
-? Head East.
-? Follow the path to the locked gate. You'll need a key.
-? Turn around.
-? Turn right at the locked door.
-? Turn left at the crates.
-? Move forward past the idol.
-? Climb the pedestal.
-? Put Lever of Life in the slot in pedestal.
-? Turn it by bumping into it.
-? You will automatically take the lever.
-? Repeat the process with the remaining 3 pedestals.
-? The large iron doors are now open.
-? Enter.
-
-Sanctum of Azriel
-
-? Use the symbols above the entry way door to make it to the top.
-
-Azriel-Lord of the Dimension of Death-Getting Key
-
-? Azriel will give you the key to the entrance to the Compound of
-Death. He will tell you to cross the river to the Realm of the Sun.
-? Head around to the other side of the building.
-? Follow the path to the locked gate.
-? Use your key to open it.
-? There will be 3 skeletons waiting for you.
-
-Compound of Death
-
-? Kill the skeletons.
-? Go West.
-? Turn left at the corner.
-? Turn right.
-? Ready your crossbow. Skeletons will be shooting from up high.
-? Clean up after them once they are disposed of.
-? Continue South.
-? Then turn left.
-? Shoot the urns as you approach. I've found that the red ones contain
-Spirits.
-? Jump up.
-? Flip the switch to disarm booby traps.
-? Continue South.
-? Turn right. Watch out for the fire.
-? Shoot the urns.
-? Continue North.
-? Look at the door on right. We need a key.
-? Continue North West.
-? Kill skeletons.
-? Shoot the urns if you like.
-? Turn South West.
-? Go all the way forward.
-? Hug the West wall.
-? You should begin to hear the cries of a young child.
-? Head North to a large clearing.
-
-Sylph and Fountain
-
-? Move the large metal crate to release the pressure plate.
-? Go North.
-? Climb pedestal.
-? Read structure. "Light torches of righteousness."
-? Move the 3 remaining metal crates.
-? This will light a green flame in the structure.
-? Be sure to pick up all the rocks you find. You will need 4 in all.
-? Go to the Sylph of Inner Beauty. Use your map to find the way. It is
-in the middle of the area you are in.
-
-Sylph
-
-? Click on the Sylph.
-? Drink from the fountain if you need some health points.
-? Click on the Sylph again.
-? She asks you to bring her rust and mold.
-? Continue South past Azriel.
-? Go through the passage.
-? To the right the passage is blocked.
-? Turn left
-? Kill the 2 skeletons.
-? Read the inscription on structure: "Three holds the key to creation"
-? Looking at the map, exit South through the center passage.
-? Turn right. The opening is blocked by a metal crate.
-? Take a running leap over the metal crate.
-
-
-Rescuing Little Girl
-
-? Weave your way through the boxes to the girl.
-? Click on her to hear her story and find out about her brother.
-? Push the metal box forward and the little girl will automatically
-escape.
-? Go back to the Sylph.
-? Go to the West wall and head North.
-? Kill the 3 skeletons.
-? Turn right.
-? Turn left.
-? Turn left again.
-? Turn right again.
-
-Boatdock
-
-? Click on the boatman. He will tell you to seek the Bridge of Life.
-? Turn around.
-? Exit left from the docks.
-? Then right..
-? Read structure. 7 holds the key to the rhythms of life.
-
-Looking for the Square Key
-
-? Exit. Continue North until you reach the river.
-? Then East.
-? Go all the way to the end.
-? Head South.
-? At the end turn West.
-? Then immediately South.
-? East.
-? Then South till you meet 5 skeletons.
-? After you wipe them out a trunk will be left behind.
-? Open the trunk to get the square key.
-
-Looking for Little Girls Brother
-
-? Head East.
-? South at dead end.
-? West at dead end.
-? South.
-? Then West.
-? North at the dead end.
-? Click on the dying man. He will tell you of the Hammer of Azriel.
-
-Finding Use for Square Key
-
-? From here head South till you can't go any further.
-? There should be a door on the left.
-? Use the square key here.
-
-Training Area
-
-? Be ready for a big battle. Kill all the skeletons.
-? Pick up everything.
-? Look for the round key. It's here somewhere.
-
-Getting Chain Mail
-
-? Go to the East tower.
-? Head North.
-? Then East at the first opening.
-? Go North at the second opening.
-? Then East.
-? Then North at dead end.
-? Go West at first opening.
-? Climb the tower.
-? At the top, kill the skeleton. You'll need to back him off the tower.
-Each time he takes a step backwards move forward. Block him into a
-corner and back him off.
-? Climb back down and get your chain mail.
-
-Getting a Fourth Rock
-
-? Hopefully at this point you already have three rocks.
-? The rock is in the central tower.
-? It's in the middle of the map.
-? Find your way there and climb to the top.
-? Cross the bridge.
-? The rock is to the right.
-? Climb down the tower.
-
-Opening the Portals
-
-? At the bottom throw your rocks on to the pressure plates. This will
-activate the portals. If you don't have all the rocks, just kill a
-zombie so that it falls on the pressure plate.
-? Head back to the Fountain area.
-
-Hall of Respite (Getting the Skull)
-
-? Enter the Hall of Respite.
-? Ready your crossbow.
-? Kill the two skeletons across the river.
-? Jump on the small box then the large one.
-? Back your way up the back right corner as far as you can go.
-? Aim at the pillar and take a running jump.
-? If your lucky you will hit the pillar and it will fall over. If not
-push it yourself.
-? Look at the shelves of skulls and remember your clues. The boatman
-mentioned the left shelf, and the structures you've been reading have
-mentioned the numbers 3 and 7.
-? Look at the left shelf, third row and seventh skull.
-? Take the skull.
-? Take the potion.
-? Run along the fallen pillar and jump across.
-? Exit.
-
-Hall of War -Getting the feather
-
-? Enter the Hall of War.
-? Climb the bridge and use the left edge past the first gap.
-? At the break, walk onto the long part of the bridge.
-? If you run quickly enough and plan it just right you should be able
-to jump the rest of the way.
-? Take the potion of strength.
-? Put the skull on the headless statue.
-? Take the Feather.
-? Exit.
-
-Hall of Immortality
-
-? Enter the Hall of Immortality.
-? Take the potion.
-? Look at the heart. We need to get it beating again.
-? Exit
-
-Hall of Justice
-
-? Take potion.
-? Put feather on right side of scale.
-? Walk towards the left side and you will automatically jump on it.
-Azriel will appear. The heart is now beating.
-? Exit.
-
-Getting Mold and Rust
-
-? Now that you have completed the four halls, you will have access to
-the mold.
-? From the fountain area.
-? Walk back to the river.
-? To get rust, dip the piece of shield in the river.
-? Now walk along the river bank until you are at the other side. Check
-your map.
-? Go South at the wall.
-? Then West at the first opening.
-? Follow the maze to the blood pool.
-? Collect all the mushrooms and the mold.
-? Now take them back to the Sylph.
-? Give her the mold and the piece of shield.
-? In return she will give you a spell of protection.
-
-Getting Azriel's Hammer (Using the round key)
-
-? Head North.
-? Then East.
-? Continue East until you hit the wall.
-? Go North.
-? Then East to the door.
-? Use the key on the door.
-? Once again, be prepared for battle.
-? Kill all the skeletons.
-? Now go to the East wall and flip all four switches. The will open the
-gate allowing you access to the hallway between the cells.
-? Notice the large double doors.
-? Start down the hallway armed with your crossbow.
-? Kill all the Spirits.
-? Head back to the switch area.
-? Go to the West wall. Notice the first switch is already flipped.
-? Go to the South wall and flip all four switches.
-? Go back to the West wall and flip the second switch.
-? Back to the South wall. Flip all four switches.
-? Back to the West wall. Flip the third switch.
-? South wall. Flip all four switches.
-? West wall. Flip fourth switch.
-? South wall. Flip all four switches.
-? The cells are all open now.
-? Take everything from the cells.
-? In the last cell on the left pull the lever. This will open the
-double doors in the switch room.
-? Go back to the double doors.
-? Drink a potion of reveal.
-? Arm yourself.
-? Enter.
-? Kill the specter.
-? Climb the ramp.
-? Jump over the spirits.
-? Grab the hammer.
-? Exit.
-
-Bridge of Life
-
-? Pass through the hall of cells.
-? Make a left at the center.
-? Continue forward until you are met by a skeleton.
-? Prepare for a nearly impossible battle.
-? When he stops talking, kill the first skeleton you see.
-? Then run away quickly.
-? Heal yourself.
-? Drink a potion of shield and strength.
-? Go after the commander skeleton.
-? Once he's dead it is relatively easy to kill the rest.
-? After the battle, climb the bridge.
-? Look at the lever to the left on the other side of the river.
-? Throw your hammer at it. The bridge will lower.
-? Cross the bridge.
-? Enter the portal.
-
-Note: Go back and pick up the rocks before you leave.
-
-The Swamp
-
-The Oracle of the Tree
-
-? Start heading west until you come upon a large tree. This is the
-Oracle of the Tree.
-? Beware of the Swamp Fiend and Scavenger Slime roaming the swamp.
-? Click on the tree. He will ask you for a piece of gold in exchange
-for information.
-? Give him a piece of gold.
-? He will tell you "Where the mask once sat now doth sit a pretender."
-? Keep giving it gold until it runs out of things to say.
-
-The Shacks-Chainmail Gloves and the Horn
-
-? To find the shacks, head SW.
-? Jump up and enter the first shack.
-? Take the gloves on the shelf.
-? Open the trunk and take the gold.
-? Exit.
-? Go to the next shack.
-? Break down the boards.
-? Open the trunk.
-? Break down the boards to the next room.
-? Take the horn.
-? Open the trunk. Take the gold.
-? Exit.
-
-Whispering Weeds
-
-? Now go to the whispering weeds.
-? They are NE of the Shacks. They look like mummies.
-? Walk up close enough without having them disappear.
-? Use the hearing horn.
-? They will tell you the mask piece is in the witches tower.
-
-The Golden Mushroom
-
-? Head back to the portal. The mushrooms are NE of here.
-? Make your way through the mushrooms, hugging the mountain side, until
-you find the golden mushroom.
-? Use your sword to whack off a piece.
-? Take it.
-
-Mandragor Tree-Getting Bow and Arrow
-
-? Head West.
-? As the mountainside turns, the Mandragor Tree will appear.
-? There will also be a well.
-? Drink from it, if necessary.
-? Now hug the mountain to the right.
-? Try to avoid the Mandragor roots.
-? Continue on until you reach a skeleton.
-? Click on him.
-? Take his bow and arrow.
-
-Teleporter
-
-? Continue Nw.
-? The shack on stilts is the teleporter room.
-
-The Sprites-Getting the Flower
-
-? Now go NE through the break in the mountainside.
-? Be careful of the carnivorous plants.
-? Continue on til you find the sprites.
-? Click on them.
-? They will ask you for a secret.
-? Click again and you will give them a secret (This may take clicking
-on them 3 times)
-? They will then give you a flower that is an antidote to the toxic
-swamp water.
-? Click again and they will tell you of the Golden Ladle.
-? Take the flower. You are now protected.
-? Exit the Sprite area.
-
-Swamp Witch
-
-? Now head past the Whispering Weeds.
-? Then go West.
-? Continue on til you find the Witch's Castle.
-? There will be a Mandragor Tree.
-? Continue to the left.
-? When you see the skulls, the witch will beging attacking.
-? She is easy to kill.
-? There is a locked gate.
-? Look through it.
-? Notice the sandbag.
-? Shoot it with your bow and arrow.
-? The gate will open.
-? Enter.
-
-Witch's Castle-Unicorn Horn
-
-? Turn right.
-? Notice the dead creature.
-? Take the horn that is sticking out of it.
-? Click on the kettle.
-? Click again.
-? Climb the ramp.
-? Beware of the arrow traps.
-? At the top break all the barrels.
-? Exit.
-? Walk around the outside of the castle picking up some good items.
-? Go back inside.
-? At the spike booby trap, through a rock to spring it.
-? Pass the booby trap and climb the ramp.
-
-Getting Mask Piece and New Suit and Henchman's Arm
-
-? Turn right and pick up your new suit of armor.
-? turn around and walk towards the trunk.
-? Open it. You will find the second piece of the mask.
-? A henchman will appear behind you.
-? Use a potion of shield and strength to survive the battle.
-? After the battle, pick up the Henchman's arm.
-? Now exit the castle.
-
-Bridge
-
-? Once outside head NorthWest until you reach the bridge.
-? Walk around to the other side.
-? Climb up,
-? Climb up again.
-? Cross the bridge to the door.
-? Use the Henchmans severed hand on the door.
-? The doors open.
-
-Stump Puzzle
-
-? Here's how to solve the stump puzzle:
- Jump forward-diagonal twice
- Then forward
- Left
- Forward-diagonal left
- Backward-diagonal left
- Left
- Forward-diagonal Left
- continue diagonal right until you reach the end.
-
-Getting the Golden Ladle
-
-? Kill the 2 creatures.
-? Read sign above trunk.
-? Open the trunk.
-? Take the golden ladle.
-? Pull the two handles to reveal the gate controls.
-? Pull gate control.
-? Exit.
-? Climb back down.
-? Head back to the Witch's Tower.
-
-Witch's Tower
-
-? Use the ladle on the kettle.
-? King Mudge will appear out of the water. You will automatically talk
-to him.
-? A portal to the Gnome Realm will open.
-? Before entering the portal, let's return the unicorn's horn and check
-on Gwennie.
-? Head back to the teleporter.
-
-Teleporter
-
-? Climb up to the teleporter.
-? Stand on the pad.
-? Take out your map.
-? Scroll to Daventry.
-? Click on the teleporter button.
-? You are magically transported back. You are in the castle ruins.
-? Exit.
-? Find the Unicorn.
-
-Unicorn
-
-? Click the horn on the unicorn. She is restored to her former self.
-? She gives you a crystal pyramid.
-? Now let's go check on Gwennie.
-
-Checking on Gwennie
-
-? Walk back to the fork.
-? Turn left.
-? Cross the bridge.
-? Enter the home across from the cemetery.
-? Gwennie is here.
-? Click on her.
-? Take gold.
-? Click on her again.
-? Back to the teleporter room.
-? Teleport back to the Swamp.
-
-Back in the Swamp
-
-? Go back to the portal at the Witch's tower.
-? Jump in the portal.
-
-Realm of the Gnomes
-
-? Pick up the 3 mushrooms.
-? Pick up the rock to the right.
-? Pick up all the mushrooms in the corner.
-? Break the barrels.
-? Exit North.
-? You will come to a pressure plate.
-? Use the rock to open the doors.
-? Watch out for the Manta.
-? Kill it.
-? Turn right.
-? Follow passage to the dead end. Be sure to pick up the rock.
-? Talk to Gnome.
-? Go back to portal area.
-
-Weapon Shop
-
-? Make a left this time.
-? Turn corner.
-? Turn again.
-? Go Forward.
-? Turn left at mining cart.
-? Turn right.
-? Kill Mantas.
-? Turn right-We need three rocks.
-? Back out.
-? Go forward.
-? Turn right.
-? Shoot barrel.
-? Turn left.
-? Kill rock Demon.
-? Turn right.
-? Open door.
-? Buy the best that you can afford.
-? Exit.
-? Go back to portal.
-
-Armor Shop
-
-? Turn left.
-? Left.
-? Right.
-? Left.
-? Left. Down the ramp.
-? Left. Down ramp.
-? Left. Kill Rock Demon. Take potion.
-? Right.
-? Right.
-? Left.
-? Left.
-? Right.
-? Curve Right.
-? Left.
-? Forward.
-? Left.
-? Right.
-? Dead End.
-? Open the doors to the right.
-? Make a purchase but leave at least 250. If you can't afford it now
-you will have some Spriggans to kill. They usually carry money. You
-can come back here later.
-? Exit.
-
-Zombies
-
-? Left.
-? Left.
-? Right.
-? Right.
-? Left.
-? Left. up Ramp.
-? At top go left.
-? Then right.
-? Turn around.
-? Go back.
-? Continue forward-Kill monsters.
-? Right.
-? Turn right. Go downstairs.
-? Left.
-? Right.
-? Right.
-? Left.
-? Right.
-? Left.
-? Right.
-? Left.
-? Wipe out the Zombies with the bow and arrow.
-? Continue forward.
-
-Old Man
-
-? Carefully cross the ramp.
-? Left.
-? Pick up the potion.
-? Click on the man.
-? Hit the crystal .
-? Take the piece of crystal that has broken off.
-? Exit.
-
-Amber Glow
-
-? At the top of the stairs turn right.
-? Right.
-? Right.
-? Left.
-? Left.
-? Turn Right.
-? Kill Rock.
-? Right.
-? Left
-? Left. Be careful, there is a break in the ground.
-? Jump.
-? Right.
-? Continue forward to the glowing substance.
-? Hit it with your sword.
-? Pick up the piece that breaks off.
-
-Teleporter Room
-
-? Turn around.
-? Continue past the break.
-? Follow tunnel.
-? Turn right at the fork.
-? Keep going until you reach the transporter room.
-? Now head backing to the area with the three pressure plates.
-
-Turning Bridge
-
-? At this point, if you didn't bring any rocks with you form the DOD,
-then you need to go back. Have fun.
-? Put one rock on the left pressure plate to turn the bridge.
-? Put the remaining rocks on the other two pressure plates to lower the
-bridge.
-? Cross.
-
-Apothecary
-
-? Follow the tunnel to the first left.
-? Keep going until you get to the doors.
-? Open the doors.
-? Enter.
-? After the gnome stops talking, click on the statue. This is the
-essence of Sun Tsu.
-? She will ask for iron, tree root, and amber glow. Then you can have
-it for 250 coins.
-? Exit.
-
-Locked Iron Door
-
-? Go all the way back until you can make a left turn.
-? Break the lock off the door with your hammer.
-? Take the lock.
-? Open the doors.
-? Kill Spriggan.
-? Follow passage.
-? Turn left.
-? Walk down ramp.
-? Kill Rock Demon.
-
-Tree Root
-
-? Follow passage.
-? Make a right when you can and go to the dead end.
-? Climb up the rock face.
-? Follow passage left til you get to the tree roots.
-? Chop the one sticking out of the wall.
-? Take the root.
-? Exit.
-
-Boulders
-
-? Head back to the padlocked door.
-? Make a right at the opening, just before the door.
-? Follow passage to the boulders.
-? Walk up as close as you can get.
-? Get ready to run.
-? As soon as the bolder enters the picture, start running.
-
-Gnome Sage
-
-? Continue following the path to the doors.
-? Open the doors.
-? Enter.
-? Click on the gnome.
-? He will ask for a lode stone to help you exit the Gnome Realm.
-? Exit.
-
-Breaking the Brick Wall
-
-? The brick wall is at the North Center part of the map.
-? Turn around.
-? Exit.
-? Pass the boulders.
-? Follow the tunnel to the fork.
-? Turn left.
-? Continue to the next for.
-? Turn right.
-? Continue till you reach the brick wall on the left.
-? Turn right and go up the ramp.
-? Kill 2 Rock Demons.
-? Follow the passage.
-? Continue forward.
-? Climb up.
-? Follow passage to the bolder.
-? To the right of the bolder is a hole.
-? Push the bolder into the hole.
-? Jump into the hole yourself.
-? Push the bolder through the passage.
-? At some point, Connor will automatically pick the bolder up and
-through it down the ramp. The bolder will break through the brick
-wall.
-? Go through the hole in the wall.
-? You will need light.
-? Put the crystal in the purple crystal on the wall to the left.
-
-Black Dragon Wyrm
-
-? Follow the passage.
-? Kill the wyrm with your hand weapon.
-? The old man appears and turns into a younger man.
-? Pick up the black diamond.
-? Go through the next room.
-? Click on purple crystal.
-? You will meet Hector.
-? Take the pyramid.
-? Replace it with dark pyramid.
-? Watch the next scene.
-? Take the dark pyramid.
-? Take the lode stone under the pyramid.
-? Go back to the Sage Gnome.
-
-Sage Gnome
-
-? He is at the far West point on the map.
-? Pass the boulders again.
-? Give the lodestone to the Sage.
-? The barren region is now available on your map.
-? Now go to the Apothecary.
-
-Purchasing the Sun Tzu
-
-? Go back through the boulders for the last time.
-? Make a right at the fork.
-? Then right at the opening.
-? Keep going until you reach the Apothecary.
-? Give the ingredients.
-? Buy the Sun Tzu.
-? go back to the teleporter room.
-
-Teleporter Room
-
-? Teleport to the Barren Region
-
-The Barren Region
-
-The Village
-
-? From the transport pad head West to the bridge. Pick up crystals as
-you find them.
-? Try to stay out of the paths of the ants although they are easy to
-kill and hold crystals.
-? Watch out for the Pyro Demons in the lava.
-? After crossing the bridge, continue North until you reach the
-village.
-? Enter the first hut on the left.
-
-Shaman Hut
-
-? Click on the Shaman.
-? She will tell you that she can resurrect the dead for 25 gold coins.
-? Exit.
-
-Weapons Hut
-
-? Click on the weapons dealer.
-? He will tell you of the basilisk. He needs a black diamond and a
-metal shaft to make a weapon to defeat it.
-
-Sanctuary of Stone
-
-? Head up the hill to the West.
-? Enter the Sanctuary.
-? Cross the bridge to the South.
-? Talk to the guy with the horn. He will tell you the stone has
-disappeared.
-
-Blacksmith Shop
-
-? Enter the Blacksmith Shop.
-? Talk to the Blacksmith.
-? He is of no help.
-? Exit.
-
-Broken Bridge
-
-? Now head North behind the castle.
-? Step on to the broken bridge.
-
-Bridge Puzzle
-
-1. N,NW
-2. NW,N,N
-3. SE,E,E,E,E
-4. SW,S,S
-5. W,W,W,NW,NW
-6. NE,E,E,E,NE
-7. S,SW
-
-? When you are finished a bridge will be completed and you can cross to
-the other side.
-
-Fire Gem
-
-? Go to the North of the volcanoes.
-? Climb the ramp.
-? Grab the fire gem. A spirit will appear and tell you of the fire
-dwarves. The have another piece of the mask.
-
-Getting the Stone
-
-? Head back South.
-? Follow the mountain East.
-? Then North to the broken bridge.
-? Cross the broken bridge to the wall.
-? Climb up.
-? Take at your bow and arrow and shoot the gongs in order of the colors
-of the rainbow. Red, orange, yellow, green, blue, indigo, violet or
-4,2,7,5,1,3,6.
-
-Sanctuary
-
-? Return to the sanctuary.
-? Go back to the horn guy.
-? Put the stone in the pedestal.
-
-Blacksmith
-
-? Go back to the blacksmith.
-? Talk to the blacksmith.
-? He gives you a metal shaft.
-
-Weapons Hut
-
-? Go back to the weapons hut.
-? Give the diamond and metal shaft.
-? You will receive a pike in return.
-? Exit.
-
-Basilisk Lair
-
-? Go South.
-? Cross bridge.
-? Keep going South to the lava.
-? Head up the hill and go behind until you reach the blocks in the
-lava.
-? Jump the blocks to the cliff to the South.
-? Climb the cliff.
-? Get out your pike.
-? Step to the edge of the cliff.
-? Walk off and you will automatically kill the basilisk.
-
-Temple
-
-? Turn around and cross the bridge.
-? Go to the right of the temple.
-? Climb up.
-? Jump in the hole.
-? Take the sword on the sarcophagus.
-? Open the panel to get a potion.
-? Click on the dwarf.
-? Pick up the key he drops.
-? Notice the pattern of shapes along the top of the walls.
-? Go to the sarcophagus.
-? Push the pressure plates in the order on the wall. Moon, Triangle,
-Circle, Square.
-? A door opens.
-? Enter.
-? Open panel.
-? Take potion.
-? Take suit of armor.
-? Exit room.
-? Climb out.
-? Go back to the basilisk.
-? Use your new sword to chop off his tongue.
-? Take the tongue
-
-Fire Dwarves Lair
-
-? Take the path behind the lair.
-? At the fork, go right.
-? From here, look at your map. You want to head West.
-? As you approach the dwarves lair, kill the two dwarves.
-? Use your key to open the door.
-? Follow the pathway.
-? Kill the dwarves as you come upon them.
-? On the wall to the right will be three buttons.
-? Shoot the first button with your arrow.
-? A bridge will extend to the other side.
-? Cross the bridge.
-? Once inside, pull the lever to free Fressa. You will meet her again
-later.
-? She will tell you of a crystal scepter. She will also open a door for
-you.
-? Be sure to get the pipe cap in the left most cell before entering the
-secret room.
-? Once inside the secret room there is a wall safe with some familiar
-symbols.
-? Push them in the same order as before. Moon, triangle, circle, and
-square.
-? Take the second pipe cap inside.
-? Exit back across the bridge.
-? Shoot the second button.
-? Cross the bridge.
-? Open the trunk and get the third mask piece.
-? Behind you a henchman will appear.
-? Kill him
-? Take all that he leaves behind.
-? Exit.
-? Shoot the third button.
-? Kill the dwarf.
-? Cross the bridge.
-
-Elevator Room
-
-? Put a pipe cap on one pipe.
-? Enter the elevator.
-? Turn around.
-? Shoot the button with arrow.
-? You will go up to the next floor.
-? Exit.
-? Pick up scepter.
-? Pick up potion of reveal.
-? Get back in the elevator.
-? Shoot the button again.
-? You will go back down.
-? Put on the other pipe cap.
-? Get back in the elevator.
-? Shoot the button.
-
-Frozen Reaches
-
-Snow Palace
-
-? Head South to the Snow Palace.
-? Talk to Freesa, Queen of the Snow Nymphs.
-? Give her the crystal scepter. She will let you keep it.
-? Exit.
-
-Dragon's Cave
-
-? Head West to the Dragon.
-? Use the scepter on the Dragon. She can't take you anywhere until the
-gate is opened.
-? Look at the broken chain hanging from the ceiling.
-? Push the ice block underneath it.
-? Stand in front of it and jump. Make sure it is against the edge and
-you are not on the ice.
-? Once on the box grab the chain. The gate will open.
-? Click the scepter on the dragon.
-? You will automatically jump on her back and fly across the lake.
-
-East Tower
-
-? Head North to the East Tower.
-? Kill the two Ice Orcs.
-? Pick up the crossbow that one drops.
-? Climb the wall to get in.
-? Exit through the open doorway.
-? Pull the lever to open the trap door.
-? Jump in.
-? Shoot the barrels.
-? Open the trunk.
-? Take the potions.
-? Exit and head North.
-? At the fork go east.
-
-Flaming Sword, Invisible Snow Mane
-
-? At the top of the hill you will be attacked by an invisible Snow
-Mane.
-? Drink a potion of reveal and kill him.
-? Continue forward.
-? Look at the sword in the block of ice.
-? Walk on to the ice.
-? Throw a rock three times till the ice breaks.
-? Use your fire gem on the ice to melt it.
-? Click on the sword.
-
-Guard House
-
-? Head south then West around the East Tower.
-? When you finally make it up the hill a couple of Ice Orcs will be
-waiting for you on the other side of the lake.
-? Kill them with your crossbow.
-? Walk around to the left being very careful not to touch the water.
-? Walk to the left of the guardhouse and behind it.
-? Climb up.
-? Click on the grate. Watch the scene that unfolds.
-? Move forward to the jail.
-? Talk to the Gryph king.
-? Pull the lever on the other side of the room. This will create
-lightning.
-? Exit to the balcony.
-? Jump off. You will automatically kill the guard.
-? He drops a key. Look around and pick it up.
-? Climb back up.
-? Free the king.
-? Exit.
-? You will be attacked and fall through the grate.
-? Kill Thork.
-
-Thork's Throne Room
-
-? Open the trunk.
-? Take the amulet.
-? Pick up the ice shard.
-? Notice the trunk behind the locked gate.
-? Look at the slot in the wall.
-? Open the front door.
-? Notice the gap in the floor.
-? Put the ice shard in the gap.
-? Use the flame sword to melt it.
-? Now use the crossbow to freeze the melted water.
-? Now pick it up.
-? There is a rock in the corner of the room if you need it.
-? Put your new ice lever in the slot in the wall to open the gate.
-? You will break the ice guard and open the trunk.
-? The guard will re-appear.
-? Kill him quickly.
-? You now have a 4th piece of the mask.
-? Go back to the dragon. Go back to the other side of the lake.
-
-Gryph's Cave
-
-? From the dragon's cave, head South then west.
-? Follow the trail to the cave.
-? Click on the Gryph king.
-? You will receive a blue adament.
-? Go back to the dragon and fly back across the lake.
-? Go back to the guardhouse.
-? Climb up.
-? Go to the electric chair.
-? Put the blue adament, tongue, mushroom on the chair.
-? Pull the lever. You get an increase in armor and weapons ratings.
-? Climb down.
-
-West Pillar
-
-? Use amulet on pillar- "Only the blade of fire can sever the head of
-the Drakes."
-
-The Drakes
-
-? From here continue North.
-? Kill the snowy guys.
-? Climb the wall.
-? Kill the Drake.
-? Walk past the Drake.
-? Drop down into the hole.
-? Continue down the hall.
-? A new section loads.
-
-Paradise Lost
-
-? Go to the altar.
-? Click on it. Conner will notice a depression.
-? Put the clear crystal in the depression.
-? You will now be transported to the Realm of the Sun.
-
-Realm of the Sun-Level 1
-
-? Exit the room after killing the Henchman.
-? Turn left.
-? Look up at the ceiling. There is a hole.
-? Approach the wall.
-? Kill the snake.
-? Climb the wall.
-? Break the urns as you come across them.
-? Take the medallion.
-? Climb back down.
-? Exit the room.
-? Head down the hall.
-? Turn left.
-? Kill the Henchman.
-? Move forward to the end of the hall.
-? Kill the two Henchmen.
-? Open the panels with the red crystals.
-
-Tablet of Knowledge
-
-? Head North.
-? Kill the snakes.
-? Take a left and head West.
-? Watch where you step. Certain areas will cause Shadow Demons to
-appear.
-? Make a left into the temple. The Archons are frozen.
-? Listen to the voices for clues.
-? Take the tablet from the altar.
-? Exit.
-
-Hall of Truth
-
-? Head toward the North East side of the map.
-? Click on the Archon when you reach him.
-? He opens the door for you.
-? Enter the room with the monster. Don't worry about the fact that
-there is no floor.
-? He will transform into a key as you approach.
-? Exit
-
-Sword of Truth
-
-? Head back South.
-? Use the key on the door.
-? Take the sword. Something will be written on the tablet.
-? Head all the way to the NorthWest corner to exit to Level 2.
-
-Level 2
-
-? Use tablet on the door.
-? Follow the passage.
-? The door on the left is locked.
-? Continue forward.
-? Beware of three Henchmen.
-
-Hidden Switch
-
-? Head North, East and North. Take the second left.
-? Follow the passage into a large room.
-? Find the unlit candle. Enter the top right doorway. The candle is
-right in front of you.
-? Pull the candle to open the locked door we saw earlier.
-? Exit through the bottom right passage.
-Hidden Room
-
-? Follow the passage.
-? Take the first right.
-? You will automatically find the fifth mask piece.
-? Kill the Henchman.
-
-Cauldron Room
-
-? Head to the very NE room on the map.
-? Automatic scene.
-? Henchmen come out of the cauldron.
-? Use the medallion on the cauldron to turn it into healing water and
-stop the flow of Henchmen.
-
-Hall of Light
-
-? Head down the hall to the South.
-? Approach the book on the pedestal. It's too dark to read.
-? Push the pedestal into the middle of the circle on the floor.
-? A key will appear.
-? Take it.
-? Exit.
-
-Armor of Light
-
-? Head for the locked door at the middle of the screen.
-? Use key to open door.
-? Click on suit of armor. Auto scene.
-
-Level 3
-
-? Go to the door that asks you to seek the light. This is on the NW
-side of the map.
-? Use the table on the door.
-? Follow the passage. Notice the panel in the wall.
-? Make a left at the fork.
-? Continue until you can make a right.
-? Click on the golden urn.
-? Go back to the now open panel.
-? Take the potions.
-? Go through the West opening.
-? Continue to the door that speaks of order.
-
-Hall of Order
-
-? Head to the North part of the map.
-? Click on the Archon.
-? Enter the open door.
-? Put the mask puzzle in order.
-? Enter through the now open door.
-? Take the key.
-
-Chalice of Order
-
-? Head to the room to the East on the map.
-? Prepare for a battle.
-? Use the key on the door.
-? Take the chalice.
-? Go back to the door that speaks of order.
-? Use the tablet on the door.
-? Enter.
-
-Inner Sanctum of the Mask
-
-? Click on the Archon.
-? Enter the room.
-? Lucreto appears.
-? Put a piece of the mask on the altar.
-? Fight Lucreto till he disappears.
-? Move toward the altar and put another piece on and be quick about it.
-? Fight Lucreto again.
-? Continue this process till Lucreto has been finished off.
-? Once the portal has opened push Lucreto into it.
-
-Congratulations! Daventry has been restored to its former self.
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- KING'S QUEST VIII
-Mask of Eternity
-
-KINGDOM OF DAVENTRY.
- Connor is in front of Sarah's house. Enter the house. DON'T
- click the kettle near the fire unless your red health bar is
- low. The broth shouldn't be wasted. At the table, get the
- mushrooms. From the shelf near the beds, get the square amber
- potion of shield. Exit the house.
- On the left side, get mushrooms from the ground. Your weapon
- right now is your fists. Click the fist icon, go to the right
- side of the house and punch the Goblin. Search it for anything
- it might have. In a small corner by the house, get the coins.
- If you lost a lot of red health in the fight, go back in the
- house and drink from the kettle. The mushrooms should be saved
- for later.
-
- Click the raven and it flies down the road. Turn right and go
- north to your house on the left. Punch the bull's-eye target,
- in the field, till your experience rating increases. This
- target only does it once. In the inclosed side yard, punch the
- target for another experience increase. Left of the entry, get
- three mushrooms. Avoid the Goblin for now.
-
- Enter your house and go into the back room. Get the dagger
- from the table top. If your health is low, there's a kettle of
- healing brew by the fire. On a bottom shelf in the corner,
- open the jar and get 35 coins. Exit the house. Choose your
- dagger and get rid of the nearby Goblin. Hit Alt to put your
- dagger away. At the fence post, click the play cursor on the
- raven.
-
- Follow the raven south, past Sarah's house, and down hill to
- the west. Stay off the west road and to the right as you go by
- a Mausoleum, then a Church on your left. There's a Spriggan
- hiding with a crossbow in the fenced area between the two
- structures. Hit End and run on past and straight toward a
- Wizard who says, "Come closer lad." Get rid of the Goblin
- nearby.
-
-TIP: when you have a weapon in your hand, you can hold Ctrl to
-use your regular cursor without putting your weapon away! But you
-CAN click your potions with the weapon cursor.
-
- Click your regular play cursor on the Wizard to talk to him.
- He eventually gives you a magic map. You can view it anytime
- by hitting Tab. Head back east and stay off the left side of
- the road as you pass the Church and the Mausoleum. Near the
- top of the hill, go due south (right) to the cliff overlooking
- the Mausoleum roof. SAVE GAME!
-
- Hit F2 to see yourself (third person view.) Line up the corner
- of the cliff and the Mausoleum roof corner (hold down right
- button and move mouse.) Back up a good bit, and while still
- lined up with the two corners, make a running jump to the
- Mausoleum roof (End toggles run/walk and Insert for jumping.)
- Hold down the up arrow, then hit and hold Insert at the
- correct time. Once on the roof, let up on the keys. Get out
- your dagger.
-
-TIP: At other times, it may actually be easier to be in first
-person view (you can't see Connor) though. Then when there's an
-automatic scene, it temporarily switches to third person.
-
- Go to the opening at the far end. When the camera view
- changes, step forward and you automatically jump down and kill
- the Spriggan. Take the crossbow. If your experience isn't at
- least 5, avoid the zombies coming up out of the ground in the
- graveyard area. Run around the Mausoleum to the road. Go to
- the farmhouse north of the Mausoleum and on the right side of
- the road. The small map icon at the lower right of your screen
- has a tiny arrow showing direction. In the farmhouse, get
- mushrooms from the table basket.
-
- Next to the bed, get the leather boots. Get some coins from
- the shelf. Open the chest on the shelf and get an additional
- 25 coins. Exit the farmhouse.
-
-TIP: For possible experience increase, and weird fun, kill some
-chickens with your crossbow. Every time you kill something, your
-green experience meter increases. When full, it increases your
-armor status and you start with zero in the experience meter
-again. Now you start building experience again and when it's
-full, you get another armor status increase. This routine is
-repeated over and over during the game.
-
- Turn right and go around the farmhouse. Kill and search the
- monster near the petrified farmer. Behind the farmhouse, kill
- and search a couple of zombies. Go back around front and cross
- the road to the farm stand. Get all the mushrooms from the
- three baskets. If your health is down, eat the fish and fowl
- hanging in the stand.
-
- Go north up the road and to the fountain. If your health is
- still down, get a drink.
-
-TIP: It is rumored that if you keep drinking, Connor will burp!
-
- Go north west up the road to the tavern on the right. Enter
- and go behind the counter. Get the leather gloves for another
- Armor rating increase. On the shelf, get coins from the chest.
- On the tables, drink from the mugs to see Connor get dizzy. Go
- up to the balcony and get healing crystals from the large
- chest. Go down and exit the tavern.
-
- Find two barrels, on the side of the tavern, and use any
- weapon to bust them. Get the potions. From the front of the
- tavern, get out your bow and slowly go west toward the bridge.
- When you see the TOUGH Spriggan, fast click shooting should
- kill it. Cross the bridge and go to the intersection. Turn
- left (south) and take a few steps. Look up (Page Up) to see
- the windmill on the left. Get ready with your crossbow and
- SAVE.
-
- When you arrive, start shooting the hopping Spriggan near the
- door (switch to dagger for second one if necessary; you can
- even back up while fighting and eat mushrooms to restore
- health.) Another crossbow Spriggan is inside. You can shoot it
- out or rush forward with your dagger. Once safely inside, look
- up to see an axe stuck in the roof beam.
-
- Push the hay bale under the axe, jump onto the bale and get
- the axe. Arm yourself with the axe and make sure your health
- is 100 percent. Exit the windmill and get confronted by a
- Henchman. Drink the square amber shield potion and kill the
- Henchman. Pick up everything he drops. Go back north and east
- over the bridge.
-
- Go due south past the fountain and take the first right (west)
- to the mill. To the right of the door, get the mushrooms near
- the evergreen tree. Enter the mill and Connor says "I could
- use that rope and hook." Exit the mill and walk around the
- left side to a tall tree and chop it down. The water is
- stopped and the wheel quits turning. Reenter the mill.
-
- Jump onto the milling area. Get squarely in front of the
- balcony opening and jump onto the balcony. If it's too
- difficult, maybe you could back flip onto the balcony. Facing
- the opening, turn around and step forward a couple of steps if
- you can. Hold the back (down) arrow and immediately hit
- Insert. Once you're on the balcony, get the rope and hook.
- Exit the mill, head due north and west back across the bridge.
- Go to the intersection, then north to Kavanagh's house. Enter
- and click on the hobby horse and the drawings on the table.
- Take the mushrooms from the shelf basket, then exit the house.
- Go around the left side to the outhouse. Get out your axe,
- open the door and kill the surprised occupant.
-
- Continue northeast to the fence and jump over. Go north along
- the river bank toward the falls and click on the falling
- water. You notice something behind the water. Approach the
- wall on the west (left) and you should see a large yellow
- rope/hook arrow appear at the lower right of your screen.
- Click your rope and hook in inventory, and click that on the
- wall.
-
- Hold forward (up arrow) to climb to the top. Push the stone
- blocks off the table, shutting off part of the water. Maneuver
- to get the yellow down arrow and use your rope and hook on the
- wall. Climb down and enter the revealed tunnel. Choose Yes to
- enter the new region to Castle Daventry. Follow the zigzag
- tunnel and click on the candle to open a secret door.
- Enter the castle dining hall. Click the portrait of King
- Graham. With no weapon in hand, walk against the portrait to
- push it. Take the brass key from the secret niche. Walk
- through the door to the left and pick up some ashes from
- beneath the burned out wall torch. Continue on into the throne
- room. Look at (click game cursor on) the two statues.
-
- Click the mirror while it swirls to see an evil being that
- taunts you. Return to the dining hall and exit through the
- tunnel. Wade to the east shore of the river and go north up
- the road to the Daventry sign. Turn right and go east. Five
- zombies rise out of the path, kill them and take all the
- things they drop. Slowly continue east till you see a Spriggan
- guarding a mausoleum.
-
- Kill him with your bow. The spirit of Sir James of Daventry is
- released. He says to "Find the door of divine origin; the urn
- will reveal the way." Use your axe to bust the door and enter
- the tomb. Put away the axe, and walk against the sarcophagus
- lid to push it aside. Take the hero ring and exit the tomb.
- Cross the bridge over the moat but don't enter the keep ruins.
- Two Spriggans wait inside to either side of the passage. Make
- sure your health is high and your healing potions are handy
- (press Space bar to see inventory.) Get out your axe, enter
- castle keep and defeat the two Spriggans. Pick up any potions
- and coins. Keep your axe out , climb the nearby ramp, and kill
- a Spriggan at the top just around to the left.
-
- One more Spriggan is on this level. Climb the ramp to the
- lookout post and kill the TOUGH guard. Talk what he drops,
- including the leather breastplate. Go down both ramps to the
- bottom. There's a small room on each side of the entrance. In
- one is a single chain, and in the other are two chains. Pull
- those three chains once each. This should disarm a couple of
- nearby traps.
-
- Enter the back hallway and follow it to the first corner. See
- that wall slot, it's a trap that should be off. Continue
- toward the locked doors. If you didn't turn off the traps,
- you'll know when you step into the patch of sunlight. Use key
- (from Graham's picture) to unlock the door and enter. This is
- a Teleporter room. DO NOT use it right now!
-
- Exit the room and run down the hall to the right, hugging the
- right hand wall as you run. An arrow trap is firing away. If
- you hurry, you can safely round the corner before getting it
- in the backside. Exit the castle keep and go due east through
- a narrow pass in the hills. You'll find a big beast with it's
- forelegs in a foul pond. Don't step in the toxic water.
-
- Talk to the beast, which is actually a unicorn. Click on the
- beast till she has nothing new to say. Go around the beast and
- head south to the Alchemist's house-with the boarded up front
- door. Bust the boards with your axe, then put it away. Enter
- and get the scroll for a Permanent Spell of Might. In
- inventory, right click the scroll to see the ingredients
- needed:
- * A piece of giant golden mushroom
- * a blue adamant
- * the tongue of a basilisk;
- combine these under a blast of
- lightning, or something similar! Turn right to the shelf by
- the stove. Get the Elixir of Life and the Potion of Shield. Go
- back to the church down in the extreme south central part of
- the map.
-
- Approach the front door and your rope/hook arrow should
- appear. Use your rope and hook on the wall and climb to the
- roof. Approach the hole in the roof on the correct side and
- use your rope and hook to climb down inside the church. Take
- the burning candle from the side table in the entryway (sacred
- flame.) Approach the large urn in the back near the lectern.
- Push the urn, and through the window you see the mausoleum
- door open. Return to the entryway and click some coins once on
- the offering box. Use your rope and hook to climb to the roof.
- Go to the opening in the wall and climb down to the ground. Go
- around the church and hurry through the graveyard and into the
- open mausoleum.
-
- You can take your time and gain experience by killing some
- zombies.
-
- Step into the swirling light for a non interactive sequence
- with a Shadow Bane guarding the entrance to the Dimension of
- Death. Exit the mausoleum and the raven summons you again.
- Hurry through the graveyard and go to the Wizard by the lake.
- Talk to him and give him the candle from the church, the ring
- from Sir James' sarcophagus, and torch ashes.
-
- You get a magical Ring of Illumination. There's another item
- you need to more easily survive the Dimension of Death. Go
- into the lake behind the Wizard and swim due west to the tall
- island in the middle of the lake. Look up to see a structure
- on top of the rock. Walk around the island to the odd
- structure.
-
- Approach the wall directly behind the structure till your
- climb arrow appears. Use your rope and hook on the wall to
- climb. Open the door and enter the house. Under the desk to
- the left, take the Potion of Invisibility. At the ink bottle
- by the spell book, click the magical quill to inscribe the
- Jupiter symbol on the parchment. Take the parchment.
-
- Go to the spinning globe, by the door, and use the parchment
- on the globe. Take a Potion of Reveal from inside. Turn to the
- writing stand and drink the red Potion of Reveal to see a
- chest near the writing stand. Open the chest and get a large
- silver bell. Exit the house and climb back down the cliff.
- Step over to the odd structure; it's a bell stand.
- Use your bell on the stand. Use your axe to strike the bell
- three times. Click on the Lady of the Lake to get the Sword of
- the Lake. Now your ready for the Dimension of Death. Swim back
- across the lake and return to the mausoleum by the church.
- Step into the swirling vortex and your magical Ring of
- Illumination dispels the Shadow Bane.
-
-DIMENSION OF DEATH.
-
- You start out in the extreme south and east part of the map.
- Turn around and examine the five symbols above the portal
- vortex. Draw them on a piece of paper just as they appear.
- You'll need them later. Turn back around and save if you want
- (a good idea starting a new level.) Get out your sword. Ahead
- in the dark is an archer skeleton on each side.
-
- Step forward into the dark. You automatically encounter the
- skeletons. Rush forward and turn to each skeleton to kill it.
- Pick up potions, crystals, coins, etc. If you accidentally
- pick up a broadsword, it's weaker than yours. Click it on your
- Sword of the Lake to get it back. Notice the two pedestals,
- with flames, on each side of the main walkway.
-
- Facing the big metal doors, go left around the building. Just
- west of the building is a pedestal with a spinning object over
- it. Click the game arrow cursor on the pedestal to read it.
- Then take the spinning object; Lever of Life. At each of the
- two pedestals with flames, on each side of the main blue path,
- insert the Lever of Life and walk against it to turn off the
- pedestal flame.
-
- As the fourth pedestal is turned off, lasers throw a fireball
- against the doors and they open. Enter the building to a
- floating tile puzzle. (Get out the drawing you made of the
- five symbols over the portal door.) In third person view, turn
- right and jump 3 times to the far end of the platform. Turn
- left and you should see the first symbol, like a strange
- pitchfork.
-
- Simply step forward to jump onto the tile. Turn around and
- step onto the tile with a half circle and small full circle
- inside of it. Turn right and step onto the tile with a circle
- and dot. Turn right and step onto the tile with two back to
- back half circles and a line between them. Talk with Lord
- Azriel. You end up back at the front of the entry hall.
- Head back north west past Azriel's altar where you got the
- spinning object. In the NW corner, break one of the boxes to
- get to the fallen warrior. Click on the warrior to get a piece
- of his iron shield. Some of the boxes have mushrooms, etc.
- Other boxes have skeleton guards to kill for experience
- increase. Stay out of the red area, or else!
- Explore the rest of the entry hall. There's some skeleton
- guards, with useful items, on the east side. In the SE and SW
- corners, read the flame pedestals for an experience increase.
- Go to the gate at the hall's north end, between two pyramids.
- Two skeletons are on the other side. Try to get them with your
- crossbow. You've probably learned by now that you never run
- out of bolts. Use Azriel's key on the gate.
-TIP: Anytime you see boxes and urns, smash them for useful items.
-If the urns are on a platform, shoot them with your bow, then
-jump up on the platform.
- A third skeleton shoots from the distance. Kill it too. DO NOT
- go east right now. Instead, go west and look for a switch on
- the south (left) wall before the corner. Make sure the switch
- is down. This disarms eight arrow spitting skull traps just
- around the corner. Stay against the left wall as you go around
- the corner and head south.
- Shoot the urns on the platform, jump up and get all the items.
- Flip down the switch while you're on the platform. This
- disarms fire traps directly south at the end of the hall. Go
- south to the wall and turn west. Continue against the left
- wall to another obstruction as you go west. Get over or around
- it and continue along the left wall to the far SW corner where
- there's zombies and you should hear a crying child. For now,
- kill the zombies.
- Turn north and continue along the left wall. You enter a large
- open area. Pick up any rocks you might see (you eventually
- need 4.) There's a large metal crate in each corner and a
- water fountain in the very center. There's four shrine
- structures surrounding the fountain. Drink from the fountain
- if your health is down. Read all inscriptions you come across.
- Push each of the four metal crates in this fountain room till
- a metal plate pops up from beneath each one and torches light
- on nearby pedestals. Don't forget to pick up the rock near the
- NW metal crate. Go to the fountain and click on the Sylph to
- talk to her. Click on her till she mentions rust and mold for
- a protection spell.
- Go south to the passage just left of the tower ( look up to
- see the tower.) Just inside the passage, there's a room full
- of boxes to either side. Enter the left room, kill two
- skeleton guards, and take any items they drop. Smash the boxes
- for some items. Read the pedestal about a key to Creation.
- Exit the room and go to the next room blocked by a metal
- crate.
- There's several ways of getting into the room. Make a running
- jump over the crate, do a back step and flip over, or climb
- the outside wall of the tower and climb down into the room.
- Once there, break all the boxes for items. Talk and listen to
- the child, then go push the metal crate so she can escape.
- Exit the room, go north toward the fountain and go west to the
- wall.
- Stay against the west wall and go north and kill three
- skeleton archers. Continue north to the River of Death (DON'T
- step in the water!) SAVE GAME! Dip your piece of iron shield
- in the water. Enter the south end of the boat house and talk
- to the boatman.
- Keep clicking him till he tells you about "Judging the skulls
- on the left",..."Down Creation plus Completion equals All
- Things." Turn around and exit the boat house. Turn slightly
- left and carefully enter the open area with a pedestal and a
- Weeper. Take it out with your crossbow from distant shots
- (weepers draw life out of you.)
- Read the pedestal about "Seven holds the key...." Exit the
- room, get out your sword and continue east along the
- riverbank. Kill all rising zombies and any other monsters. You
- come to a wall blocking your eastward route along the river.
- Turn south and stay against the left wall. Three skeletons are
- just around the south corner.
- Keep against the left wall and pass a spiked gate. Continue
- east and take the second left into a room with many urns.
- Shoot them all from a distance, then collect all the goodies.
- Exit south to the wall and turn east. Go east to the wall and
- turn south. Go south to the second left and pick up a rock. At
- the east wall, go north to wall and turn right to a wall
- switch and pull it down. This turns off fireball traps on the
- other side and just north.
- From the short corner, go south to the wall then east to the
- wall. Turn south and take the next right and go west through a
- narrow passage. Follow it upward and around to a tower with
- glyphs of Lord Azriel. You're at the East Tower. Walk to the
- tower until the climb arrow appears. Make sure your health is
- up, change view if necessary to see Connor (hit F2), and make
- sure you're in run mode. Now SAVE GAME!
- On top, you can't kill the Commander Skeleton, you have to
- force him over the edge. Climb the wall, then if you have a
- square amber shield potion, drink it. Wait till the skeleton
- comes near, then run around it. He's near the edge and is
- easier to force him to his death. After the skeleton falls,
- climb down and take the Chain Mail outfit.
- Now your experience might be around 12 or 13, depending on how
- much fighting you've done. Go back down the winding path. At
- the bottom, turn right and head south. Five skeletons guard
- the hallway and a key box. From a distance, kill them with
- your crossbow if possible, then finish up with your sword if
- necessary.
- Pick up any useful items and get a square key from the box. Go
- W to wall, S to wall, W to wall, S to wall, W to wall and
- slightly south to a blue locked door in the south central area
- of the map. Use your square key on the door and automatically
- enter to see 6 skeletons fighting and wagering. Carefully back
- out to the narrow doorway and rapid fire your crossbow. You
- should be able to get all the skeletons. Finish with your
- sword if necessary.
- Pick up any valuables and particularly the circular gold key.
- Exit, turn right and go due north up the corridor with a patch
- of burning stuff. Approach the wounded man in the corner and
- talk with him. He tells about a Hammer necessary to cross the
- River of Death. Continue left around the corner and get the
- rock nearby. Beware a Weeper around the next corner and shoot
- it from a distance.
- Continue north and east from the Weeper and down a passage
- with fallen columns. Kill a skeleton and pick up the potion.
- There's 2 archer skeletons farther north in the dark. Ease
- forward and shoot them from a distance. Continue north and
- follow the passage around the Central Tower. At the top, make
- sure you can see Connor, then Quickly SAVE GAME!
- There's a pressure plate on each of the four corners of the
- tower and you have to depress them with something heavy.
- Around the tower, zombies rise out of the ground. Try to lure
- one onto a pressure plate before you kill it (you probably
- don't have four rocks.) Then throw a rock onto each of the
- other plates. When all four are depressed, four VERY important
- portals are activated down at the Sylph fountain.
- There's another rock nearby. Walk around the tower till the
- climb arrow appears. Climb to the top and read the pedestal.
- Walk west over the crossway. At the far side, get a rock just
- north of the ramp. Cross back to the tower and climb down. Use
- the rock if necessary.
- When all four plates are depressed, go back down the winding
- path and continue around the south area and work your way over
- to the large west central area to the fountain. You might see
- another rock along the short twisting south hallways. The four
- shrine structures around the fountain now glow with swirling
- portals to the Halls of Light hidden in the four corners.
- Approach the northwest portal inscribed with "Hall of
- Respite." (Look up and right click on the plaque over the
- portal to make sure.) Get out your crossbow and step through
- the swirling portal. Step forward, turn left and shoot the
- skeleton archers. Jump onto the lower block, then the taller
- block. Make sure you see Connor, press F2 if necessary.
- SAVE GAME! Be sure you're in walk mode (End toggles walk or
- run) and carefully walk to the far edge of the tall block
- (next to the small block.) Put away your weapon and switch to
- run mode. Make a running jump across the river. Avoid the
- deadly river and stand in front of the statue. Get the shield
- potion from the statue. Look at the skull collection in the
- left cabinet. On the bottom shelf, take the seventh skull from
- the left.
- Turn right and go to the column with a crack in it. Push the
- column into the river. In third person view, use the fallen
- column and make a running jump across the river. Exit the hall
- through the portal. Approach the northeast portal, inscribed
- with Hall of War. Make sure your red health meter is high. Get
- out your crossbow and SAVE GAME! Step through the portal, turn
- right and shoot the archer.
- Go around the pedestal and shoot the archer on this side. Get
- his coins. Cross the bridge by carefully walking on the right
- side railing to the gap. Jump across and carefully continue to
- the other side. Get the potion of strength from the anvil. See
- if the skeleton dropped anything. Put your skull (from hall of
- respite) on the headless statue.
- Pick up the Feather of Truth, and Save again if you want. Go
- back across the bridge railing and exit through the portal
- *(you might need the game patch right here!) Go through the
- southwest portal marked with Hall of Immortality. Pick up the
- red potion of reveal and exit through the portal. Finally, go
- through the southeast portal Hall of Justice.
- Take the green potion of invisibility above the pedestal fire.
- Put your feather of truth on the scale. Step forward to jump
- on other scale side. The heart is healed and Lord Azriel
- appears. Step forward to jump off the scale, and forward again
- to exit the portal.
- All the blood pools are now dried up. From the fountain area,
- go west to the wall and stay against the left side as you go
- north to the boat house. Continue east along the river to the
- wall, turn south and bear left around the north central
- structure, east past the gate and take next left. Go north to
- riverbank and turn east. Watch out for skeletons, especially
- high up on the walls.
- Continue east to wall and turn south. Go south and take the
- next right to a narrow passage and go through it. As Connor
- turns the first corner in the narrow passage, he says "Phew!
- What's that moldy smell?" Continue to the drained blood pool,
- get all the mushrooms AND the lump of Green Mold! Return to
- the fountain. Give Sylph the rusty shield piece. Give her the
- green mold. You get a spell that increases your Armor rating.
- From the fountain, go west to the wall, north to the wall turn
- east and ready your crossbow. Slightly to the right, go down a
- narrow passage past a broken column. Watch out for a Weeper
- and get it before it gets you. At the double doors in this
- narrow passage, use your circular gold key (from the skeleton
- training area to the extreme south central area.)
- Through the doors, ready your crossbow. There's a skeleton in
- each of the six boxes and two more stand in the open. Kill all
- skeletons and pick up all the useful items. There's large
- doors west and a barred gate east. There's lots of switches on
- the walls. They open gates and cells in the jail area.
- Carefully do the following instructions:
-1-EAST WALL SWITCHES.
- Flip down all four switches on the east wall. You now have
- access to four blocks of cells, each block has four cells for
- a total of sixteen. Go east through the open gates, shooting
- from a distance and killing everything in each of the 8 cells
- to the left and to the right. Just remember to keep your
- distance. With all 16 cells taken care of, return west to the
- switch room.
-2-WEST WALL SWITCHES.
- These four switches direct power to each of the four blocks of
- cells. You can only pull down one switch at a time. The first
- switch should already be down, so go to the south wall.
-3-SOUTH WALL SWITCHES.
- These four switches open each of the 4 individual cells in a
- particular block. Pull all 4 down. Return to west wall.
-4-WEST WALL.
- Pull second switch down. Return to south wall.
-5-SOUTH WALL.
