	      ____  ____  ____  ____  ____
	     ||B ||||o ||||x ||||e ||||d ||
	     ||__||||__||||__||||__||||__||
	     |/__\||/__\||/__\||/__\||/__\|
		       ____  ____ 
		      ||i ||||n ||
		      ||__||||__||
		      |/__\||/__\|
		     	  ____
		    	 ||a ||
		    	 ||__||
			 |/__\|
  ____  ____  ____  ____  ____  ____  ____  ____  ____ 
 ||M ||||i ||||n ||||e ||||f ||||i ||||e ||||l ||||d ||
 ||__||||__||||__||||__||||__||||__||||__||||__||||__||
 |/__\||/__\||/__\||/__\||/__\||/__\||/__\||/__\||/__\|

----------------------------------------------------------------
	    Tactical Camouflaged Exfiltration
----------------------------------------------------------------
By Fachewachewa
made for the 46th GM48
----------------------------------------------------------------

Mines are among the deadliest traps.
Bad news: you're surrounded by mines.
Slightly better news: you have incomplete info to help you detect the mines.
You still have to carefully study your intel to know exactly where the mines are.
But there is always a way out, and you'll never have to guess.

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FEATURES:
- A blend of minesweeper and nonograms, with the added restriction of path building.
- A really important story with original characters.
- Deduce your way out of 11 hand made levels, in 3 difficulty tier (first tier is the tutorial)
- You can always complete a level without triggering any mines.
- No penalty. I almost implemented a life system, but I don't think it's necessary.
	You can decided how many mistakes you're allowing yourself to make.
	And you can still restart a level at any time if you want to.
	You can't skip levels but you can technically bruteforce everything pretty easily.
- Only playtested by me, so there might be some shortcuts or unintended deductions in some places.
- Exactly one secret.

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CONTROLS:
Mouse - mark tiles
X - unmark tiles
WASD - movement (alternatively ZQSD or Arrow Keys)
R - reset level
F - toggle fullscreen
M - toggle mute

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RULES/HINTS:
- The exit is always on the right
- There is always a safe path
- Known safe tiles are differentiated automatically when you walk on them
- Numbers outside of the grid indicate a group of mines in a row or column
- Multiple numbers outside of the grid mean each group is separated by at least one safe tile
- Numbers outside of the grid in (parenthesis) are the total amount of mine in a row or column
- Numbers on a tile indicate how many mines are around (including diagonals)
- Sometimes, walking on a safe tile will reveal a number
- Make sure to walk on the available tiles you know are safe if you're stuck
- There is *always* a safe path
- Sometimes, a tile can stay in an unknown state, it wont prevent the deduction of a safe path
- There Will Always Be A Safe Path (and you can't walk in diagonals) 

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Credits:
Font - Third Dimension 15 by Not Jam
Sounds - made with bfxr and BeepBox
Everything else - Fachewachewa