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\input texinfo @c -*- texinfo -*-
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@c @include{version.texi}
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Copyright @copyright{} 2003, 2004, 2005 Daniel Heck
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Copying and distribution of this file, with or without modification,
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are permitted in any medium without royalty provided the copyright
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notice and this notice are preserved.
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@setfilename enigma.info
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@settitle Enigma Manual
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@center @titlefont{Enigma Manual}
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@center for version @value{VERSION}
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@center Copyright @copyright{} 2003, 2004 Daniel Heck (@email{dheck@@gmx.de})
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@c @title Enigma Manual
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@c @subtitle for version 0.80
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@c @author Daniel Heck (@email{dheck@@gmx.de})
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@vskip 0pt plus 1filll
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@node Top, Introduction, (dir), (dir)
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This manual describes how to install and play Enigma. It corresponds
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to Enigma version @value{VERSION}.
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Copyright @copyright{} 2003, 2004, 2005 Daniel Heck
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Copying and distribution of this file, with or without modification,
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are permitted in any medium without royalty provided the copyright
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notice and this notice are preserved.
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* Introduction:: Getting started with Enigma
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* The Game:: How to play Enigma
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* Game Objects:: Description of some game objects
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* Spoilers:: Tips for some difficult levels
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* Credits:: Credits and `Thank You's
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--- The Detailed Node Listing ---
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* About:: Some facts about Enigma
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* Installation:: Getting and installing Enigma
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* Emulating Oxyd:: Using Oxyd's data files with Enigma
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* Distributing Enigma:: Give copies to your friends!
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* Getting Started:: Navigating the menus and starting a game
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* Rules of the Game:: How to play Enigma
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* Controls:: Keyboard and mouse commands
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* The Level Menu:: Choose the next level
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* Game options:: Adapt Enigma to you preferences
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* Two-player landscapes::
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* Meditation landscapes::
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* Explosives:: Dynamite and bombs
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* Flags:: Setting the respawn point
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* Tutorial:: Hints for Level Pack `Tutorial'
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* Enigma Hints:: Hints for Level Pack `Enigma'
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* Enigma 2 Hints:: Hints for Level Pack `Enigma 2'
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* Utilized Software::
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@node Introduction, The Game, Top, Top
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@chapter Introduction
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* About:: Some facts about Enigma
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* Installation:: Getting and installing Enigma
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* Emulating Oxyd:: Using Oxyd's data files with Enigma
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* Distributing Enigma:: Give copies to your friends!
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@node About, Installation, Introduction, Introduction
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@section About Enigma
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Enigma is a tribute to and a re-implementation of Oxyd, one of the
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most original and intriguing computer games of the 1990's. Oxyd first
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appeared on the Atari ST, but was later ported to many other platforms
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and extended into a series of four games: Oxyd 1, Per.Oxyd, Oxyd
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magnum, and Oxyd extra. In 2002 Dongleware, the publisher of Oxyd,
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finally decided to leave the gaming business and to abandon Oxyd.
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Enigma is a clone of Oxyd---with a few unique twists, but altogether
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very true to the original. Even if you have never played Oxyd, there's
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a good chance that you will enjoy Enigma, provided you like puzzle games
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and have a steady hand.
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There is an official @uref{http://www.nongnu.org/enigma, homepage} for
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Enigma that contains screenshots, downloads, latest news, and the most
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recent version of this @uref{http://www.nongnu.org/enigma/manual, manual}.
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The Enigma developers can always be reached by email at
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@email{enigma-devel@@nongnu.org}.
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Enigma is free software, i.e., you are encouraged to copy it and give
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it to your friends (@pxref{Distributing Enigma}). Enigma is developed
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by a small group of volunteers, all of us working in our free time.
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If you like the game please send us an email. It's probably the only
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thing we will ever get in return for the countless hours we have put
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@node Installation, Emulating Oxyd, About, Introduction
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@section Installation
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The latest version of Enigma can be downloaded from Enigma's
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@uref{http://www.nongnu.org/enigma/download.html, Download
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Page}. This page contains packages for the following operating
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The Windows version of Enigma is distributed as a self-installing
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executable. Simply download and run the provided @file{.exe} file.
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Binary packages exist for some popular Linux distributions like SUSE,
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Redhat, or Debian. For other Unix-like operating systems, building
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Enigma from source is usually the easiest solution.
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No installation is necessary for the OS X version, simply execute the
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@file{.dmg} or @file{.tar.gz} file.
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The download page usually contains more detailed and up-to-date
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information. If you cannot get Enigma to work on your computer, feel
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free to ask for help on the Enigma mailing list
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(@email{enigma-devel@@nongnu.org}).
