1
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html401/loose.dtd">
3
<!-- Copyright C 2003, 2004, 2005, 2006, 2007, 2008, 2009, 2010, 2011, 2012, 2013 Daniel Heck and other contributors
5
Copying and distribution of this file, with or without modification,
6
are permitted in any medium without royalty provided the copyright
7
notice and this notice are preserved.
9
<!-- Created on March 31, 2013 by texi2html 1.82
10
texi2html was written by:
11
Lionel Cons <Lionel.Cons@cern.ch> (original author)
12
Karl Berry <karl@freefriends.org>
13
Olaf Bachmann <obachman@mathematik.uni-kl.de>
15
Maintained by: Many creative people.
16
Send bugs and suggestions to <texi2html-bug@nongnu.org>
19
<title>Enigma Manual</title>
21
<meta name="description" content="Enigma Manual">
22
<meta name="keywords" content="Enigma Manual">
23
<meta name="resource-type" content="document">
24
<meta name="distribution" content="global">
25
<meta name="Generator" content="texi2html 1.82">
26
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
27
<style type="text/css">
29
a.summary-letter {text-decoration: none}
30
blockquote.smallquotation {font-size: smaller}
31
pre.display {font-family: serif}
32
pre.format {font-family: serif}
33
pre.menu-comment {font-family: serif}
34
pre.menu-preformatted {font-family: serif}
35
pre.smalldisplay {font-family: serif; font-size: smaller}
36
pre.smallexample {font-size: smaller}
37
pre.smallformat {font-family: serif; font-size: smaller}
38
pre.smalllisp {font-size: smaller}
39
span.roman {font-family:serif; font-weight:normal;}
40
span.sansserif {font-family:sans-serif; font-weight:normal;}
41
ul.toc {list-style: none}
48
<body lang="en" bgcolor="#FFFFFF" text="#000000" link="#0000FF" vlink="#800080" alink="#FF0000">
52
<h1 class="settitle">Enigma</h1>
54
<p>This manual describes how to install and play Enigma, and corresponds
55
to Enigma version 1.20.
57
<p>Copyright © 2003, 2004, 2005, 2006, 2007, 2008, 2009, 2010, 2011, 2012, 2013 Daniel Heck (<a href="mailto:dheck@gmx.de">dheck@gmx.de</a>) and other contributors
59
<p>Copying and distribution of this file, with or without modification,
60
are permitted in any medium without royalty provided the copyright
61
notice and this notice are preserved.
63
<table class="menu" border="0" cellspacing="0">
64
<tr><td align="left" valign="top"><a href="#Introduction">1. Introduction</a></td><td> </td><td align="left" valign="top"> Getting started with Enigma
66
<tr><td align="left" valign="top"><a href="#The-Game">2. The Game</a></td><td> </td><td align="left" valign="top"> How to play Enigma
68
<tr><td align="left" valign="top"><a href="#Some-Game-Objects">3. Some Game Objects</a></td><td> </td><td align="left" valign="top"> Description of some game objects
70
<tr><td align="left" valign="top"><a href="#Advanced-Topics">4. Advanced Topics</a></td><td> </td><td align="left" valign="top"> Further features and administration
72
<tr><td align="left" valign="top"><a href="#Spoilers">5. Spoilers</a></td><td> </td><td align="left" valign="top"> Tips for some difficult levels
74
<tr><td align="left" valign="top"><a href="#Credits">6. Credits</a></td><td> </td><td align="left" valign="top"> Credits and ‘Thank You’s
76
<tr><th colspan="3" align="left" valign="top"><pre class="menu-comment">
77
</pre></th></tr></table>
80
<a name="Introduction"></a>
81
<a name="Introduction-1"></a>
82
<h1 class="chapter">1. Introduction</h1>
84
<table class="menu" border="0" cellspacing="0">
85
<tr><td align="left" valign="top"><a href="#About">1.1 About Enigma</a></td><td> </td><td align="left" valign="top"> Some facts about Enigma
87
<tr><td align="left" valign="top"><a href="#Installation">1.2 Installation</a></td><td> </td><td align="left" valign="top"> Getting and installing Enigma
89
<tr><td align="left" valign="top"><a href="#Distributing-Enigma">1.3 Distributing Enigma</a></td><td> </td><td align="left" valign="top"> Give copies of Enigma to your friends!
96
<a name="About-Enigma"></a>
97
<h2 class="section">1.1 About Enigma</h2>
99
<p>To say that Enigma is a puzzle game is an understatement. Enigma is
100
really a huge collection of puzzle games, and each of its 550 unique
101
levels challenge the intelligence, dexterity and sheer willpower of
102
its players anew. Enigma is simple to learn, challenging to play, but
103
hard to master. Players of almost any age can enjoy it. It
104
contains hundreds of levels. And if that isn’t enough, it’s also
105
completely free. If you like puzzle games and have a steady hand,
106
Enigma will probably keep you busy for hours on end.
108
<p>The object of the game is to find and uncover pairs of identically
109
colored ‘<samp>Oxyd</samp>’ stones. Simple? Yes. Easy? Certainly not! Hidden
110
traps, vast mazes, laser beams, and most of all, countless hairy
111
puzzles usually block your direct way to the Oxyd stones. Enigma’s
112
game objects (and there are hundreds of them, lest you get bored)
113
interact in many unexpected ways, and since many of them follow the laws of
114
physics (Enigma’s special laws of physics, that is), controlling them
115
with the mouse isn’t always trivial <small class="enddots">...</small>
117
<p>The original goal of the Enigma project was to keep the spirit of the
118
Oxyd game series alive, after its publisher decided to leave the
119
gaming business in 2002. Fans of this famous game will experience
120
déjà-vu. However, over the years, Enigma has absorbed ideas
121
from countless other popular games, and added its own unique twists
124
<p>Enigma is available for Windows, Mac OS X, and most flavors of Linux and other
125
modern Unices. It has been translated into many languages. Even this manual is
126
available in several languages.
128
<p>The official <a href="http://www.nongnu.org/enigma">homepage</a> for
129
Enigma contains screen shots, downloads, the latest news, and the most
130
recent version of this <a href="http://www.nongnu.org/enigma/manual">manual</a>.
131
You can always reach the Enigma developers by email at
132
<a href="mailto:enigma-devel@nongnu.org">enigma-devel@nongnu.org</a>.
134
<p>Enigma is free software, i.e., we encourage you to copy it and give
135
it to your friends (see section <a href="#Distributing-Enigma">Distributing Enigma</a>), or to send them a link
136
to our download page. Enigma is developed by a small group
137
of volunteers, all of us working in our free time. If you like the
138
game, please send us an email. It’s probably the only reward
139
we will ever get in return for the countless hours we have put
140
into developing this game.
144
<a name="Installation"></a>
145
<a name="Installation-1"></a>
146
<h2 class="section">1.2 Installation</h2>
148
<p>You can download the latest version of Enigma from Enigma’s
149
<a href="http://www.nongnu.org/enigma/download.html">Download Page</a>. This page contains packages for the following operating
152
<dl compact="compact">
153
<dt> <strong>Windows</strong></dt>
154
<dd><p>The Windows version of Enigma is distributed as a self-installing
155
executable. Simply download and run the provided ‘<tt>.exe</tt>’ file.
158
<dt> <strong>Unix</strong></dt>
159
<dd><p>Binary packages exist for some popular Linux distributions like SUSE,
160
Redhat, or Debian. For other Unix-like operating systems, the easiest
161
solution is usually building Enigma from source.
164
<dt> <strong>Mac OS X</strong></dt>
165
<dd><p>No installation is necessary for the OS X version, simply execute the
166
‘<tt>.dmg</tt>’ or ‘<tt>.tar.gz</tt>’ file.
171
<p>The download page usually contains more detailed and up-to-date
172
information. If you cannot get Enigma to work on your computer, feel
173
free to ask for help on the Enigma mailing list
174
(<a href="mailto:enigma-devel@nongnu.org">enigma-devel@nongnu.org</a>).
177
<a name="Distributing-Enigma"></a>
178
<a name="Distributing-Enigma-1"></a>
179
<h2 class="section">1.3 Distributing Enigma</h2>
181
<p>Enigma is free software and you may distribute it under the terms of the
182
GNU General Public License (GPL). This license comes with every
183
Enigma release (either in file ‘<tt>COPYING</tt>’ or in file
184
‘<tt>COPYING.txt</tt>’). If all you want to do is <em>play</em> Enigma, you
185
don’t really need to read all that legalese (you probably wouldn’t
186
anyway). For you, the license basically says: Play Enigma as much as
187
you want, as long as you want, and be sure to give it to all your
190
<p>If you want to modify Enigma or contribute to its further development,
191
please <em>do</em> read the license, if only this one time in your life.
192
The GPL insures that Enigma will remain free software in the future.
193
In particular, if you modify Enigma or distribute a modified version,
194
you may not deny anyone else the right to use, modify, and distribute
195
Enigma or its derivatives.
197
<p>The preceding two paragraphs are no substitute for the real license,
198
but a summary of its main traits in plain English. Please consult the
199
GPL or ask if you are unsure or if you need to know more details.