- Pull all four switches down. Return to west wall.
-6-WEST WALL.
- Pull down the third switch. Return to south wall.
-7-SOUTH WALL.
- Pull all four switches down. Return to west wall.
-8-WEST WALL.
- Pull down the fourth switch. Return to south wall.
-9-SOUTH WALL.
- Pull down all four switches.
- Now all 16 cells should be open. Get everything from each
- cell. In the last cell on the east end and on the left (north)
- side, pull the lever to open the main northern exit. For now
- though, return west to the switch room.
-SWITCH ROOM.
- Ready your crossbow. Face the west double doors and drink a
- red Potion of Reveal. The doors are an illusion. Get close
- enough to see the huge Egyptian Skeleton and fire away to kill
- it before going through the fake door. Watch the wandering
- Spirits and notice their patrolling pattern. Put away your
- weapon, approach the platform steps and SAVE GAME!
- Do a careful walking jump onto the front edge of the main
- platform, but not into the spirit' path. Switch to run mode.
- Time your run and jump past the spirits onto the center
- platform. Your health will be depleted. Drink only Sacred
- Water to heal! Third from left in inventory. Now take the
- hammer and the spirits leave.
- Go back through the illusion door to the switch room. Exit the
- switch room to the north and turn right. Take the first left
- and follow the path around this Northwest Tower. You have to
- climb twice to reach the top. Get four healing crystals and a
- red Potion of Reveal. You need the reveal potion much later in
- a frozen region, so don't use it until then.
- Climb down twice, go down the incline and return to the large
- open fountain area. Get against the east wall, go south and
- take the first left (east.) Turn south again and take the
- first left. Turn north and take the next right. Turn south and
- pick up another rock. Since you're just south of the central
- tower, go up around it and pick up the rocks you left there.
- Return to the north central structure. Make sure you're in
- full health and your sword is ready. SAVE GAME! As you go
- through the gate, a main skeleton talks the sends his squad
- after you. Back away and make the skeletons come after you,
- and shoot to kill. Then switch to your sword and drink a
- shield potion if you have it. Rush forward and kill the main
- skeleton. Pick up all useful items AND the double-edged sword.
- Go left of the steps and look across the river at a lever.
- Throw your hammer to trip the lever and lower a bridge. Cross
- the bridge and go through the portal to the swamp.
-THE SWAMP.
-SAVE GAME! Be cautious of Swamp Bubbles-they're deadly underwater
-creatures. When you see hear or see them, throw your hammer at
-them till you see a dying tentacle. A Swamp Slimes are light
-brown four legged super water spiders. Swamp Fiends are big
-goonie creatures carrying big sticks. Avoid toxic green patches
-of water.
- From where you arrive, go west and very slightly right as you
- approach land. Find a big trunked tree against the hill. The
- tree is the Oracle of the Tree. Talk to it and give it gold
- when it asks. Keep giving it gold (10 times I think) till it
- has no more to say. You get several boosts for your green
- experience. From the Oracle, go southwest and through a narrow
- area to a couple of swamp shacks. Enter the left shack. In the
- left corner, open the trunk and take the gold. In the other
- corner on the shelf, take the metal gloves.
- Exit and go to the other boarded up shack. Smash the entrance
- and go inside. Open a chest for some gold. Smash the inner
- door, enter and get the white Hearing Horn. Get gold from
- another chest. Exit the shack and go northeast back to the
- Oracle tree, then go southeast towards the Whispering Weeds
- (looks like people standing around.)
- Take one step at a time till you get close enough to hear loud
- whispering. Get too close and they go under water. Use your
- Hearing Horn on them to hear about a Mask piece. Go north and
- northeast to a cove with giant mushrooms. Get all small
- mushrooms you can. In the back of the cove, get a piece of the
- Golden Mushroom with your sword.
- It's an ingredient for the Permanent Spell of Might. Exit the
- cove, go north then northeast to a grove of dangerous
- Mandragor Trees. Each one has two protective upright roots. Go
- around the left side to the back of the cove. You'll see a
- corpse hanging from a root. You HAVE get that Crossbow. SAVE
- GAME! Rush in and take it and get away before suffering too
- much damage.
- To fight a Mandragor, use your sword to cut one of it's roots,
- rush in and slice up the tree.
- Exit the grove of trees and stay to your right against the
- hill avoiding toxic water. As you go northwest along the hill,
- you'll eventually notice a scaffold building surrounded by
- toxic water. In the building is a teleporter. Forget it right
- now and stay to the right as you round the cliff in a
- northerly direction. Make sure your armed with the sword.
- You'll start to see Wisps, snake like plants sticking up. Get
- too close and they strike. Stay close to the cliff and cut the
- ones too close for you to safely pass. To do this, squarely
- face one from a distance, take a step and slash, take another
- step and slash. Do this slash and step till you safely cut the
- Wisp off. Continue to a far northwest cove where you see
- sparkling patches of floating light.
- Get close and talk to the Swamp Wisps. They ask for a secret
- in return for cure of poisonous water. Click them again and
- Connor tells about the secret from the Whispering Weeds. Click
- the Wisps yet again to see a magic flower and learn of a
- Golden Ladle to cleanse the waters. Take the flower and Connor
- eats it. Now you're protected from poisonous waters.
- Go all the way back toward the whispering weeds in the extreme
- southeast, then go to the extreme south of the map to the
- Swamp Witch's Tower, ready your sword and make sure your
- health is high. SAVE GAME! Go around to the south side where
- the Witch awaits. Use a square potion of Shield, horn potion
- of Strength, then rush in and kill the Witch.
- Approach the blocked door and look through to see hanging
- sandbags. Use your crossbow on them and the door will open. Go
- inside and enter the left room. Get any rocks you see. Go into
- the right room with a dead Goblin on a table. Get the Unicorn
- horn from its chest. Click the cauldron and watch a movie of
- Henchmen being made.
- Click the book on the pedestal. Click on the cauldron again.
- Go to the foot of the upward ramp and stop. Click the holes on
- the right-hand wall. Click on the bloodstains on the ramp. As
- you slowly climb, click your sword on each hole to trip arrow
- traps. Check out the second floor and break things to find a
- large assortment of useful items.
- Go outside to the balcony and pick up all health items. At the
- edge of the spike trap at the bottom of the ramp, throw a rock
- onto the trap to spring it. Go up the ramp to the third floor.
- Go up the East ramp and get a full suit of Chain Mail. Go up
- the west ramp, ready your sword and SAVE GAME! Open the chest
- and get the second piece of the Mask.
- Another Henchman appears. Rush forward and kill him. You
- automatically cut off his hand. Pick it up and go back down
- the ramps and exit the tower. Cross the swamp to the northwest
- till you reach the tall scaffolding structure in the west-
- central area of the map. Climb the wall side, then climb again
- to reach the top. Cross the bridge to the gate.
- Click on the hand print and realize your hand is too small.
- Use the Henchman's hand on the print. Connor walks forward to
- some stone columns and stumps.
-..........X.finish
-O.O.*.O.O.O.O
-O.*.O.O.O.O.O
-.*.O.O.*.O.O.O
-O.*..*.O.*..*..O
-O.O.O.OO.*..O
-O.O.OO.*.O..O
-...........X.start....
-SAVE GAME, and every time you make a correct jump! Where you
-arrived, follow the stars: ne2, n1, w1, nw1,sw1,w1,nw1, ne3.
-Safely across, you automatically enter the Swamp Witch's secret
-vault. Two Swamp Fiends attack, one from each side. Kill them,
-and get a Golden Ladle from the chest.
- Pull the 2 chain handles to open a switch box by the door.
- Pull the switch in the box. This opens the gate and disarms
- the grid's charges. Go straight across to the other side. You
- automatically walk out onto the bridge. Climb down the
- building and return to the Witch's Tower in the extreme
- southeast of the map.
- At the cauldron on the first floor, use the Golden Ladle to
- purify the swamp's water. Connor talks to Mudge, snail King of
- the swamp. He creates a whirlpool. DO NOT GO NEAR IT, yet! Go
- to the Teleport Tower in the northwest area of your map (the
- gold star) and careful of any carnivorous plants there.
- Climb the tower and stand on the swirling circle. At the lower
- left of your map, scroll to The Kingdom of Daventry. Then
- click the lower right teleport icon to go there. Just east of
- where you arrive, go east to the Unicorn-beast, at the foul
- pool, and give it the unicorn horn. You get a small dark
- crystal pyramid in return.
- Go to the brown Kavanagh house in the extreme west northern
- area of the map. Inside, talk to Gwennie and get the gold she
- offers. Then talk to her again. Go back to the teleporter in
- Castle Keep and teleport back to the Swamp. Climb down the
- teleporter tower, return to the Witch's Tower in the extreme
- SE and step into the whirlpool in back to teleport to the
- Underground Realm of the Gnomes.
-UNDERGROUND REALM OF THE GNOMES.
-SAVE! Rock Demons rise out of the floors, Bat Mantas drop from
-the ceilings, and Zombies roam the halls. You arrive in an entry
-hall. Look for a rock and health items. Pick mushrooms and break
-barrels. Get ready to use your hand weapon. Throw a rock onto the
-pressure plate to open the main door. Watch out for a Bat Manta
-on the other side.
- Enter and kill the bat. From the main door, go due east and
- kill a rock demon around the first corner. Bust barrels, get
- health items and any rocks. Hear that digging? At the dead
- end, speak to the Gnome and pick up a rock. Exit and go back
- past the main door heading due west. Take the first left
- (south) and go down a slope (kill a bat) that angles back east
- under the entry hall.
- Continue zig zagging east to a dead end and talk to another
- Gnome. Go through a door to your right going south. Buy the
- best armor you can afford; yellow bronze breastplate 350, or a
- lesser plate mail for 250. To purchase, put on the item and
- give coins to the merchant. Exit the armor shop and go left.
- Go north at the first right.
- Continue on to a ramp but don't go up yet. Kill a hopping
- Spriggan and get it's gold. Get the rock. Go clockwise around
- the open shaft under the ramp. Go under the ramp to find lots
- of useful things. Go back around the shaft and continue up the
- ramp. At the top, go west and bust a Rock Demon and 2 Bats.
- Continue west along the twisting corridor and kill two more
- Spriggans. Take their gold and potions. Enter the first
- corridor right.
- Go down the stairs and head east. Alert! When you turn north
- at the end, kill a bunch of Zombies. Cross the bridge,
- continue north and talk to the Old Man. You learn about a
- Light of Life. Use your weapon to cut off and get a piece from
- next to the old man. Pick up an Elixir of Life from the floor
- nearby. Go back across the bridge.
- At the steps, you have to jump up the higher ones. At the top
- go right and keep right when you have the choice of direction.
- Kill a Stone Beast and 3 Zombies. You arrive at an open pit.
- SAVE GAME! Run/jump over the pit, then SAVE again! Go along
- the corridor to a room guarded by a Rock Beast and some Bats;
- kill them.
- There's Amber-Glow on the wall. Use your sword to get some. Go
- back to the pit and SAVE before you run/jump back across. Then
- take the first corridor going north to a Teleporter but DON'T
- use it just yet. Go back to the main door area (work your way
- south, then west, down twisting stairs then due west and up
- the ramp) where you arrived in the extreme south central area.
- At the top of the ramp, go west continuing past the opening
- with pressure plates to your right. Continue west and kill a
- Rock Beast outside a door. Enter the weapon shop in this
- extreme SW area. From left to right; heavy crossbow 300, small
- bow 200, war hammer 400. Buy the best, most costly, leaving
- yourself at least 250-275. If you can get the heavy bow and
- the hammer, without going below 250-275, you'll be a mighty
- foe.
- Exit the shop and arm yourself. Zig zag east along the
- corridor. Take the first left and kill Bats. Three pressure
- plates control the turning bridge. Throw a rock on the left
- plate to rotate the bridge. Throw a rock onto each of the
- other 2 plates to lower the ramps, then cross the bridge.
- Follow the corridor and take the first left leading down,
- around and under, kill a Rock Beast and a Bat.
- There's lots of items for sale here, but you SHOULD already
- have plenty of crystals and potions. Just in case though, the
- prices are: shield potion 75, invisibility 100, strength 50,
- mushrooms-3 gold each, crystals 20. Click the statue on the
- right to learn it's the Essence of Sun Tsu, a strength
- enhancer. REMEMBER, you need at least 250 gold later.
- Exit the shop and go up the ramp. Turn left and go to the
- padlocked door. Use a hand weapon to break the lock, then take
- it. Ready your weapon, open the doors and kill a Spriggan.
- Take the gold and continue north. Take the first left, kill 2
- bats and continue west. Hear the rumbling? SAVE! One at a
- time, time you run through the boulders. Beware of a Rock
- Beast at the end of the corridor. Go through the door at the
- end.
- Approach and talk to the Gnome Sage to learn his machine needs
- a new lodestone. Exit and go back through the boulders. Go out
- to the north south corridor and go north. At the next
- intersection, beware 5 or 6 Bats. Then go west and down a ramp
- to kill a Stone Beast and get a potion. Continue the corridor
- and kill another Stone Beast.
- Take the first right to a big empty room. Look up to see a
- cliff wall. Maneuver to see the yellow climb arrow appear and
- use your grappling hook to climb. At the next intersection, go
- left to kill several bats and continue to another room. Cut
- off a piece of tree root, pick it up and exit the room. Go
- back to the intersection and turn right.
- Slowly approach the edge, use your grappling hook and climb
- back down. Continue south and go east. Go up a winding ramp
- and go east to the central area and a brick wall blocking an
- opening. Continue east up slope, if you have at least 2 shield
- potions, use one then kill 2 Rock Beasts. Go south to another
- wall and climb up.
- Follow the passage to a room with a large boulder and a hole
- in the floor. Push the boulder through the hole, then jump
- down after it. Push the boulder around a circular corridor.
- When you reach the down ramp, you automatically push it down.
- The boulder breaks through the brick wall. Go through the
- busted wall and enter a new area, but not too far!
- Use your crystal piece (from old man at fire) on the purple
- wall receptacle to light all lamps in this area. Ready your
- hand weapon and SAVE! Continue down the corridor to the Dragon
- Wyrm's Lair. Use a Shield AND Strength potion. Rush forward
- and kill the Dragon Wyrm. Get the Black Diamond Heart and
- someone briefly appears. Enter the next room.
- Click the purple diamond switch on the right side to watch a
- message. Hector tells Connor about the mask being betrayed.
- When the bright crystal pyramid is offered, take it from the
- top of the pedestal. Put the dark purple pyramid (from the
- unicorn in Daventry) on top of the pedestal. Click the diamond
- switch again for another message.
- Retrieve the dark crystal, then take the lodestone from the
- pedestal. Go back to the Gnome Sage in the extreme west
- central area of the map. Give the lodestone to the Sage. Open
- you map and scroll it to see the Barren Region is blank thus
- far. To return to the Apothecary (red cross on the Underground
- map), pass the rolling boulders, to the wall, turn south and
- go to the first right. Go down, around and under. Give the
- Amberglow, Tree root, and Iron lock. If you have at least 250
- gold, click your coin icon on the Sun Tsu statue to get an
- increase in you armor rating. Put any change back into
- inventory.
- Exit and go up, around and south across the bridge. Return to
- the teleporter room (the star in east central area.) Go to the
- south central area of the map, go down, around and under. Zig
- zag east, take first north (left), go up and around the open
- shaft. Go on north to the teleporter (star) on the map. SAVE!
- Step onto the teleporter, open your map to the Barren Region
- and teleport.
-THE BARREN REGION.
- Quickly back up to the cliff and ready your crossbow. Start
- picking off the fire ants with rapid shooting till their
- numbers are considerably reduced. Then carefully go west,
- picking mushrooms along the way. Watch out for Pyro Demons
- rising in the lava river to the north. Continue west and cross
- the bridge. Follow the path north to a couple of huts and
- enter the east one. This is a weapon shop.
- The super battle axe costs 500. Buy it if you have enough. The
- long range weapons aren't any better than the one from the
- Gnome Weapon Shop if you already have it. You learn of a
- Basilisk and a weapon that can be made to kill it. You should
- already have a black diamond heart. Now you need a good metal
- shaft.
- Exit and go to the west hut. Talk to the shaman woman. You
- should already have enough healing potions and crystals. Exit
- and go around behind the hut. Go up a path due west between
- two pillars. Climb into the fortress and cross the footbridge.
- The guards ignore you. Talk to the creature blowing the BIG
- horn. You learn of the disappearance of the Stone of Order.
- Enter the shop next door and talk to the blacksmith.
- Exit the Sanctuary and go down the hill. Go north west along
- lava, to the right of the sanctuary hill, and arrive at a
- broken stone block bridge where stone blocks rise up. When you
- step on a correct block, it stays put. Stay too long on an
- intermediate block and it sinks.
-O....2.......finish.....6...O
-O...O...O...O...O...O...3
-5....O...O...O...7....O...O
-O...O...1....O...O...O...O
-O...O...O...O...O....4...O
-................start...............
-Jump n, nw. 1 safe. Jump nw, n, n. 2 safe. Jump se, e, e, e, e. 3
-safe. Jump sw, s, s. 4 safe. Jump w, w, w, nw, nw. 5 safe. Jump
-ne, e, e, e, ne. 6 safe. Jump s, sw. 7 safe.
- Metal blocks line up between the two sides. Jump across the
- blocks to the north side.
- Watch out for 2 fire ants. You'll see one right away and
- another as you continue. Listen carefully for it. Avoid the
- lava geysers and go due north east along the left hill, then
- turn north up an incline. Continue north and go up a ramp to a
- stone pyramid. At the very top, take the fire gem from the
- stone altar. You automatically speak with an Archon.
- Go back south into the lava geyser field, go due east and
- continue through a mountain pass down to the river and some
- disconnected stone bridge sections. Ready your ranged weapon
- and SAVE GAME! Several pairs of Pyro Demons are in the lava
- lake. Cross the series of stone sections to the tall building.
- SAVE after each successful jump.
- Go to the structure; DO NOT jump the last 3 sections east
- unless you want to fight an army of Pyro Demons. Climb the
- building with your grappling hook. At the top, step forward
- onto the inscribed platform and get out your crossbow. You
- have to shoot the 7 gongs in the correct order; red, orange,
- yellow, green, light blue, dark blue, and purple.
- Of course, you won't know the color until you shoot a gong!
- Just do the following:
-Number the gongs left to right 1-7 (1-3 on your left, 4 directly
-ahead, and 5-7 coming back toward you, on the right.) Shoot the
-gongs in this order: 4, 2, 7, 5, 1, 3, 6. After the bridge is
-fully extended, you go on across. Take the stone of Order and
-return to the fortress on the hill above the village igloos.
- Next to the creature with the horn, place the Stone of Order
- on the pedestal. Go into the blacksmith shop and get a strong
- metal shaft. Go down the hill to the weapon shop. Give the
- metal shaft and the black diamond to the shop owner. Give him
- 10 gold coins, and you get a powerful Black Diamond Pike. Exit
- the village and head south.
- Go across the bridge and continue to the far south central
- area of the map toward the Basilisk Lair. Go west up the slope
- that leads behind the Basilisk. Bear left (south east) through
- a pass and to some stone blocks in the lava. You have to jump
- from one block to another to reach the other side. Work you
- way to the highest block, then run/jump to the back of the
- cliff.
- Climb the cliff and ready your diamond pike. Step forward and
- Connor jumps onto the Basilisk and kills it with the pike.
- Ready a ranged weapon; Pyro Demons could appear! Nearby, cross
- the bridge. Go around the right side of the Temple and climb
- the wall with your grappling hook. At the top. Approach the
- hole in the roof, and use your grappling hook to climb down
- the hole.
- Click on the dead Fire Dwarf and pick up a granite key. Click
- the square wall panel to get a bottle of Sacred Water. Look up
- at the series of four symbols repeated around the wall. Each
- symbol appears on each of the four pressure plates around the
- sarcophagus in the middle of the room. Have Connor walk
- against the pressure plates in the following order: crescent,
- triangle, circle, square. The door will open. Take the long-
- sword off the sarcophagus.
- Go through the open door and turn right. Get a bottle of
- Sacred Water behind the square wall panel. Turn around and get
- the full suit of armor for a big armor increase. Return to the
- wall near the dead Dwarf and climb with your hook. From the
- roof, climb down the outside wall and return to the Basilisk.
- Use your sword to cut off its tongue, and pick it up.
- Go past the right side of the Basilisk and start uphill. Head
- back over the ridge behind the lair. This time, go right at
- the fork. Work your way north, then west until you find a dead
- tree near a narrow strip of land between the lava lakes. Ready
- your crossbow, a couple of Pyro Demons hide nearby. Cross the
- narrow strip of land, turn left and head south.
- Continue south, staying close to the cliffs, until you find 2
- Fire Dwarves guarding an entrance to their underground lair.
- Kill the guards and get their gold, potions, and the Super
- Fire Arrows. Turn around and go forward to the lava lake, and
- kill another Pyro Demon for a combat boost. Find a lock in the
- rock wall.
- Use your granite key (from dead dwarf in temple) to open the
- door and enter the lair. Follow the walkway, eliminating
- guards as you go and get their potions. At the end, you should
- find 3 buttons on the north wall. Shoot the buttons to extend
- three ramps. Cross the leftmost ramp and flip a lever to
- release Freesa the Snow Queen.
- She opens a secret door, then leaves. In the leftmost cell,
- get a pipe cap from the floor. Ready your sword, go through
- the secret door and kill the Fire Dwarf. Get the potion.
- Examine the wall safe. Click the panels in the same order as
- at the temple sarcophagus. Get another pipe cap. Exit out to
- the 3 ramps and cross the middle one.
- In the chest is another mask piece and you have to kill
- another Henchman. Get 3 potions from the floor. Exit and cross
- the rightmost ramp. In the back of the room is another Fire
- Dwarf to kill. Pick up any useful items dropped. Put a cap on
- JUST ONE of the steam pipes and step on the platform. Use your
- bow to shoot the button on the far wall and ride up.
- Step off and get a crystal scepter and a red reveal potion.
- Get on the elevator and shoot the button again to ride down.
- Put a cap on the other pipe, get on the platform and shoot the
- button a final time to go to the frozen reaches.
-FROZEN REACHES.
- Enter the palace and talk to Queen Freesa wearing the crown.
- She fills you in on the situation and gives you permission to
- fly on her crystal dragon. Give the crystal scepter to the
- queen but she says, "You need it more than I do." Exit the
- palace and follow the icy path due east to the Crystal
- Dragon's Pen. Use the crystal scepter on the dragon.
- She explains she can't fly until the door is open. A broken
- pull chain lies on the floor. Look up to see a segment of
- chain hanging from the ceiling. Push the ice block till it's
- under the piece of ceiling chain. Stand facing the block but
- careful not to bump it anymore. Turn around to face away from
- it and take a couple of steps.
- You're about to attempt a back flip onto the block of slippery
- ice. You get more height than a forward run/jump! Hold the
- back arrow and immediately hit Insert, then let up both. You
- don't want to slide off the block. When you're finally on the
- ice block, pull the chain segment to open the gate. Jump down
- and use the crystal scepter again on the dragon and you're
- off.
-FROZEN REACHES: Northern Shore.
- After you arrive, SAVE! Ready your bow and go NW up the path.
- As soon as you see a Frost Demon, start firing away and 5 of
- the beasts come at you. Keep rapid firing to kill them and
- back away if necessary. Frost Demons are relatively slow but
- lethal closeup. Killing each one gives you a slight experience
- boost.
- Continue up the path, bearing right along the cliff. Continue
- uphill and east through a narrow black pass. Turn left and
- start running up the steep incline. Keep running to a Y
- intersection and go left into a narrow pass. Turn around and
- ease back one step at a time till you see 2 bowman on a black
- ramp.
- Ease forward a step at a time till your shots start hitting
- them. Keep rapid firing to kill both guards and you should
- suffer very little damage. Go up the ramp and get one of the
- Ice Crossbows. Pick up the potions. Approach the tower wall
- and use your grappling hook to climb. Go to the opposite
- balcony, turn around and pull the lever.
- Jump into the open trapdoor. Break each barrel and maneuver
- around to make sure you get everything. Open the chest and get
- four horn strength potions. Pull a lever to open the main
- door. Exit and go left back around front. Go north down the
- ramp. At the crossroad, follow the path due east. Up ahead is
- a large group of Frost Demons.
- Rapid fire to kill them, backing up when they start getting
- close. With all the Frost Demons out of the way, ready your
- sword and continue northeast up the main trail till you start
- to hear something snoring. Just ahead is an invisible Snow
- Mane. Drink a red Reveal, an amber Shield, and a horn of
- Strength. Rush forward and kill the beast. Go to the frozen
- pond ahead. Step onto the pond to realize the ice is thin.
- Throw a rock onto the ice. Pick up the rock and throw it
- again. Do this till the ice shatters and the rock sinks. Use
- your Fire Gem (from Barren Region) on the pond. From the edge,
- avoid the water and take the Flame Sword. Go back down toward
- the east watchtower (where you got your ice bow) and continue
- south. Turn west (right) at the first fork and go through a
- narrow V-shaped crevice in the mountain.
- Follow the path as it bears south through another narrow
- crevice to another trail. Turn hard right and head north up a
- very steep trail. Watch out for another group of Frost Demons.
- You come to a mountain lake. The water is DEADLY cold. Two Ice
- Orcs stand guard on the other side. It's possible to kill them
- from the south side of the lake.
- Slightly southeast of the lake is a guard house. Go inside of
- it and get 4 items from each of the two barrels. Exit and go
- forward to the lakeshore. Careful of the water, stay against
- the cliff, and go around the right side. Get two potions near
- the dead Orcs you shot. Go around to the backside of the
- stronghold and climb the wall with your grappling hook.
- Go to the grate on the roof to start an automatic scene. Then
- continue forward into the jail area and turn left. Talk to an
- imprisoned Gryph King. Turn around and stand at the lever near
- the chair and maneuver so that you can see the chair. Pull the
- lever to see the chair rise and the resulting electricity.
- Go to the small balcony in front and the scene changes to an
- overhead view. Walk forward and you automatically jump the
- guard and kill him. Pick up a potion and the jail key. Go
- around back and climb the wall again. Unlock the cell to free
- the Gryph King. Ready your sword and go out on the room and
- fall through the grate with another guard.
- Drink a Shield and a Strength potion and kill Thork. In the
- chest in a corner, get the Deciphering Amulet. Get the ice
- shard on the floor. Look in the barred room to see a chest and
- a frozen Henchman. Look at the slot by the door and realize,
- "Could be a locking device. Perhaps something fits there."
- Open the front door and Connor tries to walk out but nearly
- trips on the door gap. Press F2 if necessary to see Connor and
- the doorway at the same time. Put the ice shard in the door
- gap, then use the flame sword to melt it. Use your ice bow to
- re-freeze it, then pick up your new ice lever. Back inside at
- the barred door, use the ice lever on the door slot. Enter the
- room and you automatically break the frozen Henchman and get
- the fourth mask piece from the chest. The Henchman reforms so
- kill him again, drink potions if necessary. Exit the
- Stronghold, go around the left side of the cold lake,
- returning south to the crystal dragon.
- Ride the dragon back across the lake. From the dragon's pen,
- go south and west past the Snow Palace and a teleporter on
- your left. Continue northwest up a steep trail to the Gryph
- Cave and go right on past the Gryph guards. Talk to the King
- and he gives you a Blue Adamant. Return to the dragon and fly
- across the lake again.
- Return to the far north central area on the map and climb the
- back wall of the Stronghold again. Now to use the 3
- ingredients to make the Permanent Spell of Might. Put the Blue
- Adamant, Basilisk tongue, and slice of gold mushroom in the
- chair. Pull the lever for electricity and get the spell.
- Notice the increase in your weapon and armor points.
- Use your grappling hook to climb down the back of the
- Stronghold. On the west side of the Stronghold, go through the
- V shaped crevice and kill 2 Ice Orcs. Follow the curving trail
- south and kill some more Orcs. Continue south until the West
- Watchtower appears on your right. Kill the two Orcs on guard
- there.
- Go around the right side of the tower and use your ice bow to
- kill the Frost Beast below the cliff. There's nothing on the
- roof here so enter the tower, bust the barrels and pick up
- everything. Exit the tower and go down due south and take the
- first right. Stay against the right cliff and follow it
- northwest (kill an Ice Beast) and go to the pillar.
- Use your Deciphering Amulet to read the pillar, "Only a blade
- of fire can sever the heads of the Drake." Ready your bow and
- continue north up the trail. Kill 7 more beasts. Continue
- north to the huge structure and look up to see a two headed
- drake. Climb with your grappling hook. At the top, ready your
- Flame Sword and SAVE!
- Jump up the ledge, get close to the drake and cut off both
- heads. After killing the Drake, jump down the hole behind it.
- You should have 4 pieces of the mask at this point. Go down
- the tunnel and you're asked if you want to go to a new region.
- Since you have 4 mask pieces, choose Yes.
-PARADISE.
- Go to the altar in the middle of a stonehenge structure. Click
- on the altar to notice "a depression" on top. Put your bright
- Crystal Pyramid in the depression and an Archon appears. Since
- you have the 4 mask pieces, you're transported.
-REALM OF THE SUN.
- Level 1: Truth. SAVE! Exit the room and ready your sword.
- Break all urns you see. Go south and enter the room of water.
- Kill the Water Snake. There might also be a Shadow Demon.
- Notice the dripping water. Look up to see an opening. Go to
- the far wall and climb with your grappling hook. Bust the urn,
- look down and take the Mask Medallion.
- Climb back down and watch out for a Shadow Demon. Exit and
- turn north. There's Henchmen and other manner of beasts around
- the hallways. Go north from the water room and take the first
- left. Go west all the way to a room at the end and kill 2
- Henchmen. Open the south and the west wall panels for potions.
- In some areas, stepping on certain sections of the floors
- cause Shadow Demons to rise out of the floor. The sections
- have very faint discolored outlines.
- Exit the room to the north and work your way along, hugging
- the left wall until you get to a room full of several statues.
- Take the Tablet of Knowledge from the altar. Right click it in
- inventory to realize it's "void of its precepts." Listen to
- some of the thoughts of the statues. Now you have to go to the
- northeast to the big gold doors:
-Exit N to wall, E to wall, N to wall, E to wall, S to wall, E to
-wall, S to room, go east and take the second north and go through
-the room. Enter a large room with a central block. There's an
-Archon in the NW corner, leave him alone. Open all 8 panels
-around the block and get the potions. Approach the Archon and
-talk to him. He opens the doors.
- Enter the Hall of Truth and enter the first room on your left.
- Walk off the edge straight at the monster. Get the Key of
- Truth. Exit south from the hall and continue south through the
- room with 8 panels, carefully just entering the next room. 3
- floor panels release Shadow Demons. Turn left, hug the left
- wall, and go to the gold door on the left.
- Use your Key of Truth to open the door. Enter and take a Sword
- and Shield of Truth from the altar to start an automatic
- scene. Your tablet is inscribed with the Precept of Truth. Now
- for the extreme northwest: exit, go north to 8 panel room and
- go around left of center block, take first left. Watch out for
- loose floor panels. Go W, N, W, N, W, N, W, N.
- As you approach the gold doors, you're asked "What is the
- power of truth?" Use your Tablet of Knowledge on the door.
- Before continuing, turn around and open a secret panel on your
- right and get a potion. Now, go through the door.
-Level 2: Light.
- SAVE! This level has several Henchmen. Go north to the room
- and exit it on your left. Go W to wall, N to wall, W to wall
- and turn north. Take the next left to a room with a center
- block that has 3 urns in alcoves and a secret panel on the
- west side. Bust the urns for potions and open the secret panel
- for another.
- There's an unlit candle on the south end of the central block
- (sometimes it's in the northeast exit of this room.) Find that
- unlit candle and pull it down. This opens a passage in the
- room directly south. From the urn room, take the southeast
- exit to wall, S to wall, turn east and take first right. Go
- south and take next right. Enter the room for an automatic
- scene where Connor finds the final mask piece.
- As you leave the room, Henchmen are in the way. Kill them. In
- the hallway, go N to wall, E to wall, S to wall, E to wall.
- Zig zag north and take first right. Go east and take first
- left. Kill some Henchmen on the way and enter a large room in
- the NE of the map. There's an automatic scene of a Henchman
- coming out of a cauldron.
- Use your Mask Medallion (from level 1 water room) to change
- the cauldron into a Healing Well. If your health is down,
- drink till it is fully restored. Exit the room and S to wall,
- W to wall, S to wall, E to wall, zig zag south to an Archon
- outside a gold door. Click the Archon and listen to him. Enter
- the Hall of Light.
- Push the book pedestal to the center of the circle of light.
- When you're close, you automatically push it to the very
- center and the Key of Light appears. Take the key, turn around
- and exit the hall. Continue north and zig zag north to wall, W
- to wall, zig zag south to wall, W to wall, N to wall, turn
- west and take next right to another gold door.
- Use your Key of Light to unlock the door. Enter and take the
- Armor of light. A new precept is inscribed on your tablet.
- Exit the room and ready your sword. In the hallway, go east,
- south, east and zig zag north and straight north to wall. Go
- west to wall and turn north. Approach the door and you're
- asked "How gainest thou the Light?" Use your tablet on the
- door to open it. Enter the next level.
-Level 3: Order.
- No monsters are in the hallways. Go north then east to a room
- with a center block. On the east side of the room is a gold
- urn. Push (or click) on it to open a wall panel. Get the
- potion. Leave the room at the north exit, busting urns as you
- go E to wall, N to wall, E to wall, turn north and take next
- right. Bear left through the room and talk to the Archon.
- Enter the Hall of Order. This puzzle requires Connor to push
- the large gold blocks to form the Mask of Eternity image. Hit
- F2 if necessary, to see Connor. Use the tilt up or tilt down
- keys to see the top of the blocks. The Mask icon at the top
- left of the screen (move your cursor there) is what the blocks
- should eventually show. The completed image has to be centered
- on the inner black outline on the floor.
- When the doors open, enter the north room and take the Key of
- Order from the altar. Exit the Hall of Order and ready your
- weapon. Bust all urns on you way. In the room with sun bursts
- around the walls, exit left and E to wall, S to wall, turn
- east and take the next right to zig zag south to next left and
- check your health. Then SAVE! and switch to your bow.
- Slowly advance one step at a time till you see archers in the
- shadows. Kill them and possibly some zombies, then quickly
- switch to your sword and kill the commander skeleton. Use your
- Key of Order to open the gold door. Enter the back room and
- get the Chalice of Order from the altar. A new precept is
- inscribed on your tablet.
- Exit to the corridor and zig zag south, then go west to the
- gold door and a voice says "Speak thou of Order." Use your
- tablet on the door, enter the passage and the final area
- loads. If you've been busting everything, killing and picking
- up potions and crystals, you should have plenty on hand. Click
- the Archon by the door. If you have everything necessary, he
- lets you pass.
- Enter the Altar Room. After talking with Lucreto, approach the
- altar and Lucreto attacks leaving your health very low. Use
- mushrooms and crystals right now to rebuild your health to
- full. Take a mask piece and place it on the altar. Lucreto
- feels threatened and appears. Fight him till he vanishes. Put
- another mask piece on the altar.
- Fight Lucreto again (how's your health?) Put a third mask
- piece on the altar and fight again. Place a fourth mask piece
- on the altar (Lucreto doesn't appear!) Place the final mask
- piece on the altar and a swirling vortex appears. Don't get
- too close to it! Fight Lucreto and force him back into the
- vortex. Enjoy the ending. Watch the credits to see your score.
-Did you think to use any of your invisibility potions in a
-particularly difficult area of the game? Could you have used one
-during this finale?
diff --git a/.vim/vimwiki/vimwiki/Kings Quest I.wiki b/.vim/vimwiki/vimwiki/Kings Quest I.wiki
deleted file mode 100644
index 036f702..0000000
--- a/.vim/vimwiki/vimwiki/Kings Quest I.wiki
+++ /dev/null
@@ -1,7 +0,0 @@
-=== King's Quest I ===
-
-[[https://drive.google.com/open?id=0B5hT8qJOi95WenBlUDVmckpBbFE&authuser=0|Manual]]
-
-[[KQ1_Guide|Guide]]
-[[KQ1_Walkthrough|Walkthrough]]
-
diff --git a/.vim/vimwiki/vimwiki/Kings Quest II.wiki b/.vim/vimwiki/vimwiki/Kings Quest II.wiki
deleted file mode 100644
index 093a4a7..0000000
--- a/.vim/vimwiki/vimwiki/Kings Quest II.wiki
+++ /dev/null
@@ -1,7 +0,0 @@
-=== 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]]
diff --git a/.vim/vimwiki/vimwiki/Kings Quest III.wiki b/.vim/vimwiki/vimwiki/Kings Quest III.wiki
deleted file mode 100644
index 9bf734d..0000000
--- a/.vim/vimwiki/vimwiki/Kings Quest III.wiki
+++ /dev/null
@@ -1,11 +0,0 @@
-=== 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]]
-
diff --git a/.vim/vimwiki/vimwiki/Kings Quest IV.wiki b/.vim/vimwiki/vimwiki/Kings Quest IV.wiki
deleted file mode 100644
index 1710a2e..0000000
--- a/.vim/vimwiki/vimwiki/Kings Quest IV.wiki
+++ /dev/null
@@ -1,10 +0,0 @@
-=== 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]]
-
diff --git a/.vim/vimwiki/vimwiki/Kings Quest V.wiki b/.vim/vimwiki/vimwiki/Kings Quest V.wiki
deleted file mode 100644
index b563f6a..0000000
--- a/.vim/vimwiki/vimwiki/Kings Quest V.wiki
+++ /dev/null
@@ -1,5 +0,0 @@
-=== King's Quest V ===
-
-* [[KQ5_Walkthrough|Walkthrough]]
-* [[KQ5_Map|Map]]
-* [[KQ5_PointList|Point List]]
diff --git a/.vim/vimwiki/vimwiki/Kings Quest VI.wiki b/.vim/vimwiki/vimwiki/Kings Quest VI.wiki
deleted file mode 100644
index 62e7896..0000000
--- a/.vim/vimwiki/vimwiki/Kings Quest VI.wiki
+++ /dev/null
@@ -1,6 +0,0 @@
-=== 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]]
diff --git a/.vim/vimwiki/vimwiki/Kings Quest VII.wiki b/.vim/vimwiki/vimwiki/Kings Quest VII.wiki
deleted file mode 100644
index 2160309..0000000
--- a/.vim/vimwiki/vimwiki/Kings Quest VII.wiki
+++ /dev/null
@@ -1,4 +0,0 @@
-=== King's Quest VII ===
-
-* [[KQ7_Walkthrough|Walkthrough]]
-* [[KQ7_ItemGuide|Item Guide]]
diff --git a/.vim/vimwiki/vimwiki/Kings Quest VIII.wiki b/.vim/vimwiki/vimwiki/Kings Quest VIII.wiki
deleted file mode 100644
index c1d3937..0000000
--- a/.vim/vimwiki/vimwiki/Kings Quest VIII.wiki
+++ /dev/null
@@ -1,4 +0,0 @@
-=== King's Quest VIII ===
-
-* [[KQ8_Walkthrough_1|Walkthrough 1]]
-* [[KQ8_Walkthrough_2|Walkthrough 2]]
diff --git a/.vim/vimwiki/vimwiki/Life in the Woods.wiki b/.vim/vimwiki/vimwiki/Life in the Woods.wiki
deleted file mode 100644
index 7b00435..0000000
--- a/.vim/vimwiki/vimwiki/Life in the Woods.wiki
+++ /dev/null
@@ -1,9 +0,0 @@
-Home:
- X: -173
- Y: 83
- Z: 380
-
-Village:
- X: -225
- Y: 71
- Z: -288
diff --git a/.vim/vimwiki/vimwiki/Linux_Slackware.wiki b/.vim/vimwiki/vimwiki/Linux_Slackware.wiki
deleted file mode 100644
index 7d73116..0000000
--- a/.vim/vimwiki/vimwiki/Linux_Slackware.wiki
+++ /dev/null
@@ -1,7 +0,0 @@
-=== Slackware ===
-[[Slackware_PostInstallation|Post-Installation]]
-
-[[Slackware_FullSystemUpgrade|Full System Upgrade]]
-[[Slackware_GRUB|Installing GRUB]]
-
-[[Slackware_Parallels|Parallels]]
diff --git a/.vim/vimwiki/vimwiki/Merge Sort.wiki b/.vim/vimwiki/vimwiki/Merge Sort.wiki
deleted file mode 100644
index f63c5b7..0000000
--- a/.vim/vimwiki/vimwiki/Merge Sort.wiki
+++ /dev/null
@@ -1,50 +0,0 @@
-== 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]
-
diff --git a/.vim/vimwiki/vimwiki/Minecraft_MekanismOreProcessing.wiki b/.vim/vimwiki/vimwiki/Minecraft_MekanismOreProcessing.wiki
deleted file mode 100644
index dd85d1f..0000000
--- a/.vim/vimwiki/vimwiki/Minecraft_MekanismOreProcessing.wiki
+++ /dev/null
@@ -1,70 +0,0 @@
-=== 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
diff --git a/.vim/vimwiki/vimwiki/Minecraft_MekanismOreTripling.wiki b/.vim/vimwiki/vimwiki/Minecraft_MekanismOreTripling.wiki
deleted file mode 100644
index 46b634a..0000000
--- a/.vim/vimwiki/vimwiki/Minecraft_MekanismOreTripling.wiki
+++ /dev/null
@@ -1 +0,0 @@
-== Mekanism Ore Tripling ==
diff --git a/.vim/vimwiki/vimwiki/Minecraft_RR3.wiki b/.vim/vimwiki/vimwiki/Minecraft_RR3.wiki
deleted file mode 100644
index 294bf06..0000000
--- a/.vim/vimwiki/vimwiki/Minecraft_RR3.wiki
+++ /dev/null
@@ -1,4 +0,0 @@
-== Resonant Rise 3 ==
-[[RR3_ModList|Mod List]]
-
-[[Minecraft_MekanismOreProcessing|Mekanism Ore Processing]]
diff --git a/.vim/vimwiki/vimwiki/Mystcraft Pages.wiki b/.vim/vimwiki/vimwiki/Mystcraft Pages.wiki
deleted file mode 100644
index 407ba10..0000000
--- a/.vim/vimwiki/vimwiki/Mystcraft Pages.wiki
+++ /dev/null
@@ -1,260 +0,0 @@
-=== 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
diff --git a/.vim/vimwiki/vimwiki/Notes.wiki b/.vim/vimwiki/vimwiki/Notes.wiki
deleted file mode 100644
index ba240e0..0000000
--- a/.vim/vimwiki/vimwiki/Notes.wiki
+++ /dev/null
@@ -1,3 +0,0 @@
-== Gas Stove Utility Guy ==
-Rick Baker
-990-4512
diff --git a/.vim/vimwiki/vimwiki/Other.wiki b/.vim/vimwiki/vimwiki/Other.wiki
deleted file mode 100644
index 3356b85..0000000
--- a/.vim/vimwiki/vimwiki/Other.wiki
+++ /dev/null
@@ -1,6 +0,0 @@
-* Linux
- * [[Linux_Slackware|Slackware]]
-
-* Google Hints
- * File Search:
-`-inurl:(htm|html|php) intitle:"index of" +"last modified" +"parent directory" +description +size +(wma|mp3) "Nirvana"`
diff --git a/.vim/vimwiki/vimwiki/PHP.wiki b/.vim/vimwiki/vimwiki/PHP.wiki
deleted file mode 100644
index d26f2de..0000000
--- a/.vim/vimwiki/vimwiki/PHP.wiki
+++ /dev/null
@@ -1 +0,0 @@
-== PHP Tips & Hints :D ==
diff --git a/.vim/vimwiki/vimwiki/Play.wiki b/.vim/vimwiki/vimwiki/Play.wiki
deleted file mode 100644
index 80dca5f..0000000
--- a/.vim/vimwiki/vimwiki/Play.wiki
+++ /dev/null
@@ -1,6 +0,0 @@
-=== Games, etc. ===
-
-* [[play_minecraft|Minecraft]]
-* [[Starbound]]
-* [[Humble Bundles]]
-* [[Sierra Games]]
diff --git a/.vim/vimwiki/vimwiki/Programming.wiki b/.vim/vimwiki/vimwiki/Programming.wiki
deleted file mode 100644
index abaff14..0000000
--- a/.vim/vimwiki/vimwiki/Programming.wiki
+++ /dev/null
@@ -1,21 +0,0 @@
-= Programming =
-To homeshick dotfiles:
-`git clone git://github.com/andsens/homeshick.git $HOME/.homesick/repos/homeshick`
-`$HOME/.homesick/repos/homeshick/bin/homeshick clone git@bitbucket.org:brbuller/dotfiles.git`
-`$HOME/.homesick/repos/homeshick/bin/homeshick clone git@bitbucket.org:brbuller/vim-castle.git`
-If no credentials, use https clone:
-`$HOME/.homesick/repos/homeshick/bin/homeshick clone https://brbuller@bitbucket.org/brbuller/dotfiles.git`
-`$HOME/.homesick/repos/homeshick/bin/homeshick clone https://brbuller@bitbucket.org/brbuller/vim-castle.git`
-
-== Projects ==
-* [[development_projects_irongolem|IronGolem]]
-
-
-* Platforms
- - [[Android]]
-* Languages
- - [[PHP]]
- - [[Java]]
-
-* Algorithms
- - [[Sorting]]
diff --git a/.vim/vimwiki/vimwiki/Quicksort.wiki b/.vim/vimwiki/vimwiki/Quicksort.wiki
deleted file mode 100644
index d683533..0000000
--- a/.vim/vimwiki/vimwiki/Quicksort.wiki
+++ /dev/null
@@ -1,39 +0,0 @@
-== 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]
-
diff --git a/.vim/vimwiki/vimwiki/RR3_ModList.wiki b/.vim/vimwiki/vimwiki/RR3_ModList.wiki
deleted file mode 100644
index 9168623..0000000
--- a/.vim/vimwiki/vimwiki/RR3_ModList.wiki
+++ /dev/null
@@ -1,103 +0,0 @@
-== 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
diff --git a/.vim/vimwiki/vimwiki/Reading List.wiki b/.vim/vimwiki/vimwiki/Reading List.wiki
deleted file mode 100644
index 85192a5..0000000
--- a/.vim/vimwiki/vimwiki/Reading List.wiki
+++ /dev/null
@@ -1,4 +0,0 @@
-=== Programming ===
-
-==== go ====
-http://icanhazdowntime.org/2013/02/09/why-i-like-go.html
diff --git a/.vim/vimwiki/vimwiki/Redemption.wiki b/.vim/vimwiki/vimwiki/Redemption.wiki
deleted file mode 100644
index 383efdf..0000000
--- a/.vim/vimwiki/vimwiki/Redemption.wiki
+++ /dev/null
@@ -1,21 +0,0 @@
-[[redemption_membership|Redemption Membership]]
-
-=== Scripture ===
-==== Topics ====
-* [[bible_topics_memorization|Memorization]]
-* [[bible_topics_identity|Identity]]
-
-==== Books ====
-* [[bible_esv_2_peter|2 Peter]]
-* [[bible_esv_mark|Mark]]
-
-==== Laptop Software ====
-#Dropbox
-#Spotify
-[[http://www.remoteless.no/spotify/index.html|Remoteless Helper (Spotify)]]
-GarageBand
-#ProPresenter 5
-#Google Chrome
-Keynote
-#[[http://roland.com/support/article/?q=downloads&p=UA-11|Duo-Capture Driver]]
-
diff --git a/.vim/vimwiki/vimwiki/Shell Sort.wiki b/.vim/vimwiki/vimwiki/Shell Sort.wiki
deleted file mode 100644
index bb43f09..0000000
--- a/.vim/vimwiki/vimwiki/Shell Sort.wiki
+++ /dev/null
@@ -1,31 +0,0 @@
-== 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]
diff --git a/.vim/vimwiki/vimwiki/Sierra Games.wiki b/.vim/vimwiki/vimwiki/Sierra Games.wiki
deleted file mode 100644
index 9ca526b..0000000
--- a/.vim/vimwiki/vimwiki/Sierra Games.wiki
+++ /dev/null
@@ -1,18 +0,0 @@
-=== 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]]
diff --git a/.vim/vimwiki/vimwiki/Slackware_FullSystemUpgrade.wiki b/.vim/vimwiki/vimwiki/Slackware_FullSystemUpgrade.wiki
deleted file mode 100644
index 6d0384a..0000000
--- a/.vim/vimwiki/vimwiki/Slackware_FullSystemUpgrade.wiki
+++ /dev/null
@@ -1,8 +0,0 @@
-=== 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
-}}}
diff --git a/.vim/vimwiki/vimwiki/Slackware_GRUB.wiki b/.vim/vimwiki/vimwiki/Slackware_GRUB.wiki
deleted file mode 100644
index ed4203e..0000000
--- a/.vim/vimwiki/vimwiki/Slackware_GRUB.wiki
+++ /dev/null
@@ -1,12 +0,0 @@
-=== Slackware: Installing GRUB ===
-After the message "Installation of Slackware Linux is complete"
-chroot in:
-`# chroot /mnt`
-
-Then install GRUB:
-{{{
-# grub-install /dev/sda
-# grub-mkconfig -o /boot/grub/grub.cfg
-# exit
-# reboot
-}}}
diff --git a/.vim/vimwiki/vimwiki/Slackware_Parallels.wiki b/.vim/vimwiki/vimwiki/Slackware_Parallels.wiki
deleted file mode 100644
index 0377bb3..0000000
--- a/.vim/vimwiki/vimwiki/Slackware_Parallels.wiki
+++ /dev/null
@@ -1,4 +0,0 @@
-==== Parallels Tools in Slackware ====
-
-before installing:
-`export def_sysconfdir=/etc/rc.d`
diff --git a/.vim/vimwiki/vimwiki/Slackware_PostInstallation.wiki b/.vim/vimwiki/vimwiki/Slackware_PostInstallation.wiki
deleted file mode 100644
index 8ca6d5b..0000000
--- a/.vim/vimwiki/vimwiki/Slackware_PostInstallation.wiki
+++ /dev/null
@@ -1,60 +0,0 @@
-=== 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
-}}}
-
-===== Installing SBOPKG =====
-As root:
-* Get newest version from: http://www.sbopkg.org/downloads.php
- *At writing: http://sbopkg.googlecode.com/files/sbopkg-0.37.0-noarch-1_cng.tgz
-* installpkg sbopkg*.tgz
-
-==== Adding a new user ====
-{{{
-# adduser
-}}}
-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)
diff --git a/.vim/vimwiki/vimwiki/Sorting.wiki b/.vim/vimwiki/vimwiki/Sorting.wiki
deleted file mode 100644
index b86c925..0000000
--- a/.vim/vimwiki/vimwiki/Sorting.wiki
+++ /dev/null
@@ -1,13 +0,0 @@
-= Algorithms =
-
-== Sorting Algorithms ==
-* [[Quicksort]]
-* [[Merge Sort]]
-* [[Heapsort]]
-* Insertion Sort
-* Selection Sort
-* [[Shell Sort]]
-* [[Bubble Sort]]
-* Tree Sort
-
-
diff --git a/.vim/vimwiki/vimwiki/Starbound.wiki b/.vim/vimwiki/vimwiki/Starbound.wiki
deleted file mode 100644
index 8d4a131..0000000
--- a/.vim/vimwiki/vimwiki/Starbound.wiki
+++ /dev/null
@@ -1,8 +0,0 @@
-[[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]]
diff --git a/.vim/vimwiki/vimwiki/Thaumcraft.wiki b/.vim/vimwiki/vimwiki/Thaumcraft.wiki
deleted file mode 100644
index 6d385cd..0000000
--- a/.vim/vimwiki/vimwiki/Thaumcraft.wiki
+++ /dev/null
@@ -1,75 +0,0 @@
-=== 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 |
-
diff --git a/.vim/vimwiki/vimwiki/VimWiki Normal Commands.wiki b/.vim/vimwiki/vimwiki/VimWiki Normal Commands.wiki
deleted file mode 100644
index 621cfee..0000000
--- a/.vim/vimwiki/vimwiki/VimWiki Normal Commands.wiki
+++ /dev/null
@@ -1,12 +0,0 @@
-=== VimWiki Normal Mode Commands ===
-* ww -- Open default wiki index file.
-* wt -- Open default wiki index file in a new tab.
-* ws -- Select and open wiki index file.
-* wd -- Delete wiki file you are in.
-* wr -- Rename wiki file you are in.
-* -- Follow/Create wiki link
-* -- Split and follow/create wiki link
-* -- Vertical split and follow/create wiki link
-* -- Go back to parent(previous) wiki link
-* -- Find next wiki link
-* -- Find previous wiki link
diff --git a/.vim/vimwiki/vimwiki/W-9.wiki b/.vim/vimwiki/vimwiki/W-9.wiki
deleted file mode 100644
index e69de29..0000000
diff --git a/.vim/vimwiki/vimwiki/Work Notes.wiki b/.vim/vimwiki/vimwiki/Work Notes.wiki
deleted file mode 100644
index cb7dfe0..0000000
--- a/.vim/vimwiki/vimwiki/Work Notes.wiki
+++ /dev/null
@@ -1,5 +0,0 @@
-== Potential Work ==
-Rob Carlo
-316-312-9465
-rob@globalwebcart.com
-
diff --git a/.vim/vimwiki/vimwiki/Work.wiki b/.vim/vimwiki/vimwiki/Work.wiki
deleted file mode 100644
index ec6e4fd..0000000
--- a/.vim/vimwiki/vimwiki/Work.wiki
+++ /dev/null
@@ -1,13 +0,0 @@
-== Work ==
-=== Clients ===
-* [[work_clients_high_touch|High Touch]]
-* [[work_clients_substantial|Substantial]]
-* [[work_clients_palmer_ranch|Palmer Ranch]]
-* [[work_clients_fliphound|Fliphound]]
-* [[work_clients_fireshark|Fireshark]]
-
-* [[Work Notes]]
-
-=== Other Notes ===
-* [[work_fillingoutaw-9|Filling out a W-9]]
-
diff --git a/.vim/vimwiki/vimwiki/Yogscast.wiki b/.vim/vimwiki/vimwiki/Yogscast.wiki
deleted file mode 100644
index 2e8918f..0000000
--- a/.vim/vimwiki/vimwiki/Yogscast.wiki
+++ /dev/null
@@ -1,5 +0,0 @@
-=== Yogscast Complete Pack ===
-
-[[Mystcraft Pages]]
-[[Thaumcraft]]
-
diff --git a/.vim/vimwiki/vimwiki/bible_esv_2_peter.wiki b/.vim/vimwiki/vimwiki/bible_esv_2_peter.wiki
deleted file mode 100644
index 0240612..0000000
--- a/.vim/vimwiki/vimwiki/bible_esv_2_peter.wiki
+++ /dev/null
@@ -1,2 +0,0 @@
-=== 2 Peter ===
-[[bible_esv_2_peter_1.5-9|1:5-9]]
diff --git a/.vim/vimwiki/vimwiki/bible_esv_2_peter_1.5-9.wiki b/.vim/vimwiki/vimwiki/bible_esv_2_peter_1.5-9.wiki
deleted file mode 100644
index a5a894b..0000000
--- a/.vim/vimwiki/vimwiki/bible_esv_2_peter_1.5-9.wiki
+++ /dev/null
@@ -1,9 +0,0 @@
-=== 2 Peter 1:5-9 ===
-
-For this very reason, make every effort to supplement your faith with virtue,
-and virtue with knowledge, and knowledge with self-control, and self-control
-with steadfastness, and steadfastness with godliness, and godliness with brotherly
-affection, and brotherly affection with love. For if these qualities are yours and
-are increasing, they keep you from being ineffective or unfruitful in the knowledge
-of our Lord Jesus Christ. For whoever lacks these qualities is so nearsighted that
-he is blind, having forgotten that he was cleansed from his former sins.
diff --git a/.vim/vimwiki/vimwiki/bible_esv_mark.wiki b/.vim/vimwiki/vimwiki/bible_esv_mark.wiki
deleted file mode 100644
index 20821b2..0000000
--- a/.vim/vimwiki/vimwiki/bible_esv_mark.wiki
+++ /dev/null
@@ -1,2 +0,0 @@
-=== Mark ===
-[[bible_esv_2_peter_1.5-9|1:5-9]]
diff --git a/.vim/vimwiki/vimwiki/bible_esv_mark_7.14-23.wiki b/.vim/vimwiki/vimwiki/bible_esv_mark_7.14-23.wiki
deleted file mode 100644
index bea13ff..0000000
--- a/.vim/vimwiki/vimwiki/bible_esv_mark_7.14-23.wiki
+++ /dev/null
@@ -1,12 +0,0 @@
-=== Mark 7:14-23 - What Defiles a Person ===
-
-14 And he called the people to him again and said to them, “Hear me, all of you, and understand:
-15 There is nothing outside a person that by going into him can defile him, but the things that
-come out of a person are what defile him.”
-17 And when he had entered the house and left the people, his disciples asked him about the parable.
