Split long vertical chains into smaller clustered subgraphs

- Add subgraph cluster styling (style <id> fill:#HEX after each 'end')
- Split area_2 (Isle of Wonder) into 3 subgraphs: Gnomes, Garden & Beach, Chessboard & Trades
- Split area_3 (Isle of Beast) into 2 subgraphs: Approach & Maze, Dark Passage & Minotaur
- Split area_5 (SacRED MOUNTAIN) into 2 subgraphs: Cliffs/Cave/Poison, Spell Components
- Split area_7 (Realm of Dead) into 3 subgraphs: Arrival & Zombies, Gate & Charon, Death & Return

Total subgraphs increased from 8 to 14 for better line clustering.
Lines now average ~10-15 nodes per subgraph instead of 30-60.

Also update skills:
- Document subgraph cluster styling requirement (style <id> after 'end')
- Add cluster size guidance (aim for 10-20 nodes per subgraph)
This commit is contained in:
2026-03-21 21:03:27 -07:00
parent e9c939dc42
commit 2d2401257e
4 changed files with 86 additions and 20 deletions

View File

@@ -268,6 +268,13 @@ end
- Include Phase 1, Phase 2, etc. all under the same area subgraph
- Exception: If same area appears at very different logical points (start vs end), use separate subgraphs with same color
**Cluster Size and Line Length**:
- **Keep clusters small**: Aim for 10-20 nodes per subgraph maximum
- **Avoid long vertical stretches**: If a subgraph has 40+ nodes vertically, break it into multiple smaller subgraphs
- **Shorter lines = better readability**: Cluster related nodes together
- **When to split**: If lines would stretch more than ~15 nodes vertically, create a new subgraph
- **Trade-off**: More subgraphs with fewer nodes each is better than few subgraphs with long chains
#### Subgraph Styling Format
Use this exact format for subgraph titles to ensure proper font size:
@@ -277,8 +284,11 @@ subgraph area_name["<style>subgraphTitleTitle {font-size: 18px; font-weight: bol
classDef area_X fill:#HEXCOLOR,stroke:#STROKECOLOR,stroke-width:2px
class node1,node2,node3 area_X
end
style area_name fill:#HEXCOLOR,stroke:#STROKECOLOR,stroke-width:3px
```
**IMPORTANT**: The `style <subgraph_id>` command MUST come AFTER the `end` of the subgraph to color the container/cluster itself. Without this, the subgraph background won't be visible.
#### Color-Coded Areas (Index-Based)
Apply index-based palette:

View File

@@ -80,6 +80,7 @@ ACTION: Trade with pawn broker
- [ ] Areas use index-based color palette
- [ ] **FLAT STRUCTURE**: No nested subgraphs - all subgraphs at same level
- [ ] **Same Area = Same Color**: If area appears twice (start AND end), use SAME color
- [ ] **Subgraph Cluster Styling**: Each subgraph must have a `style <id> fill:#HEX,stroke:#STROKE` command AFTER its `end` to color the container itself
## Dangling Node Detection

View File