202
<a name="The-Game"></a>
203
<a name="The-Game-1"></a>
204
<h1 class="chapter">2. The Game</h1>
206
<table class="menu" border="0" cellspacing="0">
207
<tr><td align="left" valign="top"><a href="#Getting-Started">2.1 Getting Started</a></td><td> </td><td align="left" valign="top"> Navigating the menus and starting a game
209
<tr><td align="left" valign="top"><a href="#Rules-of-the-Game">2.2 Rules of the Game</a></td><td> </td><td align="left" valign="top"> How to play Enigma
211
<tr><td align="left" valign="top"><a href="#Controls">2.3 Controls</a></td><td> </td><td align="left" valign="top"> Keyboard and mouse commands
217
<a name="Getting-Started"></a>
218
<a name="Getting-Started-1"></a>
219
<h2 class="section">2.1 Getting Started</h2>
221
<p>After starting Enigma, you will see the main menu, from where
222
you can start a new game, set some options, or leave the game if
223
you’ve had enough. The following sections will give you a quick tour
224
of the level menu and the options menu; everything else is hopefully
225
self-explanatory. Many menus provide an online help; simply press the
228
<table class="menu" border="0" cellspacing="0">
229
<tr><td align="left" valign="top"><a href="#The-Level-Menu">2.1.1 The Level Menu</a></td><td> </td><td align="left" valign="top"> Choose the next level
231
<tr><td align="left" valign="top"><a href="#The-Level-Pack-Menu">2.1.2 The Level Pack Menu</a></td><td> </td><td align="left" valign="top"> Select a level pack
233
<tr><td align="left" valign="top"><a href="#Game-options">2.1.3 Game Options</a></td><td> </td><td align="left" valign="top"> Adapt Enigma to your preferences
235
<tr><td align="left" valign="top"><a href="#The-Level-Inspector">2.1.4 The Level Inspector</a></td><td> </td><td align="left" valign="top"> Detailed information about a level
241
<a name="The-Level-Menu"></a>
242
<a name="The-Level-Menu-1"></a>
243
<h3 class="subsection">2.1.1 The Level Menu</h3>
245
<p>Pressing “Start Game” in the main menu leads you to the level menu,
246
which looks something like this:
248
<img src="images/levelmenu.png" alt="images/levelmenu">
250
<p>The screen consists of three areas: The top area contains information
251
about the currently-selected level and the current level pack; the
252
middle area displays an overview of the available levels, and at the
253
bottom is a row of buttons.
255
<p>You can move around the list of levels using either the small arrow
256
buttons to the right, or using the arrows keys. To start a new game,
257
simply click on the preview image of the landscape you want to play or
260
<p>Enigma has two difficulty settings: “easy” and “normal.” To
261
switch between easy and normal difficulty, click the center button in
262
the bottom row. Switch to the icon displaying a silver medal with a
263
feather if you prefer simpler levels, or to the gold medal for the
264
normal, more difficult, game mode.
266
<p>Not all levels are available in a simplified version; those that are available
267
are marked with a feather (if you did not solve it yet), or with a
268
silver medal in the upper left corner of their preview image.
270
<p>You can jump to the next level either by pressing <F5> or by pushing the
271
<>>|> button in the bottom row. The meaning of “next” in the
272
previous sentence depends on the mode that you selected
273
with the leftmost icon button in the bottom row.
277
A steady black marble icon stands for “strictly next”. You will get the next level
278
in the level pack, regardless of whether you already solved that level
282
The icon that displays medals that are ready for awarding stands for the next
283
unsolved mode. In this mode, the <>>|> buttons moves to the next
287
The speeding black marble icon stands for the par mode. Par is the professional
288
average rating for a level. This represents a score that a skilled player should
289
be able to reach. Levels where your score is equal to or lower than this
290
par value will be marked with the speeding marble icon.
292
<>>|> button moves to the next level with a score below par.
295
Finally, a world class icon is provided for the world record hunt mode. If your score
296
is the best score ever recorded, you will be honored with the world record icon.
297
If you select this mode, you will play the level repeatedly until you
298
reach the world record.
302
<p>A small red triangle with an exclamation mark in the upper left corner may
303
label the level. This sign should inform you that the level was updated
304
since you last solved it. You will probably see this only when you update
305
Enigma to a newer version.
307
<p>You can navigate the level menu with the following keys:
309
<dl compact="compact">
310
<dt> <kbd><ESC></kbd></dt>
311
<dd><p>Return to the last menu
314
<dt> <kbd><F1></kbd></dt>
318
<dt> <kbd><F5></kbd></dt>
319
<dd><p>Move to next level, identical to the <>>|> button
322
<dt> <kbd>Arrows</kbd></dt>
323
<dd><p>Change selected level
326
<dt> <kbd><RET></kbd></dt>
327
<dd><p>Play selected level
330
<dt> <kbd><Space></kbd></dt>
331
<dd><p>Move to next level pack
334
<dt> <kbd><Backspace></kbd></dt>
335
<dd><p>Move to previous level pack
341
<a name="The-Level-Pack-Menu"></a>
342
<a name="The-Level-Pack-Menu-1"></a>
343
<h3 class="subsection">2.1.2 The Level Pack Menu</h3>
345
<p>Enigma comes with many levels. Many, many levels, in fact. To keep
346
things orderly, we have organized them into “level packs”. And
347
because every release of Enigma added more levels, we even
348
had to organize the level packs themselves into “groups”. But
349
luckily, this is all a lot easier than it sounds.
351
<p>To select the level pack, you have to enter the “Level Pack” menu,
352
which is accessible from the main menu or the level menu.
354
<p>This menu shows the groups in the left column and the level packs of the
355
selected group in the other columns to the right. The official groups
356
that ship with Enigma are the following:
359
<li> <b>Enigma</b> - levels that are written just for Enigma
360
</li><li> <b>Déjà-vu</b> - levels that you may have seen before
361
</li><li> <b>Sokoban</b>
362
</li><li> <b>Facets</b> - special sortings and views of the levels above
363
</li><li> <b>User</b> - personal levels and level packs like History, automatically generated by the
365
</li><li> <b>Development</b> - templates and unfinished levels from the Enigma Team
366
</li><li> <b>All Packs</b>
369
<p>A left click selects a group or a level pack.
371
<p>For descriptions of further features of level packs, see <a href="#User-Level-Packs">User Level Packs</a>.
374
<a name="Game-options"></a>
375
<a name="Game-Options"></a>
376
<h3 class="subsection">2.1.3 Game Options</h3>
378
<p>The options menu allows you to adapt Enigma to your preferences.
380
<dl compact="compact">
381
<dt> <strong>Language</strong></dt>
382
<dd><p>Choose the language for the menus and (if available) for the
386
<dt> <strong>Fullscreen</strong></dt>
387
<dd><p>Toggles between full screen and windowed display. You can also use
388
<kbd>Alt-<RET></kbd> to do this, even when you are not in the options
389
menu. <em>Note:</em> On some systems you must return to the main menu
390
to switch from window to full screen or vice versa.
393
<dt> <strong>Video mode</strong></dt>
394
<dd><p>This button lets you change the video mode used by Enigma. Enigma does
395
not switch the video mode immediately, but waits until you return to the
399
<dt> <strong>Gamma correction</strong></dt>
400
<dd><p>If necessary, adjust the brightness of the display here.
403
<dt> <strong>Mouse speed</strong></dt>
404
<dd><p>Determines how quickly your marble accelerates when you move the
405
mouse. You can use the left and right arrow keys to change the mouse
406
speed during the game.
409
<dt> <strong>Sound volume</strong></dt>
410
<dd><p>The volume of sound effects during the game.
413
<dt> <strong>Sound set</strong></dt>
414
<dd><p>This button lets you choose the set of sound effects Enigma uses during
415
the game. If you use Enigma with the original Oxyd data files, this
416
options lets you use the original Oxyd sounds in all levels.
419
<dt> <strong>Music volume</strong></dt>
420
<dd><p>The volume of the background music in the menu.
424
<dt> <strong>Stereo</strong></dt>
425
<dd><p>Toggle between “normal” stereo, “reversed” stereo, and mono sound.
428
<dt> <strong>Ratings update</strong></dt>
429
<dd><p>If set to ‘<samp>Auto</samp>’, Enigma will try to download new rating data from time
430
to time. This will update public ratings, world records, par scores, etc.
431
See section <a href="#Registering-Scores">Registering Scores</a>.
434
<dt> <strong>User name</strong></dt>
435
<dd><p>Enter your name or the alias that you want attached to your records if you
436
upload the enigma.score. See section <a href="#Registering-Scores">Registering Scores</a>.
439
<dt> <strong>User path</strong></dt>
440
<dd><p>The path where Enigma stores all your user data. Refer to the Reference Manual
441
for more information.
444
<dt> <strong>Use image path</strong></dt>
445
<dd><p>The path where Enigma stores all your user image data. Refer to the Reference
446
Manual for more information.
452
<a name="The-Level-Inspector"></a>
453
<a name="The-Level-Inspector-1"></a>
454
<h3 class="subsection">2.1.4 The Level Inspector</h3>
456
<p>To view more detailed information about a level, you can call the level inspector.
457
Just right or control click on the level’s preview image in the level menu.
459
<p>You can compare your scores to the world record, the par, the level author’s
460
score. Some statistics about how many players solved a level are even provided.
462
<p>Besides all the other information that is described in detail in the Reference
463
Manual, you can enter a small annotation to a level and can rate the level.
465
<p>Please note, the annotation text field may allow you to enter only ASCII
466
characters, depending on the system in which Enigma is running.
468
<p>The rating is your personal impression of the level. ‘<samp>-</samp>’ stands for no
469
opinion. 0 - for very bad, 5 - for average, 10 - for best of the best. The ratings
470
will be sent back with your scores (see section <a href="#Registering-Scores">Registering Scores</a>).
472
<p>Last but not least, you can use the Level Inspector to view screen shots that
473
you made while playing a level (see section <a href="#Controls">Controls</a>).
