OpenLLM-France/wikimedia huggingface dataset:
# Old School RuneScape/Quests/Jungle Potion

The Druidic Ritual quest is required as Jungle Potion centers around the Herblore skill. Players search around Karamja to find some special herbs for Trifitus (NPC) which he needs to call upon the gods. After this quest players can start the Tai Bwo Wannai Cleanup minigame.
# Old School RuneScape/Quests/Monk's Friend

In this quest you have to help a monk find a blanket for his son. The monks cannot sleep because of the baby is crying because he doesn't have his blanket. You have to find the blanket to receive a small reward. The blank is located at an underground hideout for thieves. You will have to find the hideout to get the blanket. To find the hide out, you must go near the clock tower near the river near the city of Ardoughne. You will see a circle of stones. When you step in the circle, a ladder will appear. Go down the ladder. Look around for a table with a blanket on it and take it. Return to the monk and give him the blanket. You will receive 8 law ruins, some exp in a skill(I don't know what skill, i forget)and a small party(balloons will fall out of no where, you may pop them like at party petes party hall but there is nothing in them.)
# Old School RuneScape/Quests/Holy Grail

Start point: Camelot Castle
To start: Speak to King Arthur
Quest length: Long
Minimum requirements: Must have completed Merlin's crystal, Must defeat a lvl-126 Black Knight Titan
Members only: Yes Items needed: Excalibur sword from the Merlin's Crystal quest. You must done this quest before trying to complete the Holy Grail quest. If you have not got the Excalibur anymore , then you can get one by talking to the lady of the lake again Reward: 3 quest points and some prayer exp.
King Arthur: Will tell you to talk to Merlin. Merlin will tell you to talk to the High Priest on Entrana or Sir Galahad who is living in a two story house on the outside west edge of McGrubor's wood.
Entrana: First deposit any armor and weapons before going to Entrana. When you go there , go to the church and talk to High Priest.
Sir Galahad: Go to his house and talk to him, he will give you a napkin.
Whistle: After you get the napkin , go to Draynor Manor. Go to third floor and retrieve two magic whistles.
Black Knight Titan: Take Excalibur, whistles, food, armor and cure potion with you. Go to Brimhaven, carry on west till you find poison scorpions. Now head north and you should see a square plot of stone. Stand on this and blow a whistle. You are now teleported to way the Holy Grail is.
To go further, you must kill the Black Knight Titan lvl 146. You must use Excalibur to kill him.
Castle: To get into the castle you must first talk to the Head Fisherman. Go back to the castle and find the bell. Ring the bell and you teleported into the castle. The King: Talk to the king there and he will tell you about his son. Once you finished talking to the king , blow your whistle again and this will teleport you back to the square Plot.
Golden Feather: Go back to King Arthur and talk to him. He will give you the golden feather. Son: He is found in Goblin Village. Find the sacks and prod them. Give him a whistle. Claiming your reward: Go back to the castle where the Holy Grail is and speak to the King again. Go upstairs and take the Holy Grail and then back to Camelot to speak to King Arthur again.
# Old School RuneScape/Quests/In Search of the Myreque

The Nature Spirit quest is required. Players help find the legendary Myreque, who are fighting against Morytania's dark forces and their vampiric overlord. This quest unlocks a shortcut through Mort Myre swamp which is very useful for players seeking access to the Barrows.
# Old School RuneScape/Quests/Monkey Madness

Monkey madness is among the hardest quests in the game. It is by far the longest but one of the most rewarding. In the quest you have to help the King of the gnomes by finding out what happened to his elite fighting group, the 10th guard. The quest leads you to an island inhabited by apes, Ape Atoll. Unfortunately pretty much everything on the island poisons you, this is very annoying, but as you progress further into the quest and after you kill a level 195 jungle demon, you receive 35000 experience in either strength and hitpoints or attack and defense, and the two skills you didn't choose you receive 200000 experience (if you are a pure and you do not want the defense experience, don't talk to the gnome that teleports you to the hangar), you also receive 10k, 2 cut diamonds and the ability to wield the dragon scimitar.
Note: 1K = 1000
# Old School RuneScape/Quests/Heroes Quest

The Heroes quest requires 55 quest points and allows access to the Hero's Guild upon completion. Your reward for completing Heroes Quest is the right to use Dragon Mace and Dragon Battle Axe. Heroes requires two people to complete this quest.
# Methods in Human Computer Interaction
## Goal

We will develop content for a new wikibook where we describe, document and critically assess methods relevant to the field of Human Computer Interaction.

