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+<?xml version="1.0" ?>
+<!DOCTYPE book PUBLIC "-//KDE//DTD DocBook XML V4.1.2-Based Variant V1.0//EN" "dtd/kdex.dtd" [
+ <!ENTITY kgoldrunner "<application>KGoldrunner</application>">
+ <!ENTITY kappname "&kgoldrunner;">
+ <!ENTITY package "kdegames">
+ <!ENTITY % addindex "IGNORE">
+ <!ENTITY % English "INCLUDE" > <!-- change language only here -->
+]>
+
+<book lang="&language;">
+
+<bookinfo>
+<title>The &kgoldrunner; Handbook</title>
+<authorgroup>
+<author>
+<firstname>Ian</firstname>
+<surname>Wadham</surname>
+<affiliation><address><email>ianw@netspace.net.au</email></address></affiliation>
+</author>
+<author>
+<firstname>Marco</firstname>
+<surname>Krüger</surname>
+
+</author>
+<!-- TRANS:ROLES_OF_TRANSLATORS -->
+</authorgroup>
+
+<copyright>
+<year>2003</year>
+<holder>Ian Wadham</holder><holder>Marco Krüger</holder>
+</copyright>
+
+<legalnotice>&FDLNotice;</legalnotice>
+
+<date>2005-12-10</date>
+<releaseinfo>2.0</releaseinfo>
+
+<abstract>
+<para>
+<inlinemediaobject><imageobject>
+<imagedata fileref="kgoldrunner.png" format="PNG"/>
+</imageobject></inlinemediaobject>
+&kgoldrunner;, a game of action and puzzle solving. Run through
+the maze, dodge your enemies, collect all the gold and climb up to the
+next level.</para>
+</abstract>
+
+<keywordset>
+<keyword>KDE</keyword>
+<keyword>KGoldrunner</keyword>
+</keywordset>
+</bookinfo>
+
+<chapter id="playing-kgoldrunner">
+<title>Playing &kgoldrunner;</title>
+
+<sect1 id="introduction">
+<title>Introduction</title>
+
+<para>&kgoldrunner; is an action game where the hero
+<inlinemediaobject><imageobject>
+<imagedata fileref="hero.png" format="PNG"/>
+</imageobject></inlinemediaobject>
+runs through a maze and dodges enemies
+<inlinemediaobject><imageobject>
+<imagedata fileref="enemy.png" format="PNG"/>
+</imageobject></inlinemediaobject>
+</para>
+
+<para>You must guide the hero with the mouse or keyboard and collect
+all the gold nuggets, then you can climb up into the next level. Your
+enemies are also after the gold. Worse still, they are after you! They
+will kill you if they catch you!</para>
+
+<para>The problem is you have no weapon to kill
+<emphasis>them</emphasis>. All you can do is run away, dig holes in
+the floor to trap them or lure them into some area where they cannot
+hurt you. After a short time a trapped enemy climbs out of his hole,
+but if it closes before that, he will die and reappear somewhere else.
+</para>
+
+<para>If you have never played before, try the <quote>Tutorial</quote>
+game, which teaches you the rules and basic skills. Then try the
+<quote>Initiation</quote> game. Experts might enjoy the
+<quote>Challenge</quote> or <quote>Vengeance of Peter W</quote> games,
+but the <quote>Initiation</quote> game has 100 levels and some are
+very difficult. It is a good game for achieving a High Score.</para>
+
+<para> As you move to more advanced levels, you will find that
+&kgoldrunner; combines action, strategy, tactics and puzzle
+solving &mdash; all in one game. Good luck!</para>
+
+</sect1>
+
+<sect1 id="typical-game">
+<title>A Typical Game</title>
+
+<para>Below is a typical game in progress. The hero (green) is at
+level 4 in the Advanced Tutorial game. The window's status bar shows
+how many lives he has left and how many points he has scored. It also
+shows that there is a hint available for this level (as there always
+is in tutorial games) and that the action is stopped (while taking
+this snapshot), but can be continued by pressing <keycap>P</keycap> or
+<keycap>Esc</keycap>.</para>
+
+<para>The hero started at the top left, dug a hole and dropped into a
+line of false bricks and gold where you can now see him falling. The
+enemy above him will fall into the hole, then climb out and be trapped
+up there till the end of the level. He could cause the hero some
+problems then, because that is where the hidden ladders appear when
+all the gold is gone. The hero has to use them to get to the next
+level.</para>
+
+<screenshot>
+<screeninfo>&kgoldrunner; typical game</screeninfo>
+<mediaobject>
+<imageobject><imagedata fileref="tute008.png" format="PNG"/></imageobject>
+<textobject><phrase>&kgoldrunner; typical game</phrase></textobject>
+</mediaobject>
+</screenshot>
+
+<para>The enemy on the right is falling and carrying some gold.
+Notice his gold outline. The third enemy is about to come down a ladder to
+chase the hero. He will have to dodge both enemies when he reaches
+the floor ... This level also shows diggable bricks and undiggable
+concrete and has lots of traps (false bricks), which look just like
+ordinary bricks.</para>
+
+</sect1>
+
+<sect1 id="how-to-play">
+<title>How To Play</title>
+
+<sect2>
+<title>Starting the Game</title>
+
+<para>When the &kgoldrunner; window appears, click on the name of one
+of the games in the list displayed, then click on the <guibutton>Start
+Game</guibutton> button. Level 1 of the game you selected will appear
+and the mouse pointer will be over the hero. You start play by moving
+the mouse, clicking the mouse or pressing any key that can control the
+hero (&eg; <keycap>Space</keycap>), but avoid using
+<keycap>Q</keycap>, <keycap>S</keycap>, <keycap>P</keycap> or &Esc; at
+this stage. You start each level in the same way.</para>
+
+<para>You have five lives at the start and gain a bonus life for each
+level completed.</para>
+
+</sect2>
+
+<sect2 id="mouse-control">
+<title>Moving Around</title>
+
+<para>By default you control the hero (green) with the mouse, but you
+can also control him with the keyboard (<link
+linkend="keyboard-control">see below</link>). He moves towards
+wherever you place the mouse pointer. He cannot move as fast as you
+can move the mouse, but he will try hard to catch up. If the mouse
+pointer is above or below his level, he will always go up or down when
+there is a ladder available or a place to fall into. Otherwise he will
+move horizontally until he is above, below or right at the mouse
+pointer. You can make him follow simple paths (like _ | L or U), but
+be careful not to get too many twists and turns ahead of him.</para>
+
+<para>You can move left or right over bricks, concrete, ladders or
+bars and up or down over ladders. If you are on an empty square or a
+gold nugget and there is no brick, concrete, ladder or bar to hold you
+up, gravity takes over and you fall. You can also fall by moving down
+from a bar or the bottom of a ladder, so keep the mouse pointer up
+there if you want to hold on.</para>
+
+</sect2>
+
+<sect2 id="keyboard-control">
+<title>Keyboard Control</title>
+
+<para>If you prefer, you can use the keyboard to control the hero. The
+default keys are the arrow keys and <keycap>I</keycap>,
+<keycap>J</keycap>, <keycap>K</keycap> and <keycap>L</keycap> (in
+honor of the original Apple II game), with the keys
+<keycap>Z</keycap> and <keycap>C</keycap> or <keycap>U</keycap> and
+<keycap>O</keycap> for digging. You can play one-handed by using
+<keycap>U</keycap>, <keycap>I</keycap>, <keycap>O</keycap>,
+<keycap>J</keycap>, <keycap>K</keycap>, <keycap>L</keycap> and
+<keycap>Space</keycap> (on a <quote>QWERTY</quote> keyboard) or
+two-handed by using the arrow keys, <keycap>Space</keycap>,
+<keycap>Z</keycap> and <keycap>C</keycap>. You can also choose other
+keys, on the <guimenu>Settings</guimenu> menu, if you have the &kde;
+desktop version of &kgoldrunner;.</para>
+
+<para>You enter keyboard mode by pressing one of the keys that can
+control the hero or by selecting <guimenuitem>Keyboard
+Controls Hero</guimenuitem> on the <guimenu>Settings</guimenu>
+menu.</para>
+
+<para>The movement keys (<keycap>I</keycap>, <keycap>J</keycap>,
+<keycap>K</keycap>, <keycap>L</keycap> or arrows) start the hero
+moving up, down, left or right. He continues moving in that direction,
+if he can, until you press another movement key or
+<keycap>Space</keycap> to stop. In mouse mode, he stops automatically
+when he gets to the mouse pointer.</para>
+
+<para>A word of warning: using the keyboard is much harder, in the
+long run, than using the mouse. Think of the mouse as a
+joystick.</para>
+
+</sect2>
+
+<sect2 id="pausing">
+<title>Taking a Break</title>
+
+<para>You can stop the game at any time by pressing a Pause key
+(either <keycap>P</keycap> or &Esc;). You can resume by pressing the
+<keycap>P</keycap> or &Esc; key again. There is also a
+<guimenuitem>Pause</guimenuitem> option in the <guimenu>Game</guimenu>