-18 And he said to them, “Then are you also without understanding? Do you not see that whatever goes
-into a person from outside cannot defile him, 19 since it enters not his heart but his stomach, and
-is expelled?” (Thus he declared all foods clean.) 20 And he said, “What comes out of a person is
-what defiles him. 21 For from within, out of the heart of man, come evil thoughts, sexual immorality,
-theft, mmurder, adultery, 22 coveting, wickedness, deceit, sensuality, envy, slander, pride, foolishness.
-23 All these evil things come from within, and they defile a person.”
diff --git a/.vim/vimwiki/vimwiki/bible_topics_identity.wiki b/.vim/vimwiki/vimwiki/bible_topics_identity.wiki
deleted file mode 100644
index a77f91e..0000000
--- a/.vim/vimwiki/vimwiki/bible_topics_identity.wiki
+++ /dev/null
@@ -1,3 +0,0 @@
-=== Bible Topics: Identity ===
-
-* [[bible_esv_mark|Mark]] [[bible_esv_mark_7.14-23|7:14-23]]
diff --git a/.vim/vimwiki/vimwiki/bible_topics_memorization.wiki b/.vim/vimwiki/vimwiki/bible_topics_memorization.wiki
deleted file mode 100644
index 0ead3f1..0000000
--- a/.vim/vimwiki/vimwiki/bible_topics_memorization.wiki
+++ /dev/null
@@ -1,3 +0,0 @@
-=== Bible Topics: Memorization ===
-
-* [[bible_esv_2_peter|2 Peter]] [[bible_esv_2_peter_1.5-9|1:5-9]]
diff --git a/.vim/vimwiki/vimwiki/development_projects_irongolem.wiki b/.vim/vimwiki/vimwiki/development_projects_irongolem.wiki
deleted file mode 100644
index 3f465c3..0000000
--- a/.vim/vimwiki/vimwiki/development_projects_irongolem.wiki
+++ /dev/null
@@ -1,14 +0,0 @@
-Hold:
-
-[
- {"player":"mrmac131"},
- {"player":"anhalga"},
- {"player":"shellsmith"},
- {"server":
- {
- "name":"yogs","url":"http:\/\/minecraft.br0xen.com:8123","type":"dynmap","custom":{"dynmap-version":"1.9.4-1940","dynmap-urls":{"markers":"tiles\/","update":"up\/world\/{world}\/{timestamp}","register":"up\/register","configuration":"up\/configuration","tiles":"tiles\/","login":"up\/login","sendmessage":"up\/sendmessage"},"dynmap-servertime":7981,"dynmap-hasstorm":false,"dynmap-isthundering":false},"players":[]
- },
- "coordinate":{"x":343,"y":0,"z":391},
- "radius":64
- }
-]
diff --git a/.vim/vimwiki/vimwiki/diary/2014-08-14.wiki b/.vim/vimwiki/vimwiki/diary/2014-08-14.wiki
deleted file mode 100644
index e69de29..0000000
diff --git a/.vim/vimwiki/vimwiki/index.wiki b/.vim/vimwiki/vimwiki/index.wiki
deleted file mode 100644
index f5679a4..0000000
--- a/.vim/vimwiki/vimwiki/index.wiki
+++ /dev/null
@@ -1,13 +0,0 @@
-= VimWiki =
-* [[Programming]]
-* [[Work]]
-* [[Play]]
-* [[Other]]
-* [[Redemption]]
-
-* [[Notes]]
-* [[Reading List]]
-
-* VimWiki Syntax: https://code.google.com/p/vimwiki/wiki/Syntax
-* VimWiki QuickReference: http://vimwiki.googlecode.com/hg/misc/Vimwiki1.1.1QR.pdf
-* [[VimWiki Normal Commands]]
diff --git a/.vim/vimwiki/vimwiki/minecraft-command-Usage.wiki b/.vim/vimwiki/vimwiki/minecraft-command-Usage.wiki
deleted file mode 100644
index 224e79d..0000000
--- a/.vim/vimwiki/vimwiki/minecraft-command-Usage.wiki
+++ /dev/null
@@ -1,343 +0,0 @@
-== Command Usage ==
-
- * 1.1 Tilde notation
- * 1.2 Target selectors
- * 1.2.1 Target selector variables
- * 1.2.2 Target selector arguments
- * 1.3 Data tags
- * 1.4 Raw JSON text
-
-=== Usage ===
-
-In a regular Minecraft client or the stand alone client, commands are entered via Minecraft's chat window, which is displayed by pressing the T key (default) or / key. Using the / key will also enter the forward slash that commands require as a prefix, so it is a useful shortcut. Pressing Tab ↹ while entering commands cycles through possible commands or arguments.
-
-Commands may also be entered in a multiplayer server's console, but are not preceded by a / when entered this way. Commands in command blocks can be preceded by a slash, but it is not required. Commands in a command block may also require an optional argument, usually a player's username.
-
-The majority of commands are only available in the following situations:
-
-* In a Minecraft multiplayer server game, entered by an operator or command block.
-* In other multiplayer games, entered by the player who opened a LAN game with cheats enabled, or is hosting their own multiplayer server
-* In singleplayer, if cheats were enabled at world creation (via the "More World Options..." button).
-
-Some player commands are also available in singleplayer even when cheats are not enabled.
-
-Note: In singleplayer worlds where cheats were not enabled at creation, they can be enabled on a temporary basis by opening the current game session to LAN play ( Esc -> "Open to LAN", then "Allow Cheats" button and "Start LAN World"). You do not actually need to be on a LAN or have others join. This is not permanent, but will allow the use of commands until you quit the world, and changes you make via commands (items spawned, etc.) will be saved with the world. You can do this each time you start playing the world again. Note that this will disable game pausing for the duration, so while open to LAN, you should get somewhere safe or reload your world before using the Game Menu. Remember that you can disable your LAN world by reloading the world.
-
-
-==== Tilde notation ====
-
-Many commands allow relative coordinates to be specified using tildes (~). A number following a tilde is an offset from something rather than a coordinate. The sign of the offset specifies whether to go in the positive or negative direction for that axis. A single tilde by itself is shorthand for ~0.
-
-For example, tp 0 64 0 will teleport the user to the coordinate (0, 64, 0), while tp ~3 ~ ~-3 will teleport the user to a position +3 blocks in the "x" direction (i.e., east), keep their current height, and -3 blocks in the "z" direction (i.e., north).
-
-Usually absolute coordinates can be mixed with relative coordinates. For example, tp ~ 64 ~ will keep the user's "x" and "z" coordinates the same, but teleport them to absolute height 64.
-
-The origin for the offset depends on the command. For example, for [[minecraft-command-tp|/tp]] the offset is from the starting position. Other common offsets include from the position of the command's execution or from another coordinate specified by the command.
-
-
-==== Target selectors ====
-
-In most commands where a player may be specified as an argument, it is possible to "target" one or more players satisfying certain conditions instead of specifying players by name. To target players by condition, choose a target selector variable and, optionally, one or more target selector arguments to modify the conditions to be satisfied.
-
-For example, to change the game mode of all players on team Red to creative mode, instead of specifying them by name individually:
-
- [[minecraft-command-gamemode|/gamemode]] creative @a[team=Red]
-
-
-===== Target selector variables =====
-Summary of target selector variables Variable Function
-@p nearest player
-@r random player
-@a all players
-@e all entities
-
-A target selector variable identifies the broad category of targets to select. There are four variables:
-
-@p
-
- Targets the nearest player. If there are multiple nearest players, caused by them being precisely the same distance away, a player is selected by the time the player most recently joined the server.
-
- Target selector arguments may be used to reduce the set of players from which the nearest player will be selected. For example, @p[team=Red] will target the nearest player on team Red even if there are other players closer.
-
- The c target selector argument can be used to increase the number of nearest players targeted (for example, @p[c=3] will target the three nearest players). When negative, c will reverse the order of targeting (for example, @p[c=-1] will target the farthest player).
-
-@r
-
- Targets a random player (or entity with the type target selector argument).
-
- Target selector arguments may be used to reduce the set of players from which a random player will be targeted. For example, @r[team=Red] will only target a random player from team Red.
-
- The c target selector argument can be used to increase the number of random players targeted. For example, @r[c=3] will target three random players.
-
- When used without the type argument, @r always targets a random player. The type argument can be used to target non-player entities (for example, @r[type=Zombie] will target a random zombie, @r[type=!Player] will target a random non-player entity, @r[type=!Zombie] will target a random non-zombie, etc.).
-
-@a
-
- Targets all players.
-
- Target selector arguments may be used to reduce the set of players targeted. For example, @a[team=Red] will only target players on team Red.
-
-@e
-
- Targets all entities (including players).
-
- Target selector arguments may be used to reduce the set of entities targeted. For example, @e[type=Cow] will only target cows.
-
-
-===== Target selector arguments =====
-Summary of target selector arguments Argument(s) Selection criteria
-x, y, z coordinate
-r, rm radius (max, min)
-m game mode
-c count
-l, lm experience level (max, min)
-score_name max score
-score_name_min min score
-team team name
-name entity name
-dx, dy, dz volume dimensions
-rx, rxm vertical rotation (max, min)
-ry, rym horizontal rotation (max, min)
-type entity type
-
-After using a target selector, you can optionally use arguments to modify the set of targets selected. When used with @a or @e, arguments narrow down the number of targets from the full list to a specific few. When used with @p or @r, arguments narrow the number of targets down from the full list to a smaller set from which the nearest or random player is selected.
-
-Add argument-value pairs as a comma-separated list contained within square brackets after the target selector variable:
-
- @[=,=,…].
-
-Spaces are not allowed around the brackets, equal signs, or commas, and only commas may be used to separate argument-value pairs.
-
-Arguments are case-sensitive and unsupported arguments are silently ignored. For example, kill @e[type=Creeper,r=20] will kill all creepers in a 20-block radius, but kill @e[Type=Creeper,r=20] ('type' capitalized) will kill all entities (including players) in that radius because there is no longer an argument limiting the targets to just creepers.
-
-If the first few arguments (up to four) are specified simply as values without identifying the arguments, they are assumed to be, in order, x, y, z, and r. Thus, the following two commands are identical:
-
- [[minecraft-command-gamemode|/gamemode]] creative @a[x=10,y=20,z=30,r=4]
- [[minecraft-command-gamemode|/gamemode]] creative @a[10,20,30,4]
-
-====== Selecting targets by coordinate ======
-
- [x=X,y=Y,z=Z] — Selects targets based on distance to that exact position. Combine with selecting by radius to select only targets at that specific position.
-
- The coordinates have to be exact - tilde notation is not available for selector argument coordinates.
-
-====== Selecting targets by radius ======
-
- [r=R] — Selects only targets less than R blocks from the command's execution.
- [rm=RM] — Selects only targets more than RM blocks from the command's execution.
-
- If a coordinate (above) and either or both radius/i are both defined, the radius/i will center on the coordinate rather than the postion of the command's execution. By using a very distant coordinate and a very large radius, it is possible to simulate a near-linear edge to use to specify targets.
-
-====== Selecting targets by game mode ======
-
- [m=M] — Selects only targets with the specified game mode. Permitted value for M are:
-
- -1: all game modes
- 0: survival mode
- 1: creative mode
- 2: adventure mode
- 3: spectator mode
-
-====== Selecting targets by count ======
-
- [c=C] — Selects only the specified number of targets. Usually in order of distance from the command executor.
-
- When used with @p or @r, this argument defaults to 1, so using a higher number will increase the number of nearest or random targets returned. When used with @a or @e, this argument returns only the nearest targets.
-
- If there are multiple nearest players, caused by them being precisely the same distance away, a player is selected by the time the player most recently joined the server. For example, if equally distant, @a[c=1] will select the player who has been on the server the longest and @e[type=Creeper,c=3] will select the three oldest creepers.
-
- When used with a negative value, the order of targets is reversed. For example, @p[c=-3] will return the three farthest targets, and, if all potential targets are equally far away, @e[c=-3] will select the last three targets created.
-
-====== Selecting targets by experience level ======
-
- [l=L] — Selects only targets with no more than L experience levels.
-
- [lm=LM] – Selects only targets with no less than LM experience levels.
-
-====== Selecting targets by score ======
-
- [score_name=SCORE] — Selects only targets with a score in objective name of no more than SCORE.
-
- [score_name_min=SCOREMIN] — Selects only targets with a score in objective name of no less than SCOREMIN.
-
- For example, @a[score_points_min=30,score_points=39] will select all players with a score in objective "points" between 30 and 39 (inclusive).
-
- See also: Scoreboard#Objectives
-
-====== Selecting targets by team ======
-
- [team=TEAM] — Selects only targets on team TEAM.
-
- [team=!TEAM] — Selects only targets not on team TEAM.
-
- [team=] — Selects only targets not on any team.
-
- See also: Scoreboard#Teams
-
-====== Selecting targets by name ======
-
- [name=NAME] — Selects only targets named NAME.
-
- [name=!NAME] — Selects only targets not named NAME.
-
-====== Selecting targets by volume ======
-
- [dx=DX,dy=DY,dz=DZ]
-
- Selects only targets within the volume defined as starting from the location where the command was executed and extending DX blocks in the positive "x" direction (i.e., east), DY blocks in the positive "y" direction (i.e., upwards), and DZ blocks in the positive "z" direction (i.e., south). All values must be positive. If an initial coordinate is specified with the x, y, and z arguments, that will be used instead of the position of the command's execution for the lower northwestern corner (dx, dy, and dz still specify distances from that coordinate; they do not specify a separate coordinate).
-
- It is possible to combine selection by radius and selection by volume, in which case the command will only select targets within the overlap of both regions (within certain radius/i of the volume's lower northwest corner and not outside the defined volume).
-
-====== Selecting targets by vertical rotation ======
-
- [rx=RX] — Selects only targets with a maximum vertical rotation of RX.
- [rxm=RXM] — Selects only targets with a minimum vertical rotation of RXM.
-
- Vertical rotation values vary from -90.0 facing straight up to 90.0 facing straight down (thus vertical rotation values increase with rotation downwards).
-
-====== Selecting targets by horizontal rotation ======
-
- [ry=RY] — Selects only targets with a maximum horizontal rotation of RY.
- [rym=RYM] — Selects only targets with a minimum horizontal rotation of RYM.
-
- Horizontal rotation values vary from -180.0 (facing due north), to -90.0 (facing due east), to 0.0 (facing due south), to 90.0 (facing due west), to 179.9 (just west of due north) before wrapping back to -180.0 (thus horizontal rotation values increase with rotation to the right, or clockwise viewed from above).
-
-====== Selecting targets by type ======
-
- [type=TYPE] — Selects only targets of the specific entity type.
- [type=!TYPE] — Selects only targets not of the specific entity type.
-
- TYPE must be an entity ID used to identify different types of entities internally (for example, Creeper for creepers, MinecartRideable for regular minecarts, PrimedTnt for primed TNT, etc.). Entity IDs are case-sensitive and invalid entity IDs will cause the command to fail.
-
- When used with @r, can change its normal behavior of targeting only players to target other entities.
-
-
-==== Data tags ====
-
-A data tag is a sequence of text which describes a data structure using attribute-value pairs. Data tags are used in commands to specify complex data for players, entities, and some blocks.
-
-A data tag consists of zero or more attribute-value pairs separated by commas and delineated by curly brackets. Each attribute-value pair consists of an attribute name and the attribute's value, separated by a colon. Some values, however, may themselves contain attribute-value pairs, allowing a data tag to describe a hierarchical data structure.
-
- Example: {name1:123,name2:"sometext",name3:{subname1:456,subname2:789}}
-
-The data structures that data tags describe are the same ones used in Minecraft's save files. These data structures are described in other articles and commands expect data tags to use the same attribute names (which are case-sensitive):
-Data Structure Specification Links Objects Examples
-Tile entities chests, furnaces, command blocks, mob spawners, signs, etc.
-Items items in inventories (includes specifications for enchantments, lore, custom names, etc.)
-Item entities items on the ground
-Mobs creepers, cows, villagers, etc.
-Projectiles arrows, fireballs, thrown potions, etc.
-Vehicles boats, minecarts, etc.
-Dynamic tiles primed TNT, falling sand/gravel
-Other entities firework rockets, paintings, and item frames
-
-The defined data structures also expect the values to be of the correct type.
-Data Tags Value Types Type Description
-
- Byte An integer between -128 and 127 (inclusive).
-
- Short An integer between -32,768 and 32,767 (inclusive).
-
- Int An integer between -2,147,483,648 and 2,147,483,647 (inclusive).
-
- Long An integer between -9,223,372,036,854,775,808 and 9,223,372,036,854,775,807 (inclusive).
-
- Float
-
- Double Numbers which can have a decimal portion (for example, 3.14159).
-
- String A sequence of text, optionally delineated with double quotes.
-
-Double quotes must be used if the String contains commas, curly brackets, or square brackets. To include a double quote inside a String, add a backslash before the double quote.
-
- Example: "Call me \"Ishmael\""
-
-
- List A sequence of values, separated by commas and delineated with square brackets. The values do not necessarily need to be all the same type -- the types required are specified by the data structure.
-
- Example: [3.2,64,129.5]
-
-
- Byte Array A sequence of integers between -128 and 127 (inclusive), separated by commas and delineated with square brackets.
-
- Int Array A sequence of integers between -2,147,483,648 and 2,147,483,647 (inclusive), separated by commas and delineated with square brackets.
-
- Compound A sequence of attribute-value pairs, separated by commas and delineated with curly brackets.
-
- Example: {X:3,Y:64,Z:129}
-
-Every data tag argument is itself a Compound.
-
-Some commands may require that a number's type be specified by adding a character to the end of the value. For example, 3i for an int, 3.2f for a float, etc.
-
-When commands such as [[minecraft-command-testfor|/testfor]], [[minecraft-command-testforblock|/testforblock]], and [[minecraft-command-clear|/clear]] are used to match data tags, they only check for the presence of the provided tags in the target entity/block/item. This means that the entity/block/item may have additional tags and will still match. This is true even for lists and arrays: the order of a list is not acknowledged, and as long as every requested element is in the list, it will match even if there are additional elements.
-
-The format used for data tags is a lenient form of JSON.
-
-
-==== Raw JSON text ====
-
-The [[minecraft-command-tellraw|/tellraw]] and [[minecraft-command-title|/title]] commands use a specific lenient JSON format to specify complicated text. Similar to the NBT format notation above, concepts such as Strings, Objects (Compounds), and Lists are used to represent the various properties of the raw text.
-
-The format of raw JSON text is a JSON Object which supports the following (mostly optional) elements:
-
-
- The base chat component Object
-
- text: A string representing raw text to display directly in chat. Note that selectors such as "@a" and "@p" are not translated into player names; use selector instead. "\n" is newline (enter).
-
- extra: A list of additional objects, sharing the same format as the base object.
-
- A list element with the same format as the base object (recursive). Note that all properties of this object are inherited by children except for text, extra, translate, with, and score. This means that children will retain the same formatting and events as this object unless they explicitly override them.
-
- color: The color to render this text in. Valid values are "black", "dark_blue", "dark_green", "dark_aqua", "dark_red", "dark_purple", "gold", "gray", "dark_gray", "blue", "green", "aqua", "red", "light_purple", "yellow", "white", and "reset" (cancels out the effects of colors used by parent objects). Technically, "bold", "underline", "italic", "strikethrough", and "obfuscated" are also accepted, but it may be better practice to use the tags below for such formats.
-
- bold: Boolean (true/false) - whether to render text in bold. Defaults to false.
-
- underlined: Boolean (true/false) - whether to render text underlined. Defaults to false.
-
- italic: Boolean (true/false) - whether to render text in italics. Defaults to false.
-
- strikethrough: Boolean (true/false) - whether to render text with a strikethrough. Defaults to false.
-
- obfuscated: Boolean (true/false) - whether to render text obfuscated. Defaults to false.
-
- insertion: When the text is shift-clicked by a player, this string will be inserted in their chat input. It will not overwrite any existing text the player was writing.
-
- clickEvent: Allows for events to occur when the player clicks on text.
-
- action: The action to perform when clicked. Valid values are "open_url" (opens value as a URL in the player's default web browser), "run_command" (has value entered in chat as though the player typed it themselves. This can be used to run commands, but the command will fail if the player does not have the required permissions to use it), "change_page" (can only be used in written books, changes to page value if that page exists), and "suggest_command" (similar to "run_command", but the text only appears in the player's chat input, and is not automatically entered. Unlike insertion, this will replace the existing contents of the chat input).
-
- value: The URL, chat, or command used by the specified action. Note that commands must be prefixed with the usual "/" slash.
-
- hoverEvent: Allows for a tooltip to be displayed when the player hovers their mouse over text.
-
- action: The type of tooltip to show. Valid values are "show_text" (shows raw JSON text), "show_item" (shows the tooltip of an item which can have NBT tags), "show_achievement" (shows formatted text describing an achievement or statistic. Normal achievement names are green, final achievement names are dark_purple, and statistic names are gray. In addition, a description is given for achievements), and "show_entity" (shows an entity's name, possibly its type, and its UUID).
-
- value: The formatting of this tag varies depending on the action. Note that "show_text" is the only action to support an Object as the value; all other action values are Strings and should thus be wrapped in quotes.
- "show_text": Can be either a raw String of text, or an Object with the same formatting as this base object. Note that clickEvent and hoverEvent do not function within the tooltip, but the formatting and extra tags still work.
- "show_item": A string formatted like item NBT data. Contains the "id" tag, and optionally the "Damage" tag and "tag" tag (which is the same compound used as "dataTag" in the [[minecraft-command-give|/give]] command).
- "show_achievement": The achievement or statistic's name. This uses the same format as achievement and statistic Scoreboard objective criteria and the [[minecraft-command-achievement|/achievement]] command.
- "show_entity": A string formatted like a compound with the string values "type" (such as "Zombie"), "name", and "id" (should be an entity UUID, but can actually be any string).
-
- translate: The translation identifier of text to be displayed using the player's selected language. This identifier is the same as the identifiers found in lang files from assets or resource packs. The translated text will only be displayed if the text string is not used.
-
- with: A list of chat component arguments and/or string arguments to be used by translate.
- The arguments are text corresponding to the arguments used by the translation string in the current language, in order (for example, the first list element corresponds to "%1$s" in a translation string).
-
- score: A compound for displaying a player's score in an objective. Displays nothing if the player is not tracked in the given objective. Ignored completely if text or translate is present.
-
- name: The name of the player whose score should be displayed. Selectors (such as @p) can be used, in addition to "fake" player names created by the scoreboard system. In addition, if the name is "*", it will show the player's own score (for example, [[minecraft-command-tellraw|/tellraw]] @a {score:{name:"*",objective:"obj"}} will show every online player their own score in the "obj" objective). Note that non-player entity scores (such as @e[type=Cow]) do not show, even if the entity has been given a score in the objective.
-
- objective: The internal name of the objective to display the player's score in.
-
- value: Optional. If present, this value is used regardless of what the score would have been.
-
- selector: A string containing a selector (@p,@a,@r, or @e) and, optionally, selector arguments. Unlike text, the selector will be translated into the correct player/entity names. If more than one player/entity is detected by the selector, it will be displayed in a form such as 'Name1 and Name2' or 'Name1, Name2, Name3, and Name4'. Ignored completely if text, translate, or score is present.
-
-Due to the extra tag, the above format may be recursively nested to produce very complex and functional text strings. However, a raw json text doesn't have to be complicated at all: virtually all properties are optional and may be left out.
-
-To be valid, each object must have at least either text, translate, or score (everything else is optional). As a matter of shorthand, however, the entire Object may be substituted with a String. In this case, that string will be considered the value of the text property. For example, "This is raw text" is equivalent to {text:"This is raw text"}. This shorthand substitution is valid anywhere a raw text object is required (including the base argument of [[minecraft-command-tellraw|/tellraw]], the elements of the extra list, and the value of a "show_text" hover_event).
-
-Finally, unlike other commands using JSON, [[minecraft-command-tellraw|/tellraw]] Strings support Unicode via the notation \u####, where #### is the Unicode hexadecimal number for the desired character.
-
diff --git a/.vim/vimwiki/vimwiki/minecraft-command-summary.wiki b/.vim/vimwiki/vimwiki/minecraft-command-summary.wiki
deleted file mode 100644
index 1c3b90c..0000000
--- a/.vim/vimwiki/vimwiki/minecraft-command-summary.wiki
+++ /dev/null
@@ -1,62 +0,0 @@
-=== Summary of commands ===
-
-| Command | Description | Op Only | MP Only | Blocks | Entities | Players | World |
-| --------- | ------------- | --------- | --------- | -------- | ---------- | --------- | ------- |
-| [[minecraft-command-achievement|/achievement]] | Gives a player an achievement. | Op | — | — | — | Players | — |
-| [[minecraft-command-ban|/ban]] | Adds player to banlist. | Op | MP | — | — | Players | — |
-| [[minecraft-command-ban|/ban]] | -ip Adds IP address to banlist. | Op | MP | — | — | Players | — |
-| [[minecraft-command-banlist|/banlist]] | Displays banlist. | Op | MP | — | — | Players | — |
-| [[minecraft-command-blockdata|/blockdata]] | Modifies the data tag of a block. | Op | — | Blocks | — | — | — |
-| [[minecraft-command-clear|/clear]] | Clears items from player inventory. | Op | — | — | — | Players | — |
-| [[minecraft-command-clone|/clone]] | Copies blocks from one place to another. | Op | — | Blocks | — | — | — |
-| [[minecraft-command-debug|/debug]] | Starts or stops a debugging session. | Op | — | — | — | — | — |
-| [[minecraft-command-defaultgamemode|/defaultgamemode]] | Sets the default game mode. | Op | — | — | — | — | World |
-| [[minecraft-command-deop|/deop]] | Revoke operator status from a player. | Op | MP | — | — | Players | — |
-| [[minecraft-command-difficulty|/difficulty]] | Sets the difficulty level. | Op | — | — | — | Players | — |
-| [[minecraft-command-effect|/effect]] | Add or remove status effects. | Op | — | — | Entities | Players | — |
-| [[minecraft-command-enchant|/enchant]] | Enchants a player item. | Op | — | — | — | Players | — |
-| [[minecraft-command-entitydata|/entitydata]] | Modifies the data tag of an entity. | Op | — | — | Entities | — | — |
-| [[minecraft-command-execute|/execute]] | Executes another command. | Op | — | — | — | — | — |
-| [[minecraft-command-fill|/fill]] | Fills a region with a specific block. | Op | — | Blocks | — | — | — |
-| [[minecraft-command-gamemode|/gamemode]] | Sets a player's game mode. | Op | — | — | — | Players | — |
-| [[minecraft-command-gamerule|/gamerule]] | Sets or queries a game rule value. | Op | — | — | — | — | World |
-| [[minecraft-command-give|/give]] | Gives an item to a player. | Op | — | — | — | Players | — |
-| [[minecraft-command-help|/help]] | Provides help for commands. | — | — | — | — | — | — |
-| [[minecraft-command-kick|/kick]] | Kicks a player off a server. | Op | MP | — | — | Players | — |
-| [[minecraft-command-kill|/kill]] | Kills entities (players, mobs, items, etc.). | Op | — | — | Entities | Players | — |
-| [[minecraft-command-list|/list]] | Lists players on the server. | Op | MP | — | — | Players | — |
-| [[minecraft-command-me|/me]] | Displays a message about yourself. | — | — | — | — | Players | — |
-| [[minecraft-command-op|/op]] | Grants operator status to a player. | Op | MP | — | — | Players | — |
-| [[minecraft-command-pardon|/pardon]] | Removes entries from the banlist. | Op | MP | — | — | Players | — |
-| [[minecraft-command-particle|/particle]] | Creates particles. | Op | — | — | — | Players | — |
-| [[minecraft-command-playsound|/playsound]] | Plays a sound. | Op | — | — | — | Players | — |
-| [[minecraft-command-publish|/publish]] | Opens single-player world to local network. | Op | — | — | — | — | World |
-| [[minecraft-command-replaceitem|/replaceitem]] | Replaces items in inventories. | Op | — | Blocks | Entities | Players | — |
-| [[minecraft-command-save|/save]] | -all Saves the server to disk. | Op | MP | — | — | — | World |
-| [[minecraft-command-save|/save]] | -off Disables automatic server saves. | Op | MP | — | — | — | World |
-| [[minecraft-command-save|/save]] | -on Enables automatic server saves. | Op | MP | — | — | — | World |
-| [[minecraft-command-say|/say]] | Displays a message to multiple players. | — | — | — | — | Players | — |
-| [[minecraft-command-scoreboard|/scoreboard]] | Manages objectives, players, and teams. | Op | — | — | Entities | Players | — |
-| [[minecraft-command-seed|/seed]] | Displays the world seed. | Op | — | — | — | — | World |
-| [[minecraft-command-setblock|/setblock]] | Changes a block to another block. | Op | — | Blocks | — | — | — |
-| [[minecraft-command-setidletimeout|/setidletimeout]] | Sets the time before idle players are kicked. | Op | MP | — | — | Players | — |
-| [[minecraft-command-setworldspawn|/setworldspawn]] | Sets the world spawn. | Op | — | — | — | — | World |
-| [[minecraft-command-spawnpoint|/spawnpoint]] | Sets the spawn point for a player. | Op | — | — | — | Players | — |
-| [[minecraft-command-spreadplayers|/spreadplayers]] | Teleports entities to random locations. | Op | — | — | Entities | Players | — |
-| [[minecraft-command-stats|/stats]] | Update objectives from command results. | Op | — | Blocks | Entities | Players | — |
-| [[minecraft-command-stop|/stop]] | Stops a server. | Op | MP | — | — | — | World |
-| [[minecraft-command-summon|/summon]] | Summons an entity. | Op | — | — | Entities | — | — |
-| [[minecraft-command-tell|/tell]] | Displays a private message to other players. | — | — | — | — | Players | — |
-| [[minecraft-command-tellraw|/tellraw]] | Displays a JSON message to players. | Op | — | — | — | Players | — |
-| [[minecraft-command-testfor|/testfor]] | Counts entities matching specified conditions. | Op | — | — | Entities | Players | — |
-| [[minecraft-command-testforblock|/testforblock]] | Tests whether a block is in a location. | Op | — | Blocks | — | — | — |
-| [[minecraft-command-testforblocks|/testforblocks]] | Tests whether the blocks in two regions match. | Op | — | Blocks | — | — | — |
-| [[minecraft-command-time|/time]] | Changes or queries the world's game time. | Op | — | — | — | — | World |
-| [[minecraft-command-title|/title]] | Manages screen titles. | Op | — | — | — | Players | — |
-| [[minecraft-command-toggledownfall|/toggledownfall]] | Toggles the weather. | Op | — | — | — | — | World |
-| [[minecraft-command-tp|/tp]] | Teleports entities. | Op | — | — | Entities | Players | — |
-| [[minecraft-command-trigger|/trigger]] | Sets a trigger to be activated. | Op | — | — | — | Players | — |
-| [[minecraft-command-weather|/weather]] | Sets the weather. | Op | — | — | — | — | World |
-| [[minecraft-command-whitelist|/whitelist]] | Manages server whitelist. | Op | MP | — | — | Players | — |
-| [[minecraft-command-worldborder|/worldborder]] | Manages the world border. | Op | — | — | — | — | World |
-| [[minecraft-command-xp|/xp]] | Adds or removes player experience. | Op | — | — | — | Players | — |
diff --git a/.vim/vimwiki/vimwiki/play_minecraft.wiki b/.vim/vimwiki/vimwiki/play_minecraft.wiki
deleted file mode 100644
index 2174fb7..0000000
--- a/.vim/vimwiki/vimwiki/play_minecraft.wiki
+++ /dev/null
@@ -1,9 +0,0 @@
-== Minecraft Stuff ==
-[[play_minecraft_servercommands|Server Commands]]
-
-== ModPacks/Worlds ==
-[[Minecraft_RR3|RR3]]
-[[Yogscast]]
-
-=== Older ===
-[[Life in the Woods]]
diff --git a/.vim/vimwiki/vimwiki/play_minecraft_servercommands.wiki b/.vim/vimwiki/vimwiki/play_minecraft_servercommands.wiki
deleted file mode 100644
index 4759165..0000000
--- a/.vim/vimwiki/vimwiki/play_minecraft_servercommands.wiki
+++ /dev/null
@@ -1,2557 +0,0 @@
-=== Commands ===
-
-Commands are advanced functions activated by typing certain strings of text.
-Contents
-
- 1 [[minecraft-command-Usage|Usage]]
- 2 [[minecraft-command-summary|Summary of commands]]
- 3 List of commands
- 3.1 [[minecraft-command-achievement|achievement]]
- 3.2 [[minecraft-command-ban|ban]]
- 3.2.1 ban
- 3.2.2 ban-ip
- 3.2.3 banlist
- 3.3 [[minecraft-command-blockdata|blockdata]]
- 3.4 [[minecraft-command-clear|clear]]
- 3.5 [[minecraft-command-clone|clone]]
- 3.6 [[minecraft-command-debug|debug]]
- 3.7 [[minecraft-command-defaultgamemode|defaultgamemode]]
- 3.8 [[minecraft-command-deop|deop]]
- 3.9 [[minecraft-command-difficulty|difficulty]]
- 3.10 [[minecraft-command-effect|effect]]
- 3.11 [[minecraft-command-enchant|enchant]]
- 3.12 [[minecraft-command-entitydata|entitydata]]
- 3.13 [[minecraft-command-execute|execute]]
- 3.14 [[minecraft-command-fill|fill]]
- 3.15 [[minecraft-command-gamemode|gamemode]]
- 3.16 [[minecraft-command-gamerule|gamerule]]
- 3.17 [[minecraft-command-give|give]]
- 3.18 [[minecraft-command-help|help]]
- 3.19 [[minecraft-command-kick|kick]]
- 3.20 [[minecraft-command-kill|kill]]
- 3.21 [[minecraft-command-list|list]]
- 3.22 [[minecraft-command-me|me]]
- 3.23 [[minecraft-command-op|op]]
- 3.24 [[minecraft-command-pardon|pardon]]
- 3.25 [[minecraft-command-particle|particle]]
- 3.26 [[minecraft-command-playsound|playsound]]
- 3.27 [[minecraft-command-publish|publish]]
- 3.28 [[minecraft-command-replaceitem|replaceitem]]
- 3.29 [[minecraft-command-save|save]]
- 3.29.1 save-all
- 3.29.2 save-off
- 3.29.3 save-on
- 3.30 [[minecraft-command-say|say]]
- 3.31 [[minecraft-command-scoreboard|scoreboard]]
- 3.32 [[minecraft-command-seed|seed]]
- 3.33 [[minecraft-command-setblock|setblock]]
- 3.34 [[minecraft-command-setidletimeout|setidletimeout]]
- 3.35 [[minecraft-command-setworldspawn|setworldspawn]]
- 3.36 [[minecraft-command-spawnpoint|spawnpoint]]
- 3.37 [[minecraft-command-spreadplayers|spreadplayers]]
- 3.38 [[minecraft-command-stats|stats]]
- 3.39 [[minecraft-command-stop|stop]]
- 3.40 [[minecraft-command-summon|summon]]
- 3.41 [[minecraft-command-tell|tell]]
- 3.42 [[minecraft-command-tellraw|tellraw]]
- 3.43 [[minecraft-command-testfor|testfor]]
- 3.44 [[minecraft-command-testforblock|testforblock]]
- 3.45 [[minecraft-command-testforblocks|testforblocks]]
- 3.46 [[minecraft-command-time|time]]
- 3.47 [[minecraft-command-title|title]]
- 3.48 [[minecraft-command-toggledownfall|toggledownfall]]
- 3.49 [[minecraft-command-tp|tp]]
- 3.50 [[minecraft-command-trigger|trigger]]
- 3.51 [[minecraft-command-weather|weather]]
- 3.52 [[minecraft-command-whitelist|whitelist]]
- 3.53 [[minecraft-command-worldborder|worldborder]]
- 3.54 [[minecraft-command-xp|xp]]
-
-
-
-
-List of commands
-
-Syntax
-
- If you see… Then
- plain text Enter this literally, exactly as shown.
- italics Replace this with an appropriate value.
- This is a required argument.
- [square brackets] This is an optional argument.
- x|y
-
- Pick one of the options shown.
-
- Available options are shown separated by vertical bars: |
- ellipsis … The argument may consist of multiple words separated by spaces.
-
-Success Conditions
-
- A command's Success Conditions must be met in order for the game to consider the command "successful". This is used to determine a variety of things, such as the output of a redstone comparator feeding from command block with a command. Note that not all "successful" commands actually do something, and not all "failed" commands fail to do something useful.
-
-Restrictions
-
- Describes restrictions on who can use the command or in what context.
-
- None: The command can be used by any player in any world. The following commands have no restrictions: /help, /me, /tell, and /trigger.
-
- Operator: The command may only be used by an operator or in singleplayer mode with cheats enabled. On multiplayer servers, the results of these commands are broadcast to other ops online.
-
- Multiplayer: The command is only available on a multiplayer server. The following commands are restricted to multiplayer servers: /ban, /ban-ip, /banlist, /deop, /kick, /list, /op, /pardon, /pardon-ip, /save-all, /save-off, /save-on, /setidletimeout, /stop, /whitelist.
-
- No multiplayer commands permit target selectors in arguments and, except for /list, multiplayer commands cannot be used in command blocks. Many of these commands can be used on players who have never been to the server, or even on names which are not (or cannot be) registered as Minecraft accounts.
-
- No command blocks: The command cannot be executed by a command block.
-
-
-achievement
-achievement
-Restrictions
-
-Operator
-First introduced
-
-1.7.2 (13w36a)
-
-Gives a player an achievement or increases a statistic.
-
-Syntax
-
- achievement [player]
-
-Arguments
-
- stat_name
-
- Must be either:
-
- achievement.achievement_name, where achievement_name is a valid achievement identifier
- stat.statistic_name, where statistic_name is a valid statistic identifier
- * to represent all achievements
-
- player (optional)
-
- Must be a player name or a target selector. If not specified, defaults to the command's executor. Not optional in command blocks.
-
-Result
-
- Fails if arguments aren't specified properly, or if player fails to resolve to one or more online players.
-
- On success, grants or removes the specified achievement(s) (and all prerequisite achievements) to the player(s) or increases/decreases the specified statistic of the player(s) by 1.
-
-Examples
-
- To grant the "Overkill" achievement to yourself: achievement give achievement.overkill
-
- To grant the "Taking Inventory" achievement to Alice: achievement give achievement.openInventory Alice
-
- To increase the "Mob Kills" statistic by 1 for the nearest player: achievement give stat.mobKills @p
-
- To remove all achievements from all players: achievement take * @a
-
-See also
-
- Commands to modify player:
-
- /effect — give player a status effect
- /spawnpoint — set player's spawn location
- /xp — modify player's experience or level
-
-
-ban
-
-These commands manage a server banlist. The server banlist is a list of players or IP addresses that will not be allowed to connect to the server. Bans supersede any whitelisting in place.
-
- See also: /whitelist
-
-
-ban
-ban
-Restrictions
-
-Multiplayer
-Operator
-No command blocks
-First introduced
-
-Alpha 1.0.16
-
-Adds player to banlist.
-
-Syntax
-
- ban [reason …]
-
-Arguments
-
- name
-
- The name of the player to be banned. Does not need to be online, or even real.
-
- reason (optional)
-
- Text to be displayed with the ban, to other operators and in the server logs.
-
-Result
-
- Always succeeds. The player name is added to the server banlist which prevents anyone from connecting to the server by that name.
-
-
-ban-ip
-ban-ip
-Restrictions
-
-Multiplayer
-Operator
-No command blocks
-First introduced
-
-Alpha 1.0.16
-
-Adds IP address to banlist.
-
-Syntax
-
- ban-ip [reason …]
-
-Arguments
-
- address|name
-
- Must be a player name or an IP address.
-
- reason (optional)
-
- Text to be displayed with the ban, to other operators and in the server logs.
-
-Result
-
- Fails if address|name is neither a valid IP address nor the name of an online player.
-
- On success, the IP address (of the online player, or the address specified) is added to the server banlist which prevents anyone from connecting to the server from that address.
-
-
-banlist
-banlist
-Restrictions
-
-Multiplayer
-Operator
-No command blocks
-First introduced
-
-Alpha 1.0.16
-
-Displays banlist.
-
-Syntax
-
- banlist ips
- banlist players
-
-Result
-
- Always succeeds. Displays banned IP addresses or banned players.
-
-
-blockdata
-blockdata
-Restrictions
-
-Operator
-First introduced
-
-1.8 (14w02a)
-
-Modifies the data tag of a block.
-
-Syntax
-
- blockdata
-
-Arguments
-
- x y z
-
- Specifies the coordinates of the block to be modified. May be provided in tilde notation to identify a position relative to the command's execution.
-
- dataTag
-
- Specifies the data tag elements to be added to, or overwrite elements of, the specified block. Must be a compound NBT tag (for example, {CustomName:Fred}).
-
-Result
-
- Fails if arguments are not specified properly.
-
- On success, modifies the data tag of the targeted block.
-
-Examples
-
- To change the primary power of the beacon at (0,64,0) to Haste:
-
- blockdata 0 64 0 {Primary:3}
-
-See also
-
- Chunk_format#Tile_Entity_Format — defined data tags for tile entity blocks
- /entitydata — changes an entity's data tag
- /replaceitem — replaces items in a block's inventory
- /setblock – places a new block at a position
- /stats — sets a block's CommandStats
-
-
-clear
-clear
-Restrictions
-
-Operator
-First introduced
-
-1.4.2 (12w37a)
-
-Clears items from player inventory.
-
-Syntax
-
- clear [player] [item] [data] [maxCount] [dataTag]
-
-Arguments
-
- player (optional)
-
- Must be a player name or a target selector. If not specified, defaults to the command's user. Not optional in command blocks.
-
- item data (optional)
-
- Specifies the id and data of the item to be cleared. If neither argument is specified, clears all items from the inventory. If item is specified, but not data, all items with id item are cleared, regardless of their data. data can be set to -1 to ignore data and clear all blocks of a certain id when maxCount or dataTag must be specified but data needs to be ignored.
-
- maxCount (optional)
-
- Specifies the maximum number of items to be cleared. If not specified, or if -1, clears all items. If 0, does not clear items, but returns successfully if there were items that could have been cleared (allowing detection of items rather than clearing of items).
-
- dataTag (optional)
-
- Specifies the data tags of the item to be cleared (only items matching the specified data tags will be cleared — data tags not specified will not be considered). Must be a compound NBT tag (for example, {display:{Name:Fred}}).
-
-Result
-
- Fails if the arguments are not specified properly, if player fails to resolve to one or more online players, or if no items are removed.
-
- On success, removes the specified items from the player(s).
-
-Examples
-
- To clear your entire inventory: clear
-
- To clear all items from Alice's inventory: clear Alice
-
- To clear all wool items from Alice's inventory: clear Alice minecraft:wool
-
- To clear all orange wool items from the inventory of all players: clear @a minecraft:wool 1
-
- To clear all golden swords with the "Sharpness I" enchantment from the nearest player, regardless of their damage value:
-
- clear @p minecraft:golden_sword -1 -1 {ench:[{id:16s,lvl:1s}]}
-
-See also
-
- /give — give items to player
-
-
-clone
-clone
-Restrictions
-
-Operator
-First introduced
-
-1.8 (14w03a)
-
-Clones blocks from one region to another.
-
-Syntax
-
- clone [maskMode] [cloneMode] [TileName]
-
- The in-game help for the clone command does not list the final argument. TileName is a placeholder name for the purpose of discussion.
-
-Arguments
-
- x1 y1 z1 and x2 y2 z2
-
- Specifies any two opposing corner blocks of the region to be cloned (the "source region"). May use tilde notation to specify distances relative to the command's execution.
-
- The blocks that make up the corners extend in the positive direction from the coordinates used to identify them. Because of this, the lesser coordinates of each axis will be right on the region boundary, but the greater coordinates will be one block from the boundary, and the block volume of the source region will be (xgreater - xlesser + 1) × (ygreater - ylesser + 1) × (zgreater - zlesser + 1). For example, 0 0 0 0 0 0 has a 1-block volume, and 0 0 0 1 1 1 and 1 1 1 0 0 0 both identify the same region with an 8-block volume.
-
- x y z
-
- Specifies the lower northwest corner (i.e., the smallest coordinates of each axis) of the region to clone to (the "destination region"). May use tilde notation to specify a distance relative to the command's execution.
-
- maskMode (optional)
-
- Must be one of:
-
- filtered — Clone only blocks with the specified block id (see TileName below).
- masked — Copy only non-air blocks. Blocks in the destination region that would otherwise be overwritten by air are left unmodified.
- replace — Copy all blocks, overwriting all blocks of the destination region with the blocks from the source region.
-
- If not specified, defaults to replace.
-
- cloneMode (optional)
-
- Must be one of:
-
- force — Force the clone even if the source and destination regions overlap.
- move — Clone the source region to the destination region, then replace the copied blocks with air. When used in filtered mask mode, only the cloned blocks will be replaced with air.
- normal — Don't move or force. Used when TileName also needs to be specified.
-
- If not specified, defaults to normal.
-
- TileName (optional)
-
- Specifies the block id (for example, minecraft:stone) to copy when using filtered mask mode. Not optional when using filtered mask mode.
-
-Result
-
- Fails if the arguments are not specified correctly, if the block volume of the source region is greater than 32768 (enough for the equivalent of eight chunk sections), if the source and destination region overlap (unless using force clone mode), or if one or both regions isn't currently rendered.
-
- On success, overwrites blocks in the destination region with blocks from the source region, leaving the source region unmodified (unless using move clone mode).
-
-See also
-
- /fill — fill a region with a block
-
-
-debug
-debug
-Restrictions
-
-Operator
-No command blocks
-First introduced
-
-1.3.1 (12w27a)
-
-Starts or stops a debugging session.
-
-Syntax
-
- debug
-
-Arguments
-
- start
-
- Starts a new debug profiling session.
-
- stop
-
- Stops the active debug profiling session.
-
-Result
-
- Fails if tried to start a debug session when one is already active, or if tried to stop a debug session when none is running.
-
- On success, starts or stops the debug session. While active, includes notifications about potential performance bottlenecks in the console. When stopped, creates a profiler results file in the folder "debug".
-
-
-defaultgamemode
-defaultgamemode
-Restrictions
-
-Operator
-First introduced
-
-1.3.1 (12w22a)
-
-Sets the default game mode (creative, survival, etc.) for new players entering a multiplayer server.
-
-Syntax
-
- defaultgamemode
-
-Arguments
-
- mode
-
- Must be one of:
-
- survival (can be abbreviated as s or 0) for survival mode
- creative (can be abbreviated as c or 1) for creative mode
- adventure (can be abbreviated as a or 2) for adventure mode
- spectator (can be abbreviated as sp or 3) for spectator mode
-
- "hardcore" is not a valid option for the mode argument, as it is technically not a game mode.
-
-Result
-
- Fails if arguments aren't specified properly.
-
- If successful, sets the default game mode that is shown on the world selection menu. New players that join the world will be put into the default game mode.
-
-Examples
-
- To set the default game mode to survival: defaultgamemode survival, defaultgamemode s, or defaultgamemode 0
-
-See also
-
- /gamemode – changes a player's game mode
-
-
-deop
-deop
-Restrictions
-
-Multiplayer
-Operator
-No command blocks
-First introduced
-
-Alpha 1.0.16
-
-Revoke operator status from a player.
-
-Syntax
-
- deop
-
-Arguments
-
- player
-
- Specifies a player to remove from the list of operators. May be anything but target selectors will not evaluate and only actual player names will produce a useful result.
-
-Result
-
- Always succeeds if restrictions are satisfied. If player matches a name on the list of operators, the name is removed from the list and any player by that name no longer has operator status.
-
-Examples
-
- To remove Alice from the list of operators: deop Alice
-
-
-difficulty
-difficulty
-Restrictions
-
-Operator
-First introduced
-
-1.4.2 (12w32a)
-
-Sets the difficulty level (peaceful, easy, etc.).
-
-Syntax
-
- difficulty
-
-Arguments
-
- new difficulty
-
- Must be one of:
-
- peaceful (can be abbreviated as p or 0) for peaceful difficulty
- easy (can be abbreviated as e or 1) for easy difficulty
- normal (can be abbreviated as n or 2) for normal difficulty
- hard (can be abbreviated as h or 3) for hard difficulty
-
- "hardcore" is not a valid option for the new difficulty argument, as it is not a difficulty.
-
-Result
-
- Fails if arguments aren't specified properly.
-
- If successful, changes the game's difficulty. On a multiplayer server lasts only until the server is restarted — on restart, difficulty is reloaded from server.properties.
-
-Examples
-
- To change the difficulty to hard: difficulty hard, difficulty h, or difficulty 3
-
-See also
-
- /gamemode – changes a player's game mode (creative, survival, etc.)
-
-
-effect
-effect
-Restrictions
-
-Operator
-First introduced
-
-1.5 (13w09b)
-
-The effect command manages status effects on players and other entities.
-
-Syntax
-
- effect clear (removes all effects)
- effect [seconds] [amplifier] [hideParticles] (gives an effect)
-
-Arguments
-
- player
-
- Specifies the target(s). Must be a player name or a target selector (@e is permitted to target entities other than players).
-
- effect
-
- Specifies the effect to grant. Must be a status effect id (for example, 1 or minecraft:speed).
-
- seconds (optional)
-
- Specifies the effect's duration in seconds. Must be between 0 and 1,000,000 (inclusive). If not specified, defaults to 30 seconds.
-
- amplifier (optional)
-
- Specifies the number of additional levels to add to the effect. Must be between 0 and 255 (inclusive). If not specified, defaults to 0.
-
- hideParticles (optional)
-
- Specifies whether the particles of the status effect should be hidden. Must be either true or false. If not specified, defaults to false.
-
-Result
-
- Fails if arguments are not specified correctly, if player fails to resolve to one or more valid entities (named players must be online), if seconds was specified as 0 and the target did not have the effect, or if no effects were removed in clear mode.
-
- On success:
-
- clear — clears all status effects from the target(s).
-
- effect — Adds the status effect to the target(s). If a target already has the status effect, a new status effect with the same amplifier will only override the old duration if it is longer, but a new status effect with a higher duration will override any previous duration. If seconds is set to 0, cancels the specified effect instead.
-
-Examples
-
- To grant a Speed 1 effect to the nearest player for 60 seconds: effect @p 1 60
-
- To grant a Speed 3 effect to the nearest player for 60 seconds: effect @p 1 60 2
-
- To clear any Haste effects from all players: effect @a 3 0
-
- To clear all effects from all zombies: effect @e[type=Zombie] clear
-
-
-enchant
-enchant
-Restrictions
-
-Operator
-First introduced
-
-1.4.4 (1.4.4-pre)
-
-Adds an enchantment to a player's selected item.
-
-Syntax
-
- enchant [level]
-
-Arguments
-
- player
-
- Specifies the target(s). Must be a player name or target selector.
-
- enchantment ID
-
- Specifies the enchantment to be added to the item held by the target. Must be a valid enchantment ID (for example, 16 or minecraft:sharpness).
-
- level (optional)
-
- Specifies the enchantment level. Must be at least 1 and not greater than the maximum level for the specified enchantment. If not specified, defaults to 1.
-
-Result
-
- Fails if arguments are not specified correctly, if player fails to resolve to one or more online players, or if the enchantment is not valid for the item or conflicts with current enchantments (for example, "Fire Protection" cannot be given to armor which already has "Protection", and "Sharpness III" cannot be given to a sword which already has "Sharpness I").
-
- On success, adds the specified enchantment to the item held by the target.
-
-Examples
-
- To give the Infinity enchantment to all players holding a bow: enchant @a 51
-
-
-entitydata
-entitydata
-Restrictions
-
-Operator
-First introduced
-
-1.8 (14w32b)
-
-Modifies the data tag of an entity.
-
-Syntax
-
- entitydata
-
-Arguments
-
- entity
-
- Specifies the entity(ies) to be modified. Must be an entity UUID or the @e target selector.
-
- dataTag
-
- Specifies the data tag elements to be added to, or overwrite elements of, the specified entity. Must be a compound NBT tag (for example, {CustomName:Fred}).
-
-Result
-
- Fails if arguments are not specified properly, or if entity fails to resolve to one or more non-player entities (players can not be changed).
-
- On success, modifies the data tag of the targeted entity(ies).
-
-Examples
-
- To prevent all current zombies from picking up loot:
-
- entitydata @e[type=Zombie] {CanPickUpLoot:0}
-
-
-execute
-execute
-Restrictions
-
-Operator
-First introduced
-
-1.8 (14w07a)
-
-Executes a command with a different user and position.
-
-Syntax
-
- execute
-
- An alternate syntax allows the command to be executed only if a specific block is detected:
-
- execute detect
-
-Arguments
-
- entity
-
- Specifies the target to be the command's executor. Must be a player name or target selector.
-
- x y z
-
- Specifies the position from which to run the command. x and z must be within the range -30,000,000 to 30,000,000 (inclusive). May use tilde notation to specify distances relative to the target.
-
- command
-
- Specifies the command to be run. Must be a valid command.
-
- x2 y2 z2 (detect mode only)
-
- Specifies the position of the block to check. x2 and z2 must be within the range -30,000,000 to 30,000,000 (inclusive). May use tilde notation to specify distances relative to (x,y,z).
-
- block and data (detect mode only)
-
- Specifies the block id and data which the block at (x2,y2,z2) must match for the command to run. block must be a valid block id (for example, minecraft:stone), and data must be a valid block data for that type of block or -1 to match any block data.
-
-Result
-
- Fails if arguments are not specified properly, if entity fails to resolve to one or more valid entities (named players must be online), if the checked block is not of the correct block id and data, or if the specified command fails.
-
- On success, executes the specified command as if executed by the specified target(s) with operator-level permission at the specified coordinate.
-
-Examples
-
- To summon lightning bolts at the positions of every zombie:
-
- execute @e[type=Zombie] ~ ~ ~ summon LightningBolt
-
- To summon lightning bolts at the positions of every zombie standing on any type of sand:
-
- execute @e[type=Zombie] ~ ~ ~ detect ~ ~-1 ~ minecraft:sand -1 summon LightningBolt
-
-See also
-
- /testforblock — tests for a certain block at a specified position (including specific data tags)
-
-
-fill
-fill
-Restrictions
-
-Operator
-First introduced
-
-1.8 (14w03a)
-
-Fills all or parts of a region with a specific block.
-
-Syntax
-
- fill [dataValue] [oldBlockHandling] [dataTag]
-
- The fill command also has an optional alternate syntax when using the replace option:
-
- fill replace [replaceTileName] [replaceDataValue]
-
-Arguments
-
- x1 y1 z1 and x2 y2 z2
-
- Specifies any two opposing corner blocks of the region to be filled (the "fill region"). May use tilde notation to specify distances relative to the command's execution.
-
- The blocks that make up the corners extend in the positive direction from the coordinates used to identify them. Because of this, the lesser coordinates of each axis will be right on the region boundary, but the greater coordinates will be one block from the boundary, and the block volume of the source region will be (xgreater - xlesser + 1) × (ygreater - ylesser + 1) × (zgreater - zlesser + 1). For example, 0 0 0 0 0 0 has a 1-block volume, and 0 0 0 1 1 1 and 1 1 1 0 0 0 both identify the same region with an 8-block volume.
-
- TileName
-
- Specifies the block to fill the region with. Must be a block id (for example, minecraft:stone).
-
- dataValue (optional)
-
- Specifies the block data to use for the fill block. Must be between 0 and 15 (inclusive).
-
- oldBlockHandling (optional)
-
- Must be one of:
-
- destroy - Replaces all blocks (including air) in the fill region with the specified block, dropping the replaced blocks and block contents as entities as if they had been mined.
- hollow - Replaces only blocks on the outer edge of the fill region with the specified block. Inner blocks are changed to air, dropping their contents as entities but not themselves.
- keep - Replaces only air blocks in the fill region with the specified block.
- outline - Replaces only blocks on the outer edge of the fill region with the specified block. Inner blocks are not affected.
- replace - Replaces all blocks (including air) in the fill region with the specified block, without dropping blocks or block contents as entities. Optionally, instead of specifying a data tag for the replacing block, block id and data values may be specified to limit which blocks are replaced (see replaceTileName and replaceDataValue below)
-
- If not specified, defaults to replace.
-
- dataTag (optional)
-
- Specifies the data tag to use for the fill block (for example, contents of a chest, patterns on a banner, etc.). Must be a compound NBT tag (for example, {CustomName:Fred}). Cannot be combined with the replaceTileName and replaceDataValue arguments.
-
- replaceTileName replaceDataValue (optional)
-
- Arguments are only valid when oldBlockHandling is replace. Cannot be combined with the dataTag argument.
- Specifies the block id and data of the blocks in the fill region to be replaced. If replaceDataValue is not specified, data value is ignored when determining which blocks to replace. If both arguments are not specified, replaces all blocks in the fill region.
-
-Result
-
- Fails if arguments are not specified properly, if the fill region is not rendered, if the block volume of the fill region is greater than 32768, if dataValue or dataTag are invalid for the specified block id, or if no blocks were changed.
-
- On success, changes blocks in the fill region to the specified block.
-
-
-gamemode
-gamemode
-Restrictions
-
-Operator
-First introduced
-
-1.3.1 (12w16a)
-
-Sets a player's game mode.
