@database
@author "Chris Hodges"
@$VER: L2Ed Guide V1.0 (04-Sep-96)
@toc main
@index index
@node main "Lemmings 2 Level Editor. English Manual"
                              @{b}Welcome to the

                       @{fg highlight}Lemmings 2 Level Editor V1.0@{ub}@{fg text}

                     Copyright 1996 by @{" Chris Hodges " link contactaddress}.

 WARNING: @{b}Read @{" this " link legalstuff} first before using this software!@{ub}

---------------------------------------------------------------------------
      @{" Requirements             " link requirements}        @{" Installation             " link installation}
      @{" Legal Issue              " link legalstuff}

      @{" Introduction             " link introduction}        @{" Menus                    " link m1f3f1f}
      @{" Keyboard controls        " link keyboard}        @{" Windows                  " link windows}
      @{" Object Information       " link objectinformation}        @{" Playing custom Levels    " link patchinfo}

      @{" Hall of Levels           " link halloflevels}        @{" FrequentlyAskedQuestions " link faq}

      @{" How to Register          " link register}        @{" Registration Form        " link registrationform}
      @{" Contacting the Author    " link contactaddress}

      @{" History                  " link history}        @{" Index                    " link index}
@endnode
@node legalstuff "Legal Stuff"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------@{ub}
                             @{b}@{fg highlight}Copyright notice@{fg text}@{ub}
@{b}---------------------------------------------------------------------------@{ub}

"Lemmings 2  Level  Editor"  software  and  documentation  is  written  and
@{b}Copyright 1996 by Chris Hodges. All rights reserved.@{ub}

No parts of this program or documentation may be altered by any means (this
includes   editing,   modifying,   reprogramming,   extracting,  crunching,
resourcing etc.) except archiving.

Levels created with this Software are freely distributable and may  not  be
sold for any profit.

@{b}Lemmings is a Trademark of Psygnosis Ltd. All rights reserved.
Lemmings 2 is Copyright 1993 Psygnosis Ltd. All rights reserved.@{ub}


@{b}---------------------------------------------------------------------------@{ub}
                                @{b}@{fg highlight}Disclaimer@{fg text}@{ub}
@{b}---------------------------------------------------------------------------@{ub}

This software has been proven stable in everyday use. The author is  in  no
way  liable  for any loss of data, damages to software or hardware that may
result directly or indirectly from use of this program.

The author  reserves  the  right  to  make  changes  to  this  software  or
documentation without notice.

@{b}This software applies some modifications called patch to the main  file  of
Lemmings  2. The Psygnosis copyright notice does NOT say this is an illegal
action.@{ub} If, however, the use of this software  might  become  illegal,  the
author will not be liable for  users  still  using  this  software  or  any
financial damage caused by the use of this software.

Any modifications on this software and/or a keyfile may yield to unexpected
results.  @{b}The  author  is  not  liable  for  any  damage done by a modified
version, neither by incident nor on purpose!@{ub}

 
@{b}---------------------------------------------------------------------------@{ub}
                               @{b}@{fg highlight}Distribution@{fg text}@{ub}
@{b}---------------------------------------------------------------------------@{ub}
 
This software is @{b}freely distributable@{ub} as long as only the archive  contents
remain @{b}complete@{ub} and @{b}unaltered@{ub} and @{b}no fee@{ub} is charged for this software.

None of the  files  in  this  package  may  be  modified  or  left  out  or
distributed with other products without written permission from the author.
No unrelated files may be added to any archive containing this program.

Special permission is hereby granted to include the Lemmings 2 Level Editor
in  FD  collections  such  as  @{b}Fred  Fish@{ub}'s Amiga Library or Urban Müller's
@{b}AmiNet archive@{ub} or on @{b}AmiNet CDs@{ub}.


@{b}---------------------------------------------------------------------------@{ub}
                             @{b}@{fg highlight}Shareware Notice@{fg text}@{ub}
@{b}---------------------------------------------------------------------------@{ub}

This software is @{b}@{fg highlight}SHAREWARE@{fg text}@{ub}. On the first installation  you  may  test  this
program  for @{b}@{fg highlight}30@{fg text}@{ub}  days.  After this period you either have to @{fg highlight}@{" Register " link register}@{fg text} or
@{b}delete@{ub} this software from your harddisk and have to  install  an  unaltered
version of Lemmings 2 again.

@{b}The registered version is not freely distributable.  Each  registered  copy
may   only   be   used   by  the  person  it  is  registered  to.  See  the
@{ub}@{" Registered Software Licence Agreement " link register}@{b} for more details.@{ub}

@{b}@{fg highlight}By copying, distributing and/or  using  this  software  you  indicate  your
acceptance of the above rules.@{fg text}@{b}
@endnode
@node requirements "What you require to use the Lemmings 2 Level Editor"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                               Requirements
@{b}---------------------------------------------------------------------------@{ub}
 
This software was written in a very system friendly way, so it may  not  be
as fast as a common hardware hack would be.

@{b}Requirements:@{ub}
- Kick 2.05 (V37) or higher
- For Screenmode requester: V38+ of asl.library
- About 160 KB of Chip memory
- At least 300 KB free Fast memory
- MC68000 or higher
- OCS machine
- TV or Monitor
- Harddisk, with at least 0.5 MB free
- Lemmings 2 Harddisk version
  (can be acquired from Aminet:game/patch/lems2HD.lha, CD 7 or Set 2 Disk C
   or directly from me (only the patch, not the game!)).

@{b}Recommended:@{ub}
- Kick 3.0 (V39) or higher
- 2 MB of Chip memory
- 2 MB of Fast memory
- MC68020 or higher
- AGA machine
- Multiscan Monitor
- Commodities/AutoPoint or similar tool

@{b}Developed on:@{ub}
- A4000/60 with Kick 3.0, 9 MB Fast
- 17" Multiscan Monitor
- Flicker fixer and CyberVision64
@endnode
@node installation "How To Install The Editor"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                               Installation
---------------------------------------------------------------------------@{ub}

Installation is normally done using the @{b}Installation Script@{ub}.

Please note that it's not done by just copying the Editor to your harddisk.
PrepL2  is an essential part of the Installation. It installs the patch and
creates some files and  directories  on  your  harddisk.  Please  read  the
@{" Legal Issue " link legalstuff} about this patch.

The supplied installation script is also able to remove the editor from you
harddisk again.

@endnode
@node introduction "Introduction"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                               Introduction
---------------------------------------------------------------------------@{ub}

The Lemmings 2 Level Editor is a (quite obvious) Level Editor for  Lemmings
2  by DMA Design. You will be able to create up to 8 world files for all 12
tribes (+ Practice levels), each one containing 10 Levels (that's up to 960
normal and 32 Practice levels in total).

Summary of features:

- Selectable Screenmode (runs on ECS or AGA  chipset  or  even  on  graphic
  boards).
- Font sensitive menu and gadget layout.
- Efficient built-in file caching system.
- NewLook Menus on Kick 3.0 or higher.
- Tries to keep new look with different palettes.
- Tries to keep everything readable on Kick 2.0, which doesn't support full
  DrawInfo.
- Online Help in menus.
- Window positions are saved along with the preferences.
- Iconify.
- Plot, line and bar drawing modes.
- 64 KB Undo/Redo buffer with unlimited steps.
- 100% assembly language code.
- No hardware hacking!
- Has been tested with Mungwall and Enforcer (+ Memory Protection option)

However, it is not possible to create a new tribe with new graphics etc.

@{b}---------------------------------------------------------------------------
                       General Information on Levels
---------------------------------------------------------------------------@{ub}

Lemmings Levels can be seperated into three main parts:

1. The Level Map, which is build up using 16*8 pixel sized predefined block
   graphics, both transparent and solid for the Lemmings.

   The Levels can be of varying sizes, and can  be  visibly  reduced  by  a
   limiting border. Lemmings going past this border will vanish.

   Manipulating the map can be either done  using  Raw  Blocks,  these  are
   single  blocks,  selectable  from  about  600 different blocks, or Block
   Elements. The Block Elements are predefined chunks  of  blocks  and  are
   displayed  shrinked  to  1/4 of their actual size, because the layout is
   taken directly from the graphics file and the graphics would be to  wide
   (320 pixels).

   There are three drawing modes to be applied to both Raw Blocks and Block
   Elements:  Plot,  Line and Bar. All drawing operations can be undone and
   redone multiple times.

   The Raw Block and Block Elements windows  can  be  sized,  and  normally
   don't  display all the available blocks at a time. Pressing Space or the
   right mouse button will flip to the next page of blocks.

2. Objects, placed over the map, like starts, exits, traps, water etc.

   There can be up to 64 objects on each levels.  Objects  normally  should
   not overlap, but this is not tested for. Objects are drawn in the  order
   they have been created.

   All Objects can be dragged, some of them can even be sized. The  Objects
   on the map are displayed together with Object Indicators.

   More information on Objects see @{" here " link objectinformation}

3. @{" Level preferences " link m01011f}, e.g which Lemmings are available to the player.

You first should have a look at the @{" Keyboard Layout " link keyboard}, then see  what  the
@{" Windows " link windows}  do  and  how  they  are  controled.

After that, you might want to see the rest of the @{" Menus " link m1f3f1f}.

@{b}---------------------------------------------------------------------------
                             Background story
---------------------------------------------------------------------------@{ub}
 
Having enjoyed Lemmings 1 and it's Data Disk, I immediately bought Lemmings
2  -  The  Tribes  on release in 1993. Sadly enough, I made it through in a
short time. I also bought All new World of Lemmings (Lemmings 3),  but  was
quite disappointed by it.

So in the beginning of 1996 I had the idea of making a Level Editor for the
great  game  Lemmings  2.  I  had a first look at the files on the disks: I
found the graphic files of each style, but not the actual level files. So I
examined  the  main  executable  and  finally  found them there, RNC packed
(which was no problem to decrunch because I  had  used  a  RNC  decrunching
routine  long  ago  in my AMOS AMCAF-Extension (have a look at this one, if
you're an AMOS programmer!)). Then I  started  to  write  a  Level  viewing
program  in AMOS, which was quite easy, except of finding out images of the
level objects. I just couldn't  find  out,  which  information  the  chunks
contained. So I gave up.

One night, I had an idea to get this data, and after two days of trial  and
error, the level viewer was finally finished.

But then there was the next problem: The  level  files  were  in  the  main
program.  How could I get Lemmings2 to load the levels instead of unpacking
them from inside? There was only one solution: Using a disassembler to find
out,   where   the  level  decrunching  routine  was.  After  one  week  of
mindboggling decoding, I finally found it. I wrote a quick  patch  to  load
the levels. But that was not enough: I had to create some kind of selection
screen. So I went into more resourcing and another week passed before I got
a nice screen with fading and using the built-in text routines of Lemmings.