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@node Emulating Oxyd, Distributing Enigma, Installation, Introduction
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@section Emulating Oxyd
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As mentioned in the introduction, Enigma started out as a clone of
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Oyxd. By now, Enigma is finally capable of emulating most of Oxyd's
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core functionality, although the gaming experience isn't perfect yet.
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Enigma still lacks some of Oxyd's game objects, and features like
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network support are completely missing. What @emph{does} work,
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however, is importing Oxyd's sound effects and playing many of the
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Enigma will automatically import every Oxyd data file it can find.
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By default it searches for data files in the following places:
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There's a @file{data} folder in Enigma's installation directory, the
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location of which you can specify in the installation program.
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This is usually something like @file{C:\Program Files\Enigma\data}.
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There are two possible data directories on Unix-like systems: firstly
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the system-wide directory (something like
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@file{/usr/local/share/enigma} or @file{/usr/share/games/enigma},
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depending on your configuration), and secondly a per-user directory
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called @file{.enigma} in your home directory.
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All you have to do is copy one/any/all of the following files to
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Enigma's data directory (remember that case @emph{does} matter on
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Unix-like operating systems):
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@multitable {Oxyd magnum gold} {@file{oxyd1ibm.dat}}
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@item @strong{Game} @tab @strong{Data file}
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@item Per.Oxyd @tab @file{peroxyd.dat}
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@item Oxyd 1 @tab @file{oxyd1ibm.dat}
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@item Oxyd extra @tab @file{oxydex.dat}
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@item Oxyd magnum @tab @file{oxydmibm.dat}
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@item Oxyd magnum gold @tab @file{oxydmgg.dat}
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Per.Oxyd and Oxyd 1 are ``dongleware'' (i.e., some kind of shareware)
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and can be downloaded freely from the Internet (search for ``oxyd
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abandonware''; Google is your friend). Oxyd extra and Oxyd magnum were
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regular commercial games, so you may use the data files only if you have
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a legal copy of these games. Please do not ask us to send you copies of
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any Oxyd version---we won't. Oxyd may have been abandoned, but it's
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still copyrighted, and we respect that.
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@node Distributing Enigma, , Emulating Oxyd, Introduction
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@section Distributing Enigma
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Enigma is free software and may be distributed under the terms of the
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GNU General Public License (GPL). This license comes with every
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Enigma release (either in file @file{COPYING} or in file
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@file{COPYING.txt}). If all you want to do is @emph{play} Enigma, you
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don't really need to read all that legalese (you probably wouldn't
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anyway). For you, the license basically says: Play Enigma as much as
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you want, as long as you want, and be sure to give it to all your
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If you want to modify Enigma or contribute to its further development,
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please @emph{do} read the license, if only this one time in your life.
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The GPL insures that Enigma will remain free software in the future.
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In particular, if you modify Enigma or distribute modified version,
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you may not deny anyone else the right to use, modify, and distribute
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Enigma or its derivatives.
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The preceding two paragraphs are no substitute for the real license,
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but a summary of its main traits in plain English. Please consult the
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GPL or ask if you are unsure or if you need to know more details.
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@node The Game, Game Objects, Introduction, Top
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* Getting Started:: Navigating the menus and starting a game
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* Rules of the Game:: How to play Enigma
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* Controls:: Keyboard and mouse commands
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@node Getting Started, Rules of the Game, The Game, The Game
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@section Getting Started
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After starting Enigma, you will be confronted with the main menu, from
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where you can start a new game, set some options, or leave the game if
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you've had enough. The following sections will give you a quick tour
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of the level menu and the options menu; everything else is hopefully
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* The Level Menu:: Choose the next level
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* Game options:: Adapt Enigma to you preferences
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@node The Level Menu, Game options, Getting Started, Getting Started
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@subsection The Level Menu
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Pressing ``New Game'' in the main menu leads you to the level menu,
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which looks something like this:
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@image{images/levelmenu,,7cm}
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The screen consists of three areas: the top area contains information
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about the currently selected level and the current level pack, the
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middle area displays an overview of the available levels and at the
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bottom is a row of buttons.
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You can move around the list of levels using either the small arrow
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buttons to the right or using the arrows keys. To start a new game,
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simply click on the preview image of the landscape you want to play or
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The level menu labels the levels that you already solved with a small
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medal in the upper left corner of the preview image (a silver medal if
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you solved it in easy mode, a gold medal otherwise). You can jump to
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the next unsolved level either by pressing @key{F5} or by pushing the
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button with the two medals in the bottom row.
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You can navigate the level menu with the following keys:
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Move to next unsolved level
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Change selected level
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Move to next level pack
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@item @key{Backspace}
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Move to previous level pack
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@c At first, only 10 levels in every level pack are available for
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@c playing. The other levels are ``locked'', as indicated by the lock
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@c symbol in the preview image. The unlocked levels can be played in any
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@c order, and for every completed level, a new level will become
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Enigma comes with many levels. Many, many levels, in fact. To keeps
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things orderly, they have been organized into six ``level packs'':
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To move between the different level packs, either use the @key{Space}
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and @key{Backspace} keys, or press the ``Level Pack'' button.