-
-Syntax
-
- gamemode [player]
-
-Arguments
-
- mode
-
- Must be one of:
-
- survival (can be abbreviated as s or 0) for survival mode
- creative (can be abbreviated as c or 1) for creative mode
- adventure (can be abbreviated as a or 2) for adventure mode
- spectator (can be abbreviated as sp or 3) for spectator mode
-
- "hardcore" is not a valid option for the mode argument, as it is technically not a game mode.
-
- player (optional)
-
- If specified, must be either a player's username or a target selector. If unspecified, defaults to the player using the command. When used in a command block, player is not optional.
-
-Result
-
- Fails if arguments aren't specified properly, or if player fails to resolve to one or more online players.
-
- If successful, changes the game mode of the default or specified players.
-
-Examples
-
- To put yourself into creative mode: gamemode creative, gamemode c, or gamemode 1
-
- To put all players into survival mode: gamemode 0 @a
-
-See also
-
- defaultgamemode – sets the initial game mode for players joining the world
-
-
-gamerule
-gamerule
-Restrictions
-
-Operator
-First introduced
-
-1.4.2 (12w32a)
-
-Sets or queries a game rule value.
-
-Syntax
-
- gamerule [value]
-
-Arguments
-
- rule name
-
- Specifies the game rule to set or query. May be any value, but only certain predefined game rules will affect gameplay (see Predefined Game Rules below).
-
- value (optional)
-
- Specifies the value to set the game rule to. May be any value, though only true or false specified for predefined game rules will actually affect gameplay, except in the case of randomTickSpeed, where any number 0 or higher will affect gameplay (see Predefined Game Rules below).
-
- Predefined Game Rules Rule Name Description Default Value
- commandBlockOutput Whether command blocks should notify admins when they perform commands true
- doDaylightCycle Whether time progresses true
- doEntityDrops Whether entities that are not mobs should have drops true
- doFireTick Whether fire should spread and naturally extinguish true
- doMobLoot Whether mobs should drop items true
- doMobSpawning Whether mobs should naturally spawn true
- doTileDrops Whether blocks should have drops true
- keepInventory Whether the player should keep items in their inventory after death false
- logAdminCommands Whether to log admin commands to server log true
- mobGriefing Whether creepers, zombies, endermen, ghasts, withers, rabbits, sheep, and villagers should be able to change blocks and whether villagers, zombies, skeletons, and zombie pigmen can pick up items true
- naturalRegeneration Whether the player can regenerate health naturally if their hunger is full enough (doesn't affect external healing, such as golden apples, the Regeneration effect, etc.) true
- randomTickSpeed How often a random block tick occurs (such as plant growth, leaf decay, etc.) per chunk section per game tick. 0 will disable random ticks, higher numbers will increase random ticks 3
- reducedDebugInfo Whether the debug screen shows all or reduced infomation false
- sendCommandFeedback Whether the feedback from commands executed by a player should show up in chat true
- showDeathMessages Whether a message appears in chat when a player dies true
-
-Result
-
- Fails if rule name is not defined and value is not provided (i.e., attempting to query an undefined game rule).
-
- On success, returns the value of the game rule (if value is not provided) or sets the game rule to the specified value (if value is provided).
-
- New game rules may be defined and set (by providing a value) or queried (by not providing a value).
-
-Examples
-
- To stop the day-night cycle: gamerule doDaylightCycle false
-
- To stop natural healing: gamerule naturalRegeneration false
-
- To define a new game rule called MyNewRule and sets its value to 10: gamerule MyNewRule 10
-
-
-give
-give
-Restrictions
-
-Operator
-First introduced
-
-1.3.1 (12w16a)
-
-Gives an item to a player.
-
-Syntax
-
- give [amount] [data] [dataTag]
-
-Arguments
-
- player
-
- Specifies the target to give item(s) to. Must be a player name or target selector.
-
- item
-
- Specifies the item to give. Must be a valid item id (for example, 256 or minecraft:iron_shovel), or block id for which items exist.
-
- amount (optional)
-
- Specifies the number of items to give. Must be between 1 and 64 (inclusive). If not specified, defaults to 1.
-
- data (optional)
-
- Specifies the item data of the given item(s). Must be an integer between -2,147,483,648 and 2,147,483,647 (inclusive, without the commas), but values which are invalid for the specified item id default to 0. If not specified, defaults to 0.
-
- dataTag (optional)
-
- Specifies the data tag of the given item(s). Must be a compound NBT tag (for example, {display:{Name:Fred}}).
-
-Result
-
- Fails if arguments are not specified properly, or if player fails to resolve to one or more online players.
-
- On success, summons the specified item(s) at the location(s) of the target(s). If player resolves to multiple targets, each receives the specifed number of items. The item entity's Owner tag is set to the target and its PickupDelay tag set to 0[Verify] so the item can be picked up immediately and only by the target (if the target has room in their inventory).
-
-Examples
-
- To summon 30 blocks of spruce wood planks at John's location with Lore that says "Wooden planks":
-
- give John minecraft:planks 30 1 {display:{Lore:["Wooden planks"]}}
-
-See also
-
- /summon — summon any entity at any location
-
-
-help
-help
-Restrictions
-
-None
-First introduced
-
-1.3.1 (12w17a)
-
-Provides help for commands.
-
-Syntax
-
- help [page|command name]
- ? [page|command name]
-
-Arguments
-
- page|command name (optional)
-
- Specifies the page number of the command list or the command to provide help for. If not specified, defaults to 1 (the first page of the command list).
-
-Result
-
- Fails if page is not a valid page number, or if command name is not a valid command name. Technically fails even if a valid command name is specified, although it displays the usage of the command.
-
- On success, displays a page of the command list. Multiplayer commands will not be displayed while in singleplayer, even when open to LAN players.
-
- If a valid command name was specified, displays the usage for that command. For some complicated commands may show only the basic usage — additional information can sometimes be gained by attempting to type the command and using the auto-complete control (defaults to Tab ↹ key) to explore available options for each argument.
-
-Examples
-
- To display the first page of the command list: ? or help
-
- To display the third page of the command list: ? 3
-
- To display the usage for the help command: help help
-
-
-kick
-kick
-Restrictions
-
-Multiplayer
-Operator
-No command blocks
-First introduced
-
-Alpha 1.0.16
-
-Kicks a player off a server.
-
-Syntax
-
- kick [reason …]
-
-Description
-
- Forcibly disconnects player from the server, displaying an optional reason to them.
-
-Success Conditions
-
- player must be online.
-
-
-kill
-kill
-Restrictions
-
-Operator
-First introduced
-
-1.3.1 (12w16a)
-
-Kills entities (players, mobs, items, etc.).
-
-Syntax
-
- kill [player|entity]
-
-Arguments
-
- player|entity
-
- Specifies the target(s) to be killed (including "non-living" entities like items, vehicles, etc.). Must be a player name or a target selector. If not specified, defaults to the command's user. Not optional in command blocks.
-
-Result
-
- Fails if player|entity fails to resolve to one or more entities (named players must be online).
-
- On success, inflicts 1000 (Heart.svg × 500) void damage to targets — killing them instantly even if in Creative mode or protected by a high-level Resistance effect — and issues the appropriate death message.
-
-Examples
-
- To kill yourself: kill
-
- To kill Bob: kill Bob
-
- To "kill" all item entities (making them vanish from the world): kill @e[type=Item]
-
-
-list
-list
-Restrictions
-
-Multiplayer
-Operator
-First introduced
-
-Alpha 1.0.16_02
-
-Lists players on the server.
-
-Syntax
-
- list
-
-Description
-
- Shows the names of all currently-connected players (the same can be achieved when pressing tab)
-
-Success Conditions
-
- Always succeeds, even in a command block.
-
-
-me
-me
-Restrictions
-
-None
-First introduced
-
-Classic 0.0.15a_03
-
-Displays a message about yourself.
-
-Syntax
-
- me
-
-Description
-
- Sends a narrative message to the other players in the form of "* Yourname action" (e.g., "* Alice sneezes." or "* Alice exploded." ). If a multi-person target selector (e.g., @a) is used in action, the list of names is formatted as "name1, name2, and name3", or "name1 and name2" for two names. Therefore, regardless of any target selectors which are used in action, this command will only output once.
-
-Success Conditions
-
- All target selectors (e.g., @p) in action must evaluate.
-
-
-op
-op
-Restrictions
-
-Multiplayer
-Operator
-No command blocks
-First introduced
-
-Alpha 1.0.16
-
-Grants operator status to a player.
-
-Syntax
-
- op
-
-Description
-
- Grants player operator status on the server.
-
-Success Conditions
-
- Always succeeds.
-
-
-pardon
-pardon, pardon-ip
-Restrictions
-
-Multiplayer
-Operator
-No command blocks
-First introduced
-
-Alpha 1.0.16
-
-Removes entries from the banlist.
-
-Syntax
-
- pardon
- pardon-ip
-
-Arguments
-
- name
-
- Specifies the name to remove from the banlist.
-
- address
-
- Specifies the IP address to remove from the banlist. Must be a valid IP address.
-
-Result
-
- Fails if arguments are not specified properly.
-
- On success, if the name or the IP address is on the banlist, it is removed, allowing anyone to connect to the server by that name or from that IP address.
-
-
-particle
-particle
-Restrictions
-
-Operator
-First introduced
-
-1.8 (14w04a)
-
-Creates particles.
-
-Syntax
-
- particle [count] [mode]
-
-Arguments
-
- name
-
- Specifies the particle to create. Must be a particle name (for example, explode).
-
- x y z
-
- Specifies the position at which to create the particle. All values (including y) must be between -30,000,000 and 30,000,000 (inclusive, without the commas). May use tilde notation to specify a position relative to the command's execution.
-
- xd yd zd
-
- Specifies the size of the area to spawn particles in.
-
- Exception: When name is reddust, mobSpell, or mobSpellAmbient and count is 0 or not specified, specifies the color of the particle in RGB format offset from the particle's default color (reddust's default is a near-red (a random red tint between 0.8 and 1.0), while the others default to black). For example, with reddust, 0 0 0 produces a red particle, -1 1 0 produces a green particle (red is reduced to 0 and green increased to 1), 0 0 1 produces a purple particle (blue is added to the original red), etc. With mobSpell or mobSpellAmbient, 0 0 0 produces a black particle, 0 1 0 produces a green particle, 0 0 0.5 produces a dark blue particle, etc. If count is greater than 0, colors are randomized.
-
- speed
-
- Specifies the speed of the particle. Must be at least 0.
-
- count (optional)
-
- Specifies the number of particle effects to create. Must be at least 0 (which produces one particle).
-
- mode (optional)
-
- Specifies the display mode. May be anything but only force will have an effect: to allow the particle(s) to be seen beyond the usual 16 block radius.
-
-Result
-
- Fails if arguments are not specified properly.
-
- On success, creates the specified particle.
-
-Examples
-
- To create a stationary huge explosion particle 10 blocks to the east:
-
- particle hugeexplosion ~10 ~ ~ 0 0 0 0
-
-
-playsound
-playsound
-Restrictions
-
-Operator
-First introduced
-
-1.6.1 (1.6.1-pre)
-
-Plays a sound.
-
-Syntax
-
- playsound [x] [y] [z] [volume] [pitch] [minimumVolume]
-
-Arguments
-
- sound
-
- Specifies the sound to play. Must be a sound event defined in sounds.json (for example, mob.pig.say).
-
- A sound event may be affiliated with multiple sounds, and the sound which is actually produced will be chosen at random from them, modified by their "weight", just as the game normally would. For example, the mob.pig.say sound event will play one of several pig sounds at random, because the event has multiple sounds associated with it.
-
- Resource packs may add their own events to sounds.json; the command will successfully play these. File names are not used by this command; it strictly uses the events defined in sounds.json (which may not even be similar to the original file names and paths), and thus a resource pack adding new sound files must define events for them (this is not necessary when replacing old sounds which are already in defined events).
-
- player
-
- Specifies the sound's target. Must be a player name or a target selector.
-
- x y z (optional)
-
- Specifies the position to play the sounds from. May use tilde notation to specify a position relative to the target(s).
-
- volume (optional)
-
- Specifies the distance that the sound can be heard. Must be at least 0.0. For values less than 1.0, the sound will be quieter and have a smaller sphere within which it may be heard. For values greater than 1.0, the sound will not actually grow louder, but its audible range (a 16-block radius at 1.0) will be multiplied by volume. There will always be a gradual falloff to silence based on distance from the center of the sphere.
-
- pitch (optional)
-
- Specifies the pitch of the sound. Must be between 0.0 and 2.0 (inclusive) — values lower than 1.0 lower the pitch and increase the duration, values greater than 1.0 raise the pitch and reduce the duration. The minimum pitch is 0.5; smaller values will result in identical sounds. If not specified, defaults to 1.0.
-
- minimumVolume (optional)
-
- Specifies the volume for targets outside the sound's normal audible sphere. If a target is outside the normal sphere, the sound will instead be centered some short distance from the target (less than four blocks away), and minimumVolume will determine its volume. Must be between 0.0 and 1.0 (inclusive).
-
-Result
-
- Fails if arguments are not specified properly, if player fails to resolve to one or more online players, or if the targets are unable to hear the sound from where it is played.
-
- On success, plays a sound for the targeted players.
-
-
-publish
-publish
-Restrictions
-
-Operator
-No command blocks
-First introduced
-
-1.3.1 (12w24a)
-
-Opens single-player world to the local network.
-
-Syntax
-
- publish
-
-Description
-
- Opens your single-player game for LAN friends to join. This command appears in the singleplayer cheats.
-
-Success Conditions
-
- Cannot be used in a command block.
-
-
-replaceitem
-replaceitem
-Restrictions
-
-Operator
-First introduced
-
-1.8 (14w26a)
-
-Replaces items in the inventories of blocks (chest, furnaces, etc.) or entities (players or mobs).
-
-Syntax
-
- replaceitem block [amount] [data] [dataTag]
- replaceitem entity [amount] [data] [dataTag]
-
-Arguments
-
- x y z (block mode only)
-
- Specifies the position of the block to be modified. May use tilde notation to specify a position relative to the command's execution.
-
- selector (entity mode only)
-
- Specifies the entity to modify. Must be a player name or target selector.
-
- slot
-
- Specifies the inventory slot to be modified. Valid values depend on whether a block or an entity is being modified.
-
- For blocks, must be slot.container.slot_number where slot_number is replaced with a number specifying the slot.
-
- Chests, dispensers, droppers, hoppers, and trapped chests are numbered 0 for the top-left slot and then increase first horizontally, then vertically (so, for example, a chest's top row slots are numbered 0 to 8 from left to right). Double chests and double trapped chests are treated as two single container blocks.
- A brewing stand's bottom slots are numbered 0 to 2 from left to right, and its top slot is 3.
- A furnace's slots are numbered 0 for the input slot, 1 for the fuel slot, and 2 for the output slot.
-
- Other blocks which hold items but don't have inventory GUIs (flower pots and jukeboxes) can only be changed with /blockdata.
-
- For entities, must be one of the following, where slot_number is replaced with a number specifying the slot:
-
- Slot Slot Numbers Restrictions
- slot.armor.chest armor stands, mobs, and players only (though not all mobs will show or make use of the items)
- slot.armor.feet
- slot.armor.head
- slot.armor.legs
- slot.weapon armor stands and mobs only (though not all mobs will show or make use of the items)
- slot.enderchest.slot_number 0 to 26 players only
- slot.hotbar.slot_number 0 to 8
- slot.inventory.slot_number 0 to 26
- slot.horse.saddle horses, donkeys, and mules only; item must be a saddle
- slot.horse.armor horses only; item must be a type of horse armor
- slot.horse.chest.slot_number 2 to 16 donkeys and mules with chests only
- slot.villager.slot_number 0 to 7 villagers only
-
- The inventory of an item frame can only be changed with /entitydata.
-
- item
-
- Specifies the item to be placed in the block or entity's inventory slot. Must be an item id, or a block id for which an item exists (for example, minecraft:golden_sword).
-
- amount (optional)
-
- Specifies the number of items to be placed in the block or entity's inventory slot. Must be between 1 and 64 (inclusive), even for items with a smaller stack size.
-
- data (optional)
-
- Specifies the item data for the item(s) to be placed in the block or entity's inventory slot. Must be an integer between -2,147,483,648 and 2,147,483,647 (inclusive, without the commas), but values which are invalid for the specified item id will default to 0. If not specified, defaults to 0.
-
- dataTag (optional)
-
- Specifies the data tag for the item(s) to be placed in the block or entity's inventory slot. Must be a compound NBT tag (for example, {display:{Name:Fred}}).
-
-Result
-
- Fails if arguments are not specified properly, if the specified block is not a container, if selector fails to resolve to one or more entities (named players must be online), or if the targeted entity does not have the specified slot (for example, zombies don't have slot.horse.armor).
-
- On success, replaces the items in the specified slot with the specified items (previous items in that slot are lost).
-
-Examples
-
- To replace the items in the bottom-right slot of a single chest one block above with four spruce saplings:
-
- replaceitem block ~ ~1 ~ slot.container.26 minecraft:sapling 4 1
-
- To replace the items in the rightmost hotbar slot of the nearest player with four spruce saplings:
-
- replaceitem entity @p slot.hotbar.8 minecraft:sapling 4 1
-
-See also
-
- /blockdata — can also replace items in a container
- /entitydata — can also replace items in a mob's inventory, or modify the drop chances of armor and weapons
- /give — give items to players without specifying specific inventory slots or overwriting other items
-
-
-save
-save
-Restrictions
-
-Multiplayer
-Operator
-No command blocks
-First introduced
-
-Alpha 1.0.16_01
-
-These commands manage server saves.
-
-
-save-all
-
-Saves the server to disk.
-
-Syntax
-
- save-all
-
-Description
-
- Forces the server to write all pending changes to the world and player data to disk.
-
-Success Conditions
-
- Always succeeds.
-
-
-save-off
-
-Disables automatic server saves.
-
-Syntax
-
- save-off
-
-Description
-
- Disables the server writing to the world files. All changes will temporarily be queued.
-
-Success Conditions
-
- Always succeeds.
-
-
-save-on
-
-Enables automatic server saves.
-
-Syntax
-
- save-on
-
-Description
-
- Enables the server writing to the world files. This is the default behavior.
-
-Success Conditions
-
- Always succeeds.
-
-
-say
-say
-Restrictions
-
-Operator
-First introduced
-
-Classic 0.0.16a_01
-
-Says a message to multiple players.
-
-Syntax
-
- say
-
-Description
-
- Broadcasts message to all players on the server. If a multi-person target selector (e.g., @a) is used, the list of names is formatted as "name1, name2, and name3", or "name1 and name2" for two names. Therefore, regardless of any target selectors which are used, this command will only output once.
-
-Success Conditions
-
- All target selectors (e.g., @p) in the message must evaluate.
-
-
-scoreboard
-scoreboard
-Restrictions
-
-Operator
-First introduced
-
-1.5 (13w04a)
-
-These commands manage scoreboard objectives, players, and teams.
-
-Syntax
-
- scoreboard …
-
-See Scoreboard#Command reference for more information.
-
-
-seed
-seed
-Restrictions
-
-Operator
-First introduced
-
-1.3.1 (12w21a)
-
-Displays the world seed.
-
-Syntax
-
- seed
-
-Description
-
- Displays the seed. This command can always be used in single-player mode, regardless of whether cheats are enabled or not.
-
-Success Conditions
-
- Always succeeds (if user is a command block, player in singleplayer, or server op).
-
-
-setblock
-setblock
-Restrictions
-
-Operator
-First introduced
-
-1.7.2 (13w37a)
-
-Changes a block to another block.
-
-Syntax
-
- setblock [dataValue] [oldBlockHandling] [dataTag]
-
-Arguments
-
- x y z
-
- Specifies the position of the block to be changed. May use tilde notation to specify a position relative to the command's execution.
-
- TileName
-
- Specifies the new block. Must be a block id (for example, minecraft:stone).
-
- dataValue (optional)
-
- Specifies additional data to further describe the new block. Must be between 0 and 15 (inclusive). If not specified, defaults to 0.
-
- oldBlockHandling (optional)
-
- Specifies how to handle the block change. Must be one of:
-
- destroy — The old block drops both itself and its contents (as if destroyed by a player). Plays the appropriate block breaking noise.
- keep — Only air blocks will be changed (non-air blocks will be "kept").
- replace — The old block drops neither itself nor any contents. Plays no sound.
-
- If not specified, defaults to replace.
-
- dataTag (optional)
-
- Specifies the data tag for the new block. Must be a compound NBT tag (for example, {CustomName:Fred}).
-
-Result
-
- Fails if arguments are not specified properly, if tried to change a non-air block in keep mode, or tried to replace a block with an identical copy in keep or replace mode.
-
- On success, changes the block at the specified position.
-
-See also
-
- /blockdata — modifies the data tags of a block
- /clone — copies blocks from one region to another
- /fill — fills a region with a block
-
-
-setidletimeout
-setidletimeout
-Restrictions
-
-Multiplayer
-Operator
-No command blocks
-First introduced
-
-Classic 0.0.15a_03
-
-Sets the time before idle players are kicked from the server.
-
-Syntax
-
- setidletimeout
-
-Description
-
- Set the idle kick timer. Any players idle for Minutes until kick will be kicked.
-
-Success Conditions
-
- Always succeeds.
-
-
-setworldspawn
-setworldspawn
-Restrictions
-
-Operator
-First introduced
-
-1.7.2 (13w43a)
-
-Sets the world spawn.
-
-Syntax
-
- setworldspawn
- setworldspawn
-
-Arguments
-
- x y z (optional)
-
- Specifies the coordinates of the world spawn. x and z must be within the range -30,000,000 to 30,000,000 (inclusive). y must be between 0 and 256 (inclusive). May use tilde notation to specify coordinates relative to the command's execution. If not specified, defaults to the position of the command's execution. Not optional in command blocks.
-
- If the server is not in adventure mode, players will always spawn on the topmost block near (x,z) — y is effectively ignored. If the server is in adventure mode, then the new spawnpoint will be the coordinates given exactly, including the y coordinate (even if undergound and even if there is no block there) -- if the y level given does not have space for the player then it will move up on the y axis until it does, at most y level 256.
-
- Although spawn chunks are usually kept loaded at all times, new spawn chunks won't be loaded by this command until a player moves within range. Compasses (which in Minecraft point to the world spawn rather than north) will also not update to the change until the world is reloaded.
-
-Result
-
- Fails if arguments are not specified correctly.
-
- On success, sets the world spawn to the specified coordinate.
-
-
-spawnpoint
-spawnpoint
-Restrictions
-
-Operator
-First introduced
-
-1.4.2 (12w32a)
-
-Sets the spawn point for a player.
-
-Syntax
-
- spawnpoint
- spawnpoint
- spawnpoint
-
-Arguments
-
- player (optional)
-
- Specifies the player whose spawn point should be set. Must be a player name or a target selector. If not specified, defaults to the command's user. Not optional in command blocks.
-
- x y z (optional)
-
- Specifies the coordinates of the player's new spawn point. x and z must be integers within the range -30,000,000 to 30,000,000 (inclusive). y must be an integer between 0 and 256 (inclusive). May use tilde notation to specify coordinates relative to the command's execution. If not specified, defaults to the position of the specified player(s).
-
-Result
-
- Fails if arguments are not specified correctly, or if player fails to resolve to one or more online players.
-
- On success, sets the spawn point of the targeted player(s) to the specified coordinate.
-
-
-spreadplayers
-spreadplayers
-Restrictions
-
-Operator
-First introduced
-
-1.6.1 (13w23a)
-
-Teleports entities (players, mobs, items, etc.) to random surface locations within an area.
-
-Syntax
-
- spreadplayers
-
-Arguments
-
- x z
-
- Specifies the center of the region to spread targets to. x and z must be between -30,000,000 and 30,000,000 (exclusive). May use tilde notation to specify coordinates relative to the command's execution.
-
- spreadDistance
-
- Specifies the minimum distance between targets. Must be at least 0.0.
-
- maxRange
-
- Specifies the maximum distance on each horizontal axis from the center of the area to spread targets (thus, the area is square, not circular). Must be at least 1.0 greater than spreadDistance.
-
- respectTeams
-
- Specifies whether to keep teams together. Must be true or false. If true, targets on the same team will be teleported to the same location.
-
- player
-
- Specifies the targets to spread. Must be one or more player names and/or target selectors separated by spaces (@e is permitted to target entities other than players).
-
-Result
-
- Fails if arguments are not specified properly, if there are too many targets to satisfy the spreadDistance requirement within the specified area, or if a target is attempted to be spread to outside the world boundary.
-
- On success, teleports targets to random surface locations within the specified area. Targets will always be placed on the top block at a location, and never on lava.
-
-Examples
-
- To teleport all players by team to random surface locations in a 1,000×1,000-block area centered on (0,0), with a minimum distance between teams of 200 blocks:
-
- spreadplayers 0 0 200 500 true @a
-
- To teleport one random player from each of three teams (Red, Blue, and Green), as well as Alice and Bob, to random surface locations in a 200×200-block area centered on (0,0), with a minimum distance between players of 50 blocks:
-
- spreadplayers 0 0 50 100 false @r[team=Red] @r[team=Blue] @r[team=Green] Alice Bob
-
-See also
-
- /tp — teleports a single player or entity to a specific position (even underground).
-
-
-stats
-stats
-Restrictions
-
-Operator
-First introduced
-
-1.8 (14w28a)
-
-Manages the updating of scoreboard objectives with the results of other commands.
-
-Commands can be executed by blocks (specifically, command blocks and signs) or by entities (players can execute commands directly, and other entities can be the origin of commands indirectly with the /execute command). When a command is executed, the command returns one or more "command stats": the success count, number of blocks affected, number of entities affected, number of items affected, and/or a query result (such as from /time query daytime).
-
-The stats command allows "selectors" and "objectives" to be set (or cleared) for each of these command stats for specific blocks or entities. Selectors (for example, @e) are stored exactly as entered, and don't get evaluated immediately. When a command is later run by the block or entity, the stored selector is then used to target (other) entities and update their scoreboard objective with the value of the command stat. That value can then be displayed or operated on, just like any other scoreboard value.
-
-The success count from a command block can also be acquired with a redstone comparator, but that is capped at a maximum value of 15, while scoreboard objectives can hold any value from -2,147,483,648 to 2,147,483,647. Success counts and query results are also usually displayed in the chat.
-
- See also: Tutorials/Command stats
-
-Syntax
-
- stats block clear
- stats block set
- stats entity clear
- stats entity set
-
-Arguments
-
- x y z (block mode only)
-
- Specifies the position of the block to post command stats from. x and z must be between -30,000,000 and 30,000,000 (inclusive, without the commas) and y must be between 0 and 256 (inclusive). May use tilde notation to specify a position relative to the command's execution.
-
- selector2 (entity mode only)
-
- Specifies the entity to post command stats from. Must be a player name or a target selector.
-
- stat
-
- Specifies the command stat whose selector and objective are to be cleared or set. Must be one of:
-
- AffectedBlocks — returns the number of blocks affected by a command
- AffectedEntities — returns the number of entities affected by a command
- AffectedItems — returns the number of items affected by a command
- QueryResult — returns the result of a command query
- SuccessCount — returns a command's success count
-
- selector (set mode only)
-
- Specifies the selector to be evaluated when a command is run by the specified block or entity to determine which entity(ies) scoreboard objective is to be updated with the result returned by stat. May be anything because it won't be evaluated until a command is run by the specified block or entity, but only a player name or a target selector will produce useful results (though player names can be fake, so even real players don't need to be online).
-
- objective (set mode only)
-
- Specifies the name of the objective to be updated with the result returned by stat. May be anything because it won't be evaluated until a command is run by the specified block or entity, but only the name of a defined objective will produce useful results.
-
-Result
-
- Fails if arguments are not specified properly, if the specified block cannot track stats (in other words, it fails if the specified block is not a command block or sign), or if selector2 fails to evaluate to one or more valid entities (named players must be online).
-
- On success, clears or sets the selector and objective to be updated with the result returned by stat.
-
-Examples
-
- To set the block at (0,64,0) to update scoreboard objective MyObj of the nearest player with the value of any query result returned by the block:
-
- stats block 0 64 0 set QueryResult @p MyObj
-
- To stop the block at (0,64,0) from updating any scoreboard obectives with the success count of commands it executes:
-
- stats block 0 64 0 clear SuccessCount
-
- To have the nearest wither skull update the scoreboard objective NumBlocks of fake player #FakePlayer with the number of blocks affected by commands executed by the wither skull:
-
- stats entity @e[type=WitherSkull,c=1] set AffectedBlocks #FakePlayer NumBlocks
-
-See also
-
- /blockdata — can also change the selector and objectives of blocks by altering data tags directly
- /entitydata — can also change the selector and objectives of entities by altering data tags directly
-
-
-stop
-stop
-Restrictions
-
-Multiplayer
-Operator
-No command blocks
-First introduced
-
-Alpha 1.0.16
-
-Stops a server.
-
-Syntax
-
- stop
-
-Description
-
- Saves all changes to disk, then shuts down the server.
-
-Success Conditions
-
- Always succeeds.
-
-
-summon
-summon
-Restrictions
-
-Operator
-First introduced
-
-1.7.2 (13w36a)
-
-Summons an entity (mobs, projectiles, items, vehicles, etc.).
-
-Syntax
-
- summon [x] [y] [z] [dataTag]
-
-Arguments
-
- EntityName
-
- Specifies the entity to be summoned. Must be an entity id (for example, Bat, EntityHorse, WitherSkull, XPOrb, PrimedTNT, etc.) or LightningBolt.
-
- x y z (optional)
-
- Specifies the position to summon the entity. x and z must be between -30,000,000 to 30,000,000 (inclusive), and y must be at least 0. May use tilde notation to specify a position relative to the command's execution. If not specified, defaults to the position of the command's execution.
-
- dataTag (optional)
-
- Specifies the data tag for the entity. Must be a compound NBT tag (for example, {CustomName:Fred}). Lightning has no additional data tags that can be specified.
-
-Result
-
- Fails if arguments are not specified properly.
-
- On success, creates the specified entity at the specified position.
-
-Examples
-
- To summon a charged creeper named "Powered Creeper" at the current position:
-
- summon Creeper ~ ~ ~ {powered:1,CustomName:Powered Creeper}
-
- To summon lightning 10 blocks west of the current position:
-
- summon LightningBolt ~-10 ~ ~
-
- To summon an Armor stand wielding a lava bucket and wearing a skull:
-
- /summon ArmorStand ~ ~ ~ {Equipment:[{id:lava_bucket},{},{},{},{id:skull}]}
-
-
-tell
-tell
-Restrictions
-
-None
-First introduced
-
-Alpha 1.0.16_02
-
-Sends a private message to one or more players.
-
-Syntax
-
- tell
- msg
- w
-
-Arguments
-
- player
-
- Specifies the targeted player(s) to send the private message to. Must be a player name (or a target selector, but only if the user is an operator).
-
- private message
-
- Specifies the message to send. May include spaces (as well as target selectors, but only if run from the server console — in other words, from the computer running the server, or by remote access to it).
-
-Result
-
- Fails if any target selectors in either argument fail to resolve to at least one online player, or if a named player is not online.
-
- On success, only the targeted player(s) see the private message in their chat.
-
- Any target selectors in the private message will each resolve to one or more player names (as "name" for a single player, "name1 and name2" for two players, or "name1, name2, …, and nameN" for N players, without the quotes).
-
-Examples
-
- To privately tell Alice to start the mission: tell Alice Start the mission!
-
-
-tellraw
-tellraw
-Restrictions
-
-Operator
-First introduced
-
-1.7.2 (13w37a)
-
-Sends a JSON message to players.
-
-Syntax
-
- tellraw
-
-Arguments
-
- player
-
- Specifies the player(s) to send the message to. Must be a player name or target selector.
-
- raw json message
-
- Specifies the message to send. Must be valid raw JSON text (for example, {text:"Hi there!",bold:true}).
-
-Result
-
- Fails if arguments are not specified properly, or if player fails to evaluate to one or more online players.
-
- On success, the targeted players receive the JSON message in their chat.
-
-See also
-
- /say — send a simple text message to all players
- /tell — send a simple text message to specific players
-
-
-testfor
-testfor
-Restrictions
-
-Operator
-First introduced
-
-1.5 (13w03a)
-
-Counts entities (players, mobs, items, etc.) matching specified conditions.
-
-Syntax
-
- testfor [dataTag]
-
-Arguments
-
- player
-
- Specifies the targets to count. Must be a player name or a target selector (@e is permitted to target entities other than players).
-
- dataTag (optional)
-
- Specifies the data tags the entities must have to match successfully. Must be a compound NBT tag (for example, {XpLevel:3}).
-
-Result
-
- Fails if arguments are not specified properly, or if player fails to resolve to one or more entities (named players must be online).
-
- On success, produces a success count equal to the number of targets matching player, which can be measured by a redstone comparator facing away from the command block.
-
-Examples
-
- To test if Alice is online: testfor Alice
-
- To count the number of players in survival mode within a 3-block radius of (0,64,0): testfor @a[0,64,0,3,m=0]
-
- To count the number of players currently flying: testfor @a {abilities:{flying:1b}}
-
- To count the number of zombies within a 20-block radius of (0,64,0): testfor @e[0,64,0,20,type=Zombie]
-
-
-testforblock
-testforblock
-Restrictions
-
-Operator
-First introduced
-
-1.7.2 (13w37a)
-
-Tests whether a certain block is in a specific location.
-
-Syntax
-
- testforblock [dataValue] [dataTag]
-
-Arguments
-
- x y z
-
- Specifies the position of the block to test. x and z must be between -30,000,000 and 30,000,000 (inclusive, without the commas) and y must be between 0 and 255 (inclusive). May use tilde notation to specify a position relative to the command's execution.
-
- TileName
-
- Specifies the block to test for. Must be a valid block id (for example, minecraft:stone).
-
- dataValue (optional)
-
- Specifies the block data to test for. dataValue must be between -1 and 15 (inclusive). If not specified, or if -1, dataValue matches any block data value.
-
- dataTag (optional)
-
- Specifies the block data tags to test for. Must be a compound NBT tag (for example, {CustomName:Fred}). If not specified, dataTag matches any block data tag.
-
-Result
-
- Fails if arguments are not specified properly, if the block at the specified position does not match the specified block id or data, or if the specified data tag has different values than are defined in the block's data tag (dataTag does not need to match the block's entire data tag, and data tags in the argument which are undefined in the block will not cause the command to fail).
-
- On success, returns a success count of 1.
-
-Examples
-
- To test if the block at (0,64,0) is any type of wool:
-
- testforblock 0 64 0 minecraft:wool
- testforblock 0 64 0 minecraft:wool -1
-
- To test if the block at (0,64,0) is orange wool:
-
- testforblock 0 64 0 minecraft:wool 1
-
- To test if the block below is a jukebox with the "mall" record inside:
-
- testforblock ~ ~-1 ~ minecraft:jukebox -1 {Record:2261}
-
-
-testforblocks
-testforblocks
-Restrictions
-
-Operator
-First introduced
-
-1.8 (14w07a)
-
-Tests whether the blocks in two regions match.
-
-Syntax
-
- testforblocks [mode]
-
-Arguments
-
- x1 y1 z1 and x2 y2 z2
-
- Specifies two opposing corners of the region to use as the pattern to test for (the "source region"). x1, z1, x2, and z2 must all be between -30,000,000 and 30,000,000 (inclusive, without the commas), and y1 and y2 must be between 0 and 255 (inclusive). May use tilde notation to specify coordinates relative to the command's position. The number of blocks in the source region must not exceed 524,288.
-
- x y z
-
- Specifies the lower northwestern corner (the corner with the most-negative values) of the region to be checked (the "destination region"). x and z must both be between -30,000,000 and 30,000,000 (inclusive, without the commas), and y must be between 0 and 254 (inclusive). May use tilde notation to specify coordinates relative to the command's position. Source and destination regions may overlap.
-
- mode (optional)
-
- Specifies how to match blocks. Must be one of:
-
- all — every block in the source and destination regions must match exactly.
- masked — air blocks in the source region will match any block in the destination region.
-
- If not specified, defaults to all.
-
-Result
-
- Fails if arguments are not specified properly, or if the source and destination regions do not match.
-
- On success, returns the number of matching blocks (the total number of blocks in all mode, or the number of source region non-air blocks in masked mode).
-
-
-time
-time
-Restrictions
-
-Operator
-First introduced
-
-1.3.1 (12w16a)
-
-Changes or queries the world's game time.
-
-Syntax
-
- time
-
-Arguments
-
- value
-
- Specifies the time to add, query, or set:
-
- add - Must be between 0 and 2,147,483,647 (inclusive, without the commas)
- query - Must be daytime or gametime.
- set - Must be between 0 and 2,147,483,647 (inclusive, without the commas), day, or night.
-
-Result
-
- Fails if arguments are not specified properly.
-
- On success:
-
- add - adds value to the world's game time
- query - returns the day time (game ticks since midnight) or the game time (game ticks since world start)
- set - sets the world game time to value (day = 1,000, night = 13,000).
-
-Examples
-
- To set the time to 1,000: time set 1000 or time set day
-
- To add one day to the world time: time add 24000
-
-
-title
-title
-Restrictions
-
-Operator
-First introduced
-
-1.8 (14w20a)
-
-Manages screen titles.
-
-Screen titles are displayed to players as a single line of large center-aligned text in the middle of their displays and can include a second line of text called a "subtitle". Both lines can include complicated formatting. Screen titles can be set to fade in and fade out, and the duration they are displayed can also be specified. Screen titles scale in size with the GUI Scale and screen titles which are too big to fit on the screen are not line-wrapped (they just overflow off the screen on both sides).
-
-Syntax
-
- The command has five variations, each with different arguments.
-
- title clear (removes a screen title from the screen)
- title reset (resets options to default values)
- title subtitle (specifies the subtitle text)
- title times (specifies fade-in, stay, and fade-out times)
- title title (displays the screen title)
-
-Arguments
-
- player
-
- Specifies the player(s) to display a screen title to. Must be a player name or target selector.
-
- raw json title (subtitle and title mode only)
-
- Specifies the text to display as a title or subtitle. Must be valid raw JSON text (for example, {text:"Chapter I",bold:true}).
-
- fadeIn, stay, and fadeOut (times mode only)
-
- Specifies the time in game ticks (1/20ths of a second) for the screen title to fade in, stay, and fade out. All values must be between -2,147,483,648 and 2,147,483,647 (inclusive, without the commas), but values below 0 will be treated as 0. If not specified (or if reset), default to 20 (1 second), 60 (3 seconds), and 20 (1 second).
-
-Result
-
-Example result of the title command.
-
- Fails if arguments are not specified properly, or if player fails to evaluate to one or more online players.
-
- On success:
-
- clear — Clears the screen title from the screens of the specified player(s). If no screen title is currently being displayed, has no effect.
- reset — Resets the subtitle text to blank text, the fade-in time to 20 (1 second fade-in), the stay time to 60 (3 seconds), and the fade-out time to 20 (1 second fade-out) for the specified player(s).
- subtitle — If a screen title is currently being displayed to the specified player(s), changes the currently-displayed subtitle to the new specified text; otherwise, specifies the subtitle for the next screen title to be displayed to the specified player(s).
- times — If a screen title is currently being displayed to the specified player(s), changes the fade-in, stay, and fade-out times of the current screen title (and of all future screen titles); otherwise, specifies the times for future screen titles to be displayed to the specified player(s).
- title — Displays the specified text to the specified player(s), or changes the currently-displayed text to the new specified text. After fade-out, resets the subtitle back to blank text, but does not reset fade-in, stay, and fade-out times.
-
-Examples
-
- To display a bold screen title "Chapter I" with a gray italic subtitle "The story begins…" to all players:
-
- title @a subtitle {text:"The story begins…",color:gray,italic:true}
- title @a title {text:"Chapter I",bold:true}
-
-
-toggledownfall
-toggledownfall
-Restrictions
-
-Operator
-First introduced
-
-1.3.1 (12w16a)
-
-Toggles the weather.
-
-Syntax
-
- toggledownfall
-
-Result
-
- Always succeeds. If weather is currently clear, rain or snow will start. If weather is currently rain or snow, it will stop.
-
-
-tp
-tp
-Restrictions
-
-Operator
-First introduced
-
-Alpha 1.0.16_01
-
-Teleports entities (players, mobs, items, etc.).
-
-Syntax
-
- tp [target player]
- tp [target player] []
-
-Arguments
-
- target player (optional)
-
- Specifies the targets to be teleported. Must be either a player name or a target selector (@e is permitted to target entities other than players). If not specified, defaults to the command's user. Not optional in command blocks.
-
- destination player
-
- Specifies the targets to teleport the target player to. Must be either a player name or a target selector (@e is permitted to target entities other than players).
-
- x y z
-
- Specifies the coordinates to teleport the targets to. x and z must fall within the range -30,000,000 to 30,000,000 (exclusive, without the commas), and y must be at least 0. May use tilde notation to specify a position relative to the target's current position.
-
- y-rot (optional)
-
- Specifies the horizontal rotation (-180.0 for due north, -90.0 for due east, 0.0 for due south, 90.0 for due west, to 179.9 for just west of north, before wrapping back around to -180.0). Tilde notation can be used to specify a rotation relative to the target's previous rotation.
-
- x-rot (optional)
-
- Specifies the vertical rotation (-90.0 for straight up to 90.0 for straight down). Tilde notation can be used to specify a rotation relative to the target's previous rotation.
-
-Result
-
- Fails if the arguments are not specified correctly, if target player fails to resolve to one or more entities (named players must be online), or if destination player fail to resolve to a single entity (a named player must be online).
-
- On success, teleports the targets to the specified destination.
-
-Examples
-
- To teleport yourself to Alice: tp Alice
-
- To teleport all players to yourself: tp @a @p
-
- To teleport yourself to (x,z) = (100,100) but three blocks above your current position: tp 100 ~3 100
-
- To rotate the nearest player 10 degrees to the right without changing their position: tp @p ~ ~ ~ ~10 ~
-
-
-trigger
-trigger
-Restrictions
-
-None
-First introduced
-
-1.8 (14w06a)
-
-Sets a trigger to be activated.
-
-Syntax
-
- trigger
-
-Description
-
- Used together with /tellraw to let players activate systems made by operators or mapmakers. The objective must be an enabled scoreboard objective of the criteria "trigger". The given value is either added to its existing value, or becomes its new value, depending on whether the second argument is add or set. The value of the objective is only changed for the player who uses the command.
-
-Success Conditions
-
- objective must have the "trigger" criteria and the player who is running the command must be able to modify objective.
-
-
-weather
-weather
-Restrictions
-
-Operator
-First introduced
-
-1.4.2 (12w32a)
-
-Sets the weather.
-
-Syntax
-
- weather [duration in seconds]
-
-Arguments
-
- clear
-
- Specifies to set the weather to clear weather.
-
- rain
-
- Specifies to set the weather to rain (or snow in cold biomes).
-
- thunder
-
- Specifies to set the weather to a thunderstorm (or a thunder snowstorm in cold biomes).
-
- duration in seconds
-
- Specifies the time for the specified weather to last. Must be between 1 and 1,000,000 (inclusive, without the commas).
-
-Result
-
- Fails if arguments are not specified properly.
-
- On success, changes the weather for the specified duration (in seconds).
-
-Examples
-
- To get clear weather for one Minecraft day: weather clear 1200
-
- To make it rain, but let it end at its own pace: weather rain 1
-
-
-whitelist
-whitelist
-Restrictions
-
-Multiplayer
-Operator
-No command blocks
-First introduced
-
-Beta 1.3
-
-Manages the server whitelist.
-
-Server ops will always be able to connect when the whitelist is active, even if their names do not appear in the whitelist.
-
-Syntax
-
- The command has six variations.
-
- whitelist add
- whitelist list
- whitelist off
- whitelist on
- whitelist reload
- whitelist remove
-
-Arguments
-
- player (add and remove mode only)
-
- Specifies the player(s) to add or remove from the whitelist.
-
-Result
-
- Fails if player doesn't exist
-
- On success:
-
- add — Adds the player name to the whitelist. The player does not need to be online.
- list — Displays all player names in the whitelist.
- off — Disables the server's use of a whitelist.
- on — Enables the server's use of a whitelist.
- reload — Reloads the list of player names in white-list.txt (1.7.5 or earlier) or whitelist.json (1.7.6 or later) from disk (used when white-list.txt or whitelist.json has been modified outside of Minecraft).
- remove — Removes the player name from the whitelist. The player does not need to be online.
-
-
-worldborder
-worldborder
-Restrictions
-
-Operator
-First introduced
-
-1.8 (14w17a)
-
-These commands manage the world border.
-
-Syntax
-
- The command has eight variations, each with different arguments:
- worldborder add [timeInSeconds] (increases the world border diameter)
- worldborder center (recenters the world boundary)
- worldborder damage amount (specifies world border damage rate)
- worldborder damage buffer (specifies world border damage buffer distance)
- worldborder get (returns the world border diameter)
- worldborder set [timeInSeconds] (sets the world border size and speed)
- worldborder warning distance (specifies the world border warning distance)
- worldborder warning time (specifies the world border warning time)
-
-Arguments
-
- sizeInBlocks (add, damage buffer, and set modes only)
-
- Specifies a distance in blocks:
-
- add — specifies the number of blocks to add to the world border diameter.
- damage buffer — specifies the distance outside the world buffer before players start taking damage. Must be at least 0.0. Initially set to 5.0.
- set — Specifies the new diameter for the world border. Must be between 1.0 and 60,000,000 (inclusive, without the commas).
-
- timeInSeconds (add and set modes only)
-
- Specifies the number of seconds it should take for the world border to move from its current diameter to the new diameter. Must be at least 0. If not specified, defaults to 0.
-
- x z (center mode only)
-
- Specifies the horizontal coordinates of the world border's center. Must be between -30,000,000 and 30,000,000 (inclusive, without the commas). May use tilde notation to specify coordinates relative to the command's execution.
-
- damagePerBlock (damage amount mode only)
-
- Specifies the damage a player takes per second per block past the world border buffer. For example, if damagePerBlock is 0.1, a player 5 blocks outside the world border buffer will take 0.5 damage per second (damage less than half a heart might not change the visual health display, but will still accumulate). Must be at least 0.0. Initially set to 0.2.
-
- blocks (warning distance mode only)
-
- Specifies the distance from the world border at which players will begin to see a visual warning of the world border's proximity. Must be at least 0. Initially set to 5.
-
- seconds (warning time mode only)
-
- Specifies the time in seconds before a moving world border overruns a player when they will begin to see a visual warning of the world border's proximity. For example, if seconds is 5, players will get a visual warning when the moving world border is 5 seconds or less away from passing their position. Must be at least 0. Initially set to 15.
-
-Result
-
- Fails if arguments are not specified properly, or if new world diameter will be less than 1.0 or greater than 60,000,000.
-
- On success:
-
- add — The world border begins changing its diameter. If sizeInBlocks is positive, the world border will turn green and start increasing; if negative, the world border will turn red and start decreasing. If timeInSeconds is 0 or unspecified, the change occurs immediately; otherwise the change proceeds at a rate of (sizeInBlocks/2)/timeInSeconds blocks per second.
-
- center — The center of the world border immediate moves to the specified coordinates.
-
- damage amount — Sets the world border damage amount to the specified value. Any player outside the world border buffer will take this amount of damage per second per block past the world border buffer distance.
-
- damage buffer — Sets the world border buffer distance to the specified value. Players won't take damage until they move past this distance from the world border.
-
- get — Shows the current world border diameter in the chat.
-
- set — The world border begins changing its diameter. If sizeInBlocks is bigger than the current diameter, the world border will turn green and start increasing; if smaller, the world border will turn red and start decreasing. If timeInSeconds is 0 or unspecified, the change occurs immediately; otherwise the change proceeds at a rate of ((sizeInBlocks-)/2)/timeInSeconds blocks per second.
-
- warning distance — Sets the world border warning distance to this value.
-
- warning time — Sets the world border warning time to this value.
-
-
-xp
-xp
-Restrictions
-
-Operator
-First introduced
-
-1.3.1 (12w16a)
-
-Adds experience to a player.
-
-Syntax
-
- xp [player]
- xp L [player]
-
-Arguments
-
- amount
-
- Specifies the amount of experience to give to the player. Must be between 0 and 2,147,483,647 (inclusive, without the commas).
-
- If an L is added to the end, adds levels instead. Levels must be between -2,147,483,648 and 2,147,483,647 (inclusive, without the commas) — negative values remove levels instead of adding them.
-
- player (optional)
-
- Specifies the target of the command. Must be a player name or a target selector. If not specified, defaults to the command's executor. Not optional in command blocks.
-
-Result
-
- Fails if arguments are not specified properly, or if player fails to resolve to one or more online players.
-
- On success, adds experience or adds/removes levels. Total experience and levels will not be reduced below 0.
-
-Examples
-
- To give 7 experience to yourself: xp 7
-
- To give 3 levels to Alice: xp 3L Alice
-
- To remove all levels from all players: xp -2147483648L @a
diff --git a/.vim/vimwiki/vimwiki/redemption_membership.wiki b/.vim/vimwiki/vimwiki/redemption_membership.wiki
deleted file mode 100644
index afd1037..0000000
--- a/.vim/vimwiki/vimwiki/redemption_membership.wiki
+++ /dev/null
@@ -1,41 +0,0 @@
-=== Membership Meeting Notes ===
-==== Qualifications ====
-* Entrance into the family of God is by grace through faith alone
-* Those who have been called into Christ's Kingdom should commit to a local body of believers for spiritual growth
-* Members have shifted trust to Christ alone for salvation from sin
-
-==== Priviliges ====
-* Protection, Care, & Shepherding provided by the Body of Christ as part of the Redemption Family
-* Members are encouraged to recognize leaders who are qualified, called, & filled with the spirit
- * Members may participate in nominating & choosing, by vote, the pastors/elders & decon/deaconesses of the church.
-* We follow the direction & authority of those leaders as we trust our soul, ultimately, to God.
-
-==== Responsibilities ====
-* Rhythms: Our Pattern of Life
- * Participate in our vision; A movement of broken people redeemed by & satisfied in Jesus; by living Christian rhythms
- * Live for the glory of God by making disciples that make disciples.
- * Serve by sharing the gospel in the community & exercising your gifts in the body.
- * BELLS
- * Bless
- * Eat
- * Listen
- * Learn
- * Sent
-* Reproduce: Our Passion is Multiplication
- * All-In Members make disciples. Some of the ways:
- * Serving as a volunteer in Redemption Church
- * Sharing our joy by inviting others in
-* Resource: Our life is Jesus'
- * All-In Members recognize that Jesus owns our _Rhythms_, asks us to _Reproduce_ disciples, and blessed us with _Resources_
- * As an act of faith, Members commit to biblically & obediently give a tithe of their income to Redemption Church to further the mission & vision of the church and to build the kingdom of God.
-
-==== Revocation ====
-* We believe that church discipline is a healthy biblical part of life in the body of Christ.
- * Jesus continually worked on people through:
- * Invitation - Come & See
- * Challenge - Come & Die (Take up your cross and follow me)
- * Members commit to try to live by the Biblical patter given in Matthew 18:15-20 for handling offense or disagreement within the body and can expect their leaders to do the same.
-`“If your brother sins against you, go and tell him his fault, between you and him alone. If he listens to you, you have gained your brother. But if he does not listen, take one or two others along with you, that every charge may be established by the evidence of two or three witnesses. If he refuses to listen to them, tell it to the church. And if he refuses to listen even to the church, let him be to you as a Gentile and a tax collector. Truly, I say to you, whatever you bind on earth shall be bound in heaven, and whatever you loose on earth shall be loosed in heaven. Again I say to you, if two of you agree on earth about anything they ask, it will be done for them by my Father in heaven. For where two or three are gathered in my name, there am I among them.”`
- * Scripture _requires_ brothers & sisters in Chirst to warn & seek the restoration of those among them who are sinning.
- * Church discipline has the purpose of warning against sin & the goal of restoration from sin
-* Members unwilling to heed the warnings, repent, & pursue restoration may be removed from membership & asked to leave Redemption
diff --git a/.vim/vimwiki/vimwiki/work_clients_fireshark.wiki b/.vim/vimwiki/vimwiki/work_clients_fireshark.wiki
deleted file mode 100644
index b714d7d..0000000
--- a/.vim/vimwiki/vimwiki/work_clients_fireshark.wiki
+++ /dev/null
@@ -1,2 +0,0 @@
-=== Fireshark ===
-Rate: $60/hr
diff --git a/.vim/vimwiki/vimwiki/work_clients_fliphound.wiki b/.vim/vimwiki/vimwiki/work_clients_fliphound.wiki
deleted file mode 100644
index 446f6a2..0000000
--- a/.vim/vimwiki/vimwiki/work_clients_fliphound.wiki
+++ /dev/null
@@ -1,10 +0,0 @@
-Rate: $75/hr
-Max: 40 hr/wk
-
-=== Contact ===
-Brandon Shuey
-brandon@fliphound.com
-(316) 305-6349
-
-Bug: instead of showing $, it's showing garbage
-
diff --git a/.vim/vimwiki/vimwiki/work_clients_high_touch.wiki b/.vim/vimwiki/vimwiki/work_clients_high_touch.wiki
deleted file mode 100644
index 43a5f64..0000000
--- a/.vim/vimwiki/vimwiki/work_clients_high_touch.wiki
+++ /dev/null
@@ -1,5 +0,0 @@
-=== High Touch, Inc. ===
-Luis R::
-Timesheet: https://drive.google.com/?authuser=0&usp=sheets_web#folders/0B5hT8qJOi95WSnpLSWpKbUFOVkE
-
-[[work_clients_high_touch_enertech|Enertech]]
diff --git a/.vim/vimwiki/vimwiki/work_clients_high_touch_enertech.wiki b/.vim/vimwiki/vimwiki/work_clients_high_touch_enertech.wiki
deleted file mode 100644
index e83c7e9..0000000
--- a/.vim/vimwiki/vimwiki/work_clients_high_touch_enertech.wiki
+++ /dev/null
@@ -1,3 +0,0 @@
-=== High Touch - Enertech ===
-* [[work_clients_high_touch_enertech_capture|Capture App]]
-
diff --git a/.vim/vimwiki/vimwiki/work_clients_high_touch_enertech_capture.wiki b/.vim/vimwiki/vimwiki/work_clients_high_touch_enertech_capture.wiki
deleted file mode 100644
index 4b8edcf..0000000
--- a/.vim/vimwiki/vimwiki/work_clients_high_touch_enertech_capture.wiki
+++ /dev/null
@@ -1,18 +0,0 @@
-==== Capture App ====
-Make sure SQL is running
-If necessary, add 'socketPath' to mysql.sock to the exports.mysql in config.
-Slackware:
- socketPath: '/var/run/mysql/mysql.sock'
-
-Make sure redis-server is running
-
-===== Notes from Dev =====
-All the sites are currently in subdirectories on a Ubuntu server on Digital Ocean, but the update I'm slowly working on is being written to use standalone Amazon EC2 instances for the app, S3 for file storage and RDS for the databases.
-
-The app is written in Node.js, uses MySQL for the data storage and Redis for session management. The app was written to be fast and standalone, but uses too much memory once there are several instances running on the same server or when the number of organizations reach tens of thousands.
-
-Currently all the instances are running on the same server using different databases and ports, and are accessed through a domain mapping proxy. I've been setting them up by 1) copying over the source, 2) editing the config.js file, 3) creating a new database with the included structure, and 4) adding the domain name and port to the proxy.
-
-The original source is attached. He can take a look at the server by SSHing or SFTPing into 104.131.164.134 using u: root p: enertech!
-
-Feel free to send this on to any other developers you talk to as well, but be careful not to send the password to anyone you don't trust.
diff --git a/.vim/vimwiki/vimwiki/work_clients_palmer_ranch.wiki b/.vim/vimwiki/vimwiki/work_clients_palmer_ranch.wiki
deleted file mode 100644
index 39ec322..0000000
--- a/.vim/vimwiki/vimwiki/work_clients_palmer_ranch.wiki
+++ /dev/null
@@ -1,14 +0,0 @@
-=== Palmer Ranch ===
-
-Backup "Home" Page:
-
-
-
-~ King's Quest: Quest for the Crown ~
-A Mystical Quest To Save A Kingdom
-for the Personal Computer
-FAQ/Walkthrough by bananagirl
-bananasquid@msn.com
-Final Version (v2.0) - 04/04/02
-
-
-Disclaimer!
-```````````
-
-
-This document is (c)2001-2002 bananagirl. All information contained within is
-
-1. Introduction
-2. Preliminary FAQ
-3. Game Basics
-o Story
-o Characters
-> Sir Graham
-> King Edward the Benevolent
-o Getting Started
-o Basics
-> Score
-> Saving/Loading/Restarting
-> Actions
-> Speed
-o Controls
-4. Walkthrough
-o Introduction
-o Obtaining the Magic Shield
-o Obtaining the Magic Mirror
-o Obtaining the Magic Chest
-o Return to Castle Daventry
-5. Other Useful Information
-o Maps
-> Daventry
-> Castle Daventry
-> Land of the Leprechauns
-> Well
-> Land of the Clouds
-o Point List
-6. FAQ
-7. Revision History
-8. Copyright & Contact Info
-9. Credits/Thanks
-
-Hiya, and welcome to my KQ1 FAQ/Walkthrough/Guide thing. It's my fourth
-guide, and I probably shouldn't do it, as I have 3 other guides to finish,
-but variety is the spice of life or whatever, and I really need a break from
-the others. So this is the result. And since it's an old game, I probably
-won't be getting too many emails or anything for it. _
-
-
-
-On another note, this is probably the final version of this guide, since I've
-got mostly everything here.