Now I had to write a small program  that  installs  this  patch.  That  was
hardly any work and was finished soon. Now I could start coding on the main
editor. Taking routines from other projects I'm working on, it gave me some
quick  start off. But it took me one whole month to finish it to it's first
usable version V0.7, which I gave my younger sister to create  some  levels
with.  After  one  week, I was nearly finished with the general stuff. So I
started writing this manual (15-Aug-96).  To  do  list:  Object  optimizer,
Keyfile/Registering code, Menu and Button Online Help, Trace Mouse, general
beta-testing.

Well, it's now the 26-Aug-96, and I'm nearly finished (V0.99).  Still,  the
manual is pretty incomplete...

@endnode
@node keyboard "Keyboard controls"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                             Keyboard controls
---------------------------------------------------------------------------@{ub}

There are a lot of keyboard functions which cannot be  seen  directly  from
the menu. Take your time and have a look at these:

@{b}No-Qualifier:@{ub}

Escape  @{" Quits program " link m000f1f}

Help    Opens this guide if available
u       @{" Undo " link m01051f}
r       @{" Redo " link m01061f}

o       Open/Close @{b}O@{ub}bjects @{" window " link m030100}
b       Open/Close Raw @{b}B@{ub}locks @{" window " link m030101}
e       Open/Close Block @{b}E@{ub}lements @{" window " link m030102}

Space   Flips pages in Raw Block or Block Elements window if activated

Return  Activates level window. Try this one, if you don't use Autopoint

Del     Delete selected Object

1-0     @{" Select Level " link m00071f} from 1 to 10

@{b}Right Amiga-Key as qualifier (keys can also be seen from the menu):@{ub}

1-8     @{" Open World " link m00021f}
S       @{" Save World " link m00031f}
A       @{" Save World as " link m00041f}
W       @{" Writeback Level " link m00081f}

?       @{" About " link m000b1f}
I       @{" Iconify " link m000d1f}
Q       @{" Quit " link m000f1f}

Z       @{" Level Prefs " link m01011f}

P       Change @{" Drawing Mode " link m01031f} to Plot
L       Change @{" Drawing Mode " link m01031f} to Line
B       Change @{" Drawing Mode " link m01031f} to Bar

V       @{" Paste Level " link m01081f}
X       @{" Cut Level " link m01091f}
C       @{" Copy Level " link m010a1f}
N       @{" Erase Level " link m010b1f}

@endnode
@node windows "Windows"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                                  Windows
---------------------------------------------------------------------------@{ub}

Note: Using an Autopoint utility like the one  supplied  on  the  workbench
      disk (in the Tools/Commodities-Drawer) or MultiCX, makes  the  editor
      much  simpler  to  use,  as the windows don't have to be activated by
      hand. If you don't want use autopoint,  don't  forget  you  can  only
      activate  the  level  window  by  either  clicking  into (can be very
      annoying), or pressing the Return key.


@{b}@{u}Level Map Window:@{ub}@{uu}

  This is the backdrop window, which is used  to  display  the  level  map.
  Normally,  this  window  is as big as the screen (exception see @{" here " link m030001}).

  What  you  actually  can  see  on  the  map  is   controlled   with   the
  @{" Show " link m03041f}-Prefs.


@{b}@{u}Raw Blocks Window:@{ub}@{uu}

  Holds all the Raw Blocks available. Clicking on a block will make it  the
  active one, and the mode will change to 'Raw Blocks' (see Screen Title).

  If you click on the same block a second time, all blocks will be ghosted,
  indicating the block now being transparent.

  Drawing with a transparent block 0 (the empty one)  will  not  erase  the
  graphics  underneath  but  make  keep  them  as they are, but making them
  transparent.

  Depending on the size of the window, it might not  show  all  the  blocks
  available.  Switching  to  the  next  page is either done by pressing the
  Space-key or clicking with the right mouse button.

  Using Raw Blocks you can create a lot of never seen  level  layouts,  for
  example fake objects (blocks, that look like solid blocks, but aren't!).

  Note that clicking on a object or drag nob  will  switch  to  no-op  mode
  after  the  operation,  so  you need to reselect the block before you can
  draw on the map again.

  If you have selected the @{" Picks up " link m030301} mode for the  @{" Right Mouse Button " link m03031f},
  you can also select the block you want to draw with using the right mouse
  button on the level map.


@{b}@{u}Block Elements Window:@{ub}@{uu}

  Block Elements are predefined images which are often needed during  level
  design.  I  took them directly from the graphics file. It seems as if the
  original Psygnosis level editor used a  320  pixel  wide  Lowres  screen,
  where  you  could select these Block Elements. However, 320 pixels is too
  wide for my Editor (or do you prefer to have a 320 pixels wide window  on
  your  screen all the time?), so I had to shrink them down to 1/4 of their
  original size (half width, half height).  Don't  forget  this  fact.  The
  graphics can be @{" interpolated " link m03071f} to get better results.

  Block Elements are shown on the map while you  move  your  mouse  around,
  making it easier to figure out where it would be best to place them.

  Selecting Block Elements is pretty similar  to  the  procedure  with  Raw
  Blocks: One click selects the Element, another one toggles transparency.

  Page flipping works exactly the same like above.

  Note that clicking on a object or  dragging/sizing  nob  will  switch  to
  no-op  mode after the operation, so you need to reselect the block before
  you can draw on the map again.

  @{" Picks up " link m030301} doesn't work for Block Elements.


@{b}@{u}Objects Window:@{ub}@{uu}

  This window contains a listview gadget with all  the  objects  available.
  Selecting  one  will  take you to the Place Object mode, so you can paste
  the object to the map. You can have up to 64 Objects on the map.  If  you
  run out of Objects, the @{" Object Optimizer " link m02001f} might help.

  Unlike the blocks on the map, objects can be dragged by clicking  on  the
  dragging nob in the top left corner of each object.

  Some objects can be sized: They have a second nob  in  the  bottom  right
  corner.

  If you want to delete an Object, you can do this  by  selecting  it  (and
  then  pressing  the  Del  key),  or  alternatively,  if  you've  set  the
  @{" Right Mouse Button " link m03031f} mode to @{" Deletes " link m030300}, just click on  an  Object  with
  the right mouse button.

  More information about Objects can be found @{" here " link objectinformation}.

@{b}@{u}Level Preferences Window:@{ub}@{uu}

  See @{" here " link m01011f}.

@endnode
@node patchinfo "Information on the Patch itself"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                      Information on the Patch itself
---------------------------------------------------------------------------@{ub}

The installation script installs a  patch  into  Lemmings  which  makes  it
possible  to  load  up  the custom levels. Everytime the main code tries to
load a level,  the  L2  Editor  Patch  Screen  comes  up,  giving  you  the
possibility to select your world file you want to play.

Then you've got three choices:

@{b}@{u}1. Accept and sleep:@{ub}@{uu}

   The patch will take your setting for all futher loading  activities  and
   will never show up again. If you want to change it again, press and hold
   the right mouse button when you expect the program to show up.

@{b}@{u}2. Accept:@{ub}@{uu}

   Just accept this setting, but show up everytime  Lemmings  is  going  to
   load a level.

@{b}@{u}3. Cancel:@{ub}@{uu}

   Ignore your setting and load up the original levels.


If your @{b}world@{ub} file is not in the list of selectable files,  try  to  update
the catalogs from within the Editor.

@endnode
@node objectinformation "More Information on Objects"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                            Object Information
---------------------------------------------------------------------------@{ub}

All Objects can be dragged to any position on the map, as long as they stay
completely  in  the map. Dragging is done by pressing the left mouse button
when the pointer is above a small nob in the top left corner of the object.
Keep  the button pressed and move your mousepointer, the object will follow
into it's new position until you release the button again.

Some Objects have a second nob in the lower right corner, which is used  to
change the Objects size. Sizing is done in a similar way to dragging.

There's a maximum of 64 Objects on  the  each  level.  The  amount  may  be
reduced using the @{" Object Optimizer " link m02001f}.

Try to keep Objects off overlapping. Objects are drawn in  the  order  they
have been created. Deleting an Object will create a gap in the Object list,
which will be filled when you create a new Object.

For the following Objects more information available:

@{" Start                   " link objstart}
@{" Exit & Exit (solid)     " link objexit}
@{" Water (top & bottom)    " link objwater}
@{" Solid Blocks (any size) " link objsolid}
@{" Roundabout              " link objround}
@{" Cannon/Catapult         " link objcannon}
@{" Dino/Plant Catapult     " link objdinocatapult}
@{" Trampoline              " link objtrampoline}
@{" Sand Container & Toggle " link objsandcontainer}
@{" Teleports               " link objteleports}
@{" Steam Leak & Toggle     " link objsteam}

@endnode
@node objstart "Object: Start"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                               Object: Start
---------------------------------------------------------------------------@{ub}

This is the Object the Lemmings start from. There always must be  at  least
one Start Object, although you can place a lot of them around the level.

Keep these objects within the level boundary!

How fast the Lemmings leave the  Start  Object  can  be  changed  with  the
Release Rate slider in the @{" Level Prefs " link m01011f}.

@endnode
@node objexit "Object: Exit"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                               Object: Exit
---------------------------------------------------------------------------@{ub}

This is the Object all the Lemmings should walk into to complete the level.
If  you're  not creating a @{" Practice " link m00000d} level, there should be at least one,
although there can be as many as you like.

You have to be a little bit more careful when it comes to exits.  The  exit
will not work if you do it wrong.

There are two types of exits: Normal ones and solid ones.  The  first  type
just  contains  of  the  exit,  the  latter  have  one  or two solid blocks
underneath.

Normal exits can placed anywhere as long there is NO solid block underneath
them. If you need a solid block below the exit, use a solid exit instead.

Solid exits can be placed anywhere on the map. Be sure  you  don't  overlap
the solid block with other solid blocks or the exit won't work.

@endnode
@node objwater "Object: Water"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                               Object: Water
---------------------------------------------------------------------------@{ub}

Water always consists of two parts: The top part and the bottom  part.  The
top part is not harmful for the lemmings in any way. The bottom part really
is water with all it's dangers.

Note that both parts can be sized,  so  please  don't  place  single  water
pieces all over the place.

Also note that a Lemming equipped with  Swimmer  and  Magnoboots  can  walk
underwater!

@endnode
@node objsolid "Object: Solid Blocks"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                           Object: Solid Blocks
---------------------------------------------------------------------------@{ub}

These are blocks which cannot be destroyed by anything. Solid blocks can be
sized and you should use this feature whereever possible.

You might create levels with graphics that  look  like  solid  blocks,  but
aren't.  But  don't use this feature too often because it's very irritating
and annoying.

@endnode
@node objround "Object: Swing/Roundabout"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                         Object: Swing/Roundabout
---------------------------------------------------------------------------@{ub}

This is the famous Roundabout which is found on many levels. Note that  you
should not place too many of them on your map, because Lemmings cannot cope
with too many chains.

Also note that the swinging frequency is dependant on  the  length  of  the
chain, which can be changed by sizing the Roundabout up and down.

@endnode
@node objcannon "Object: Cannon/Catapult"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                          Object: Cannon/Catapult
---------------------------------------------------------------------------@{ub}

Cannons always shoot the Lemmings to the left where as Catapults eject them
to the right.

