758 lines
31 KiB
Plaintext
758 lines
31 KiB
Plaintext
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=======================================================
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Soft-Sect presents:
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-> S H O G U N <-
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Brought to you by: The Crasher & El Cid
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Docs by: Ware Jerk
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Released: 07/09/89
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=======================================================
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====================
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Preface to the Story
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====================
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In Shogun, you play the role of resourceful English seaman
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John Blackthorne, Pilot-Major of the Dutch trader-warship Erasmus,
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which is on a secret mission of trade and plunder to the
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Spanish-dominated Pacific Ocean.
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The year is 1600, and the powerful Catholic empire of Spain
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and Portugal is locked in a death struggle with the upstart
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Protestant nations of England and Holland. The Catholic nations
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have spread their political and religious influence across the
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world, reaching as far as China and the almost mythical land of
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Japan, extracting great wealth in spices and precious metals.
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Their extensive knowledge of the Asian seaways is highly secret
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information coveted by English and Dutch traders. But while the
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European powers battle each other, a longer and even more vicious
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struggle is raging among the feudal lords of Japan.
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After hundreds of years of anarchy, Japan was unified by the
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great warrior Nakamura, was Taiko, or military ruler. But the
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Taiko has died, leaving as heir a seven-year-old boy, and a
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five-man Council of Regents to rule in his name. The dominant
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figures on the Council are Lord Toranaga and Lord Ishido. Each is
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a daimyo: powerful warrior-rulers who follow the ancient samurai
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traditions. Each harbors the ambition to be Shogun: supreme ruler
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under the divine but nearly powerless Emperor.
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Toranaga and Ishido are each backed by lesser daimyos and
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hordes of samurai. They jockey for position, nearly evenly
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matched, looking for any way of bolstering their chances. Perhaps
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the Jesuits will swing their support behind one candidate, or
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hostages will neutralize a powerful supporter. The balance is
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delicate, and the appearance of the Eramus creates excitement and
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new possibilities.
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It is into the center of this momentous conflict that you,
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John Blackthorne, have been thrown, and soon you discover that the
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perils of the sea are almost trifling compared to the danger and
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intrigue among the samurai loards of Japan.
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Life in Japan can be a hazardous affair. If you choose the
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wrong friends of confidants, you may find your head detached from
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your body. But strict adherence to the rules of etiquette, some
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judicious questions, and careful listening will enhance your
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pleasure, prestige, and prospects for survival.
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Shogun is one of a new family of Infocom stories which utilize
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vivid graphics to enhance the story. So now, along with the
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quality interactive fiction that you've come to expect from
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Infocom, you can also expect beautiful artwork as well. You'll
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find that the art in Shogun is tied very closely to the story and
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gives you a "fine-focus" on the mood or locale as you play the
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role of John Blackthorne.
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=====
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Hints
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=====
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Shogun contains on-screen hints! If you ever get stuck, just
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type HINT and follow the instructions on your screen. The hints
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generally progress from a gentle nudge to a complete answer.
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Don't let the presence or absence of hints on a particular
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subject affect your thinking. In fact, fake hints have been added
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to prevent this.
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We strongly recommend that you look at only one hint at a time.
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Avoid the temptation to use the hints too often; this inevitably
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spoils, or at least lessens, the fun of solving a solving a
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puzzle.
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If you don't have the will power to stop looking at the hints
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you can type HINTS OFF. This will deactivate the on-screen hints
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(unless you RESTART or RESTORE to an earlier point).
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=============
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Function Keys
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=============
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As described elsewhere in this manual, many commands have
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abbreviations: you can type N instead of NORTH, for instance, or
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I instead of INVENTORY.
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With function keys, you can use a single keystroke as an
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abbreviation for whatever you choose. You can use a function key
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to abbreviate a long word that you don't to type (like
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TORANAGA), or to abbreviate a commonly used command (like
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RESTORE), or even to abbreviate a whole sentence (like LOAD THE
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PISTOL).