+menu, but the problem is to get up there without moving the hero and
+getting into trouble.</para>
+
+<tip><para>When you want to use the &kgoldrunner; menu or do
+some work in another window, always press a Pause key and stop the
+game. Otherwise the hero will go on following the mouse pointer and
+might get into trouble.</para></tip>
+
+</sect2>
+
+<sect2 id="winning">
+<title>Winning a Level</title>
+
+<para>The object of the game is to collect all the gold, by moving or
+falling onto it. When there is none left, you must move to the top of
+the playing area to get to the next level. Often, as you collect the
+last piece of gold, hidden ladders will appear and you can use them to
+climb to the top. </para>
+
+</sect2>
+
+<sect2 id="false-bricks">
+<title>Beware of False Bricks</title>
+
+<para>False bricks, otherwise known as fall-through bricks or traps,
+are the other hidden feature of the game. They look just like ordinary
+bricks, but if you run over one you fall. This can be bad if there is
+an enemy or a pit down there, or good if there is some gold.</para>
+
+</sect2>
+
+<sect2 id="enemies">
+<title>Enemies</title>
+
+<para>Enemies move in very much the same way as the hero. The main
+difference is when they fall into a hole the hero has dug (see <link
+linkend="rules-of-digging">Rules of Digging</link> below). They will
+pick up gold either always or at random, depending on the game
+settings, and will drop gold at random on brick, concrete or the top
+of a ladder. An enemy who is carrying gold has a gold outline. You
+must get the gold away from him before you can finish the
+level.</para>
+
+<para>If an enemy touches you or you move down onto one, you die and
+must start the level again, if you have any lives left. However, it is
+possible to walk or stand on an enemy's head and you can ride an enemy
+down when he is falling. Some advanced levels require such a
+move.</para>
+
+</sect2>
+
+<sect2 id="losing-a-level">
+<title>Losing a Level</title>
+
+<para>As explained above, you can lose a level and a life by touching
+an enemy. You can also lose by getting caught in a dug brick when it
+closes. Otherwise you can commit suicide by pressing key
+<keycap>Q</keycap> or using the menu item
+<menuchoice><guimenu>Game</guimenu><guimenuitem>Kill
+Hero</guimenuitem></menuchoice>. Why would you want to do that? Well,
+sometimes you can get trapped in a place from which you cannot
+escape. You will stay imprisoned for ever unless you commit
+suicide!</para>
+
+</sect2>
+
+<sect2 id="importance-of-digging">
+<title>The Importance of Digging</title>
+
+<para>Digging is one of the most powerful tactics you have. To dig a
+hole in a brick to the left or right, just click the
+<mousebutton>Left</mousebutton> or <mousebutton>Right</mousebutton>
+mouse button, or use one of the digging keys (defaults
+<keycap>Z</keycap>, <keycap>C</keycap>, <keycap>U</keycap>,
+<keycap>O</keycap>.)</para>
+
+<para>You can dodge an oncoming enemy by digging a hole, waiting for
+him to fall in and then running quickly over his head. At the same
+time you can collect any gold he was carrying. Usually you can dig two
+holes to capture and run over two enemies who are close together, but
+this rarely works if the enemies are separated or there are more than
+two of them.</para>
+
+<para>You can kill enemies by digging enough holes in their path. It
+usually takes two or more holes to kill one enemy and up to eight or
+more holes to kill four or five. When enemies die, they reappear
+immediately, either where they started the level or near the top of
+the playing area, depending on whether the game follows
+<quote>&kgoldrunner;</quote> or <quote>Traditional</quote> rules and
+settings (see <link linkend="choice-of-rules">Choice of Rules</link>).</para>
+
+</sect2>
+
+<sect2 id="rules-of-digging">
+<title>The Rules of Digging</title>
+
+<para>You click the <mousebutton>Left</mousebutton> or
+<mousebutton>Right</mousebutton> mouse button, to dig a hole to the
+left or right, or use the <keycap>Z</keycap>, <keycap>C</keycap>,
+<keycap>U</keycap> or <keycap>O</keycap> keys. Only bricks can be dug,
+not anything else. The hole will appear in the floor on one side or
+the other (&ie; below and to the left or right of the hero). You can
+be running, standing or falling when you dig. There must be an empty
+space or hole above the brick (&ie; no digging under a ladder, bar,
+gold, brick, concrete, false brick or enemy).</para>
+
+<para>The hero can move in any direction through dug holes, including
+falling right through a hole to escape an enemy. After a short time,
+dug holes close up, so you must use them quickly. Plan your digging in
+advance. There is no time to stop and think while you dig.</para>
+
+<para>Enemies are always captured if they fall into a dug hole and
+will always climb UP to get out of it. Their time in the hole is less
+than the time the hole stays open, so to kill enemies you usually have
+to dig several holes in quick succession. Enemies always give up gold
+as they fall into a hole, so you can quickly run onto the enemy's head
+and grab the gold before he climbs out.</para>
+
+<para>Enemies will never fall down through a hole from above, but
+depending on the game rules and <guimenu>Settings</guimenu>, they can
+run horizontally into a dug hole and not be captured and can fall from
+there or run into another hole or run out of the hole. Several levels
+that follow <quote>Traditional</quote> rules depend on an enemy being
+able to run through a hole.</para>
+
+</sect2>
+
+<sect2 id="winning-and-losing-the-game">
+<title>Winning and Losing the Game</title>
+
+<para>You win by completing the last level in the game. You lose when
+your last life is gone. Either way, if you have achieved one of the
+ten highest scores for that game, you can record your achievement in
+the <quote>KGoldrunner Hall of Fame</quote></para>
+
+</sect2>
+</sect1>
+
+<sect1 id="scoring">
+<title>Scoring</title>
+
+<itemizedlist>
+<listitem>
+<para>Start with 5 lives.</para>
+</listitem>
+<listitem>
+<para>Lose a life and repeat a level when the hero dies</para>
+</listitem>
+<listitem>
+<para>Gain a life when you complete a level</para>
+</listitem>
+<listitem>
+<para>75 points for trapping an enemy</para>
+</listitem>
+<listitem>
+<para>75 points for killing an enemy</para>
+</listitem>
+<listitem>
+<para>250 points for collecting gold</para>
+</listitem>
+<listitem>
+<para>1500 points for completing a level</para>
+</listitem>
+</itemizedlist>
+
+</sect1>
+
+<sect1 id="choice-of-rules">
+<title>Choice of Rules</title>
+
+<para>Most of the rules of &kgoldrunner; are covered in the section
+<link linkend="how-to-play">How to Play</link>, however there are two
+major rule settings that affect the style of play: known as
+<quote>Traditional</quote> and <quote>&kgoldrunner;</quote>. It is
+important to know which settings are in force when you are playing a
+game. Many <quote>Traditional</quote> levels are impossible with
+<quote>&kgoldrunner;</quote> settings. Most
+<quote>&kgoldrunner;</quote> levels are easier with
+<quote>Traditional</quote> settings, but the
+<quote>Traditional</quote> games are no pushover. To make life easier,
+&kgoldrunner; automatically chooses the correct settings for a game
+when you go into it, but you can can change them if you wish. </para>
+
+<para>The main difference between <quote>Traditional</quote> and
+<quote>&kgoldrunner;</quote> settings is the method by which the
+enemies choose a path to the hero.</para>
+
+<itemizedlist>
+<listitem>
+<para>In the <quote>Traditional</quote> search method, enemies look
+for vertical paths (ladders and falls) and they try to stay above the
+hero or at the same height. They go below him only as a last
+resort. The enemies make no attempt to chase the hero in the
+horizontal direction until they are at the same height and can find a
+horizontal path. This leads to situations where you can
+<quote>control</quote> enemies who are far away from you and make them
+work for you or at least keep out of your hair.</para>
+</listitem>
+<listitem>
+<para>The <quote>&kgoldrunner;</quote> method searches alternately for
+horizontal and vertical paths, which tends to keep the enemies over
+your side of the playing area and at about the same height (&ie; they
+are more aggressive and not so easy to manipulate). That leads to a
+more action-packed game, but with less opportunity for strategy and