@@ -41,6 +41,7 @@ flowchart TD
O_RECEIVE_JOLLO_TRUST --> A_SHOW_RING_TO_JOLLO["A: Show Ring to Jollo"]
A_SHOW_RING_TO_JOLLO --> O_JOLLO_HELPS["O: Jollo Will Help"]
end
style area_1 fill:#E3F2FD,stroke:#1976D2,stroke-width:3px
%% =============================================================================
%% FAN-OUT: Magic Map unlocks travel to parallel islands
@@ -59,9 +60,9 @@ flowchart TD
UNLOCK_GNOMES --> P_PROBLEM_GNOMES
%% =============================================================================
%% ISLE OF WONDER - Gnomes & Beach (area_2 - light orange)
%% ISLE OF WONDER - Gnomes (area_2 - light orange)
%% =============================================================================
subgraph area_2["**ISLE OF WONDER**"]
subgraph area_2["**ISLE OF WONDER - Gnomes**"]
P_PROBLEM_GNOMES --> A_PLAY_NIGHTINGALE["A: Play Nightingale"]
P_PROBLEM_GNOMES --> A_GIVE_MINT["A: Give Mint"]
P_PROBLEM_GNOMES --> A_GIVE_RABBIT_FOOT["A: Give Rabbit Foot"]
@@ -75,13 +76,17 @@ flowchart TD
A_GIVE_STINKY_FLOWER --> O_GNOMES_SMELL["O: Smell Gnome Satisfied"]
O_GNOMES_HEARING & O_GNOMES_TASTE & O_GNOMES_TOUCH & O_GNOMES_SIGHT & O_GNOMES_SMELL --> C2["C2: Path Through Gnomes Opens"]
end
style area_2 fill:#FFF3E0,stroke:#F57C00,stroke-width:3px
%% Beach - Oyster Pearl
%% =============================================================================
%% ISLE OF WONDER - Garden & Beach (area_2b - light orange)
%% =============================================================================
subgraph area_2b["**ISLE OF WONDER - Garden & Beach**"]
C2 --> A_READ_BOOK_TO_OYSTER["A: Read Book to Oyster"]
A_READ_BOOK_TO_OYSTER --> O_RECEIVE_PEARL["O: Receive Pearl"]
O_RECEIVE_PEARL --> O_RECEIVE_ROYAL_RING
%% Garden - Parallel items
C2 --> A_PICK_ICEY_LETTUCE["A: Pick Iceberg Lettuce"]
C2 --> A_PICK_ROTTEN_TOMATO["A: Pick Rotten Tomato"]
C2 --> A_GET_TEA_CUP["A: Pick up Tea Cup"]
@@ -102,6 +107,14 @@ flowchart TD
C2 --> A_PLAY_FLUTE_FLOWERS["A: Play Flute for Flowers"]
A_PLAY_FLUTE_FLOWERS --> O_RECEIVE_HOLE_IN_WALL["O: Receive Hole-in-Wall"]
O_RECEIVE_FLUTE --> A_PLAY_FLUTE_FLOWERS
end
style area_2b fill:#FFF3E0,stroke:#F57C00,stroke-width:3px
%% =============================================================================
%% ISLE OF WONDER - Chessboard & Trades (area_2c - light orange)
%% =============================================================================
subgraph area_2c["**ISLE OF WONDER - Chessboard & Trades**"]
C2 --> A_TALK_TO_QUEENS["A: Talk to Chessboard Queens"]
A_TALK_TO_QUEENS --> O_RECEIVE_RED_SCARF["O: Receive Red Scarf"]
A_TALK_TO_QUEENS --> O_RECEIVE_LUMP_OF_COAL["O: Receive Lump of Coal"]
@@ -121,14 +134,13 @@ flowchart TD