476
<a name="Rules-of-the-Game"></a>
477
<a name="Rules-of-the-Game-1"></a>
478
<h2 class="section">2.2 Rules of the Game</h2>
480
<table class="menu" border="0" cellspacing="0">
481
<tr><td align="left" valign="top"><a href="#Normal-landscapes">2.2.1 Normal landscapes</a></td><td> </td><td align="left" valign="top">
483
<tr><td align="left" valign="top"><a href="#Two_002dplayer-landscapes">2.2.2 Two-player landscapes</a></td><td> </td><td align="left" valign="top">
485
<tr><td align="left" valign="top"><a href="#Meditation-landscapes">2.2.3 Meditation landscapes</a></td><td> </td><td align="left" valign="top">
491
<a name="Normal-landscapes"></a>
492
<a name="Normal-landscapes-1"></a>
493
<h3 class="subsection">2.2.1 Normal landscapes</h3>
495
<p>The basic idea behind Enigma is simple: In most levels you control a
496
small black marble and have to find and “open” matching pairs of
497
so-called <em>Oxyd stones</em>. Closed Oxyd stones look like this
498
(there are four different variants, but they all behave the same):
500
<img src="images/st-oxyds.png" alt="images/st-oxyds">
502
<p>When you touch an Oxyd stone with your marble, it opens and reveals a
503
color symbol. There are two Oxyd stones with the same symbol in every
504
landscape. You must touch two matching stones in succession to open
505
them permanently; if the symbols don’t match, the first Oxyd stone
506
closes again. To finish a landscape, you have to find and open all pairs
507
of Oxyd stones. In the following image you see a pair of green Oxyd
508
stones that is already open. The question mark inside the blue Oxyd
509
stone indicates that the second blue symbol is still hidden somewhere.
511
<img src="images/intro-oxyd.png" alt="images/intro-oxyd">
513
<p><em>By the way: if you have not already done so, now is a good time to
514
start Enigma and play the first couple of levels!</em>
516
<p>You can pick up objects on the floor by rolling over them. The
517
inventory at the bottom of the screen displays the list of items in
518
your possession. At the beginning of a new game, you will be
519
equipped with nothing but two spare marbles. The following picture
520
shows an inventory containing a shovel, a piece of paper, two bars of
521
dynamite, your extra lives, and an umbrella:
523
<img src="images/intro-inventory.png" alt="images/intro-inventory">
525
<p>You can activate the leftmost object by pressing the left mouse button:
526
It will either drop to the floor or perform some action. Dynamite, for
527
example, starts to burn when you drop it, and springs make your marble
528
jump. Press the right mouse button or use the mouse wheel to reorder
529
the objects in your inventory.
531
<p>If, for some reason, you do not want to pick up items, hold down any
532
mouse button while moving around. You may find this useful in a few
535
<p>You can move many stones if you push them hard enough. One of the
536
most useful movable stones is the wooden stone, which you can use to
537
build bridges across water and abysses. This image shows how to build a
538
bridge by dumping wooden stones into the water:
540
<img src="images/intro-plank.png" alt="images/intro-plank">
542
<p>Game objects interact with each other in surprising ways: You can use
543
laser beams and movable stones to transform objects lying on the floor,
544
for example. And many stones behave differently if you hit them with
545
a specific object in the first slot of your inventory (the magic wand
546
being the best-known object in this category).
548
<p>Last but not least: Don’t feel discouraged by the apparent complexity
549
of the game! The behavior of most objects will become clear in due
550
course. Some of the obscurer objects are explained in <a href="#Some-Game-Objects">Some Game Objects</a>.
553
<a name="Two_002dplayer-landscapes"></a>
554
<a name="Two_002dplayer-landscapes-1"></a>
555
<h3 class="subsection">2.2.2 Two-player landscapes</h3>
557
<p>Some bad news first: Enigma does not yet support Internet or network
558
games. In this respect, the two-player landscapes are really
559
single-player landscapes where you can switch between two marbles: the
560
black one you’re already used to, and an additional white marble:
562
<img src="images/intro-twoplayer.png" alt="images/intro-twoplayer">
564
<p>You can tell whether you’re on a two-player level by the little Yin-Yang
565
symbol in your inventory. Activating this object switches your control
566
from the black to the white marble and vice versa.
569
<a name="Meditation-landscapes"></a>
570
<a name="Meditation-landscapes-1"></a>
571
<h3 class="subsection">2.2.3 Meditation landscapes</h3>
573
<p>In the so-called meditation landscapes, your job is quite different:
574
Instead of finding matching Oxyd stones, you must put a number of
575
small white marbles into pits on the floor. You finish the level as
576
soon as every marble <em>rests</em> in its own pit.
578
<img src="images/intro-meditation.png" alt="images/intro-meditation">
580
<p>Be careful though: All marbles move together, and a sudden mouse
581
movement can easily push some of them out of their pits. Meditation
582
landscapes usually require a very steady hand and a lot of patience
583
(which is, incidentally, why they are called meditation landscapes!).
586
<a name="Controls"></a>
587
<a name="Controls-1"></a>
588
<h2 class="section">2.3 Controls</h2>
590
<p>Here is a list of controls you use during the game. (You need not memorize it
591
now; you can always display this list during the game by pressing the
594
<dl compact="compact">
595
<dt> <kbd>Left mouse button</kbd></dt>
596
<dd><p>Use first item in inventory
599
<dt> <kbd>Right mouse button/mouse wheel</kbd></dt>
600
<dd><p>Rotate inventory items
603
<dt> <kbd><ESC></kbd></dt>
604
<dd><p>Display game menu
607
<dt> <kbd><Shift-ESC></kbd></dt>
608
<dd><p>Quit game immediately
611
<dt> <kbd><F1></kbd></dt>
612
<dd><p>Display help screen
615
<dt> <kbd><F3></kbd></dt>
616
<dd><p>Kill the current marble
619
<dt> <kbd><Shift-F3></kbd></dt>
620
<dd><p>Restart the current level
623
<dt> <kbd><F4></kbd></dt>
624
<dd><p>Move to the next level
627
<dt> <kbd><F5></kbd></dt>
628
<dd><p>Move to the next unsolved level
631
<dt> <kbd><F10></kbd></dt>
632
<dd><p>Take a screen shot
635
<dt> <kbd><Left arrow></kbd></dt>
636
<dd><p>Decrease mouse speed
639
<dt> <kbd><Right arrow></kbd></dt>
640
<dd><p>Increase mouse speed
643
<dt> <kbd>Alt-<RET></kbd></dt>
644
<dd><p>Toggle between full screen and windowed display (this feature
645
doesn’t work on all systems immediately)
648
<dt> <kbd>Alt-X</kbd></dt>
649
<dd><p>Return to the level menu immediately
654
<a name="Some-Game-Objects"></a>
655
<a name="Some-Game-Objects-1"></a>
656
<h1 class="chapter">3. Some Game Objects</h1>
658
<p>You will see dozens of different game objects in Enigma’s levels.
659
We just want to describe a few assorted sets of them here. If
660
you’re new to Enigma, you might want to start with the levels in the
661
Tutorial Pack. Just start Enigma, choose “Level Pack”, then the
662
“Enigma” button in the upper-left corner, then “Tutorial” on the
663
right. Start with the first level, “Oxyd Stones 1”. The tutorial will
664
show you the most important objects and ideas, and some of the easier
667
<table class="menu" border="0" cellspacing="0">
668
<tr><td align="left" valign="top"><a href="#Items">3.1 Items</a></td><td> </td><td align="left" valign="top">
670
<tr><td align="left" valign="top"><a href="#Stones">3.2 Stones</a></td><td> </td><td align="left" valign="top">
678
<a name="Items-1"></a>
679
<h2 class="section">3.1 Items</h2>
681
<table class="menu" border="0" cellspacing="0">
682
<tr><td align="left" valign="top"><a href="#Explosives">3.1.1 Explosives</a></td><td> </td><td align="left" valign="top"> Dynamite and bombs
684
<tr><td align="left" valign="top"><a href="#Umbrellas">3.1.2 Umbrellas</a></td><td> </td><td align="left" valign="top">
686
<tr><td align="left" valign="top"><a href="#Flags">3.1.3 Flags</a></td><td> </td><td align="left" valign="top"> Setting the respawn point
691
<a name="Explosives"></a>
692
<a name="Explosives-1"></a>
693
<h3 class="subsection">3.1.1 Explosives</h3>
695
<img src="images/it-explosives.png" alt="images/it-explosives">
697
<p>You can come across three types of explosives in Enigma.
698
The most harmless is the stick of dynamite. It doesn’t do much damage
699
to floor tiles or neighboring stones when it explodes, but it is
700
useful for destroying certain stones and for igniting nearby bombs.
702
<p>Black bombs are powerful enough to destroy most floor tiles and many
703
other objects. For most purposes, they are the explosive of choice.
704
White bombs have the explosive power of five black bombs–get away
705
quickly if you see them burn!
708
<a name="Umbrellas"></a>
709
<a name="Umbrellas-1"></a>
710
<h3 class="subsection">3.1.2 Umbrellas</h3>
712
<img src="images/it-umbrella.png" alt="images/it-umbrella">
714
<p>Use umbrellas to make your marble invulnerable for a short time
715
(ten seconds to be exact). When you activate an umbrella, a white
716
halo will appear around your marble for as long as the protection lasts.
717
If the halo starts to blink, you have three seconds to move your marble
722
<a name="Flags-1"></a>
723
<h3 class="subsection">3.1.3 Flags</h3>
725
<img src="images/it-flags.png" alt="images/it-flags">
727
<p>Flags are primarily useful on long and dangerous journeys. If your
728
marble is destroyed, the new marble will appear where you last
729
dropped a flag, instead of at the beginning of the level. There are two
730
types of flags: a black one and a white one, which set the starting
731
point of the black and the white marble respectively.