+puzzle-solving.</para>
+</listitem>
+</itemizedlist>
+
+<para>The other differences are listed below:</para>
+
+<itemizedlist>
+<listitem>
+<para>In <quote>&kgoldrunner;</quote> play the enemies and hero always
+move at the same speed and bricks always take the same time to
+close. In <quote>Traditional</quote> play the game speed depends on
+the number of enemies in a level. The more enemies, the slower they
+run. The hero also becomes slower, but not so noticeably.</para>
+</listitem>
+<listitem>
+<para>In <quote>Traditional</quote> play, enemies always collect gold
+nuggets when they run into them. In <quote>&kgoldrunner;</quote> play
+it is a random choice. The enemies drop nuggets after a random time in
+both types of play.</para>
+</listitem>
+<listitem>
+<para>Enemies can run horizontally through holes in
+<quote>Traditional</quote> play but not in
+<quote>&kgoldrunner;</quote> play. The trick in several
+<quote>Traditional</quote> levels depends on releasing an enemy from
+behind a brick wall. When you dig away the bricks, he runs out through
+the hole.</para>
+</listitem>
+<listitem>
+<para>When enemies die in <quote>&kgoldrunner;</quote> play, they go
+back to where they started the level. In <quote>Traditional</quote>
+play, they reappear at a random place near the top of the playing
+area. This makes a big difference, especially in levels where you have
+to get enemies to fetch nuggets down for you, but also because the
+enemies keep falling down onto you as fast as you can kill
+them.</para>
+</listitem>
+</itemizedlist>
+
+</sect1>
+</chapter>
+
+<chapter id="level-selection-dialog">
+<title>The Level Selection Dialog</title>
+
+<sect1 id="level-selection-dialog-box">
+<title>Using the Level Selection Dialog Box</title>
+
+<screenshot>
+<screeninfo>The Level Selection dialog</screeninfo>
+<mediaobject>
+<imageobject>
+<imagedata fileref="select.png" format="PNG" />
+</imageobject>
+<textobject>
+<phrase>The Level Selection dialog</phrase>
+</textobject>
+</mediaobject>
+</screenshot>
+
+<para>This box appears when the game starts and also when you select
+options from the <guimenu>Game</guimenu> or <guimenu>Editor</guimenu>
+menus. You use it to choose a game and a level to play, edit, save,
+move or delete. The main button at the bottom is the
+<guibutton>OK</guibutton>" button. Its label changes according to what
+you are doing: in this case choosing a game and level to edit.</para>
+
+<sect2 id="selecting-a-game">
+<title>Selecting a Game</title>
+
+<para>There are several <quote>System</quote> games that come with the
+&kgoldrunner; release and they appear at the top of the list box. If
+you have composed games and levels yourself, they appear below the
+<quote>System</quote> games. To select one of the games in the list,
+just click on its name.</para>
+
+<para>When you select a game, the dialog automatically shows what rule
+settings apply (see <link linkend="choice-of-rules">Choice of Rules</link>)
+and how many levels there are. The <guibutton>More Info...</guibutton>
+button shows you further information about the game.</para>
+
+</sect2>
+
+<sect2 id="selecting-a-level">
+<title>Selecting a Level</title>
+
+<para>When you are starting a game, the level is fixed at
+<quote>001</quote>. In other cases, such as this example, you can
+choose a level. The default selection will be something reasonable,
+such as the last level you played or edited.</para>
+
+<para>You can select a level either by typing it in or by moving the
+slider. The arrows at the end increase or decrease the number by
+one. Also you can drag the slider with the left mouse button held down
+and change the number rapidly or you can change it by 10 if you click
+in the space to the left or right of the slider. </para>
+
+<para>As the level number changes, a preview of the level appears in the
+small preview window and the level's name (if it has one) appears
+below the slider. </para>
+
+</sect2>
+
+<sect2 id="completing-selection">
+<title>Completing your Selection</title>
+
+<para>When you have chosen a game and a level, just click the main
+button at the bottom to proceed with your edit or play.</para>
+
+<para>Until you do that, nothing changes, so you can always click
+<guibutton>Cancel</guibutton> and go back to what you were doing
+earlier. Note that the game action is frozen while this dialog box
+appears, so you can continue playing where you left off if you choose
+<guibutton>Cancel</guibutton>.</para>
+
+</sect2>
+
+<sect2 id="saving-changes">
+<title>Saving Changes</title>
+
+<para>If you select an action on the <guimenu>Game</guimenu> or
+<guimenu>Editor</guimenu> menu and you were previously editing and had
+not saved your changes, you will get a message asking you to save,
+abandon or continue your work. The level selection dialog box for the
+new action will not appear until you have made a decision about your
+previous work.</para>
+
+</sect2>
+
+<sect2 id="any-level">
+<title>Playing or Editing <quote>Any</quote> Level</title>
+
+<para>Note that the menus allow you to select and play or edit
+<quote>any</quote> level. If you start a game after level 1, that is
+OK, you will just not get such a high score. Dedicated players often
+prefer to play high-numbered levels for fun, rather than go for a high
+score, or they might like to <quote>train</quote> on higher levels
+before attempting a high score.</para>
+
+<para>If you select a System level for editing, that is OK too, but
+you must save it in one of your own games: not back in the System
+game. If it is a very difficult level, you might want to change it so
+that you don't go back to the start of the level every time you
+die.</para>
+
+<para>To see what this means, try the <quote>Challenge</quote> game,
+level 16, <quote>The Three Musketeers</quote>. That level has about
+ten difficult puzzles in it. When you have solved puzzle 1, you don't
+want to keep repeating it while you work on puzzle 2. The secret is to
+make an editable copy, then keep updating it and changing the hero's
+starting point, until you have solved all the puzzles. Then you can
+attempt the real thing.</para>
+
+</sect2>
+</sect1>
+</chapter>
+
+<chapter id="menu-reference">
+<title>The Menu Reference</title>
+
+<sect1 id="menu-overview">
+<title>Overview of Menus</title>
+
+<variablelist>
+<varlistentry>
+<term><link linkend="game-menu"><guimenu>Game</guimenu></link></term>
+<listitem>
+<para>This menu contains options affecting game play, such as starting
+and finishing games, saving games, loading saved games, showing high
+scores and getting a hint (if available). The
+<guimenu>Game</guimenu> Menu also contains the
+<guimenuitem>Quit</guimenuitem> option. You can also
+quit by clicking the <guiicon>X</guiicon> at the top right of the
+&kgoldrunner; window.</para>
+</listitem>
+</varlistentry>
+
+<varlistentry>
+<term><link
+linkend="editor-menu"><guimenu>Editor</guimenu></link></term>
+<listitem>
+<para>This menu has everything you need to create your own games and
+levels and maintain them, including features to help you re-order levels
+or move them between games or to delete them when no longer needed. When
+you reorganize your levels, the level numbers in your game remain
+consecutive (no gaps) and the levels are automatically
+renumbered.</para>
+<para>When you are using the Game Editor a graphical toolbar with tool
+tip text appears under the menu bar. See the <link
+linkend="game-editor">Game Editor</link> for more details of how to
+create and edit &kgoldrunner; levels.</para> </listitem>
+</varlistentry>
+
+<varlistentry>
+<term><link
+linkend="landscapes-menu"><guimenu>Landscapes</guimenu></link></term>
+<listitem>
+<para>This menu offers you a choice of landscapes (actually color
+schemes) in which to play. All the landscapes have keyboard shortcuts,
+so you can actually change the landscape as the game is playing. Try
+<keycap>Shift+A</keycap>, to switch to the nostalgic Apple II landscape.</para>
+</listitem>
+</varlistentry>
+
+<varlistentry>
+<term><link
+linkend="settings-menu"><guimenu>Settings</guimenu></link></term>
+<listitem>
+<para>This menu has four groups of settings: the choice of mouse or
+keyboard control, the game-speed options, the choice of of
+<quote>&kgoldrunner;</quote> or <quote>Traditional</quote> playing rules
+(see <link linkend="choice-of-rules">Choice of Rules</link>) and
+lastly the options to increase or decrease the size of the playing area.