A_TRADE_PARTICIPLE_BOOK --> O_RECEIVE_RARE_BOOK["O: Receive Rare Book"]
O_RECEIVE_RARE_BOOK --> A_TRADE_RARE_BOOK["A: Trade Rare Book to Ali"]
A_TRADE_RARE_BOOK --> O_RECEIVE_SPELL_BOOK["O: Receive Spell Book"]
O_RECEIVE_FLUTE --> A_PLAY_FLUTE_FLOWERS
end
style area_2c fill:#FFF3E0,stroke:#F57C00,stroke-width:3px
%% =============================================================================
%% ISLE OF THE BEAST - Initial Visit (area_3 - light purple)
%% ISLE OF THE BEAST - Approach & Maze (area_3 - light purple)
%% =============================================================================
subgraph area_3["**ISLE OF THE BEAST**"]
subgraph area_3["**ISLE OF THE BEAST - Approach & Maze**"]
O_RECEIVE_ICEY_LETTUCE --> A_COOL_POOL["A: Cool Boiling Pool"]
A_COOL_POOL --> C3["C3: Path North Opens"]
@@ -138,7 +150,6 @@ flowchart TD
A_GET_BRICK --> O_RECEIVE_BRICK["O: Receive Brick"]
A_GET_HUNTERS_LAMP --> O_RECEIVE_HUNTERS_LAMP["O: Receive Hunter's Lamp"]
%% Maze
C3 --> P_PROBLEM_MAZE_L1["P: Navigate Maze"]
P_PROBLEM_MAZE_L1 --> A_SOLVE_TILE_PUZZLE["A: Solve Tile Puzzle"]
P_PROBLEM_MAZE_L1 --> A_NAVIGATE_TO_SKELETON["A: Navigate to Skeleton"]
@@ -149,10 +160,14 @@ flowchart TD
A_NAVIGATE_TO_SKELETON --> O_RECEIVE_SKULL["O: Receive Skull"]
A_COLLECT_COINS --> O_RECEIVE_COINS["O: Receive Coins"]
A_USE_BRICK_TRAP --> O_TRAP_STOPPED["O: Trap Stopped"]
O_RECEIVE_BRICK --> A_USE_BRICK_TRAP
end
style area_3 fill:#F3E5F5,stroke:#7B1FA2,stroke-width:3px
%% Dark Passage
%% =============================================================================
%% ISLE OF THE BEAST - Dark Passage & Minotaur (area_3b - light purple)
%% =============================================================================
subgraph area_3b["**ISLE OF THE BEAST - Dark Passage & Minotaur**"]
O_RECEIVE_TINDERBOX --> A_LIGHT_TINDERBOX["A: Light Tinderbox"]
A_LIGHT_TINDERBOX --> O_CAN_SEE["O: Can See in Dark"]
@@ -162,13 +177,13 @@ flowchart TD
O_CAN_SEE --> A_FIND_SHIELD["A: Find Shield"]
A_FIND_SHIELD --> O_RECEIVE_SHIELD["O: Receive Shield"]
%% Minotaur Lair
O_RECEIVE_SHIELD & O_RECEIVE_RED_SCARF & O_TRAP_STOPPED & O_REVEAL_TAPESTRY --> P_PROBLEM_MINOTAUR["P: Minotaur Blocks Exit"]
P_PROBLEM_MINOTAUR --> A_LURE_MINOTAUR["A: Lure Minotaur"]
A_LURE_MINOTAUR --> O_RECEIVE_DAGGER["O: Receive Dagger"]
A_LURE_MINOTAUR --> O_RECEIVE_SACRED_WATER["O: Receive Sacred Water"]
A_LURE_MINOTAUR --> O_RECEIVE_ORACLE_VIAL["O: Receive Oracle Vial"]
end
style area_3b fill:#F3E5F5,stroke:#7B1FA2,stroke-width:3px
%% =============================================================================
%% ISLE OF THE BEAST - Return Visit (area_3 - same color)
@@ -197,11 +212,12 @@ flowchart TD
A_PLACE_ROSE --> O_RECEIVE_WHITE_ROSE_2["O: Receive White Rose 2"]
