To turn invulnerability mode on, press "C" during title pictrue "loading".
Press "Break Space" to speed up intro parts to skip them quicker.
After the intro load Robin shoots six times.
The color of the arrows' feathers in Robin's quiver changes when he retrieves the arrows for the second, the third, the fourth and the fifth shots.
These are the plumage colors of the third, the fourth, the fifth and the sixth arrows shot respectively.
That means the first two arrows have steel arrowheads and yellowish feathers - the colors from the original loading picture.
The next four arrows get random colors of both feathering and arrowhead. The color of the arrow's feathers can be seen till the Robin reaches for it.
The color of the arrowhead is well seen while Robin is drawing the bow. Just as the second arrow is gone it becomes possible to repaint the random
colored feathering and arrowhead of the following arrows by pressing the numeric keys 0-7 as described in the table

Key		What paints 	with which Color
0		feathers		gray (G, goose feather)
1		feathers		cyan (C/T, steel)
2		arrowhead	red (R, ruby)
3		arrowhead	magenta, fuchsia, violet(M/F/V/A, amethist)
4		arrowhead	green (E, emerald)
5		arrowhead	cyan (C/T, steel)
6		feathers		yellow (Y/O, gold)
7		feathers		white (W/S, silver).

The next arrow's colors can be variated all the time from after the second and till the sixth shot. Regardless the time when
these colors are hidden (an arrowhead in the quiver and the feathers in Robin's hand), they can still be changed.
It is impossible to change the colors of the seventh arrow (from the original loading picture) which Robin loads but doesn't shoots.
The last four arrows shot define a map (2^16 possible maps) by their colors.
When playing in a random map it's wise, while not pressing numeric key, to write down the colors of the arrows, e.g. GTGAOESR.
If the map is fun, the code will allow to reach it again.
Some codes will result in an error while transforming the map. Sorry, it was impossible yet to fix this, cause the problem lies in a limited game screens system, e.g. two vertical passages in the forest can never be opposite in one screen. These labirints can be created, but not be built in the game. This is signalized by border changing its color, and after that the generation will run again until there are no more errors. The code which caused the error will accidently cause the right
labirint generation after a few tries, always the same one for given erroneous code, but it would be a labirint another code!
To conclude. The original labirint from Odin company is coded by SRSRSRSR, that is ruby-headed arrows with silver feathering.

	14.03.2008							TomCaT