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@node Game options, , The Level Menu, Getting Started
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@subsection Game Options
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The options menu allows you to adapt Enigma to your preferences
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Toggles between fullscreen and windowed display. You can also use
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@kbd{Alt-@key{RET}} to do this, even when you are not in the options
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menu. @emph{Note:} On some systems you have to return to the main menu
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to switch from window to fullscreen mode or vice versa!
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This button lets you change the video mode used by Enigma. Enigma does
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not switch the video mode immediately but waits until you return to the
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Determines how quickly your marble accelerates when you move the
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mouse. You can use the left and right arrow key to change the mouse
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speed during the game.
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@item Skip Solved Levels
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If this option is active, Enigma automatically skips levels that have
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Set this option to `Yes' if you are mainly interested in setting new
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time records. Enigma will automatically restart the current landscape
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if you are too slow. During Time hunt 'Skip Solved Levels' toggles whether
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to skip levels were par was already reached.
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The volume of sound effects during the game.
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This button lets you choose the set of sound effects Enigma uses during
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the game. If you use Enigma with the original Oxyd data files, this
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options lets you use the original Oxyd sounds in all levels.
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The volume of the background music in the menu.
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@c @item Music in game
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@c Enigma can play music files during the game. Turn this feature on or off.
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Toggle between ``normal'' stereo, ``reversed'' stereo, and mono sound.
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@node Rules of the Game, Controls, Getting Started, The Game
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@section Rules of the Game
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* Normal landscapes::
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* Two-player landscapes::
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* Meditation landscapes::
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@node Normal landscapes, Two-player landscapes, Rules of the Game, Rules of the Game
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@subsection Normal landscapes
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The basic idea behind Enigma is simple: In most levels you control a
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small black marble and have to find and ``open'' matching pairs of
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so-called @emph{Oxyd stones}. Closed Oxyd stones look like this
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(there are four different variants, but they all behave the same):
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@image{images/st-oxyds,,0.7cm}
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When you touch an Oxyd stone with your marble, it opens and reveals a
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color symbol. There are two Oxyd stones with the same symbol in every
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landscape. You must touch two matching stones in succession to open
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them permanently---if the symbols don't match, the first Oxyd stone
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closes again. To finish a landscape you have to find and open all pairs
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of Oxyd stones. In the following image you see a pair of green Oxyd
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stones that is already open. The question mark inside the blue Oxyd
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stone indicates that the second blue symbol is still hidden somewhere.
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@image{images/intro-oxyd,,3cm}
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@emph{By the way: if you have not already done so, now is a good time to
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start Enigma and play the first couple of levels!}
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You can pick up objects on the floor by moving over them. The
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inventory at the bottom of the screen displays the list of items in
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your possession. At the beginning of a new game you will be
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equipped with nothing but two spare marbles. The following picture
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shows an inventory containing a shovel, a piece of paper, two bars of
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dynamite, your extra lifes, and an umbrella:
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@image{images/intro-inventory,,1cm}
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The leftmost object can be activated by pressing the left mouse button:
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It will either drop to the floor or perform some action. Dynamite, for
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example, starts to burn when you drop it, and springs make your marble
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jump. Press the right mouse button or use the mouse wheel to reorder
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the objects in the inventory.
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If, for some reason, you do not want to pick up items, hold down any
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mouse button while moving around. You may find this useful in a few
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Many stones can be moved if you push them hard enough. One of the
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most useful movable stones is the wooden stone, which can be used to
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build bridges across water and abyss. This image shows how to build a
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bridge by dumping wooden stones into the water:
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@image{images/intro-plank,,4cm}
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Game objects interact with each other in surprising ways: Objects lying
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on the floor, for example, can be transformed using laser beams and
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movable stones. And many stones behave differently if you hit them with
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a particular object in the first slot of your inventory (the magic wand
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being the best-known object in this category).
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Last but not least: Don't feel discouraged by the apparent complexity
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of the game---the behaviour of most object will become clear in due
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course. Some of the obscurer objects are explained in @ref{Game Objects}.
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@node Two-player landscapes, Meditation landscapes, Normal landscapes, Rules of the Game
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@subsection Two-player landscapes
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Some bad news first: Enigma does not yet support Internet or network
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games. In this respect, the two-player landscapes are really
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single-player landscapes where you can switch between two marbles: the
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black one you're already used to, and an additional white marble:
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@image{images/intro-twoplayer,,7cm}
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You can tell that you're on a two-player level by the little Yin-Yang
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symbol in your inventory. Activating this object switches from the
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black to the white marble and vice versa.