Neither the cannon nor the catapult itself is displayed on the map.

Note that catapults need at least three chain parts to operate correctly.

There's a maximum length for all the cannon/catapult chain segments, so  if
anything  goes  wrong on your level, reduce the amount of cannons/catapults
or their lengths.
@endnode
@node objdinocatapult "Object: Dino/Plant Catapult"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                        Object: Dino/Plant Catapult
---------------------------------------------------------------------------@{ub}

These are lemming catapulting Objects.

Lemmings passing the Dino Catapult will be shot to the right. Can  only  be
found in the @{" Cavelem " link m000002} Tribe.

The Plant catapult only works if the Lemmings fall from above onto it.  Can
only be found in the @{" Outdoor " link m000007} Tribe.

@endnode
@node objtrampoline "Object: Trampoline"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                               Object: Trampoline
---------------------------------------------------------------------------@{ub}

Lemmings falling onto a Trampoline will jump much  higher,  landing  softly
(in  most  cases). The height of the jump is determined by the position the
Lemming fell onto it.

@endnode
@node objsandcontainer "Object: Sand Container & Toggle"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                      Object: Sand Container & Toggle
---------------------------------------------------------------------------@{ub}

These are special objects never used in the original levels,  probably  due
to  a  bug (see below). These objects are only available in the @{" Egyptian " link m000004}
and @{" Shadow " link m000009} Tribes.

The Sand Container contains a liquid that is similar to the  one  a  Filler
Lemming  spreads.  If  the  area below the container empty, it will release
it's liquid from the beginning of the level 'till  a  Lemming  disables  it
using the Sand Toggle.

If you select a Sand Toggle or Container, the corresponding Object will  be
marked with a box in green colour (if available).

@{b}@{u}Warning: Bug!@{ub}@{uu}

  The Sand Container needs some special care: There's  a  bug  in  Lemmings
  that  will  cause  the  game to crash under right conditions: If the sand
  reaches the opening hole of the Sand  Container,  the  game  freezes.  To
  avoid  this  bug,  always  make  sure that the sand can run off the level
  somewhere, or limit the time so that it can't reach this height.  Have  a
  look at the provided levels to get the grip of it.
@endnode
@node objteleports "Object: Teleports"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                             Object: Teleports
---------------------------------------------------------------------------@{ub}

Teleports are only available in  the  @{" Space " link m00000a}  Tribe.  They  teleport  one
Lemming at a time to another Teleport Object.

To see the destination of a Teleporter, select it and you'll  get  a  green
box around the target Teleporter.

NEVER place an odd amount of Teleporters  on  a  map,  this  will  lead  to
unpredicable effects or even crash you computer when playing Lemmings 2.
@endnode
@node objsteam "Object: Steam Leak & Toggle"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                        Object: Steam Leak & Toggle
---------------------------------------------------------------------------@{ub}

Steam Leaks are only available in the  @{" Sports " link m00000b}  Tribe.  Lemmings  running
into the steam will be ejected in the direction the steam blows.

Steam Leaks can be turned off and on again using the corresponding  Toggle.
To  find  out  which  Toggle or Leak will interact, select the Object and a
green box will appear on the target object.

NEVER let two steam leaks overlap that blow into different directions, this
may crash Lemmings 2.

Currently, the steam sprites are displayed as pipe parts, but  I  hope  you
can imagine what it should be :-)

@endnode                       
@node halloflevels "Hall of Levels"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                              Hall of Levels
---------------------------------------------------------------------------@{ub}

List of available Levels in no order. Last time updated: 03-Sep-96.

Thanks to their creators for supplying them!

@{b}Classic:@{ub}

@{b}Beach:@{ub}

@{b}Cavelem:@{ub}

  @{fg highlight}Insane@{fg text} by @{b}Thomas 'Lofwyr' Büttner@{ub}. Containing
   - Jumping Jack             : Well, probably easy, if you can cope with
                                the timing.
   - Bombing Jimmy            : Easier form of Jumping Jack.
   - Zum Aufwärmen            : It's just easy. Well, that's what I say.

@{b}Circus:@{ub}

  @{fg highlight}Gaauuuudiii@{fg text} by @{b}Melanie 'Panther' Hodges@{ub}. Containing
    - 0815                    : Pretty easy level. Timing is everything ;)
    - The running Lems        : Cannot be called absolutely easy.
    - Tame that wildcat!      : Nerve killing wicked level (timing!).
    - McLemmans riddle        : Take care of those invisible traps.

@{b}Egyptian:@{ub}

  @{fg highlight}Anything but funny@{fg text} by @{b}Melanie 'Panther' Hodges@{ub}. Containing
    - Don't believe u'r eyes  : Wicked due to many illusive traps.
    - Up and down...          : Easy, but watch your time!
    - Oh no! I'm falling      : Can't be easier ;)
    - What do u really see?   : Not everything is real...

@{b}Highland:@{ub}

  @{fg highlight}Scotland Yard@{fg text} by @{b}Melanie 'Panther' Hodges@{ub}. Containing
    - Too much water          : Easy... actually?!?
    - A long way home...      : Don't forget the other side.
    - Stressy thing!          : Release them at the right moment, otherwise
                                it'll be quite narrow.
    - Take a Trip down there  : Take care which exit you want to take.

@{b}Medieval:@{ub}

  @{fg highlight}A Hard Days Knight@{fg text} by @{b}Thomas 'Lofwyr' Büttner@{ub}. Containing
    - Aller anfang ist schwer : Many ways home.

@{b}Outdoor:@{ub}

@{b}Polar:@{ub}

@{b}Shadow:@{ub}

  @{fg highlight}Impossible Mission@{fg text} by @{b}Chris Hodges@{ub}. Containing
    - So near and yet so far  : Pretty easy, if you use the shortcut.
    - Building Skyscrapers    : Found a little bug in Lemmings :-)
    - Good Luck, Jim          : Weird and wicked level. Think first!
    - Labyrinth of Illusion   : Hard, although you've got plenty of tools.
    - Oh, it's not that easy! : Looks easy, is easy, but not for you ;-)

@{b}Space:@{ub}

  @{fg highlight}Intergalactic Cries@{fg text} by @{b}Thomas 'Lofwyr' Büttner@{ub}. Containing
    - Teleporter Mania        : [comment ommitted]

  @{fg highlight}Lost In Space@{fg text} by @{b}Melanie 'Panther' Hodges@{ub}. Containing
    - Oh no! Not again!       : It's not that hard, really.

@{b}Sports:@{ub}

  @{fg highlight}I hate Sports!@{fg text} by @{b}Chris Hodges@{ub}. Containing
    - Freestyle Building Compo: Do what you want to get to the exit.
    - Spell Tarzan with an 'L': <sigh> I only made it once!
    - A long way down - and up: @{b}VERY@{ub} hard, this one.
                                Hint: Use the floater above the trampoline.
    - The Chaos Engine        : Also a pretty hard level.
    - The Magic of Magno Boots: A new usage for the fab Magno Boots!
    - Oh! No more Lemmings!   : Pretty easy...

@{b}Practice:@{ub}



PS: All levels can be solved without any modification!

If you want to sent their creators bombs or anything like  that,  here  are
the addresses:

Melanie 'Panther' Hodges
Kennedystraße 8
82178 Puchheim
Germany
E-Mail: chris@sixpack.pfalz.de (I'll give it to her)

Thomas 'Kriegsheld' Büttner
Adenauerstraße 10
82178 Puchheim
Germany
E-Mail: lofwyr@hotline.pfalz.de

Chris Hodges
Kennedystraße 8
82178 Puchheim
Germany
E-Mail: platon@hotline.pfalz.de

@endnode
@node faq "Frequently Asked Questions"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                        Frequently Asked Questions
---------------------------------------------------------------------------@{ub}

@{b}Q: How do I create Practice Levels with different Tribes?@{ub}

A: Simple thing this is... first  design  your  level  with  your  prefered
   tribe, then save it to disk (or copy it to your clipboard) and  load  it
   into your Practice world file.


@{b}Q: I have designed a level, but everytime I want to play  it,  my  computer
   crashes. What am I doing wrong?@{ub}

A: First check your level name for illegal characters (>127), then look  if
   you  use too many roundabouts or too many catapults/cannons. Also try to
   reduce  the chain lengths of cannons and catapults or temporarily remove
   them. If this isn't going to solve the problem, send me  the  level  and
   I'll try to find out what's wrong.


@{b}Q: I'm using Exits in my level, but somehow, the Lemmings  just  walk  past
   them. What the hell is happening? @{ub}

A: You probably have made a little mistake with solid blocks underneath the
   exit. Refer to the @{" Object Information " link objectinformation} on @{" Exits " link objexit}.


@{b}Q: The Blocker (or Attractor) Lemming doesn't work!@{ub}

A: The Blocker only works with the Classic  Tribe.  The  Attractor  doesn't
   work in the Classic Tribe (there had been no Attractor in Lemmings 1)


@{b}Q: I'm running out of objects all the time. I've used a lot of solid blocks
   and water.@{ub}

A: You're probably not using the sizing feature for solid blocks and water.
   Try  to replace single objects with one long object stripe. Or if you're
   registered, just run the @{" Object Optimizer " link m02001f}.

   If this doesn't solve the problem, try to replace solid blocks with fake
   ones (using Raw Blocks), where the player won't notice the difference.


@{b} Q: I've tried hard but I can't get past the first level(s). How can I  play
   the other ones without having made the predecessors?@{ub}

A: There's a cheat to play all the levels. On the Lemmings 2  Title  screen
   click in all four corners until you hear a "Let's go" sound (not the one
   from the music).


@{b}Q: Why do I lose 48 bytes each time I start and quit the program?@{ub}

A: This seems to be a bug in the amigaguide.library or the datatypes and is
   not a problem of the Editor itself.


@{b}Q: Then I play Lemmings on my Computer, the sound effects disappear after a
   short while. What's wrong?@{ub}

A: Dunno, but on my 68060 it disappears if I  don't  turn  off  the  music.
   Might be a bug in the med replaying routine.

@endnode
@node register "How To Register"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                              How To Register
---------------------------------------------------------------------------@{ub}

I spent a lot of work and time in the Lemmings 2 Level Editor, so  I  think
it's  only fair to demand a little reward, if you want to use my program on
a regular basis.

If you want to register, please fill out  the @{fg highlight}@{" Registration Form " link registrationform}@{fg text} or send
me a normal letter with the necessary information.

What you get:

- The latest version of the Editor and a personalized keyfile, which  will
  enable all functions in the Editor.
- About 30 or more new levels to play with.
- Full support concerning the software.

The following things are @{b}@{u}not@{uu}@{ub} possible in the unregistered version:

- Edit other Tribes than the Space Tribe.
- Writing back other levels than Level 1.
- Loading and saving levels to disk.
- Using the object optimizer.
- Change every level parameter (name, rel. rate, time etc.).