736
<a name="Stones"></a>
737
<a name="Stones-1"></a>
738
<h2 class="section">3.2 Stones</h2>
740
<table class="menu" border="0" cellspacing="0">
741
<tr><td align="left" valign="top"><a href="#Lethal-Stones">3.2.1 Lethal Stones</a></td><td> </td><td align="left" valign="top">
743
<tr><td align="left" valign="top"><a href="#Swap-Stones">3.2.2 Swap Stones</a></td><td> </td><td align="left" valign="top">
745
<tr><td align="left" valign="top"><a href="#Mirrors">3.2.3 Mirrors</a></td><td> </td><td align="left" valign="top">
747
<tr><td align="left" valign="top"><a href="#Oneway-Stones">3.2.4 Oneway Stones</a></td><td> </td><td align="left" valign="top">
749
<tr><td align="left" valign="top"><a href="#Shogun-Stones">3.2.5 Shogun Stones</a></td><td> </td><td align="left" valign="top">
751
<tr><td align="left" valign="top"><a href="#Bolder-Stones">3.2.6 Bolder Stones</a></td><td> </td><td align="left" valign="top">
753
<tr><td align="left" valign="top"><a href="#Puzzle-Stones">3.2.7 Puzzle Stones</a></td><td> </td><td align="left" valign="top">
755
<tr><td align="left" valign="top"><a href="#Mail-Stones">3.2.8 Mail Stones</a></td><td> </td><td align="left" valign="top">
757
<tr><td align="left" valign="top"><a href="#Chess-Stones">3.2.9 Chess Stones</a></td><td> </td><td align="left" valign="top">
762
<a name="Lethal-Stones"></a>
763
<a name="Lethal-Stones-1"></a>
764
<h3 class="subsection">3.2.1 Lethal Stones</h3>
766
<img src="images/st-lethal.png" alt="images/st-lethal">
768
<p>You should avoid two kinds of stones at all costs, at least if
769
you do not have an umbrella to protect your precious marble.
771
<p>The <em>skull stone</em> is as unhealthy as it looks; touch it and
772
perish. Really, you have been warned. An even more cunning
773
variant is invisible; don’t forget your magic glasses.
775
<p>The <em>black knight</em> often guards important passageways, and he’s
776
generally <em>not</em> in the mood to let you pass. Bring a good
777
argument to “convince” him.
780
<a name="Swap-Stones"></a>
781
<a name="Swap-Stones-1"></a>
782
<h3 class="subsection">3.2.2 Swap Stones</h3>
784
<img src="images/st-swap.png" alt="images/st-swap">
786
<p>Swap stones do not simply move to an adjacent (empty) field when being
787
pushed; instead, they change places with the stone you push them into.
788
Consequently, the only way to move a swap stone from one place to another
789
is to repeatedly interchange it with other “normal” stones.
794
<a name="Mirrors"></a>
795
<a name="Mirrors-1"></a>
796
<h3 class="subsection">3.2.3 Mirrors</h3>
798
<img src="images/st-mirrors.png" alt="images/st-mirrors">
800
<p>You can deflect laser beams with the help of mirror stones.
801
Enigma has two types of mirrors: plane mirrors and triangular
802
mirrors. A plane mirror behaves like an ordinary mirror: It reflects
803
an incoming laser beam if it is perpendicular to the mirror, and
804
deflects it to the left or right if it hits the mirror at a 45-degree angle.
806
<p>Triangular mirrors are a little more tricky: The three faces behave
807
like regular mirrors, either reflecting or deflecting an incident
808
beam. But a beam that falls on the tip of the triangle is split
809
into <em>two</em> outgoing beams that travel in opposite directions.
811
<p>Additionally, both types of mirrors can be semitransparent or
812
movable. Semitransparent mirrors deflect part of the incoming beam
813
just like their opaque siblings do, but part of the beam continues
814
unchanged. Movable mirrors are mounted on a light gray stone,
815
immovable mirrors on a dark gray stone.
817
<p>You can turn mirrors by touching them lightly with your marble. But be
818
careful with mirrors that are already inside a laser beam, it is easy to
819
inadvertently destroy your marble!
822
<a name="Oneway-Stones"></a>
823
<a name="Oneway-Stones-1"></a>
824
<h3 class="subsection">3.2.4 Oneway Stones</h3>
826
<img src="images/st-oneway.png" alt="images/st-oneway">
828
<p>You can pass these stones only in one direction. Whole labyrinths can
829
be build out of them, but mostly they force you to complete one part
830
of the level before passing to the next one.
832
<p>You have problems with a oneway stone that blocks your way? Maybe a
833
magic item is able to help you <small class="enddots">...</small>
836
<a name="Shogun-Stones"></a>
837
<a name="Shogun-Stones-1"></a>
838
<h3 class="subsection">3.2.5 Shogun Stones</h3>
840
<img src="images/st-shogun.png" alt="images/st-shogun">
842
<p>In some levels you will encounter blinking blue dots on the floor.
843
You can activate them with the right combination of <em>shogun
844
stones</em>, whereupon they usually do something useful, like opening doors
847
<p>You can activate a small blinking dot by moving a shogun stone with a
848
small hole on top of it. To activate the bigger dots a single shogun
849
stone is not sufficient. Instead, you must properly stack two or three
850
shogun stones by pushing stones with small holes into stones with
851
larger holes. If you want to activate a medium-sized dot, for
852
example, you first must place a shogun stone with a medium-sized
853
hole on it, then push a small-holed stone into the bigger one.
856
<a name="Bolder-Stones"></a>
857
<a name="Bolder-Stones-1"></a>
858
<h3 class="subsection">3.2.6 Bolder Stones</h3>
860
<img src="images/st-bolder.png" alt="images/st-bolder">
862
<p>Bolder stones move in the direction shown by the arrow on them
863
until they bump into another stone. Maybe they block your
864
way, and you have to get rid of them someway. However, never,
865
never stand in front of one, as it shatters your marble
866
instantly, when the bolder stone overruns it!
868
<p>Still, you might make use of them, too, since they are able to open
869
oxyds, when they bump into them. And you can redirect the bolder
870
stones in several ways <small class="enddots">...</small>
873
<a name="Puzzle-Stones"></a>
874
<a name="Puzzle-Stones-1"></a>
875
<h3 class="subsection">3.2.7 Puzzle Stones</h3>
877
<img src="images/st-puzzles.png" alt="images/st-puzzles">
879
<p>Puzzle stones derive their name from the fact you can put individual
880
stones together like the pieces of a puzzle. Puzzle stones have
881
sockets on some or all of their four sides, which can attach to sockets
882
on adjacent stones. Once linked up, groups of puzzle stones move as a
883
unit. You can use these blocks, for example, to build bridges across an
886
<p>When you hit them with a magic wand, puzzle stones behave differently.
887
If the block of puzzle stones is fully connected (i.e., it has no open
888
sockets), the block immediately starts to explode, stone by stone. If
889
the block is not fully connected, the stones in the row or column that
890
you hit shift by one place, either horizontally or vertically.
892
<p>There’s a rare variant of the common puzzle stone that behaves a
893
little differently. Its main habitat are the levels of Oxyd 1,
894
and it’s recognizable by the color of its pipes, which is orange
895
instead of the usual blue. You cannot move these puzzle stones as a
896
unit. They behave like the blue puzzle stones do when you hit them
897
with a magic wand: The block explodes if it’s fully connected, or
898
you shuffle the touched row or column of the block.
901
<a name="Mail-Stones"></a>
902
<a name="Mail-Stones-1"></a>
903
<h3 class="subsection">3.2.8 Mail Stones</h3>
905
<img src="images/st-mail.png" alt="images/st-mail">
907
<p>You can use mail stones to send items from your inventory to some
908
inaccessible place in the landscape. When you roll against a mail
909
stone, the first object in your inventory gets “mailed”, removed and put at the
910
end of the pipeline attached to the mail stone. In most cases, you
911
will have to build this pipeline yourself, for example by “mailing”
912
individual pipe objects.
914
<p>Be careful: the mail stone does not work if an object is already
915
at the end of the pipeline. It’s very easy to inadvertently send
916
objects that afterwards block the pipeline, so be careful!
919
<a name="Chess-Stones"></a>
920
<a name="Chess-Stones-1"></a>
921
<h3 class="subsection">3.2.9 Chess Stones</h3>
923
<img src="images/st-chess.png" alt="images/st-chess">
925
<p>Like many other stones, the chess stones are movable as well. But in contrast
926
to all other stones, they move in the way of a chess knight, i.e. two squares
927
in one direction and one square in another. Always hit a chess stone under an
928
angle – it will then move two squares in the direction of your hit and one
929
square in the direction given by this angle. It’s quite difficult to hit them
930
correctly, and needs some practice, just as riding!
932
<p>The black chess stone can only be moved by a black marble, the white chess
933
stone by a white marble. The name (chess stone instead of knight stone or horse
934
stone) results from the simple fact that there already are gaming objects named
941
<a name="Advanced-Topics"></a>
942
<a name="Advanced-Topics-1"></a>
943
<h1 class="chapter">4. Advanced Topics</h1>
945
<table class="menu" border="0" cellspacing="0">
946
<tr><td align="left" valign="top"><a href="#User-Level-Packs">4.1 User Level Packs</a></td><td> </td><td align="left" valign="top"> History, Search Results and Auto
948
<tr><td align="left" valign="top"><a href="#Backup">4.2 Backup</a></td><td> </td><td align="left" valign="top"> What to backup for security
950
<tr><td align="left" valign="top"><a href="#Registering-Scores">4.3 Registering Scores</a></td><td> </td><td align="left" valign="top"> Let the world know your success
952
<tr><td align="left" valign="top"><a href="#Updating-Enigma">4.4 Updating Enigma</a></td><td> </td><td align="left" valign="top"> Keeping scores and levels on an update
954
<tr><td align="left" valign="top"><a href="#User-Sound-Sets">4.5 User Sound Sets</a></td><td> </td><td align="left" valign="top"> How to install sound sets from the internet
959
<a name="User-Level-Packs"></a>
960
<a name="User-Level-Packs-1"></a>
961
<h2 class="section">4.1 User Level Packs</h2>
963
<p><a href="#The-Level-Pack-Menu">The Level Pack Menu</a> provides some additional features. The
964
‘<samp>User</samp>’ group has three level packs that are initially empty:
965
‘<samp>Auto Folder</samp>’, ‘<samp>History</samp>’ and ‘<samp>Search Result</samp>’.