-
-Why are the graphics so shoddy?
-```````````````````````````````
- When this game was first released, in 1984, these were great. Especially the
- 3D aspect of it. Those of you who weren't big on gaming back then might not
- realize this, but walking behind a tree was a big deal then. And so what if
- Graham's a little blocky? At least you can see him. And move him. The
- graphics underwent a massive improvement with the VGA remake in 1990. It's
- amazing how much things advanced in 6 years.
-
-
-
-
-Who's this Robert Williams person?
-``````````````````````````````````
- Roberta Williams is the brain behind the King's Quest series, and many other
- wonderful games, such as Mission: Asteroid (which I've also written a guide
- for), Mystery House (first hi-res adventure game ever), and the Laura Bow
- games.
-
-
-
-
-Where can I get this game?
-``````````````````````````
- Your chances of finding an original copy of it are pretty slim, but you
- might be able to find the remake somewhere if you look really, really hard.
- You'd probably be better off to just buy the entire series, with both
- versions of KQ1, in either the Roberta Williams Anthology (dunno if this is
- even still available) or the King's Quest Collection. Both should be fairly
- inexpensive, but there are quite a few games in each pack, so expect to
- fork over at least a few bucks.
-
-
-
-
-Is this appropriate for my kids?
-````````````````````````````````
- Of course! There's nothing in it that will traumatize them, or even damage
- their egos. Graham can die, but when he does, it doesn't show anything.
- There's no other killing involved, and nothing else that can possibly happen
- in real life is harmful to the little ones. The difficulty level might be a
- bit high for some children, but it's fun for everyone, so don't hesitate to
- help out should they ask.
-
-
-
-
-How 'bout for older people?
-```````````````````````````
- It's a classic. Highly recommended for everyone. Just make sure you keep your
- saved games easily distinguishable from everybody else's. Few things are more
- annoying than getting most of the way through a game and having someone else
- replace your game with their own, which just happens to be near the beginning.
-
-Once upon a time, there lived a mighty king named Edward the Benevolent. He
-reigned over the kingdom of Daventry with his wife by his side, but he had no
-heir.
-
-
-
-The kingdom's prosperity was maintained by the presence of three great
-treasures, known as Merlin's Mirror, the Shield of Achille, and the Chest of
-Gold.
-
-
-
-The Magic Mirror foretold the future, and was extremely valuable, as the King
-used it to view the weather. This knowledge was used to enhance the harvest,
-and as a result, Daventry was always well fed, and the excess food was sold
-to neighboring kingdoms.
-
-
-
-The Magic Shield, which was made of titanium and set with precious jewels,
-made the bearer invincible and granted success to his army. The King led his
-soldiers into battle with this shield, and Daventry easily fought off any
-attackers.
-
-
-
-The Magic Chest was a simple wooden trunk, but contained within was an
-unlimited supply of gold. Edward used this to pay his soldiers, and buy
-whatever resources and such that Daventry could not supply. Even when gold was
-taken out of it, the Chest would magically refill itself, and Daventry's
-treasury was always full.
-
-
-
-One day, while strolling through the castle gardens mourning their lack of
-heir, the King and Queen stumbled across a sorcerer. The sorcerer, seemingly
-eager to enhance the prosperity of the kingdom, offered his services in
-exchange for the Magic Mirror.
-
-
-
-The King and Queen, eager for an heir, consulted the Mirror, and, seeing a
-sturdy youth wearing a gold crown, determined this to be the son they had
-always wanted. They gave the sorcerer the Mirror, and he hid it away in his
-underground lair. Many months passed, but still the Queen was not blessed
-with a child. The sorcerer disappeared, and the kingdom was left heirless and
-Mirror-less.
-
-
-
-The years wore on, and Daventry was weakened by the loss of their crops. They
-were forced to buy food from neighboring kingdoms, and a Plague was brought
-into the kingdom. This plague struck down the Queen, and for many days she
-was bed-ridden.
-
-
-
-On the fourth day of her illness, a dwarf arrived at the castle with a root
-that he claimed would cure the Queen. Touching it to her lips, the Queen's
-eyes flickered open, and everyone rejoiced. The King, grateful for the
-dwarf's services, offered him whatever amount of treasure he might desire.
-The dwarf requested that he be given the Magic Shield in payment, and the
-King, his wife not yet out of danger, agreed. The dwarf hid the shield in the
-earth in the fashion of his kind, and the Queen consumed the root.
-
-
-
-The supposedly magical cure, despite its miraculous effects when touched to
-her lips, did nothing more for the Queen. Her condition worsened, and within
-a few days, she perished. The kingdom mourned her loss, and that of the
-Shield, and neighboring countries, hearing of the weakened condition of the
-army, attacked. Without the Magic Shield, many battles were lost, and the
-kingdom sank deeper into despair.
-
-
-
-The King was lonely without a companion, and often took to riding with his
-men. On one such trip, they came across a pack of wolves surrounding a tree.
-At the approach of the armed men, the wolves scurried away, and a young woman
-descended from the branches of the tree and thanked them profusely for the
-rescue.
-
-
-
-The King, infatuated by the young woman's beauty, took her back to his
-castle, where she stayed for many a day and night. Eventually, realizing that
-this was to be his partner in life, Edward proposed to Princess Dahlia, as
-she was called, and the kingdom rejoiced at the thought of a wedding and,
-later, an heir.
-
-
-
-But, on the night before the wedding, Dahlia stole the keys that hung at
-Edward's belt, and went into the Royal Treasury. The treasurer, noticing the
-door ajar, peered in, and witnessed in horror the transformation from the
-beautiful to a wrinkled crone. The witch, cackling madly, stole the Magic
-Chest and flew off on her broomstick.
-
-
-
-The King's heart was broken, and his treasury empty. He could no longer
-afford to pay his soldiers or buy food for his starving country, and the
-woman he loved was gone.
-
-
-
-The years wore on, and Edward realized that his days were nearing their end.
-He summoned his closest knight, Sir Graham, and informed him of his troubles.
-Sending him on a quest to retrieve the three lost treasures, the King
-promised Graham his throne upon his death. And so Graham set off on a great
-quest, hoping to return the lost treasures to his country.
-
-
-
-
-
-
-Characters
-
-
-
-
-Sir Graham
-``````````
-Graham has been sent out on a quest to retrieve the three lost treasures of
-Daventry. His reward for this noble deed is the crown of Daventry.
-
-
-
-
-King Edward the Benevolent
-``````````````````````````
-Edward has led the kingdom of Daventry through many years of prosperity and
-famine. As his life nears its end, he must find an heir to his throne.
-
-
-
-
-
-
-Getting Started
-
-
-
-
-Since you've obviously booted up your computer, or you wouldn't be reading
-this, it's time to install your game, if you haven't already.
-
-
-
-Insert your game disk or CD into the proper drive. Since you're probably
-running Windows 95 or better (which doesn't really take much), I'll
-start with the installation instructions there.
-
-
-
-Go to the Taskbar (it's that thing at the bottom of your screen) and hit the
-Start button. From there, select the Run option (it's near the bottom), and
-hit the browse button. Go to the directory of your disk or CD drive, and
-select install or setup or whatever. Follow the on-screen instructions.
-
-
-
-If you're running Windows 3.x (and if you are, no offense, but you should
-probably upgrade), in the Program Manager, left click on the menu choice File
-and choose Run. Do what they say.
-
-
-
-If you're running MS-DOS, type the letter of your disk or CD drive followed
-by a colon (:), and press enter. You'll see the drive's prompt. At said
-prompt, type 'dir' to view the drive's directory, and type the file name of
-the install or setup or whatever program. Voila.
-
-
-
-To play in Windows, open the directory in which you installed the game, and
-double click on the game icon. In DOS, go to the prompt of the drive on which
-you installed the game and type 'dir' to see the directory, then type the
-.bat or .exe file matching the name of the game.
-
-
-
-
-
-
-Basics
-
-
-
-
-Score
-`````
-Throughout the game, various actions and items will earn points for you.
-There are 158 points in the game, but you don't have to get all of them to
-finish it. It's just a nice little challenge for you.
-
-
-
-
-Saving/Loading/Restarting
-`````````````````````````
-Saving (found under File) is a way of keeping your progress, even if you exit
-the game. Save often. Save well. Follow the on-screen instructions.
-
-
-
-Restoring (also found under File) recalls your saved games. Do it if you die.
-You did save, right?
-
-
-
-Restarting (guess what? It's also under File!) restarts your game. Big surprise
-there. Don't do this unless you're unbelievably stuck or you forgot to save or
-something.
-
-
-
-
-Actions
-```````
-Swim:
- Graham can swim if you choose this under action.
-
-Duck:
- Can't recall any actual use for it, but it's your final action.
-
-
-
-
-Speed
-`````
-This drug stimulates your nerves... er... This Menu Bar option determines the
-Speed at which the game runs.
-
-
-
-Normal:
- If you're using a modern computer, this is the Speed you'll wanna be using
- throughout the game.
-
-
-
-Fast:
- If you're on an old computer, this might be the Speed for you, but you're
- just asking for trouble if you use it on anything faster than a 486.
-
-
-
-Slow:
- This Speed is far too sluggish for me, so I never use it. Do so if you want
- to...
-
-
-
-
-
-
-Controls
-
-
-
-F1............Display the Help screen
-F2............Toggle sound on and off
-F3...................Retype last line
-F5...............................Save
-F7............................Restore
-F9............................Restart
-Tab...............Open your Inventory
-Esc.......Display Menu Bar/Pause Game
-Enter...................Enter Command
-0................................Jump
--................................Duck
-=................................Swim
-Ctrl+J...........Set up your Joystick
-Alt+Z...................Exit the Game
-Arrow Keys................Move Graham
-Letter Keys.............Type Commands
-
-You'll start out on the bright green grass outside Castle Daventry. Nobody
-tells you this, but the general idea here is to get your bum in there and
-talk to Edward. So cross the bridge. It might look 3D, but it's only 2D. So
-just go across. It's easy to do.
-
-
-
-Once across the bridge, make your way over to the left, and walk that way
-until you're in front of the door. Walk up to it, and open it. You'll end up
-inside the castle.
-
-
-
-It's not much of a building, is it? Make your way down the hall and around a
-corner, and you'll reach the throne room. Walk up to the big guy, bow, and
-talk to King Edward, who'll give you the following message:
-
-
-
-"Sir Graham, I am an old man. I fear my end is near. I have chosen you to
-prove yourself worthy of the throne. As you know, our kingdom is weak and
-poor. I have knowledge of three things that would make our kingdom wealthy
-and strong. Somewhere within our kingdom, there is a magic mirror which tells
-the future. There is a magic shield that will protect the bearer from mortal
-harm. Finally, there is a magic chest that is always filled with gold coins.
-Go, Sir Graham! Go and bring me back those treasures. If you succeed, you
-will inherit the throne."
-
-
-
-Now it's back outside for our coral-clad hero. So go outside, then head to the
-left. See that rock? Stand behind it and push. If you stand below it, it will
-fall over you and kill you. So make sure you're behind it. When it's out of the
-way, look in the hole, and grab the dagger. Yay.
-
-
-
-Head north. Climb the tree with the hole in it. Creep along the branches and
-get the egg, then climb back down. Or jump. Your call. Now go east. You'll end
-up in a big carrot patch. Grab a carrot. Yummy. You can eat it, but it would be
-easier not to, 'cause if it's eaten, you'll have to get another one, and that's
-just too much hassle.
-
-
-
-Walk north. If you're lucky, there'll be an elf wandering around. If not, enter
-and exit until there is one. Then walk up to it and talk to it. Graham's a
-pretty lovable guy, so the nice li'l elf will give him a ring. So sweet.
-
-
-
-Go north again. Grab the giant bowl on the ground. Have fun while doing so. I
-always enjoy picking up dishes in the middle of nowhere, don't you? Look in
-the bowl, and say "fill." Ooh. I wouldn't eat that if I were Graham. After all,
-who knows where it's been? Despite this, the soup is quite safe to eat, but if
-you like the feeling of a warm bowl of soup in your pants, no matter if you'd
-rather not do so.
-
-
-
-If you go north again (north is quite a popular direction these days, no?),
-you'll end up by a river. It's kinda hard to tell, but those brown and grey
-things in the sand are pebbles. Grab 'em. They make great slingshot ammo, and
-you'll need that later.
-
-
-
-Go back south, then head west. You can nab a walnut, but this ain't no
-ordinary nut. Open it for the point value. Make sure it's not an ordinary nut.
-If it is (and it shouldn't be), grab another one and open it. Hopefully this
-one is the valuable one. Now go south.
-
-
-
-Ignore that door for now, and go south for two more screens. You should end up
-back at the boulder under which you found your dagger. Head to the left. You'll
-end up by a lake. Get in, and swim. Splashy splash splash. Whee. Swim across the
-lake and get out at the west shore. Walk west for a screen, then look into the
-stump. Get the pouch, and open it. Not really necessary to finish the game. It's
-just one of those fun point things you can do.
-
-
-
-Now go back east, then south. You should be at the woodcutter's pad. Nothin'
-you can do outside, so go on in. They look depressed. Or maybe they're just
-hungry. Say "fill" if you haven't already, then give them the bowl. Yumminess.
-Now head down into the lower-right corner of their shack (avoid the holes...
-you're too young to die), and grab the fiddle. Play them a song, then go back
-outside.
-
-
-
-Go south for a few screens, and you'll run into the Gingerbread House. Save
-your game, then eat the house. If the coast is clear, the house will be yummier
-than it looks. If not, someone will say the nibble mouse thing. If you get the
-nibble mouse thing, just leave the screen and return, then try again.
-
-
-
-When you get the yummy line, go in, then go to the bedroom and pick up the note
-on the nightstand. Read it. "Sometimes it is wise to think backwards." It's a
-hint for a puzzle you'll have to save later.
-
-
-
-Now, wait where you are until the witch comes home, and do the cool thing and
-save your game. When she gets there, she'll walk over to her oven and start
-jiggling around. Walk up behind her and push her. Ding dong, the witch is dead.
-With that taken care of, open that cupboard against the back wall and take the
-cheese from it. I don't like swiss, but somebody must.
-
-
-
-If you're a pacifist, you could just stand outside the witch's door and use the
-ring the elf gave you to do all that stuff, and the witch won't return. But
-that's a waste of a perfectly good one-time-use ring. Plus it's more fun to set
-people on fire.
-
-
-
-When you're done in the Gingerbread House, go west three times. Ignore the
-bridge (you can't cross it yet anyway) and go south. Ooooooh...Clovers. Get one.
-It's got four leaves. Lucky you. My friend Kallie once found one with 5 leaves.
-The power plant in the town where she found it was shut down for leaking
-radiation. Coincidence? I think not. I don't think Graham's has anything to do
-with that, so I'll get on with the walkthrough.
-
-
-
-It's time to get the three treasures. In the original version, this can be done
-in any order. Since I'm playing the original version, and this guide is for it,
-I'll just do the treasures in whatever order I feel like doing it in, and you
-can skip around as you like. But I would recommend getting the Shield first, as
-it will protect you from thieving dwarves and the like.
-
-
-
-
-
-Obtaining the Magic Shield
-
-
-
-
-It's off to leprechaun land to get the first thing. So head east 2 screens.
-At this point, you should be outside a small cave. If you hang around for a few
-seconds, a giant friendly bird will show up. Prepare to jump. As the Condor
-swoops overhead, jump. Graham will end up clasped tightly in his vicious talons.
-And they call this thing FRIENDLY?
-
-
-
->LOOK AROUND
-You see nothing special.
-
-
-
-Nothing special? You're flying through the air in the talons of a giant bird
-with flashing eyes!
-
-
-
-After a minute or so of this, the Condor will drop you, and you'll land in an
-area with lotsa bushes with purple berries and a hole in the ground. You'll
-want to jump into that hole eventually, but for now, just head west.
-
-
-
-Nab the mushroom sitting beside the river, then go back over to the right.
-Step on over to that hole, and you'll fall in. So now you're in...
-
-
-
-LEPRECHAUN LAND!!!!! Whee. Go down, and left from there. Go right up to the
-edge of the rat's circuit, and give him the cheese. Count your fingers. Now
-open the door and go in. The leprechauns will be impressed by that clover you
-picked up earlier and will leave you alone. Go down, and play a pretty song on
-your fiddle. Everyone will frolic away. Pocket the scepter and the shield.
-Imagine the glances Graham would get while walking through town with THAT.
-"Hey, is that a scepter in your pocket, or are you just happy to see me?"
-
-
-
-Go left. Walk up to the tiny hole in the wall and eat your mushroom. Graham
-will turn into a midget. Normally, shrinking an image would decrease the pixel
-count and the character would look grainy. I see no difference. I don't think
-Sierra maxed out their graphical capabilities when they made Graham. I feel
-cheated...
-
-
-
-
-
-
-Obtaining the Magic Mirror
-
-
-
-
-If you're doing things my way, you should be near the rock with the glowing
-hole in it at this point. Go south three screens and west one. You should end
-up beside a well.
-
-
-
-Now that you're there, make sure the bucket is up, then cut the rope. Move
-around to the right side of the well and lower the rope, then climb in. When
-you reach the bottom, you'll fall off. Swim. Dive. Swim down and into the
-hole on the left side. You'll see a dragon.
-
-
-
-There are two ways to get rid of the dragon. Either way, move up close to it.
-Not too close... just to right beforeits breath ends. Once their, it's decision
-time.
-
-
-
-The best method, and the one that earns points for you, is to throw the water
-at the dragon. When you were swimming around, your bucket was filled up. That
-will extinguish the flaming breath, and the big scary dragon will scurry off.
-The other way of doing things is cruel and inhumane. Throw your dagger at it.
-It dies. Meanie!
-
-
-
-Once the dragon's outta the way, pick up the mirror. Look into it, and you'll
-see yourself as King. That's always good.
-
-
-
-Decision time again. Now you have to choose how to get out. It's best to go
-out the way you came. You get more points. If you don't want to go out that
-way, you can follow the dragon out. But you probably shouldn't do that.
-
-
-
-If you take the first way out, just swim back up to the surface and climb the
-rope. Get your scurvy bum outta there, and you've finished part 2 of the
-three quests. That was easy, wasn't it?
-
-
-
-
-
-
-Obtaining the Magic Chest
-
-
-
-
-From the well, head left one screen and you'll find the goat pen. Open up the
-door, go in, close it, and find the goat wandering around in there. Graham
-has little respect for his fellow citizens, so he'll have no qualms about
-stealing someone's goat. So show the goat the carrot. Don't give the carrot
-to the goat, or it will not follow you.
-
-
-
-With the goat in tow, reopen the gate and head west for two screens. From
-there, go north twice, and you'll be in front of a bridge. Walk onto it. Your
-goat will take care of things from here, then run off.
-
-
-
-Go north, and you'll encounter a gnome. When you talk to him, he'll tell you
-to guess his name. Remember the note at the witch's shack? It said "Sometimes
-it is wise to think backwards" or something to that effect. Well, this is the
-hardest puzzle in the game, so listen up. The name "Rumplestiltskin" is the
-one you've gotta start with. From there, you have to reverse the name, not by
-making it "Nikstlitselpmur," although that name works in the remake, but by
-reversing the alphabet. Like this.
-
-
-A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
-Z Y X W V U T S R Q P O N M L K J I H G F E D C B A
-
-
-
-So anyone with any logic whatsoever should be able to figure out that the
-guy's name is "Ifnkovhgroghprm." How you're supposed to pronounce that, I
-know not. But it might be something like "if-nuh-kov-grog-hip-urm." Ah well.
-Leave it up to Graham to figure that one out.
-
-
-
-If you've guessed it right, Iffy goes away, leaving 5 or so beans for you.
-Get 'em. If you waste your guesses, you'll get a golden key. Oh well... It
-gets you to where you need to go, so be happy about it. Or something.
-
-
-
-Now that you have your prize, we'll split up the walkthrough for a bit. If
-you got the key, skip to the section below this one. Otherwise, check out the
-next part.
-
-
-
-
-Beans
-`````
-Take your new food, if you haven't already. But DO NOT EAT THEM. Unlike the
-carrots, you can't go out and get new beans whenever you feel the urge to do
-so.
-
-
-
-With beans in hand, head east two screens. You should be at a flower patch.
-This looks like a good place for gardening. Plant your beans. A beanstalk
-will sprout. If you know what's good for you, save your game.
-
-
-
-This next part is EVIL. It's all about saving every time you move a single
-pixel and going at the slowest speed. The beanstalk is big, it's tall, and it
-has lots of little things that you'd think Graham would be able to climb, but
-he can't. So anyway, make sure both of yer grubby little paws are on the vine
-at all times, and creep your way up there.
-
-
-
-...That was your reward for guessing the name... Snort... some reward.
-
-
-
-
-
-Key
-```
-If you guessed the gnome's name wrong, then he'll leave you with a key. Take
-it, then head over to the door in the mountain. For those of you lacking
-knowledge as to the exact placement of that location, just go south twice and
-east 5 times from the gnome's shack.
-
-
-
-Use your key in the lock, and you'll be granted access to the stairs within.
-Save your game, and go on up. Hopefully you already got the shield, 'cause if
-that gnome steals anything, restore. 'Cause you ain't gettin' it back.
-
-
-
-Make your way upstairs, and then it's on to the next section for you.
-
-
-
-
-
-When you reach the top of the mountain, save your game again, then head over to
-the right. Go south from there, then east two screens. Move on over to that
-tree with the hole in its base, and peek in. Grab the sling outta there, then
-go north.
-
-
-
-There are two possible ways to eliminate the giant. The more profitable way,
-point-wise, is to do it without killing him. So wear your ring, head west,
-and rub it upon entrance. Wander around, avoiding him, until he falls asleep,
-then walk up to him and get the chest. Whee. Insta-money! I'd imagine that
-having the shield in your possession at this point would help somewhat, but I
-didn't do it in that order, so I don't really know for sure.
-
-
-
-The alternate violent, not-as-profitable way, is to shoot him with your sling.
-So from the cave entrance, go west, and use your sling. You'll kill the giant.
-You big meaniehead.
-
-
-
-Either way you went about getting it, the chest is now yours, so go east. You
-should see a cave. Save your game, then head in. Edge your way down the
-stairs, and leave through the bottom. Of course, you could also take the
-beanstalk if that's how you got there... But I wouldn't recommend it. Why make
-things harder for yourself?
-
-
-
-
-
-
-Return to Castle Daventry
-
-
-
-
-You've got all your treasures, so it's back to the castle for you, young man.
-Walk north twice then east twice, open the door, and go see Mr. Benevolency.
-Bow to him, then walk up to him, he'll stand up, have a heart attack, and
-you'll be King. All done...
-
-ASCII maps are hard to make, but I'll try my best. Which, in this case, doesn't
-seem to be enough, but... um... yea. Good enough for the time being.
-
-
-
-
-Daventry
-````````
-
-
-[ 7 ]
-|
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-[ A ]-[ A ]-[ B ]-[ A ]-[ A ]-[ C ]-[ D ]-[ ! ]
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-[ K ]-[ E ]-[ L ]-[ A ]-[ M ]-[ N ]-[ $ ]-[ I ]
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-[ E ]-[ O ]-[ C ]-[ P ]-[ Q ]-[ R ]-[ # ]-[ I ]
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-[ S ]-[ A ]-[ T ]-[ U ]-[ A ]-[ V ]-[ W ]-[ A ]
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-[ X ]-[ Y ]-[ Y ]-[ Z ]-[ 1 ]-[ 2 ]-[ 3 ]-[ 3 ]
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-[ 8 ] [ 10 ]
-
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-
-A.....Lake
-B.....Stump with diamonds
-C.....Useless screen
-D.....Castle
-E.....Troll bridge
-F.....Old bridge
-G.....Woodcutter's house
-H.....Ogre
-I.....River
-J.....Condor's dropping point
-K.....Gnome
-L.....Flower patch
-M.....Rock with hole
-N.....Dwarf
-O.....Stream
-P.....Witch's house
-Q.....Sorcerer
-R.....Walnut tree
-S.....Clover patch
-T.....Outside cave/Condor
-U.....Witch
-V.....Door
-W.....Elf
-X.....Fairy Godmother
-Y.....Goat pen
-Z.....Well
-1.....Wolf
-2.....Egg tree
-3.....Carrot garden
-4.....Inside woodcutter's house
-5.....Inside witch's house
-6.....Inside cave
-7.....Inside castle
-8.....Inside well
-9.....To Leprechaun Land
-10....Up tree
-!.....Starting point
-@.....Mushroom
-#.....Bowl
-$.....Pebbles
-
-
-
-All screens, excepting that of the leprechaun land and the troll bridge
-opposite it, wrap around, meaning if you go west from point X, you'll end up at
-point 3.
-
-Land of the Leprechauns
-```````````````````````
-
-
-[ A ]
-|
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-|
-[ D ]-[ C ]-[ B ]
-|
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-[ G ]-[ F ]-[ E ]
-
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-A.....Condor dropping point
-B.....Cave
-C.....Rat
-D.....Leprechauns
-E.....Throne room
-F.....Exit
-G.....Rock with hole
-
-
-
-
-Well
-````
-
-
-[ A ]
-|
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-|
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-[ E ]-[ D ]-[ C ]
-
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-
-A.....Outside well
-B.....Inside well
-C.....Underwater
-D.....Dragon's lair
-E.....To Inside cave
-
-
-
-
-Land of the Clouds
-``````````````````
-
-
-
-[ A ]-[ B ]-[ C ]-[ D ]-[ E ]-[ F ]
- | | | | /
-[ G ] [ B ] [ B ] [ H ][ F ]
- | /
-[ G ] [ F ]
- | /
-[ G ] [ F ]
-
-
-/
-[ F ]
-
-
-
-A.....Top of beanstalk
-B.....Clouds
-C.....Trees
-D.....Giant
-E.....Cave
-F.....Stairs
-G.....Beanstalk
-H.....Tree with hole
-
-
-
-
-
-
-Point List
-
-
-
-
-Introduction
-````````````
- Enter castle...............1
- Bow........................3
- Move rock..................2
- Get dagger.................5
- Get carrot.................2
- Climb tree.................2
- Get carrot.................2
- Get egg....................6
- Get bowl...................3
- Read bowl..................1
- Talk to elf................3
- Get pebbles................1
- Get walnut.................3
- Open walnut................3
- Look in stump..............1
- Get pouch..................3
- Look in pouch..............3
- Eat house..................2
- Get note...................2
- Read note..................1
- Push witch.................7
- Open cupboard..............2
- Take cheese................2
- Give bowl..................3
- Get fiddle.................3
- Pick clover................2
-
- Total.....................68
-
-
-
-
-Obtaining the Magic Shield
-``````````````````````````
- Ride Condor.................3
- Pick mushroom...............1
- Give cheese to rat..........2
- Play fiddle.................3
- Get shield..................8
- Get sceptre.................6
- Eat mushroom................2
- Leave through hole..........1
-
- Total......................26
-
-
-
-
-Obtaining the Magic Mirror
-``````````````````````````
- Cut rope...................2
- Climb down.................1
- Dive.......................4
- Enter dragon's cave........1
- Throw water on dragon......5
- Get mirror.................8
- Leave by water.............4
-
- Total.....................25
-
-
-
-
-Obtaining the Magic Chest
-`````````````````````````
- Show carrot to goat........5
- Goat attacks troll.........4
-
-I keep falling off the bridge in the beginning! Why?
-````````````````````````````````````````````````````
- I don't care if it looks 3D, it's not. Just walk across it like this:
-
-
-&&
-G&&&&
-|___| ||
-
-
- <-- /\<--\ <--
-
-
-/¯¯¯¯\
-
-
-
-
-
-
-
-
-
-
- Or something. I'm bad at ASCII art. That G represents Graham's starting
- point, of course.
-
-
-
-
-Why did I lose points?
-``````````````````````
- It's not really a big deal if you don't get every point in the game. But
- sometimes if you do something wrong (such as bribing the troll or eating a
- carrot), you lose points.
-
-
-
-
-What do I do if the dwarf stole my Mirror/Chest?
-````````````````````````````````````````````````
- Restart or restore. There's nothing you can do to get it back. Maybe you
- should've gotten the Shield first...
-
-v1.0 (03/21/01) - Pretty much everything that I intend to put in here is in
-here. Perhaps the addition of a Quick Walkthrough or some other such
-silliness will be added at a later date, but that's rather doubtful. I'm
-pretty lazy. Sittin' at a mean 52K.
-
-
-
-
-v2.0 (04/04/02) - Brand spankin' new format. It's so purdy. And neat. Also, a
-few sections have been modified and rearranged, a few small errors fixed, most
-of the crap in the Game Basics section removed. Nothing else major or anything
-like that. Just small things. Y'know what I'm sayin'? Oh, and bow down to my
-mad file shrinking skillz. Currently measuring in at about 42K. w00t.
-
-This document was written exclusively for use on the internet. It is not
-intended to be used in any way that is profitable for anyone other than the
-author. It is not to be reproduced in any way without express written
-permission from the author.
-
-
-
-The information found within the document is, to the best of the abilities and
-knowledge of the author, 100% accurate. However, the possibility exists that
-inaccurate information may be found within. Any errors (human, computer, or
-otherwise) should be reported to the author.
-
-
-
-If you would like to use this document on/in your web site, magazine,
-or other published work, please contact the author and obtain permission
-before doing so.
-
-
-
-King's Quest, KQ, King Graham, and all events and titles are trademarks of
-Sierra Online, Inc. The author makes no claim to the creation of these.
-
-
-
-More information on copyright laws can be found at the copyright section of
-the official Library of Congress web site. (http://www.loc.gov/copyright).
-
-If you have found this document anywhere else or are at some other site that
-foolishly forgot to remove the copyright information, contact the author.
-
-Thanks to
-`````````
- Roberta Williams, for creating some of the best games known to civilized man.
-
-
-
- The King's Quest Companion, by Peter Spear, for a few points that I forgot to
- record, and an order of doing things. Without this great book, which you can
- buy at Amazon.com (that's where I got it, anyway), I wouldn't know where to
- start. Thanks, Peter!
-
-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.
-
-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.
-
-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
-
-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!
-
-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.
-
-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.
-
- *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.
-
-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.
-
-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.
-
-
-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.
-
-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.
-
-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)
-
-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 \
-| -------------------------------------------
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-C - CLIFF O - OASIS H - HOLE IN CLIFF
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-D - DESERT S - SKELETON B - BANDIT CAMP
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-E - ENDLESS K - DEATH BY BITE R - BRUSHLAND
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-Basically, just avoid the Sea Monster. I suggest going DOWN, RIGHT, RIGHT,
-RIGHT, but do whatever you want. :)
- _______
-/ K E Y \
-| ------
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-O - OCEAN
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-S - MONSTER
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-I - ISLAND
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-BOAT - O - O - O - O - O - O - S
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-FROM NEST - PATH - O - O - O - O - I - O - S
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-WEST OF CASTLE - CASTLE GATE
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-| BEACH
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-| VIEW OF CASTLE
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-| CASTLE (VIII)
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- LABYRINTH - DUNGEON CELL
- (VII)
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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 \
-| ----
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-D - DINK
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-===== 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".
-
-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
-
-
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-
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-Take 'Golden Needle'........................2
-Throw 'Shoe' at Cat.........................4
-Give 'Gold Coin' to Gypsy...................3
-Recieve 'Amulet'............................2
-
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-
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-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
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-
-
-The Infinite Desert
-
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-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
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-The Dark Forest
-
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-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
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-The Mountains
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-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
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-The Beach & Harpy Island
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-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
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-Mordack's Island
-
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-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
-
-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.
-
-
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-
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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.
-
-
-
-
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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.
-
-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! :)
-Version History
-
-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.
-
-
-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.
-
-Introduction:. The path I have chosen to take is not the only way to
-complete the game, it's just my way. Now comes the part where I give the
-obligatory speech about not following the walkthru step by step or it
-will ruin the enjoyment and satisfaction you get from completing the
-game on your own. However, feel free to refer to it whenever you feel a
-migraine coming on. I'm open to any suggestions you may have for
-improving this walkthru or if I have missed anything of vital
-importance. Also, any hints, tips and secrets are welcome. Please feel
-free to e-mail me anytime. Stmeyers@aol.com
-
-
-
-KINGDOM OF DAVENTRY
-
-
-
-Outside Sarah's House
-
-
-
-? Click on raven. Watch the direction it flies off in.
-? Click on the statue of Sarah.
-? Enter Sarah's house.
-
-
-
-
-Inside Sarah's House
-
-
-
-? Click on statue of Widow Burke.
-? Click on basket of mushrooms.
-? Click on shield potion on the shelf in the back of the room.
-? In the kettle by the fire is a healing soup. Only click on it if your
-health meter is low.
-? Exit house.
-
-
-
-Outside
-
-
-
-? Go right.
-? Pick up mushrooms in front of house.
-? Continue down the path.
-? Enter Connor's house on the left.
-
-
-
-Inside Connor's House-Getting the Dagger
-
-
-
-? Go to the back of the house.
-? Pick up the dagger stuck in the table.
-? Click on the jug on the shelf.
-? Pick up the coins that are now revealed.
-? Exit the house.
-
-
-
-Wizard-Getting the Magic Map
-
-
-
-? Use your dagger on the bull's eye on the side of the house. This will
-raise your experience meter by 1 point.
-? Click on the raven on the fence.
-? Follow him. Head past Sarah's house and the Church. Watch out for
-flying arrows.
-? Go to the wizard. Learn of what has happened in Daventry and your
-quest to find the four remaining pieces of the mask. You will receive
-a magic map.
-? Go back past the Church.
-? There will be a cliff on the right. As soon as it is climbable, climb
-the face and walk to the edge.
-? Jump onto the roof of the mausoleum.
-
-
-
-Roof of Mausoleum-Getting the Crossbow
-
-
-
-? Walk to the far end of the roof.
-? Get out your dagger.
-? As you near the edge, you will automatically drop off and slit the
-Spriggan's throat.
-? Turn around and pick up the crossbow.
-? Exit through the back of the cemetery to avoid the Zombies.
-
-
-
-Outside Cemetery
-
-
-
-? Turn left at the road.
-? Enter the house on the right.
-
-
-
-Simms Farmhouse-Getting the Boots
-
-
-
-? Click on Goodwife Simm's.
-? Take gold from shelf.
-? Open box.
-? Take gold.
-? Take mushrooms on table.
-? Take boots beside bed.
-? Exit house.
-
-
-
-Outside Farmhouse
-
-
-
-? Continue forward.
-? Take mushrooms.
-? Eat fish, if needed.
-? Go behind farmhouse.
-? Kill monster and Zombie. Make sure you take everything.
-? Head North to the fountain. Drink if necessary.
-? Go NW to the tavern.
-
-
-
-Inside Tavern-Getting the Gloves
-
-
-
-? Head left once inside.
-? Open chest.
-? Take gold.
-? Turn around.
-? Take gloves on bench.
-? Go to the back of the room and up the ramp.
-? Open trunk.
-? Take crystal.
-? Exit.
-
-
-
-Outside Tavern
-
-
-
-? Continue NW.
-? Hit the barrels outside the tavern with your dagger to pick up some
-items.
-? Kill monster guarding the bridge.
-? Cross the bridge.
-? Kill the monsters.
-? Enter Kavanaugh's house.
-
-
-
-Inside Kavanaugh's
-
-
-
-? Take mushrooms
-? Take note of the child that must have lived there at one time.
-? Exit.
-
-
-
-Outside Kavanaugh's
-
-
-
-? Go around the house to the right.
-? Open the outhouse door. Be prepared.
-? Kill the monster.
-? Continue South.
-? Kill monsters.
-? Enter windmill.
-
-
-
-Windmill-Getting the Ax
-
-
-
-? Look up at the ax stuck in the ceiling.
-? Push the hay bale underneath it.
-? Jump on it.
-? Take the ax.
-? Jump down.
-? Exit.
-
-
-
-? Be prepared for the Henchman waiting outside. He's easy to defeat.
-Four chops with the ax should bring him down.
-? Take everything left behind.
-
-
-
-Outside Windmill
-
-
-
-? Head North then take the East path.
-? Go back to the fountain.
-? Enter the mill to the SW.
-
-
-
-Inside the Mill
-
-
-
-? Look up and notice the rope. We can't get it yet because the wheel is
-moving.
-? Exit.
-
-
-
-Outside the Mill -Stopping the Mill
-
-
-
-? Go to the North side of the house.
-? Chop down the tree.
-? Go back to the house.
-
-
-
-Inside the Mill -Getting the Rope
-
-
-
-? The wheel is now stopped.
-? Jump up.
-? Jump up to where the rope is.
-? Take rope.
-? Jump down.
-? Exit.
-
-
-
-Getting through the Waterfall
-
-
-
-? Head North to the Waterfall. If you follow the river you should run
-into it.
-? Go to the West side of the Waterfall.
-? Use rope.
-? Climb up.
-? Push blocks. There is now an opening in the waterfall.
-? Enter the opening.
-? A new location will now load.
-
-
-
-Inside Castle Daventry-Getting Torch Ashes and key.
-
-
-
-? Follow the tunnel to the dead end.
-? Click on the candle on the right to open hidden room.
-? Click on the painting of King Graham.
-? Push the painting by bumping into it.
-? Take the key that is revealed.
-? Move toward the opening to the south.
-? Pick up the torch ashes on the ground.
-? Walk toward the statue of King Graham.
-? Click on the mirror when it starts swirling.
-? Exit the Castle.
-
-
-
-Outside the Castle-Meeting King James
-
-
-
-? From the waterfall head East to the path.
-? Once on the path go North.
-? Go East at the fork.
-? Kill the mummies that pop up.
-? Continue along the path to the Tomb of King James.
-? After you kill the Spriggan, King James will appear and tell you to
-seek the dimension of Death, the urn will reveal the way.
-
-
-
-The Unicorn
-
-
-
-? Continue east to the beast/unicorn. She will ask you to return her
-horn.
-? Go back to the West.
-? Enter the Castle Keep ruins.
-
-
-
-Castle Keep Ruins-Finding Teleporter Room and Getting Breastplate
-
-
-
-? Ready your sword.
-? Once inside, turn left and kill monster. Another will come up behind
-you. Kill him also.
-? There are two rooms with chains. Pull all three chains to disarm a
-booby trap you will encounter later.
-? Go back to the courtyard area.
-? Enter the opening to the North.
-? Turn left.
-? Follow the tunnel.
-? Continue till you find the door.
-? Use the key on the door. This is the teleporter room.
-? Go back to the courtyard.
-? Climb the ramp to the right.
-? Kill the monster at the top.
-? Head East.
-? Climb ramp.
-? Kill monster.
-? Take leather breast plate and potions.
-? Exit the castle.
-
-
-
-Tomb of King James-Getting Ring of Dead Hero
-
-
-
-? Return to King James' tomb.
-? Chop down the gate with your ax.
-? Open the tomb by bumping into it.
-? Take the ring.
-
-
-
-Outside Tomb
-
-
-
-? Follow the path back to the fork.
-? Go left.
-? Pass the tavern.
-? Drink at the fountain.
-? Continue East.
-
-
-
-Alchemist's
-
-
-
-? Break down the door with the ax.
-? Take shielding potion.
-? Take elixir of life.
-? Take scroll
-? Exit.
-
-
-
-Outside
-
-
-
-? Go back to the fountain
-? Go south.
-? Go to the door in the church that is blocked.
-? Use the rope to climb up the side.
-? Head towards the window.
-? Use your rope to climb down.
-
-
-
-Inside Church-Getting Candle and Opening Portal
-
-
-
-? Take the candle.
-? Go to the front of the church.
-? Push the urn. Remember what King James said?
-? Looking through the window, you can see a portal has opened in the
-mausoleum.
-? Climb back out of the church.
-
-
-
-Outside the Church
-
-
-
-? Enter the graveyard.
-? Kill the Zombies.
-? Enter the Mausoleum.
-
-
-
-Inside the Mausoleum
-
-
-
-? Enter the portal. You will meet a ghost bear and you will be thrown
-back out.
-? Exit the mausoleum.
-
-
-
-Outside
-
-
-
-? The raven is here.
-
-
-
-Wizard-Ring of Illumination
-
-
-
-? Go back to the wizard.
-? Click on him.
-? He will ask for three objects, the candle, ring and ashes. Luckily
-you have all three.
-? Give him all three objects.
-? He will give you the Ring of Illumination. You can now get through
-the portal.
-? But first, enter the water behind the wizard.
-? Continue West until you reach an island.
-? Climb up the mountain to the Wizards home.
-
-
-
-Wizard's Home-Getting the Bell
-
-
-
-? Take invisible potion under the table.
-? Click on pen.
-? Take newly written on page.
-? Use page on spinning globe.
-? Take potion.
-? Drink potion.
-? Open trunk that has now been revealed.
-? Take bell.
-? Exit
-
-
-
-Outside Wizards Home-Getting Sword
-
-
-
-? Climb down.
-? Put bell on structure.
-? Hit bell three times with ax.
-? The Lady of the Lake will appear and give you a new sword.
-? Head back to the mausoleum.
-
-
-
-Mausoleum
-
-
-
-? Pass through the Portal.
-
-
-
-Dimension of Death
-
-
-
-Entry
-
-
-
-? Turn around a make a note of the symbols. You will need them.
-? Go forward.
-? Kill the 4 skeletons.
-? The large door before you is locked. We'll need to find a way in.
-? Go east. Notice the flames on the pedestals.
-? Look at the flames. You will see a slot.
-? Find the altar with the idol. This is Azriel.
-? Take the Lever of Life spinning above the structure.
-? Continue North.
-? Turn West at the dead end.
-? You will come upon some crates.
-? In the center is a fallen warrior.
-? Click on him.
-? Take the piece of shield.
-? Head East.
-? Follow the path to the locked gate. You'll need a key.
-? Turn around.
-? Turn right at the locked door.
-? Turn left at the crates.
-? Move forward past the idol.
-? Climb the pedestal.
-? Put Lever of Life in the slot in pedestal.
-? Turn it by bumping into it.
-? You will automatically take the lever.
-? Repeat the process with the remaining 3 pedestals.
-? The large iron doors are now open.
-? Enter.
-
-
-
-Sanctum of Azriel
-
-
-
-? Use the symbols above the entry way door to make it to the top.
-
-
-
-Azriel-Lord of the Dimension of Death-Getting Key
-
-
-
-? Azriel will give you the key to the entrance to the Compound of
-Death. He will tell you to cross the river to the Realm of the Sun.
-? Head around to the other side of the building.
-? Follow the path to the locked gate.
-? Use your key to open it.
-? There will be 3 skeletons waiting for you.
-
-
-
-Compound of Death
-
-
-
-? Kill the skeletons.
-? Go West.
-? Turn left at the corner.
-? Turn right.
-? Ready your crossbow. Skeletons will be shooting from up high.
-? Clean up after them once they are disposed of.
-? Continue South.
-? Then turn left.
-? Shoot the urns as you approach. I've found that the red ones contain
-Spirits.
-? Jump up.
-? Flip the switch to disarm booby traps.
-? Continue South.
-? Turn right. Watch out for the fire.
-? Shoot the urns.
-? Continue North.
-? Look at the door on right. We need a key.
-? Continue North West.
-? Kill skeletons.
-? Shoot the urns if you like.
-? Turn South West.
-? Go all the way forward.
-? Hug the West wall.
-? You should begin to hear the cries of a young child.
-? Head North to a large clearing.
-
-
-
-Sylph and Fountain
-
-
-
-? Move the large metal crate to release the pressure plate.
-? Go North.
-? Climb pedestal.
-? Read structure. "Light torches of righteousness."
-? Move the 3 remaining metal crates.
-? This will light a green flame in the structure.
-? Be sure to pick up all the rocks you find. You will need 4 in all.
-? Go to the Sylph of Inner Beauty. Use your map to find the way. It is
-in the middle of the area you are in.
-
-
-
-Sylph
-
-
-
-? Click on the Sylph.
-? Drink from the fountain if you need some health points.
-? Click on the Sylph again.
-? She asks you to bring her rust and mold.
-? Continue South past Azriel.
-? Go through the passage.
-? To the right the passage is blocked.
-? Turn left
-? Kill the 2 skeletons.
-? Read the inscription on structure: "Three holds the key to creation"
-? Looking at the map, exit South through the center passage.
-? Turn right. The opening is blocked by a metal crate.
-? Take a running leap over the metal crate.
-
-
-
-
-Rescuing Little Girl
-
-
-
-? Weave your way through the boxes to the girl.
-? Click on her to hear her story and find out about her brother.
-? Push the metal box forward and the little girl will automatically
-escape.
-? Go back to the Sylph.
-? Go to the West wall and head North.
-? Kill the 3 skeletons.
-? Turn right.
-? Turn left.
-? Turn left again.
-? Turn right again.
-
-
-
-Boatdock
-
-
-
-? Click on the boatman. He will tell you to seek the Bridge of Life.
-? Turn around.
-? Exit left from the docks.
-? Then right..
-? Read structure. 7 holds the key to the rhythms of life.
-
-
-
-Looking for the Square Key
-
-
-
-? Exit. Continue North until you reach the river.
-? Then East.
-? Go all the way to the end.
-? Head South.
-? At the end turn West.
-? Then immediately South.
-? East.
-? Then South till you meet 5 skeletons.
-? After you wipe them out a trunk will be left behind.
-? Open the trunk to get the square key.
-
-
-
-Looking for Little Girls Brother
-
-
-
-? Head East.
-? South at dead end.
-? West at dead end.
-? South.
-? Then West.
-? North at the dead end.
-? Click on the dying man. He will tell you of the Hammer of Azriel.
-
-
-
-Finding Use for Square Key
-
-
-
-? From here head South till you can't go any further.
-? There should be a door on the left.
-? Use the square key here.
-
-
-
-Training Area
-
-
-
-? Be ready for a big battle. Kill all the skeletons.
-? Pick up everything.
-? Look for the round key. It's here somewhere.
-
-
-
-Getting Chain Mail
-
-
-
-? Go to the East tower.
-? Head North.
-? Then East at the first opening.
-? Go North at the second opening.
-? Then East.
-? Then North at dead end.
-? Go West at first opening.
-? Climb the tower.
-? At the top, kill the skeleton. You'll need to back him off the tower.
-Each time he takes a step backwards move forward. Block him into a
-corner and back him off.
-? Climb back down and get your chain mail.
-
-
-
-Getting a Fourth Rock
-
-
-
-? Hopefully at this point you already have three rocks.
-? The rock is in the central tower.
-? It's in the middle of the map.
-? Find your way there and climb to the top.
-? Cross the bridge.
-? The rock is to the right.
-? Climb down the tower.
-
-
-
-Opening the Portals
-
-
-
-? At the bottom throw your rocks on to the pressure plates. This will
-activate the portals. If you don't have all the rocks, just kill a
-zombie so that it falls on the pressure plate.
-? Head back to the Fountain area.
-
-
-
-Hall of Respite (Getting the Skull)
-
-
-
-? Enter the Hall of Respite.
-? Ready your crossbow.
-? Kill the two skeletons across the river.
-? Jump on the small box then the large one.
-? Back your way up the back right corner as far as you can go.
-? Aim at the pillar and take a running jump.
-? If your lucky you will hit the pillar and it will fall over. If not
-push it yourself.
-? Look at the shelves of skulls and remember your clues. The boatman
-mentioned the left shelf, and the structures you've been reading have
-mentioned the numbers 3 and 7.
-? Look at the left shelf, third row and seventh skull.
-? Take the skull.
-? Take the potion.
-? Run along the fallen pillar and jump across.
-? Exit.
-
-
-
-Hall of War -Getting the feather
-
-
-
-? Enter the Hall of War.
-? Climb the bridge and use the left edge past the first gap.
-? At the break, walk onto the long part of the bridge.
-? If you run quickly enough and plan it just right you should be able
-to jump the rest of the way.
-? Take the potion of strength.
-? Put the skull on the headless statue.
-? Take the Feather.
-? Exit.
-
-
-
-Hall of Immortality
-
-
-
-? Enter the Hall of Immortality.
-? Take the potion.
-? Look at the heart. We need to get it beating again.
-? Exit
-
-
-
-Hall of Justice
-
-
-
-? Take potion.
-? Put feather on right side of scale.
-? Walk towards the left side and you will automatically jump on it.
-Azriel will appear. The heart is now beating.
-? Exit.
-
-
-
-Getting Mold and Rust
-
-
-
-? Now that you have completed the four halls, you will have access to
-the mold.
-? From the fountain area.
-? Walk back to the river.
-? To get rust, dip the piece of shield in the river.
-? Now walk along the river bank until you are at the other side. Check
-your map.
-? Go South at the wall.
-? Then West at the first opening.
-? Follow the maze to the blood pool.
-? Collect all the mushrooms and the mold.
-? Now take them back to the Sylph.
-? Give her the mold and the piece of shield.
-? In return she will give you a spell of protection.
-
-
-
-Getting Azriel's Hammer (Using the round key)
-
-
-
-? Head North.
-? Then East.
-? Continue East until you hit the wall.
-? Go North.
-? Then East to the door.
-? Use the key on the door.
-? Once again, be prepared for battle.
-? Kill all the skeletons.
-? Now go to the East wall and flip all four switches. The will open the
-gate allowing you access to the hallway between the cells.
-? Notice the large double doors.
-? Start down the hallway armed with your crossbow.
-? Kill all the Spirits.
-? Head back to the switch area.
-? Go to the West wall. Notice the first switch is already flipped.
-? Go to the South wall and flip all four switches.
-? Go back to the West wall and flip the second switch.
-? Back to the South wall. Flip all four switches.
-? Back to the West wall. Flip the third switch.
-? South wall. Flip all four switches.
-? West wall. Flip fourth switch.
-? South wall. Flip all four switches.
-? The cells are all open now.
-? Take everything from the cells.
-? In the last cell on the left pull the lever. This will open the
-double doors in the switch room.
-? Go back to the double doors.
-? Drink a potion of reveal.
-? Arm yourself.
-? Enter.
-? Kill the specter.
-? Climb the ramp.
-? Jump over the spirits.
-? Grab the hammer.
-? Exit.
-
-
-
-Bridge of Life
-
-
-
-? Pass through the hall of cells.
-? Make a left at the center.
-? Continue forward until you are met by a skeleton.
-? Prepare for a nearly impossible battle.
-? When he stops talking, kill the first skeleton you see.
-? Then run away quickly.
-? Heal yourself.
-? Drink a potion of shield and strength.
-? Go after the commander skeleton.
-? Once he's dead it is relatively easy to kill the rest.
-? After the battle, climb the bridge.
-? Look at the lever to the left on the other side of the river.
-? Throw your hammer at it. The bridge will lower.
-? Cross the bridge.
-? Enter the portal.
-
-
-
-Note: Go back and pick up the rocks before you leave.
-
-
-
-The Swamp
-
-
-
-The Oracle of the Tree
-
-
-
-? Start heading west until you come upon a large tree. This is the
-Oracle of the Tree.
-? Beware of the Swamp Fiend and Scavenger Slime roaming the swamp.
-? Click on the tree. He will ask you for a piece of gold in exchange
-for information.
-? Give him a piece of gold.
-? He will tell you "Where the mask once sat now doth sit a pretender."
-? Keep giving it gold until it runs out of things to say.
-
-
-
-The Shacks-Chainmail Gloves and the Horn
-
-
-
-? To find the shacks, head SW.
-? Jump up and enter the first shack.
-? Take the gloves on the shelf.
-? Open the trunk and take the gold.
-? Exit.
-? Go to the next shack.
-? Break down the boards.
-? Open the trunk.
-? Break down the boards to the next room.
-? Take the horn.
-? Open the trunk. Take the gold.
-? Exit.
-
-
-
-Whispering Weeds
-
-
-
-? Now go to the whispering weeds.
-? They are NE of the Shacks. They look like mummies.
-? Walk up close enough without having them disappear.
-? Use the hearing horn.
-? They will tell you the mask piece is in the witches tower.
-
-
-
-The Golden Mushroom
-
-
-
-? Head back to the portal. The mushrooms are NE of here.
-? Make your way through the mushrooms, hugging the mountain side, until
-you find the golden mushroom.
-? Use your sword to whack off a piece.
-? Take it.
-
-
-
-Mandragor Tree-Getting Bow and Arrow
-
-
-
-? Head West.
-? As the mountainside turns, the Mandragor Tree will appear.
-? There will also be a well.
-? Drink from it, if necessary.
-? Now hug the mountain to the right.
-? Try to avoid the Mandragor roots.
-? Continue on until you reach a skeleton.
-? Click on him.
-? Take his bow and arrow.
-
-
-
-Teleporter
-
-
-
-? Continue Nw.
-? The shack on stilts is the teleporter room.
-
-
-
-The Sprites-Getting the Flower
-
-
-
-? Now go NE through the break in the mountainside.
-? Be careful of the carnivorous plants.
-? Continue on til you find the sprites.
-? Click on them.
-? They will ask you for a secret.
-? Click again and you will give them a secret (This may take clicking
-on them 3 times)
-? They will then give you a flower that is an antidote to the toxic
-swamp water.
-? Click again and they will tell you of the Golden Ladle.
-? Take the flower. You are now protected.
-? Exit the Sprite area.
-
-
-
-Swamp Witch
-
-
-
-? Now head past the Whispering Weeds.
-? Then go West.
-? Continue on til you find the Witch's Castle.
-? There will be a Mandragor Tree.
-? Continue to the left.
-? When you see the skulls, the witch will beging attacking.
-? She is easy to kill.
-? There is a locked gate.
-? Look through it.
-? Notice the sandbag.
-? Shoot it with your bow and arrow.
-? The gate will open.
-? Enter.
-
-
-
-Witch's Castle-Unicorn Horn
-
-
-
-? Turn right.
-? Notice the dead creature.
-? Take the horn that is sticking out of it.
-? Click on the kettle.
-? Click again.
-? Climb the ramp.
-? Beware of the arrow traps.
-? At the top break all the barrels.
-? Exit.
-? Walk around the outside of the castle picking up some good items.
-? Go back inside.
-? At the spike booby trap, through a rock to spring it.
-? Pass the booby trap and climb the ramp.
-
-
-
-Getting Mask Piece and New Suit and Henchman's Arm
-
-
-
-? Turn right and pick up your new suit of armor.
-? turn around and walk towards the trunk.
-? Open it. You will find the second piece of the mask.
-? A henchman will appear behind you.
-? Use a potion of shield and strength to survive the battle.
-? After the battle, pick up the Henchman's arm.
-? Now exit the castle.
-
-
-
-Bridge
-
-
-
-? Once outside head NorthWest until you reach the bridge.
-? Walk around to the other side.
-? Climb up,
-? Climb up again.
-? Cross the bridge to the door.
-? Use the Henchmans severed hand on the door.
-? The doors open.
-
-
-
-Stump Puzzle
-
-
-
-? Here's how to solve the stump puzzle:
-
-
-Jump forward-diagonal twice
-Then forward
-Left
-Forward-diagonal left
-Backward-diagonal left
-Left
-Forward-diagonal Left
-continue diagonal right until you reach the end.
-
-
-
-Getting the Golden Ladle
-
-
-
-? Kill the 2 creatures.
-? Read sign above trunk.
-? Open the trunk.
-? Take the golden ladle.
-? Pull the two handles to reveal the gate controls.
-? Pull gate control.
-? Exit.
-? Climb back down.
-? Head back to the Witch's Tower.
-
-
-
-Witch's Tower
-
-
-
-? Use the ladle on the kettle.
-? King Mudge will appear out of the water. You will automatically talk
-to him.
-? A portal to the Gnome Realm will open.
-? Before entering the portal, let's return the unicorn's horn and check
-on Gwennie.
-? Head back to the teleporter.
-
-
-
-Teleporter
-
-
-
-? Climb up to the teleporter.
-? Stand on the pad.
-? Take out your map.
-? Scroll to Daventry.
-? Click on the teleporter button.
-? You are magically transported back. You are in the castle ruins.
-? Exit.
-? Find the Unicorn.
-
-
-
-Unicorn
-
-
-
-? Click the horn on the unicorn. She is restored to her former self.
-? She gives you a crystal pyramid.
-? Now let's go check on Gwennie.
-
-
-
-Checking on Gwennie
-
-
-
-? Walk back to the fork.
-? Turn left.
-? Cross the bridge.
-? Enter the home across from the cemetery.
-? Gwennie is here.
-? Click on her.
-? Take gold.
-? Click on her again.
-? Back to the teleporter room.
-? Teleport back to the Swamp.
-
-
-
-Back in the Swamp
-
-
-
-? Go back to the portal at the Witch's tower.
-? Jump in the portal.
-
-
-
-Realm of the Gnomes
-
-
-
-? Pick up the 3 mushrooms.
-? Pick up the rock to the right.