+The current selections are checked. The settings are automatically
+selected when you start playing, but you can use this menu to vary them
+if you wish. </para>
+<para>On the &kde; desktop version of &kgoldrunner;, there is also an
+option to re-assign keyboard shortcuts and hero-control keys. </para>
+</listitem>
+</varlistentry>
+
+<varlistentry>
+<term><link linkend="help-menu"><guimenu>Help</guimenu></link></term>
+<listitem>
+<para>The <guimenu>Help</guimenu> menu contains an option
+to get a hint (if available), access to the
+&kgoldrunner; Handbook (this document), <guimenuitem>About
+&kgoldrunner;</guimenuitem> and <guimenuitem>About &kde;</guimenuitem> (or
+<guimenuitem>About Qt</guimenuitem> Toolkit). </para>
+<para>In the &kde; desktop version, there is also an option to report a
+Bug or Wishlist item.</para>
+<para>If you would like to make a suggestion or you have some new levels
+to contribute, the current author's email address is in the
+<guimenuitem>About &kgoldrunner;</guimenuitem> menu item.</para>
+</listitem>
+</varlistentry>
+</variablelist>
+
+</sect1>
+
+<sect1 id="game-menu">
+<title>The <guimenu>Game</guimenu> Menu</title>
+
+<variablelist>
+<varlistentry>
+<term><menuchoice>
+<shortcut><keycombo action="simul">&Ctrl;<keycap>N</keycap></keycombo></shortcut>
+<guimenu>Game</guimenu><guimenuitem>New Game...</guimenuitem>
+</menuchoice>
+</term>
+<listitem>
+<para>Shows the level selection dialog box, where you choose a game
+(which will start at level 1).</para>
+</listitem>
+</varlistentry>
+
+<varlistentry>
+<term><menuchoice>
+<shortcut><keycombo action="simul">&Ctrl;<keycap>O</keycap></keycombo></shortcut>
+<guimenu>Game</guimenu><guimenuitem>Load Saved Game...</guimenuitem>
+</menuchoice>
+</term>
+<listitem>
+<para>Brings up a table of previously saved games, sorted with the
+latest first. Each line lists the game, level, number of lives, score,
+day of week, date and time. If you select a line and click the
+<guibutton>OK</guibutton> button, that game starts at the beginning of
+that level, with the lives and score you saved.</para>
+</listitem>
+</varlistentry>
+
+<varlistentry>
+<term><menuchoice>
+<guimenu>Game</guimenu><guimenuitem>Play Any Level...</guimenuitem>
+</menuchoice>
+</term>
+<listitem><para>Shows the level selection dialog box, where you choose
+a game and a level to play.</para>
+</listitem>
+</varlistentry>
+
+<varlistentry>
+<term><menuchoice>
+<guimenu>Game</guimenu><guimenuitem>Play Next Level...</guimenuitem>
+</menuchoice>
+</term>
+<listitem>
+<para>Shows the level selection dialog box with the game
+and level set to one more than previously. You can then choose to play
+that level or another.</para></listitem>
+</varlistentry>
+
+<varlistentry>
+<term><menuchoice><shortcut><keycap>S</keycap></shortcut>
+<guimenu>Game</guimenu><guimenuitem>Save Game...</guimenuitem>
+</menuchoice>
+</term>
+<listitem>
+<para>Saves the current game, level, lives and
+score. The option will only save the position and score as at the start
+of the current level. You can save when you are mid-way through a
+level, but &kgoldrunner; will still save the position (and score) as it
+was at the start of the level. You will receive a warning message about
+that. Before using this option, you must press a Pause key
+(<keycap>P</keycap> or &Esc;) to freeze the game as you move the mouse,
+but it is much easier to use the <keycap>S</keycap> key as a
+short-cut.</para>
+</listitem>
+</varlistentry>
+
+<varlistentry>
+<term><menuchoice>
+<shortcut><keycombo action="simul">&Ctrl;<keycap>S</keycap></keycombo></shortcut>
+<guimenu>Game</guimenu><guimenuitem>Save Edits...</guimenuitem>
+</menuchoice>
+</term>
+<listitem><para>This option is enabled only if you have been using
+the Game Editor. It brings up the level selection dialog box and lets
+you choose a level number and game in which to save your work. Its
+action is exactly the same as the <guimenuitem>Save
+Edits</guimenuitem> option on the <guimenu>Editor</guimenu> menu and
+the <guiicon>disk</guiicon> icon on the Editor toolbar.</para>
+</listitem>
+</varlistentry>
+
+<varlistentry>
+<term><menuchoice>
+<shortcut><keycap>P or &Esc;</keycap></shortcut>
+<guimenu>Game</guimenu><guimenuitem>Pause</guimenuitem>
+</menuchoice>
+</term>
+<listitem>
+<para>Stops or restarts the game action.</para>
+</listitem>
+</varlistentry>
+
+<varlistentry>
+<term><menuchoice>
+<shortcut><keycombo action="simul">&Ctrl;<keycap>H</keycap></keycombo></shortcut>
+<guimenu>Game</guimenu><guimenuitem>Show Highscores</guimenuitem>
+</menuchoice>
+</term>
+<listitem>
+<para>Shows a table of up to ten high scores for the currently selected
+game. Each line shows the player's rank and name, the level reached,
+the score achieved, the day of the week and the date.</para>
+</listitem>
+</varlistentry>
+
+<varlistentry>
+<term><menuchoice>
+<guimenu>Game</guimenu><guimenuitem>Get Hint</guimenuitem>
+</menuchoice>
+</term>
+<listitem>
+<para>If the current level has a hint, this option pops it up. The
+option is <quote>grayed out</quote> if there is no hint. The status bar
+also has a section to show you whether there is a hint for the current
+level. It is customary for championship and tutorial games to have a hint
+on every level.</para>
+</listitem>
+</varlistentry>
+
+<varlistentry>
+<term><menuchoice><shortcut><keycap>Q</keycap></shortcut>
+<guimenu>Game</guimenu><guimenuitem>Kill Hero</guimenuitem>
+</menuchoice>
+</term>
+<listitem>
+<para>Kills the hero when he is in a position from which he cannot
+escape.</para>
+</listitem>
+</varlistentry>
+
+<varlistentry>
+<term><menuchoice>
+<shortcut><keycombo action="simul">&Ctrl;<keycap>Q</keycap></keycombo></shortcut>
+<guimenu>Game</guimenu><guimenuitem>Quit</guimenuitem>
+</menuchoice>
+</term>
+<listitem>
+<para>Terminates &kgoldrunner; immediately. If a game is in
+progress, it disappears forever (unless you have just saved it) and
+there is no check for a high score. If you were editing a level, you
+are given an opportunity to save your work.</para>
+</listitem>
+</varlistentry>
+
+</variablelist>
+
+</sect1>
+
+<sect1 id="editor-menu">
+<title>The <guimenu>Editor</guimenu> Menu</title>
+
+<variablelist>
+<varlistentry>
+<term><menuchoice>
+<guimenu>Editor</guimenu><guimenuitem>Create Level</guimenuitem>
+</menuchoice>
+</term>
+<listitem>
+<para>Shows the Editor toolbar and a blank playing area
+on which you can draw a new level. When done, use
+<guimenuitem>Save Edits</guimenuitem> to assign the new level to a game
+and level number.</para>
+</listitem>
+</varlistentry>
+
+<varlistentry>
