The arrow keys will move a tile adjacent to the space in the direction
indicated (moving the space in the \e{opposite} direction).
+Pressing \q{h} will make a suggested move. Pressing \q{h} enough
+times will solve the game, but it may scramble your progress while
+doing so.
+
(All the actions described in \k{common-actions} are also available.)
\H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters
around the edge of the grid, and use the return key to move the
row/column in the direction indicated.
+You can also move the tiles directly. Move the cursor onto a tile,
+hold Control and press an arrow key to move the tile under the
+cursor and move the cursor along with the tile. Or, hold Shift to
+move only the tile. Pressing Enter simulates holding down Control
+(press Enter again to release), while pressing Space simulates
+holding down shift.
+
(All the actions described in \k{common-actions} are also available.)
\H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
used to select a peg colour, the left and right keys to select a
peg position, and the space bar or Enter key to place a peg of the
selected colour in the chosen position. \q{D} or Backspace removes a
-peg, and \q{H} adds a hold marker.
+peg, and Space adds a hold marker.
+
+Pressing \q{h} or \q{?} will fill the current guess with a suggested
+guess. Using this is not recommended for 10 or more pegs as it is
+slow.
When the guess is complete, the smaller feedback pegs will be highlighted;
clicking on these (or moving the peg cursor to them with the arrow keys
pressing the space bar will lay a line between the two squares.
Repeating either action removes the domino or line.
+Pressing a number key will highlight all occurrences of that
+number. Pressing that number again will clear the highlighting. Up to two
+different numbers can be highlighted at any given time.
+
(All the actions described in \k{common-actions} are also available.)
\H{dominosa-parameters} \I{parameters, for Dominosa}Dominosa parameters
You can also use the cursor keys to move around the grid: if possible
the cursor will always move orthogonally, otherwise it will move
-towards the nearest island to the indicated direction. Pressing the
-return key followed by a cursor key will lay a bridge in that direction
-(if available); pressing the space bar followed by a cursor key will
-lay a \q{non-bridge} marker.
+towards the nearest island to the indicated direction. Holding Control
+and pressing a cursor key will lay a bridge in that direction (if
+available); Shift and a cursor key will lay a \q{non-bridge} marker.
+Pressing the return key followed by a cursor key will also lay a
+bridge in that direction.
+
+You can mark an island as finished by pressing the space bar or by
+pressing the return key twice.
-You can mark an island as finished by pressing the return key twice.
+By pressing a number key, you can jump to the nearest island with that
+number. Letters \q{a}, ..., \q{f} count as 10, ..., 15 and \q{0} as
+16.
Violations of the puzzle rules will be marked in red:
still be unique. The remaining levels require increasingly complex
reasoning to avoid having to backtrack.
+\dt \e{Multiplication only}
+
+\dd If this is enabled, all boxes will be multiplication boxes.
+With this rule, the puzzle is known as \q{Inshi No Heya}.
\C{towers} \i{Towers}