-? Pick up all the mushrooms in the corner.
-? Break the barrels.
-? Exit North.
-? You will come to a pressure plate.
-? Use the rock to open the doors.
-? Watch out for the Manta.
-? Kill it.
-? Turn right.
-? Follow passage to the dead end. Be sure to pick up the rock.
-? Talk to Gnome.
-? Go back to portal area.
-
-
-
-Weapon Shop
-
-
-
-? Make a left this time.
-? Turn corner.
-? Turn again.
-? Go Forward.
-? Turn left at mining cart.
-? Turn right.
-? Kill Mantas.
-? Turn right-We need three rocks.
-? Back out.
-? Go forward.
-? Turn right.
-? Shoot barrel.
-? Turn left.
-? Kill rock Demon.
-? Turn right.
-? Open door.
-? Buy the best that you can afford.
-? Exit.
-? Go back to portal.
-
-
-
-Armor Shop
-
-
-
-? Turn left.
-? Left.
-? Right.
-? Left.
-? Left. Down the ramp.
-? Left. Down ramp.
-? Left. Kill Rock Demon. Take potion.
-? Right.
-? Right.
-? Left.
-? Left.
-? Right.
-? Curve Right.
-? Left.
-? Forward.
-? Left.
-? Right.
-? Dead End.
-? Open the doors to the right.
-? Make a purchase but leave at least 250. If you can't afford it now
-you will have some Spriggans to kill. They usually carry money. You
-can come back here later.
-? Exit.
-
-
-
-Zombies
-
-
-
-? Left.
-? Left.
-? Right.
-? Right.
-? Left.
-? Left. up Ramp.
-? At top go left.
-? Then right.
-? Turn around.
-? Go back.
-? Continue forward-Kill monsters.
-? Right.
-? Turn right. Go downstairs.
-? Left.
-? Right.
-? Right.
-? Left.
-? Right.
-? Left.
-? Right.
-? Left.
-? Wipe out the Zombies with the bow and arrow.
-? Continue forward.
-
-
-
-Old Man
-
-
-
-? Carefully cross the ramp.
-? Left.
-? Pick up the potion.
-? Click on the man.
-? Hit the crystal .
-? Take the piece of crystal that has broken off.
-? Exit.
-
-
-
-Amber Glow
-
-
-
-? At the top of the stairs turn right.
-? Right.
-? Right.
-? Left.
-? Left.
-? Turn Right.
-? Kill Rock.
-? Right.
-? Left
-? Left. Be careful, there is a break in the ground.
-? Jump.
-? Right.
-? Continue forward to the glowing substance.
-? Hit it with your sword.
-? Pick up the piece that breaks off.
-
-
-
-Teleporter Room
-
-
-
-? Turn around.
-? Continue past the break.
-? Follow tunnel.
-? Turn right at the fork.
-? Keep going until you reach the transporter room.
-? Now head backing to the area with the three pressure plates.
-
-
-
-Turning Bridge
-
-
-
-? At this point, if you didn't bring any rocks with you form the DOD,
-then you need to go back. Have fun.
-? Put one rock on the left pressure plate to turn the bridge.
-? Put the remaining rocks on the other two pressure plates to lower the
-bridge.
-? Cross.
-
-
-
-Apothecary
-
-
-
-? Follow the tunnel to the first left.
-? Keep going until you get to the doors.
-? Open the doors.
-? Enter.
-? After the gnome stops talking, click on the statue. This is the
-essence of Sun Tsu.
-? She will ask for iron, tree root, and amber glow. Then you can have
-it for 250 coins.
-? Exit.
-
-
-
-Locked Iron Door
-
-
-
-? Go all the way back until you can make a left turn.
-? Break the lock off the door with your hammer.
-? Take the lock.
-? Open the doors.
-? Kill Spriggan.
-? Follow passage.
-? Turn left.
-? Walk down ramp.
-? Kill Rock Demon.
-
-
-
-Tree Root
-
-
-
-? Follow passage.
-? Make a right when you can and go to the dead end.
-? Climb up the rock face.
-? Follow passage left til you get to the tree roots.
-? Chop the one sticking out of the wall.
-? Take the root.
-? Exit.
-
-
-
-Boulders
-
-
-
-? Head back to the padlocked door.
-? Make a right at the opening, just before the door.
-? Follow passage to the boulders.
-? Walk up as close as you can get.
-? Get ready to run.
-? As soon as the bolder enters the picture, start running.
-
-
-
-Gnome Sage
-
-
-
-? Continue following the path to the doors.
-? Open the doors.
-? Enter.
-? Click on the gnome.
-? He will ask for a lode stone to help you exit the Gnome Realm.
-? Exit.
-
-
-
-Breaking the Brick Wall
-
-
-
-? The brick wall is at the North Center part of the map.
-? Turn around.
-? Exit.
-? Pass the boulders.
-? Follow the tunnel to the fork.
-? Turn left.
-? Continue to the next for.
-? Turn right.
-? Continue till you reach the brick wall on the left.
-? Turn right and go up the ramp.
-? Kill 2 Rock Demons.
-? Follow the passage.
-? Continue forward.
-? Climb up.
-? Follow passage to the bolder.
-? To the right of the bolder is a hole.
-? Push the bolder into the hole.
-? Jump into the hole yourself.
-? Push the bolder through the passage.
-? At some point, Connor will automatically pick the bolder up and
-through it down the ramp. The bolder will break through the brick
-wall.
-? Go through the hole in the wall.
-? You will need light.
-? Put the crystal in the purple crystal on the wall to the left.
-
-
-
-Black Dragon Wyrm
-
-
-
-? Follow the passage.
-? Kill the wyrm with your hand weapon.
-? The old man appears and turns into a younger man.
-? Pick up the black diamond.
-? Go through the next room.
-? Click on purple crystal.
-? You will meet Hector.
-? Take the pyramid.
-? Replace it with dark pyramid.
-? Watch the next scene.
-? Take the dark pyramid.
-? Take the lode stone under the pyramid.
-? Go back to the Sage Gnome.
-
-
-
-Sage Gnome
-
-
-
-? He is at the far West point on the map.
-? Pass the boulders again.
-? Give the lodestone to the Sage.
-? The barren region is now available on your map.
-? Now go to the Apothecary.
-
-
-
-Purchasing the Sun Tzu
-
-
-
-? Go back through the boulders for the last time.
-? Make a right at the fork.
-? Then right at the opening.
-? Keep going until you reach the Apothecary.
-? Give the ingredients.
-? Buy the Sun Tzu.
-? go back to the teleporter room.
-
-
-
-Teleporter Room
-
-
-
-? Teleport to the Barren Region
-
-
-
-The Barren Region
-
-
-
-The Village
-
-
-
-? From the transport pad head West to the bridge. Pick up crystals as
-you find them.
-? Try to stay out of the paths of the ants although they are easy to
-kill and hold crystals.
-? Watch out for the Pyro Demons in the lava.
-? After crossing the bridge, continue North until you reach the
-village.
-? Enter the first hut on the left.
-
-
-
-Shaman Hut
-
-
-
-? Click on the Shaman.
-? She will tell you that she can resurrect the dead for 25 gold coins.
-? Exit.
-
-
-
-Weapons Hut
-
-
-
-? Click on the weapons dealer.
-? He will tell you of the basilisk. He needs a black diamond and a
-metal shaft to make a weapon to defeat it.
-
-
-
-Sanctuary of Stone
-
-
-
-? Head up the hill to the West.
-? Enter the Sanctuary.
-? Cross the bridge to the South.
-? Talk to the guy with the horn. He will tell you the stone has
-disappeared.
-
-
-
-Blacksmith Shop
-
-
-
-? Enter the Blacksmith Shop.
-? Talk to the Blacksmith.
-? He is of no help.
-? Exit.
-
-
-
-Broken Bridge
-
-
-
-? Now head North behind the castle.
-? Step on to the broken bridge.
-
-? When you are finished a bridge will be completed and you can cross to
-the other side.
-
-
-
-Fire Gem
-
-
-
-? Go to the North of the volcanoes.
-? Climb the ramp.
-? Grab the fire gem. A spirit will appear and tell you of the fire
-dwarves. The have another piece of the mask.
-
-
-
-Getting the Stone
-
-
-
-? Head back South.
-? Follow the mountain East.
-? Then North to the broken bridge.
-? Cross the broken bridge to the wall.
-? Climb up.
-? Take at your bow and arrow and shoot the gongs in order of the colors
-of the rainbow. Red, orange, yellow, green, blue, indigo, violet or
-4,2,7,5,1,3,6.
-
-
-
-Sanctuary
-
-
-
-? Return to the sanctuary.
-? Go back to the horn guy.
-? Put the stone in the pedestal.
-
-
-
-Blacksmith
-
-
-
-? Go back to the blacksmith.
-? Talk to the blacksmith.
-? He gives you a metal shaft.
-
-
-
-Weapons Hut
-
-
-
-? Go back to the weapons hut.
-? Give the diamond and metal shaft.
-? You will receive a pike in return.
-? Exit.
-
-
-
-Basilisk Lair
-
-
-
-? Go South.
-? Cross bridge.
-? Keep going South to the lava.
-? Head up the hill and go behind until you reach the blocks in the
-lava.
-? Jump the blocks to the cliff to the South.
-? Climb the cliff.
-? Get out your pike.
-? Step to the edge of the cliff.
-? Walk off and you will automatically kill the basilisk.
-
-
-
-Temple
-
-
-
-? Turn around and cross the bridge.
-? Go to the right of the temple.
-? Climb up.
-? Jump in the hole.
-? Take the sword on the sarcophagus.
-? Open the panel to get a potion.
-? Click on the dwarf.
-? Pick up the key he drops.
-? Notice the pattern of shapes along the top of the walls.
-? Go to the sarcophagus.
-? Push the pressure plates in the order on the wall. Moon, Triangle,
-Circle, Square.
-? A door opens.
-? Enter.
-? Open panel.
-? Take potion.
-? Take suit of armor.
-? Exit room.
-? Climb out.
-? Go back to the basilisk.
-? Use your new sword to chop off his tongue.
-? Take the tongue
-
-
-
-Fire Dwarves Lair
-
-
-
-? Take the path behind the lair.
-? At the fork, go right.
-? From here, look at your map. You want to head West.
-? As you approach the dwarves lair, kill the two dwarves.
-? Use your key to open the door.
-? Follow the pathway.
-? Kill the dwarves as you come upon them.
-? On the wall to the right will be three buttons.
-? Shoot the first button with your arrow.
-? A bridge will extend to the other side.
-? Cross the bridge.
-? Once inside, pull the lever to free Fressa. You will meet her again
-later.
-? She will tell you of a crystal scepter. She will also open a door for
-you.
-? Be sure to get the pipe cap in the left most cell before entering the
-secret room.
-? Once inside the secret room there is a wall safe with some familiar
-symbols.
-? Push them in the same order as before. Moon, triangle, circle, and
-square.
-? Take the second pipe cap inside.
-? Exit back across the bridge.
-? Shoot the second button.
-? Cross the bridge.
-? Open the trunk and get the third mask piece.
-? Behind you a henchman will appear.
-? Kill him
-? Take all that he leaves behind.
-? Exit.
-? Shoot the third button.
-? Kill the dwarf.
-? Cross the bridge.
-
-
-
-Elevator Room
-
-
-
-? Put a pipe cap on one pipe.
-? Enter the elevator.
-? Turn around.
-? Shoot the button with arrow.
-? You will go up to the next floor.
-? Exit.
-? Pick up scepter.
-? Pick up potion of reveal.
-? Get back in the elevator.
-? Shoot the button again.
-? You will go back down.
-? Put on the other pipe cap.
-? Get back in the elevator.
-? Shoot the button.
-
-
-
-Frozen Reaches
-
-
-
-Snow Palace
-
-
-
-? Head South to the Snow Palace.
-? Talk to Freesa, Queen of the Snow Nymphs.
-? Give her the crystal scepter. She will let you keep it.
-? Exit.
-
-
-
-Dragon's Cave
-
-
-
-? Head West to the Dragon.
-? Use the scepter on the Dragon. She can't take you anywhere until the
-gate is opened.
-? Look at the broken chain hanging from the ceiling.
-? Push the ice block underneath it.
-? Stand in front of it and jump. Make sure it is against the edge and
-you are not on the ice.
-? Once on the box grab the chain. The gate will open.
-? Click the scepter on the dragon.
-? You will automatically jump on her back and fly across the lake.
-
-
-
-East Tower
-
-
-
-? Head North to the East Tower.
-? Kill the two Ice Orcs.
-? Pick up the crossbow that one drops.
-? Climb the wall to get in.
-? Exit through the open doorway.
-? Pull the lever to open the trap door.
-? Jump in.
-? Shoot the barrels.
-? Open the trunk.
-? Take the potions.
-? Exit and head North.
-? At the fork go east.
-
-
-
-Flaming Sword, Invisible Snow Mane
-
-
-
-? At the top of the hill you will be attacked by an invisible Snow
-Mane.
-? Drink a potion of reveal and kill him.
-? Continue forward.
-? Look at the sword in the block of ice.
-? Walk on to the ice.
-? Throw a rock three times till the ice breaks.
-? Use your fire gem on the ice to melt it.
-? Click on the sword.
-
-
-
-Guard House
-
-
-
-? Head south then West around the East Tower.
-? When you finally make it up the hill a couple of Ice Orcs will be
-waiting for you on the other side of the lake.
-? Kill them with your crossbow.
-? Walk around to the left being very careful not to touch the water.
-? Walk to the left of the guardhouse and behind it.
-? Climb up.
-? Click on the grate. Watch the scene that unfolds.
-? Move forward to the jail.
-? Talk to the Gryph king.
-? Pull the lever on the other side of the room. This will create
-lightning.
-? Exit to the balcony.
-? Jump off. You will automatically kill the guard.
-? He drops a key. Look around and pick it up.
-? Climb back up.
-? Free the king.
-? Exit.
-? You will be attacked and fall through the grate.
-? Kill Thork.
-
-
-
-Thork's Throne Room
-
-
-
-? Open the trunk.
-? Take the amulet.
-? Pick up the ice shard.
-? Notice the trunk behind the locked gate.
-? Look at the slot in the wall.
-? Open the front door.
-? Notice the gap in the floor.
-? Put the ice shard in the gap.
-? Use the flame sword to melt it.
-? Now use the crossbow to freeze the melted water.
-? Now pick it up.
-? There is a rock in the corner of the room if you need it.
-? Put your new ice lever in the slot in the wall to open the gate.
-? You will break the ice guard and open the trunk.
-? The guard will re-appear.
-? Kill him quickly.
-? You now have a 4th piece of the mask.
-? Go back to the dragon. Go back to the other side of the lake.
-
-
-
-Gryph's Cave
-
-
-
-? From the dragon's cave, head South then west.
-? Follow the trail to the cave.
-? Click on the Gryph king.
-? You will receive a blue adament.
-? Go back to the dragon and fly back across the lake.
-? Go back to the guardhouse.
-? Climb up.
-? Go to the electric chair.
-? Put the blue adament, tongue, mushroom on the chair.
-? Pull the lever. You get an increase in armor and weapons ratings.
-? Climb down.
-
-
-
-West Pillar
-
-
-
-? Use amulet on pillar- "Only the blade of fire can sever the head of
-the Drakes."
-
-
-
-The Drakes
-
-
-
-? From here continue North.
-? Kill the snowy guys.
-? Climb the wall.
-? Kill the Drake.
-? Walk past the Drake.
-? Drop down into the hole.
-? Continue down the hall.
-? A new section loads.
-
-
-
-Paradise Lost
-
-
-
-? Go to the altar.
-? Click on it. Conner will notice a depression.
-? Put the clear crystal in the depression.
-? You will now be transported to the Realm of the Sun.
-
-
-
-Realm of the Sun-Level 1
-
-
-
-? Exit the room after killing the Henchman.
-? Turn left.
-? Look up at the ceiling. There is a hole.
-? Approach the wall.
-? Kill the snake.
-? Climb the wall.
-? Break the urns as you come across them.
-? Take the medallion.
-? Climb back down.
-? Exit the room.
-? Head down the hall.
-? Turn left.
-? Kill the Henchman.
-? Move forward to the end of the hall.
-? Kill the two Henchmen.
-? Open the panels with the red crystals.
-
-
-
-Tablet of Knowledge
-
-
-
-? Head North.
-? Kill the snakes.
-? Take a left and head West.
-? Watch where you step. Certain areas will cause Shadow Demons to
-appear.
-? Make a left into the temple. The Archons are frozen.
-? Listen to the voices for clues.
-? Take the tablet from the altar.
-? Exit.
-
-
-
-Hall of Truth
-
-
-
-? Head toward the North East side of the map.
-? Click on the Archon when you reach him.
-? He opens the door for you.
-? Enter the room with the monster. Don't worry about the fact that
-there is no floor.
-? He will transform into a key as you approach.
-? Exit
-
-
-
-Sword of Truth
-
-
-
-? Head back South.
-? Use the key on the door.
-? Take the sword. Something will be written on the tablet.
-? Head all the way to the NorthWest corner to exit to Level 2.
-
-
-
-Level 2
-
-
-
-? Use tablet on the door.
-? Follow the passage.
-? The door on the left is locked.
-? Continue forward.
-? Beware of three Henchmen.
-
-
-
-Hidden Switch
-
-
-
-? Head North, East and North. Take the second left.
-? Follow the passage into a large room.
-? Find the unlit candle. Enter the top right doorway. The candle is
-right in front of you.
-? Pull the candle to open the locked door we saw earlier.
-? Exit through the bottom right passage.
-Hidden Room
-
-
-
-? Follow the passage.
-? Take the first right.
-? You will automatically find the fifth mask piece.
-? Kill the Henchman.
-
-
-
-Cauldron Room
-
-
-
-? Head to the very NE room on the map.
-? Automatic scene.
-? Henchmen come out of the cauldron.
-? Use the medallion on the cauldron to turn it into healing water and
-stop the flow of Henchmen.
-
-
-
-Hall of Light
-
-
-
-? Head down the hall to the South.
-? Approach the book on the pedestal. It's too dark to read.
-? Push the pedestal into the middle of the circle on the floor.
-? A key will appear.
-? Take it.
-? Exit.
-
-
-
-Armor of Light
-
-
-
-? Head for the locked door at the middle of the screen.
-? Use key to open door.
-? Click on suit of armor. Auto scene.
-
-
-
-Level 3
-
-
-
-? Go to the door that asks you to seek the light. This is on the NW
-side of the map.
-? Use the table on the door.
-? Follow the passage. Notice the panel in the wall.
-? Make a left at the fork.
-? Continue until you can make a right.
-? Click on the golden urn.
-? Go back to the now open panel.
-? Take the potions.
-? Go through the West opening.
-? Continue to the door that speaks of order.
-
-
-
-Hall of Order
-
-
-
-? Head to the North part of the map.
-? Click on the Archon.
-? Enter the open door.
-? Put the mask puzzle in order.
-? Enter through the now open door.
-? Take the key.
-
-
-
-Chalice of Order
-
-
-
-? Head to the room to the East on the map.
-? Prepare for a battle.
-? Use the key on the door.
-? Take the chalice.
-? Go back to the door that speaks of order.
-? Use the tablet on the door.
-? Enter.
-
-
-
-Inner Sanctum of the Mask
-
-
-
-? Click on the Archon.
-? Enter the room.
-? Lucreto appears.
-? Put a piece of the mask on the altar.
-? Fight Lucreto till he disappears.
-? Move toward the altar and put another piece on and be quick about it.
-? Fight Lucreto again.
-? Continue this process till Lucreto has been finished off.
-? Once the portal has opened push Lucreto into it.
-
-
-
-Congratulations! Daventry has been restored to its former self.
-
-KINGDOM OF DAVENTRY.
- Connor is in front of Sarah's house. Enter the house. DON'T
- click the kettle near the fire unless your red health bar is
- low. The broth shouldn't be wasted. At the table, get the
- mushrooms. From the shelf near the beds, get the square amber
- potion of shield. Exit the house.
- On the left side, get mushrooms from the ground. Your weapon
- right now is your fists. Click the fist icon, go to the right
- side of the house and punch the Goblin. Search it for anything
- it might have. In a small corner by the house, get the coins.
- If you lost a lot of red health in the fight, go back in the
- house and drink from the kettle. The mushrooms should be saved
- for later.
-
-
-
- Click the raven and it flies down the road. Turn right and go
- north to your house on the left. Punch the bull's-eye target,
- in the field, till your experience rating increases. This
- target only does it once. In the inclosed side yard, punch the
- target for another experience increase. Left of the entry, get
- three mushrooms. Avoid the Goblin for now.
-
-
-
- Enter your house and go into the back room. Get the dagger
- from the table top. If your health is low, there's a kettle of
- healing brew by the fire. On a bottom shelf in the corner,
- open the jar and get 35 coins. Exit the house. Choose your
- dagger and get rid of the nearby Goblin. Hit Alt to put your
- dagger away. At the fence post, click the play cursor on the
- raven.
-
-
-
- Follow the raven south, past Sarah's house, and down hill to
- the west. Stay off the west road and to the right as you go by
- a Mausoleum, then a Church on your left. There's a Spriggan
- hiding with a crossbow in the fenced area between the two
- structures. Hit End and run on past and straight toward a
- Wizard who says, "Come closer lad." Get rid of the Goblin
- nearby.
-
-
-
-TIP: when you have a weapon in your hand, you can hold Ctrl to
-use your regular cursor without putting your weapon away! But you
-CAN click your potions with the weapon cursor.
-
-
-
- Click your regular play cursor on the Wizard to talk to him.
- He eventually gives you a magic map. You can view it anytime
- by hitting Tab. Head back east and stay off the left side of
- the road as you pass the Church and the Mausoleum. Near the
- top of the hill, go due south (right) to the cliff overlooking
- the Mausoleum roof. SAVE GAME!
-
-
-
- Hit F2 to see yourself (third person view.) Line up the corner
- of the cliff and the Mausoleum roof corner (hold down right
- button and move mouse.) Back up a good bit, and while still
- lined up with the two corners, make a running jump to the
- Mausoleum roof (End toggles run/walk and Insert for jumping.)
- Hold down the up arrow, then hit and hold Insert at the
- correct time. Once on the roof, let up on the keys. Get out
- your dagger.
-
-
-
-TIP: At other times, it may actually be easier to be in first
-person view (you can't see Connor) though. Then when there's an
-automatic scene, it temporarily switches to third person.
-
-
-
- Go to the opening at the far end. When the camera view
- changes, step forward and you automatically jump down and kill
- the Spriggan. Take the crossbow. If your experience isn't at
- least 5, avoid the zombies coming up out of the ground in the
- graveyard area. Run around the Mausoleum to the road. Go to
- the farmhouse north of the Mausoleum and on the right side of
- the road. The small map icon at the lower right of your screen
- has a tiny arrow showing direction. In the farmhouse, get
- mushrooms from the table basket.
-
-
-
- Next to the bed, get the leather boots. Get some coins from
- the shelf. Open the chest on the shelf and get an additional
- 25 coins. Exit the farmhouse.
-
-
-
-TIP: For possible experience increase, and weird fun, kill some
-chickens with your crossbow. Every time you kill something, your
-green experience meter increases. When full, it increases your
-armor status and you start with zero in the experience meter
-again. Now you start building experience again and when it's
-full, you get another armor status increase. This routine is
-repeated over and over during the game.
-
-
-
- Turn right and go around the farmhouse. Kill and search the
- monster near the petrified farmer. Behind the farmhouse, kill
- and search a couple of zombies. Go back around front and cross
- the road to the farm stand. Get all the mushrooms from the
- three baskets. If your health is down, eat the fish and fowl
- hanging in the stand.
-
-
-
- Go north up the road and to the fountain. If your health is
- still down, get a drink.
-
-
-
-TIP: It is rumored that if you keep drinking, Connor will burp!
-
-
-
- Go north west up the road to the tavern on the right. Enter
- and go behind the counter. Get the leather gloves for another
- Armor rating increase. On the shelf, get coins from the chest.
- On the tables, drink from the mugs to see Connor get dizzy. Go
- up to the balcony and get healing crystals from the large
- chest. Go down and exit the tavern.
-
-
-
- Find two barrels, on the side of the tavern, and use any
- weapon to bust them. Get the potions. From the front of the
- tavern, get out your bow and slowly go west toward the bridge.
- When you see the TOUGH Spriggan, fast click shooting should
- kill it. Cross the bridge and go to the intersection. Turn
- left (south) and take a few steps. Look up (Page Up) to see
- the windmill on the left. Get ready with your crossbow and
- SAVE.
-
-
-
- When you arrive, start shooting the hopping Spriggan near the
- door (switch to dagger for second one if necessary; you can
- even back up while fighting and eat mushrooms to restore
- health.) Another crossbow Spriggan is inside. You can shoot it
- out or rush forward with your dagger. Once safely inside, look
- up to see an axe stuck in the roof beam.
-
-
-
- Push the hay bale under the axe, jump onto the bale and get
- the axe. Arm yourself with the axe and make sure your health
- is 100 percent. Exit the windmill and get confronted by a
- Henchman. Drink the square amber shield potion and kill the
- Henchman. Pick up everything he drops. Go back north and east
- over the bridge.
-
-
-
- Go due south past the fountain and take the first right (west)
- to the mill. To the right of the door, get the mushrooms near
- the evergreen tree. Enter the mill and Connor says "I could
- use that rope and hook." Exit the mill and walk around the
- left side to a tall tree and chop it down. The water is
- stopped and the wheel quits turning. Reenter the mill.
-
-
-
- Jump onto the milling area. Get squarely in front of the
- balcony opening and jump onto the balcony. If it's too
- difficult, maybe you could back flip onto the balcony. Facing
- the opening, turn around and step forward a couple of steps if
- you can. Hold the back (down) arrow and immediately hit
- Insert. Once you're on the balcony, get the rope and hook.
- Exit the mill, head due north and west back across the bridge.
- Go to the intersection, then north to Kavanagh's house. Enter
- and click on the hobby horse and the drawings on the table.
- Take the mushrooms from the shelf basket, then exit the house.
- Go around the left side to the outhouse. Get out your axe,
- open the door and kill the surprised occupant.
-
-
-
- Continue northeast to the fence and jump over. Go north along
- the river bank toward the falls and click on the falling
- water. You notice something behind the water. Approach the
- wall on the west (left) and you should see a large yellow
- rope/hook arrow appear at the lower right of your screen.
- Click your rope and hook in inventory, and click that on the
- wall.
-
-
-
- Hold forward (up arrow) to climb to the top. Push the stone
- blocks off the table, shutting off part of the water. Maneuver
- to get the yellow down arrow and use your rope and hook on the
- wall. Climb down and enter the revealed tunnel. Choose Yes to
- enter the new region to Castle Daventry. Follow the zigzag
- tunnel and click on the candle to open a secret door.
- Enter the castle dining hall. Click the portrait of King
- Graham. With no weapon in hand, walk against the portrait to
- push it. Take the brass key from the secret niche. Walk
- through the door to the left and pick up some ashes from
- beneath the burned out wall torch. Continue on into the throne
- room. Look at (click game cursor on) the two statues.
-
-
-
- Click the mirror while it swirls to see an evil being that
- taunts you. Return to the dining hall and exit through the
- tunnel. Wade to the east shore of the river and go north up
- the road to the Daventry sign. Turn right and go east. Five
- zombies rise out of the path, kill them and take all the
- things they drop. Slowly continue east till you see a Spriggan
- guarding a mausoleum.
-
-
-
- Kill him with your bow. The spirit of Sir James of Daventry is
- released. He says to "Find the door of divine origin; the urn
- will reveal the way." Use your axe to bust the door and enter
- the tomb. Put away the axe, and walk against the sarcophagus
- lid to push it aside. Take the hero ring and exit the tomb.
- Cross the bridge over the moat but don't enter the keep ruins.
- Two Spriggans wait inside to either side of the passage. Make
- sure your health is high and your healing potions are handy
- (press Space bar to see inventory.) Get out your axe, enter
- castle keep and defeat the two Spriggans. Pick up any potions
- and coins. Keep your axe out , climb the nearby ramp, and kill
- a Spriggan at the top just around to the left.
-
-
-
- One more Spriggan is on this level. Climb the ramp to the
- lookout post and kill the TOUGH guard. Talk what he drops,
- including the leather breastplate. Go down both ramps to the
- bottom. There's a small room on each side of the entrance. In
- one is a single chain, and in the other are two chains. Pull
- those three chains once each. This should disarm a couple of
- nearby traps.
-
-
-
- Enter the back hallway and follow it to the first corner. See
- that wall slot, it's a trap that should be off. Continue
- toward the locked doors. If you didn't turn off the traps,
- you'll know when you step into the patch of sunlight. Use key
- (from Graham's picture) to unlock the door and enter. This is
- a Teleporter room. DO NOT use it right now!
-
-
-
- Exit the room and run down the hall to the right, hugging the
- right hand wall as you run. An arrow trap is firing away. If
- you hurry, you can safely round the corner before getting it
- in the backside. Exit the castle keep and go due east through
- a narrow pass in the hills. You'll find a big beast with it's
- forelegs in a foul pond. Don't step in the toxic water.
-
-
-
- Talk to the beast, which is actually a unicorn. Click on the
- beast till she has nothing new to say. Go around the beast and
- head south to the Alchemist's house-with the boarded up front
- door. Bust the boards with your axe, then put it away. Enter
- and get the scroll for a Permanent Spell of Might. In
- inventory, right click the scroll to see the ingredients
- needed:
-
-
-
-A piece of giant golden mushroom
-
-
-a blue adamant
-
-
-the tongue of a basilisk;
- combine these under a blast of
- lightning, or something similar! Turn right to the shelf by
- the stove. Get the Elixir of Life and the Potion of Shield. Go
- back to the church down in the extreme south central part of
- the map.
-
-
-
-
- Approach the front door and your rope/hook arrow should
- appear. Use your rope and hook on the wall and climb to the
- roof. Approach the hole in the roof on the correct side and
- use your rope and hook to climb down inside the church. Take
- the burning candle from the side table in the entryway (sacred
- flame.) Approach the large urn in the back near the lectern.
- Push the urn, and through the window you see the mausoleum
- door open. Return to the entryway and click some coins once on
- the offering box. Use your rope and hook to climb to the roof.
- Go to the opening in the wall and climb down to the ground. Go
- around the church and hurry through the graveyard and into the
- open mausoleum.
-
-
-
- You can take your time and gain experience by killing some
- zombies.
-
-
-
- Step into the swirling light for a non interactive sequence
- with a Shadow Bane guarding the entrance to the Dimension of
- Death. Exit the mausoleum and the raven summons you again.
- Hurry through the graveyard and go to the Wizard by the lake.
- Talk to him and give him the candle from the church, the ring
- from Sir James' sarcophagus, and torch ashes.
-
-
-
- You get a magical Ring of Illumination. There's another item
- you need to more easily survive the Dimension of Death. Go
- into the lake behind the Wizard and swim due west to the tall
- island in the middle of the lake. Look up to see a structure
- on top of the rock. Walk around the island to the odd
- structure.
-
-
-
- Approach the wall directly behind the structure till your
- climb arrow appears. Use your rope and hook on the wall to
- climb. Open the door and enter the house. Under the desk to
- the left, take the Potion of Invisibility. At the ink bottle
- by the spell book, click the magical quill to inscribe the
- Jupiter symbol on the parchment. Take the parchment.
-
-
-
- Go to the spinning globe, by the door, and use the parchment
- on the globe. Take a Potion of Reveal from inside. Turn to the
- writing stand and drink the red Potion of Reveal to see a
- chest near the writing stand. Open the chest and get a large
- silver bell. Exit the house and climb back down the cliff.
- Step over to the odd structure; it's a bell stand.
- Use your bell on the stand. Use your axe to strike the bell
- three times. Click on the Lady of the Lake to get the Sword of
- the Lake. Now your ready for the Dimension of Death. Swim back
- across the lake and return to the mausoleum by the church.
- Step into the swirling vortex and your magical Ring of
- Illumination dispels the Shadow Bane.
-
-
-
-DIMENSION OF DEATH.
-
-
-
- You start out in the extreme south and east part of the map.
- Turn around and examine the five symbols above the portal
- vortex. Draw them on a piece of paper just as they appear.
- You'll need them later. Turn back around and save if you want
- (a good idea starting a new level.) Get out your sword. Ahead
- in the dark is an archer skeleton on each side.
-
-
-
- Step forward into the dark. You automatically encounter the
- skeletons. Rush forward and turn to each skeleton to kill it.
- Pick up potions, crystals, coins, etc. If you accidentally
- pick up a broadsword, it's weaker than yours. Click it on your
- Sword of the Lake to get it back. Notice the two pedestals,
- with flames, on each side of the main walkway.
-
-
-
- Facing the big metal doors, go left around the building. Just
- west of the building is a pedestal with a spinning object over
- it. Click the game arrow cursor on the pedestal to read it.
- Then take the spinning object; Lever of Life. At each of the
- two pedestals with flames, on each side of the main blue path,
- insert the Lever of Life and walk against it to turn off the
- pedestal flame.
-
-
-
- As the fourth pedestal is turned off, lasers throw a fireball
- against the doors and they open. Enter the building to a
- floating tile puzzle. (Get out the drawing you made of the
- five symbols over the portal door.) In third person view, turn
- right and jump 3 times to the far end of the platform. Turn
- left and you should see the first symbol, like a strange
- pitchfork.
-
-
-
- Simply step forward to jump onto the tile. Turn around and
- step onto the tile with a half circle and small full circle
- inside of it. Turn right and step onto the tile with a circle
- and dot. Turn right and step onto the tile with two back to
- back half circles and a line between them. Talk with Lord
- Azriel. You end up back at the front of the entry hall.
- Head back north west past Azriel's altar where you got the
- spinning object. In the NW corner, break one of the boxes to
- get to the fallen warrior. Click on the warrior to get a piece
- of his iron shield. Some of the boxes have mushrooms, etc.
- Other boxes have skeleton guards to kill for experience
- increase. Stay out of the red area, or else!
- Explore the rest of the entry hall. There's some skeleton
- guards, with useful items, on the east side. In the SE and SW
- corners, read the flame pedestals for an experience increase.
- Go to the gate at the hall's north end, between two pyramids.
- Two skeletons are on the other side. Try to get them with your
- crossbow. You've probably learned by now that you never run
- out of bolts. Use Azriel's key on the gate.
-TIP: Anytime you see boxes and urns, smash them for useful items.
-If the urns are on a platform, shoot them with your bow, then
-jump up on the platform.
- A third skeleton shoots from the distance. Kill it too. DO NOT
- go east right now. Instead, go west and look for a switch on
- the south (left) wall before the corner. Make sure the switch
- is down. This disarms eight arrow spitting skull traps just
- around the corner. Stay against the left wall as you go around
- the corner and head south.
- Shoot the urns on the platform, jump up and get all the items.
- Flip down the switch while you're on the platform. This
- disarms fire traps directly south at the end of the hall. Go
- south to the wall and turn west. Continue against the left
- wall to another obstruction as you go west. Get over or around
- it and continue along the left wall to the far SW corner where
- there's zombies and you should hear a crying child. For now,
- kill the zombies.
- Turn north and continue along the left wall. You enter a large
- open area. Pick up any rocks you might see (you eventually
- need 4.) There's a large metal crate in each corner and a
- water fountain in the very center. There's four shrine
- structures surrounding the fountain. Drink from the fountain
- if your health is down. Read all inscriptions you come across.
- Push each of the four metal crates in this fountain room till
- a metal plate pops up from beneath each one and torches light
- on nearby pedestals. Don't forget to pick up the rock near the
- NW metal crate. Go to the fountain and click on the Sylph to
- talk to her. Click on her till she mentions rust and mold for
- a protection spell.
- Go south to the passage just left of the tower ( look up to
- see the tower.) Just inside the passage, there's a room full
- of boxes to either side. Enter the left room, kill two
- skeleton guards, and take any items they drop. Smash the boxes
- for some items. Read the pedestal about a key to Creation.
- Exit the room and go to the next room blocked by a metal
- crate.
- There's several ways of getting into the room. Make a running
- jump over the crate, do a back step and flip over, or climb
- the outside wall of the tower and climb down into the room.
- Once there, break all the boxes for items. Talk and listen to
- the child, then go push the metal crate so she can escape.
- Exit the room, go north toward the fountain and go west to the
- wall.
- Stay against the west wall and go north and kill three
- skeleton archers. Continue north to the River of Death (DON'T
- step in the water!) SAVE GAME! Dip your piece of iron shield
- in the water. Enter the south end of the boat house and talk
- to the boatman.
- Keep clicking him till he tells you about "Judging the skulls
- on the left",..."Down Creation plus Completion equals All
- Things." Turn around and exit the boat house. Turn slightly
- left and carefully enter the open area with a pedestal and a
- Weeper. Take it out with your crossbow from distant shots
- (weepers draw life out of you.)
- Read the pedestal about "Seven holds the key...." Exit the
- room, get out your sword and continue east along the
- riverbank. Kill all rising zombies and any other monsters. You
- come to a wall blocking your eastward route along the river.
- Turn south and stay against the left wall. Three skeletons are
- just around the south corner.
- Keep against the left wall and pass a spiked gate. Continue
- east and take the second left into a room with many urns.
- Shoot them all from a distance, then collect all the goodies.
- Exit south to the wall and turn east. Go east to the wall and
- turn south. Go south to the second left and pick up a rock. At
- the east wall, go north to wall and turn right to a wall
- switch and pull it down. This turns off fireball traps on the
- other side and just north.
- From the short corner, go south to the wall then east to the
- wall. Turn south and take the next right and go west through a
- narrow passage. Follow it upward and around to a tower with
- glyphs of Lord Azriel. You're at the East Tower. Walk to the
- tower until the climb arrow appears. Make sure your health is
- up, change view if necessary to see Connor (hit F2), and make
- sure you're in run mode. Now SAVE GAME!
- On top, you can't kill the Commander Skeleton, you have to
- force him over the edge. Climb the wall, then if you have a
- square amber shield potion, drink it. Wait till the skeleton
- comes near, then run around it. He's near the edge and is
- easier to force him to his death. After the skeleton falls,
- climb down and take the Chain Mail outfit.
- Now your experience might be around 12 or 13, depending on how
- much fighting you've done. Go back down the winding path. At
- the bottom, turn right and head south. Five skeletons guard
- the hallway and a key box. From a distance, kill them with
- your crossbow if possible, then finish up with your sword if
- necessary.
- Pick up any useful items and get a square key from the box. Go
- W to wall, S to wall, W to wall, S to wall, W to wall and
- slightly south to a blue locked door in the south central area
- of the map. Use your square key on the door and automatically
- enter to see 6 skeletons fighting and wagering. Carefully back
- out to the narrow doorway and rapid fire your crossbow. You
- should be able to get all the skeletons. Finish with your
- sword if necessary.
- Pick up any valuables and particularly the circular gold key.
- Exit, turn right and go due north up the corridor with a patch
- of burning stuff. Approach the wounded man in the corner and
- talk with him. He tells about a Hammer necessary to cross the
- River of Death. Continue left around the corner and get the
- rock nearby. Beware a Weeper around the next corner and shoot
- it from a distance.
- Continue north and east from the Weeper and down a passage
- with fallen columns. Kill a skeleton and pick up the potion.
- There's 2 archer skeletons farther north in the dark. Ease
- forward and shoot them from a distance. Continue north and
- follow the passage around the Central Tower. At the top, make
- sure you can see Connor, then Quickly SAVE GAME!
- There's a pressure plate on each of the four corners of the
- tower and you have to depress them with something heavy.
- Around the tower, zombies rise out of the ground. Try to lure
- one onto a pressure plate before you kill it (you probably
- don't have four rocks.) Then throw a rock onto each of the
- other plates. When all four are depressed, four VERY important
- portals are activated down at the Sylph fountain.
- There's another rock nearby. Walk around the tower till the
- climb arrow appears. Climb to the top and read the pedestal.
- Walk west over the crossway. At the far side, get a rock just
- north of the ramp. Cross back to the tower and climb down. Use
- the rock if necessary.
- When all four plates are depressed, go back down the winding
- path and continue around the south area and work your way over
- to the large west central area to the fountain. You might see
- another rock along the short twisting south hallways. The four
- shrine structures around the fountain now glow with swirling
- portals to the Halls of Light hidden in the four corners.
- Approach the northwest portal inscribed with "Hall of
- Respite." (Look up and right click on the plaque over the
- portal to make sure.) Get out your crossbow and step through
- the swirling portal. Step forward, turn left and shoot the
- skeleton archers. Jump onto the lower block, then the taller
- block. Make sure you see Connor, press F2 if necessary.
- SAVE GAME! Be sure you're in walk mode (End toggles walk or
- run) and carefully walk to the far edge of the tall block
- (next to the small block.) Put away your weapon and switch to
- run mode. Make a running jump across the river. Avoid the
- deadly river and stand in front of the statue. Get the shield
- potion from the statue. Look at the skull collection in the
- left cabinet. On the bottom shelf, take the seventh skull from
- the left.
- Turn right and go to the column with a crack in it. Push the
- column into the river. In third person view, use the fallen
- column and make a running jump across the river. Exit the hall
- through the portal. Approach the northeast portal, inscribed
- with Hall of War. Make sure your red health meter is high. Get
- out your crossbow and SAVE GAME! Step through the portal, turn
- right and shoot the archer.
- Go around the pedestal and shoot the archer on this side. Get
- his coins. Cross the bridge by carefully walking on the right
- side railing to the gap. Jump across and carefully continue to
- the other side. Get the potion of strength from the anvil. See
- if the skeleton dropped anything. Put your skull (from hall of
- respite) on the headless statue.
- Pick up the Feather of Truth, and Save again if you want. Go
- back across the bridge railing and exit through the portal
- *(you might need the game patch right here!) Go through the
- southwest portal marked with Hall of Immortality. Pick up the
- red potion of reveal and exit through the portal. Finally, go
- through the southeast portal Hall of Justice.
- Take the green potion of invisibility above the pedestal fire.
- Put your feather of truth on the scale. Step forward to jump
- on other scale side. The heart is healed and Lord Azriel
- appears. Step forward to jump off the scale, and forward again
- to exit the portal.
- All the blood pools are now dried up. From the fountain area,
- go west to the wall and stay against the left side as you go
- north to the boat house. Continue east along the river to the
- wall, turn south and bear left around the north central
- structure, east past the gate and take next left. Go north to
- riverbank and turn east. Watch out for skeletons, especially
- high up on the walls.
- Continue east to wall and turn south. Go south and take the
- next right to a narrow passage and go through it. As Connor
- turns the first corner in the narrow passage, he says "Phew!
- What's that moldy smell?" Continue to the drained blood pool,
- get all the mushrooms AND the lump of Green Mold! Return to
- the fountain. Give Sylph the rusty shield piece. Give her the
- green mold. You get a spell that increases your Armor rating.
- From the fountain, go west to the wall, north to the wall turn
- east and ready your crossbow. Slightly to the right, go down a
- narrow passage past a broken column. Watch out for a Weeper
- and get it before it gets you. At the double doors in this
- narrow passage, use your circular gold key (from the skeleton
- training area to the extreme south central area.)
- Through the doors, ready your crossbow. There's a skeleton in
- each of the six boxes and two more stand in the open. Kill all
- skeletons and pick up all the useful items. There's large
- doors west and a barred gate east. There's lots of switches on
- the walls. They open gates and cells in the jail area.
- Carefully do the following instructions:
-1-EAST WALL SWITCHES.
- Flip down all four switches on the east wall. You now have
- access to four blocks of cells, each block has four cells for
- a total of sixteen. Go east through the open gates, shooting
- from a distance and killing everything in each of the 8 cells
- to the left and to the right. Just remember to keep your
- distance. With all 16 cells taken care of, return west to the
- switch room.
-2-WEST WALL SWITCHES.
- These four switches direct power to each of the four blocks of
- cells. You can only pull down one switch at a time. The first
- switch should already be down, so go to the south wall.
-3-SOUTH WALL SWITCHES.
- These four switches open each of the 4 individual cells in a
- particular block. Pull all 4 down. Return to west wall.
-4-WEST WALL.
- Pull second switch down. Return to south wall.
-5-SOUTH WALL.
- Pull all four switches down. Return to west wall.
-6-WEST WALL.
- Pull down the third switch. Return to south wall.
-7-SOUTH WALL.
- Pull all four switches down. Return to west wall.
-8-WEST WALL.
- Pull down the fourth switch. Return to south wall.
-9-SOUTH WALL.
- Pull down all four switches.
- Now all 16 cells should be open. Get everything from each
- cell. In the last cell on the east end and on the left (north)
- side, pull the lever to open the main northern exit. For now
- though, return west to the switch room.
-SWITCH ROOM.
- Ready your crossbow. Face the west double doors and drink a
- red Potion of Reveal. The doors are an illusion. Get close
- enough to see the huge Egyptian Skeleton and fire away to kill
- it before going through the fake door. Watch the wandering
- Spirits and notice their patrolling pattern. Put away your
- weapon, approach the platform steps and SAVE GAME!
- Do a careful walking jump onto the front edge of the main
- platform, but not into the spirit' path. Switch to run mode.
- Time your run and jump past the spirits onto the center
- platform. Your health will be depleted. Drink only Sacred
- Water to heal! Third from left in inventory. Now take the
- hammer and the spirits leave.
- Go back through the illusion door to the switch room. Exit the
- switch room to the north and turn right. Take the first left
- and follow the path around this Northwest Tower. You have to
- climb twice to reach the top. Get four healing crystals and a
- red Potion of Reveal. You need the reveal potion much later in
- a frozen region, so don't use it until then.
- Climb down twice, go down the incline and return to the large
- open fountain area. Get against the east wall, go south and
- take the first left (east.) Turn south again and take the
- first left. Turn north and take the next right. Turn south and
- pick up another rock. Since you're just south of the central
- tower, go up around it and pick up the rocks you left there.
- Return to the north central structure. Make sure you're in
- full health and your sword is ready. SAVE GAME! As you go
- through the gate, a main skeleton talks the sends his squad
- after you. Back away and make the skeletons come after you,
- and shoot to kill. Then switch to your sword and drink a
- shield potion if you have it. Rush forward and kill the main
- skeleton. Pick up all useful items AND the double-edged sword.
- Go left of the steps and look across the river at a lever.
- Throw your hammer to trip the lever and lower a bridge. Cross
- the bridge and go through the portal to the swamp.
-THE SWAMP.
-SAVE GAME! Be cautious of Swamp Bubbles-they're deadly underwater
-creatures. When you see hear or see them, throw your hammer at
-them till you see a dying tentacle. A Swamp Slimes are light
-brown four legged super water spiders. Swamp Fiends are big
-goonie creatures carrying big sticks. Avoid toxic green patches
-of water.
- From where you arrive, go west and very slightly right as you
- approach land. Find a big trunked tree against the hill. The
- tree is the Oracle of the Tree. Talk to it and give it gold
- when it asks. Keep giving it gold (10 times I think) till it
- has no more to say. You get several boosts for your green
- experience. From the Oracle, go southwest and through a narrow
- area to a couple of swamp shacks. Enter the left shack. In the
- left corner, open the trunk and take the gold. In the other
- corner on the shelf, take the metal gloves.
- Exit and go to the other boarded up shack. Smash the entrance
- and go inside. Open a chest for some gold. Smash the inner
- door, enter and get the white Hearing Horn. Get gold from
- another chest. Exit the shack and go northeast back to the
- Oracle tree, then go southeast towards the Whispering Weeds
- (looks like people standing around.)
- Take one step at a time till you get close enough to hear loud
- whispering. Get too close and they go under water. Use your
- Hearing Horn on them to hear about a Mask piece. Go north and
- northeast to a cove with giant mushrooms. Get all small
- mushrooms you can. In the back of the cove, get a piece of the
- Golden Mushroom with your sword.
- It's an ingredient for the Permanent Spell of Might. Exit the
- cove, go north then northeast to a grove of dangerous
- Mandragor Trees. Each one has two protective upright roots. Go
- around the left side to the back of the cove. You'll see a
- corpse hanging from a root. You HAVE get that Crossbow. SAVE
- GAME! Rush in and take it and get away before suffering too
- much damage.
- To fight a Mandragor, use your sword to cut one of it's roots,
- rush in and slice up the tree.
- Exit the grove of trees and stay to your right against the
- hill avoiding toxic water. As you go northwest along the hill,
- you'll eventually notice a scaffold building surrounded by
- toxic water. In the building is a teleporter. Forget it right
- now and stay to the right as you round the cliff in a
- northerly direction. Make sure your armed with the sword.
- You'll start to see Wisps, snake like plants sticking up. Get
- too close and they strike. Stay close to the cliff and cut the
- ones too close for you to safely pass. To do this, squarely
- face one from a distance, take a step and slash, take another
- step and slash. Do this slash and step till you safely cut the
- Wisp off. Continue to a far northwest cove where you see
- sparkling patches of floating light.
- Get close and talk to the Swamp Wisps. They ask for a secret
- in return for cure of poisonous water. Click them again and
- Connor tells about the secret from the Whispering Weeds. Click
- the Wisps yet again to see a magic flower and learn of a
- Golden Ladle to cleanse the waters. Take the flower and Connor
- eats it. Now you're protected from poisonous waters.
- Go all the way back toward the whispering weeds in the extreme
- southeast, then go to the extreme south of the map to the
- Swamp Witch's Tower, ready your sword and make sure your
- health is high. SAVE GAME! Go around to the south side where
- the Witch awaits. Use a square potion of Shield, horn potion
- of Strength, then rush in and kill the Witch.
- Approach the blocked door and look through to see hanging
- sandbags. Use your crossbow on them and the door will open. Go
- inside and enter the left room. Get any rocks you see. Go into
- the right room with a dead Goblin on a table. Get the Unicorn
- horn from its chest. Click the cauldron and watch a movie of
- Henchmen being made.
- Click the book on the pedestal. Click on the cauldron again.
- Go to the foot of the upward ramp and stop. Click the holes on
- the right-hand wall. Click on the bloodstains on the ramp. As
- you slowly climb, click your sword on each hole to trip arrow
- traps. Check out the second floor and break things to find a
- large assortment of useful items.
- Go outside to the balcony and pick up all health items. At the
- edge of the spike trap at the bottom of the ramp, throw a rock
- onto the trap to spring it. Go up the ramp to the third floor.
- Go up the East ramp and get a full suit of Chain Mail. Go up
- the west ramp, ready your sword and SAVE GAME! Open the chest
- and get the second piece of the Mask.
- Another Henchman appears. Rush forward and kill him. You
- automatically cut off his hand. Pick it up and go back down
- the ramps and exit the tower. Cross the swamp to the northwest
- till you reach the tall scaffolding structure in the west-
- central area of the map. Climb the wall side, then climb again
- to reach the top. Cross the bridge to the gate.
- Click on the hand print and realize your hand is too small.
- Use the Henchman's hand on the print. Connor walks forward to
- some stone columns and stumps.
-..........X.finish
-O.O.*.O.O.O.O
-O.*.O.O.O.O.O
-..O.O..O.O.O
-O....O.....O
-O.O.O.OO.*..O
-O.O.OO.*.O..O
-...........X.start....
-SAVE GAME, and every time you make a correct jump! Where you
-arrived, follow the stars: ne2, n1, w1, nw1,sw1,w1,nw1, ne3.
-Safely across, you automatically enter the Swamp Witch's secret
-vault. Two Swamp Fiends attack, one from each side. Kill them,
-and get a Golden Ladle from the chest.
- Pull the 2 chain handles to open a switch box by the door.
- Pull the switch in the box. This opens the gate and disarms
- the grid's charges. Go straight across to the other side. You
- automatically walk out onto the bridge. Climb down the
- building and return to the Witch's Tower in the extreme
- southeast of the map.
- At the cauldron on the first floor, use the Golden Ladle to
- purify the swamp's water. Connor talks to Mudge, snail King of
- the swamp. He creates a whirlpool. DO NOT GO NEAR IT, yet! Go
- to the Teleport Tower in the northwest area of your map (the
- gold star) and careful of any carnivorous plants there.
- Climb the tower and stand on the swirling circle. At the lower
- left of your map, scroll to The Kingdom of Daventry. Then
- click the lower right teleport icon to go there. Just east of
- where you arrive, go east to the Unicorn-beast, at the foul
- pool, and give it the unicorn horn. You get a small dark
- crystal pyramid in return.
- Go to the brown Kavanagh house in the extreme west northern
- area of the map. Inside, talk to Gwennie and get the gold she
- offers. Then talk to her again. Go back to the teleporter in
- Castle Keep and teleport back to the Swamp. Climb down the
- teleporter tower, return to the Witch's Tower in the extreme
- SE and step into the whirlpool in back to teleport to the
- Underground Realm of the Gnomes.
-UNDERGROUND REALM OF THE GNOMES.
-SAVE! Rock Demons rise out of the floors, Bat Mantas drop from
-the ceilings, and Zombies roam the halls. You arrive in an entry
-hall. Look for a rock and health items. Pick mushrooms and break
-barrels. Get ready to use your hand weapon. Throw a rock onto the
-pressure plate to open the main door. Watch out for a Bat Manta
-on the other side.
- Enter and kill the bat. From the main door, go due east and
- kill a rock demon around the first corner. Bust barrels, get
- health items and any rocks. Hear that digging? At the dead
- end, speak to the Gnome and pick up a rock. Exit and go back
- past the main door heading due west. Take the first left
- (south) and go down a slope (kill a bat) that angles back east
- under the entry hall.
- Continue zig zagging east to a dead end and talk to another
- Gnome. Go through a door to your right going south. Buy the
- best armor you can afford; yellow bronze breastplate 350, or a
- lesser plate mail for 250. To purchase, put on the item and
- give coins to the merchant. Exit the armor shop and go left.
- Go north at the first right.
- Continue on to a ramp but don't go up yet. Kill a hopping
- Spriggan and get it's gold. Get the rock. Go clockwise around
- the open shaft under the ramp. Go under the ramp to find lots
- of useful things. Go back around the shaft and continue up the
- ramp. At the top, go west and bust a Rock Demon and 2 Bats.
- Continue west along the twisting corridor and kill two more
- Spriggans. Take their gold and potions. Enter the first
- corridor right.
- Go down the stairs and head east. Alert! When you turn north
- at the end, kill a bunch of Zombies. Cross the bridge,
- continue north and talk to the Old Man. You learn about a
- Light of Life. Use your weapon to cut off and get a piece from
- next to the old man. Pick up an Elixir of Life from the floor
- nearby. Go back across the bridge.
- At the steps, you have to jump up the higher ones. At the top
- go right and keep right when you have the choice of direction.
- Kill a Stone Beast and 3 Zombies. You arrive at an open pit.
- SAVE GAME! Run/jump over the pit, then SAVE again! Go along
- the corridor to a room guarded by a Rock Beast and some Bats;
- kill them.
- There's Amber-Glow on the wall. Use your sword to get some. Go
- back to the pit and SAVE before you run/jump back across. Then
- take the first corridor going north to a Teleporter but DON'T
- use it just yet. Go back to the main door area (work your way
- south, then west, down twisting stairs then due west and up
- the ramp) where you arrived in the extreme south central area.
- At the top of the ramp, go west continuing past the opening
- with pressure plates to your right. Continue west and kill a
- Rock Beast outside a door. Enter the weapon shop in this
- extreme SW area. From left to right; heavy crossbow 300, small
- bow 200, war hammer 400. Buy the best, most costly, leaving
- yourself at least 250-275. If you can get the heavy bow and
- the hammer, without going below 250-275, you'll be a mighty
- foe.
- Exit the shop and arm yourself. Zig zag east along the
- corridor. Take the first left and kill Bats. Three pressure
- plates control the turning bridge. Throw a rock on the left
- plate to rotate the bridge. Throw a rock onto each of the
- other 2 plates to lower the ramps, then cross the bridge.
- Follow the corridor and take the first left leading down,
- around and under, kill a Rock Beast and a Bat.
- There's lots of items for sale here, but you SHOULD already
- have plenty of crystals and potions. Just in case though, the
- prices are: shield potion 75, invisibility 100, strength 50,
- mushrooms-3 gold each, crystals 20. Click the statue on the
- right to learn it's the Essence of Sun Tsu, a strength
- enhancer. REMEMBER, you need at least 250 gold later.
- Exit the shop and go up the ramp. Turn left and go to the
- padlocked door. Use a hand weapon to break the lock, then take
- it. Ready your weapon, open the doors and kill a Spriggan.
- Take the gold and continue north. Take the first left, kill 2
- bats and continue west. Hear the rumbling? SAVE! One at a
- time, time you run through the boulders. Beware of a Rock
- Beast at the end of the corridor. Go through the door at the
- end.
- Approach and talk to the Gnome Sage to learn his machine needs
- a new lodestone. Exit and go back through the boulders. Go out
- to the north south corridor and go north. At the next
- intersection, beware 5 or 6 Bats. Then go west and down a ramp
- to kill a Stone Beast and get a potion. Continue the corridor
- and kill another Stone Beast.
- Take the first right to a big empty room. Look up to see a
- cliff wall. Maneuver to see the yellow climb arrow appear and
- use your grappling hook to climb. At the next intersection, go
- left to kill several bats and continue to another room. Cut
- off a piece of tree root, pick it up and exit the room. Go
- back to the intersection and turn right.