967
<p>You can search in the pool of levels by clicking on the ‘<samp>Search</samp>’
968
button in the level pack menu. Just move the mouse to the text field
969
and enter the string to search. You may search within author, title
970
and file name. The search is case insensitve. For example,
971
you can search for the string “jump”. Enigma provides the resulting levels
972
as a level pack called “Search Results”.
974
<p>Enigma automatically updates the level pack ‘<samp>History</samp>’ with every level you play.
975
This may be useful if you look for a level you played last week, but do not remember
976
the keywords to search for.
978
<p>The ‘<samp>Auto Folder</samp>’ is a level pack that you can use to add new
979
levels, for example levels you download from the Internet or write yourself. The folder in which
980
you should store the levels is ‘<samp>levels/auto</samp>’ on the ‘<samp>User Path</samp>’ as shown in
981
<a href="#Game-options">Game Options</a>. Enigma automatically finds and loads levels in this folder when it starts.
983
<p>Enigma provides many more useful features beyond the scope of this manual.
984
Please read the Reference Manual for more details.
987
<a name="Backup"></a>
988
<a name="Backup-1"></a>
989
<h2 class="section">4.2 Backup</h2>
991
<p>If you are afraid of losing all your scores due to a hard drive
992
failure, or if you want to transfer your scores from one computer to
993
another, knowing how to back up Enigma’s status information is helpful.
994
To do that, first look up ‘<samp>User Path</samp>’ from Enigma’s
995
<a href="#Game-options">Game Options</a> menu. You can simply back up that folder—the
996
important files are ‘<samp>enigma.score</samp>’ and ‘<samp>state.xml</samp>’.
999
<a name="Registering-Scores"></a>
1000
<a name="Registering-Scores-1"></a>
1001
<h2 class="section">4.3 Registering Scores</h2>
1003
<p>To register your scores, you need to send us the ‘<samp>enigma.score</samp>’
1004
file located at the folder ‘<samp>User Path</samp>’. Please look at the project
1005
homepage for more detailed instructions.
1007
<p>To automatically download the updated world record score lists, you just need to
1008
enable the option ‘<samp>Ratings Update</samp>’.
1011
<a name="Updating-Enigma"></a>
1012
<a name="Updating-Enigma-1"></a>
1013
<h2 class="section">4.4 Updating Enigma</h2>
1015
<p>If you did not customize your old Enigma version, simply deinstall the old
1016
version and install the new one. That is all you have to do, since Enigma will
1017
update your scores automatically.
1019
<p>Just in case you added levels to the Enigma installation directories you have
1020
to backup them prior deinstallation. After that you can safely deinstall the
1021
old version and install the new one.
1023
<p>Enigma automatically converts the old score file to the new score
1024
format. You can remove the old score after your first successful run
1025
of Enigma 1.00. The old score file is called ‘<samp>~/.enigmarc2</samp>’ for
1026
systems with a ‘<samp>HOME</samp>’ environment variable or
1027
‘<samp>.../Application Data/enigmarc.lua2</samp>’ for HOMEless Windows systems.
1028
If you want to read levels that you saved from the old installation, please
1029
read the Reference Manual.
1032
<a name="User-Sound-Sets"></a>
1033
<a name="User-Sound-Sets-1"></a>
1034
<h2 class="section">4.5 User Sound Sets</h2>
1036
<p>A sound set is the sum of all sounds that appear in the game and the menus.
1037
Enigma 1.01 and above allows you to switch between the default sound set and
1038
sound sets you downloaded from the internet or created yourself.
1040
<p>To install a downloaded sound set, close Enigma and create a subdirectory named
1041
‘<samp>soundsets</samp>’ in your ‘<samp>User Path</samp>’. Unpack the downloaded
1042
sound set if neccessary. Its files should all be inside one directory with the
1043
name of the soundset, e.g. ‘<samp>MyGreatSounds15</samp>’. Move this directory into the
1044
‘<samp>soundsets</samp>’ directory. Check that the ‘<samp>soundset.lua</samp>’ file is now
1045
located at ‘<samp>soundsets/MyGreatSounds15/soundset.lua</samp>’. Start Enigma and open
1046
the ‘<samp>Options</samp>’ menu. Click on the ‘<samp>Sound set</samp>’ button until the new
1047
sound set appears. Switch back to ‘<samp>Default</samp>’ or ‘<samp>Enigma</samp>’ to activate
1048
the old sound set again.
1050
<p>To uninstall a sound set, close Enigma and remove the directory
1051
which contains the obsolete sound set (e.g. ‘<samp>MyGreatSounds15</samp>’). You need
1052
not remove the ‘<samp>soundsets</samp>’ directory.
1054
<p>Please find a detailed explanation on how to create sound sets yourself in the
1055
Reference Manual and in the sample file ‘<samp>soundset.lua</samp>’ which is located in
1056
the same directory as the Reference Manual. You can download sound sets that
1057
other users submitted to us from
1058
‘<samp>http://svn.berlios.de/svnroot/repos/enigma-game/add-ons/soundsets</samp>’.
1061
<a name="Spoilers"></a>
1062
<a name="Spoilers-1"></a>
1063
<h1 class="chapter">5. Spoilers</h1>
1065
<p>This chapter contains hints for some of the difficult levels. We
1066
strongly advise you <em>not</em> to read the spoilers unless you are
1067
completely stuck. Some levels are intentionally difficult, and even
1068
veteran Enigma players need hours to solve them. Some levels are
1069
easier to solve in easy game mode (see section <a href="#The-Level-Menu">The Level Menu</a>).
1071
<table class="menu" border="0" cellspacing="0">
1072
<tr><td align="left" valign="top"><a href="#Tutorial">5.1 Walkthrough for Advanced Tutorial</a></td><td> </td><td align="left" valign="top"> Walkthrough for ‘Advanced Tutorial’
1074
<tr><td align="left" valign="top"><a href="#Hints">5.2 Hints for Several Levels</a></td><td> </td><td align="left" valign="top"></td></tr>
1078
<a name="Tutorial"></a>
1079
<a name="Walkthrough-for-Advanced-Tutorial"></a>
1080
<h2 class="section">5.1 Walkthrough for Advanced Tutorial</h2>
1082
<p>The landscapes in the “Tutorial” level pack are supposed to be easy,
1083
except for the last one, which is not <small class="enddots">...</small> Jacob Scott
1084
contributed this section of the manual.
1086
<p>This walkthrough is for my level “Advanced Tutorial” in the
1087
“Tutorial” level pack (to change level packs, click on “Level Pack”
1088
at the bottom-left of the screen and select a level pack). You should
1089
read all the documents in a room as soon as possible while you
1092
<p>The final goal for this level, as for most Enigma levels, is to find and
1093
hit all the oxyd stones with your black ball. When you hit an oxyd stone, it
1094
opens and shows a color. If you hit two oxyd stones of the same color in
1095
a row, they will both stay open. Once you’ve matched up all pairs of
1096
oxyd stones in a level, you have completed the level.
1098
<p>The “Advanced Tutorial” level contains about twenty rooms,
1099
organized into three separate areas. In the first area, you will
1100
encounter some of the basic blocks and floor types you will see in
1101
other Enigma levels, and solve a couple of simple puzzles.
1102
The second area is more challenging and will introduce you
1103
to a useful technique in out-thinking an active enemy. The
1104
third and final area leads you to experiment with more advanced
1105
interactions between Enigma objects. In this particular level, you
1106
will find all of the oxyd stones in a single room at the end of area 3.
1109
<a name="Area-1"></a>
1110
<h3 class="subsection">5.1.1 Area 1</h3>
1112
<p>You start in a room surrounded by immovable walls except for a gap to
1113
the right, some water near the bottom-left, and a closed gate near the
1116
<p>Room 1: Go through the gap in the wall to the right.
1118
<p>Room 2: Simply avoid the blocks with pictures of skulls on them.
1120
<p>Room 3: Push the four wooden blocks into the water in a single row to
1121
create a bridge to the opposite bank. Now hit the blackish blocks to the
1122
right. Move the tan blocks out of the way (maybe to the left), and
1123
bridge a way to the right with the two wooden blocks.
1125
<p>Room 4: Go close to the “top”. When it begins to chase you, lead it to
1126
the left and around the blocks in the center of the room. Once the top
1127
is far enough away from the entrance to the next room, run through.
1129
<p>Room 5: The only dangers here are the skulls near the bottom of the
1130
room. The first floor type is metal—this floor is similar to the
1131
“leaves” floor that you have been traveling on so far. The next floor
1132
type is “red”—it is somewhat difficult to slow down or speed up on
1133
this floor. The third floor type is ice—there is little friction on
1134
this floor. The last floor type is space—there is no friction here;
1135
you can’t change velocity (speed or direction) when you are on this
1138
<p>Room 6: Simply go over the slopes. Then exit to the left by passing over
1139
the “inverse” floor—when you are on this type of floor and you push
1140
the mouse (or similar controller) in one direction, the ball speeds up
1141
in the opposite direction. (If you are having trouble here, try turning
1142
your mouse around 180 degrees.)
1144
<p>Room 7: Try to get the extra ball by putting the movable block on the
1145
lower trigger (gray plate). First hit it up one square, then left six
1146
squares. Next hit it five squares down and two squares to the right.
1147
Finally hit it one square up and one square to the left. Take the extra
1148
ball, then put the block on the other trigger to open the gate in the
1149
left wall of the room.
1151
<p>Room 8: Take the dynamite (you will have to go on the ice) and drop it
1152
in front of the yellow blocks to blow them up and get past. The spade
1153
is unnecessary in this level, but you should still experiment with it.
