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
will update to indicate the next direction on the path. You can also
press Space to automatically move in the direction of the hint
arrow. If you move in a different direction from the one shown by
-the arrow, the hint arrows will stop appearing because you have
-strayed from the provided path; you can then use \q{Solve} again to
-generate a new path if you want to.
+the arrow, arrows will be shown only if the puzzle is still solvable.
All the actions described in \k{common-actions} are also available.
In particular, if you do run into a mine and die, you can use the
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}
that does not have a main digit in it.
Left-clicking a clue will mark it as done (grey it out), or unmark it
-if it is already marked.
+if it is already marked. Holding Control or Shift and pressing an
+arrow key likewise marks any clue in the given direction.
(All the actions described in \k{common-actions} are also available.)