- Slowly approach the edge, use your grappling hook and climb
- back down. Continue south and go east. Go up a winding ramp
- and go east to the central area and a brick wall blocking an
- opening. Continue east up slope, if you have at least 2 shield
- potions, use one then kill 2 Rock Beasts. Go south to another
- wall and climb up.
- Follow the passage to a room with a large boulder and a hole
- in the floor. Push the boulder through the hole, then jump
- down after it. Push the boulder around a circular corridor.
- When you reach the down ramp, you automatically push it down.
- The boulder breaks through the brick wall. Go through the
- busted wall and enter a new area, but not too far!
- Use your crystal piece (from old man at fire) on the purple
- wall receptacle to light all lamps in this area. Ready your
- hand weapon and SAVE! Continue down the corridor to the Dragon
- Wyrm's Lair. Use a Shield AND Strength potion. Rush forward
- and kill the Dragon Wyrm. Get the Black Diamond Heart and
- someone briefly appears. Enter the next room.
- Click the purple diamond switch on the right side to watch a
- message. Hector tells Connor about the mask being betrayed.
- When the bright crystal pyramid is offered, take it from the
- top of the pedestal. Put the dark purple pyramid (from the
- unicorn in Daventry) on top of the pedestal. Click the diamond
- switch again for another message.
- Retrieve the dark crystal, then take the lodestone from the
- pedestal. Go back to the Gnome Sage in the extreme west
- central area of the map. Give the lodestone to the Sage. Open
- you map and scroll it to see the Barren Region is blank thus
- far. To return to the Apothecary (red cross on the Underground
- map), pass the rolling boulders, to the wall, turn south and
- go to the first right. Go down, around and under. Give the
- Amberglow, Tree root, and Iron lock. If you have at least 250
- gold, click your coin icon on the Sun Tsu statue to get an
- increase in you armor rating. Put any change back into
- inventory.
- Exit and go up, around and south across the bridge. Return to
- the teleporter room (the star in east central area.) Go to the
- south central area of the map, go down, around and under. Zig
- zag east, take first north (left), go up and around the open
- shaft. Go on north to the teleporter (star) on the map. SAVE!
- Step onto the teleporter, open your map to the Barren Region
- and teleport.
-THE BARREN REGION.
- Quickly back up to the cliff and ready your crossbow. Start
- picking off the fire ants with rapid shooting till their
- numbers are considerably reduced. Then carefully go west,
- picking mushrooms along the way. Watch out for Pyro Demons
- rising in the lava river to the north. Continue west and cross
- the bridge. Follow the path north to a couple of huts and
- enter the east one. This is a weapon shop.
- The super battle axe costs 500. Buy it if you have enough. The
- long range weapons aren't any better than the one from the
- Gnome Weapon Shop if you already have it. You learn of a
- Basilisk and a weapon that can be made to kill it. You should
- already have a black diamond heart. Now you need a good metal
- shaft.
- Exit and go to the west hut. Talk to the shaman woman. You
- should already have enough healing potions and crystals. Exit
- and go around behind the hut. Go up a path due west between
- two pillars. Climb into the fortress and cross the footbridge.
- The guards ignore you. Talk to the creature blowing the BIG
- horn. You learn of the disappearance of the Stone of Order.
- Enter the shop next door and talk to the blacksmith.
- Exit the Sanctuary and go down the hill. Go north west along
- lava, to the right of the sanctuary hill, and arrive at a
- broken stone block bridge where stone blocks rise up. When you
- step on a correct block, it stays put. Stay too long on an
- intermediate block and it sinks.
-O....2.......finish.....6...O
-O...O...O...O...O...O...3
-5....O...O...O...7....O...O
-O...O...1....O...O...O...O
-O...O...O...O...O....4...O
-................start...............
-Jump n, nw. 1 safe. Jump nw, n, n. 2 safe. Jump se, e, e, e, e. 3
-safe. Jump sw, s, s. 4 safe. Jump w, w, w, nw, nw. 5 safe. Jump
-ne, e, e, e, ne. 6 safe. Jump s, sw. 7 safe.
- Metal blocks line up between the two sides. Jump across the
- blocks to the north side.
- Watch out for 2 fire ants. You'll see one right away and
- another as you continue. Listen carefully for it. Avoid the
- lava geysers and go due north east along the left hill, then
- turn north up an incline. Continue north and go up a ramp to a
- stone pyramid. At the very top, take the fire gem from the
- stone altar. You automatically speak with an Archon.
- Go back south into the lava geyser field, go due east and
- continue through a mountain pass down to the river and some
- disconnected stone bridge sections. Ready your ranged weapon
- and SAVE GAME! Several pairs of Pyro Demons are in the lava
- lake. Cross the series of stone sections to the tall building.
- SAVE after each successful jump.
- Go to the structure; DO NOT jump the last 3 sections east
- unless you want to fight an army of Pyro Demons. Climb the
- building with your grappling hook. At the top, step forward
- onto the inscribed platform and get out your crossbow. You
- have to shoot the 7 gongs in the correct order; red, orange,
- yellow, green, light blue, dark blue, and purple.
- Of course, you won't know the color until you shoot a gong!
- Just do the following:
-Number the gongs left to right 1-7 (1-3 on your left, 4 directly
-ahead, and 5-7 coming back toward you, on the right.) Shoot the
-gongs in this order: 4, 2, 7, 5, 1, 3, 6. After the bridge is
-fully extended, you go on across. Take the stone of Order and
-return to the fortress on the hill above the village igloos.
- Next to the creature with the horn, place the Stone of Order
- on the pedestal. Go into the blacksmith shop and get a strong
- metal shaft. Go down the hill to the weapon shop. Give the
- metal shaft and the black diamond to the shop owner. Give him
- 10 gold coins, and you get a powerful Black Diamond Pike. Exit
- the village and head south.
- Go across the bridge and continue to the far south central
- area of the map toward the Basilisk Lair. Go west up the slope
- that leads behind the Basilisk. Bear left (south east) through
- a pass and to some stone blocks in the lava. You have to jump
- from one block to another to reach the other side. Work you
- way to the highest block, then run/jump to the back of the
- cliff.
- Climb the cliff and ready your diamond pike. Step forward and
- Connor jumps onto the Basilisk and kills it with the pike.
- Ready a ranged weapon; Pyro Demons could appear! Nearby, cross
- the bridge. Go around the right side of the Temple and climb
- the wall with your grappling hook. At the top. Approach the
- hole in the roof, and use your grappling hook to climb down
- the hole.
- Click on the dead Fire Dwarf and pick up a granite key. Click
- the square wall panel to get a bottle of Sacred Water. Look up
- at the series of four symbols repeated around the wall. Each
- symbol appears on each of the four pressure plates around the
- sarcophagus in the middle of the room. Have Connor walk
- against the pressure plates in the following order: crescent,
- triangle, circle, square. The door will open. Take the long-
- sword off the sarcophagus.
- Go through the open door and turn right. Get a bottle of
- Sacred Water behind the square wall panel. Turn around and get
- the full suit of armor for a big armor increase. Return to the
- wall near the dead Dwarf and climb with your hook. From the
- roof, climb down the outside wall and return to the Basilisk.
- Use your sword to cut off its tongue, and pick it up.
- Go past the right side of the Basilisk and start uphill. Head
- back over the ridge behind the lair. This time, go right at
- the fork. Work your way north, then west until you find a dead
- tree near a narrow strip of land between the lava lakes. Ready
- your crossbow, a couple of Pyro Demons hide nearby. Cross the
- narrow strip of land, turn left and head south.
- Continue south, staying close to the cliffs, until you find 2
- Fire Dwarves guarding an entrance to their underground lair.
- Kill the guards and get their gold, potions, and the Super
- Fire Arrows. Turn around and go forward to the lava lake, and
- kill another Pyro Demon for a combat boost. Find a lock in the
- rock wall.
- Use your granite key (from dead dwarf in temple) to open the
- door and enter the lair. Follow the walkway, eliminating
- guards as you go and get their potions. At the end, you should
- find 3 buttons on the north wall. Shoot the buttons to extend
- three ramps. Cross the leftmost ramp and flip a lever to
- release Freesa the Snow Queen.
- She opens a secret door, then leaves. In the leftmost cell,
- get a pipe cap from the floor. Ready your sword, go through
- the secret door and kill the Fire Dwarf. Get the potion.
- Examine the wall safe. Click the panels in the same order as
- at the temple sarcophagus. Get another pipe cap. Exit out to
- the 3 ramps and cross the middle one.
- In the chest is another mask piece and you have to kill
- another Henchman. Get 3 potions from the floor. Exit and cross
- the rightmost ramp. In the back of the room is another Fire
- Dwarf to kill. Pick up any useful items dropped. Put a cap on
- JUST ONE of the steam pipes and step on the platform. Use your
- bow to shoot the button on the far wall and ride up.
- Step off and get a crystal scepter and a red reveal potion.
- Get on the elevator and shoot the button again to ride down.
- Put a cap on the other pipe, get on the platform and shoot the
- button a final time to go to the frozen reaches.
-FROZEN REACHES.
- Enter the palace and talk to Queen Freesa wearing the crown.
- She fills you in on the situation and gives you permission to
- fly on her crystal dragon. Give the crystal scepter to the
- queen but she says, "You need it more than I do." Exit the
- palace and follow the icy path due east to the Crystal
- Dragon's Pen. Use the crystal scepter on the dragon.
- She explains she can't fly until the door is open. A broken
- pull chain lies on the floor. Look up to see a segment of
- chain hanging from the ceiling. Push the ice block till it's
- under the piece of ceiling chain. Stand facing the block but
- careful not to bump it anymore. Turn around to face away from
- it and take a couple of steps.
- You're about to attempt a back flip onto the block of slippery
- ice. You get more height than a forward run/jump! Hold the
- back arrow and immediately hit Insert, then let up both. You
- don't want to slide off the block. When you're finally on the
- ice block, pull the chain segment to open the gate. Jump down
- and use the crystal scepter again on the dragon and you're
- off.
-FROZEN REACHES: Northern Shore.
- After you arrive, SAVE! Ready your bow and go NW up the path.
- As soon as you see a Frost Demon, start firing away and 5 of
- the beasts come at you. Keep rapid firing to kill them and
- back away if necessary. Frost Demons are relatively slow but
- lethal closeup. Killing each one gives you a slight experience
- boost.
- Continue up the path, bearing right along the cliff. Continue
- uphill and east through a narrow black pass. Turn left and
- start running up the steep incline. Keep running to a Y
- intersection and go left into a narrow pass. Turn around and
- ease back one step at a time till you see 2 bowman on a black
- ramp.
- Ease forward a step at a time till your shots start hitting
- them. Keep rapid firing to kill both guards and you should
- suffer very little damage. Go up the ramp and get one of the
- Ice Crossbows. Pick up the potions. Approach the tower wall
- and use your grappling hook to climb. Go to the opposite
- balcony, turn around and pull the lever.
- Jump into the open trapdoor. Break each barrel and maneuver
- around to make sure you get everything. Open the chest and get
- four horn strength potions. Pull a lever to open the main
- door. Exit and go left back around front. Go north down the
- ramp. At the crossroad, follow the path due east. Up ahead is
- a large group of Frost Demons.
- Rapid fire to kill them, backing up when they start getting
- close. With all the Frost Demons out of the way, ready your
- sword and continue northeast up the main trail till you start
- to hear something snoring. Just ahead is an invisible Snow
- Mane. Drink a red Reveal, an amber Shield, and a horn of
- Strength. Rush forward and kill the beast. Go to the frozen
- pond ahead. Step onto the pond to realize the ice is thin.
- Throw a rock onto the ice. Pick up the rock and throw it
- again. Do this till the ice shatters and the rock sinks. Use
- your Fire Gem (from Barren Region) on the pond. From the edge,
- avoid the water and take the Flame Sword. Go back down toward
- the east watchtower (where you got your ice bow) and continue
- south. Turn west (right) at the first fork and go through a
- narrow V-shaped crevice in the mountain.
- Follow the path as it bears south through another narrow
- crevice to another trail. Turn hard right and head north up a
- very steep trail. Watch out for another group of Frost Demons.
- You come to a mountain lake. The water is DEADLY cold. Two Ice
- Orcs stand guard on the other side. It's possible to kill them
- from the south side of the lake.
- Slightly southeast of the lake is a guard house. Go inside of
- it and get 4 items from each of the two barrels. Exit and go
- forward to the lakeshore. Careful of the water, stay against
- the cliff, and go around the right side. Get two potions near
- the dead Orcs you shot. Go around to the backside of the
- stronghold and climb the wall with your grappling hook.
- Go to the grate on the roof to start an automatic scene. Then
- continue forward into the jail area and turn left. Talk to an
- imprisoned Gryph King. Turn around and stand at the lever near
- the chair and maneuver so that you can see the chair. Pull the
- lever to see the chair rise and the resulting electricity.
- Go to the small balcony in front and the scene changes to an
- overhead view. Walk forward and you automatically jump the
- guard and kill him. Pick up a potion and the jail key. Go
- around back and climb the wall again. Unlock the cell to free
- the Gryph King. Ready your sword and go out on the room and
- fall through the grate with another guard.
- Drink a Shield and a Strength potion and kill Thork. In the
- chest in a corner, get the Deciphering Amulet. Get the ice
- shard on the floor. Look in the barred room to see a chest and
- a frozen Henchman. Look at the slot by the door and realize,
- "Could be a locking device. Perhaps something fits there."
- Open the front door and Connor tries to walk out but nearly
- trips on the door gap. Press F2 if necessary to see Connor and
- the doorway at the same time. Put the ice shard in the door
- gap, then use the flame sword to melt it. Use your ice bow to
- re-freeze it, then pick up your new ice lever. Back inside at
- the barred door, use the ice lever on the door slot. Enter the
- room and you automatically break the frozen Henchman and get
- the fourth mask piece from the chest. The Henchman reforms so
- kill him again, drink potions if necessary. Exit the
- Stronghold, go around the left side of the cold lake,
- returning south to the crystal dragon.
- Ride the dragon back across the lake. From the dragon's pen,
- go south and west past the Snow Palace and a teleporter on
- your left. Continue northwest up a steep trail to the Gryph
- Cave and go right on past the Gryph guards. Talk to the King
- and he gives you a Blue Adamant. Return to the dragon and fly
- across the lake again.
- Return to the far north central area on the map and climb the
- back wall of the Stronghold again. Now to use the 3
- ingredients to make the Permanent Spell of Might. Put the Blue
- Adamant, Basilisk tongue, and slice of gold mushroom in the
- chair. Pull the lever for electricity and get the spell.
- Notice the increase in your weapon and armor points.
- Use your grappling hook to climb down the back of the
- Stronghold. On the west side of the Stronghold, go through the
- V shaped crevice and kill 2 Ice Orcs. Follow the curving trail
- south and kill some more Orcs. Continue south until the West
- Watchtower appears on your right. Kill the two Orcs on guard
- there.
- Go around the right side of the tower and use your ice bow to
- kill the Frost Beast below the cliff. There's nothing on the
- roof here so enter the tower, bust the barrels and pick up
- everything. Exit the tower and go down due south and take the
- first right. Stay against the right cliff and follow it
- northwest (kill an Ice Beast) and go to the pillar.
- Use your Deciphering Amulet to read the pillar, "Only a blade
- of fire can sever the heads of the Drake." Ready your bow and
- continue north up the trail. Kill 7 more beasts. Continue
- north to the huge structure and look up to see a two headed
- drake. Climb with your grappling hook. At the top, ready your
- Flame Sword and SAVE!
- Jump up the ledge, get close to the drake and cut off both
- heads. After killing the Drake, jump down the hole behind it.
- You should have 4 pieces of the mask at this point. Go down
- the tunnel and you're asked if you want to go to a new region.
- Since you have 4 mask pieces, choose Yes.
-PARADISE.
- Go to the altar in the middle of a stonehenge structure. Click
- on the altar to notice "a depression" on top. Put your bright
- Crystal Pyramid in the depression and an Archon appears. Since
- you have the 4 mask pieces, you're transported.
-REALM OF THE SUN.
- Level 1: Truth. SAVE! Exit the room and ready your sword.
- Break all urns you see. Go south and enter the room of water.
- Kill the Water Snake. There might also be a Shadow Demon.
- Notice the dripping water. Look up to see an opening. Go to
- the far wall and climb with your grappling hook. Bust the urn,
- look down and take the Mask Medallion.
- Climb back down and watch out for a Shadow Demon. Exit and
- turn north. There's Henchmen and other manner of beasts around
- the hallways. Go north from the water room and take the first
- left. Go west all the way to a room at the end and kill 2
- Henchmen. Open the south and the west wall panels for potions.
- In some areas, stepping on certain sections of the floors
- cause Shadow Demons to rise out of the floor. The sections
- have very faint discolored outlines.
- Exit the room to the north and work your way along, hugging
- the left wall until you get to a room full of several statues.
- Take the Tablet of Knowledge from the altar. Right click it in
- inventory to realize it's "void of its precepts." Listen to
- some of the thoughts of the statues. Now you have to go to the
- northeast to the big gold doors:
-Exit N to wall, E to wall, N to wall, E to wall, S to wall, E to
-wall, S to room, go east and take the second north and go through
-the room. Enter a large room with a central block. There's an
-Archon in the NW corner, leave him alone. Open all 8 panels
-around the block and get the potions. Approach the Archon and
-talk to him. He opens the doors.
- Enter the Hall of Truth and enter the first room on your left.
- Walk off the edge straight at the monster. Get the Key of
- Truth. Exit south from the hall and continue south through the
- room with 8 panels, carefully just entering the next room. 3
- floor panels release Shadow Demons. Turn left, hug the left
- wall, and go to the gold door on the left.
- Use your Key of Truth to open the door. Enter and take a Sword
- and Shield of Truth from the altar to start an automatic
- scene. Your tablet is inscribed with the Precept of Truth. Now
- for the extreme northwest: exit, go north to 8 panel room and
- go around left of center block, take first left. Watch out for
- loose floor panels. Go W, N, W, N, W, N, W, N.
- As you approach the gold doors, you're asked "What is the
- power of truth?" Use your Tablet of Knowledge on the door.
- Before continuing, turn around and open a secret panel on your
- right and get a potion. Now, go through the door.
-Level 2: Light.
- SAVE! This level has several Henchmen. Go north to the room
- and exit it on your left. Go W to wall, N to wall, W to wall
- and turn north. Take the next left to a room with a center
- block that has 3 urns in alcoves and a secret panel on the
- west side. Bust the urns for potions and open the secret panel
- for another.
- There's an unlit candle on the south end of the central block
- (sometimes it's in the northeast exit of this room.) Find that
- unlit candle and pull it down. This opens a passage in the
- room directly south. From the urn room, take the southeast
- exit to wall, S to wall, turn east and take first right. Go
- south and take next right. Enter the room for an automatic
- scene where Connor finds the final mask piece.
- As you leave the room, Henchmen are in the way. Kill them. In
- the hallway, go N to wall, E to wall, S to wall, E to wall.
- Zig zag north and take first right. Go east and take first
- left. Kill some Henchmen on the way and enter a large room in
- the NE of the map. There's an automatic scene of a Henchman
- coming out of a cauldron.
- Use your Mask Medallion (from level 1 water room) to change
- the cauldron into a Healing Well. If your health is down,
- drink till it is fully restored. Exit the room and S to wall,
- W to wall, S to wall, E to wall, zig zag south to an Archon
- outside a gold door. Click the Archon and listen to him. Enter
- the Hall of Light.
- Push the book pedestal to the center of the circle of light.
- When you're close, you automatically push it to the very
- center and the Key of Light appears. Take the key, turn around
- and exit the hall. Continue north and zig zag north to wall, W
- to wall, zig zag south to wall, W to wall, N to wall, turn
- west and take next right to another gold door.
- Use your Key of Light to unlock the door. Enter and take the
- Armor of light. A new precept is inscribed on your tablet.
- Exit the room and ready your sword. In the hallway, go east,
- south, east and zig zag north and straight north to wall. Go
- west to wall and turn north. Approach the door and you're
- asked "How gainest thou the Light?" Use your tablet on the
- door to open it. Enter the next level.
-Level 3: Order.
- No monsters are in the hallways. Go north then east to a room
- with a center block. On the east side of the room is a gold
- urn. Push (or click) on it to open a wall panel. Get the
- potion. Leave the room at the north exit, busting urns as you
- go E to wall, N to wall, E to wall, turn north and take next
- right. Bear left through the room and talk to the Archon.
- Enter the Hall of Order. This puzzle requires Connor to push
- the large gold blocks to form the Mask of Eternity image. Hit
- F2 if necessary, to see Connor. Use the tilt up or tilt down
- keys to see the top of the blocks. The Mask icon at the top
- left of the screen (move your cursor there) is what the blocks
- should eventually show. The completed image has to be centered
- on the inner black outline on the floor.
- When the doors open, enter the north room and take the Key of
- Order from the altar. Exit the Hall of Order and ready your
- weapon. Bust all urns on you way. In the room with sun bursts
- around the walls, exit left and E to wall, S to wall, turn
- east and take the next right to zig zag south to next left and
- check your health. Then SAVE! and switch to your bow.
- Slowly advance one step at a time till you see archers in the
- shadows. Kill them and possibly some zombies, then quickly
- switch to your sword and kill the commander skeleton. Use your
- Key of Order to open the gold door. Enter the back room and
- get the Chalice of Order from the altar. A new precept is
- inscribed on your tablet.
- Exit to the corridor and zig zag south, then go west to the
- gold door and a voice says "Speak thou of Order." Use your
- tablet on the door, enter the passage and the final area
- loads. If you've been busting everything, killing and picking
- up potions and crystals, you should have plenty on hand. Click
- the Archon by the door. If you have everything necessary, he
- lets you pass.
- Enter the Altar Room. After talking with Lucreto, approach the
- altar and Lucreto attacks leaving your health very low. Use
- mushrooms and crystals right now to rebuild your health to
- full. Take a mask piece and place it on the altar. Lucreto
- feels threatened and appears. Fight him till he vanishes. Put
- another mask piece on the altar.
- Fight Lucreto again (how's your health?) Put a third mask
- piece on the altar and fight again. Place a fourth mask piece
- on the altar (Lucreto doesn't appear!) Place the final mask
- piece on the altar and a swirling vortex appears. Don't get
- too close to it! Fight Lucreto and force him back into the
- vortex. Enjoy the ending. Watch the credits to see your score.
-Did you think to use any of your invisibility potions in a
-particularly difficult area of the game? Could you have used one
-during this finale?
-
-
-
-
diff --git a/.vim/vimwiki/vimwiki_html/Life in the Woods.html b/.vim/vimwiki/vimwiki_html/Life in the Woods.html
deleted file mode 100644
index 862c61b..0000000
--- a/.vim/vimwiki/vimwiki_html/Life in the Woods.html
+++ /dev/null
@@ -1,25 +0,0 @@
-
-
-
-
-Life in the Woods
-
-
-
-
-
-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;
- }
- }
-}
-
-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.
-
-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
-
-<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>
-
-If you see… Then
-plain text Enter this literally, exactly as shown.
-italics Replace this with an appropriate value.
-<angle brackets> This is a required argument.
-[square brackets] This is an optional argument.
-x|y
-
-
-Pick one of the options shown.
-
-
-Available options are shown separated by vertical bars: |
-ellipsis … The argument may consist of multiple words separated by spaces.
-
-
-
-Success Conditions
-
-
-A command's Success Conditions must be met in order for the game to consider the command "successful". This is used to determine a variety of things, such as the output of a redstone comparator feeding from command block with a command. Note that not all "successful" commands actually do something, and not all "failed" commands fail to do something useful.
-
-
-
-Restrictions
-
-
-Describes restrictions on who can use the command or in what context.
-
-
-None: The command can be used by any player in any world. The following commands have no restrictions: /help, /me, /tell, and /trigger.
-
-
-Operator: The command may only be used by an operator or in singleplayer mode with cheats enabled. On multiplayer servers, the results of these commands are broadcast to other ops online.
-
-
-Multiplayer: The command is only available on a multiplayer server. The following commands are restricted to multiplayer servers: /ban, /ban-ip, /banlist, /deop, /kick, /list, /op, /pardon, /pardon-ip, /save-all, /save-off, /save-on, /setidletimeout, /stop, /whitelist.
-
-
-No multiplayer commands permit target selectors in arguments and, except for /list, multiplayer commands cannot be used in command blocks. Many of these commands can be used on players who have never been to the server, or even on names which are not (or cannot be) registered as Minecraft accounts.
-
-
-No command blocks: The command cannot be executed by a command block.
-
-
-
-
-achievement
-achievement
-Restrictions
-
-
-
-Operator
-First introduced
-
-
-
-1.7.2 (13w36a)
-
-
-
-Gives a player an achievement or increases a statistic.
-
-
-
-Syntax
-
-
-achievement <give|take> <stat_name|*> [player]
-
-
-
-Arguments
-
-
-stat_name
-
-
-Must be either:
-
-
-achievement.achievement_name, where achievement_name is a valid achievement identifier
-stat.statistic_name, where statistic_name is a valid statistic identifier
-
-
-
-to represent all achievements
-
-
-
-player (optional)
-
-
-Must be a player name or a target selector. If not specified, defaults to the command's executor. Not optional in command blocks.
-
-
-
-Result
-
-
-Fails if arguments aren't specified properly, or if player fails to resolve to one or more online players.
-
-
-On success, grants or removes the specified achievement(s) (and all prerequisite achievements) to the player(s) or increases/decreases the specified statistic of the player(s) by 1.
-
-
-
-Examples
-
-
-To grant the "Overkill" achievement to yourself: achievement give achievement.overkill
-
-
-To grant the "Taking Inventory" achievement to Alice: achievement give achievement.openInventory Alice
-
-
-To increase the "Mob Kills" statistic by 1 for the nearest player: achievement give stat.mobKills @p
-
-
-To remove all achievements from all players: achievement take * @a
-
-
-
-See also
-
-
-Commands to modify player:
-
-
-/effect — give player a status effect
-/spawnpoint — set player's spawn location
-/xp — modify player's experience or level
-
-
-
-
-ban
-
-
-
-These commands manage a server banlist. The server banlist is a list of players or IP addresses that will not be allowed to connect to the server. Bans supersede any whitelisting in place.
-
-Text to be displayed with the ban, to other operators and in the server logs.
-
-
-
-Result
-
-
-Fails if address|name is neither a valid IP address nor the name of an online player.
-
-
-On success, the IP address (of the online player, or the address specified) is added to the server banlist which prevents anyone from connecting to the server from that address.
-
-Always succeeds. Displays banned IP addresses or banned players.
-
-
-
-
-blockdata
-blockdata
-Restrictions
-
-
-
-Operator
-First introduced
-
-
-
-1.8 (14w02a)
-
-
-
-Modifies the data tag of a block.
-
-
-
-Syntax
-
-
-blockdata <x> <y> <z> <dataTag>
-
-
-
-Arguments
-
-
-x y z
-
-
-Specifies the coordinates of the block to be modified. May be provided in tilde notation to identify a position relative to the command's execution.
-
-
-dataTag
-
-
-Specifies the data tag elements to be added to, or overwrite elements of, the specified block. Must be a compound NBT tag (for example, {CustomName:Fred}).
-
-
-
-Result
-
-
-Fails if arguments are not specified properly.
-
-
-On success, modifies the data tag of the targeted block.
-
-
-
-Examples
-
-
-To change the primary power of the beacon at (0,64,0) to Haste:
-
-
-blockdata 0 64 0 {Primary:3}
-
-
-
-See also
-
-
-Chunk_format#Tile_Entity_Format — defined data tags for tile entity blocks
-/entitydata — changes an entity's data tag
-/replaceitem — replaces items in a block's inventory
-/setblock – places a new block at a position
-/stats — sets a block's CommandStats
-
-Must be a player name or a target selector. If not specified, defaults to the command's user. Not optional in command blocks.
-
-
-item data (optional)
-
-
-Specifies the id and data of the item to be cleared. If neither argument is specified, clears all items from the inventory. If item is specified, but not data, all items with id item are cleared, regardless of their data. data can be set to -1 to ignore data and clear all blocks of a certain id when maxCount or dataTag must be specified but data needs to be ignored.
-
-
-maxCount (optional)
-
-
-Specifies the maximum number of items to be cleared. If not specified, or if -1, clears all items. If 0, does not clear items, but returns successfully if there were items that could have been cleared (allowing detection of items rather than clearing of items).
-
-
-dataTag (optional)
-
-
-Specifies the data tags of the item to be cleared (only items matching the specified data tags will be cleared — data tags not specified will not be considered). Must be a compound NBT tag (for example, {display:{Name:Fred}}).
-
-
-
-Result
-
-
-Fails if the arguments are not specified properly, if player fails to resolve to one or more online players, or if no items are removed.
-
-
-On success, removes the specified items from the player(s).
-
-
-
-Examples
-
-
-To clear your entire inventory: clear
-
-
-To clear all items from Alice's inventory: clear Alice
-
-
-To clear all wool items from Alice's inventory: clear Alice minecraft:wool
-
-
-To clear all orange wool items from the inventory of all players: clear @a minecraft:wool 1
-
-
-To clear all golden swords with the "Sharpness I" enchantment from the nearest player, regardless of their damage value:
-
-The in-game help for the clone command does not list the final argument. TileName is a placeholder name for the purpose of discussion.
-
-
-
-Arguments
-
-
-x1 y1 z1 and x2 y2 z2
-
-
-Specifies any two opposing corner blocks of the region to be cloned (the "source region"). May use tilde notation to specify distances relative to the command's execution.
-
-
-The blocks that make up the corners extend in the positive direction from the coordinates used to identify them. Because of this, the lesser coordinates of each axis will be right on the region boundary, but the greater coordinates will be one block from the boundary, and the block volume of the source region will be (xgreater - xlesser + 1) × (ygreater - ylesser + 1) × (zgreater - zlesser + 1). For example, 0 0 0 0 0 0 has a 1-block volume, and 0 0 0 1 1 1 and 1 1 1 0 0 0 both identify the same region with an 8-block volume.
-
-
-x y z
-
-
-Specifies the lower northwest corner (i.e., the smallest coordinates of each axis) of the region to clone to (the "destination region"). May use tilde notation to specify a distance relative to the command's execution.
-
-
-maskMode (optional)
-
-
-Must be one of:
-
-
-filtered — Clone only blocks with the specified block id (see TileName below).
-masked — Copy only non-air blocks. Blocks in the destination region that would otherwise be overwritten by air are left unmodified.
-replace — Copy all blocks, overwriting all blocks of the destination region with the blocks from the source region.
-
-
-If not specified, defaults to replace.
-
-
-cloneMode (optional)
-
-
-Must be one of:
-
-
-force — Force the clone even if the source and destination regions overlap.
-move — Clone the source region to the destination region, then replace the copied blocks with air. When used in filtered mask mode, only the cloned blocks will be replaced with air.
-normal — Don't move or force. Used when TileName also needs to be specified.
-
-
-If not specified, defaults to normal.
-
-
-TileName (optional)
-
-
-Specifies the block id (for example, minecraft:stone) to copy when using filtered mask mode. Not optional when using filtered mask mode.
-
-
-
-Result
-
-
-Fails if the arguments are not specified correctly, if the block volume of the source region is greater than 32768 (enough for the equivalent of eight chunk sections), if the source and destination region overlap (unless using force clone mode), or if one or both regions isn't currently rendered.
-
-
-On success, overwrites blocks in the destination region with blocks from the source region, leaving the source region unmodified (unless using move clone mode).
-
-
-
-See also
-
-
-/fill — fill a region with a block
-
-
-
-
-debug
-debug
-Restrictions
-
-
-
-Operator
-No command blocks
-First introduced
-
-
-
-1.3.1 (12w27a)
-
-
-
-Starts or stops a debugging session.
-
-
-
-Syntax
-
-
-debug <start|stop>
-
-
-
-Arguments
-
-
-start
-
-
-Starts a new debug profiling session.
-
-
-stop
-
-
-Stops the active debug profiling session.
-
-
-
-Result
-
-
-Fails if tried to start a debug session when one is already active, or if tried to stop a debug session when none is running.
-
-
-On success, starts or stops the debug session. While active, includes notifications about potential performance bottlenecks in the console. When stopped, creates a profiler results file in the folder "debug".
-
-
-
-
-defaultgamemode
-defaultgamemode
-Restrictions
-
-
-
-Operator
-First introduced
-
-
-
-1.3.1 (12w22a)
-
-
-
-Sets the default game mode (creative, survival, etc.) for new players entering a multiplayer server.
-
-
-
-Syntax
-
-
-defaultgamemode <mode>
-
-
-
-Arguments
-
-
-mode
-
-
-Must be one of:
-
-
-survival (can be abbreviated as s or 0) for survival mode
-creative (can be abbreviated as c or 1) for creative mode
-adventure (can be abbreviated as a or 2) for adventure mode
-spectator (can be abbreviated as sp or 3) for spectator mode
-
-
-"hardcore" is not a valid option for the mode argument, as it is technically not a game mode.
-
-
-
-Result
-
-
-Fails if arguments aren't specified properly.
-
-
-If successful, sets the default game mode that is shown on the world selection menu. New players that join the world will be put into the default game mode.
-
-
-
-Examples
-
-
-To set the default game mode to survival: defaultgamemode survival, defaultgamemode s, or defaultgamemode 0
-
-Specifies a player to remove from the list of operators. May be anything but target selectors will not evaluate and only actual player names will produce a useful result.
-
-
-
-Result
-
-
-Always succeeds if restrictions are satisfied. If player matches a name on the list of operators, the name is removed from the list and any player by that name no longer has operator status.
-
-
-
-Examples
-
-
-To remove Alice from the list of operators: deop Alice
-
-
-
-
-difficulty
-difficulty
-Restrictions
-
-
-
-Operator
-First introduced
-
-
-
-1.4.2 (12w32a)
-
-
-
-Sets the difficulty level (peaceful, easy, etc.).
-
-
-
-Syntax
-
-
-difficulty <new difficulty>
-
-
-
-Arguments
-
-
-new difficulty
-
-
-Must be one of:
-
-
-peaceful (can be abbreviated as p or 0) for peaceful difficulty
-easy (can be abbreviated as e or 1) for easy difficulty
-normal (can be abbreviated as n or 2) for normal difficulty
-hard (can be abbreviated as h or 3) for hard difficulty
-
-
-"hardcore" is not a valid option for the new difficulty argument, as it is not a difficulty.
-
-
-
-Result
-
-
-Fails if arguments aren't specified properly.
-
-
-If successful, changes the game's difficulty. On a multiplayer server lasts only until the server is restarted — on restart, difficulty is reloaded from server.properties.
-
-
-
-Examples
-
-
-To change the difficulty to hard: difficulty hard, difficulty h, or difficulty 3
-
-
-
-See also
-
-
-/gamemode – changes a player's game mode (creative, survival, etc.)
-
-
-
-
-effect
-effect
-Restrictions
-
-
-
-Operator
-First introduced
-
-
-
-1.5 (13w09b)
-
-
-
-The effect command manages status effects on players and other entities.
-
-
-
-Syntax
-
-
-effect <player> clear (removes all effects)
-effect <player> <effect> [seconds] [amplifier] [hideParticles] (gives an effect)
-
-
-
-Arguments
-
-
-player
-
-
-Specifies the target(s). Must be a player name or a target selector (@e is permitted to target entities other than players).
-
-
-effect
-
-
-Specifies the effect to grant. Must be a status effect id (for example, 1 or minecraft:speed).
-
-
-seconds (optional)
-
-
-Specifies the effect's duration in seconds. Must be between 0 and 1,000,000 (inclusive). If not specified, defaults to 30 seconds.
-
-
-amplifier (optional)
-
-
-Specifies the number of additional levels to add to the effect. Must be between 0 and 255 (inclusive). If not specified, defaults to 0.
-
-
-hideParticles (optional)
-
-
-Specifies whether the particles of the status effect should be hidden. Must be either true or false. If not specified, defaults to false.
-
-
-
-Result
-
-
-Fails if arguments are not specified correctly, if player fails to resolve to one or more valid entities (named players must be online), if seconds was specified as 0 and the target did not have the effect, or if no effects were removed in clear mode.
-
-
-On success:
-
-
-clear — clears all status effects from the target(s).
-
-
-effect — Adds the status effect to the target(s). If a target already has the status effect, a new status effect with the same amplifier will only override the old duration if it is longer, but a new status effect with a higher duration will override any previous duration. If seconds is set to 0, cancels the specified effect instead.
-
-
-
-Examples
-
-
-To grant a Speed 1 effect to the nearest player for 60 seconds: effect @p 1 60
-
-
-To grant a Speed 3 effect to the nearest player for 60 seconds: effect @p 1 60 2
-
-
-To clear any Haste effects from all players: effect @a 3 0
-
-
-To clear all effects from all zombies: effect @e[type=Zombie] clear
-
-
-
-
-enchant
-enchant
-Restrictions
-
-
-
-Operator
-First introduced
-
-
-
-1.4.4 (1.4.4-pre)
-
-
-
-Adds an enchantment to a player's selected item.
-
-
-
-Syntax
-
-
-enchant <player> <enchantment ID> [level]
-
-
-
-Arguments
-
-
-player
-
-
-Specifies the target(s). Must be a player name or target selector.
-
-
-enchantment ID
-
-
-Specifies the enchantment to be added to the item held by the target. Must be a valid enchantment ID (for example, 16 or minecraft:sharpness).
-
-
-level (optional)
-
-
-Specifies the enchantment level. Must be at least 1 and not greater than the maximum level for the specified enchantment. If not specified, defaults to 1.
-
-
-
-Result
-
-
-Fails if arguments are not specified correctly, if player fails to resolve to one or more online players, or if the enchantment is not valid for the item or conflicts with current enchantments (for example, "Fire Protection" cannot be given to armor which already has "Protection", and "Sharpness III" cannot be given to a sword which already has "Sharpness I").
-
-
-On success, adds the specified enchantment to the item held by the target.
-
-
-
-Examples
-
-
-To give the Infinity enchantment to all players holding a bow: enchant @a 51
-
-
-
-
-entitydata
-entitydata
-Restrictions
-
-
-
-Operator
-First introduced
-
-
-
-1.8 (14w32b)
-
-
-
-Modifies the data tag of an entity.
-
-
-
-Syntax
-
-
-entitydata <entity> <dataTag>
-
-
-
-Arguments
-
-
-entity
-
-
-Specifies the entity(ies) to be modified. Must be an entity UUID or the @e target selector.
-
-
-dataTag
-
-
-Specifies the data tag elements to be added to, or overwrite elements of, the specified entity. Must be a compound NBT tag (for example, {CustomName:Fred}).
-
-
-
-Result
-
-
-Fails if arguments are not specified properly, or if entity fails to resolve to one or more non-player entities (players can not be changed).
-
-
-On success, modifies the data tag of the targeted entity(ies).
-
-
-
-Examples
-
-
-To prevent all current zombies from picking up loot:
-
-
-entitydata @e[type=Zombie] {CanPickUpLoot:0}
-
-
-
-
-execute
-execute
-Restrictions
-
-
-
-Operator
-First introduced
-
-
-
-1.8 (14w07a)
-
-
-
-Executes a command with a different user and position.
-
-
-
-Syntax
-
-
-execute <entity> <x> <y> <z> <command …>
-
-
-An alternate syntax allows the command to be executed only if a specific block is detected:
-
-Specifies the target to be the command's executor. Must be a player name or target selector.
-
-
-x y z
-
-
-Specifies the position from which to run the command. x and z must be within the range -30,000,000 to 30,000,000 (inclusive). May use tilde notation to specify distances relative to the target.
-
-
-command
-
-
-Specifies the command to be run. Must be a valid command.
-
-
-x2 y2 z2 (detect mode only)
-
-
-Specifies the position of the block to check. x2 and z2 must be within the range -30,000,000 to 30,000,000 (inclusive). May use tilde notation to specify distances relative to (x,y,z).
-
-
-block and data (detect mode only)
-
-
-Specifies the block id and data which the block at (x2,y2,z2) must match for the command to run. block must be a valid block id (for example, minecraft:stone), and data must be a valid block data for that type of block or -1 to match any block data.
-
-
-
-Result
-
-
-Fails if arguments are not specified properly, if entity fails to resolve to one or more valid entities (named players must be online), if the checked block is not of the correct block id and data, or if the specified command fails.
-
-
-On success, executes the specified command as if executed by the specified target(s) with operator-level permission at the specified coordinate.
-
-
-
-Examples
-
-
-To summon lightning bolts at the positions of every zombie:
-
-Specifies any two opposing corner blocks of the region to be filled (the "fill region"). May use tilde notation to specify distances relative to the command's execution.
-
-
-The blocks that make up the corners extend in the positive direction from the coordinates used to identify them. Because of this, the lesser coordinates of each axis will be right on the region boundary, but the greater coordinates will be one block from the boundary, and the block volume of the source region will be (xgreater - xlesser + 1) × (ygreater - ylesser + 1) × (zgreater - zlesser + 1). For example, 0 0 0 0 0 0 has a 1-block volume, and 0 0 0 1 1 1 and 1 1 1 0 0 0 both identify the same region with an 8-block volume.
-
-
-TileName
-
-
-Specifies the block to fill the region with. Must be a block id (for example, minecraft:stone).
-
-
-dataValue (optional)
-
-
-Specifies the block data to use for the fill block. Must be between 0 and 15 (inclusive).
-
-
-oldBlockHandling (optional)
-
-
-Must be one of:
-
-
-destroy - Replaces all blocks (including air) in the fill region with the specified block, dropping the replaced blocks and block contents as entities as if they had been mined.
-hollow - Replaces only blocks on the outer edge of the fill region with the specified block. Inner blocks are changed to air, dropping their contents as entities but not themselves.
-keep - Replaces only air blocks in the fill region with the specified block.
-outline - Replaces only blocks on the outer edge of the fill region with the specified block. Inner blocks are not affected.
-replace - Replaces all blocks (including air) in the fill region with the specified block, without dropping blocks or block contents as entities. Optionally, instead of specifying a data tag for the replacing block, block id and data values may be specified to limit which blocks are replaced (see replaceTileName and replaceDataValue below)
-
-
-If not specified, defaults to replace.
-
-
-dataTag (optional)
-
-
-Specifies the data tag to use for the fill block (for example, contents of a chest, patterns on a banner, etc.). Must be a compound NBT tag (for example, {CustomName:Fred}). Cannot be combined with the replaceTileName and replaceDataValue arguments.
-
-
-replaceTileName replaceDataValue (optional)
-
-
-Arguments are only valid when oldBlockHandling is replace. Cannot be combined with the dataTag argument.
-Specifies the block id and data of the blocks in the fill region to be replaced. If replaceDataValue is not specified, data value is ignored when determining which blocks to replace. If both arguments are not specified, replaces all blocks in the fill region.
-
-
-
-Result
-
-
-Fails if arguments are not specified properly, if the fill region is not rendered, if the block volume of the fill region is greater than 32768, if dataValue or dataTag are invalid for the specified block id, or if no blocks were changed.
-
-
-On success, changes blocks in the fill region to the specified block.
-
-
-
-
-gamemode
-gamemode
-Restrictions
-
-
-
-Operator
-First introduced
-
-
-
-1.3.1 (12w16a)
-
-
-
-Sets a player's game mode.
-
-
-
-Syntax
-
-
-gamemode <mode> [player]
-
-
-
-Arguments
-
-
-mode
-
-
-Must be one of:
-
-
-survival (can be abbreviated as s or 0) for survival mode
-creative (can be abbreviated as c or 1) for creative mode
-adventure (can be abbreviated as a or 2) for adventure mode
-spectator (can be abbreviated as sp or 3) for spectator mode
-
-
-"hardcore" is not a valid option for the mode argument, as it is technically not a game mode.
-
-
-player (optional)
-
-
-If specified, must be either a player's username or a target selector. If unspecified, defaults to the player using the command. When used in a command block, player is not optional.
-
-
-
-Result
-
-
-Fails if arguments aren't specified properly, or if player fails to resolve to one or more online players.
-
-
-If successful, changes the game mode of the default or specified players.
-
-
-
-Examples
-
-
-To put yourself into creative mode: gamemode creative, gamemode c, or gamemode 1
-
-
-To put all players into survival mode: gamemode 0 @a
-
-
-
-See also
-
-
-defaultgamemode – sets the initial game mode for players joining the world
-
-
-
-
-gamerule
-gamerule
-Restrictions
-
-
-
-Operator
-First introduced
-
-
-
-1.4.2 (12w32a)
-
-
-
-Sets or queries a game rule value.
-
-
-
-Syntax
-
-
-gamerule <rule name> [value]
-
-
-
-Arguments
-
-
-rule name
-
-
-Specifies the game rule to set or query. May be any value, but only certain predefined game rules will affect gameplay (see Predefined Game Rules below).
-
-
-value (optional)
-
-
-Specifies the value to set the game rule to. May be any value, though only true or false specified for predefined game rules will actually affect gameplay, except in the case of randomTickSpeed, where any number 0 or higher will affect gameplay (see Predefined Game Rules below).
-
-
-Predefined Game Rules Rule Name Description Default Value
-commandBlockOutput Whether command blocks should notify admins when they perform commands true
-doDaylightCycle Whether time progresses true
-doEntityDrops Whether entities that are not mobs should have drops true
-doFireTick Whether fire should spread and naturally extinguish true
-doMobLoot Whether mobs should drop items true
-doMobSpawning Whether mobs should naturally spawn true
-doTileDrops Whether blocks should have drops true
-keepInventory Whether the player should keep items in their inventory after death false
-logAdminCommands Whether to log admin commands to server log true
-mobGriefing Whether creepers, zombies, endermen, ghasts, withers, rabbits, sheep, and villagers should be able to change blocks and whether villagers, zombies, skeletons, and zombie pigmen can pick up items true
-naturalRegeneration Whether the player can regenerate health naturally if their hunger is full enough (doesn't affect external healing, such as golden apples, the Regeneration effect, etc.) true
-randomTickSpeed How often a random block tick occurs (such as plant growth, leaf decay, etc.) per chunk section per game tick. 0 will disable random ticks, higher numbers will increase random ticks 3
-reducedDebugInfo Whether the debug screen shows all or reduced infomation false
-sendCommandFeedback Whether the feedback from commands executed by a player should show up in chat true
-showDeathMessages Whether a message appears in chat when a player dies true
-
-
-
-Result
-
-
-Fails if rule name is not defined and value is not provided (i.e., attempting to query an undefined game rule).
-
-
-On success, returns the value of the game rule (if value is not provided) or sets the game rule to the specified value (if value is provided).
-
-
-New game rules may be defined and set (by providing a value) or queried (by not providing a value).
-
-
-
-Examples
-
-
-To stop the day-night cycle: gamerule doDaylightCycle false
-
-To define a new game rule called MyNewRule and sets its value to 10: gamerule MyNewRule 10
-
-
-
-
-give
-give
-Restrictions
-
-
-
-Operator
-First introduced
-
-
-
-1.3.1 (12w16a)
-
-
-
-Gives an item to a player.
-
-
-
-Syntax
-
-
-give <player> <item> [amount] [data] [dataTag]
-
-
-
-Arguments
-
-
-player
-
-
-Specifies the target to give item(s) to. Must be a player name or target selector.
-
-
-item
-
-
-Specifies the item to give. Must be a valid item id (for example, 256 or minecraft:iron_shovel), or block id for which items exist.
-
-
-amount (optional)
-
-
-Specifies the number of items to give. Must be between 1 and 64 (inclusive). If not specified, defaults to 1.
-
-
-data (optional)
-
-
-Specifies the item data of the given item(s). Must be an integer between -2,147,483,648 and 2,147,483,647 (inclusive, without the commas), but values which are invalid for the specified item id default to 0. If not specified, defaults to 0.
-
-
-dataTag (optional)
-
-
-Specifies the data tag of the given item(s). Must be a compound NBT tag (for example, {display:{Name:Fred}}).
-
-
-
-Result
-
-
-Fails if arguments are not specified properly, or if player fails to resolve to one or more online players.
-
-
-On success, summons the specified item(s) at the location(s) of the target(s). If player resolves to multiple targets, each receives the specifed number of items. The item entity's Owner tag is set to the target and its PickupDelay tag set to 0[Verify] so the item can be picked up immediately and only by the target (if the target has room in their inventory).
-
-
-
-Examples
-
-
-To summon 30 blocks of spruce wood planks at John's location with Lore that says "Wooden planks":
-
-
-give John minecraft:planks 30 1 {display:{Lore:["Wooden planks"]}}
-
-Specifies the page number of the command list or the command to provide help for. If not specified, defaults to 1 (the first page of the command list).
-
-
-
-Result
-
-
-Fails if page is not a valid page number, or if command name is not a valid command name. Technically fails even if a valid command name is specified, although it displays the usage of the command.
-
-
-On success, displays a page of the command list. Multiplayer commands will not be displayed while in singleplayer, even when open to LAN players.
-
-
-If a valid command name was specified, displays the usage for that command. For some complicated commands may show only the basic usage — additional information can sometimes be gained by attempting to type the command and using the auto-complete control (defaults to Tab ↹ key) to explore available options for each argument.
-
-
-
-Examples
-
-
-To display the first page of the command list: ? or help
-
-
-To display the third page of the command list: ? 3
-
-
-To display the usage for the help command: help help
-
-Forcibly disconnects player from the server, displaying an optional reason to them.
-
-
-
-Success Conditions
-
-
-player must be online.
-
-
-
-
-kill
-kill
-Restrictions
-
-
-
-Operator
-First introduced
-
-
-
-1.3.1 (12w16a)
-
-
-
-Kills entities (players, mobs, items, etc.).
-
-
-
-Syntax
-
-
-kill [player|entity]
-
-
-
-Arguments
-
-
-player|entity
-
-
-Specifies the target(s) to be killed (including "non-living" entities like items, vehicles, etc.). Must be a player name or a target selector. If not specified, defaults to the command's user. Not optional in command blocks.
-
-
-
-Result
-
-
-Fails if player|entity fails to resolve to one or more entities (named players must be online).
-
-
-On success, inflicts 1000 (Heart.svg × 500) void damage to targets — killing them instantly even if in Creative mode or protected by a high-level Resistance effect — and issues the appropriate death message.
-
-
-
-Examples
-
-
-To kill yourself: kill
-
-
-To kill Bob: kill Bob
-
-
-To "kill" all item entities (making them vanish from the world): kill @e[type=Item]
-
-
-
-
-list
-list
-Restrictions
-
-
-
-Multiplayer
-Operator
-First introduced
-
-
-
-Alpha 1.0.16_02
-
-
-
-Lists players on the server.
-
-
-
-Syntax
-
-
-list
-
-
-
-Description
-
-
-Shows the names of all currently-connected players (the same can be achieved when pressing tab)
-
-
-
-Success Conditions
-
-
-Always succeeds, even in a command block.
-
-
-
-
-me
-me
-Restrictions
-
-
-
-None
-First introduced
-
-
-
-Classic 0.0.15a_03
-
-
-
-Displays a message about yourself.
-
-
-
-Syntax
-
-
-me <action …>
-
-
-
-Description
-
-
-Sends a narrative message to the other players in the form of "* Yourname action" (e.g., "* Alice sneezes." or "* Alice exploded." ). If a multi-person target selector (e.g., @a) is used in action, the list of names is formatted as "name1, name2, and name3", or "name1 and name2" for two names. Therefore, regardless of any target selectors which are used in action, this command will only output once.
-
-
-
-Success Conditions
-
-
-All target selectors (e.g., @p) in action must evaluate.
-
-Specifies the IP address to remove from the banlist. Must be a valid IP address.
-
-
-
-Result
-
-
-Fails if arguments are not specified properly.
-
-
-On success, if the name or the IP address is on the banlist, it is removed, allowing anyone to connect to the server by that name or from that IP address.
-
-Specifies the particle to create. Must be a particle name (for example, explode).
-
-
-x y z
-
-
-Specifies the position at which to create the particle. All values (including y) must be between -30,000,000 and 30,000,000 (inclusive, without the commas). May use tilde notation to specify a position relative to the command's execution.
-
-
-xd yd zd
-
-
-Specifies the size of the area to spawn particles in.
-
-
-Exception: When name is reddust, mobSpell, or mobSpellAmbient and count is 0 or not specified, specifies the color of the particle in RGB format offset from the particle's default color (reddust's default is a near-red (a random red tint between 0.8 and 1.0), while the others default to black). For example, with reddust, 0 0 0 produces a red particle, -1 1 0 produces a green particle (red is reduced to 0 and green increased to 1), 0 0 1 produces a purple particle (blue is added to the original red), etc. With mobSpell or mobSpellAmbient, 0 0 0 produces a black particle, 0 1 0 produces a green particle, 0 0 0.5 produces a dark blue particle, etc. If count is greater than 0, colors are randomized.
-
-
-speed
-
-
-Specifies the speed of the particle. Must be at least 0.
-
-
-count (optional)
-
-
-Specifies the number of particle effects to create. Must be at least 0 (which produces one particle).
-
-
-mode (optional)
-
-
-Specifies the display mode. May be anything but only force will have an effect: to allow the particle(s) to be seen beyond the usual 16 block radius.
-
-
-
-Result
-
-
-Fails if arguments are not specified properly.
-
-
-On success, creates the specified particle.
-
-
-
-Examples
-
-
-To create a stationary huge explosion particle 10 blocks to the east:
-
-Specifies the sound to play. Must be a sound event defined in sounds.json (for example, mob.pig.say).
-
-
-A sound event may be affiliated with multiple sounds, and the sound which is actually produced will be chosen at random from them, modified by their "weight", just as the game normally would. For example, the mob.pig.say sound event will play one of several pig sounds at random, because the event has multiple sounds associated with it.
-
-
-Resource packs may add their own events to sounds.json; the command will successfully play these. File names are not used by this command; it strictly uses the events defined in sounds.json (which may not even be similar to the original file names and paths), and thus a resource pack adding new sound files must define events for them (this is not necessary when replacing old sounds which are already in defined events).
-
-
-player
-
-
-Specifies the sound's target. Must be a player name or a target selector.
-
-
-x y z (optional)
-
-
-Specifies the position to play the sounds from. May use tilde notation to specify a position relative to the target(s).
-
-
-volume (optional)
-
-
-Specifies the distance that the sound can be heard. Must be at least 0.0. For values less than 1.0, the sound will be quieter and have a smaller sphere within which it may be heard. For values greater than 1.0, the sound will not actually grow louder, but its audible range (a 16-block radius at 1.0) will be multiplied by volume. There will always be a gradual falloff to silence based on distance from the center of the sphere.
-
-
-pitch (optional)
-
-
-Specifies the pitch of the sound. Must be between 0.0 and 2.0 (inclusive) — values lower than 1.0 lower the pitch and increase the duration, values greater than 1.0 raise the pitch and reduce the duration. The minimum pitch is 0.5; smaller values will result in identical sounds. If not specified, defaults to 1.0.
-
-
-minimumVolume (optional)
-
-
-Specifies the volume for targets outside the sound's normal audible sphere. If a target is outside the normal sphere, the sound will instead be centered some short distance from the target (less than four blocks away), and minimumVolume will determine its volume. Must be between 0.0 and 1.0 (inclusive).
-
-
-
-Result
-
-
-Fails if arguments are not specified properly, if player fails to resolve to one or more online players, or if the targets are unable to hear the sound from where it is played.
-
-
-On success, plays a sound for the targeted players.
-
-
-
-
-publish
-publish
-Restrictions
-
-
-
-Operator
-No command blocks
-First introduced
-
-
-
-1.3.1 (12w24a)
-
-
-
-Opens single-player world to the local network.
-
-
-
-Syntax
-
-
-publish
-
-
-
-Description
-
-
-Opens your single-player game for LAN friends to join. This command appears in the singleplayer cheats.
-
-
-
-Success Conditions
-
-
-Cannot be used in a command block.
-
-
-
-
-replaceitem
-replaceitem
-Restrictions
-
-
-
-Operator
-First introduced
-
-
-
-1.8 (14w26a)
-
-
-
-Replaces items in the inventories of blocks (chest, furnaces, etc.) or entities (players or mobs).
-
-Specifies the position of the block to be modified. May use tilde notation to specify a position relative to the command's execution.
-
-
-selector (entity mode only)
-
-
-Specifies the entity to modify. Must be a player name or target selector.
-
-
-slot
-
-
-Specifies the inventory slot to be modified. Valid values depend on whether a block or an entity is being modified.
-
-
-For blocks, must be slot.container.slot_number where slot_number is replaced with a number specifying the slot.
-
-
-Chests, dispensers, droppers, hoppers, and trapped chests are numbered 0 for the top-left slot and then increase first horizontally, then vertically (so, for example, a chest's top row slots are numbered 0 to 8 from left to right). Double chests and double trapped chests are treated as two single container blocks.
-A brewing stand's bottom slots are numbered 0 to 2 from left to right, and its top slot is 3.
-A furnace's slots are numbered 0 for the input slot, 1 for the fuel slot, and 2 for the output slot.
-
-
-Other blocks which hold items but don't have inventory GUIs (flower pots and jukeboxes) can only be changed with /blockdata.