## Foreword

Being that the nature of the field of Human Computer Interaction is that it is interdisciplinary, methods proceed and are adapted from many other disciplines. There are but a few of which we could call "genuinely native" HCI methods. To complicate matters, computerized systems change at a vertiginous pace and changes are often surreptitious. It seems as if Kurzweil was not as far off from fact with his predictions. Through this book, we will learn, critique, apply, and expand different methodologies to make them suitable to the study of the interfaces between humans and computerized systems.
We will use our textbook and articles to guide our discussion and we will collaborate in documenting the state of matters through this WikiBook.
Dr. Z

## Table of Contents

* Introduction
* Ethics
* Quantitative
* Qualitative
* Emergent Methods
* Project Proposal Turing
* Final Report Team Fitts
# Methods in Human Computer Interaction/Quantitative

Quantitative methods...

## Experimental Design
# Title
## Surveys

An investigation into developing trust in the rideshare industry
Compulsive Usage of Smartphones across Generations
# Methods in Human Computer Interaction/Qualitative
## Methods in Human Computer Interaction/Qualitative

Qualitative methods...

## Ethnography

An ethnographic research study of the deaf community in the workplace
# Parkour/Aesthetic Moves/Frontflip
## Steps

1. Take a 3 or 4 running steps.
2. Do your last hopping step because this is the take off.
3. Prepare yourself for the take off. Synchronize the following instructions below before the take off:
* Hands up above your head.
* Look slightly on the ground.
* Always remember:
Keep your both feet in front of your face. Don't lean because leaning makes your front flip low and when you landed, it may cause damage to your heels.
4. After doing the previous set of instructions
* First, throw your hands forward, jump high but straight and not in leaning position.Then, bring your knees to your chest quickly and grab it with your hands.
5. Always think the proper timing.Release your legs if your rotation is about 3/4 or 7/8.
6. Prepare for landing.Always land on the balls of your feet and not on your heels.Otherwise, it can injure your heels.
# Parkour/Aesthetic Moves/Sideflip

The side flip starts out with a run and long strides. As you prepare to flip, take a small skip step dragging your back leg close to the ground. And it can be performed in two ways. 1-take strides and jump of a leading foot 2-skip jump into a jump with both feet.
You want to jump upwards and bring your knees into your chest and tuck as you jump up. You want your left hand (as if performing flipping to the right) to go over your head and follow through. Your right hand will go up and out and then brought into a tuck formation and brought in the pit of your knees. You are pivoting around your shoulders. As you land your feet unfold and bend your knees to absorb the shock. While practicing before performing you should practice rolling over a bail of hay, foam block, or any waist-high obstacle ... Technique is key here
# Parkour/Aesthetic Moves/Backflip

This move is the reverse of the Frontflip.It can be executed in a straight surface or in higher places and can be executed with a roundoff or even stationary,as same as in back handspring.

## Steps

Straight surface execution
* Bend your knees in squat position.Put your arms at your back.
* Jump high as you can together with swinging your both arms upward.
* Bring your knees to your chest and grab it quickly with your hands.
* Untuck and prepare for landing before the rotation of your body would be completed.
Higher place execution
* Search for a higher place.
* Do the step 1 and 2 of staight surface execution.
* Unlike straight surface execution, you'll need to control your rotation but you can do it without tucking as your choice.
* Since you do it in a higher place, carefully prepare your both feet for landing to avoid any kind of injury.
# Parkour/Aesthetic Moves/Handspring

Quick navigation for Parkour Wikibook: 01. Introduction 02. Exercises 03. Basic Movements
04. Advanced Movements 05. Freerunning
A Handspring is a tricking/gymnastics move in which you flip halfway, place your hands on the ground, spring off your hands continuing the flip that you started, and land back on your feet. Either a front handspring or a back handspring can be done.