O_RECEIVE_WHITE_ROSE_2 --> O_JOLLO_HELPS
end
style area_3_return fill:#F3E5F5,stroke:#7B1FA2,stroke-width:3px
%% =============================================================================
%% SACRED MOUNTAIN (area_5 - light amber)
%% SACRED MOUNTAIN - Cliffs, Cave & Poison (area_5 - light amber)
%% =============================================================================
subgraph area_5["**SACRED MOUNTAIN**"]
subgraph area_5["**SACRED MOUNTAIN - Cliffs, Cave & Poison**"]
P_PROBLEM_LOGIC_CLIFFS --> A_SOLVE_CLIFF_PUZZLES["A: Solve Cliff Puzzles"]
A_SOLVE_CLIFF_PUZZLES --> C6["C6: Summit Path Opens"]
@@ -222,8 +238,13 @@ flowchart TD
P_PROBLEM_POISON_LADY --> A_REJECT_POISON["A: Reject Poison"]
A_REJECT_POISON --> O_SURVIVED["O: Survived"]
O_SURVIVED --> A_RIDE_NIGHTMARE["A: Ride Nightmare Horse"]
end
style area_5 fill:#FFF8E1,stroke:#F9A825,stroke-width:3px
%% Spell Components
%% =============================================================================
%% SACRED MOUNTAIN - Spell Components (area_5b - light amber)
%% =============================================================================
subgraph area_5b["**SACRED MOUNTAIN - Spell Components**"]
O_RECEIVE_SKULL & O_RECEIVE_EMBER & O_RECEIVE_SPOILED_EGG & O_RECEIVE_HAIR & O_RECEIVE_SULFUR_EGG --> P_PROBLEM_SPELL_COMPONENTS["P: Need Spell Components"]
P_PROBLEM_SPELL_COMPONENTS --> A_COLLECT_COMPONENTS["A: Collect Components"]
A_COLLECT_COMPONENTS --> A_GET_EMBER["A: Get Ember"]
@@ -238,6 +259,7 @@ flowchart TD
O_SPELL_READY --> A_CAST_CHARM_SPELL["A: Cast Charm Spell"]
A_CAST_CHARM_SPELL --> O_NIGHTMARE_MOUNT["O: Nightmare Mount Available"]
end
style area_5b fill:#FFF8E1,stroke:#F9A825,stroke-width:3px
%% =============================================================================
%% ISLE OF THE MISTS - Druids (area_4 - light green)
@@ -257,11 +279,12 @@ flowchart TD
A_GET_COAL --> O_RECEIVE_COAL_IOM["O: Receive Coal"]
O_RECEIVE_COAL_IOM --> A_TRADE_COAL_FOR_EGG
end
style area_4 fill:#E8F5E9,stroke:#388E3C,stroke-width:3px
%% =============================================================================
%% REALM OF THE DEAD (area_7 - light cyan)
%% REALM OF THE DEAD - Arrival & Zombies (area_7 - light cyan)
%% =============================================================================
subgraph area_7["**REALM OF THE DEAD**"]
subgraph area_7["**REALM OF THE DEAD - Arrival & Zombies**"]
O_NIGHTMARE_MOUNT --> P_PROBLEM_ENTER_ROD["P: Reach Land of Dead"]
P_PROBLEM_ENTER_ROD --> A_RIDE_NIGHTMARE
A_RIDE_NIGHTMARE --> C7["C7: Arrive at Land of Dead"]
@@ -276,7 +299,13 @@ flowchart TD
A_TALK_TO_CASSIMA_PARENTS --> O_RECEIVE_TICKET["O: Receive Ticket"]
A_TALK_TO_GHOST_MOTHER --> O_RECEIVE_HANKERCHIEF["O: Receive Handkerchief"]