+<term><menuchoice>
+<guimenu>Editor</guimenu><guimenuitem>Edit Any Level...</guimenuitem>
+</menuchoice>
+</term>
+<listitem>
+<para>Shows the level selection dialog box, where
+you choose a game and level to edit. You can choose a System game and
+level, but you get a warning that you can only save the edited level
+in one of your own games.</para>
+</listitem>
+</varlistentry>
+
+<varlistentry>
+<term><menuchoice>
+<guimenu>Editor</guimenu><guimenuitem>Edit Next Level...</guimenuitem>
+</menuchoice>
+</term>
+<listitem>
+<para>Shows the level selection dialog box with the game
+and level set to one more than current. You can then choose to edit
+that level or another.</para>
+</listitem>
+</varlistentry>
+
+<varlistentry>
+<term><menuchoice>
+<shortcut><keycombo action="simul">&Ctrl;<keycap>S</keycap></keycombo></shortcut>
+<guimenu>Editor</guimenu><guimenuitem>Save Edits...</guimenuitem>
+</menuchoice>
+</term>
+<listitem>
+<para>Shows the level selection dialog box with
+appropriate default settings for saving a new or edited level. You can
+change the game and level number and achieve a <quote>Save As...</quote>
+effect. This dialog box has a special button, <guibutton>Edit Level Name and
+Hint</guibutton>, which shows a dialog box where you can add an optional
+name and hint to your level.</para>
+</listitem>
+</varlistentry>
+
+<varlistentry>
+<term><menuchoice>
+<guimenu>Editor</guimenu><guimenuitem>Move Level...</guimenuitem>
+</menuchoice>
+</term>
+<listitem>
+<para>This is a two-part operation. Before using <guimenuitem>Move
+Level</guimenuitem>, you must load a level to be moved by selecting it
+for play or edit. The <guimenuitem>Move Level</guimenuitem> option
+then shows the level selection dialog box, where you choose a new place
+for the loaded level. You can change both the game and the level
+number to move a level to another game or you can just change the level
+number to re-order levels within a game. You cannot move a System
+level.</para>
+</listitem>
+</varlistentry>
+
+<varlistentry>
+<term><menuchoice>
+<guimenu>Editor</guimenu><guimenuitem>Delete Level...</guimenuitem>
+</menuchoice>
+</term>
+<listitem>
+<para>Shows the level selection dialog box, where you choose a level
+to delete. You cannot delete a System level.</para>
+</listitem>
+</varlistentry>
+
+<varlistentry>
+<term><menuchoice>
+<guimenu>Editor</guimenu><guimenuitem>Create Game...</guimenuitem>
+</menuchoice>
+</term>
+<listitem>
+<para>You need to use this option before you start
+creating your own &kgoldrunner; levels. It shows a dialog box where you
+can enter the name of a new game, a 1-5 character prefix for
+level-file names, the default rules for your game
+(<quote>&kgoldrunner;</quote> or <quote>Traditional</quote>) and an
+optional description or comment about the game.</para>
+</listitem>
+</varlistentry>
+
+<varlistentry>
+<term><menuchoice>
+<guimenu>Editor</guimenu><guimenuitem>Edit Game Info...</guimenuitem>
+</menuchoice>
+</term>
+<listitem>
+<para>Shows the level selection dialog box, where
+you choose a game to be edited, then shows the game information in a
+dialog box where you can edit the name, rules and description, but
+not the file name prefix, in case you have saved some levels. That
+is because the prefix is used in level-file names internally.</para>
+</listitem>
+</varlistentry>
+
+</variablelist>
+
+</sect1>
+
+<sect1 id="landscapes-menu">
+<title>The <guimenu>Landscapes</guimenu> Menu</title>
+
+<variablelist>
+
+<varlistentry>
+<term><menuchoice>
+<shortcut><keycombo action="simul">&Shift;<keycap>G</keycap></keycombo></shortcut>
+<guimenu>Landscapes</guimenu><guimenuitem>&kgoldrunner;</guimenuitem>
+</menuchoice></term>
+<listitem>
+<para>Gives you the default &kgoldrunner; landscape, with
+red bricks and wooden ladders.</para>
+</listitem>
+</varlistentry>
+
+<varlistentry>
+<term><menuchoice>
+<shortcut><keycombo action="simul">&Shift;<keycap>A</keycap></keycombo></shortcut>
+<guimenu>Landscapes</guimenu><guimenuitem>Apple II</guimenuitem>
+</menuchoice></term>
+<listitem>
+<para>Gives you a nostalgic look at the original Apple II game, as it
+was when you plugged your Apple II into your TV set &mdash; otherwise you had
+a monochrome monitor.</para>
+
+<para>Actually, the hero was white, the enemies had white
+pants and orange (flesh-tint) tops and the gold was white boxes with orange
+panels. The whole effect was fuzzier (a sort of hardware anti-aliasing),
+which made the bricks look almost three-dimensional &mdash; difficult to
+recreate on today's pin-sharp monitors.</para>
+</listitem>
+</varlistentry>
+
+<varlistentry>
+<term><menuchoice>
+<shortcut><keycombo action="simul">&Shift;<keycap>I</keycap></keycombo></shortcut>
+<guimenu>Landscapes</guimenu><guimenuitem>Ice Cave</guimenuitem>
+</menuchoice></term>
+<listitem>
+<para>For fans of the movie <quote>Superman</quote> or the
+James Bond movie <quote>Die Another Day</quote> &mdash; or you can
+use it on a hot day.</para>
+</listitem>
+</varlistentry>
+
+<varlistentry>
+<term><menuchoice>
+<shortcut><keycombo action="simul">&Shift;<keycap>M</keycap></keycombo></shortcut>
+<guimenu>Landscapes</guimenu><guimenuitem>Midnight</guimenuitem>
+</menuchoice></term>
+<listitem>
+<para>For real &kgoldrunner; addicts, on those late-night sessions.</para>
+</listitem>
+</varlistentry>
+
+<varlistentry>
+<term><menuchoice>
+<shortcut><keycombo action="simul">&Shift;<keycap>K</keycap></keycombo></shortcut>
+<guimenu>Landscapes</guimenu><guimenuitem>&kde; Kool</guimenuitem>
+</menuchoice></term>
+<listitem>
+<para>Inspired by the icon colors on the &kde; desktop.</para>
+</listitem>
+</varlistentry>
+
+</variablelist>
+
+</sect1>
+
+<sect1 id="settings-menu">
+<title>The <guimenu>Settings</guimenu> Menu</title>
+
+<variablelist>
+<varlistentry>
+<term><menuchoice>
+<guimenu>Settings</guimenu><guimenuitem>Mouse Controls Hero</guimenuitem>
+</menuchoice></term>
+<listitem>
+<para>Sets mouse control of the hero
+(see <link linkend="mouse-control">Moving Around</link>).</para>
+</listitem>
+</varlistentry>
+
+<varlistentry>
+<term><menuchoice>
+<guimenu>Settings</guimenu><guimenuitem>Keyboard Controls Hero</guimenuitem>
+</menuchoice></term>
+<listitem>
+<para>Sets keyboard control of the hero
+(see <link linkend="keyboard-control">Keyboard Control</link>).</para>
+</listitem>
+</varlistentry>
+
+<varlistentry>
+<term><menuchoice>
+<guimenu>Settings</guimenu><guimenuitem>Normal Speed</guimenuitem>
+</menuchoice></term>
+<listitem>
+<para>Sets normal game speed (12 units).</para>
+</listitem>
+</varlistentry>
+
+<varlistentry>
+<term><menuchoice>