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@node Meditation landscapes, , Two-player landscapes, Rules of the Game
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@subsection Meditation landscapes
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In the so-called meditation landscapes your job is quite different:
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Instead of finding matching Oxyd stones, you have to put a number of
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small white marbles into pits on the floor. The level is finished as
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soon as every marble @emph{rests} in its own pit.
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@image{images/intro-meditation,,3cm}
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Be careful though: All marbles move together and a sudden mouse
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movement can easily push some of them out of their pits. Meditation
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landscapes usually require a very steady hand and a lot of patience
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(which is, incidentally, why they are called meditation landscapes!).
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@node Controls, , Rules of the Game, The Game
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Here is a list of controls during the game. (You need not memorize it
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now--you can always display this list during the game by pressing the
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@item Left mouse button
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Use first item in inventory
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@item Right mouse button/mouse wheel
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Rotate inventory items
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Kill the current marble and restart the level
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Move to the next level
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Move to the next unsolved level
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@item @key{Left arrow}
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@item @key{Right arrow}
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Toggle between fullscreen and windowed display
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Return to the level menu immediately
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@node Game Objects, Spoilers, The Game, Top
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@chapter Game Objects
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@c @node Special Objects,,,
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@c @section Special Objects
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@c @node Predators,,,
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@c @subsection Predators
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@node Items, Stones, Game Objects, Game Objects
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* Explosives:: Dynamite and bombs
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* Flags:: Setting the respawn point
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@node Explosives, Umbrellas, Items, Items
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@subsection Explosives
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@image{images/it-explosives,,0.7cm}
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There are three types of explosives you can come across in Enigma.
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The most harmless is the stick of dynamite. It doesn't do much damage
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to floor tiles or neighboring stones when it explodes, but it is
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useful for destroying certain stones and for igniting nearby bombs.
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Black bombs are powerful enough to destroy most floor tiles and many
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other objects. For most purposes, they are the explosive of choice.
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White bombs have the explosive power of five black bombs--get away
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quickly if you see them burn!
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@node Umbrellas, Flags, Explosives, Items
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@subsection Umbrellas
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@image{images/it-umbrella,,0.7cm}
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Use umbrellas to make your marble invulnerable for a short amount of
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time (ten seconds to be exact). When you activate an umbrella, a white
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halo will appear around your marble for as long as the protection lasts.
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If the halo starts to blink, you have three seconds to move your marble
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@node Flags, , Umbrellas, Items
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@image{images/it-flags,,0.7cm}
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Flags are primarily useful on long and dangerous journeys. If your
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marble is destroyed, the new marble will appear where where you last
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dropped a flat, instead of at the beginning of the level. There are two
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types of flags: a black one and a white one, which set the starting
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point of the black and the white marble respectively.
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@c @node Teleporters, Elastic Band, Flags, Items
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@c @subsection Teleporters
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@c @node Elastic Band, , Teleporters, Items
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@c @subsection Elastic Band
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@node Stones, , Items, Game Objects
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@node Lethal Stones, Swap Stones, Stones, Stones
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@subsection Lethal Stones
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@image{images/st-lethal,,0.7cm}
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There are two kinds of stones that you should avoid at all costs, at
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least if you do not have an umbrella to protect your precious marble.
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The @emph{skull stone} is as unhealthy as it looks; touch it and
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perish. Really, you have been warned. There's an even more cunning
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variant that is invisible; don't forget your magic glasses.
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The @emph{black knight} often guards important passageways, and he's
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generally @emph{not} in the mood to let you pass. Bring a good
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argument to ``convince'' him.
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@node Swap Stones, Mirrors, Lethal Stones, Stones
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@subsection Swap Stones
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@image{images/st-swap,,0.7cm}
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Swap stones do not simply move to an adjacent (empty) field when being
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pushed; instead, they change places with the stone they are being
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pushed into. The only way to move a swap stone from one place to
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another is consequently to repeatedly interchange it with other
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@c @node Lasers, Mirrors, Swap Stones, Stones
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@c @subsection Lasers
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@c Both interesting and da
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@node Mirrors, Magic Stones, Swap Stones, Stones
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@image{images/st-mirrors,,0.7cm}
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Laser beams can be deflected with the help of mirror stones.
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There are two types of mirrors in Enigma: plane mirrors and triangular
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mirrors. A plane mirror behaves like an ordinary mirror: An incoming
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laser beam is reflected if it is perpendicular to the mirror and
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deflected to the left or right if it hits the mirror at an angle of 45
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Triangular mirrors are a little more tricky: The three faces behave
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like regular mirrors, either reflecting or deflecting an incident
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beam. But a beam that falls on the tip of the triangle gets split
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into @emph{two} outgoing beams that travel in opposite directions.