## Steps

* A front handspring is done while moving forward. You run, throw your hands into the ground while doing a forward rotation, then spring off your hands onto your legs, while keeping your legs straight. [Front Handspring Video]
* A back handspring is done differently. It can be performed out of a roundoff or while stationary. First, you bend your legs about halfway, pulling your arms backward. Then you jump up and back off of your legs while flinging your arms over your head backward. As your hands hit the ground behind you, your body should be in an arc. That action should put enough momentum into your legs to flip you over and bring you back onto your feet.
# Parkour/Aesthetic Moves/Bar Gate Vault

On the gate vault, you have to bend over the gate and flip over the gate. You have to stick the landing because if you don't stick the landing, then you would likely to hurt yourself doing the gate vault. Protect yourself from falling on your head because if you fall on your head, you would break the base of your skull.
# Parkour/Aesthetic Moves/Cheat Gainer

The Cheat Gainer is a kind of flip derived from Wushu,a Chinese martial art.This move uses a J-step.

## Steps

1. Do a 3 or 4 steps in J-form.
2. Synchronize the following:
* In your overall steps(whether you did 3 or 5 step),do your last step as your jumping step using your one leg.
* Kick you another leg upward.
* Swing your both arms upward.
3. When you feel that you're in the midair after jumping, spot the ground over your shoulder.
4. Prepare your one leg for landing.
# Parkour/Aesthetic Moves/Screwdriver

This is the most difficult and most dangerous move in Parkour and Freeruning but this is the greatest move ever.

## Steps

* Take a running steps.
* Your last step uses both feet.Put your arms in behind you.Synchronize this two before the takeoff.
* Dive over the obstacle together with tapping on it.Then, twist your body quickly in the midair in 360°.
* Make your body parallel to the obstacle as same as Double Kong.
* If your twisting rotation was about 270° or less, prepare for landing by bending your legs before the rotation is completed.
# Parkour/Aesthetic Moves/360 Catleap

Quick navigation for Parkour Wikibook: 01. Introduction 02. Exercises 03. Basic Movements
04. Advanced Movements 05. Freerunning

## Steps

* Take a few jogging steps toward the wall you are leaping onto and jump
* Initiate the rotation by tucking your arms in closer to your body and kicking off with your dominant foot as you leave wall one
* Do not hesitate or you may be seriously injured
* Spot you hand landing and stick out your feet so as to hit the wall with the balls of your feet ( not your face)
* Grab onto the wall and either do a muscle up or cat drop its really up to you at this point.
# Parkour/Aesthetic Moves/360 Frontflip

This move is derived from gymnastics but it is widely used in freerunning.These are the instructions on how to do it:
Remember:This is a running frontflip.
1. Take a 3 or 4 running steps.
2. Do your last hopping step because this is the takeoff
3. Prepare yourself for the takeoff.Synchronize the following instructions below before the takeoff:
4. After doing the previous set of instructions:
5. Always think the proper timing.Release your legs if your rotation is about 3/4 or 7/8.
6. Prepare for landing.Always land on the balls of your feet and not on your heels.Otherwise, it can injure your heels.
# Parkour/Aesthetic Moves/Air Bomb

This move is a series of sideflips(either 3,4 or more rotations).Double sideflip is considered only as Air Bomb if it performed in higher places.

## Steps

* Look for a higher place.
* Do the running steps then jump sideways.
* Quickly tuck and do the multiple body rotations as you can during the midair.
* Since your angular momentum was very strong due to the faster rotations, quickly prepare for landing.Untuck before your last rotation would be completed then roll to reduce the force of your impact.
# Modular Arithmetic/Quadratic Residues

An integer $\alpha$ may be called a quadratic residue modulo $\beta$ if there exists an integer, $\gamma$, such that the congruence,
    $\alpha \equiv \gamma ^{2}{\pmod {\beta }}$
holds. Else $\alpha$ is a quadratic nonresidue modulo $\beta$.
# Modular Arithmetic/Wilson's Theorem

A natural number $\alpha$ is a prime number, if and only if:
    $(\alpha -1)!\equiv -1{\pmod {\alpha }}$
Where $\alpha !$ denotes the factorial of $\alpha$, meaning the product of all numbers less than or equal to $\alpha$, for every natural number.

## Examples

5 is a prime number because,
    $4!=24$
and
    $24\equiv -1{\pmod {5}}\implies 25|5$
which is true. 6, on the other hand, is not, as
    $5!=120$
and
    $120\equiv -1{\pmod {6}}\implies 121|6$
which is false.
# Modular Arithmetic/The Pigeonhole Principle

Previously we learned some basic properties of the congruence relation (≡), and how to perform basic arithmetic with congruences (addition, subtraction, multiplication and division, under specific conditions).
In this chapter, we will learn one of the most important theorems in math, the Pigeonhole Principle. This seemingly simple theorem is surprisingly very powerful, as it can prove shocking facts, such as the fact that there are at least two people in London with the same number of hairs on their head - what??!! And even the fact that if you add a new baby to 365 babies, who were all born on different days of the year, there is a baby in the group that was born in the same day of the year as the new baby (well, this one is more obvious and less surprising).
We will learn how to use the powerful Pigeonhole Principle in modular arithmetic.
(WIP)
# Modular Arithmetic/What is a Modulus?