@{b}---------------------------------------------------------------------------
                   Registered Software License Agreement
---------------------------------------------------------------------------@{ub}

The author of this software will grant the Licensee a limited, nonexclusive
right  to use the program Lemmings 2 Level Editor and it's associated files
on a single machine. The producer will hand out  a  special  identification
file  called  the  key  file to the Licensee. This key file will enable the
Licensee to fully use this software package according to the terms of  this
license.  @{b}The  key  file is strictly for personal use by the Licensee only.
You may not duplicate, distribute, hire or sell a keyfile.  Any  disclosure
of they key file will invalidate the license and the key file itself.

The Licensee will  be  held  liable  of  any  damage  arising  out  of  the
disclosure  of  the keyfile. @{ub}The product is provided as is without warranty
of any kind, either express or implied, statutory or  otherwise,  including
without    limitation   any   implied   warranties   of   non-infringement,
merchantability and fitness for a particular purpose. The entire risk as to
use,  results  and  performance of the product is assumed by you and should
the product prove to be defective,  you  assume  the  entire  cost  of  all
necessary  servicing,  repair  or  other remediation. In no event shall the
producer of this product or it's  resellers  be  liable  for  any  property
damage,  personal  injury,  loss  of  use  or other indirect, incidental or
consequential damages, including without limitation, any damages  for  lost
profits,  business  interruption  or  data  which  may  be lost or rendered
inaccurate, even if I  have  been  advised  of  the  possibility  of  such
damages.  This  agreement  shall exclusively be governed by the laws of the
Federal Republic of Germany.


@{b}---------------------------------------------------------------------------
                                  Payment
---------------------------------------------------------------------------@{ub}

There are four ways to pay the money:

@{b}@{u}Cash:@{ub}@{uu}

  If you want to pay in cash, the Shareware fee is 30 DM or US$20 or  £15).
  Other  currencies  cannot be accepted. There shouldn't be any problems if
  you place the bills in the envelope in a way  they  can't  be  seen  from
  outside.


@{b}@{u}Cheques inside Germany:@{ub}@{uu}

  Just send me a cheque for 30 DM.


@{b}@{u}Cheques outside Germany:@{ub}@{uu}

  It costs me a small fee to accept foreign cheques, so I  have  to  charge
  you  extra  (sorry): Please send me a cheque for 35 DM or US$24 or £17 or
  the equivalent amount in your currency.


@{b}@{u}Bank transfer:@{ub}@{uu}

  You can transfer 30 DM to my bank account:

  Christopher Hodges
  Account 359 68 63
  Sparkasse Fürstenfeldbruck
  BLZ 700 530 70

  Please don't forget to @{b}include your full name@{ub}, so I'm  able  to  see  @{b}who@{ub}
  transfered the money.

@{b}Special gifts:@{ub}

  The guys  listed  here  may  get  a  free  copy  (or  in  exchange  to  a
  registration on their software?):

  - Henning Baron
  - Olaf 'Olsen' Barthel
  - Rainer Benda
  - Thomas Büttner
  - Andy Church
  - Marco Eberhardt
  - Peter Elzner
  - Dirk Farin
  - Dirk Federlein
  - Jonathan Forbes
  - Nicolas Franck
  - Tobias Großer
  - Holger Kruse
  - Peter Kunath
  - Alexander Kunz
  - Andreas Linnemann
  - Mathias Mischler
  - Claude Müller
  - Hans Peter Obermeier
  - Frank Riffel
  - Ralph Schmidt
  - John Semprini
  - Michael Ufer
  - Oliver Ufer
  - Andreas Weiss
  - Ben Wyatt


@{b}---------------------------------------------------------------------------
                          How To Get Your Keyfile
---------------------------------------------------------------------------@{ub}

@{b}@{u}Snail-Mail:@{ub}@{uu}

  The keyfile and the latest version of the Editor will be sent on a floppy
  disk and might contain some other productions I made.

@{b}@{u}E-Mail:@{ub}@{uu}

  If you want to get your keyfile via  electronic  mail,  please  send  the
  filled out registration text, along with your PGP-key (you can extract it
  using "PGP -kxa"), because I'm only shipping PGP-encrypted keyfiles! Bank
  transfer  is  recommended.  @{b}I'm  not  going to send away keyfiles without
  PGP-encryption.@{ub}

  @{b}E-Mail:@{ub} chris@sixpack.pfalz.de (preferred)
          platon@hotline.pfalz.de

  @{b}My public key:@{ub}

-----BEGIN PGP PUBLIC KEY BLOCK-----
Version: 2.6ui (Amiga)

mQA9Ai80IyoAAAEBgNPnSk8RGlG0xVYdAZLZrttrhxhSEpJCerK23AZOOIihQkNs
+kmBytVVgf5+4UcI8QAFE7QlQ2hyaXMgSG9kZ2VzIDxjaHJpc0BzaXhwYWNrLnBm
YWx6LmRlPrQmQ2hyaXMgSG9kZ2VzIDxwbGF0b25AaG90bGluZS5wZmFsei5kZT60
K0NocmlzIEhvZGdlcyA8Y2hyaXNAdy1zcGVjaHQucmhlaW4tcnVoci5kZT4=
=A8/6
-----END PGP PUBLIC KEY BLOCK-----
@endnode
@node contactaddress "How To Contact The Author"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                           Contacting The Author
---------------------------------------------------------------------------@{ub}
 
If you have any comments, new ideas or found any bugs, feel free to write:

@{u}My Address:@{uu}

  Chris Hodges
  Kennedystraße 8
D-82178 Puchheim
  Germany

@{u}E-Mail:@{uu}

  chris@sixpack.pfalz.de (preferred)
  platon@hotline.pfalz.de
  platon@fortress.insider.sub.de

@{u}Phone-Number:@{uu}

  +49-(0)89/8005856
  +49-(0)89/805847 (this one only if other one is busy, please)
 
@{u}PGP-key:@{uu}

-----BEGIN PGP PUBLIC KEY BLOCK-----
Version: 2.6ui (Amiga)

mQA9Ai80IyoAAAEBgNPnSk8RGlG0xVYdAZLZrttrhxhSEpJCerK23AZOOIihQkNs
+kmBytVVgf5+4UcI8QAFE7QlQ2hyaXMgSG9kZ2VzIDxjaHJpc0BzaXhwYWNrLnBm
YWx6LmRlPrQmQ2hyaXMgSG9kZ2VzIDxwbGF0b25AaG90bGluZS5wZmFsei5kZT60
K0NocmlzIEhvZGdlcyA8Y2hyaXNAdy1zcGVjaHQucmhlaW4tcnVoci5kZT4=
=A8/6
-----END PGP PUBLIC KEY BLOCK-----


@{b}If you have designed any levels, I would be very glad to see them  or  even
include them to the registered version - with your permission of course!@{ub}
@endnode
@node registrationform "Registration Form"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                             Registration Form
---------------------------------------------------------------------------@{ub}

Also available as normal text @{" L2EDRegForm_E.txt " system "ED L2EDRegForm_E.txt"}.

Registration Form:
~~~~~~~~~~~~~~~~~~

            To Chris Hodges
               Kennedystraße 8
             D-82178 Puchheim
               Germany

    YES, I want to register the Lemmings 2 Level Editor.

    I have enclosed the shareware fee as (please tick):

    O Cash (30 DM or US$20 or £15)
    O Cheque (inside Germany: 30 DM)
    O Cheque (outside Germany: 35 DM or US$24 or £17)
    O Bank Transfer (30 DM)

        You MUST fill out the following four lines!

        Name: ______________________________________

      Street: ______________________________________

    PC, City: ______________________________________

     Country: ______________________________________

        The latest version of the Editor and the keyfile
        will be sent to the above address.

        This is optional:

     Phone #: ______________________________________

      E-Mail: ______________________________________

   Kickstart: ______________________________________

    Computer: ______________________________________
   (CPU, RAM
    Add-ons)  ______________________________________

        Send me:

    O the keyfile and the update on disk
    O the keyfile and the update via email

        I can use (multiple ticks possible):

    X OFS disks (less disk space (837 KB), slow access)
    O FFS disks (more disk space (878 KB), faster access)
    O PFS+diskspare.device disks (even more disk space
      (1007616 Bytes per DD disk), very fast access)
    O High density disks

        For future versions of the Editor:

    O I want to be informed about the updates
    O I want to get the update via email
    O I'll get the update via FTP/AmiNet
    O I'll wait for the AmiNet CD
    O I'll call via modem to transfer the update &-)
    O I don't want updates, the Editor is best already ;-)

        How do you rate this Software:

        very good-1   2   3   4   5   6-very poor

         features O   O   O   O   O   O
     installation O   O   O   O   O   O
             docs O   O   O   O   O   O
      price/value O   O   O   O   O   O
          support O   O   O   O   O   O
              fun O   O   O   O   O   O

    Comments, suggestions, new ideas, bugs...:

    ____________________________________________________

    ____________________________________________________

    ____________________________________________________

    ____________________________________________________


@endnode
@node history "The complete history since it's first release"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                                  History
---------------------------------------------------------------------------@{ub}

Programming on the Editor started on 14-Jul-96.

V1.0 (04-Sep-96):
  * First release.

@endnode
@node barlabel "It's just a barlabel..."
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                                 Barlabel
---------------------------------------------------------------------------@{ub}

It's just a barlabel! Ignore it... ;-)
@endnode
@node m1f3f1f "Menus"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                                   Menus
---------------------------------------------------------------------------@{ub}

There are four menus:
___________________________________________________________________________
 @{" Project         " link m003f1f}@{" Edit            " link m013f1f}@{" Special         " link m023f1f}@{" Prefs           " link m033f1f}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@endnode
@node m003f1f "Menu Title: Project"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                            Menu Title: Project
---------------------------------------------------------------------------@{ub}

This menu contains the common operations like selecting, loading and saving
of worlds and levels. These items are in detail:

___________________________________________________________________________
|@{fg background}@{bg text} Project           @{fg text}@{bg background}|Edit          Special         Prefs
|~~~~~~~~~~~~~~~~~~~T~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|@{" Select Tribe    »" link m00001f}| Choose a tribe for creating levels
|@{" ---------------- " link barlabel}|
|@{" Open World      »" link m00021f}| Loads a World file from disk
|@{" Save World       " link m00031f}| Saves a World to disk with old its name
|@{" Save World as... " link m00041f}| Saves a World under different name
|@{" Update Catalogs  " link m00051f}| Recreates the Catalogs to reflect current state
|@{" ---------------- " link barlabel}|
|@{" Select Level    »" link m00071f}| Loads a Level from the current World into the screen
|@{" Writeback Level  " link m00081f}| Writes current Level back the World
|@{" Overwrite Level »" link m00091f}| Overwrites an existing level with the current one
|@{" ---------------- " link barlabel}|
|@{" About            " link m000b1f}| Shows some information about this program
|@{" ---------------- " link barlabel}|
|@{" Iconify          " link m000d1f}| Closes the screen and creates an AppIcon on the WB
|@{" ---------------- " link barlabel}|
|@{" Quit             " link m000f1f}| Quits the program
~~~~~~~~~~~~~~~~~~~~~
@endnode
@node m00001f "Menu Item: Select Tribe"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                          Menu Item: Select Tribe
---------------------------------------------------------------------------@{ub}

With this menu item you select the Lemmings Tribe  you  want  to  create  a
level  for. As soon as you have chosen a Tribe, an empty world file will be
created, the old world gets erased. Normally, each world file  contains  10
levels, except the Practice 'Tribe', which actually contains of four levels
with of different Tribes  (i.e  Space,  Medieval,  Egyptian  and  Polar  by
default). To change the style of the practice levels, see the @{" L2ED-FAQ " link faq}.