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Both types of mirrors can additionally be semitransparent or
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movable. Semitransparent mirrors deflect part of the incoming beam
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just like their opaque siblings do, but part of the beam continues
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unchanged. Movable mirrors are mounted on a light gray stone,
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immovable mirrors on a dark gray stone.
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You can turn mirrors by touching them lightly with your marble. But be
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careful with mirrors that is already inside a laser beam, it is easy to
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inadvertently destroy your marble!
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@node Magic Stones, Shogun Stones, Mirrors, Stones
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@subsection Magic Stones
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@image{images/st-magic,,0.7cm}
698
Magic stones are a relic from the old Oxyd games, where they were used
699
as a copy protection scheme. Since they do not serve a real purpose in
700
Enigma, you will encounter them only if you use Enigma to play levels
701
from Oxyd. Simply hit them with your marble to get rid of them.
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@node Shogun Stones, Electric Stones, Magic Stones, Stones
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@subsection Shogun Stones
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@image{images/st-shogun,,0.7cm}
708
In some levels you will encounter blinking blue dots on the floor.
709
They can be activated with the right combination of @emph{shogun
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stones}, whereupon they usually do something useful like opening doors
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A small blinking dot is activated by moving a shogun stone with a
714
small hole on top of it. To activate the bigger dots a single shogun
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stone is not sufficient. Instead, you have to properly stack two or three
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shogun stones by pushing stones with small holes into stones with
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larger holes. If you want to activate a medium sized dot, for
718
example, you have to first place a shogun stone with a medium sized
719
hole on it and then push a small-holed stone into the bigger one.
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@node Electric Stones, Puzzle Stones, Shogun Stones, Stones
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@subsection Electric Stones
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Electric stones can be used to put an electric charge on one of your
725
marbles or any other movable object. Objects can carry either a
726
positive or a negative charge (or no charge at all, which is the
727
default). Electrically charged objects behave like regular objects if
728
they are far apart. If they are close together, however, they either
729
repel or attract each other, depending on whether they carry like or
732
@node Puzzle Stones, Mail Stones, Electric Stones, Stones
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@subsection Puzzle Stones
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Puzzle stones derive their name from the fact that individual stones
736
can be put together like the pieces of a puzzle. Puzzle stones have
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sockets on some or all of their four sides which can attach to sockets
738
on adjacent stones. Once linked up, groups of puzzle stones move as a
739
unit. You can use these blocks, for example, to build bridges across
742
When hit with a magic wand, puzzle stones behave differently. If the
743
block of puzzle stones is fully connected (i.e., it has no open
744
sockets), the block immediately starts to explode, stone by stone. If
745
the block is not fully connected, the stones in the row or column that
746
was hit get shifted by one place either horizontally or vertically.
748
There's a rare variant of the common puzzle stone that behaves a
749
little differently. The main habitat of this are the levels of Oxyd
750
1, and it's recognizable by the color of its pipes, which is orange
751
instead of the usual blue. These puzzle stones cannot be moved as a
752
unit. They behave like the blue puzzle stones do when you hit them
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with a magic wand: the block explodes if it's fully connected, or
754
the touched row or column of the block gets shuffled.
756
@node Mail Stones, , Puzzle Stones, Stones
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@subsection Mail Stones
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@image{images/st-mail,,0.7cm}
761
Mail stones can be used to send items from your inventory to some
762
inaccessible place in the landscape. When you roll against a mail
763
stone, the first object in your inventory gets removed and put at the
764
end of the pipeline attached to the mail stone. In most cases you
765
will have to build this pipeline yourself, for example by ``mailing''
766
individual pipe objects.
768
Be careful: the mail stone does not work if there is already an object
769
at the end of the pipeline. It's very easy to inadvertently send
770
objects that afterwards block the pipeline, so be careful!
772
@c @node Turnstiles, Bolder Stones, Puzzle Stones, Stones
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@c @subsection Turnstiles
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@c @node Bolder Stones, Elastics and Scissors, Turnstiles, Stones
778
@c @subsection Bolder Stones
781
@c @node Elastics and Scissors, , Bolder Stones, Stones
782
@c @subsection Elastics and Scissors
784
@node Spoilers, Credits, Game Objects, Top
787
This chapter contains hints for some of the difficult levels. You are
788
strongly advised @emph{not} to read the spoilers unless you are
789
completely stuck. Some levels are intentionally difficult and even
790
veteran Enigma players need hours to solve them. Some levels are
791
easier to solve in easy game mode (@pxref{Game options}).
794
* Tutorial:: Hints for Level Pack `Tutorial'
795
* Enigma Hints:: Hints for Level Pack `Enigma'
796
* Enigma 2 Hints:: Hints for Level Pack `Enigma 2'
799
@node Tutorial, Enigma Hints, Spoilers, Spoilers
800
@section Walkthrough for Tutorial
802
The landscapes in the ``Tutorial'' level pack are supposed to be easy.