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The 10 user-defined functions (F1-F10) are accessed by holding
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down the Closed Apple/Option key and simultaneously pressing the
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number key (1-0) which corresponds to the function you want to
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use. The arrow keys have also been defined as function keys.
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Initially, they are defined as the four cardinal directions. You
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may, however, change them also. Please note that the left arrow
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key is defined as WEST and cannot be user as a backspace key.
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You start the story with the function keys already set to
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commonly used commands. To see what the function keys are to, or
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to change the settings of the function keys, type DEFINE at the
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prompt {>} and press the RETURN key. Then use your mouse or up
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and down arrow keys to highlight the setting(s) you want to
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change. The vertical bar {|} or exclamation point {!} is used as
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an abbreviation for the RETURN key automatically pressed when you
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use that function key. Note: Only one RETURN can be included in
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each function key definition. Anything typed after the first
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RETURN will be discarded.
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You can restore all the original settings of the function keys
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by highlighting the RESET DEFAULTS command and pressing the
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RETURN key. You can save any changes you make by highlighting the
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SAVE DEFINITIONS command. If after saving your own definitions
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you wish to RESET DEFAULTS, or save a new set of definitions, you
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may retrieve your previous definitions save by highlighting the
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RESTORE DEFINITIONS command and pressing the RETURN key.
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To leave the DEFINE screen, highlight the EXIT command and
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press the RETURN key.
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================
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Special Commands
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================
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Below are explanations for a number of useful one-word
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commands. In many cases, these will not count as a move. Type the
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command after the prompt {>} and press the RETURN key. Most of
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these commands appear in all Infocom games, but those that are
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starred (*) are new.
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AGAIN
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- This repeat your previous input. For instance, typing TURN THE
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WHEEL TO PORT then typing AGAIN would be like turning the
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wheel to port twice in a row. You can abbreviate AGAIN to G.
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BRIEF
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- This command tells Shogun to fully describe a location only
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the first time you enter it. On subsequent visits, Shogun will
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tell you only the name of the location in BRIEF mode, and
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remain in BRIEF mode unless you use the VERBOSE or SUPERBRIEF
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commands. SUPERBRIEF tells Shogun to display only the name of
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a place you have entered, even if you have never been there
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before. In this mode, Shogun will not even mention which
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objects are present. Of course, you can always get a full
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description of your location and the items there by typing
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LOOK. SUPERBRIEF mode is meant for players who are already
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familiar with the geography. The VERBOSE command tells Shogun
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that you want a complete description of each location, and the
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objects in it, every time you enter it, even if you've been
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there before.
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*COLOR
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- If you are playing Shogun on a computer with a color monitor,
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you can type COLOR to change the colors of the text and
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background on your screen. This command works only on
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computers which support a color display.
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*DEFINE
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- This command allows you to change the settings of the function
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keys. See the "Function Keys" section above.
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DIAGNOSE
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- Shogun will give you a report of Blackthorne's (ie: your)
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physical condition.
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*HINT
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- If you have difficulty while playing the story, and you can't
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figure out what to do, just type HINT. Then follow the
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directions at the top of your screen to read the hint of your
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choice.
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INVENTORY
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- Shogun will list what Blackthorne is carrying and wearing.
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You can abbreviate INVENTORY to I.
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LOOK
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- This give you a full description of your location. You can
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abbreviate LOOK to L.
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*NOTIFY
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- Normally in Shogun, the game will not notify you when your
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score changes. You can turn on this notification feature by
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using the NOTIFY command. Typing NOTIFY a second time turns
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the feature back off.
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OOPS
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- If you mistype a word, such that Shogun doesn't understand
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it, you can correct yourself at the next prompt by typing
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OOPS and the correct word. For example, if you typed ATTACK
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THE NINAJ WITH THE SWORD and were told "[I don't know the
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word 'ninaj']" you could type OOPS NINJA rather than retyping
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the entire sentence. You can abbreviate OPPS to O.