1155
<p>Room 9: Hit the lowest movable block to the left. Now the boulders,
1156
trying to go to the right, are blocking your path. Hit the rightmost
1157
movable block (to the left or to the right) to let the boulders
1158
pass. Take the magic wand (don’t accidentally hit any boulders when
1159
the magic wand is in the front of your inventory) and hit the movable
1160
block above the water, down. Now go back to the right of the room, put
1161
the magic wand in the front of your inventory, and hit the top three
1162
boulders of the long column (try not to get run over by any
1163
boulders). Hit the leftmost movable block to the left and go into the
1166
<p>Room 10: Hit the switch. Now hit the two tan blocks up, one square
1167
each. Hit the middle (from top to bottom) wooden block to the left, and
1168
the wooden block that used to be right above it, up into the water. Hit
1169
the rest of the blocks into the water in the same column (try not to
1170
drown). Now hit the window (the blue line) with high speed. Take the
1171
ball and cross over the bridge into the first room. From there go
1172
through the open gate.
1175
<a name="Area-2"></a>
1176
<h3 class="subsection">5.1.2 Area 2</h3>
1178
<p>In area two, you will encounter a rotor, which is an active enemy of
1179
your black ball. Various rotors can act slightly differently, but they
1180
are never very smart. The way to get past it is to trick it into doing what
1181
you want it to do, while keeping yourself out of danger.
1183
<p>Look around this area (but don’t hit the movable block yet). You need to
1184
get through the three closed gates at the top of this area.
1186
<p>First gate: Hit the white ball to the left (don’t accidentally go
1187
through the black one-way block) to free it (this may require a few
1188
tries). Take the spoon, then hit the white ball through the white one-way
1189
block hard enough so that it doesn’t get stuck. Now go through the black
1190
one-way block and hit the white ball through the passageway. Hit the
1191
white ball hard enough that it goes through the next white one-way block and
1192
doesn’t get stuck beneath it. Once the white ball is through, use the
1193
spoon; you restart at the beginning of the level and are no longer
1194
trapped. Go back up through the gate—the first gate near the top of
1195
this room is now open.
1197
<p>Second gate: Hit the movable block in the rightmost room of this area to
1198
the right, and run. A document with useful information should appear in
1199
the gate connecting area one and area two. Bring the rotor (by making it
1200
chase you, like you did with the top) to above the wall to the right of
1201
the gate between the first two areas. Run through the gate and go over
1202
the bridge to the room below you. Hit the switch to close the gate and
1203
return to the room where you initially started. You will no longer be
1204
able to see the rotor (it won’t be in the room where you will be) but
1205
if you look carefully, you will be able to see where it is. The goal
1206
here is to get the rotor to go to a trigger and open a gate for you,
1207
without exposing yourself to any danger. Get the rotor to follow you from
1208
the top-right to the top-left of this room. It should be
1209
pushed to the left by some slopes. Bring the rotor down on the left
1210
until it will not continue and you hear the sound of a trigger being
1211
pushed. Hit the switch to open the gate and return to area two; the
1212
second gate should be open.
1214
<p>Third gate: Simply hit the movable block that hid the rotor
1215
to the trigger in the room where it started. Return to the room to your
1216
left; the third gate should be open. Go through the three open
1220
<a name="Area-3"></a>
1221
<h3 class="subsection">5.1.3 Area 3</h3>
1223
<p>In area three you need to explore the interactions between particular
1224
Enigma objects. Here you will find lasers, mirrors, and coins. You will
1225
need to solve a simple laser-and-mirror puzzle to get a laser to hit a
1226
particular stone, which will open a bridge to the next room. To get past
1227
the next few rooms, you will need to create some new objects by hitting
1228
existing objects with the laser beam.
1230
<p>In the first part of this area there are three mirrors and a laser with
1233
<p>Room 1: You need to get the laser to hit the black stone. Hit the
1234
bottom-left mirror down one square and orient it so that it looks like this
1235
“\” by hitting it slowly (it should be thirty squares directly to the
1236
left of the laser). Hit the top-left mirror eight squares to the left,
1237
one square down, and orient it so that it looks like this: “/” (it should
1238
be four squares directly above the previous mirror). Hit the top-right
1239
mirror two squares up, then three squares to the right (it should be
1240
twenty-two squares directly to the right of the previous mirror and one
1241
square below the black stone). Put this mirror in the “/”
1242
orientation. Now hit the switch to turn on the laser (don’t get hit by
1243
or roll over the laser beam). Once it is completely up, go over the
1244
bridge to your right.
1246
<p>Room 2: Take some coins and return to the previous room. By turning off
1247
and on the laser, hit one of the coins with the laser beam. Take the
1248
object produced (an umbrella), repeat the process, and take the second
1249
umbrella. Now drop one of the coins next to a mirror and push the mirror
1250
over it. Hit this coin with a value of five with the laser beam to
1251
produce a hammer. Hit the hammer with the laser beam (by turning the
1252
laser off and on) to produce a sword. If you want some more balls, you
1253
can hit mirrors over coins twice and hit the coins of increased value
1254
(to ten, the highest possible) with the laser. To return to the room
1255
with the knights, return the mirrors to their initial positions,
1256
remove all objects blocking the laser, and hit the switch. Now use the
1257
right mouse button or the “tab” key to get the sword in the front
1258
(left) of your inventory. Hit some of the knights (four times each) to
1261
<p>Room 3: Use an umbrella and travel over the abyss to the room below you,
1262
then into the room to your right. If the halo surrounding you begins
1263
to blink, use another umbrella.
1265
<p>Room 4: Simply match the oxyd stones by hitting oxyds of the same colors
1266
as the activated oxyd stones (one at a time). Don’t hit the quake
1267
stones (the black stones). You win!
1271
<a name="Hints"></a>
1272
<a name="Hints-for-Several-Levels"></a>
1273
<h2 class="section">5.2 Hints for Several Levels</h2>
1275
<dl compact="compact">
1276
<dt> <strong>I/6: Welcome to the Machine</strong></dt>
1277
<dd><p>The message near the upper-right corner contains an important hint.
1280
<dt> <strong>I/8: Easy?</strong></dt>
1281
<dd><p>Put the first shogun stone in the upper left corner, and the second
1282
one <em>above</em> the rightmost shogun dot.
1285
<dt> <strong>I/31: Where Am I?</strong></dt>
1286
<dd><p>Make use of the wooden stones if you have lost your way.
1289
<dt> <strong>I/32: The Grim Reaper</strong></dt>
1290
<dd><p>Ever thought of turning your mouse upside-down???
1293
<dt> <strong>I/43: Sokoban Revival</strong></dt>
1294
<dd><p>Remember? This was the first level in the original Sokoban … So it
1295
can’t be that hard!
1298
<dt> <strong>I/65: Lasers 101</strong></dt>
1299
<dd><p>Push two of the mirrors to the top and one to the bottom. By moving the
1300
mirrors around and by aiming carefully, you can hit all the Oxyd
1301
stones with a laser beam.
1304
<dt> <strong>I/72: Way to Go</strong></dt>
1305
<dd><p>One of the blue dots behaves differently. Make use of that fact!
1308
<dt> <strong>I/80: Meditation</strong></dt>
1309
<dd><p>Align the marbles horizontally.
1312
<dt> <strong>II/15: Knock Knock!</strong></dt>
1313
<dd><p>Knock the walls.
1316
<dt> <strong>II/27: Twelve doors</strong></dt>
1317
<dd><p>You opened all the doors and still can’t get through? You must have
1321
<dt> <strong>II/40: Space Meditation</strong></dt>
1322
<dd><p>Ever heard of the three-body problem?
1325
<dt> <strong>II/44: Pharaoh’s Tombs</strong></dt>
1326
<dd><p>Learn from “Easy Shifting <small class="enddots">...</small>”.
1329
<dt> <strong>II/56: Easy Shifting <small class="enddots">...</small></strong></dt>
1330
<dd><p>Learn from “Running Rings”.
1333
<dt> <strong>II/57: Floppy Swapping</strong></dt>
1334
<dd><p>First, find the floppy disk and the magic wand; you will need them.
1335
Second, always keep the floppy and the wand with you. Third, some
1336
stones look alike but don’t behave alike.
1339
<dt> <strong>II/59: The Disappearing Block</strong></dt>
1340
<dd><p>Jam the laser.
1343
<dt> <strong>II/65: Laser Magic</strong></dt>
1344
<dd><p>It’s time to learn a few things about object transformations.
1348
<dt> <strong>II/69: Question of Speed</strong></dt>
1349
<dd><p>Or rather: Question of Seed???
1352
<dt> <strong>II/77: Push Your Way</strong></dt>
1353
<dd><p>Find the magic wand first!
1356
<dt> <strong>II/97: Tool Time</strong></dt>
1357
<dd><p>Hide dangerous tools from children.
1360
<dt> <strong>II/99: Domain of Mysteries</strong></dt>
1361
<dd><p>Step carefully in the ladder.
1364
<dt> <strong>II/100: Patterns</strong></dt>
1365
<dd><p>Is there an echo?
1368
<dt> <strong>III/14: Use the PIN</strong></dt>
1369
<dd><p><small class="enddots">...</small> or use your favorite encyclopedia if you don’t recall the right
1373
<dt> <strong>III/16: Control Panel</strong></dt>
1374
<dd><p>The message in the left room tells you how to arrange the blocks on the
1375
first rows of triggers. From there, use the color codes indicated in
1379
<dt> <strong>III/22: Portable Laser</strong></dt>
1383
<dt> <strong>III/27: Tricks and Traps</strong></dt>
1384
<dd><p>Cannot get out of the first screen? Focus on the small blinking dot
1385
first. Cannot find the last Oxyd stone? Activate three of the large
1386
blinking dots on the first screen and the small one on the third screen.
1389
<dt> <strong>III/28: Wells</strong></dt>
1390
<dd><p>Afraid to die?
1393
<dt> <strong>III/29: Push? Pull!</strong></dt>
1394
<dd><p>One swap up – One swap down – Puzzle to the right – then keep on!
1397
<dt> <strong>III/40: Snow White</strong></dt>
1398
<dd><p>Three little Inuit – Wand’ring on an ice field – couldn’t find
1399
their little igloos – deep under the snow shield.