+<guimenu>Settings</guimenu><guimenuitem>Beginner Speed</guimenuitem>
+</menuchoice></term>
+<listitem>
+<para>Sets beginner game speed (6 units, half of normal speed).</para>
+</listitem>
+</varlistentry>
+
+<varlistentry>
+<term><menuchoice>
+<guimenu>Settings</guimenu><guimenuitem>Champion Speed</guimenuitem>
+</menuchoice></term>
+<listitem>
+<para>Sets champion game speed (18 units, 1.5 times normal speed).</para>
+</listitem>
+</varlistentry>
+
+<varlistentry>
+<term><menuchoice><shortcut><keycap>+</keycap></shortcut>
+<guimenu>Settings</guimenu><guimenuitem>Increase Speed </guimenuitem>
+</menuchoice></term>
+<listitem>
+<para>Increases the game speed by one unit, up to a maximum of 24
+units (twice normal speed). You can use the <keycap>+</keycap> key
+as a shortcut.</para>
+</listitem>
+</varlistentry>
+
+<varlistentry>
+<term><menuchoice>
+<shortcut><keycap>-</keycap></shortcut>
+<guimenu>Settings</guimenu><guimenuitem>Decrease Speed</guimenuitem>
+</menuchoice></term>
+<listitem>
+<para>Decreases the game speed by one unit, down to a minimum of 3
+units (a quarter of normal speed). You can use the <keycap>-</keycap> key
+as a shortcut.</para>
+</listitem>
+</varlistentry>
+
+<varlistentry>
+<term><menuchoice>
+<guimenu>Settings</guimenu><guimenuitem>Traditional Rules</guimenuitem>
+</menuchoice></term>
+<listitem>
+<para>Sets Traditional default playing rules
+(see <link linkend="choice-of-rules">Choice of Rules</link>).</para>
+</listitem>
+</varlistentry>
+
+<varlistentry>
+<term><menuchoice>
+<guimenu>Settings</guimenu><guimenuitem>&kgoldrunner; Rules</guimenuitem>
+</menuchoice></term>
+<listitem>
+<para>Sets &kgoldrunner; default playing rules
+(see <link linkend="choice-of-rules">Choice of Rules</link>).</para>
+</listitem>
+</varlistentry>
+
+<varlistentry>
+<term><menuchoice>
+<guimenu>Settings</guimenu><guimenuitem>Larger Playing Area</guimenuitem>
+</menuchoice></term>
+<listitem>
+<para>When &kgoldrunner; starts, it chooses the size of the playing area
+(in pixels), based on your screen's resolution (e.g. 1024x768). This
+option allows you to expand the playing area, up to a maximum, and
+enlarge all the corresponding graphics.</para>
+</listitem>
+</varlistentry>
+
+<varlistentry>
+<term><menuchoice>
+<guimenu>Settings</guimenu><guimenuitem>Smaller Playing Area</guimenuitem>
+</menuchoice></term>
+<listitem>
+<para>When &kgoldrunner; starts, it chooses the size of the playing area
+(in pixels), based on your screen's resolution (e.g. 1024x768). This
+option allows you to reduce the size of the playing area, down to a minimum,
+and shrink all the corresponding graphics.</para>
+</listitem>
+</varlistentry>
+
+<varlistentry>
+<term><menuchoice>
+<guimenu>Settings</guimenu><guimenuitem>Configure Shortcuts...</guimenuitem>
+</menuchoice></term>
+<listitem>
+<para>In the &kde; version only, this item allows you to change the keyboard
+assignments (&eg; for keyboard control of the hero) or to assign your own
+shortcut keys for menu items.</para>
+</listitem>
+</varlistentry>
+
+</variablelist>
+</sect1>
+
+<sect1 id="help-menu">
+<title>The <guimenu>Help</guimenu> Menu</title>
+
+<para>In addition to the standard items listed below, &kgoldrunner; has
+the following special entry:</para>
+
+<variablelist>
+
+<varlistentry>
+<term><menuchoice>
+<guimenu>Help</guimenu><guimenuitem>Get Hint</guimenuitem></menuchoice></term>
+<listitem>
+<para>If the current level has a hint, this option pops it up. The
+option is <quote>grayed out</quote> if there is no hint. The status bar
+also has a section to show you whether there is a hint for the current
+level. It is customary for championship and tutorial games to have a hint
+on every level.</para>
+</listitem>
+</varlistentry>
+
+</variablelist>
+
+<para>The following are standard items:</para>
+
+&help.menu.documentation;
+
+</sect1>
+
+</chapter>
+
+<chapter id="game-editor">
+<title>The Game Editor</title>
+
+<sect1 id="editor-start">
+<title>Getting Started with the Editor</title>
+
+<sect2 id="creating-a-game">
+<title>Creating a Game</title>
+
+<para>Before you create or edit a &kgoldrunner; level, you must create
+a game in which to save it. Use <guimenuitem>Create Game</guimenuitem>
+on the <guimenu>Editor</guimenu> menu. If you
+forget, you will be reminded. </para>
+
+<para>The most important decisions to make when creating a game are to
+choose the rules you are going to follow (<quote>Traditional</quote>
+or <quote>&kgoldrunner;</quote>, see <link
+linkend="choice-of-rules">Choice of Rules</link>) and to choose a
+unique 1-5 character file name prefix for your game and levels. You
+also need a name and description for your game, but those can easily
+be changed later.</para>
+
+<para>The prefix is used internally by &kgoldrunner; to identify level
+files, high score files and saved games. You can use your initials as
+a prefix provided they are not the same as a &kgoldrunner; prefix. So
+far, the prefixes <quote>level</quote>, <quote>plws</quote>,
+<quote>wad</quote>, <quote>plwv</quote>, <quote>tute</quote> and
+<quote>tutea</quote> have been used and <quote>trad</quote> and
+<quote>chmp</quote> are reserved for future use. </para>
+
+<para>The four-letter <quote>tute</quote> prefix is reserved for
+tutorial games, which show the game description and hints on levels as
+they play. If you compose your own Tutorial game you could use the
+prefix <quote>tutex</quote>, to make it run as a tutorial but not get
+its files confused with those of the basic Tutorial or Advanced Tutorial
+(prefixes <quote>tute</quote> and <quote>tutea</quote>). </para>
+
+</sect2>
+
+<sect2 id="creating-a-level">
+<title>Creating a Level</title>
+
+<para>When you have a game set up, use <guimenuitem>Create
+Level</guimenuitem> on the <guimenu>Editor</guimenu> menu to start
+creating a level. It provides you with a blank playing area of 28x20
+squares, with the hero at the top left. You can put the hero somewhere
+else if you prefer and you do not have to use the whole 28x20
+area. Lots of interesting levels use smaller areas. </para>
+
+<para>The minimum requirement for a level to be playable is to have a
+hero, a gold nugget he can get to and a visible or hidden ladder
+leading to the top of the playing area. You do not have to have
+enemies, bars or even bricks. There are many challenging levels that
+have no enemies or no bricks.</para>
+
+</sect2>
+</sect1>
+
+<sect1 id="editing-and-testing">
+<title>Editing and Testing</title>
+
+<sect2 id="editing-a-level">
+<title>Editing a Level</title>
+
+<para>Use <guimenuitem>Edit Any Level</guimenuitem> or