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QUIT
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- This lets you stop. If you want to save your position before
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quiting, follow the instructions in the "Starting and
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Stopping" section below. You can abbreviate QUIT to Q.
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*REFRESH
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- This command clears your screen and redraws the display.
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RESTART
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- This stops the story and starts it over from the beginning.
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RESTORE
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- This restores a previously saved position. See "Starting and
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Stopping" below for more details.
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SAVE
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- This puts a "snapshot" of your current position on you save
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disk. You can return to a saved position in the future using
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the RESTORE command. See "Starting and Stopping" below for
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more details.
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SCRIPT
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- Tells your printer to begin making a transcript of the story.
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A transcript may aid your memory, but is not necessary, and
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will work only on certain computers.
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SCORE
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- This command will show your current score and a ranking
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which is based on that score.
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SUPERBRIEF
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- Tells Shogun to give you the sparest level of description.
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See BRIEF above.
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*UNDO
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- You can use this command to "back up" one move. Suppose, for
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example, that you found a package but didn't know what it
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was. You might type OPEN THE PACKAGE and be told "The package
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explodes as you open it, destroying all your possessions."
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You could then type UNDO, and you would "back up" one move.
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Your possessions would be intact, and you could try giving
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the package to an enemy, or leaving it alone, or something
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else.
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UNSCRIPT
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- This tells your printer to stop making a transcript.
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VERBOSE
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- This command tells Shogun too give you the wordiest level
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of description. See BRIEF above.
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WAIT
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- This causes time in the story to pass. Since nothing happens
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until you type a sentence and press RETURN, you could take a
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nap, eat dinner, then return to the story to find that
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nothing has changed. You can use WAIT to make time pass in
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the story without doing anything. For example, if you saw two
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soldiers arguing, you might WAIT to see what they'll do; if
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you were aboard a ship, you might WAIT to see where it goes.
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You can abbreviate WAIT to Z.
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=================
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Sample Transcript
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=================
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This transcript is not from Shogun, but will give you a good
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feeling for how Infocom's interactive fiction works. It contains
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some simple puzzles and their solutions. The player's commands
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appear in capital letters after each prompt {>}.
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>LOOK
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You are at the helm of the tradeships Dek Twintig, about to make port in Goro.
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>LOOK AT THE SEA
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The sea is as calm as the day is beautiful. The sails are full and the brisk
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wind moves the ship along at a quick and steady pace. Directly to port lies
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the barrier reef which makes Goro an ideal harbor, sheltered from the
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relentless battering of the sea and safe from easy enemy attack.
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>LOOK AT THE REEF
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The reef is to port, marked by a line of churning surf and broken two hundred
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yards ahead by the mouth of the winding channel that leads to the anchorage in
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Goro Harbor. The Dek Twintig is running before the wind parallel to the reef.
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>LOOK AT THE CHANNEL
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The channel is ahead and to port, marked by red and green buoys; red buoys
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mark the channel's left side and green buoys mark the right side.
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>WAIT
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Time passes...
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From atop the mainsail in the crow's nest you hear the lookout yell, "Coming
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up on the channel now."
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>TURN THE WHEEL TO PORT
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You turn the wheel to port and the Dek Twintig slips into the channel.
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>LOOK AT THE CHANNEL
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The channel surrounds you on both sides, about twice as wide as your ship,
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with red and green buoys marking its boundaries. Beyond the buoys lie shallow
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water, rocks, and disaster. The channel bends to starboard about three hundred
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yards ahead.
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>WAIT
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Time passes...
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The ship moves deeper into the channel propelled by the stiff winds.
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>WAIT
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Time passes...
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The ship moves deeper into the channel propelled by the stiff winds. The ship
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seems to be moving away from the center towards the left side of the channel.
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You hear the lookout yell excitedly, "Approaching red buoy dead ahead!"
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Startled, you look to the left for the buoy but it's too late because you've
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just left the channel and run aground. Luckily, you're on a sand bar, and not
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the rocks.