O_RECEIVE_HANKERCHIEF --> A_TALK_TO_GHOST_BOY["A: Talk to Ghost Boy"]
end
style area_7 fill:#E0F7FA,stroke:#00838F,stroke-width:3px
%% =============================================================================
%% REALM OF THE DEAD - Gate & Charon (area_7b - light cyan)
%% =============================================================================
subgraph area_7b["**REALM OF THE DEAD - Gate & Charon**"]
O_RECEIVE_TICKET --> P_PROBLEM_GATE["P: Need Ticket for Gate"]
P_PROBLEM_GATE --> A_GIVE_TICKET["A: Give Ticket"]
A_GIVE_TICKET --> C8["C8: Gate Opens"]
@@ -296,9 +325,14 @@ flowchart TD
C8 --> A_SEARCH_KNIGHT["A: Search Dead Knight"]
A_SEARCH_KNIGHT --> O_RECEIVE_GAUNTLET["O: Receive Gauntlet"]
O_RECEIVE_GAUNTLET --> P_PROBLEM_DEATH["P: Meet Death"]
end
style area_7b fill:#E0F7FA,stroke:#00838F,stroke-width:3px
%% Gate Riddle & Death
%% =============================================================================
%% REALM OF THE DEAD - Death & Return (area_7c - light cyan)
%% =============================================================================
subgraph area_7c["**REALM OF THE DEAD - Death & Return**"]
O_RECEIVE_GAUNTLET --> P_PROBLEM_DEATH["P: Meet Death"]
O_RECEIVE_LOVE_WORD --> P_PROBLEM_GATE_RIDDLE["P: Gate Asks Riddle"]
P_PROBLEM_GATE_RIDDLE --> A_ANSWER_LOVE["A: Answer LOVE"]
A_ANSWER_LOVE --> C9["C9: Gate Opens"]
@@ -309,6 +343,7 @@ flowchart TD
A_SHOW_MIRROR_DEATH --> C10["C10: Death Cries, Parents Freed"]
C10 --> C_RETURN["C_RETURN: Return to Isle of Crown"]
end
style area_7 fill:#E0F7FA,stroke:#00838F,stroke-width:3px
%% =============================================================================
%% ISLE OF CROWN - Final Phase (area_1 - same blue, repeated)
@@ -370,6 +405,7 @@ flowchart TD
A_CASSIMA_FIGHTS --> P_PROBLEM_VIZIER
P_PROBLEM_VIZIER --> A_FIGHT_VIZIER["A: Fight Vizier"]
end
style area_1_final fill:#E3F2FD,stroke:#1976D2,stroke-width:3px
A_FIGHT_VIZIER --> END["**END**"]
@@ -396,6 +432,25 @@ flowchart TD
class P_PROBLEM_PAWN_SHOP,P_PROBLEM_NEED_MAP,P_PROBLEM_FERRYMAN,P_PROBLEM_JOLLO,P_PROBLEM_GNOMES,P_PROBLEM_BOILING_POOL,P_PROBLEM_MAZE_L1,P_PROBLEM_MINOTAUR,P_PROBLEM_ARCHER,P_PROBLEM_ROSE_HEDGE,P_PROBLEM_MEET_BEAST,P_PROBLEM_LOGIC_CLIFFS,P_PROBLEM_DARK_CAVE,P_PROBLEM_POISON_LADY,P_PROBLEM_SPELL_COMPONENTS,P_PROBLEM_DRUIDS,P_PROBLEM_ENTER_ROD,P_PROBLEM_ZOMBIES,P_PROBLEM_GATE,P_PROBLEM_CHARON,P_PROBLEM_STYX,P_PROBLEM_GATE_RIDDLE,P_PROBLEM_DEATH,P_PROBLEM_ENTER_CASTLE,P_PROBLEM_GUARDS,P_PROBLEM_PASSWORD,P_PROBLEM_CASSIMA,P_PROBLEM_VIZIER_CHEST,P_PROBLEM_TREASURY,P_PROBLEM_GENIE,P_PROBLEM_VIZIER,P_PROBLEM_JOLLO_ROOM problem
%% Area class assignments