1402
<dt> <strong>III/43: The Ditch</strong></dt>
1403
<dd><p>You can’t solve this level without a broken ego.
1406
<dt> <strong>III/49: What’s the Problem?</strong></dt>
1407
<dd><p>Decoys all over the place … this is a meditation landscape.
1410
<dt> <strong>III/95: Jump and Run</strong></dt>
1411
<dd><p>There’s a spring hidden under a mirror.
1414
<dt> <strong>IV/6: TNT Shortage?</strong></dt>
1415
<dd><p>It’s easier with a hammer!
1418
<dt> <strong>IV/17: Flood Gates</strong></dt>
1419
<dd><p>Carefully flooding certain areas can be useful. Do not leave the first
1420
room without activating the lower switch. The many switches on the
1421
lower left all do the same.
1424
<dt> <strong>IV/25: Light Switches</strong></dt>
1425
<dd><p>Jam the lasers in case you’re not fast enough.
1428
<dt> <strong>IV/27: Robbery</strong></dt>
1429
<dd><p>Enter the bank through cracks in the floor.
1432
<dt> <strong>IV/34: Running Rings</strong></dt>
1433
<dd><p>Learn from “Pharaoh’s Tombs”.
1436
<dt> <strong>IV/39: How Many Spirals?</strong></dt>
1437
<dd><p>Some people jump out of the window when there’s fire – do it the
1441
<dt> <strong>IV/47: Just Moving Blocks?</strong></dt>
1442
<dd><p>Too many wooden blocks? How could you remove one?
1445
<dt> <strong>IV/48: Artillery</strong></dt>
1446
<dd><p>The cannonball also opens oxyds.
1449
<dt> <strong>IV/54: Fire Safety</strong></dt>
1450
<dd><p>The trigger hurts you? Destroy it!
1453
<dt> <strong>IV/64: The Flagstone Reaper</strong></dt>
1454
<dd><p>It processes.
1457
<dt> <strong>IV/65: Little Bit of Everything</strong></dt>
1458
<dd><p>Find a way to shatter.
1461
<dt> <strong>V/15: Solvable?</strong></dt>
1462
<dd><p>Does WNSE remind you of something?
1465
<dt> <strong>V/16: Draggers</strong></dt>
1466
<dd><p>Admitted, this level is evil. There’s a seed hidden near your starting
1470
<dt> <strong>V/24: Space Pirates</strong></dt>
1471
<dd><p>This one is tricky. Ignite a bomb near the wooden stones.
1474
<dt> <strong>V/32: Walk the Plank</strong></dt>
1475
<dd><p>Not enough of a pirate to master the this level? There is a
1476
different, easier route.
1479
<dt> <strong>V/34: Island of Safety</strong></dt>
1480
<dd><p>First analyze one-hundreds.
1483
<dt> <strong>V/45: Psycho Pushing</strong></dt>
1484
<dd><p>Hit and race.
1487
<dt> <strong>V/58: Now What?</strong></dt>
1488
<dd><p>When you see the cross, what should the array show next?
1491
<dt> <strong>V/78: Don’t Be Greedy</strong></dt>
1492
<dd><p>There’s a better hint somewhere in this manual.
1495
<dt> <strong>V/89: Ice-Bomb</strong></dt>
1496
<dd><p>There’s a better hint hidden under the oxyd.
1499
<dt> <strong>V/91: Firefox</strong></dt>
1500
<dd><p>Floor burns faster.
1503
<dt> <strong>VI/8: Orbitting</strong></dt>
1504
<dd><p>Don’t let anything touch the borders.
1507
<dt> <strong>VI/23: Prepare Your Defense</strong></dt>
1508
<dd><p>The laser changes more than items.
1511
<dt> <strong>esprit 43</strong></dt>
1512
<dd><p>Sacrifice to the volcano.
1515
<dt> <strong>esprit 52</strong></dt>
1516
<dd><p>Play it to the date.
1519
<dt> <strong>esprit 100</strong></dt>
1520
<dd><p>Blast the corner.
1523
<dt> <strong>Oxyd Magnum 99 (level 22): Letter Bomb</strong></dt>
1524
<dd><p>Bomb the bomb stones.
1527
<dt> <strong>PerOxyd 49 (level 22): Hidden Treasure</strong></dt>
1528
<dd><p>Make sure you always have access to the room with the switch on the
1529
floor. Then search for the second screen with the “hidden treasure”.
1535
<a name="Credits"></a>
1536
<a name="Credits-1"></a>
1537
<h1 class="chapter">6. Credits</h1>
1539
<table class="menu" border="0" cellspacing="0">
1540
<tr><td align="left" valign="top"><a href="#Main-developers">6.1 Main developers</a></td><td> </td><td align="left" valign="top">
1542
<tr><td align="left" valign="top"><a href="#Special-Thanks">6.2 Special Thanks</a></td><td> </td><td align="left" valign="top">
1544
<tr><td align="left" valign="top"><a href="#Contributors">6.3 Contributors</a></td><td> </td><td align="left" valign="top">
1546
<tr><td align="left" valign="top"><a href="#Utilized-Software">6.4 Utilized Software</a></td><td> </td><td align="left" valign="top">
1552
<a name="Main-developers"></a>
1553
<a name="Main-developers-1"></a>
1554
<h2 class="section">6.1 Main developers</h2>
1556
<dl compact="compact">
1557
<dt> <strong>Raoul Bourquin</strong></dt>
1558
<dd><p>Level admininstration and design, homepage, overall invaluable additions
1561
<dt> <strong>Siegfried Fennig</strong></dt>
1562
<dd><p>Level design, graphics
1565
<dt> <strong>Martin Hawlisch</strong></dt>
1566
<dd><p>Level design, graphics, programming
1569
<dt> <strong>Daniel Heck</strong></dt>
1570
<dd><p>Main developer, graphics, documentation
1573
<dt> <strong>Ronald Lamprecht</strong></dt>
1574
<dd><p>XML, Gui, portability, core programming, documentation, homepage, score evaluation
1577
<dt> <strong>Andreas Lochmann</strong></dt>
1578
<dd><p>Programming, level administration, level design, documentation, homepage
1581
<dt> <strong>Petr Machata</strong></dt>
1582
<dd><p>Level design, programming
1585
<dt> <strong>Nat Pryce</strong></dt>
1589
<dt> <strong>Jacob Scott</strong></dt>
1593
<dt> <strong>Sven Siggelkow</strong></dt>
1594
<dd><p>Level design and special Oxyd expertise
1597
<dt> <strong>Ralf Westram</strong></dt>
1598
<dd><p>Programming, level design
1604
<a name="Special-Thanks"></a>
1605
<a name="Special-Thanks-1"></a>
1606
<h2 class="section">6.2 Special Thanks</h2>
1608
<dl compact="compact">
1609
<dt> <strong>Johannes Fortmann</strong></dt>
1610
<dd><p>Mac OS X port, some programming, graphics
1613
<dt> <strong>illmind</strong></dt>
1614
<dd><p>Forum mag-heut.net administration, Level design
1618
<dt> <strong>Jennifer Robertson</strong></dt>
1619
<dd><p>Graphics second generation
1622
<dt> <strong>Jeremy Sawicki</strong></dt>
1623
<dd><p>Oxyd file format reverse engineering, Oxydlib
1626
<dt> <strong>Meinolf Schneider</strong></dt>
1627
<dd><p>Original game idea–<em>Thanks</em>!