+<guimenuitem>Edit Next Level</guimenuitem> on the
+<guimenu>Editor</guimenu> menu to start editing an existing level or use
+<guimenuitem>Create Level</guimenuitem> to start editing a new level.</para>
+
+<para>If you choose
+a System level, you are warned that you will have to save it in one of
+your own games. Otherwise, the default is to save the level back where
+it came from, but you can vary that.</para>
+
+</sect2>
+
+<sect2 id="painting-objects">
+<title>Painting Objects in a Level</title>
+
+<para>The picture below shows the menubar and the edit toolbar, which
+appears when you first choose <guimenuitem>Create
+Level</guimenuitem>, <guimenuitem>Edit Any Level</guimenuitem> or
+<guimenuitem>Edit Next Level</guimenuitem> from the
+<guimenu>Editor</guimenu> menu and so change from Play to Edit
+mode. It disappears when you go back to Play mode. Note also that, in
+Edit mode, false bricks and hidden ladders are made visible in the
+playing area.</para>
+
+<para>The three icons on the left of the edit toolbar have the same
+actions as the menu options <guimenuitem>Create Level</guimenuitem>,
+<guimenuitem>Edit Any Level</guimenuitem> and <guimenuitem>Save
+Edits</guimenuitem>. The other eleven icons are for editing and
+painting objects in your level. </para>
+
+
+<para>From left to right the other eleven icons are <guiicon>Edit Name/Hint
+</guiicon> (light bulb), <guiicon>Empty space</guiicon> (background),
+<guiicon>Hero</guiicon>,
+<guiicon>Enemy</guiicon>, <guiicon>Brick (can dig)</guiicon>,
+<guiicon>Concrete (cannot dig)</guiicon>, <guiicon>Trap
+(can fall through)</guiicon>, <guiicon>Ladder</guiicon>,
+<guiicon>Hidden ladder</guiicon>, <guiicon>Pole (or bar)</guiicon> and
+<guiicon>Gold nugget</guiicon>.</para>
+
+<screenshot>
+<screeninfo>Editing a level</screeninfo>
+<mediaobject>
+<imageobject>
+<imagedata fileref="editbar.png" format="PNG" />
+</imageobject>
+<textobject><phrase>Editing a level</phrase></textobject>
+</mediaobject>
+</screenshot>
+
+<para>The <guiicon>Edit Name/Hint</guiicon> icon pops up a dialog in which
+you can create or edit your level's name and hint. Both are optional,
+but they are essential for tutorial levels and it is usual to provide
+them with very difficult levels (see the <quote>Vengeance of Peter
+W</quote> game).</para>
+
+<para>When you click on one of the other 10 icons, the mouse becomes a
+<quote>brush</quote> that paints that icon. Initially the brush is set
+to <quote>brick</quote>.</para>
+
+<para>You paint either by pointing and clicking the &LMB;, to place a
+single object in a square, or by holding the &LMB; down and dragging
+the mouse, to fill a line or area, such as a long ladder, a large
+block of bricks or a concrete floor. Painting stops wherever you
+release the mouse button. If you make a mistake, you can use the
+<guiicon>Empty space</guiicon> icon to erase it.</para>
+
+<para>The hero icon works differently, because there can be only one
+hero. When you paint the hero, he moves from his previous position to
+wherever you release the mouse button.</para>
+
+</sect2>
+
+<sect2 id="saving-your-work">
+<title>Saving Your Work</title>
+
+<para>When you have finished painting, save your work using the
+<guiicon>disk</guiicon> icon or <guimenuitem>Save Edits</guimenuitem>
+in the <guimenu>Editor</guimenu> menu or <guimenuitem>Save
+Edits</guimenuitem> in the <guimenu>Game</guimenu> menu. You must
+always save into your own games, never into the System games.</para>
+
+<para>If you are creating a level, you use the Level Selection Dialog
+to assign it to a game and level number. You use the same dialog if
+you have been editing a level, but the default is to save it where it
+came from. You can change the game and level, to get a <quote>Save
+as...</quote> effect. If you have been editing a System level you must
+save it as a copy in one of your own games.</para>
+
+</sect2>
+
+<sect2 id="adding-name-and-hint">
+<title>Adding a Level Name and Hint</title>
+
+<para>On the Save version of the Level Selection Dialog box is a
+button marked <guibutton>Edit Level Name &amp; Hint</guibutton>. You can use
+this to put the finishing touches on your level by adding a name and
+hint. Both are optional, but they are essential for tutorial levels
+and it is usual to provide them with very difficult levels (see the
+<quote>Vengeance of Peter W</quote> game). Of course you can also use
+the <guiicon>Edit Name/Hint</guiicon> icon, at any time, to add or edit a
+name and hint. </para>
+
+</sect2>
+
+<sect2 id="testing-a-level">
+<title>Testing a Level</title>
+
+<para>After saving an edited level, you can test it by using
+<guimenuitem>Play Any Level</guimenuitem> in the
+<guimenu>Game</guimenu> menu. By default the game and level number are
+remembered and you can get straight into the level with just a few
+clicks. If you then want to edit some more, the same is true when you
+use <guimenuitem>Edit Any Level</guimenuitem> again. </para>
+
+</sect2>
+</sect1>
+
+<sect1 id="reorganizing-games">
+<title>Reorganizing Games and Levels</title>
+
+<sect2 id="moving-a-level">
+<title>Moving a Level</title>
+
+<para>You can use <guimenuitem>Move Level</guimenuitem> on the
+<guimenu>Editor</guimenu> menu to re-order or re-number the levels in
+a game or to move a level from one game to another. <guimenuitem>Move
+Level</guimenuitem> is a two-part operation. You must first load a
+level by selecting it for editing or play, then when you use
+<guimenuitem>Move Level</guimenuitem>, the Level Selection Dialog box
+appears and you can select the new level number and game (as
+required).</para>
+
+<para>Moves leave no gaps in the sequence of level numbers in a
+game. For example, if you move level 10 of game A to level 3 of game
+B, levels 11 and above in game A are re-numbered down by one (to close
+the gap) and levels 3 and above in game B are re-numbered up by one
+(to make room for the newcomer).</para>
+
+</sect2>
+
+<sect2 id="deleting-a-level">
+<title>Deleting a Level</title>
+
+<para>You can use <guimenuitem>Delete Level</guimenuitem> on the
+<guimenu>Editor</guimenu> menu to remove an unwanted level. The other
+levels are re-numbered so as to close the gap in the sequence. </para>
+
+</sect2>
+</sect1>
+
+</chapter>
+
+<chapter id="questions-answers-and-tips">
+<title>Questions, Answers, and Tips</title>
+
+<sect1 id="hints-overview">
+<title>Overview</title>
+
+<para>This chapter presents some general hints for playing &kgoldrunner;,
+as opposed to the specific hints you will find on the levels in tutorial and
+championship games (see <link linkend="help-menu">The Help Menu</link>).