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>UNDO
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(UNDO done)
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>TURN WHEEL TO STARBOARD
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You quickly turn the helm to starboard just avoiding the red buoy. The Dek
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Twintig responds, veering back towards the center of the channel.
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>LOOK AT THE CHANNEL
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The channel surrounds you on both sides about twice as wide as your ship. The
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ship seems to be veering off to the right side of the channel. You remeber
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your recent close call as you hear the lookout yell, "Green buoy sighted,
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Captain!"
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>STRAIGHTEN WHEEL
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You quickly straighten the wheel and the ship immediately centers herself in
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the channel.
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>LOOK AT THE CHANNEL
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The channel surrounds you on both sides, about twice as wide as your ship. The
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lookout yells, "Channel turning starboard, Captain."
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>TURN THE WHEEL STARBOARD
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You turn the wheel to starboard, expertly following the center of the channel.
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>STRAIGHTEN THE WHEEL
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You straighten the wheel holding the Dek Twintig to the center of the channel.
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The lookout yells, "Anchorage dead ahead, Captain."
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>LOOK AT THE CHANNEL
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The channel surrounds you, about twice as wide as your ship. The channel opens
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up into Goro bay about two hundred yards ahead.
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>WAIT
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Time passes...
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You enter the harbor under full sail, a tribute to English seamanship. The
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anchorage is just a hundred yards away now.
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>CREW, LOWER THE SAILS
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The crewmen, who had been taking in the first sight of Goro, snap to and
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scurry up the riggings and smartly lower the sails and the Dek Twintig coasts
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majestically to the anchorage. You notice a small boat being launched from the
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shore and heading your way.
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>TELL THE FIRST MATE TO LOWER THE ANCHOR
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Seersucker orders three men forward to lower the anchor. Presently, you hear a
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splash and first part of your voyage is complete. The small boat is getting
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closer.
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>LOOK AT THE BOAT
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The small board, now coming up beside the Dek Twintig, is manned by a crew of
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twelve. They are dressed in strange but beautifully wrought clothing. Some of
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the men look like warriors.
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>SEERSUCKER, LOWER THE LADDER
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With the help of Hornung and Shalle, Seersucker lowers the ladder over the
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side.
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>WAIT
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Time pases...
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Four heavily armed men board the ship and position themselves around the top
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of the ladder. After a few moments a fifth man climbs the ladder. His manner
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and dress set him apart from the others, he is obviously their superior.
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>INVENTORY
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You are carrying official letters of introduction from the Dutch government, a
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sword, and a box containing a present to the people of Goro from Prince
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William of Orange. You step forward to address the leader. Immediately the
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four armed men jump forward, drawing their swords. You quickly step back.
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>BOW TO THE LEADER
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The leader takes a much more relaxed stance. His guards relax but eye you
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warliy.
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>GIVE LETTERS TO THE LEADER
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You hand the letters of introduction to the leader. He looks at them but
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doesn't comprehend their meaning.
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>GIVE THE BOX TO THE LEADER
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The leader takes the box and opens it. Inside is a globe of Europe and Japan
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outlined in precious stones. The leader runs his hand over the European
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portion of the globe letting it come to rest on the purposely unadorned
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country of Spain. You feel uncomfortable with his choice of resting place.
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>WAIT
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Time passes...
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The leader closes the box and speaks to one of the guards. The guard goes to
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the side of the ship yells down to the men remaining in the small boat.
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Another man, obviously of Spanish decent, climbs the ladder and boards the
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ship. Eyeing you suspiciously, he approaches and introduces himself. "I am
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Dario Glaz. This man," he points to the leader, "is Admiral Sukata, commander
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of the port of Goro. He wishes to know who you are?"
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>I AM CAPTAIN WICKS
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Upon hearing your name, Glaz becomes livid with rage, turns to Admiral Sukata
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and anxiously says something to Sukata. Instantly, Sukata yells something to
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his men and then to Glaz. The guards on deck come to a fighting posture while
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those remaining in the small boat begin to scurry up the ladder. Glaz faces
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you and says, "Captain Jeremiah Wicks, I hereby place you under arrest in the
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name of Admiral Sukata for the crime of piracy." As he speaks the guards move
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towards you.