-
-
-For entities, must be one of the following, where slot_number is replaced with a number specifying the slot:
-
-
-Slot Slot Numbers Restrictions
-slot.armor.chest armor stands, mobs, and players only (though not all mobs will show or make use of the items)
-slot.armor.feet
-slot.armor.head
-slot.armor.legs
-slot.weapon armor stands and mobs only (though not all mobs will show or make use of the items)
-slot.enderchest.slot_number 0 to 26 players only
-slot.hotbar.slot_number 0 to 8
-slot.inventory.slot_number 0 to 26
-slot.horse.saddle horses, donkeys, and mules only; item must be a saddle
-slot.horse.armor horses only; item must be a type of horse armor
-slot.horse.chest.slot_number 2 to 16 donkeys and mules with chests only
-slot.villager.slot_number 0 to 7 villagers only
-
-
-The inventory of an item frame can only be changed with /entitydata.
-
-
-item
-
-
-Specifies the item to be placed in the block or entity's inventory slot. Must be an item id, or a block id for which an item exists (for example, minecraft:golden_sword).
-
-
-amount (optional)
-
-
-Specifies the number of items to be placed in the block or entity's inventory slot. Must be between 1 and 64 (inclusive), even for items with a smaller stack size.
-
-
-data (optional)
-
-
-Specifies the item data for the item(s) to be placed in the block or entity's inventory slot. Must be an integer between -2,147,483,648 and 2,147,483,647 (inclusive, without the commas), but values which are invalid for the specified item id will default to 0. If not specified, defaults to 0.
-
-
-dataTag (optional)
-
-
-Specifies the data tag for the item(s) to be placed in the block or entity's inventory slot. Must be a compound NBT tag (for example, {display:{Name:Fred}}).
-
-
-
-Result
-
-
-Fails if arguments are not specified properly, if the specified block is not a container, if selector fails to resolve to one or more entities (named players must be online), or if the targeted entity does not have the specified slot (for example, zombies don't have slot.horse.armor).
-
-
-On success, replaces the items in the specified slot with the specified items (previous items in that slot are lost).
-
-
-
-Examples
-
-
-To replace the items in the bottom-right slot of a single chest one block above with four spruce saplings:
-
-/blockdata — can also replace items in a container
-/entitydata — can also replace items in a mob's inventory, or modify the drop chances of armor and weapons
-/give — give items to players without specifying specific inventory slots or overwriting other items
-
-Forces the server to write all pending changes to the world and player data to disk.
-
-
-
-Success Conditions
-
-
-Always succeeds.
-
-
-
-
-save-off
-
-
-
-Disables automatic server saves.
-
-
-
-Syntax
-
-
-save-off
-
-
-
-Description
-
-
-Disables the server writing to the world files. All changes will temporarily be queued.
-
-
-
-Success Conditions
-
-
-Always succeeds.
-
-
-
-
-save-on
-
-
-
-Enables automatic server saves.
-
-
-
-Syntax
-
-
-save-on
-
-
-
-Description
-
-
-Enables the server writing to the world files. This is the default behavior.
-
-
-
-Success Conditions
-
-
-Always succeeds.
-
-
-
-
-say
-say
-Restrictions
-
-
-
-Operator
-First introduced
-
-
-
-Classic 0.0.16a_01
-
-
-
-Says a message to multiple players.
-
-
-
-Syntax
-
-
-say <message …>
-
-
-
-Description
-
-
-Broadcasts message to all players on the server. If a multi-person target selector (e.g., @a) is used, the list of names is formatted as "name1, name2, and name3", or "name1 and name2" for two names. Therefore, regardless of any target selectors which are used, this command will only output once.
-
-
-
-Success Conditions
-
-
-All target selectors (e.g., @p) in the message must evaluate.
-
-
-
-
-scoreboard
-scoreboard
-Restrictions
-
-
-
-Operator
-First introduced
-
-
-
-1.5 (13w04a)
-
-
-
-These commands manage scoreboard objectives, players, and teams.
-
-
-
-Syntax
-
-
-scoreboard <objectives|players|teams> …
-
-
-
-See Scoreboard#Command reference for more information.
-
-
-
-
-seed
-seed
-Restrictions
-
-
-
-Operator
-First introduced
-
-
-
-1.3.1 (12w21a)
-
-
-
-Displays the world seed.
-
-
-
-Syntax
-
-
-seed
-
-
-
-Description
-
-
-Displays the seed. This command can always be used in single-player mode, regardless of whether cheats are enabled or not.
-
-
-
-Success Conditions
-
-
-Always succeeds (if user is a command block, player in singleplayer, or server op).
-
-Specifies the position of the block to be changed. May use tilde notation to specify a position relative to the command's execution.
-
-
-TileName
-
-
-Specifies the new block. Must be a block id (for example, minecraft:stone).
-
-
-dataValue (optional)
-
-
-Specifies additional data to further describe the new block. Must be between 0 and 15 (inclusive). If not specified, defaults to 0.
-
-
-oldBlockHandling (optional)
-
-
-Specifies how to handle the block change. Must be one of:
-
-
-destroy — The old block drops both itself and its contents (as if destroyed by a player). Plays the appropriate block breaking noise.
-keep — Only air blocks will be changed (non-air blocks will be "kept").
-replace — The old block drops neither itself nor any contents. Plays no sound.
-
-
-If not specified, defaults to replace.
-
-
-dataTag (optional)
-
-
-Specifies the data tag for the new block. Must be a compound NBT tag (for example, {CustomName:Fred}).
-
-
-
-Result
-
-
-Fails if arguments are not specified properly, if tried to change a non-air block in keep mode, or tried to replace a block with an identical copy in keep or replace mode.
-
-
-On success, changes the block at the specified position.
-
-
-
-See also
-
-
-/blockdata — modifies the data tags of a block
-/clone — copies blocks from one region to another
-/fill — fills a region with a block
-
-Sets the time before idle players are kicked from the server.
-
-
-
-Syntax
-
-
-setidletimeout <Minutes until kick>
-
-
-
-Description
-
-
-Set the idle kick timer. Any players idle for Minutes until kick will be kicked.
-
-
-
-Success Conditions
-
-
-Always succeeds.
-
-
-
-
-setworldspawn
-setworldspawn
-Restrictions
-
-
-
-Operator
-First introduced
-
-
-
-1.7.2 (13w43a)
-
-
-
-Sets the world spawn.
-
-
-
-Syntax
-
-
-setworldspawn
-setworldspawn <x> <y> <z>
-
-
-
-Arguments
-
-
-x y z (optional)
-
-
-Specifies the coordinates of the world spawn. x and z must be within the range -30,000,000 to 30,000,000 (inclusive). y must be between 0 and 256 (inclusive). May use tilde notation to specify coordinates relative to the command's execution. If not specified, defaults to the position of the command's execution. Not optional in command blocks.
-
-
-If the server is not in adventure mode, players will always spawn on the topmost block near (x,z) — y is effectively ignored. If the server is in adventure mode, then the new spawnpoint will be the coordinates given exactly, including the y coordinate (even if undergound and even if there is no block there) -- if the y level given does not have space for the player then it will move up on the y axis until it does, at most y level 256.
-
-
-Although spawn chunks are usually kept loaded at all times, new spawn chunks won't be loaded by this command until a player moves within range. Compasses (which in Minecraft point to the world spawn rather than north) will also not update to the change until the world is reloaded.
-
-
-
-Result
-
-
-Fails if arguments are not specified correctly.
-
-
-On success, sets the world spawn to the specified coordinate.
-
-Specifies the player whose spawn point should be set. Must be a player name or a target selector. If not specified, defaults to the command's user. Not optional in command blocks.
-
-
-x y z (optional)
-
-
-Specifies the coordinates of the player's new spawn point. x and z must be integers within the range -30,000,000 to 30,000,000 (inclusive). y must be an integer between 0 and 256 (inclusive). May use tilde notation to specify coordinates relative to the command's execution. If not specified, defaults to the position of the specified player(s).
-
-
-
-Result
-
-
-Fails if arguments are not specified correctly, or if player fails to resolve to one or more online players.
-
-
-On success, sets the spawn point of the targeted player(s) to the specified coordinate.
-
-
-
-
-spreadplayers
-spreadplayers
-Restrictions
-
-
-
-Operator
-First introduced
-
-
-
-1.6.1 (13w23a)
-
-
-
-Teleports entities (players, mobs, items, etc.) to random surface locations within an area.
-
-Specifies the center of the region to spread targets to. x and z must be between -30,000,000 and 30,000,000 (exclusive). May use tilde notation to specify coordinates relative to the command's execution.
-
-
-spreadDistance
-
-
-Specifies the minimum distance between targets. Must be at least 0.0.
-
-
-maxRange
-
-
-Specifies the maximum distance on each horizontal axis from the center of the area to spread targets (thus, the area is square, not circular). Must be at least 1.0 greater than spreadDistance.
-
-
-respectTeams
-
-
-Specifies whether to keep teams together. Must be true or false. If true, targets on the same team will be teleported to the same location.
-
-
-player
-
-
-Specifies the targets to spread. Must be one or more player names and/or target selectors separated by spaces (@e is permitted to target entities other than players).
-
-
-
-Result
-
-
-Fails if arguments are not specified properly, if there are too many targets to satisfy the spreadDistance requirement within the specified area, or if a target is attempted to be spread to outside the world boundary.
-
-
-On success, teleports targets to random surface locations within the specified area. Targets will always be placed on the top block at a location, and never on lava.
-
-
-
-Examples
-
-
-To teleport all players by team to random surface locations in a 1,000×1,000-block area centered on (0,0), with a minimum distance between teams of 200 blocks:
-
-
-spreadplayers 0 0 200 500 true @a
-
-
-To teleport one random player from each of three teams (Red, Blue, and Green), as well as Alice and Bob, to random surface locations in a 200×200-block area centered on (0,0), with a minimum distance between players of 50 blocks:
-
-
-spreadplayers 0 0 50 100 false @r[team=Red] @r[team=Blue] @r[team=Green] Alice Bob
-
-
-
-See also
-
-
-/tp — teleports a single player or entity to a specific position (even underground).
-
-
-
-
-stats
-stats
-Restrictions
-
-
-
-Operator
-First introduced
-
-
-
-1.8 (14w28a)
-
-
-
-Manages the updating of scoreboard objectives with the results of other commands.
-
-
-
-Commands can be executed by blocks (specifically, command blocks and signs) or by entities (players can execute commands directly, and other entities can be the origin of commands indirectly with the /execute command). When a command is executed, the command returns one or more "command stats": the success count, number of blocks affected, number of entities affected, number of items affected, and/or a query result (such as from /time query daytime).
-
-
-
-The stats command allows "selectors" and "objectives" to be set (or cleared) for each of these command stats for specific blocks or entities. Selectors (for example, @e) are stored exactly as entered, and don't get evaluated immediately. When a command is later run by the block or entity, the stored selector is then used to target (other) entities and update their scoreboard objective with the value of the command stat. That value can then be displayed or operated on, just like any other scoreboard value.
-
-
-
-The success count from a command block can also be acquired with a redstone comparator, but that is capped at a maximum value of 15, while scoreboard objectives can hold any value from -2,147,483,648 to 2,147,483,647. Success counts and query results are also usually displayed in the chat.
-
-Specifies the position of the block to post command stats from. x and z must be between -30,000,000 and 30,000,000 (inclusive, without the commas) and y must be between 0 and 256 (inclusive). May use tilde notation to specify a position relative to the command's execution.
-
-
-selector2 (entity mode only)
-
-
-Specifies the entity to post command stats from. Must be a player name or a target selector.
-
-
-stat
-
-
-Specifies the command stat whose selector and objective are to be cleared or set. Must be one of:
-
-
-AffectedBlocks — returns the number of blocks affected by a command
-AffectedEntities — returns the number of entities affected by a command
-AffectedItems — returns the number of items affected by a command
-QueryResult — returns the result of a command query
-SuccessCount — returns a command's success count
-
-
-selector (set mode only)
-
-
-Specifies the selector to be evaluated when a command is run by the specified block or entity to determine which entity(ies) scoreboard objective is to be updated with the result returned by stat. May be anything because it won't be evaluated until a command is run by the specified block or entity, but only a player name or a target selector will produce useful results (though player names can be fake, so even real players don't need to be online).
-
-
-objective (set mode only)
-
-
-Specifies the name of the objective to be updated with the result returned by stat. May be anything because it won't be evaluated until a command is run by the specified block or entity, but only the name of a defined objective will produce useful results.
-
-
-
-Result
-
-
-Fails if arguments are not specified properly, if the specified block cannot track stats (in other words, it fails if the specified block is not a command block or sign), or if selector2 fails to evaluate to one or more valid entities (named players must be online).
-
-
-On success, clears or sets the selector and objective to be updated with the result returned by stat.
-
-
-
-Examples
-
-
-To set the block at (0,64,0) to update scoreboard objective MyObj of the nearest player with the value of any query result returned by the block:
-
-
-stats block 0 64 0 set QueryResult @p MyObj
-
-
-To stop the block at (0,64,0) from updating any scoreboard obectives with the success count of commands it executes:
-
-
-stats block 0 64 0 clear SuccessCount
-
-
-To have the nearest wither skull update the scoreboard objective NumBlocks of fake player #FakePlayer with the number of blocks affected by commands executed by the wither skull:
-
-
-stats entity @e[type=WitherSkull,c=1] set AffectedBlocks #FakePlayer NumBlocks
-
-
-
-See also
-
-
-/blockdata — can also change the selector and objectives of blocks by altering data tags directly
-/entitydata — can also change the selector and objectives of entities by altering data tags directly
-
-Saves all changes to disk, then shuts down the server.
-
-
-
-Success Conditions
-
-
-Always succeeds.
-
-
-
-
-summon
-summon
-Restrictions
-
-
-
-Operator
-First introduced
-
-
-
-1.7.2 (13w36a)
-
-
-
-Summons an entity (mobs, projectiles, items, vehicles, etc.).
-
-
-
-Syntax
-
-
-summon <EntityName> [x] [y] [z] [dataTag]
-
-
-
-Arguments
-
-
-EntityName
-
-
-Specifies the entity to be summoned. Must be an entity id (for example, Bat, EntityHorse, WitherSkull, XPOrb, PrimedTNT, etc.) or LightningBolt.
-
-
-x y z (optional)
-
-
-Specifies the position to summon the entity. x and z must be between -30,000,000 to 30,000,000 (inclusive), and y must be at least 0. May use tilde notation to specify a position relative to the command's execution. If not specified, defaults to the position of the command's execution.
-
-
-dataTag (optional)
-
-
-Specifies the data tag for the entity. Must be a compound NBT tag (for example, {CustomName:Fred}). Lightning has no additional data tags that can be specified.
-
-
-
-Result
-
-
-Fails if arguments are not specified properly.
-
-
-On success, creates the specified entity at the specified position.
-
-
-
-Examples
-
-
-To summon a charged creeper named "Powered Creeper" at the current position:
-
-Specifies the targeted player(s) to send the private message to. Must be a player name (or a target selector, but only if the user is an operator).
-
-
-private message
-
-
-Specifies the message to send. May include spaces (as well as target selectors, but only if run from the server console — in other words, from the computer running the server, or by remote access to it).
-
-
-
-Result
-
-
-Fails if any target selectors in either argument fail to resolve to at least one online player, or if a named player is not online.
-
-
-On success, only the targeted player(s) see the private message in their chat.
-
-
-Any target selectors in the private message will each resolve to one or more player names (as "name" for a single player, "name1 and name2" for two players, or "name1, name2, …, and nameN" for N players, without the quotes).
-
-
-
-Examples
-
-
-To privately tell Alice to start the mission: tell Alice Start the mission!
-
-
-
-
-tellraw
-tellraw
-Restrictions
-
-
-
-Operator
-First introduced
-
-
-
-1.7.2 (13w37a)
-
-
-
-Sends a JSON message to players.
-
-
-
-Syntax
-
-
-tellraw <player> <raw json message>
-
-
-
-Arguments
-
-
-player
-
-
-Specifies the player(s) to send the message to. Must be a player name or target selector.
-
-
-raw json message
-
-
-Specifies the message to send. Must be valid raw JSON text (for example, {text:"Hi there!",bold:true}).
-
-
-
-Result
-
-
-Fails if arguments are not specified properly, or if player fails to evaluate to one or more online players.
-
-
-On success, the targeted players receive the JSON message in their chat.
-
-
-
-See also
-
-
-/say — send a simple text message to all players
-/tell — send a simple text message to specific players
-
-Specifies the targets to count. Must be a player name or a target selector (@e is permitted to target entities other than players).
-
-
-dataTag (optional)
-
-
-Specifies the data tags the entities must have to match successfully. Must be a compound NBT tag (for example, {XpLevel:3}).
-
-
-
-Result
-
-
-Fails if arguments are not specified properly, or if player fails to resolve to one or more entities (named players must be online).
-
-
-On success, produces a success count equal to the number of targets matching player, which can be measured by a redstone comparator facing away from the command block.
-
-
-
-Examples
-
-
-To test if Alice is online: testfor Alice
-
-
-To count the number of players in survival mode within a 3-block radius of (0,64,0): testfor @a[0,64,0,3,m=0]
-
-
-To count the number of players currently flying: testfor @a {abilities:{flying:1b}}
-
-
-To count the number of zombies within a 20-block radius of (0,64,0): testfor @e[0,64,0,20,type=Zombie]
-
-
-
-
-testforblock
-testforblock
-Restrictions
-
-
-
-Operator
-First introduced
-
-
-
-1.7.2 (13w37a)
-
-
-
-Tests whether a certain block is in a specific location.
-
-Specifies the position of the block to test. x and z must be between -30,000,000 and 30,000,000 (inclusive, without the commas) and y must be between 0 and 255 (inclusive). May use tilde notation to specify a position relative to the command's execution.
-
-
-TileName
-
-
-Specifies the block to test for. Must be a valid block id (for example, minecraft:stone).
-
-
-dataValue (optional)
-
-
-Specifies the block data to test for. dataValue must be between -1 and 15 (inclusive). If not specified, or if -1, dataValue matches any block data value.
-
-
-dataTag (optional)
-
-
-Specifies the block data tags to test for. Must be a compound NBT tag (for example, {CustomName:Fred}). If not specified, dataTag matches any block data tag.
-
-
-
-Result
-
-
-Fails if arguments are not specified properly, if the block at the specified position does not match the specified block id or data, or if the specified data tag has different values than are defined in the block's data tag (dataTag does not need to match the block's entire data tag, and data tags in the argument which are undefined in the block will not cause the command to fail).
-
-
-On success, returns a success count of 1.
-
-
-
-Examples
-
-
-To test if the block at (0,64,0) is any type of wool:
-
-Specifies two opposing corners of the region to use as the pattern to test for (the "source region"). x1, z1, x2, and z2 must all be between -30,000,000 and 30,000,000 (inclusive, without the commas), and y1 and y2 must be between 0 and 255 (inclusive). May use tilde notation to specify coordinates relative to the command's position. The number of blocks in the source region must not exceed 524,288.
-
-
-x y z
-
-
-Specifies the lower northwestern corner (the corner with the most-negative values) of the region to be checked (the "destination region"). x and z must both be between -30,000,000 and 30,000,000 (inclusive, without the commas), and y must be between 0 and 254 (inclusive). May use tilde notation to specify coordinates relative to the command's position. Source and destination regions may overlap.
-
-
-mode (optional)
-
-
-Specifies how to match blocks. Must be one of:
-
-
-all — every block in the source and destination regions must match exactly.
-masked — air blocks in the source region will match any block in the destination region.
-
-
-If not specified, defaults to all.
-
-
-
-Result
-
-
-Fails if arguments are not specified properly, or if the source and destination regions do not match.
-
-
-On success, returns the number of matching blocks (the total number of blocks in all mode, or the number of source region non-air blocks in masked mode).
-
-
-
-
-time
-time
-Restrictions
-
-
-
-Operator
-First introduced
-
-
-
-1.3.1 (12w16a)
-
-
-
-Changes or queries the world's game time.
-
-
-
-Syntax
-
-
-time <add|query|set> <value>
-
-
-
-Arguments
-
-
-value
-
-
-Specifies the time to add, query, or set:
-
-
-add - Must be between 0 and 2,147,483,647 (inclusive, without the commas)
-query - Must be daytime or gametime.
-set - Must be between 0 and 2,147,483,647 (inclusive, without the commas), day, or night.
-
-
-
-Result
-
-
-Fails if arguments are not specified properly.
-
-
-On success:
-
-
-add - adds value to the world's game time
-query - returns the day time (game ticks since midnight) or the game time (game ticks since world start)
-set - sets the world game time to value (day = 1,000, night = 13,000).
-
-
-
-Examples
-
-
-To set the time to 1,000: time set 1000 or time set day
-
-
-To add one day to the world time: time add 24000
-
-
-
-
-title
-title
-Restrictions
-
-
-
-Operator
-First introduced
-
-
-
-1.8 (14w20a)
-
-
-
-Manages screen titles.
-
-
-
-Screen titles are displayed to players as a single line of large center-aligned text in the middle of their displays and can include a second line of text called a "subtitle". Both lines can include complicated formatting. Screen titles can be set to fade in and fade out, and the duration they are displayed can also be specified. Screen titles scale in size with the GUI Scale and screen titles which are too big to fit on the screen are not line-wrapped (they just overflow off the screen on both sides).
-
-
-
-Syntax
-
-
-The command has five variations, each with different arguments.
-
-
-title <player> clear (removes a screen title from the screen)
-title <player> reset (resets options to default values)
-title <player> subtitle <raw json title> (specifies the subtitle text)
-title <player> times <fadeIn> <stay> <fadeOut> (specifies fade-in, stay, and fade-out times)
-title <player> title <raw json title> (displays the screen title)
-
-
-
-Arguments
-
-
-player
-
-
-Specifies the player(s) to display a screen title to. Must be a player name or target selector.
-
-
-raw json title (subtitle and title mode only)
-
-
-Specifies the text to display as a title or subtitle. Must be valid raw JSON text (for example, {text:"Chapter I",bold:true}).
-
-
-fadeIn, stay, and fadeOut (times mode only)
-
-
-Specifies the time in game ticks (1/20ths of a second) for the screen title to fade in, stay, and fade out. All values must be between -2,147,483,648 and 2,147,483,647 (inclusive, without the commas), but values below 0 will be treated as 0. If not specified (or if reset), default to 20 (1 second), 60 (3 seconds), and 20 (1 second).
-
-
-
-Result
-
-
-
-Example result of the title command.
-
-
-Fails if arguments are not specified properly, or if player fails to evaluate to one or more online players.
-
-
-On success:
-
-
-clear — Clears the screen title from the screens of the specified player(s). If no screen title is currently being displayed, has no effect.
-reset — Resets the subtitle text to blank text, the fade-in time to 20 (1 second fade-in), the stay time to 60 (3 seconds), and the fade-out time to 20 (1 second fade-out) for the specified player(s).
-subtitle — If a screen title is currently being displayed to the specified player(s), changes the currently-displayed subtitle to the new specified text; otherwise, specifies the subtitle for the next screen title to be displayed to the specified player(s).
-times — If a screen title is currently being displayed to the specified player(s), changes the fade-in, stay, and fade-out times of the current screen title (and of all future screen titles); otherwise, specifies the times for future screen titles to be displayed to the specified player(s).
-title — Displays the specified text to the specified player(s), or changes the currently-displayed text to the new specified text. After fade-out, resets the subtitle back to blank text, but does not reset fade-in, stay, and fade-out times.
-
-
-
-Examples
-
-
-To display a bold screen title "Chapter I" with a gray italic subtitle "The story begins…" to all players:
-
-
-title @a subtitle {text:"The story begins…",color:gray,italic:true}
-title @a title {text:"Chapter I",bold:true}
-
-
-
-
-toggledownfall
-toggledownfall
-Restrictions
-
-
-
-Operator
-First introduced
-
-
-
-1.3.1 (12w16a)
-
-
-
-Toggles the weather.
-
-
-
-Syntax
-
-
-toggledownfall
-
-
-
-Result
-
-
-Always succeeds. If weather is currently clear, rain or snow will start. If weather is currently rain or snow, it will stop.
-
-Specifies the targets to be teleported. Must be either a player name or a target selector (@e is permitted to target entities other than players). If not specified, defaults to the command's user. Not optional in command blocks.
-
-
-destination player
-
-
-Specifies the targets to teleport the target player to. Must be either a player name or a target selector (@e is permitted to target entities other than players).
-
-
-x y z
-
-
-Specifies the coordinates to teleport the targets to. x and z must fall within the range -30,000,000 to 30,000,000 (exclusive, without the commas), and y must be at least 0. May use tilde notation to specify a position relative to the target's current position.
-
-
-y-rot (optional)
-
-
-Specifies the horizontal rotation (-180.0 for due north, -90.0 for due east, 0.0 for due south, 90.0 for due west, to 179.9 for just west of north, before wrapping back around to -180.0). Tilde notation can be used to specify a rotation relative to the target's previous rotation.
-
-
-x-rot (optional)
-
-
-Specifies the vertical rotation (-90.0 for straight up to 90.0 for straight down). Tilde notation can be used to specify a rotation relative to the target's previous rotation.
-
-
-
-Result
-
-
-Fails if the arguments are not specified correctly, if target player fails to resolve to one or more entities (named players must be online), or if destination player fail to resolve to a single entity (a named player must be online).
-
-
-On success, teleports the targets to the specified destination.
-
-
-
-Examples
-
-
-To teleport yourself to Alice: tp Alice
-
-
-To teleport all players to yourself: tp @a @p
-
-
-To teleport yourself to (x,z) = (100,100) but three blocks above your current position: tp 100 ~3 100
-
-
-To rotate the nearest player 10 degrees to the right without changing their position: tp @p ~ ~ ~ ~10 ~
-
-
-
-
-trigger
-trigger
-Restrictions
-
-
-
-None
-First introduced
-
-
-
-1.8 (14w06a)
-
-
-
-Sets a trigger to be activated.
-
-
-
-Syntax
-
-
-trigger <objective> <add|set> <value>
-
-
-
-Description
-
-
-Used together with /tellraw to let players activate systems made by operators or mapmakers. The objective must be an enabled scoreboard objective of the criteria "trigger". The given value is either added to its existing value, or becomes its new value, depending on whether the second argument is add or set. The value of the objective is only changed for the player who uses the command.
-
-
-
-Success Conditions
-
-
-objective must have the "trigger" criteria and the player who is running the command must be able to modify objective.
-
-
-
-
-weather
-weather
-Restrictions
-
-
-
-Operator
-First introduced
-
-
-
-1.4.2 (12w32a)
-
-
-
-Sets the weather.
-
-
-
-Syntax
-
-
-weather <clear|rain|thunder> [duration in seconds]
-
-
-
-Arguments
-
-
-clear
-
-
-Specifies to set the weather to clear weather.
-
-
-rain
-
-
-Specifies to set the weather to rain (or snow in cold biomes).
-
-
-thunder
-
-
-Specifies to set the weather to a thunderstorm (or a thunder snowstorm in cold biomes).
-
-
-duration in seconds
-
-
-Specifies the time for the specified weather to last. Must be between 1 and 1,000,000 (inclusive, without the commas).
-
-
-
-Result
-
-
-Fails if arguments are not specified properly.
-
-
-On success, changes the weather for the specified duration (in seconds).
-
-
-
-Examples
-
-
-To get clear weather for one Minecraft day: weather clear 1200
-
-
-To make it rain, but let it end at its own pace: weather rain 1
-
-Server ops will always be able to connect when the whitelist is active, even if their names do not appear in the whitelist.
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-
-
-Syntax
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-
-The command has six variations.
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-whitelist add <player>
-whitelist list
-whitelist off
-whitelist on
-whitelist reload
-whitelist remove <player>
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-
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-Arguments
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-
-player (add and remove mode only)
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-Specifies the player(s) to add or remove from the whitelist.
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-
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-Result
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-Fails if player doesn't exist
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-On success:
-
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-add — Adds the player name to the whitelist. The player does not need to be online.
-list — Displays all player names in the whitelist.
-off — Disables the server's use of a whitelist.
-on — Enables the server's use of a whitelist.
-reload — Reloads the list of player names in white-list.txt (1.7.5 or earlier) or whitelist.json (1.7.6 or later) from disk (used when white-list.txt or whitelist.json has been modified outside of Minecraft).
-remove — Removes the player name from the whitelist. The player does not need to be online.
-
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-worldborder
-worldborder
-Restrictions
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-Operator
-First introduced
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-
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-1.8 (14w17a)
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-
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-These commands manage the world border.
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-
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-Syntax
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-The command has eight variations, each with different arguments:
-worldborder add <sizeInBlocks> [timeInSeconds] (increases the world border diameter)
-worldborder center <x> <z> (recenters the world boundary)
-worldborder damage amount <damagePerBlock> (specifies world border damage rate)
-worldborder damage buffer <sizeInBlocks> (specifies world border damage buffer distance)
-worldborder get (returns the world border diameter)
-worldborder set <sizeInBlocks> [timeInSeconds] (sets the world border size and speed)
-worldborder warning distance <blocks> (specifies the world border warning distance)
-worldborder warning time <seconds> (specifies the world border warning time)
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-Arguments
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-sizeInBlocks (add, damage buffer, and set modes only)
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-Specifies a distance in blocks:
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-add — specifies the number of blocks to add to the world border diameter.
-damage buffer — specifies the distance outside the world buffer before players start taking damage. Must be at least 0.0. Initially set to 5.0.
-set — Specifies the new diameter for the world border. Must be between 1.0 and 60,000,000 (inclusive, without the commas).
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-timeInSeconds (add and set modes only)
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-Specifies the number of seconds it should take for the world border to move from its current diameter to the new diameter. Must be at least 0. If not specified, defaults to 0.
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-x z (center mode only)
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-Specifies the horizontal coordinates of the world border's center. Must be between -30,000,000 and 30,000,000 (inclusive, without the commas). May use tilde notation to specify coordinates relative to the command's execution.
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-damagePerBlock (damage amount mode only)
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-Specifies the damage a player takes per second per block past the world border buffer. For example, if damagePerBlock is 0.1, a player 5 blocks outside the world border buffer will take 0.5 damage per second (damage less than half a heart might not change the visual health display, but will still accumulate). Must be at least 0.0. Initially set to 0.2.
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-blocks (warning distance mode only)
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-Specifies the distance from the world border at which players will begin to see a visual warning of the world border's proximity. Must be at least 0. Initially set to 5.
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-seconds (warning time mode only)
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-Specifies the time in seconds before a moving world border overruns a player when they will begin to see a visual warning of the world border's proximity. For example, if seconds is 5, players will get a visual warning when the moving world border is 5 seconds or less away from passing their position. Must be at least 0. Initially set to 15.
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-Result
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-Fails if arguments are not specified properly, or if new world diameter will be less than 1.0 or greater than 60,000,000.
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-On success:
-
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-add — The world border begins changing its diameter. If sizeInBlocks is positive, the world border will turn green and start increasing; if negative, the world border will turn red and start decreasing. If timeInSeconds is 0 or unspecified, the change occurs immediately; otherwise the change proceeds at a rate of (sizeInBlocks/2)/timeInSeconds blocks per second.
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-center — The center of the world border immediate moves to the specified coordinates.
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-damage amount — Sets the world border damage amount to the specified value. Any player outside the world border buffer will take this amount of damage per second per block past the world border buffer distance.
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-damage buffer — Sets the world border buffer distance to the specified value. Players won't take damage until they move past this distance from the world border.
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-get — Shows the current world border diameter in the chat.
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-set — The world border begins changing its diameter. If sizeInBlocks is bigger than the current diameter, the world border will turn green and start increasing; if smaller, the world border will turn red and start decreasing. If timeInSeconds is 0 or unspecified, the change occurs immediately; otherwise the change proceeds at a rate of ((sizeInBlocks-<cirrent diameter>)/2)/timeInSeconds blocks per second.
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-warning distance — Sets the world border warning distance to this value.
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-warning time — Sets the world border warning time to this value.
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-xp
-xp
-Restrictions
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-
-Operator
-First introduced
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-1.3.1 (12w16a)
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-Adds experience to a player.
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-Syntax
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-xp <amount> [player]
-xp <amount>L [player]
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-Arguments
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-amount
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-Specifies the amount of experience to give to the player. Must be between 0 and 2,147,483,647 (inclusive, without the commas).
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-If an L is added to the end, adds levels instead. Levels must be between -2,147,483,648 and 2,147,483,647 (inclusive, without the commas) — negative values remove levels instead of adding them.
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-player (optional)
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-Specifies the target of the command. Must be a player name or a target selector. If not specified, defaults to the command's executor. Not optional in command blocks.
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-Result
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-Fails if arguments are not specified properly, or if player fails to resolve to one or more online players.
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-On success, adds experience or adds/removes levels. Total experience and levels will not be reduced below 0.
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-Examples
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-To give 7 experience to yourself: xp 7
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-To give 3 levels to Alice: xp 3L Alice
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-To remove all levels from all players: xp -2147483648L @a
-
-// 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
- }
-}
-
-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:
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-To this:
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-# Default runlevel. (Do not set to 0 or 6)
-id:4:initdefault:
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-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.
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-
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-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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-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.
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-Bolded items are "perfect" sources, with no other aspects.
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-Aer: sugarcane, feathers, many compounds
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-Alienis: ender pearls
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-Aqua: sugarcane, clay, boats, Gelum, Victus, many others
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-Arbor: nearly all wooden things, wood (silverwood and greatwood have other aspects as well).
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-Auram: ethereal essence (in addition to their individual aspects)
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-Bestia: eggs, raw meat, string, spider eyes, leather and leather items, Humanus, Pannus
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-For this very reason, make every effort to supplement your faith with virtue,
-and virtue with knowledge, and knowledge with self-control, and self-control
-with steadfastness, and steadfastness with godliness, and godliness with brotherly
-affection, and brotherly affection with love. For if these qualities are yours and
-are increasing, they keep you from being ineffective or unfruitful in the knowledge
-of our Lord Jesus Christ. For whoever lacks these qualities is so nearsighted that
-he is blind, having forgotten that he was cleansed from his former sins.
-
-14 And he called the people to him again and said to them, “Hear me, all of you, and understand:
-15 There is nothing outside a person that by going into him can defile him, but the things that
-come out of a person are what defile him.”
-17 And when he had entered the house and left the people, his disciples asked him about the parable.
-18 And he said to them, “Then are you also without understanding? Do you not see that whatever goes
-into a person from outside cannot defile him, 19 since it enters not his heart but his stomach, and
-is expelled?” (Thus he declared all foods clean.) 20 And he said, “What comes out of a person is
-what defiles him. 21 For from within, out of the heart of man, come evil thoughts, sexual immorality,
-theft, mmurder, adultery, 22 coveting, wickedness, deceit, sensuality, envy, slander, pride, foolishness.
-23 All these evil things come from within, and they defile a person.”
-
-In a regular Minecraft client or the stand alone client, commands are entered via Minecraft's chat window, which is displayed by pressing the T key (default) or / key. Using the / key will also enter the forward slash that commands require as a prefix, so it is a useful shortcut. Pressing Tab ↹ while entering commands cycles through possible commands or arguments.
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-
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-Commands may also be entered in a multiplayer server's console, but are not preceded by a / when entered this way. Commands in command blocks can be preceded by a slash, but it is not required. Commands in a command block may also require an optional argument, usually a player's username.
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-
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-The majority of commands are only available in the following situations:
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-In a Minecraft multiplayer server game, entered by an operator or command block.
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-In other multiplayer games, entered by the player who opened a LAN game with cheats enabled, or is hosting their own multiplayer server
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-In singleplayer, if cheats were enabled at world creation (via the "More World Options..." button).
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-Some player commands are also available in singleplayer even when cheats are not enabled.
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-Note: In singleplayer worlds where cheats were not enabled at creation, they can be enabled on a temporary basis by opening the current game session to LAN play ( Esc -> "Open to LAN", then "Allow Cheats" button and "Start LAN World"). You do not actually need to be on a LAN or have others join. This is not permanent, but will allow the use of commands until you quit the world, and changes you make via commands (items spawned, etc.) will be saved with the world. You can do this each time you start playing the world again. Note that this will disable game pausing for the duration, so while open to LAN, you should get somewhere safe or reload your world before using the Game Menu. Remember that you can disable your LAN world by reloading the world.
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Tilde notation
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-Many commands allow relative coordinates to be specified using tildes (~). A number following a tilde is an offset from something rather than a coordinate. The sign of the offset specifies whether to go in the positive or negative direction for that axis. A single tilde by itself is shorthand for ~0.
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-For example, tp 0 64 0 will teleport the user to the coordinate (0, 64, 0), while tp ~3 ~ ~-3 will teleport the user to a position +3 blocks in the "x" direction (i.e., east), keep their current height, and -3 blocks in the "z" direction (i.e., north).
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-Usually absolute coordinates can be mixed with relative coordinates. For example, tp ~ 64 ~ will keep the user's "x" and "z" coordinates the same, but teleport them to absolute height 64.
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-The origin for the offset depends on the command. For example, for /tp the offset is from the starting position. Other common offsets include from the position of the command's execution or from another coordinate specified by the command.
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Target selectors
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-In most commands where a player may be specified as an argument, it is possible to "target" one or more players satisfying certain conditions instead of specifying players by name. To target players by condition, choose a target selector variable and, optionally, one or more target selector arguments to modify the conditions to be satisfied.
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-For example, to change the game mode of all players on team Red to creative mode, instead of specifying them by name individually:
-
-Summary of target selector variables Variable Function
-@p nearest player
-@r random player
-@a all players
-@e all entities
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-A target selector variable identifies the broad category of targets to select. There are four variables:
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-@p
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-Targets the nearest player. If there are multiple nearest players, caused by them being precisely the same distance away, a player is selected by the time the player most recently joined the server.
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-Target selector arguments may be used to reduce the set of players from which the nearest player will be selected. For example, @p[team=Red] will target the nearest player on team Red even if there are other players closer.
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-The c target selector argument can be used to increase the number of nearest players targeted (for example, @p[c=3] will target the three nearest players). When negative, c will reverse the order of targeting (for example, @p[c=-1] will target the farthest player).
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-@r
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-Targets a random player (or entity with the type target selector argument).
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-Target selector arguments may be used to reduce the set of players from which a random player will be targeted. For example, @r[team=Red] will only target a random player from team Red.
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-The c target selector argument can be used to increase the number of random players targeted. For example, @r[c=3] will target three random players.
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-When used without the type argument, @r always targets a random player. The type argument can be used to target non-player entities (for example, @r[type=Zombie] will target a random zombie, @r[type=!Player] will target a random non-player entity, @r[type=!Zombie] will target a random non-zombie, etc.).
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-@a
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-Targets all players.
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-Target selector arguments may be used to reduce the set of players targeted. For example, @a[team=Red] will only target players on team Red.
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-@e
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-Targets all entities (including players).
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-Target selector arguments may be used to reduce the set of entities targeted. For example, @e[type=Cow] will only target cows.
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Target selector arguments
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-Summary of target selector arguments Argument(s) Selection criteria
-x, y, z coordinate
-r, rm radius (max, min)
-m game mode
-c count
-l, lm experience level (max, min)
-score_name max score
-score_name_min min score
-team team name
-name entity name
-dx, dy, dz volume dimensions
-rx, rxm vertical rotation (max, min)
-ry, rym horizontal rotation (max, min)
-type entity type
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-
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-After using a target selector, you can optionally use arguments to modify the set of targets selected. When used with @a or @e, arguments narrow down the number of targets from the full list to a specific few. When used with @p or @r, arguments narrow the number of targets down from the full list to a smaller set from which the nearest or random player is selected.
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-
-
-Add argument-value pairs as a comma-separated list contained within square brackets after the target selector variable:
-
-Spaces are not allowed around the brackets, equal signs, or commas, and only commas may be used to separate argument-value pairs.
-
-
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-Arguments are case-sensitive and unsupported arguments are silently ignored. For example, kill @e[type=Creeper,r=20] will kill all creepers in a 20-block radius, but kill @e[Type=Creeper,r=20] ('type' capitalized) will kill all entities (including players) in that radius because there is no longer an argument limiting the targets to just creepers.
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-
-
-If the first few arguments (up to four) are specified simply as values without identifying the arguments, they are assumed to be, in order, x, y, z, and r. Thus, the following two commands are identical:
-
-[x=X,y=Y,z=Z] — Selects targets based on distance to that exact position. Combine with selecting by radius to select only targets at that specific position.
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-
-The coordinates have to be exact - tilde notation is not available for selector argument coordinates.
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-
Selecting targets by radius
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-[r=R] — Selects only targets less than R blocks from the command's execution.
-[rm=RM] — Selects only targets more than RM blocks from the command's execution.
-
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-If a coordinate (above) and either or both radius/i are both defined, the radius/i will center on the coordinate rather than the postion of the command's execution. By using a very distant coordinate and a very large radius, it is possible to simulate a near-linear edge to use to specify targets.
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-
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Selecting targets by game mode
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-[m=M] — Selects only targets with the specified game mode. Permitted value for M are:
-
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--1: all game modes
-0: survival mode
-1: creative mode
-2: adventure mode
-3: spectator mode
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-
-
Selecting targets by count
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-[c=C] — Selects only the specified number of targets. Usually in order of distance from the command executor.
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-When used with @p or @r, this argument defaults to 1, so using a higher number will increase the number of nearest or random targets returned. When used with @a or @e, this argument returns only the nearest targets.
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-If there are multiple nearest players, caused by them being precisely the same distance away, a player is selected by the time the player most recently joined the server. For example, if equally distant, @a[c=1] will select the player who has been on the server the longest and @e[type=Creeper,c=3] will select the three oldest creepers.
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-
-When used with a negative value, the order of targets is reversed. For example, @p[c=-3] will return the three farthest targets, and, if all potential targets are equally far away, @e[c=-3] will select the last three targets created.
-
-
-
Selecting targets by experience level
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-[l=L] — Selects only targets with no more than L experience levels.
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-
-[lm=LM] – Selects only targets with no less than LM experience levels.
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-
-
Selecting targets by score
-
-[score_name=SCORE] — Selects only targets with a score in objective name of no more than SCORE.
-
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-[score_name_min=SCOREMIN] — Selects only targets with a score in objective name of no less than SCOREMIN.
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-
-For example, @a[score_points_min=30,score_points=39] will select all players with a score in objective "points" between 30 and 39 (inclusive).
-
-
-See also: Scoreboard#Objectives
-
-
-
Selecting targets by team
-
-[team=TEAM] — Selects only targets on team TEAM.
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-
-[team=!TEAM] — Selects only targets not on team TEAM.
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-
-[team=] — Selects only targets not on any team.
-
-
-See also: Scoreboard#Teams
-
-
-
Selecting targets by name
-
-[name=NAME] — Selects only targets named NAME.
-
-
-[name=!NAME] — Selects only targets not named NAME.
-
-
-
Selecting targets by volume
-
-[dx=DX,dy=DY,dz=DZ]
-
-
-Selects only targets within the volume defined as starting from the location where the command was executed and extending DX blocks in the positive "x" direction (i.e., east), DY blocks in the positive "y" direction (i.e., upwards), and DZ blocks in the positive "z" direction (i.e., south). All values must be positive. If an initial coordinate is specified with the x, y, and z arguments, that will be used instead of the position of the command's execution for the lower northwestern corner (dx, dy, and dz still specify distances from that coordinate; they do not specify a separate coordinate).
-
-
-It is possible to combine selection by radius and selection by volume, in which case the command will only select targets within the overlap of both regions (within certain radius/i of the volume's lower northwest corner and not outside the defined volume).
-
-
-
Selecting targets by vertical rotation
-
-[rx=RX] — Selects only targets with a maximum vertical rotation of RX.
-[rxm=RXM] — Selects only targets with a minimum vertical rotation of RXM.
-
-
-Vertical rotation values vary from -90.0 facing straight up to 90.0 facing straight down (thus vertical rotation values increase with rotation downwards).
-
-
-
Selecting targets by horizontal rotation
-
-[ry=RY] — Selects only targets with a maximum horizontal rotation of RY.
-[rym=RYM] — Selects only targets with a minimum horizontal rotation of RYM.
-
-
-Horizontal rotation values vary from -180.0 (facing due north), to -90.0 (facing due east), to 0.0 (facing due south), to 90.0 (facing due west), to 179.9 (just west of due north) before wrapping back to -180.0 (thus horizontal rotation values increase with rotation to the right, or clockwise viewed from above).
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-
-
Selecting targets by type
-
-[type=TYPE] — Selects only targets of the specific entity type.
-[type=!TYPE] — Selects only targets not of the specific entity type.
-
-
-TYPE must be an entity ID used to identify different types of entities internally (for example, Creeper for creepers, MinecartRideable for regular minecarts, PrimedTnt for primed TNT, etc.). Entity IDs are case-sensitive and invalid entity IDs will cause the command to fail.
-
-
-When used with @r, can change its normal behavior of targeting only players to target other entities.
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-
-
-
Data tags
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-
-A data tag is a sequence of text which describes a data structure using attribute-value pairs. Data tags are used in commands to specify complex data for players, entities, and some blocks.
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-
-
-A data tag consists of zero or more attribute-value pairs separated by commas and delineated by curly brackets. Each attribute-value pair consists of an attribute name and the attribute's value, separated by a colon. Some values, however, may themselves contain attribute-value pairs, allowing a data tag to describe a hierarchical data structure.
-
-The data structures that data tags describe are the same ones used in Minecraft's save files. These data structures are described in other articles and commands expect data tags to use the same attribute names (which are case-sensitive):
-Data Structure Specification Links Objects Examples
-Tile entities chests, furnaces, command blocks, mob spawners, signs, etc.
-Items items in inventories (includes specifications for enchantments, lore, custom names, etc.)
-Item entities items on the ground
-Mobs creepers, cows, villagers, etc.
-Projectiles arrows, fireballs, thrown potions, etc.
-Vehicles boats, minecarts, etc.
-Dynamic tiles primed TNT, falling sand/gravel
-Other entities firework rockets, paintings, and item frames
-
-
-
-The defined data structures also expect the values to be of the correct type.
-Data Tags Value Types Type Description
-
-
-
- Byte An integer between -128 and 127 (inclusive).
-
-
-
- Short An integer between -32,768 and 32,767 (inclusive).
-
-
-
- Int An integer between -2,147,483,648 and 2,147,483,647 (inclusive).
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-
-
- Long An integer between -9,223,372,036,854,775,808 and 9,223,372,036,854,775,807 (inclusive).
-
-
-
- Float
-
-
-
- Double Numbers which can have a decimal portion (for example, 3.14159).
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-
-
- String A sequence of text, optionally delineated with double quotes.
-
-
-
-Double quotes must be used if the String contains commas, curly brackets, or square brackets. To include a double quote inside a String, add a backslash before the double quote.
-
-
-Example: "Call me \"Ishmael\""
-
-
-
-
- List A sequence of values, separated by commas and delineated with square brackets. The values do not necessarily need to be all the same type -- the types required are specified by the data structure.
-
-
-Example: [3.2,64,129.5]
-
-
-
-
- Byte Array A sequence of integers between -128 and 127 (inclusive), separated by commas and delineated with square brackets.
-
-
-
- Int Array A sequence of integers between -2,147,483,648 and 2,147,483,647 (inclusive), separated by commas and delineated with square brackets.
-
-
-
- Compound A sequence of attribute-value pairs, separated by commas and delineated with curly brackets.
-
-
-Example: {X:3,Y:64,Z:129}
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-
-
-Every data tag argument is itself a Compound.
-
-
-
-Some commands may require that a number's type be specified by adding a character to the end of the value. For example, 3i for an int, 3.2f for a float, etc.
-
-
-
-When commands such as /testfor, /testforblock, and /clear are used to match data tags, they only check for the presence of the provided tags in the target entity/block/item. This means that the entity/block/item may have additional tags and will still match. This is true even for lists and arrays: the order of a list is not acknowledged, and as long as every requested element is in the list, it will match even if there are additional elements.
-
-
-
-The format used for data tags is a lenient form of JSON.
-
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-
-
Raw JSON text
-
-
-The /tellraw and /title commands use a specific lenient JSON format to specify complicated text. Similar to the NBT format notation above, concepts such as Strings, Objects (Compounds), and Lists are used to represent the various properties of the raw text.
-
-
-
-The format of raw JSON text is a JSON Object which supports the following (mostly optional) elements:
-
-
-The base chat component Object
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-text: A string representing raw text to display directly in chat. Note that selectors such as "@a" and "@p" are not translated into player names; use selector instead. "\n" is newline (enter).
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-extra: A list of additional objects, sharing the same format as the base object.
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-A list element with the same format as the base object (recursive). Note that all properties of this object are inherited by children except for text, extra, translate, with, and score. This means that children will retain the same formatting and events as this object unless they explicitly override them.
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-color: The color to render this text in. Valid values are "black", "dark_blue", "dark_green", "dark_aqua", "dark_red", "dark_purple", "gold", "gray", "dark_gray", "blue", "green", "aqua", "red", "light_purple", "yellow", "white", and "reset" (cancels out the effects of colors used by parent objects). Technically, "bold", "underline", "italic", "strikethrough", and "obfuscated" are also accepted, but it may be better practice to use the tags below for such formats.
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-bold: Boolean (true/false) - whether to render text in bold. Defaults to false.
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-underlined: Boolean (true/false) - whether to render text underlined. Defaults to false.
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-italic: Boolean (true/false) - whether to render text in italics. Defaults to false.
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-strikethrough: Boolean (true/false) - whether to render text with a strikethrough. Defaults to false.
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-obfuscated: Boolean (true/false) - whether to render text obfuscated. Defaults to false.
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-insertion: When the text is shift-clicked by a player, this string will be inserted in their chat input. It will not overwrite any existing text the player was writing.
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-clickEvent: Allows for events to occur when the player clicks on text.
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-action: The action to perform when clicked. Valid values are "open_url" (opens value as a URL in the player's default web browser), "run_command" (has value entered in chat as though the player typed it themselves. This can be used to run commands, but the command will fail if the player does not have the required permissions to use it), "change_page" (can only be used in written books, changes to page value if that page exists), and "suggest_command" (similar to "run_command", but the text only appears in the player's chat input, and is not automatically entered. Unlike insertion, this will replace the existing contents of the chat input).
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-value: The URL, chat, or command used by the specified action. Note that commands must be prefixed with the usual "/" slash.
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-hoverEvent: Allows for a tooltip to be displayed when the player hovers their mouse over text.
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-action: The type of tooltip to show. Valid values are "show_text" (shows raw JSON text), "show_item" (shows the tooltip of an item which can have NBT tags), "show_achievement" (shows formatted text describing an achievement or statistic. Normal achievement names are green, final achievement names are dark_purple, and statistic names are gray. In addition, a description is given for achievements), and "show_entity" (shows an entity's name, possibly its type, and its UUID).
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-value: The formatting of this tag varies depending on the action. Note that "show_text" is the only action to support an Object as the value; all other action values are Strings and should thus be wrapped in quotes.
-"show_text": Can be either a raw String of text, or an Object with the same formatting as this base object. Note that clickEvent and hoverEvent do not function within the tooltip, but the formatting and extra tags still work.
-"show_item": A string formatted like item NBT data. Contains the "id" tag, and optionally the "Damage" tag and "tag" tag (which is the same compound used as "dataTag" in the /give command).
-"show_achievement": The achievement or statistic's name. This uses the same format as achievement and statistic Scoreboard objective criteria and the /achievement command.
-"show_entity": A string formatted like a compound with the string values "type" (such as "Zombie"), "name", and "id" (should be an entity UUID, but can actually be any string).
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-translate: The translation identifier of text to be displayed using the player's selected language. This identifier is the same as the identifiers found in lang files from assets or resource packs. The translated text will only be displayed if the text string is not used.
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-with: A list of chat component arguments and/or string arguments to be used by translate.
-The arguments are text corresponding to the arguments used by the translation string in the current language, in order (for example, the first list element corresponds to "%1$s" in a translation string).
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-score: A compound for displaying a player's score in an objective. Displays nothing if the player is not tracked in the given objective. Ignored completely if text or translate is present.
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-name: The name of the player whose score should be displayed. Selectors (such as @p) can be used, in addition to "fake" player names created by the scoreboard system. In addition, if the name is "*", it will show the player's own score (for example, /tellraw @a {score:{name:"*",objective:"obj"}} will show every online player their own score in the "obj" objective). Note that non-player entity scores (such as @e[type=Cow]) do not show, even if the entity has been given a score in the objective.
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-objective: The internal name of the objective to display the player's score in.
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-value: Optional. If present, this value is used regardless of what the score would have been.
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-selector: A string containing a selector (@p,@a,@r, or @e) and, optionally, selector arguments. Unlike text, the selector will be translated into the correct player/entity names. If more than one player/entity is detected by the selector, it will be displayed in a form such as 'Name1 and Name2' or 'Name1, Name2, Name3, and Name4'. Ignored completely if text, translate, or score is present.
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-Due to the extra tag, the above format may be recursively nested to produce very complex and functional text strings. However, a raw json text doesn't have to be complicated at all: virtually all properties are optional and may be left out.
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-To be valid, each object must have at least either text, translate, or score (everything else is optional). As a matter of shorthand, however, the entire Object may be substituted with a String. In this case, that string will be considered the value of the text property. For example, "This is raw text" is equivalent to {text:"This is raw text"}. This shorthand substitution is valid anywhere a raw text object is required (including the base <raw json message> argument of /tellraw, the elements of the extra list, and the value of a "show_text" hover_event).
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-Finally, unlike other commands using JSON, /tellraw Strings support Unicode via the notation \u####, where #### is the Unicode hexadecimal number for the desired character.
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-Entrance into the family of God is by grace through faith alone
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-Those who have been called into Christ's Kingdom should commit to a local body of believers for spiritual growth
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-Members have shifted trust to Christ alone for salvation from sin
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Priviliges
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-Protection, Care, & Shepherding provided by the Body of Christ as part of the Redemption Family
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-Members are encouraged to recognize leaders who are qualified, called, & filled with the spirit
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-Members may participate in nominating & choosing, by vote, the pastors/elders & decon/deaconesses of the church.
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-We follow the direction & authority of those leaders as we trust our soul, ultimately, to God.
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Responsibilities
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-Rhythms: Our Pattern of Life
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-Participate in our vision; A movement of broken people redeemed by & satisfied in Jesus; by living Christian rhythms
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-Live for the glory of God by making disciples that make disciples.
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-Serve by sharing the gospel in the community & exercising your gifts in the body.
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-BELLS
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-Bless
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-Eat
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-Listen
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-Learn
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-Sent
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-Reproduce: Our Passion is Multiplication
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-All-In Members make disciples. Some of the ways:
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-Serving as a volunteer in Redemption Church
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-Sharing our joy by inviting others in
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-Resource: Our life is Jesus'
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-All-In Members recognize that Jesus owns our Rhythms, asks us to Reproduce disciples, and blessed us with Resources
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-As an act of faith, Members commit to biblically & obediently give a tithe of their income to Redemption Church to further the mission & vision of the church and to build the kingdom of God.
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Revocation
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-We believe that church discipline is a healthy biblical part of life in the body of Christ.
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-Jesus continually worked on people through:
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-Invitation - Come & See
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-Challenge - Come & Die (Take up your cross and follow me)
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-Members commit to try to live by the Biblical patter given in Matthew 18:15-20 for handling offense or disagreement within the body and can expect their leaders to do the same.
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-“If your brother sins against you, go and tell him his fault, between you and him alone. If he listens to you, you have gained your brother. But if he does not listen, take one or two others along with you, that every charge may be established by the evidence of two or three witnesses. If he refuses to listen to them, tell it to the church. And if he refuses to listen even to the church, let him be to you as a Gentile and a tax collector. Truly, I say to you, whatever you bind on earth shall be bound in heaven, and whatever you loose on earth shall be loosed in heaven. Again I say to you, if two of you agree on earth about anything they ask, it will be done for them by my Father in heaven. For where two or three are gathered in my name, there am I among them.”
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-Scripture requires brothers & sisters in Chirst to warn & seek the restoration of those among them who are sinning.
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-Church discipline has the purpose of warning against sin & the goal of restoration from sin
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-Make sure SQL is running
-If necessary, add 'socketPath' to mysql.sock to the exports.mysql in config.
-Slackware:
- socketPath: '/var/run/mysql/mysql.sock'
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-Make sure redis-server is running
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Notes from Dev
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-All the sites are currently in subdirectories on a Ubuntu server on Digital Ocean, but the update I'm slowly working on is being written to use standalone Amazon EC2 instances for the app, S3 for file storage and RDS for the databases.
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-The app is written in Node.js, uses MySQL for the data storage and Redis for session management. The app was written to be fast and standalone, but uses too much memory once there are several instances running on the same server or when the number of organizations reach tens of thousands.
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-Currently all the instances are running on the same server using different databases and ports, and are accessed through a domain mapping proxy. I've been setting them up by 1) copying over the source, 2) editing the config.js file, 3) creating a new database with the included structure, and 4) adding the domain name and port to the proxy.
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-The original source is attached. He can take a look at the server by SSHing or SFTPing into 104.131.164.134 using u: root p: enertech!
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-Feel free to send this on to any other developers you talk to as well, but be careful not to send the password to anyone you don't trust.
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