+The hints are grouped as follows:</para>
+
+<itemizedlist>
+
+<listitem>
+<para><link linkend="hints-dealing-with-enemies">
+Dealing with Enemies</link></para>
+</listitem>
+
+<listitem>
+<para><link linkend="hints-digging-puzzles">
+Digging Puzzles</link></para>
+</listitem>
+
+<listitem>
+<para><link linkend="hints-tricks-with-gold">
+Tricks with Gold</link></para>
+</listitem>
+
+<listitem>
+<para><link linkend="hints-solving-difficult-levels">
+Solving Difficult Levels</link></para>
+</listitem>
+
+</itemizedlist>
+</sect1>
+
+<sect1 id="hints-dealing-with-enemies">
+<title>Dealing with Enemies</title>
+
+<itemizedlist>
+<listitem>
+<para>You can always trap a single oncoming enemy in one hole, get his
+gold and run on over him without killing him. It is often a good idea
+to dig behind you and delay him further, but that might kill him. In
+some levels it is not a good idea to kill enemies.</para>
+</listitem>
+<listitem>
+<para>You can usually trap two oncoming enemies in two holes, get
+their gold and run on over them, but this is dangerous if the enemies
+are separated by two or three spaces. Sometimes two holes kill one of
+the enemies and the other escapes and sometimes both escape.</para>
+</listitem>
+<listitem>
+<para>It is nearly always impossible to trap three oncoming enemies
+and run on over them. You will have to kill them, dig and drop through
+the floor or simply run away.</para>
+</listitem>
+<listitem>
+<para>Try to get all the enemies running together in one group. That
+way you will not get surrounded and you can do such fun things as
+collect gold while they run along behind you.</para>
+</listitem>
+<listitem>
+<para>Sometimes you can kill an enemy with two holes, but it often
+takes three to nine holes to kill one to five enemies.</para>
+</listitem>
+<listitem>
+<para>It is possible to kill an enemy with one hole if he is far
+enough away when you dig it.</para>
+</listitem>
+<listitem>
+<para>In the <quote>Traditional</quote> game, you can trap an enemy
+permanently in a pit of brick or concrete. Stand near the edge of the
+pit on the opposite side to the enemy. As he approaches the pit, move
+down one square (to the level of the floor of the pit) and the enemy
+will usually run into the pit.</para>
+</listitem>
+<listitem>
+<para>In some levels in the <quote>Traditional</quote> game, you can
+force an enemy to climb a ladder ahead of you if you stand somewhere
+above the bottom of the ladder.</para>
+</listitem>
+</itemizedlist>
+
+</sect1>
+
+<sect1 id="hints-digging-puzzles">
+<title>Digging Puzzles</title>
+
+<itemizedlist>
+<listitem>
+<para>To dig through more than one layer of bricks, start by digging
+as many bricks as there are layers, jump in, dig one brick less and so
+on.</para>
+</listitem>
+<listitem>
+<para>If you dig next to a ladder or a succession of bars, you can dig
+down through any number of layers and up to five or six bricks
+horizontally. Just return to the ladder or bars after digging each
+layer, then move down one square, run out and dig the next
+layer.</para>
+</listitem>
+<listitem>
+<para>If a digging puzzle looks impossible, consider that there might
+be some false bricks in it. Maybe the bottom layer is false or maybe
+you can stand in a false brick and dig next to it.</para>
+</listitem>
+<listitem>
+<para>Think about the order in which you will collect the gold. If you
+pick the right order, the digging might be easier.</para>
+</listitem>
+<listitem>
+<para>Some levels require you to dig away a brick walll, run in,
+collect some gold and run out again before the bricks close up and
+trap you.</para>
+</listitem>
+</itemizedlist>
+
+</sect1>
+
+<sect1 id="hints-tricks-with-gold">
+<title>Tricks with Gold</title>
+
+<itemizedlist>
+<listitem>
+<para>If you cannot get to a piece of gold, think about getting an
+enemy to go there and get it. Even think about using an enemy's head
+as a bridge to get across a pit or precipice.</para>
+</listitem>
+<listitem>
+<para>In some levels there is a nugget that must be collected last of
+all, because you will need the hidden ladders to get away from that
+position.</para>
+</listitem>
+<listitem>
+<para>In some situations an enemy can be killed without giving up the
+gold he is carrying. The gold becomes a <quote>lost
+nugget</quote>. You score no points for making an enemy lose a nugget,
+but at least you can finish the level.</para>
+</listitem>
+<listitem>
+<para>If there is nowhere to dig, keep the enemies running over
+concrete and the tops of ladders and so make them release their gold
+at random.</para>
+</listitem>
+</itemizedlist>
+
+</sect1>
+
+<sect1 id="hints-solving-difficult-levels">
+<title>Solving Difficult Levels</title>
+
+<itemizedlist>
+<listitem>
+<para>Try changing the speed settings to Beginner or even
+lower.</para>
+</listitem>
+<listitem>
+<para>Use the Editor feature to <quote>peek</quote> at where the false
+bricks and hidden ladders are.</para>
+</listitem>
+<listitem>
+<para>Use the Editor feature to save the level in one of your own
+games, then you can edit it so that you do not always have to start at
+the beginning when you die. This allows you to develop the solution in
+easier stages.</para>
+</listitem>
+<listitem>
+<para>In digging puzzles, look for false bricks you can fall into and
+thus have one less brick to dig. Or consider using an enemy to go
+ahead of you, so that you can stand on his head and dig.</para>
+</listitem>
+<listitem>
+<para>Look for a theme or trick in the level, such as riding down on
+an enemy's head, trapping all the enemies in a pit, luring the enemies
+to a corner where they will stay and not chase you, luring the enemies
+into pits you must cross to get to some gold, getting the enemies to
+fetch gold for you or finding spots where you can stand and make an
+enemy move to where you want him.</para>
+</listitem>
+</itemizedlist>
+</sect1>
+
+<!-- This is the place for a FAQ section, if required.
+<sect1 id="hints-faq">
+<title>FAQ</title>
+
+<qandaset id="faq">
+
+<qandaentry>
+<question>
+<para>Question 1</para>
+</question>
+<answer>
+<para>The answer</para>
+</answer>
+</qandaentry>
+
+</qandaset>
+</sect1>
+-->
+
+</chapter>
+
+<chapter id="credits-and-licenses">
+<title>Credits and Licenses</title>
+
+<para>&kgoldrunner; copyright 2003 Ian Wadham and Marco Krüger.</para>
+
+<para>&kgoldrunner; is inspired by an early computer game called
+<trademark>Lode Runner</trademark> which was written in the USA
+by <trademark class="copyright">Doug Smith</trademark> and first released
+in 1983 by <trademark class="copyright">Broderbund Software</trademark>. It
+appeared originally on the Apple II and Commodore 64 computers, which was
+where the Wadham family and Marco Krüger got hooked. It was a major
+best-seller in its day and is one of the all-time great computer games.</para>
+
+<para>You can find out more about <trademark>Lode Runner</trademark> and
+the various versions that have come out since 1983, on the
+website <ulink url="http://entropymine.com/jason/lr">Jason's Lode Runner
+Archive</ulink> (http://entropymine.com/jason/lr/).
+That site also has the story of the game's original development, in the file
+<ulink url="http://entropymine.com/jason/lr/misc/ldhist.html">
+misc/ldhist.html</ulink>.</para>
+
+<para>&kgoldrunner; is an attempt to preserve the spirit of the original
+classic game on a platform that will be portable and will last more than
+a few years. It is available as free software in source code form. Copies
+of the original game are unobtainable now and the machines it ran on are
+going into museums.</para>
+
+<para>Marco Krüger developed &kgoldrunner; as far as v0.3, out of
+nostalgia for the original Commodore 64 game. Ian Wadham added
+several features and levels and created the current version. Ian's
+elder son Peter composed the 100 levels in the "Initiation" game and
+the 20 tricky levels in "Vengeance of Peter W". The other levels
+were composed by Ian, Peter, Marco Krüger and friends and Ian's other
+children, Simon and Genevieve.</para>
+
+<!-- TRANS:CREDIT_FOR_TRANSLATORS -->
+&underFDL;
+&underGPL;
+
+</chapter>
+
+<appendix id="installation">
+<title>Installation</title>
+
+<sect1 id="how-to-obtain-kgoldrunner">
+<title>How to Obtain &kgoldrunner;</title>
+&install.intro.documentation;
+</sect1>
+
+<sect1 id="compilation-and-installation">
+<title>Compilation and Installation</title>
+&install.compile.documentation;
+</sect1>
+
+</appendix>
+
+<appendix id="porting-kgoldrunner">
+<title>Porting &kgoldrunner; to Other Platforms</title>
+
+<para>&kgoldrunner; is written in C++, using &Linux; and the free-software
+version of the portable &Qt; object and &GUI; library. The current version
+can be compiled and run either with &kde; 3 and &Qt; 3 or with &Qt; 3 alone.</para>
+
+<para>The &Qt;-only version of &kgoldrunner; is intended to be almost
+independent of &Linux; and the &kde; desktop. That means it should be
+fairly easy to port to other operating systems, such as &Windows;
+and Macintosh, because the &Qt; library and C++ language are portable
+to other operating systems and the &kgoldrunner; source code is
+available as free software.</para>
+
+<para>If you would like to port &kgoldrunner;, please email
+Ian Wadham at <emphasis>ianw@netspace.net.au</emphasis>, to obtain
+the latest version of the &Qt;-only code and the Technical Details
+document. Of course, you must have your own C++ development
+setup on your target machine. Also, the &Qt; library is
+<emphasis>not</emphasis> free software on &Windows; and Macintosh,
+so you will need to have access to a system with a paid
+&Qt; Development licence.</para>
+
+</appendix>
+
+</book>
+
+<!--
+Local Variables:
+mode: sgml
+sgml-omittag: nil
+sgml-shorttag: t
+sgml-general-insert-case: lower
+End:
+-->