1630
<dt> <strong>Erich Schubert</strong></dt>
1631
<dd><p>Debian/Ubuntu packages, level design
1634
<dt> <strong>Andrew “Necros” Sega</strong></dt>
1635
<dd><p>Menu music (<em>Pentagonal Dreams</em>)
1638
<dt> <strong>David W. Skinner</strong></dt>
1639
<dd><p>Many Sokoban levels from
1640
<a href="http://users.bentonrea.com/~sasquatch/sokoban">http://users.bentonrea.com/~sasquatch/sokoban</a>
1643
<dt> <strong>Clifford J. Tasner</strong></dt>
1644
<dd><p>Music second generation, Proof reading
1649
<a name="Contributors"></a>
1650
<a name="Contributors-1"></a>
1651
<h2 class="section">6.3 Contributors</h2>
1653
<p>For various smaller contributions, thanks go to:
1656
<li> Roberto Bardin (Level design)
1657
</li><li> Thomas Bernhardt (Level design)
1658
</li><li> Helge Blohmer (Level design)
1659
</li><li> Nathan Bronecke (Level design)
1660
</li><li> Harry Bruder (LotM articles)
1661
</li><li> Alain Busser (Level design, French translation, manual)
1662
</li><li> Guy Busser (Level design)
1663
</li><li> Richi Bützer (Level design)
1664
</li><li> capkoh (Level design)
1665
</li><li> Manfredi Carta (Level design)
1666
</li><li> Christoph & Anita (Level design)
1667
</li><li> daydreamer (Level design)
1668
</li><li> Serge Dremuk (Russian translation)
1669
</li><li> Joseph Dunne (Level design)
1670
</li><li> Xerxes M. Dynatos (Level design)
1671
</li><li> Edward (Level design)
1672
</li><li> Manuel Eisentraut (Level design)
1673
</li><li> Stephanie Fabian (Invaluable bug reports)
1674
</li><li> Johann Freymuth (Level design)
1675
</li><li> Roberto García (Spanish translation)
1676
</li><li> Andy Geldmacher (Level design)
1677
</li><li> Edwin Groothuis (FreeBSD port)
1678
</li><li> Daniel Hadas (Level design)
1679
</li><li> Jonatan Hadas (Level design)
1680
</li><li> Hairball (Level design)
1681
</li><li> Immanuel Herrmann (Level design)
1682
</li><li> Brian Huffman (Level design)
1683
</li><li> Johannes Hüsing (Level design)
1684
</li><li> Máté Lehel Juhász (Hungarian translation)
1685
</li><li> Samuele Kaplun (Italian translation)
1686
</li><li> Manuel König (Level design, bug reports)
1687
</li><li> Jens-Christian Korth (Level design)
1688
</li><li> Johannes Laire (Level design)
1689
</li><li> Joona Laire (Level design)
1690
</li><li> Markus Laire (Level design)
1691
</li><li> Dominik Lehmann (Level design)
1692
</li><li> Dominik Leipold (Level design)
1693
</li><li> Edward Leuf (Feedback, bug reports)
1694
</li><li> Ingo van Lil (Feedback, bug reports)
1695
</li><li> Frank van der Loo (Dutch translation)
1696
</li><li> Lurcane (Level design)
1697
</li><li> Sidney Markowitz (Mac OS X port)
1698
</li><li> Barry & Lori Mead (Level design)
1699
</li><li> Linda Mihalic (English proof reading)
1700
</li><li> moonpearl (Level design)
1701
</li><li> Stephen Morley (Safalra) (Level design)
1702
</li><li> Krishnamurti Lelis Lima Vieira Nunes (Portuguese translation)
1703
</li><li> Daniel Nylander (Swedish translation)
1704
</li><li> Andreas Persenius (Level design)
1705
</li><li> Mark Pulley (Level design)
1706
</li><li> Rudolf (Level design)
1707
</li><li> Peter Santo (Level design)
1708
</li><li> Tobias Schmidbauer (Windows installer and icon)
1709
</li><li> Lukas Schüller (Level design)
1710
</li><li> Achim Settelmeier (RPM specfile)
1711
</li><li> ShadowPhrogg32642342 (Dániel Borbély) (Level design)
1712
</li><li> Alex Smith (Level design)
1713
</li><li> Alan Smithee (Level design)
1714
</li><li> Jon Sneyers (Level design)
1715
</li><li> Spaceman (Level design)
1716
</li><li> Ulf Stegemann (Level design)
1717
</li><li> Jürgen Sticht (Level design)
1718
</li><li> Mikke Surakka (Finnish translation)
1719
</li><li> Andrzej Szombierski (Level design)
1720
</li><li> Tacvek (Lua 5.1 upgrade)
1721
</li><li> James Taylor (Level design)
1722
</li><li> Michael Terry (.desktop file)
1723
</li><li> Ray Wick (Level design)
1724
</li><li> Joe Wreschnig (Manual page)
1725
</li><li> Zephyr (Level design)
1726
</li><li> Yuriy Zhyromskiy (Russian Manual)
1727
</li><li> /dev/null (Level design)
1731
<a name="Utilized-Software"></a>
1732
<a name="Utilized-Software-1"></a>
1733
<h2 class="section">6.4 Utilized Software</h2>
1735
<dl compact="compact">
1736
<dt> <strong>SDL</strong></dt>
1737
<dd><p><a href="http://www.libsdl.org/">http://www.libsdl.org/</a>
1740
<dt> <strong>SDL_image</strong></dt>
1741
<dd><p><a href="http://www.libsdl.org/SDL_image">http://www.libsdl.org/SDL_image</a>
1744
<dt> <strong>SDL_mixer</strong></dt>
1745
<dd><p><a href="http://www.libsdl.org/SDL_mixer">http://www.libsdl.org/SDL_mixer</a>
1748
<dt> <strong>Lua</strong></dt>
1749
<dd><p><a href="http://www.lua.org">http://www.lua.org</a>
1752
<dt> <strong>Oxydlib</strong></dt>
1753
<dd><p><a href="http://www.sawicki.us/oxyd">http://www.sawicki.us/oxyd</a>
1756
<dt> <strong>toLua++</strong></dt>
1757
<dd><p><a href="http://www.codenix.com/~tolua">http://www.codenix.com/~tolua</a>
1760
<dt> <strong>zipios</strong></dt>
1761
<dd><p><a href="http://zipios.sourceforge.net">http://zipios.sourceforge.net</a>
1764
<dt> <strong>Xerces C++</strong></dt>
1765
<dd><p><a href="http://xml.apache.org/xerces-c">http://xml.apache.org/xerces-c</a>
1771
<a name="SEC_Contents"></a>
1772
<h1>Table of Contents</h1>
1773
<div class="contents">
1776
<li><a name="toc-Introduction-1" href="#Introduction">1. Introduction</a>
1778
<li><a name="toc-About-Enigma" href="#About">1.1 About Enigma</a></li>
1779
<li><a name="toc-Installation-1" href="#Installation">1.2 Installation</a></li>
1780
<li><a name="toc-Distributing-Enigma-1" href="#Distributing-Enigma">1.3 Distributing Enigma</a></li>
1782
<li><a name="toc-The-Game-1" href="#The-Game">2. The Game</a>
1784
<li><a name="toc-Getting-Started-1" href="#Getting-Started">2.1 Getting Started</a>
1786
<li><a name="toc-The-Level-Menu-1" href="#The-Level-Menu">2.1.1 The Level Menu</a></li>
1787
<li><a name="toc-The-Level-Pack-Menu-1" href="#The-Level-Pack-Menu">2.1.2 The Level Pack Menu</a></li>
1788
<li><a name="toc-Game-Options" href="#Game-options">2.1.3 Game Options</a></li>
1789
<li><a name="toc-The-Level-Inspector-1" href="#The-Level-Inspector">2.1.4 The Level Inspector</a></li>
1791
<li><a name="toc-Rules-of-the-Game-1" href="#Rules-of-the-Game">2.2 Rules of the Game</a>
1793
<li><a name="toc-Normal-landscapes-1" href="#Normal-landscapes">2.2.1 Normal landscapes</a></li>
1794
<li><a name="toc-Two_002dplayer-landscapes-1" href="#Two_002dplayer-landscapes">2.2.2 Two-player landscapes</a></li>
1795
<li><a name="toc-Meditation-landscapes-1" href="#Meditation-landscapes">2.2.3 Meditation landscapes</a></li>
1797
<li><a name="toc-Controls-1" href="#Controls">2.3 Controls</a></li>
1799
<li><a name="toc-Some-Game-Objects-1" href="#Some-Game-Objects">3. Some Game Objects</a>
1801
<li><a name="toc-Items-1" href="#Items">3.1 Items</a>
1803
<li><a name="toc-Explosives-1" href="#Explosives">3.1.1 Explosives</a></li>
1804
<li><a name="toc-Umbrellas-1" href="#Umbrellas">3.1.2 Umbrellas</a></li>
1805
<li><a name="toc-Flags-1" href="#Flags">3.1.3 Flags</a></li>
1807
<li><a name="toc-Stones-1" href="#Stones">3.2 Stones</a>
1809
<li><a name="toc-Lethal-Stones-1" href="#Lethal-Stones">3.2.1 Lethal Stones</a></li>
1810
<li><a name="toc-Swap-Stones-1" href="#Swap-Stones">3.2.2 Swap Stones</a></li>
1811
<li><a name="toc-Mirrors-1" href="#Mirrors">3.2.3 Mirrors</a></li>
1812
<li><a name="toc-Oneway-Stones-1" href="#Oneway-Stones">3.2.4 Oneway Stones</a></li>
1813
<li><a name="toc-Shogun-Stones-1" href="#Shogun-Stones">3.2.5 Shogun Stones</a></li>
1814
<li><a name="toc-Bolder-Stones-1" href="#Bolder-Stones">3.2.6 Bolder Stones</a></li>
1815
<li><a name="toc-Puzzle-Stones-1" href="#Puzzle-Stones">3.2.7 Puzzle Stones</a></li>
1816
<li><a name="toc-Mail-Stones-1" href="#Mail-Stones">3.2.8 Mail Stones</a></li>
1817
<li><a name="toc-Chess-Stones-1" href="#Chess-Stones">3.2.9 Chess Stones</a></li>
1821
<li><a name="toc-Advanced-Topics-1" href="#Advanced-Topics">4. Advanced Topics</a>
1823
<li><a name="toc-User-Level-Packs-1" href="#User-Level-Packs">4.1 User Level Packs</a></li>
1824
<li><a name="toc-Backup-1" href="#Backup">4.2 Backup</a></li>
1825
<li><a name="toc-Registering-Scores-1" href="#Registering-Scores">4.3 Registering Scores</a></li>
1826
<li><a name="toc-Updating-Enigma-1" href="#Updating-Enigma">4.4 Updating Enigma</a></li>
1827
<li><a name="toc-User-Sound-Sets-1" href="#User-Sound-Sets">4.5 User Sound Sets</a></li>
1829
<li><a name="toc-Spoilers-1" href="#Spoilers">5. Spoilers</a>
1831
<li><a name="toc-Walkthrough-for-Advanced-Tutorial" href="#Tutorial">5.1 Walkthrough for Advanced Tutorial</a>
1833
<li><a name="toc-Area-1" href="#Area-1">5.1.1 Area 1</a></li>
1834
<li><a name="toc-Area-2" href="#Area-2">5.1.2 Area 2</a></li>
1835
<li><a name="toc-Area-3" href="#Area-3">5.1.3 Area 3</a></li>
1837
<li><a name="toc-Hints-for-Several-Levels" href="#Hints">5.2 Hints for Several Levels</a></li>
1839
<li><a name="toc-Credits-1" href="#Credits">6. Credits</a>
1841
<li><a name="toc-Main-developers-1" href="#Main-developers">6.1 Main developers</a></li>
1842
<li><a name="toc-Special-Thanks-1" href="#Special-Thanks">6.2 Special Thanks</a></li>
1843
<li><a name="toc-Contributors-1" href="#Contributors">6.3 Contributors</a></li>
1844
<li><a name="toc-Utilized-Software-1" href="#Utilized-Software">6.4 Utilized Software</a></li>
1852
This document was generated by <em>Andreas Lochmann</em> on <em>March 31, 2013</em> using <a href="http://www.nongnu.org/texi2html/"><em>texi2html 1.82</em></a>.