803
Except for the last one, which is not... This section of the manual was
804
contributed by Jacob Scott.
806
This walkthrough is for my level ``Advanced Tutorial'' in the
807
``Tutorial'' level pack (to change level packs, click on ``Level Pack''
808
at the bottom-left of the screen and select a level pack). While you
809
are playing, you should read all the documents in a room as soon as
812
The final goal for this level, as for most Enigma levels, is to find and
813
hit ``Oxyd'' stones with your black ball. When you hit an oxyd stone, it
814
opens and shows a color. If you hit two oxyd stones of the same color in
815
a row, they will both stay open. Once you've matched up all pairs of
816
oxyd stones in a level, you have completed the level.
818
The level contains about twenty rooms, organized into three separate
819
areas. In the first area, you will be encounter some of the basic
820
blocks and floor types you will see in Enigma levels and solve a couple
821
of simple puzzles. The second area is more challenging and will
822
introduce you to a useful technique in outthinking an active enemy. The
823
third and final area leads you to experiment with more advanced
824
interactions between Enigma objects. In this particular level, all of
825
the oxyd stones can be found in a single room at the end of area 3.
829
You start in a room surrounded by immovable walls except for a gap to
830
the right, some water near the bottom-left, and a closed gate near the
833
Room 1: Go through the gap in the wall to the right.
835
Room 2: Simply avoid the blocks with pictures of skulls on them.
837
Room 3: Push the four wooden blocks into the water in the same row to
838
create a bridge to the opposite bank. Now hit the blackish blocks to the
839
right. Move the tan blocks out of the way (maybe to the left) and
840
bridge to the right with the two wooden blocks.
842
Room 4: Go close to the top. When it begins to chase you, lead it to
843
the left and around the blocks in the center of the room. Once the top
844
is far enough away from the entrance to the next room, run through.
846
Room 5: The only dangers here are the skulls near the bottom of the
847
room. The first floor type is metal---this floor is similar to the
848
``leaves'' floor that you have been traveling on so far. The next floor
849
type is ``red''---it is somewhat difficult to slow down or speed up on
850
this floor. The third floor type is ice---there is little friction on
851
this floor. The last floor type is space---there is no friction here;
852
you can't change velocity (speed and direction) when you are on this
855
Room 6: Simply go over the slopes. Then exit to the left by passing over
856
the ``inverse'' floor---when you are on this type of floor and you push
857
the mouse (or similar controller) in one direction, the ball speeds up
858
in the opposite direction (if you are having trouble here, try turning
859
your mouse around 180 degrees).
861
Room 7: Try to get the extra ball by putting the movable block on the
862
lower trigger. First hit it up one square and then left six
863
squares. Next hit it five squares down and two squares to the right.
864
Finally hit it one square up and one square to the left. Take the extra
865
ball and then put the block on the other trigger to open the gate in the
866
left wall of the room.
868
Room 8: Take the dynamite (you will have to go on the ice) and drop it
869
in front of the yellow blocks to blow them up and get past. The spade
870
is unnecessary but you should still experiment with it.
872
Room 9: Hit the lowest movable block to the left. Now the boulders
873
trying to go to the right are blocking your path. Hit the rightmost
874
movable block (to the left or to the right) to let the boulders
875
past. Take the magic wand (don't accidentally hit any boulders when
876
the magic wand is in the front of your inventory) and hit the movable
877
block above the water down. Now go back to the right of the room, put
878
the magic wand in the front of your inventory, and hit the top three
879
boulders of the long column (try not to get run over by any
880
boulders). Hit the leftmost movable block to the left and go into the
883
Room 10: Hit the switch. Now hit the two tan blocks up (one square
884
each). Hit the middle (from top to bottom) wooden block to the left and
885
the wooden block that used to be right above it up into the water. Hit
886
the rest of the blocks into the water in the same column (try not to
887
drown). Now hit the window (the blue line) with high speed. Take the
888
ball and cross over to the bridge into the first room. From there go
889
through the open gate.
893
In area two, you will encounter a rotor, which is an active enemy of
894
your black ball. Different rotors can act slightly differently, but they
895
are never very smart. The way to get past it is to trick it to do what
896
you want it to do, while keeping yourself out of danger.
898
Look around this area (but don't hit the movable block yet). You need to
899
get through the three closed gates at the top of this area.