A lot of menu items are disabled until you select a Tribe.

These are the 12 tribes:

___________________________________________________________________________
|@{fg background}@{bg text} Project           @{fg text}@{bg background}|Edit          Special         Prefs
|~~~~~~~~~~~~~~~~~~~T~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|@{fg background}@{bg text} Select Tribe    @{fg text}@{bg background}|@{"   Classic  " link m000000}|
| ----------------|@{"   Beach    " link m000001}|
| Open World      |@{"   Cavelem  " link m000002}|
| Save World      |@{"   Circus   " link m000003}|
| Save World as...|@{"   Egyptian " link m000004}|
| Update Catalogs |@{"   Highland " link m000005}|
| ----------------|@{"   Medieval " link m000006}|
| Select Level    |@{"   Outdoor  " link m000007}|
| Writeback Level |@{"   Polar    " link m000008}|
| Overwrite Level |@{"   Shadow   " link m000009}|
| ----------------|@{"   Space    " link m00000a}|
| About           |@{"   Sports   " link m00000b}|
| ----------------|@{" ---------- " link barlabel}|
| Iconify         |@{"   Practice " link m00000d}|
| ----------------~~T~~~~~~~~~~~~
| Quit              |
~~~~~~~~~~~~~~~~~~~~~
@endnode
@node m000000 "Classic Tribe"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                               Classic Tribe
---------------------------------------------------------------------------@{ub}

This is the Tribe found in the original Lemmings  1  game.  Normally,  this
Tribe  has  only  a  few  fixed Lemming types.

These are: Climber, Floater, Exploder, Blocker, Builder, Basher, Miner  and
Digger,  which  will  be  set automatically, when you create a new level or
world. But you can change this if you prefer to have other Lemmings.

@{b}Special Notes: @{ub}

  Do not try to use an Attractor Lemming in a Classic World. The effect  is
  quite harmless but very funny. Test it, but don't use it in final levels.

  This is the only Tribe where you can use the Blocker Lemming.

@{b}Lethal Traps:@{ub}

  - 10 Tons: Squashes one Lemming underneath...
  - Stone  : Squashes one Lemming underneath...
  - Flamer : Burns every Lemming going to deep into the flames...

@{b}Special Objects:@{ub}

  - @{" Water                   " link objwater}
  - @{" Solid Blocks            " link objsolid}
@endnode
@node m000001 "Beach Tribe"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                                Beach Tribe
---------------------------------------------------------------------------@{ub}

Just a normal tribe most of the others.

@{b}Special Notes:@{ub}

  If you add a sun, don't forget the animating Sun Eyes object. Try to keep
  clouds and the sun @{" transparent " link windows}.

@{b}Lethal Traps:@{ub}

  - Evac. Chamber: Sucks one Lemming inside, then evacuates the chamber...
  - Clamp        : Eats one Lemming.

@{b}Special Objects:@{ub}

  - @{" Water                   " link objwater}
  - @{" Solid Blocks            " link objsolid}
  - @{" Roundabout              " link objround}
@endnode
@node m000002 "Cavelem Tribe"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                               Cavelem Tribe
---------------------------------------------------------------------------@{ub}

Lots of graphics in this tribe! If you want to create some  mean  traps  or
looks-like-if-it's-an-exit-but-isn't type of levels.

@{b}Special Notes:@{ub}

  There are two torch objects to make a level a little bit nicer...

@{b}Lethal Traps:@{ub}

  - Monster: Grabs one Lemming.

@{b}Special Objects:@{ub}

  - @{" Water                   " link objwater}
  - @{" Solid Blocks            " link objsolid}
  - @{" Roundabout              " link objround}
  - @{" Dino Catapult           " link objdinocatapult}
@endnode
@node m000003 "Circus Tribe"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                               Circus Tribe
---------------------------------------------------------------------------@{ub}

This Tribe contains unbelievable many background objects... if you want  to
create a colourful, funny level, take this Tribe.

@{b}Special Notes:@{ub}

  It's probably better to set light bulbs after you  have actually finished
  designing the level to avoid running of @{" Object space " link objectinformation}.

@{b}Lethal Traps:@{ub} none

@{b}Special Objects:@{ub}

  - @{" Solid Blocks            " link objsolid}
  - @{" Roundabout              " link objround}
  - @{" Cannon                  " link objcannon}
  - @{" Trampoline              " link objtrampoline}
@endnode
@node m000004 "Egyptian Tribe"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                              Egyptian Tribe
---------------------------------------------------------------------------@{ub}

I specially enjoy this tribe, especially because of the Sand Container  and
Toggle, which are never used in the original levels.

@{b}Special Notes:@{ub}

  The Sand Container needs some special care: There's  a  bug  in  Lemmings
  that  will  cause  the  game to crash under right conditions: If the sand
  reaches the opening hole of the Sand  Container,  the  game  freezes.  To
  avoid  this  bug,  always  make  sure that the sand can run off the level
  somewhere, or limit the time so that it can't reach this height.  Have  a
  look at the provided levels to get the grip of it.

  Moreover, the Lemh Eyes side  Object  cannot  be  used  due  to  aligning
  problems.

@{b}Lethal Traps:@{ub}

  - Lem Crusher: Kills one Lemming at a time.

@{b}Special Objects:@{ub}

  - @{" Water                   " link objwater}
  - @{" Solid Blocks            " link objsolid}
  - @{" Roundabout              " link objround}
  - @{" Trampoline              " link objtrampoline}
  - @{" Sand Container & Toggle " link objsandcontainer}
@endnode
@node m000005 "Highland Tribe"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                              Highland Tribe
---------------------------------------------------------------------------@{ub}

Nothing  special  about  this  Tribe,  except  that  the  right  order   of
mushrooms'n stuff is not easy to accomplish.

@{b}Special Notes:@{ub}

  There are graphics for (I suppose) an 'Electric Telephone  Trap'  Object,
  but unfortunately, they aren't used in the game.

@{b}Lethal Traps:@{ub}

  - Audrey 2: Grinds down one Lemming at a time.

@{b}Special Objects:@{ub}

  - @{" Water                   " link objwater}
  - @{" Solid Blocks            " link objsolid}
  - @{" Roundabout              " link objround}
  - @{" Trampoline              " link objtrampoline}
@endnode
@node m000006 "Medieval Tribe"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                              Medieval Tribe
---------------------------------------------------------------------------@{ub}

Just a normal Lemmings Tribe...

@{b}Special Notes:@{ub}

  This Tribe has a lot of Special  Objects...  just  in  case  you  need  a
  combination of them all.

@{b}Lethal Traps:@{ub}

  - Dragon: Burns down every Lemming that tries to walk along.

@{b}Special Objects:@{ub}

  - @{" Water                   " link objwater}
  - @{" Solid Blocks            " link objsolid}
  - @{" Roundabout              " link objround}
  - @{" Catapult                " link objcannon}
  - @{" Trampoline              " link objtrampoline}
@endnode
@node m000007 "Outdoor Tribe"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                               Outdoor Tribe
---------------------------------------------------------------------------@{ub}

This Tribe has a lot of background graphics. Unfortunately,  there  are  no
Sand Container and Toggle Objects as could be expected by the Raw Blocks.

@{b}Special Notes:@{ub}

  The Plant Catapult is out of order as the action height is 8 pixels above
  the  lower bottom of the Object and so normally, the Lemmings don't reach
  it. The only way to get it to work is to let lemmings fall onto  it  from
  above, which is not that easy at all.

@{b}Lethal Traps:@{ub}

  - Frog: Eats one Lemming at a time.

@{b}Special Objects:@{ub}

  - @{" Water                   " link objwater} (two different anims)
  - @{" Solid Blocks            " link objsolid}
  - @{" Roundabout              " link objround}
  - @{" Plant Catapult          " link objdinocatapult}
@endnode
@node m000008 "Polar Tribe"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                                Polar Tribe
---------------------------------------------------------------------------@{ub}

This is the only tribe where you can use the Ice Skater Lemming. There  are
a special graphics which enable you to build some nice ski jumping tracks.

@{b}Special Notes:@{ub} none

@{b}Lethal Traps:@{ub}

  - Ice Machine: Creates an Ice Cube from a Lemming  falling  into it  from
                 above.

@{b}Special Objects:@{ub}

  - @{" Water                   " link objwater}
  - @{" Solid Blocks            " link objsolid}
  - @{" Roundabout              " link objround}
  - @{" Cannon                  " link objcannon}
@endnode
@node m000009 "Shadow Tribe"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                               Shadow Tribe
---------------------------------------------------------------------------@{ub}

Lots of animated objects are in the Shadow Tribe. And, which is  even  more
enjoyable, there are Sand Container and Toggle Objects.

@{b}Special Notes:@{ub}

  The Sand Container needs some special care: There's  a  bug  in  Lemmings
  that  will  cause  the  game to crash under right conditions: If the sand
  reaches the opening hole of the Sand  Container,  the  game  freezes.  To
  avoid  this  bug,  always  make  sure that the sand can run off the level
  somewhere, or limit the time so that it can't reach this height.  Have  a
  look at the provided levels to get the grip of it.

@{b}Lethal Traps:@{ub}

  - Lem Crusher: Crushes one Lemming at a time.

@{b}Special Objects:@{ub}

  - @{" Water                   " link objwater}
  - @{" Solid Blocks            " link objsolid}
  - @{" Roundabout              " link objround}
  - @{" Cannon                  " link objcannon}
  - @{" Trampoline              " link objtrampoline}
  - @{" Sand Container & Toggle " link objsandcontainer}
@endnode
@node m00000a "Space Tribe"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                                Space Tribe
---------------------------------------------------------------------------@{ub}

Welcome to the only Tribe with Teleports Objects. Nice feature indeed.

@{b}Special Notes:@{ub}

  To find out which Teleporter beams to which  one,  have  a  look  at  the
  @{" Object information " link objteleports}. Attention: @{b}Never@{ub} place an odd amount  of teleports
  onto one Level! This will probably crash Lemmings 2 or  at  least lead to
  unappreciatable effects!

@{b}Lethal Traps:@{ub}

  - Airlock: Sucks all Lemmings into space.
  - Walker : Kills every Lemming that tries to pass.

@{b}Special Objects:@{ub}

  - @{" Solid Blocks            " link objsolid}
  - @{" Roundabout              " link objround}
  - @{" Trampoline              " link objtrampoline}
  - @{" Teleports               " link objteleports}
@endnode
@node m00000b "Sports Tribe"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                               Sports Tribe
---------------------------------------------------------------------------@{ub}

This is the only Tribe which utilizies Steam Leaks and Toggles. It opens  a
whole new world of possibilities to create more interactive levels.

@{b}Special Notes:@{ub}

  To find out which Toggle controls which Steam Leak, have a  look  at  the
  @{" Object information " link objsteam}.

@{b}Lethal Traps:@{ub}

  - Tennis ball: Kills every Lemmings that goes underneath.

@{b}Special Objects:@{ub}

  - @{" Water                   " link objwater}
  - @{" Solid Blocks            " link objsolid}
  - @{" Roundabout              " link objround}
  - @{" Trampoline              " link objtrampoline}
  - @{" Steam Leak & Toggle     " link objsteam}
@endnode
@node m00000d "Practice"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                                 Practice
---------------------------------------------------------------------------@{ub}

If you select this menu item, you can create levels, that can be  used  for
practising.  For  most  of  the  Level  Prefs  are  overwritten from within
Lemmings 2, those gadgets are disabled. Please note, that there is no  need
to place an Exit Object.

Also note that there are only four levels  you  can  create  per  file.  In
Lemmings 2, they will always be used in this order:

1: @{" Space Training Level    " link m00000a}
2: @{" Medieval Training Level " link m000006}
3: @{" Egyptian Training Level " link m000004}
4: @{" Polar Training Level    " link m000008}
@endnode
@node m00021f "Menu Item: Open World"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                           Menu Item: Open World
---------------------------------------------------------------------------@{ub}

After you've @{" selected your tribe " link m00001f}, you can either start painting on a new
world  file or open a previously created world, which can be done with this
menu item. If you  decide  to  load  an  old  world,  the  first  level  is
automatically  selected and displaced. You can have up to 8 world files per
Tribe, each one containing 10 levels.
@endnode
@node m00031f "Menu Item: Save World"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                           Menu Item: Save World
---------------------------------------------------------------------------@{ub}

If you want to save a world file to disk again, you can do this  with  this
option.  It  saves  the  current  world  under  it's  old name. You cannot,
however, overwrite the original levels.  Use  the  @{" Save World as... " link m00041f} menu
item, to save a world under a different name.

If this menu item is disabled, you either have selected the original  world
or  created  a new world and haven't given it a name using Save World as...
before.
@endnode
@node m00041f "Menu Item: Save World as..."
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                        Menu Item: Save World as...
---------------------------------------------------------------------------@{ub}

Saves a world back to disk, giving you the option to rename the world.  You
don't  need  to  append the .wld extension, it will added automatically, if
it's ommitted. Please don't try to overwrite the original Lemmings 2  world
file.
@endnode
@node m00051f "Menu Item: Update Catalogs"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                        Menu Item: Update Catalogs
---------------------------------------------------------------------------@{ub}

You normally don't need this option: It examines all Tribe directories  and
creates the catalog files, which contain the list of world files available.

You have to do this only, if  you  rename,  delete  or  add  a  world  file
manually.
@endnode
@node m00071f "Menu Item: Select Level"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                          Menu Item: Select Level
---------------------------------------------------------------------------@{ub}

This menu item holds the names of the 10 levels  in  the  currently  loaded
world. By selecting any of these sub-items, the chosen level will be loaded
into the editor screen.

After you have made your changes to this level, you can have  to  write  it
back to make the changes permanent.
@endnode
@node m00081f "Menu Item: Writeback Level"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                        Menu Item: Writeback Level
---------------------------------------------------------------------------@{ub}

If you have made changes to a level, you have to write it back to the world
file  to make them permanent. This can be done using this option. Note that
to test a level, you need to first write back the level, and then save  the
world to disk before running Lemmings.

@{b}@{u}LIMITATION IN UNREGISTERED VERSION:@{ub}@{uu}

@{b}Writeback always overwrites Level 1, so it's not possible  to  create  more
than 1 level.@{ub}
@endnode
@node m00091f "Menu Item: Overwrite Level"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                        Menu Item: Overwrite Level
---------------------------------------------------------------------------@{ub}

Allows you to overwrite the selected  level  with  the  current  one.  This
allows you to change the order of the levels more easily.

@{b}NOT POSSIBLE IN UNREGISTERED VERSION!@{ub}
@endnode
@node m000b1f "Menu Item: About"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                             Menu Item: About
---------------------------------------------------------------------------@{ub}

Shows the general blah blah... Also shows  the  name  of  the  owner  of  a
registered copy.
@endnode
@node m000d1f "Menu Item: Iconify"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                            Menu Item: Iconify
---------------------------------------------------------------------------@{ub}

Closes all windows and screens and creates a small application icon on  the
workbench  screen. Also flushes the filecache and the undo/redo buffer when
the @{" Flush Cache Iconified " link m03061f} menu item had been checkmarked.

You can return to the editor by double clicking on the icon.

Iconify will fail, if:

- there's no icon for the program.
- icon or workbench.library are missing or cannot be opened.
- the Workbench screen is closed.
@endnode
@node m000f1f "Menu Item: Quit"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                              Menu Item: Quit
---------------------------------------------------------------------------@{ub}

Leaves the editor. Asks you if you want to writeback the level and save the
world if they have changed. Then asks you confirm the action.
@endnode
@node m013f1f "Menu Title: Edit"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                             Menu Title: Edit
---------------------------------------------------------------------------@{ub}

This menu contains the general editing functions  for  the  level  map  and
settings. It is ghosted as long as you haven't @{" Selected a Tribe " link m00001f}.

___________________________________________________________________________
  Project      |@{fg background}@{bg text} Edit            @{fg text}@{bg background}| Special          Prefs
~~~~~~~~~~~~~~~T~~~~~~~~~~~~~~~~~T~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
               |@{" Set Level Size»" link m01001f}| Changes the dimensions of the level
               |@{" Level Prefs... " link m01011f}| Opens the Level Preferences window
               |@{" -------------- " link barlabel}|
               |@{" Drawing Mode  »" link m01031f}| Sets the drawing mode
               |@{" -------------- " link barlabel}|
               |@{" Undo           " link m01051f}| Undos the changes made
               |@{" Redo           " link m01061f}| Restores the changes
               |@{" -------------- " link barlabel}|
               |@{" Paste Level    " link m01081f}| Pastes level from clipboard
               |@{" Cut Level      " link m01091f}| Cuts out current level to clipboard
               |@{" Copy Level     " link m010a1f}| Copies the level to the clipboard
               |@{" Erase Level    " link m010b1f}| Clears the current level
               |@{" -------------- " link barlabel}|
               |@{" Load Level...  " link m010d1f}| Loads a single level from disk
               |@{" Save Level...  " link m010e1f}| Save the current level to disk
               ~~~~~~~~~~~~~~~~~~~
@endnode
@node m01001f "Menu Item: Set Level Size"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                         Menu Item: Set Level Size
---------------------------------------------------------------------------@{ub}