In modular arithmetic, 38 can equal 14 — what??
You might be wondering how so! (Or you might already know how so, but we will assume that you don't.) Well, modular arithmetic works as follows:
Think about military time which ranges from 0000 to 2359. For the sake of this lesson, we will only consider the hour portion, so let us consider how hourly time works from 0 to 23. After a 24 hour period, the time restarts at 0 and builds again to 23. So, using this reasoning, the 27th hour would be equivalent to the third hour in military time, as the remainder when 27 is divided by 24 is 3 (make sure you understand why this is true as it is vital to understanding everything that follows in this book). So to get any hour into military time we just find the number's remainder when divided by 24. What we really are doing is finding that number modulo 24.
To write the earlier example mathematically, we would write:
    $27\equiv 3{\pmod {24}}$
which reads as "27 is congruent to 3 modulo 24". Let us try one more example before setting you loose: what is 34 congruent to modulo 4, which can also be written as "34 (mod 4)" which is read as "what is 34 congruent to modulo 4?". We find the remainder when 34 is divided by 4; the remainder is 2. So, $34\equiv 2{\pmod {4}}$.
Now, try some on your own:
* Exercises: Definition of Modular Arithmetic
* Replace the '?' by the correct value.
* $25\equiv {\text{?}}{\pmod {7}}$
* $10^{10}\equiv {\text{?}}{\pmod {10}}$
* $(9^{36}+3)\equiv {\text{?}}{\pmod {729}}$
* Challenge: Definition of Modular Arithmetic
* These two are a lot harder. Simplify:
* $(9^{36}+3)\equiv {\text{?}}{\pmod {10}}$
* $(9^{36}+3)\equiv {\text{?}}{\pmod {11}}$
* You do not need to work out what (9$^{36}$ + 3) is to solve these, but they will require some calculation.
# Modx/An Introduction to Modx
### Introduction to Modx

You may have heard of Joomla! or Drupal or any other number of CMS's, but they all have the same, uneditable, uniform feel to them. There is no way to break free of the bonds that tie you down to the system. This is not true with a relatively new addition to the CMS scene, Modx. Modx is powerful and fast, while still being 100% customizable in every way. It does not matter what you want to do in Modx, if it can be done in PHP, it can be done in this powerhouse of a framework.

## What is Modx?

Modx is several things. It is a customizable web application builder, a website builder, a content management system (CMS) and much more. Basically, it is a powerful tool for creating almost anything you want in an easy to use graphical user interface (GUI).
# Modular Arithmetic/Minkowski's Convex Body Theorem

A convex set is a set of points with the property that given any two points in the set, the straight line joining them lies entirely within the set. Intuitively, this means that the set is connected (so that you can pass between any two points without leaving the set) and has no dents in its perimeter.
Examples of a convex set are a circle, a square and a triangle (assuming that the sets consist of the interiors as well as the circumference or perimeter).
A set is symmetric about a point X if, given any point Y in the set, the point Z lying on the line through X and Y, on the opposite side of X to Y and with ZX = XY, is also in the set.

## Blichfeldt's Lemma

   Just to be clear, Blichfeldt's lemma isn't so much an application of the pigeonhole principle as an extension of it. Like the pigeonhole principle it is saying that "if you have too much of something it won't all fit".
   * Pigeons: Points in S, a bounded region of $\mathbb {R} ^{n}$ with total volume V > 1.
   * Pigeonholes: Positions in unit 'cube' (or equivalent of unit cube in $\mathbb {R} ^{n}$).