class A_MOVE_PLANK,A_EXAMINE_DEBRIS,A_SHOW_RING_TO_GUARDS,A_TALK_TO_PAWN_BROKER,A_TRADE_RING_FOR_MAP,A_TALK_TO_FERRYMAN,A_TALK_TO_JOLLO,A_SHOW_RING_TO_JOLLO,A_PLAY_NIGHTINGALE,A_GIVE_MINT,A_GIVE_RABBIT_FOOT,A_USE_INK_ON_SELF,A_GIVE_STINKY_FLOWER,A_READ_BOOK_TO_OYSTER,A_PLAY_FLUTE_FLOWERS,A_PICK_ICEY_LETTUCE,A_PICK_ROTTEN_TOMATO,A_GET_TEA_CUP,A_PICK_DRINK_ME,A_GET_MILK_BOTTLE,A_GIVE_MILK_TO_PLANT,A_TALK_TO_QUEENS,A_PULL_THREAD,A_SEARCH_POETRY_SHELF,A_GET_DANGLING_PARTICIPLE,A_TRADE_PARTICIPLE_BOOK,A_TRADE_RARE_BOOK,A_COOL_POOL,A_GET_BRICK,A_GET_HUNTERS_LAMP,A_SOLVE_TILE_PUZZLE,A_NAVIGATE_TO_SKELETON,A_COLLECT_COINS,A_USE_BRICK_TRAP,A_LIGHT_TINDERBOX,A_USE_HOLE_IN_WALL,A_FIND_SHIELD,A_LURE_MINOTAUR,A_USE_SHIELD_STATUE,A_CUT_HEDGE,A_GIVE_WHITE_ROSE,A_GIVE_RING_TO_BEAUTY,A_PLACE_ROSE,A_SOLVE_CLIFF_PUZZLES,A_GET_BLACK_FEATHER,A_GET_STINKY_FLOWER,A_LIGHT_CAVE,A_REJECT_POISON,A_COLLECT_COMPONENTS,A_GET_EMBER,A_GET_HAIR,A_GET_SPOILED_EGG,A_CAST_CHARM_SPELL,A_CAST_RAIN_SPELL,A_WEAR_BEAUTYS_DRESS,A_GET_SCYTHE,A_GET_COAL,A_RIDE_NIGHTMARE,A_AVOID_ZOMBIES,A_TALK_TO_CASSIMA_PARENTS,A_TALK_TO_GHOST_MOTHER,A_GIVE_TICKET,A_PLAY_BONES,A_PAY_CHARON,A_COLLECT_STYX_WATER,A_SEARCH_KNIGHT,A_ANSWER_LOVE,A_SHOW_MIRROR_DEATH,A_PAINT_DOOR,A_CAST_PAINT_SPELL,A_WEAR_DISGUISE,A_DISTRACT_GUARDS,A_TALK_TO_GHOST_BOY,A_GIVE_LAMP_REPLICA,A_FIND_ALI_PASSWORD,A_FIND_ZEBU_PASSWORD,A_GIVE_DAGGER,A_COMBINE_PASSWORD,A_UNLOCK_CHEST,A_OPEN_TREASURY,A_USE_FAKE_LAMP,A_GIVE_MINT_GENIE,A_FIGHT_VIZIER,A_TRADE_COAL_FOR_EGG,A_CASSIMA_FIGHTS,A_SHOW_LETTER,A_GIVE_ROTTEN_TOMATO area_1
class O_RECEIVE_COPPER_COIN,O_RECEIVE_ROYAL_RING,O_RECEIVE_NIGHTINGALE,O_RECEIVE_MINT,O_RECEIVE_TINDERBOX,O_RECEIVE_FLUTE,O_RECEIVE_PAINTBRUSH,O_RECEIVE_INK,O_RECEIVE_MAGIC_MAP,O_RECEIVE_RABBIT_FOOT,O_RECEIVE_JOLLO_TRUST,O_JOLLO_HELPS,O_PASSWORD_ALI,O_PASSWORD_ZEBU,O_CASTLE_ACCESS,O_DOOR_APPEARS,O_TREASURY_OPEN,O_GENIE_CONTROLLED,O_GENIE_DRUNK,O_RECEIVE_VIZIER_LETTER,O_CASSIMA_ARMED,O_GUARDS_DISTRACTED,O_RECEIVE_PASSAGE_HINT,O_BEAUTY_TRUSTS,O_RAIN_PROTECTION,O_DRUID_PROTECTION,O_SPELL_READY,O_NIGHTMARE_MOUNT,O_ZOMBIES_PASSED,O_FERRY_ACCESS,O_RECEIVE_SCARF_CONV,O_BEASTS_RING,O_RECEIVE_BEAUTYS_DRESS,O_RECEIVE_WHITE_ROSE_2,O_COPPER_COIN,O_DRINK_ME,O_LOVE_POEM area_1
class A_PLAY_NIGHTINGALE,A_GIVE_MINT,A_GIVE_RABBIT_FOOT,A_USE_INK_ON_SELF,A_GIVE_STINKY_FLOWER,A_READ_BOOK_TO_OYSTER,A_PLAY_FLUTE_FLOWERS,A_PICK_ICEY_LETTUCE,A_PICK_ROTTEN_TOMATO,A_GET_TEA_CUP,A_PICK_DRINK_ME,A_GET_MILK_BOTTLE,A_GIVE_MILK_TO_PLANT,A_TALK_TO_QUEENS,A_PULL_THREAD,A_SEARCH_POETRY_SHELF,A_GET_DANGLING_PARTICIPLE,A_TRADE_PARTICIPLE_BOOK,A_TRADE_RARE_BOOK,O_GNOMES_HEARING,O_GNOMES_TASTE,O_GNOMES_TOUCH,O_GNOMES_SIGHT,O_GNOMES_SMELL,O_RECEIVE_PEARL,O_RECEIVE_HOLE_IN_WALL,O_RECEIVE_ICEY_LETTUCE,O_RECEIVE_ROTTEN_TOMATO,O_RECEIVE_TEA_CUP,O_RECEIVE_MILK,O_RECEIVE_BABYS_TEARS,O_RECEIVE_RED_SCARF,O_RECEIVE_LUMP_OF_COAL,O_RECEIVE_SULFUR_EGG,O_RECEIVE_SPIDER_WEB,O_RECEIVE_LOVE_WORD,O_RECEIVE_DANGLING_PARTICIPLE,O_RECEIVE_RARE_BOOK,O_RECEIVE_SPELL_BOOK,O_RECEIVE_SWAMP_OOZE,O_RECEIVE_LOVE_POEM_IOW area_2
