<reference>
	<chapter>
		<title>Nodes</title>
		<entry id="node-lock">
			<graphic>
				<shield id="id" color="0,1,0" />
			</graphic>
			<title>Lock node</title><!--  - Introduced in level 1 -->
			<text>Disabling this node will breach a wall. Remember that some nodes can repair themselves!</text>
		</entry>
		<entry id="node-weapon">
			<graphic>
				<shield color="0,1,0"><strike min="3" max="4" /></shield>
			</graphic>
			<title>Weapon node</title><!-- - Introduced in level 4 -->
			<text>This node will allow the core to attack you with lightning strikes if you don't disable it.</text>
		</entry>
		<entry id="node-power">
			<graphic>
				<shield color="0,1,0"/>
			</graphic>
			<title>Power node</title><!-- - Introduced in level 1 -->
			<text>Increases the movement speed of every object in the level.</text>
		</entry>
		<entry id="node-sensor">
			<graphic>
				<shield color="0,1,0"><trap/></shield>
			</graphic>
			<title>Sensor node</title><!-- - Introduced in level 7-->
			<text>Triggers traps when shot. This is not always a bad thing.</text>
			<!-- what are traps? -->
		</entry>
		<entry id="node-cypher">
			<graphic>
				<shield color="0,1,0"><cypher levels="2" /></shield>
			</graphic>
			<title>Cypher node</title><!-- - Introduced in level 3-->
			<text>This node needs to be shot with the allocated turret colors. The colors will reset if hit by the wrong color and will deduct points from the score.</text>
		</entry>
		<entry id="node-repair">
			<graphic>
				<shield color="0,1,0"><repair radius="0.35" rate="10" /></shield>
			</graphic>
			<title>Repair node</title><!-- - Introduced in level 2-->
			<text>Repairs other nodes which are in the radius of the node.</text>
		</entry>
		<entry id="node-pulse">
			<graphic>
				<shield color="0,1,0"><pulse period="2" /></shield>
			</graphic>
			<title>Pulse node</title><!-- - Introduced in level 6-->
			<text>This node fluctuates, but it needs to be hit either close to or at its peak so that it can be disabled.</text>
		</entry>
	</chapter>

	<chapter>
		<title>Walls</title>
    <entry id="wall">
			<graphic>
				<wall gap="0" sweep="20" color="1,0,0" />
			</graphic>
    	<title>Standard wall</title><!-- - Introduced in level 1-->
			<text>Your standard shot blocking laser walls.</text>
		</entry>
		<entry id="wall-shrink">
			<graphic>
				<wall gap="0" sweep="20" color="1,0,0">
					<shrink gap="5" sweep="10">
						<pulse period="2"/>
					</shrink>
				</wall>
			</graphic>
			<title>Morphing walls</title><!-- - Introduced in level 5-->
      <text>Not all walls are stable enough to maintain form. Fluctuating power levels allow walls to shrink or grow by themselves.</text>
		</entry>
		<entry id="wall-pulse">
			<graphic>
				<wall gap="0" sweep="20" color="1,0,0">
					<pulse period="2" />
				</wall>
			</graphic>
			<title>Pulse walls</title><!-- - Introduced in level 6-->
			<text>There is not enough power to maintain all walls, pulse walls suffer from low power by letting some shots pass through.</text>
		</entry>
		<entry id="wall-reflect">
			<graphic>
				<wall gap="0" sweep="20" color="1,0,0">
					<reflect />
				</wall>
			</graphic>
			<title>Deflector walls</title><!-- - Introduced in level 2-->
			<text>All shots that hit this wall type will be deflected. Use this to your advantage as it can make your progress a lot easier.</text>
		</entry>
    <entry id="wall-passthrough">
			<graphic>
				<wall gap="0" sweep="20" color="1,0,0">
					<passthrough turret="1" />
				</wall>
			</graphic>
    	<title>Permeable walls</title><!-- - Introduced in level 7-->
      <text>Only one turret can shoot through this wall type, which is identified by the color of the wall.</text>
		</entry>
	</chapter>
</reference>