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+These cells have to be collected by the laser beam to solve a level.
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+Fibre optics can redirect the laser beam to their counterpart of the same
+color.
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+This is the laser cannon that is emitting the laser beam used to collect
+all cells to finish the level.
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+Mines will destroy the laser if it points to them for too long.
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+This mirror can manually be rotated to reflect the laser beam into different
+directions.
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+This automated mirror is permanently rotating to reflect the laser beam
+into different directions.
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+This is the laser receiver into which the laser beam must be directed after
+collecting all cells to finish the level.
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+Refractors reflect the laser beam into arbitrary directions.
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+This is a fixed (reflecting) steel polarisator that lets the ray of light pass
+into a certain angle only.
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+This automated steel polarisator is permanently rotating to reflect
+the laser beam into different directions.
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+Steel walls reflect the laser beam.
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+This is a fixed (non-reflecting) wooden polarisator that lets the ray of light
+pass into a certain angle only.
--- /dev/null
+This automated wooden polarisator is permanently rotating to reflect
+the laser beam into different directions.
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+Wooden walls absorb the laser beam.
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+Amoeba walls will grow if the magic ray of light points to them for
+too long.
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+Beamers can teleport the ray of light to their twin of the same color.
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+Bombs will kill Gregor McDuffin if the magic ray of light points to them for
+too long.
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+This magic exit door opens once all magic kettles haven been collected.
+Redirect the magic ray of light into the exit door to finish the game.
--- /dev/null
+This extra energy ball gives some extra power for Gregor McDuffin's magic
+ray of light. There are full and empty energy balls.
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+Fuses will interrupt the magic power of Gregor McDuffin's ray of light if it
+points to them for too long. They have to be activated again to bring back
+the magic power for the ray of light.
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+This gray ball contains random objects that will be released by melting it
+with the ray of light.
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+Ice walls will be melted by the ray of light.
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+Magic kettles contain ingredients for Gregor MacDuffin's magic spells and must
+all be collected before the magic exit door opens to finish the level.
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+This is a key that can be collected by the magic ray of light to later open
+a lock.
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+Collecting the light balls give some extra score.
--- /dev/null
+The light bulbs must all be lit before a level can be solved.
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+This is our hero and magician Gregor McDuffin, who casts spells in the form
+of magic rays of light to collect all magic kettles (containing magic spell
+ingredients).
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+This mirror, held by one of Gregor McDuffin's helpful gnomes, can manually
+be rotated to reflect his magic ray of light into different directions.
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+This fixed mirror, held by a petrified gnome, reflects the magic ray of light
+into one direction only.
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+The pacmen move around, trying to eat all amoeba walls.
--- /dev/null
+This polarisator can manually be rotated to let the ray of light pass into a
+certain angle only.
--- /dev/null
+This polarisator can manually be rotated to let the ray of light pass into one
+of two angles only.
--- /dev/null
+Magic prisms reflect the magician's ray of light into arbitrary directions.
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+This is a (reflecting) steel block that can be moved away by the magic ray of
+light.
--- /dev/null
+This is a fixed (reflecting) steel polarisator that lets the ray of light pass
+into a certain angle only.
--- /dev/null
+This is a (reflecting) steel lock that will be vaporized by the magic ray of
+light if a key was collected by it before.
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+Steel walls reflect the ray of light.
--- /dev/null
+This is a (non-reflecting) wooden block that can be moved away by the magic
+ray of light.
--- /dev/null
+This is a fixed (non-reflecting) wooden polarisator that lets the ray of light
+pass into a certain angle only.
--- /dev/null
+This is a (non-reflecting) wooden lock that will be vaporized by the magic
+ray of light if a key was collected by it before.
--- /dev/null
+Wooden walls absorb the ray of light.