class P_PROBLEM_GNOMES,P_PROBLEM_BOILING_POOL,P_PROBLEM_MAZE_L1,P_PROBLEM_MINOTAUR,P_PROBLEM_ARCHER,P_PROBLEM_ROSE_HEDGE,P_PROBLEM_MEET_BEAST,P_PROBLEM_LOGIC_CLIFFS,P_PROBLEM_DARK_CAVE,P_PROBLEM_POISON_LADY,P_PROBLEM_SPELL_COMPONENTS area_2
class A_COOL_POOL,A_GET_BRICK,A_GET_HUNTERS_LAMP,A_SOLVE_TILE_PUZZLE,A_NAVIGATE_TO_SKELETON,A_COLLECT_COINS,A_USE_BRICK_TRAP,A_LIGHT_TINDERBOX,A_USE_HOLE_IN_WALL,A_FIND_SHIELD,A_LURE_MINOTAUR,A_USE_SHIELD_STATUE,A_CUT_HEDGE,A_GIVE_WHITE_ROSE,A_GIVE_RING_TO_BEAUTY,A_PLACE_ROSE,O_RECEIVE_BRICK,O_RECEIVE_HUNTERS_LAMP,O_MAZE_PATH_OPEN,O_RECEIVE_SKULL,O_RECEIVE_COINS,O_TRAP_STOPPED,O_CAN_SEE,O_REVEAL_TAPESTRY,O_RECEIVE_SHIELD,O_RECEIVE_DAGGER,O_RECEIVE_SACRED_WATER,O_RECEIVE_ORACLE_VIAL,O_BEAUTY_TRUSTS,O_RECEIVE_MIRROR,O_RECEIVE_BEAUTS_DRESS,O_RECEIVE_WHITE_ROSE_2 area_3
class P_PROBLEM_MAZE_L1,P_PROBLEM_MINOTAUR,P_PROBLEM_ARCHER,P_PROBLEM_ROSE_HEDGE,P_PROBLEM_MEET_BEAST,P_PROBLEM_BOILING_POOL area_3
class A_CAST_RAIN_SPELL,A_WEAR_BEAUTYS_DRESS,A_GET_SCYTHE,A_GET_COAL,O_RAIN_PROTECTION,O_DRUID_PROTECTION,O_RECEIVE_SCYTHE,O_RECEIVE_COAL_IOM area_4
class P_PROBLEM_DRUIDS,P_PROBLEM_ENTER_ROD,P_PROBLEM_ZOMBIES,P_PROBLEM_GATE,P_PROBLEM_CHARON,P_PROBLEM_STYX,P_PROBLEM_GATE_RIDDLE,P_PROBLEM_DEATH area_4
class A_SOLVE_CLIFF_PUZZLES,A_GET_BLACK_FEATHER,A_GET_STINKY_FLOWER,A_LIGHT_CAVE,A_REJECT_POISON,A_COLLECT_COMPONENTS,A_GET_EMBER,A_GET_HAIR,A_GET_SPOILED_EGG,A_CAST_CHARM_SPELL,A_RIDE_NIGHTMARE,A_PAY_CHARON,A_COLLECT_STYX_WATER,A_SEARCH_KNIGHT,A_ANSWER_LOVE,A_SHOW_MIRROR_DEATH,O_RECEIVE_BLACK_FEATHER,O_RECEIVE_STINKY_FLOWER,O_RECEIVE_PEPPERMINT,O_SURVIVED,O_RECEIVE_EMBER,O_RECEIVE_HAIR,O_RECEIVE_SPOILED_EGG,O_NIGHTMARE_MOUNT,O_RECEIVE_TICKET,O_RECEIVE_HANKERCHIEF,O_RECEIVE_SKELETON_KEY,O_RECEIVE_STYX_WATER,O_RECEIVE_GAUNTLET area_5
class P_PROBLEM_LOGIC_CLIFFS,P_PROBLEM_DARK_CAVE,P_PROBLEM_POISON_LADY,P_PROBLEM_SPELL_COMPONENTS,P_PROBLEM_ENTER_ROD,P_PROBLEM_GATE_RIDDLE,P_PROBLEM_DEATH area_5
class A_RIDE_NIGHTMARE,A_AVOID_ZOMBIES,A_TALK_TO_CASSIMA_PARENTS,A_TALK_TO_GHOST_MOTHER,A_GIVE_TICKET,A_PLAY_BONES,A_PAY_CHARON,A_COLLECT_STYX_WATER,A_SEARCH_KNIGHT,A_ANSWER_LOVE,A_SHOW_MIRROR_DEATH,O_ZOMBIES_PASSED,O_RECEIVE_TICKET,O_RECEIVE_HANKERCHIEF,O_RECEIVE_SKELETON_KEY,O_RECEIVE_STYX_WATER,O_RECEIVE_GAUNTLET area_7
class P_PROBLEM_ZOMBIES,P_PROBLEM_GATE,P_PROBLEM_CHARON,P_PROBLEM_STYX,P_PROBLEM_GATE_RIDDLE,P_PROBLEM_DEATH,P_PROBLEM_ENTER_ROD area_7