Lemmings 2 allows 7 different level formats, i.e level sizes, ranging  from
1280*160  to 320*640. You cannot create bigger levels than these sizes, but
you can create smaller ones by dragging the visible size of  the  level  to
your personal favorites.

If you have already  begun  to  paint  your  level  and  then  change  it's
dimensions,  the  right  or  lower  border  areas  will  be cut off by this
operation, so it would be wise  to  @{" Move the Level " link m02011f}  to  it's  top  left
corner before changing the level size, so the loss is minimized.
@endnode
@node m01011f "Menu Item: Level Prefs..."
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                         Menu Item: Level Prefs...
---------------------------------------------------------------------------@{ub}

This option opens the Level Preferences Window, where you can  change  most
of the general level parameters.

Some settings are not accessible for practice levels, as they will  be  set
by the game.

These are:

@{b}Name:@{ub}

  Name of the current level, can be up to 24 characters.  Do  NOT  use  any
  special characters (>127) like Umlauts etc.
  @{b}REGISTERED VERSION ONLY!@{ub}

@{b}Time:@{ub}
  Time for the player to complete the levels, measured in seconds.
  @{b}REGISTERED VERSION ONLY!@{ub}

@{b}Release Rate:@{ub}
  Release rate for the Lemmings, 0 being normal, 20 being very fast.
  @{b}REGISTERED VERSION ONLY!@{ub}

@{b}Maximum Casualties:@{ub}
  Number of Lemmings that may die to complete this level with a gold medal.
  @{b}REGISTERED VERSION ONLY!@{ub}

@{b}Used Lems:@{ub}
  Types and amount of Lemmings used to complete this Level.

  To change the type of a lemming, first click  on  the  one  you  want  to
  replace  in the Used Lems ListView Gadget, then click on a Lemming in the
  Available Lems ListView.

  To change the amount of a type, use  the  sliderbar  below  the  listview
  gadget.

@{b}Available Lems:@{ub}
  This ListView Gadget shows every available lemming in Lemmings 2.
@endnode
@node m01031f "Menu Item: Drawing Mode"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                          Menu Item: Drawing Mode
---------------------------------------------------------------------------@{ub}

Here you can change the drawing mode for painting with Raw Blocks or  Block
Elements.  The  three  options  Plot, Line and Bar are pretty obvious, so I
hope I don't have to explain them...

The Line and the Bar drawing mode require some undo buffer to  perform,  so
if  you  didn't  have  enough memory for undo buffer, these options will be
disabled.
@endnode
@node m01051f "Menu Item: Undo"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                              Menu Item: Undo
---------------------------------------------------------------------------@{ub}

Undo reverses your last changes done to the map.  Note that  you  can  Undo
unlimited times (well, until the end of buffer is reached). The undo buffer
is currently 64KB which is enough to hold about 8000 changes on the map.

There also is an option to do an undo-undo, i.e a @{" Redo " link m01061f}.

@{b}Also note, that you (currently) cannot undo Object manipulations!@{ub}

This menu item is ghosted if the undo buffer is empty or  you  didn't  have
enough memory for an undo/redo buffer...
@endnode
@node m01061f "Menu Item: Redo"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                              Menu Item: Redo
---------------------------------------------------------------------------@{ub}

Redo reverses the last undo operation and modifies the map back to it's old
state before you used the undo feature.

The Redo buffer is automatically cleared as  soon  as  you  perform  futher
changes to the map.

If this menu item is ghosted, there are no more redo operations available.
@endnode
@node m01081f "Menu Item: Paste Level"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                          Menu Item: Paste Level
---------------------------------------------------------------------------@{ub}

Pastes a previously copied level onto the current level.  This  will  erase
the old one in place.
@endnode
@node m01091f "Menu Item: Cut Level"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                           Menu Item: Cut Level
---------------------------------------------------------------------------@{ub}

Copies the current level into the clipboard memory, then erases the level.
@endnode   
@node m010a1f "Menu Item: Copy Level"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                           Menu Item: Copy Level
---------------------------------------------------------------------------@{ub}

Just copies the current level into the clipboard memory. Once there, it can
be copied back to the editor screen using @{" Paste Level " link m01081f}.
@endnode   
@node m010b1f "Menu Item: Erase Level"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                          Menu Item: Erase Level
---------------------------------------------------------------------------@{ub}

Clears the current level without copying it into the clipboard. Everything,
except the name will be reset.
@endnode   
@node m010d1f "Menu Item: Load Level..."
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                         Menu Item: Load Level...
---------------------------------------------------------------------------@{ub}

Presents you with a file requester where you can load up  previously  saved
levels.  Note  that  you  can  select  world  files as well, giving you the
opportunity to select one of the 10 levels.