901
First gate: Hit the white ball to the left (don't accidentally go
902
through the black one-way block) to free it (this may require a few
903
tries). Take the spoon and hit the white ball through the white one-way
904
block hard enough so that it doesn't get stuck. Now go through the black
905
one-way block and hit the white ball through the passageway. Hit the
906
white ball hard enough through the next white one-way block so it
907
doesn't get stuck beneath it. Once the white ball is through, use the
908
spoon; you restart at the beginning of the level and are no longer
909
trapped. Go back up through the gate---the first gate near the top of
912
Second gate: Hit the movable block in the rightmost room of this area to
913
the right and run. A document with useful information should appear in
914
the gate connecting area one and area two. Bring the rotor (by making it
915
chase you, like you did with the top) to above the wall to the right of
916
the gate between the first two areas. Run through the gate and go over
917
the bridge to the room below you. Hit the switch to close the gate and
918
return to the room where you initially started. You will no longer be
919
able to see the rotor---it won't be in the room where you will be---but
920
if you look carefully, you will be able to see where it is. The goal
921
here is to, without exposing yourself to any danger, get the rotor to go
922
to a trigger and open a gate for you. Get the rotor to follow you from
923
the top-right of this room to the top-left of the room. It should be
924
pushed to the left by some slopes. Bring the rotor down on the left
925
until it will not continue and you hear the sound of a trigger being
926
pushed. Hit the switch to open the gate and return to area two---the
927
second gate should be open.
929
Third gate: Simply hit the movable block that the rotor started under
930
to the trigger in the room where it started. Return to the room to your
931
left---the third gate should be open. Go through the three open
936
In area three you need to explore the interactions between particular
937
Enigma objects. Here you will find lasers, mirrors, and coins. You will
938
need to solve a simple laser-and-mirror puzzle to get a laser to hit a
939
particular stone, which will open a bridge to the next room. To get past
940
the next few rooms, you will need to create some new objects by hitting
941
existing objects with the laser beam.
943
In the first part of this area there are three mirrors and a laser with
946
Room 1: You need to get the laser to hit the black stone. Hit the
947
bottom-left mirror down one square and orient it so that it looks like a
948
``\'' by hitting it slowly (it should be thirty squares directly to the
949
left of the laser). Hit the top-left mirror eight squares to the left,
950
one square down, and orient it so that it looks like a ``/'' (it should
951
be four squares directly above the previous mirror). Hit the top-right
952
mirror two squares up and then three squares to the right (it should be
953
twenty-two squares directly to the right of the previous mirror and one
954
square below the black stone). Put this mirror in the ``/''
955
orientation. Now hit the switch to turn on the laser (don't get hit by
956
or roll over the laser beam). Once it is completely up, go over the
957
bridge to your right.
959
Room 2: Take some coins and return to the previous room. By turning off
960
and on the laser, hit one of the coins with the laser beam. Take the
961
object produced (an umbrella), repeat the process, and take the second
962
umbrella. Now drop one of the coins next to a mirror and hit the mirror
963
over it. Hit this coin with a value of five with the laser beam to
964
produce a hammer. Hit the hammer with the laser beam (by turning the
965
laser off and on) to produce a sword. If you want some more balls, you
966
can hit mirrors over coins twice and hit the coins of increased value
967
(to ten, the highest possible) with the laser. To return to the room
968
with the knights, put the mirrors back in their initial positions,
969
remove all objects blocking the laser, and hit the switch. Now use the
970
right mouse button or the ``tab'' key to get the sword in the front
971
(left) of your inventory. Hit some of the knights (four times each) to
974
Room 3: Use an umbrella and travel over the abyss to the room below you
975
and then into the room to your right. If the ring surrounding you begins
976
to blink, use another umbrella.
978
Room 4: Simply match the oxyd stones by hitting oxyds of the same colors
979
as the activated oxyd stones (one at a time). Don't hit the fart
980
stones (the black stones). You win!
983
@node Enigma Hints, Enigma 2 Hints, Tutorial, Spoilers
984
@section Hints for `Enigma'
988
@item #3: Pharaohs' Tombs
989
Don't take the papyrus.
991
@item #5: Sokoban Revival
992
Remember? This was the first level in the original Sokoban... So it
995
@item #9: Floppy Swapping
996
First, find the floppy disk and the magic wand, you will need them.
997
Second, always keep the floppy and the wand with you. Third, some
998
stones look alike but don't behave alike.
1000
@item #14: Lasers 101
1001
Push two of the mirrors to the top and one to the bottom. By moving the
1002
mirrors around and by aiming carefully you can hit all of the Oxyd
1003
stones with a laser beam.
1005
@item #15: The Grim Reaper
1006
Ever thought of turning your mouse upside-down???
1008
@item #16: Knock Knock
1009
Listen carefully, look carefully.
1011
@item #22: Way to Go
1012
One of the blue dots behaves differently. Make use of that fact!
1014
@item #29: Push Your Way
1015
Find the magic wand first!
1017
@item #30: Meditation
1018
Align the marbles horizontally.