## Exercises

* Exercises:
# Modular Arithmetic/Sophie Germain's Theorem

Let $p$ be a prime number. Then, for the equation,
$x^{p}+y^{p}=z^{p}$
it is true that at least one of the numbers $x,y,z$ must be divisible by $p^{2}$, if and only if there exists a prime $q$, such that:
* No two nonzero $p^{th}$ powers differ by one modulo $q$;
* $p$ is itself not a $p^{th}$ power modulo $q$.
Corollary: The first case of Fermat's Last Theorem (the case in which $p$ does not divide $xyz$) must hold for every prime $p$ if there exists a prime $q$ for which (1) and (2) hold.
# Modular Arithmetic/Wolstenholme's Theorem

For all prime numbers, $p>3$, the congruence,
    $\left({\begin{matrix}2p-1\\p-1\end{matrix}}\right)\equiv 1{\pmod {p^{3}}}$
holds.
Where $\left({\begin{matrix}n\\k\end{matrix}}\right)$ denotes the binomial coefficient, which equals $n! \over k!(n-k)!$.
# Modx
### Table of Contents

An Introduction to Modx
How to setup Modx on linux
Downloading and Installing Modx
Your First Login and Setting up Modx
Modules, Plugins, Snippets, Templates ans Chunks
Building Your Own Template
# Muggles' Guide to Harry Potter/Characters/Fawcett
## Overview

Miss Fawcett is a member of either Ravenclaw or Hufflepuff house, possibly in the same year as Fred and George Weasley.

## Role in the Books
### Philosopher's Stone

A very tenuous link leads us to believe that Miss Fawcett was present at Hogwarts in Harry's first year. The book Quidditch Through the Ages, written by the author of the series, has a library card on the fly-leaf, with a list of students who had taken the book out and the due dates. One "S. Fawcett" had borrowed the book, and was to return it on the 16th of September. "H. Granger" and "H. Potter" had borrowed the book after that, and Hermione has the book out of the library during Harry Potter and the Philosopher's Stone.

### Chamber of Secrets

Miss Fawcett is mentioned in passing as one of the students that Professor Lockhart helps to her feet after the grand chaos of the Dueling Club. "Careful there, Miss Fawcett..."

### Goblet of Fire

In conversation with Mr. Weasley just before locating the Portkey to take them to the Quidditch World Cup, Amos Diggory mentions the Fawcetts had been unable to get tickets. Given the author's propensity to re-use characters, we can guess that this refers to Miss Fawcett's family, and thus guess that she lives near the Weasley home at Ottery St. Catchpole.
Professor Dumbledore mentions that Miss Fawcett had tried to place her name in the Goblet of Fire, but had been thwarted by the Age Line.
Fawcett is penalized ten points by Professor Snape when she is caught hiding in a rose bush with one Mr. Stebbins at the Yule Ball.

## Relationships with Other Characters

Miss Fawcett was caught by Snape kissing Stebbins behind a Rose Bush during the Yule Ball, so it can be assumed she was going out with Stebbins.

## Analysis

One thing to be aware of here is that either there is some confusion over whether Miss Fawcett is in Ravenclaw or in Hufflepuff, or else there are two Misses Fawcett, one in each house. As noted above, Professor Dumbledore says "Miss Fawcett, of Ravenclaw." At the Yule Ball, however, when Professor Snape is wandering around the rose garden, blasting apart bushes, he flushes out a snogging couple, Fawcett and Stebbins. Addressing the fleeing girl, Snape says "That's ten points from Hufflepuff, Fawcett!"

## Questions

Study questions are meant to be left for each student to answer; please don't answer them here.
# Muggles' Guide to Harry Potter/Characters/Everard
## Overview

Everard is a past Headmaster of Hogwarts. He is present as a painting in the Headmaster's office. He seems to be somewhat famous, as he seems to have portraits also in the Ministry.

## Role in the Books
### Order of the Phoenix

Everard plays a small role in this book. Hearing that Arthur Weasley has been attacked by a snake, Professor Dumbledore sends Everard and Dilys to investigate. Everard reports back that he had raised the alarm, saying that he had heard something downstairs, and had seen them bringing a man up. We assume, correctly as it turns out, that the injured man is Arthur, and we are led to believe that the hallway in which he was sitting is the one that ends at the doorway into the Department of Mysteries at the Ministry of Magic.

### Half-Blood Prince

Everard has one brief appearance in this book. At the end of the book, as the four Heads of House, plus Harry and Hagrid, are meeting to consider the future of the school, Everard, here described as a sallow-faced wizard with a short black fringe, strolls into his picture frame to announce that the Minister is on his way, he has just Disapparated from the Ministry.

## Questions

Study questions are meant to be left for each student to answer; please don't answer them here.