Also note, that you are not allowed to mix Tribes except  in  the  Practice
'Tribe'.

@{b}NOT POSSIBLE IN UNREGISTERED VERSION!@{ub}
@endnode   
@node m010e1f "Menu Item: Save Level..."
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                         Menu Item: Save Level...
---------------------------------------------------------------------------@{ub}

Let's you save the current level to disk. You will  get  a  file  requester
where you can enter the name for the file. The levelname will be entered by
default, but you can change it if you prefer to.

Warning: NEVER overwrite world files with level files! This  will  lead  to
         serious problems!

@{b}NOT POSSIBLE IN UNREGISTERED VERSION!@{ub}
@endnode
@node m023f1f "Menu Title: Special"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                            Menu Title: Special
---------------------------------------------------------------------------@{ub}

This menu contains several items which haven't fit into the other menus.

___________________________________________________________________________
  Project        Edit        |@{fg background}@{bg text} Special           @{fg text}@{bg background}|  Prefs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~T~~~~~~~~~~~~~~~~~~~T~~~~~~~~~~~~~~~~~~~~~~~~~
                             |@{" Optimize Objects " link m02001f}|
                             |@{" Move            »" link m02011f}|
                             |@{" ---------------- " link barlabel}|
                             |@{" Run Lemmings 2   " link m02041f}|
                             |@{" ---------------- " link barlabel}|
                             |@{" Flush Filecache  " link m02061f}|
                             |@{" Redraw Level     " link m02071f}|
                             ~~~~~~~~~~~~~~~~~~~~~
@endnode
@node m02001f "Menu Item: Optimize Objects"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                        Menu Item: Optimize Objects
---------------------------------------------------------------------------@{ub}

This feature will try to join Objects, where possible, to reduce the amount
of  Objects  used in the level. This can normally be done with solid blocks
or water.

@{b}NOT POSSIBLE IN UNREGISTERED VERSION!@{ub}
@endnode
@node m02011f "Menu Item: Move"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                              Menu Item: Move
---------------------------------------------------------------------------@{ub}

Using this menu item, you can move the whole level in all  directions.  The
special  sub  item  "Topleft"  tries to move the level as much to the upper
left corner as possible.
@endnode
@node m02041f "Menu Item: Run Lemmings 2"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                         Menu Item: Run Lemmings 2
---------------------------------------------------------------------------@{ub}

Closes the Editor screen, frees the Undo/Redo-Buffer and flushes  the  file
cache  before  it  runs  the main Lemmings 2 game, just in case you want to
test the level you have just created.
@endnode
@node m02061f "Menu Item: Flush Filecache"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                        Menu Item: Flush Filecache
---------------------------------------------------------------------------@{ub}

Frees any currently unused file  buffer.  Normally,  you  don't  need  this
option,  but if you need as much memory as you can get, you should try this
menu item.
@endnode
@node m02071f "Menu Item: Redraw Level"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                          Menu Item: Redraw Level
---------------------------------------------------------------------------@{ub}

Just updates the current map to reflect it's actual state on the screen.
@endnode
@node m033f1f "Menu Title: Prefs"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                             Menu Title: Prefs
---------------------------------------------------------------------------@{ub}

This menu contains some Preferences for you to customize the Editor to your
benefits.  All  settings made here will be saved along with the preferences
file.

___________________________________________________________________________
  Project        Edit          Special        |@{fg background}@{bg text} Prefs               @{fg text}@{bg background}|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~T~~~~~~~~~~~~~~~~~~~~~T~~~~~~
                                              |@{" Screen            »" link m03001f}|
                                              |@{" Windows           »" link m03011f}|
                                              |@{" ------------------ " link barlabel}|
                                              |@{" Right Mouse Button»" link m03031f}|
                                              |@{" Show              »" link m03041f}|
                                              |@{" ------------------ " link barlabel}|
                                              |@{"   Flush Cache Ico. " link m03061f}|
                                              |@{"   Interpolate Gfx  " link m03071f}|
                                              |@{" ------------------ " link barlabel}|
                                              |@{" Load Preferences   " link m03091f}|
                                              |@{" Save Preferences   " link m030a1f}|
                                              ~~~~~~~~~~~~~~~~~~~~~~~
@endnode
@node m03001f "Menu Item: Screen"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                             Menu Item: Screen
---------------------------------------------------------------------------@{ub}

Let's you change your screen mode and a special setting for the screen height.
___________________________________________________________________________
  Project        Edit          Special        |@{fg background}@{bg text} Prefs               @{fg text}@{bg background}|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~T~~~~~~~~~~~~~~~~~~~~~T~~~~~~
                                              |@{fg background}@{bg text} Scre@{fg text}@{bg background}|@{" Screen Mode...     " link m030000}|
                                              | Wind|@{"   Min. Menu Height " link m030001}|
                                              | ----~~~~~~~~~~~~~~~~T~~~~~~
                                              | Right Mouse Button »|
                                              | Show               »|
                                              | ------------------- |
                                              |   Flush Cache Ico.  |
                                              |   Interpolate Gfx   |
                                              | ------------------- |
                                              | Load Preferences    |
                                              | Save Preferences    |
                                              ~~~~~~~~~~~~~~~~~~~~~~~
@endnode
@node m030000 "Menu Sub-Item: Screen Mode..."
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                       Menu Sub-Item: Screen Mode...
---------------------------------------------------------------------------@{ub}

Let's you choose your prefered screen mode for  working  with  the  Editor.
Note, that you should NOT redirect the screen using external mode promoting
programs like NewMode or ModePro, as these programs are usually  only  made
for  opening  screens  that keep their size. The Editor however, will use a
lot of different screen sizes, depending on the level size and  the  screen
font.  If  you  want  to  use  a  graphic card screen, use this screen mode
requester and not NewMode!

Please note the following:

1) ECS Machines

  Due to their 16-bit architecture, OCS/ECS machines will  CRAWL  in  Hires
  modes, especially, if you don't have any fast memory.

2) AGA Machines

  If  you've  got  a  flicker  fixer  card,  I  would  recommend   to   the
  Super72: SuperHires-Interlace  mode,  with  is  quite  suitable  for most
  resolutions. Otherwise it's best to go for the  screenmode  you're  using
  for  your  workbench to avoid monitor switching during the closing of the
  Editor's screen.

3) Graphic boards

  The Editor needs lots of different screen sizes from 1280 width to  about
  650  pixels  height.  Choose  a suitable screen mode to support all those
  resolutions. I emerged some problems with Cybergraphics  Software  V40.65
  in  conjunction with Autoscrolling and horizontal screen dragging. If you
  also have these problems, you'd better switch to an AGA screen  mode,  if
  possible.
@endnode
@node m030001 "Menu Sub-Item: Min. Menu Height"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                      Menu Sub-Item: Min. Menu Height
---------------------------------------------------------------------------@{ub}

If this item is checked, the editor opens his  screen  with  at  least  the
height to display the menu in one single row. Normally, this will only have
effect on level sizes of 1280x160 and 1024x192. This option  has  a  slight
drawback:  Due  to  the  bigger  size  of  the screen it consumes more chip
memory.

If you disable this feature, the screen will be opened at the height of the
level plus the screen bar, so there no gap to the end of the screen.
@endnode
@node m03011f "Menu Item: Windows"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                            Menu Item: Windows
---------------------------------------------------------------------------@{ub}

This menu controls the appearance of the drawing windows and their behavior.
___________________________________________________________________________
  Project        Edit          Special        |@{fg background}@{bg text} Prefs               @{fg text}@{bg background}|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~T~~~~~~~~~~~~~~~~~~~~~T~~~~~~
                                              | Screen______________|______
                                              |@{fg background}@{bg text} Window@{fg text}@{bg background}|@{"   Objects        " link m030100}|
                                              | ------|@{"   Raw Blocks     " link m030101}|
                                              | Right |@{"   Block Elements " link m030102}|
                                              | Show  |@{" ---------------- " link barlabel}|
                                              | ------|@{"   Trace Mouse    " link m030104}|
                                              |   Flus~~~~~~~~~~~~~~T~~~~~~
                                              |   Interpolate Gfx   |
                                              | ------------------- |
                                              | Load Preferences    |
                                              | Save Preferences    |
                                              ~~~~~~~~~~~~~~~~~~~~~~~
@endnode
@node m030100 "Menu Sub-Item: Objects"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                          Menu Sub-Item: Objects
---------------------------------------------------------------------------@{ub}

Opens the @{" Objects-Window " link windows} if checked. Normally tries to restore it's  old
position,  where  it  was  previously closed, unless you have specified the
@{" Trace Mouse " link m030104} option.
@endnode
@node m030101 "Menu Sub-Item: Raw Blocks"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                         Menu Sub-Item: Raw Blocks
---------------------------------------------------------------------------@{ub}

Opens the @{" Raw Blocks-Window " link windows} if checked. Normally tries to  restore  it's
old position, where it was previously closed, unless you have specified the
@{" Trace Mouse " link m030104} option.
@endnode
@node m030102 "Menu Sub-Item: Block Elements"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                       Menu Sub-Item: Block Elements
---------------------------------------------------------------------------@{ub}

Opens the @{" Block Elements-Window " link windows} if checked. Normally  tries  to  restore
it's  old  position,  where  it  was  previously  closed,  unless  you have
specified the @{" Trace Mouse " link m030104} option.
@endnode 
@node m030104 "Menu Sub-Item: Trace Mouse"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                        Menu Sub-Item: Trace Mouse
---------------------------------------------------------------------------@{ub}

If this option is enabled, the  Objects,  Raw  Blocks  and  Block  Elements
windows  will  open at the current mouse position. This feature can only be
sensibly used when working on a lowres display mode, with just little  view
of  the  whole  level.  Otherwise  you're  adviced  not to use this option,
because it's very irritating.

If you think you want this feature on, you better turn  off  the  automatic
window  opening for the three windows, and open them with the hotkeys, when
you need them.