1020
@item #32: Space Pirates
1021
This one is tricky. Ignite a bomb near the wooden stones.
1023
@item #37: Twelve doors
1024
You opened all the doors and still can't get through? You must have
1027
@item #48: Tricks and Traps
1028
Cannot get out of the first screen? Focus on the small blinking dot
1029
first. Cannot find the last Oxyd stone? Activate three of the large
1030
blinking dots on the first screen and the small one on the third screen.
1032
@item #56: Hidden Treasure
1033
Make sure you always have access to the room with the switch on the
1034
floor. Then search for the second screen with the ``hidden
1037
@item #71: Light Switches
1038
Jam the lasers in case you're not fast enough.
1040
@item #81: Flood Gates
1041
Carefully flooding certain areas can be useful. Do not leave the first
1042
room without activating the lower switch.
1044
@item #87: Walk the Plank
1045
Not enough of a pirate to master the this level? There is a
1046
different, easier route.
1048
@item #96: Where Am I?
1049
Make use of the wooden stones if you have lost your way.
1051
@item #110: Draggers
1052
Admitted, this level is evil. There's a seed hidden near your starting
1056
Enter the bank through cracks in the floor.
1058
@item #115: Laser Magic
1059
It's time to learn a few things about object transformations.
1062
@item #135: Control Panel
1063
The message in the left room tells you how to arrange the blocks on the
1064
first rows of triggers. From there, use the color codes indicated in
1067
@item #137: Question of Speed
1068
Or rather: Question of Seed???
1071
@node Enigma 2 Hints, , Enigma Hints, Spoilers
1072
@section Hints for `Enigma 2'
1076
Put the first shogun stone in the upper left corner, and the second
1077
one @emph{above} the rightmost shogun dot.
1082
@item #33: Welcome to the Machine
1083
The message near the upper-right corner contains an important hint.
1085
@item #34: Use the PIN
1086
... or use your favourite encyclopedia if you don't recall the right
1089
@item #62: TNT Shortage?
1090
It's easier with a hammer!
1092
@item #68: What's the Problem?
1093
Decoys all over the place... this is a meditation landscape.
1097
@node Credits, , Spoilers, Top
1104
* Utilized Software::
1108
@node Main developers, Special Thanks, Credits, Credits
1109
@section Main developers
1113
@item Siegfried Fennig
1114
Level design, graphics
1116
@item Martin Hawlisch
1117
Level design, graphics, programming
1120
Main developer, graphics, documentation
1123
Level design, programming
1131
@item Sven Siggelkow
1132
Level design and special Oxyd expertise
1135
Programming, level design
1139
@node Special Thanks, Contributors, Main developers, Credits
1140
@section Special Thanks
1143
@item Johannes Fortmann
1144
Mac OS X port, some programming, graphics
1146
@item Dustin Norlander
1147
Designer of the ``Dustismo'' font
1149
@item Jeremy Sawicki
1150
Oxyd file format reverse engineering, Oxydlib
1152
@item Erich Schubert
1155
@item Meinolf Schneider
1156
Original game idea--@emph{Thanks}!
1159
Menu music (@emph{Pentagonal Dreams})
1161
@item David W. Skinner
1162
Many Sokoban levels from
1163
@uref{http://users.bentonrea.com/~sasquatch/sokoban}
1168
@node Contributors, Utilized Software, Special Thanks, Credits
1169
@section Contributors
1171
For various smaller contributions, thanks go to:
1176
Samuel El�as Mart�nez �lvarez (Spanish translation)
1179
Stephanie Fabian (Invaluable bug reports)
1182
Edwin Groothuis (FreeBSD port)
1185
Immanuel Herrmann (Level design)
1188
Samuele Kaplun (Italian translation)
1191
Manuel K�nig (Level design, bug reports)
1194
Jens-Christian Korth (Level design)
1197
Edward Leuf (Feedback, bug reports)
1200
Ingo van Lil (Feedback, bug reports)
1203
Frank van der Loo (Dutch translation)
1206
Achim Settelmeier (RPM specfile)
1209
Jon Sneyers (Level design)
1212
Peter Santo (Level design)
1215
Andrzej Szombierski (Level design)
1218
Michael Terry (.desktop file)
1221
Ray Wick (Level design)
1224
Joe Wreschnig (Manual page)
1227
@node Utilized Software, , Contributors, Credits
1228
@section Utilized Software
1233
@uref{http://www.libsdl.org/}
1236
@uref{http://www.libsdl.org/SDL_image}
1239
@uref{http://www.libsdl.org/SDL_mixer}
1242
@uref{http://www.lua.org}
1245
@uref{http://www.sawicki.us/oxyd}
1248
@uref{http://www.tecgraf.puc-rio.br/~celes/tolua}
1251
@uref{http://zipios.sourceforge.net}