class A_MOVE_PLANK,A_EXAMINE_DEBRIS,A_SHOW_RING_TO_GUARDS,A_TALK_TO_PAWN_BROKER,A_TRADE_RING_FOR_MAP,A_TALK_TO_FERRYMAN,A_TALK_TO_JOLLO,A_SHOW_RING_TO_JOLLO,A_PLAY_NIGHTINGALE,A_GIVE_MINT,A_GIVE_RABBIT_FOOT,A_USE_INK_ON_SELF,A_GIVE_STINKY_FLOWER,A_READ_BOOK_TO_OYSTER,A_PLAY_FLUTE_FLOWERS,A_PICK_ICEY_LETTUCE,A_GET_TEA_CUP,A_PICK_DRINK_ME,A_GET_MILK_BOTTLE,A_GIVE_MILK_TO_PLANT,A_TALK_TO_QUEENS,A_PULL_THREAD,A_SEARCH_POETRY_SHELF,A_GET_DANGLING_PARTICIPLE,A_TRADE_PARTICIPLE_BOOK,A_TRADE_RARE_BOOK,A_COOL_POOL,A_GET_BRICK,A_GET_HUNTERS_LAMP,A_SOLVE_TILE_PUZZLE,A_NAVIGATE_TO_SKELETON,A_COLLECT_COINS,A_USE_BRICK_TRAP,A_LIGHT_TINDERBOX,A_USE_HOLE_IN_WALL,A_FIND_SHIELD,A_LURE_MINOTAUR,A_USE_SHIELD_STATUE,A_CUT_HEDGE,A_GIVE_WHITE_ROSE,A_GIVE_RING_TO_BEAUTY,A_PLACE_ROSE,A_SOLVE_CLIFF_PUZZLES,A_GET_BLACK_FEATHER,A_GET_STINKY_FLOWER,A_LIGHT_CAVE,A_REJECT_POISON,A_COLLECT_COMPONENTS,A_GET_EMBER,A_GET_HAIR,A_GET_SPOILED_EGG,A_CAST_CHARM_SPELL,A_CAST_RAIN_SPELL,A_WEAR_BEAUTYS_DRESS,A_GET_SCYTHE,A_GET_COAL,A_RIDE_NIGHTMARE,A_AVOID_ZOMBIES,A_TALK_TO_CASSIMA_PARENTS,A_TALK_TO_GHOST_MOTHER,A_GIVE_TICKET,A_PLAY_BONES,A_PAY_CHARON,A_COLLECT_STYX_WATER,A_SEARCH_KNIGHT,A_ANSWER_LOVE,A_SHOW_MIRROR_DEATH,A_PAINT_DOOR,A_CAST_PAINT_SPELL,A_WEAR_DISGUISE,A_DISTRACT_GUARDS,A_TALK_TO_GHOST_BOY,A_GIVE_LAMP_REPLICA,A_FIND_ALI_PASSWORD,A_FIND_ZEBU_PASSWORD,A_GIVE_DAGGER,A_COMBINE_PASSWORD,A_UNLOCK_CHEST,A_OPEN_TREASURY,A_USE_FAKE_LAMP,A_GIVE_MINT_GENIE,A_FIGHT_VIZIER,A_TRADE_COAL_FOR_EGG,A_CASSIMA_FIGHTS,A_SHOW_LETTER action
class O_RECEIVE_ROYAL_RING,O_RECEIVE_NIGHTINGALE,O_RECEIVE_MINT,O_RECEIVE_TINDERBOX,O_RECEIVE_FLUTE,O_RECEIVE_PAINTBRUSH,O_RECEIVE_INK,O_RECEIVE_MAGIC_MAP,O_RECEIVE_RABBIT_FOOT,O_RECEIVE_JOLLO_TRUST,O_GNOMES_HEARING,O_GNOMES_TASTE,O_GNOMES_TOUCH,O_GNOMES_SIGHT,O_GNOMES_SMELL,O_RECEIVE_PEARL,O_RECEIVE_HOLE_IN_WALL,O_RECEIVE_ICEY_LETTUCE,O_RECEIVE_TEA_CUP,O_RECEIVE_MILK,O_RECEIVE_BABYS_TEARS,O_RECEIVE_RED_SCARF,O_RECEIVE_LUMP_OF_COAL,O_RECEIVE_SULFUR_EGG,O_RECEIVE_SPIDER_WEB,O_RECEIVE_LOVE_WORD,O_RECEIVE_DANGLING_PARTICIPLE,O_RECEIVE_RARE_BOOK,O_RECEIVE_SPELL_BOOK,O_RECEIVE_BRICK,O_RECEIVE_HUNTERS_LAMP,O_RECEIVE_SKULL,O_RECEIVE_COINS,O_TRAP_STOPPED,O_CAN_SEE,O_REVEAL_TAPESTRY,O_RECEIVE_SHIELD,O_RECEIVE_DAGGER,O_RECEIVE_SACRED_WATER,O_RECEIVE_ORACLE_VIAL,O_RECEIVE_MIRROR,O_RECEIVE_BEAUTYS_DRESS,O_RECEIVE_WHITE_ROSE_2,O_RECEIVE_BLACK_FEATHER,O_RECEIVE_STINKY_FLOWER,O_RECEIVE_PEPPERMINT,O_SURVIVED,O_RECEIVE_EMBER,O_RECEIVE_HAIR,O_RECEIVE_SPOILED_EGG,O_RECEIVE_SCYTHE,O_RECEIVE_COAL_IOM,O_RECEIVE_TICKET,O_RECEIVE_HANKERCHIEF,O_RECEIVE_SKELETON_KEY,O_RECEIVE_STYX_WATER,O_RECEIVE_GAUNTLET,O_RECEIVE_VIZIER_LETTER outcome

File diff suppressed because one or more lines are too long

Before

Width:  |  Height:  |  Size: 546 KiB

After

Width:  |  Height:  |  Size: 569 KiB