The behaviour of Trace Mouse might change in futher versions of the Editor.
@endnode 
@node m03031f "Menu Item: Right Mouse Button"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                       Menu Item: Right Mouse Button
---------------------------------------------------------------------------@{ub}

Using these three options you can change the behavior of  the  right  mouse
button.
___________________________________________________________________________
  Project        Edit          Special        |@{fg background}@{bg text} Prefs               @{fg text}@{bg background}|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~T~~~~~~~~~~~~~~~~~~~~~T~~~~~~
                                              | Screen            » |
                                              | Windows           » |
                                              | ----------__________|______
                                              |@{fg background}@{bg text} Right Mous@{fg text}@{bg background}|@{"   Deletes    " link m030300}|
                                              | Show      |@{"   Picks up   " link m030301}|
                                              | ----------|@{"   Shows menu " link m030302}|
                                              |   Flush Ca~~~~~~~~~~T~~~~~~
                                              |   Interpolate Gfx   |
                                              | ------------------- |
                                              | Load Preferences    |
                                              | Save Preferences    |
                                              ~~~~~~~~~~~~~~~~~~~~~~~
@endnode
@node m030300 "Menu Sub-Item: Deletes"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                          Menu Sub-Item: Deletes
---------------------------------------------------------------------------@{ub}

If you select this mode for the right mouse button, every  time  you  click
with  the  right  mouse  button  on  the  map,  the block or object will be
deleted.

You can only open the menu, if the mouse cursor is on the screen  bar  (i.e
above the level map). This behaviour is similar to the one in DeluxePaint.
@endnode
@node m030301 "Menu Sub-Item: Picks up"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                          Menu Sub-Item: Picks up
---------------------------------------------------------------------------@{ub}

If you select this mode for the right mouse button, every  time  you  click
with  the right mouse button on the map, the block or object will be picked
up and used for futher drawing on the map. This will only work with Objects
and Raw Blocks, but not with Block Elements!

You can only open the menu, if the mouse cursor is on the screen  bar  (i.e
above the level map). This behaviour is similar to the one in DeluxePaint.
@endnode
@node m030302 "Menu Sub-Item: Shows Menu"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                         Menu Sub-Item: Shows Menu
---------------------------------------------------------------------------@{ub}

Disables the feature of the right mouse button being used  for  drawing  on
the map and always shows the menu whereever you press it on the map.

Using this option, it's not possible to flip the pages in the Raw Blocks or
Block  Elements-Windows  with the right mouse button anymore. Use the Space
key to do so.
@endnode
@node m03041f "Menu Item: Show"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                              Menu Item: Show
---------------------------------------------------------------------------@{ub}

Let's you choose, which  things  should  be  seen  on  the  map  and  which
shouldn't.
___________________________________________________________________________
  Project        Edit          Special        |@{fg background}@{bg text} Prefs               @{fg text}@{bg background}|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~T~~~~~~~~~~~~~~~~~~~~T~~~~~~~
                                              | Screen            »|
                                              | Windows           »|
                                              | ------------------ |
                                              | Ri_________________|_______
                                              |@{fg background}@{bg text} Sh@{fg text}@{bg background}|@{"   Solid Blocks       " link m030400}|
                                              | --|@{"   Transparent Blocks " link m030401}|
                                              |   |@{"   Objects            " link m030402}|
                                              |   |@{"   Object Indicators  " link m030403}|
                                              | --~~~~~~~~~~~~~~~~~T~~~~~~~
                                              | Load Preferences   |
                                              | Save Preferences   |
                                              ~~~~~~~~~~~~~~~~~~~~~~
@endnode
@node m030400 "Menu Sub-Item: Solid Blocks"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                        Menu Sub-Item: Solid Blocks
---------------------------------------------------------------------------@{ub}

Toggles the visibility of Solid Blocks on the map. Solid Blocks are  blocks
the Lemmings can e.g walk on.

Turning off the solid blocks makes the transparent blocks more visible,  as
they are no longer drawn ghosted.

Note that drawing on the map is only sensible while  actually  seeing  what
you're doing :-)

@endnode
@node m030401 "Menu Sub-Item: Transparent Blocks"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                     Menu Sub-Item: Transparent Blocks
---------------------------------------------------------------------------@{ub}

Toggles the visibility of Transparent Blocks on the map. Transparent Blocks
are  blocks  the  Lemmings  cannot  interact with in any way, they are just
background graphics.

Note that drawing on the map is only sensible while  actually  seeing  what
you're doing :-)

@endnode
@node m030402 "Menu Sub-Item: Objects"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                          Menu Sub-Item: Objects
---------------------------------------------------------------------------@{ub}

Toggles the visibility of Objects on the map. If this option is turned off,
you cannot manipulate objects anymore! However, if the @{" Object Indicators " link m030403}
are still turned on, you still can see their positions.

@endnode
@node m030403 "Menu Sub-Item: Object Indicators"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                     Menu Sub-Item: Object Indicators
---------------------------------------------------------------------------@{ub}

Toggles the visibility of the Object Indictors on the map.  These  are  the
dragging and sizing nobs, aswell as the Level Size and View boundaries.

Turning off the indicators won't stop you working with these  nobs  in  any
way, but you won't see anymore, which Object you have selected.

@endnode
@node m03061f "Menu Item: Flush Cache Iconified"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                     Menu Item: Flush Cache Iconified
---------------------------------------------------------------------------@{ub}

As you might have already  read,  there's  a  built-in  filecache  in  this
program.  By  default, it uses up to 1/4th of the available fast memory. If
this menu item is checked, the cache gets  flushed  when  you  iconify  the
Editor, freeing as much memory as possible.

@endnode
@node m03071f "Menu Item: Interpolate Gfx"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                        Menu Item: Interpolate Gfx
---------------------------------------------------------------------------@{ub}

As you have probably read before, the graphics in the Block Elements window
are  halved  both vertical and horizontal to save space on the screen. This
shrinking process  leads  to  a  unavoidable  loss  of  detail,  making  it
sometimes hard to figure out what it is exactly.

Enabling this feature will interpolate each pixel, normally yielding better
graphics.  This,  however, will take some time to perform. Decide yourself,
which graphics suits you most.

@endnode
@node m03091f "Menu Item: Load Preferences"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                        Menu Item: Load Preferences
---------------------------------------------------------------------------@{ub}

Reloads the old preferences file.

@endnode
@node m030a1f "Menu Item: Save Preferences"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                        Menu Item: Save Preferences
---------------------------------------------------------------------------@{ub}

Saves the current settings to disk. Note  that  this  includes  all  window
positions and dimensions.

@endnode
@node index "Index"
@{" Main " link main}@{" Legal " link legalstuff}@{" Intro " link introduction}@{" Menu " link m1f3f1f}@{" Keys " link keyboard}@{" Windows " link windows}@{" FAQ " link faq}@{" History " link history}@{" Register " link register}
@{b}---------------------------------------------------------------------------
                                   Index
---------------------------------------------------------------------------@{ub}

@{" Barlabel " link barlabel}
@{" Beach Tribe" link m000001}

@{" Cavelem Tribe" link m000002}
@{" Circus Tribe" link m000003}
@{" Classic Tribe" link m000000}
@{" Contacting the Author " link contactaddress}

@{" Egyptian Tribe" link m000004}

@{" Frequently Asked Questions " link faq}

@{" Hall of Levels " link halloflevels}
@{" Highland Tribe" link m000005}
@{" History " link history}

@{" Information on the Patch itself" link patchinfo}
@{" Installation " link installation}
@{" Introduction " link introduction}

@{" Keyboard controls " link keyboard}

@{" Legal Stuff " link legalstuff}

@{" Medieval Tribe" link m000006}
@{" Menu Item: About" link m000b1f}
@{" Menu Item: Copy Level" link m010a1f}
@{" Menu Item: Cut Level" link m01091f}
@{" Menu Item: Drawing Mode" link m01031f}
@{" Menu Item: Erase Level" link m010b1f}
@{" Menu Item: Flush Cache Iconified" link m03061f}
@{" Menu Item: Flush Filecache" link m02061f}
@{" Menu Item: Iconify" link m000d1f}
@{" Menu Item: Interpolate Gfx" link m03071f}
@{" Menu Item: Level Prefs..." link m01011f}
@{" Menu Item: Load Level..." link m010d1f}
@{" Menu Item: Load Preferences" link m03091f}
@{" Menu Item: Move" link m02011f}
@{" Menu Item: Open World" link m00021f}
@{" Menu Item: Optimize Objects" link m02001f}
@{" Menu Item: Overwrite Level" link m00091f}
@{" Menu Item: Paste Level" link m01081f}
@{" Menu Item: Quit" link m000f1f}
@{" Menu Item: Redo" link m01061f}
@{" Menu Item: Redraw Level" link m02071f}
@{" Menu Item: Right Mouse Button" link m03031f}
@{" Menu Item: Run Lemmings 2" link m02041f}
@{" Menu Item: Save Level..." link m010e1f}
@{" Menu Item: Save Preferences" link m030a1f}
@{" Menu Item: Save World as..." link m00041f}
@{" Menu Item: Save World" link m00031f}
@{" Menu Item: Screen" link m03001f}
@{" Menu Item: Select Level" link m00071f}
@{" Menu Item: Select Tribe" link m00001f}
@{" Menu Item: Set Level Size" link m01001f}
@{" Menu Item: Show" link m03041f}
@{" Menu Item: Undo" link m01051f}
@{" Menu Item: Update Catalogs" link m00051f}
@{" Menu Item: Windows" link m03011f}
@{" Menu Item: Writeback Level" link m00081f}
@{" Menu Sub-Item: Block Elements" link m030102}
@{" Menu Sub-Item: Deletes" link m030300}
@{" Menu Sub-Item: Min. Menu Height" link m030001}
@{" Menu Sub-Item: Object Indicators" link m030403}
@{" Menu Sub-Item: Objects" link m030100}
@{" Menu Sub-Item: Objects" link m030402}
@{" Menu Sub-Item: Picks up" link m030301}
@{" Menu Sub-Item: Raw Blocks" link m030101}
@{" Menu Sub-Item: Screen Mode..." link m030000}
@{" Menu Sub-Item: Shows Menu" link m030302}
@{" Menu Sub-Item: Solid Blocks" link m030400}
@{" Menu Sub-Item: Trace Mouse" link m030104}
@{" Menu Sub-Item: Transparent Blocks" link m030401}
@{" Menu Title: Edit" link m013f1f}
@{" Menu Title: Prefs" link m033f1f}
@{" Menu Title: Project" link m003f1f}
@{" Menu Title: Special" link m023f1f}
@{" Menus " link m1f3f1f}

@{" Object Information " link objectinformation}
@{" Object: Cannon/Catapult " link objcannon}
@{" Object: Dino/Plant Catapult " link objdinocatapult}
@{" Object: Exit " link objexit}
@{" Object: Sand Container & Toggle " link objsandcontainer}
@{" Object: Solid Blocks " link objsolid}
@{" Object: Start " link objstart}
@{" Object: Steam Leak & Toggle " link objsteam}
@{" Object: Swing/Roundabout " link objround}
@{" Object: Teleports " link objteleports}
@{" Object: Trampoline " link objtrampoline}
@{" Object: Water " link objwater}
@{" Outdoor Tribe" link m000007}

@{" Polar Tribe" link m000008}
@{" Practice" link m00000d}

@{" Registering " link register}
@{" Registration Form " link registrationform}
@{" Requirements " link requirements}

@{" Shadow Tribe" link m000009}
@{" Space Tribe" link m00000a}
@{" Sports Tribe" link m00000b}

@{" Windows " link windows}

@endnode