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>I AM NOT A PIRATE
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The guards continue their advance. Your crew is not sure what to do.
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>I AM CAPTAIN ALEXANDER WICKS
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You hurriedly explain to Glaz that Jeremiah Wicks is your half-brother, a
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scrourge to your family and an enemy of England and all nations. He turns and
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speaks once more to Sukata, Sukata listens intently then orders his men to
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stop.
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=====================
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Starting and Stopping
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=====================
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On your screen, you will see a description of the opening
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location of the story, Bridge of the Eramus, followed by the prompt
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{>} indicating that Shogun is waiting for your first input.
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Here are a few inputs for you to try at the first several
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prompts. After typing each input, don't forget to hit the RETURN
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key.
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>INVENTORY
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>TAKE THE WHEEL
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>SIT IN THE CHAIR
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>TURN THE WHEEL TO STARBOARD
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You should now have a feel for interacting with the story. You
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decide what to do next.
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Saving and restoring: It will probaly take you several days to
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complete Shogun. Using the SAVE feature, you can continue the story
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at a later time without having to start over from the beginning,
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just as you can place a bookmark in a book you are reading. Even if
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you aren't about to stop playing, it's useful to SAVE before (or
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after) trying something dangerous or tricky. That way, even if you
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get lost or "killed" in the story, you can return to your saved
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position.
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To save your place, type SAVE at the prompt {>} and then press
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RETURN. Using a disk with data on it (other than for Shogun saves)
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may result in the loss of that data, depending on your computer.
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You can save your position as often as you like by using additional
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blank disks.
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Any time you want to return to a saved position, just type
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RESTORE at the prompt {>}, and hit RETURN. You can then continue
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the story from your save.
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Quiting and restarting: If you want to start over from the
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beginning, type RESTART and press the RETURN key. (This is usually
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faster than re-booting.) Shogun will ask you to confirm this
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command. If you want to stop entirely, type QUIT and press RETURN.
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Once again, Shogun will ask to make sure this is really what you
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want to do.
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Remeber: when you RESTART or QUIT, you must SAVE if you want to
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return to your current position in the story.
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===================
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Interactive Fiction
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===================
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In Shogun, you type your commands in plain English each time you
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see the prompt {>}. Most of the sentences that Shogun will
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understand are imperative sentences. See the examples below.
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When you have finished typing your input, press the RETURN key.
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Shogun will then respond, telling you whether your request is
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possible at this point in the story, and what happened as a result.
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Shogun recognizes your words by their first nine letteers, and
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all subsequent letters are ignored. For example, Shogun would not
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be able to distinguish between DEMONSTRAtion, DEMONSTRAtive, and
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DEMONSTRAtor.
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To move around, just type the direction you want to go.
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Directions can be abbreviated: NORTH to N, SOUTH to S, EAST to E,
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WEST to W, NORTHEAST to NE, NORTHWEST to NW, SOUTHEAST to SE,
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SOUTHWEST to SW, UP to U, and DOWN to D. IN and OUT and PORT,
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STARBOARD, FORE and AFT will also work in certain places.
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Shogun understands many different kinds of sentences. Here are
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examples, using objects and characters that don't necessarily
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appear in Shogun:
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>WALK TO THE NORTH
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>WEST
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>NE
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>DOWN
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>TAKE THE APPLE
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>OPEN PANEL
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>READ THE RUTTER
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>LOOK AT THE COMPASS
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>TURN WHEEL TO PORT
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>LIFT THE SWORD
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>TEAR THE CLOTH
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>STEER TOWARD BAY
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>GIVE THE CHOPSTICKS TO THE WOMAN
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>CLIMB INTO THE PIT
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You may use lower-case letters and words like A and THE if you
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wish. Shogun doesn't care one way or the other.
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You can use multiple objects with certain verbs if you seperate
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them by the word AND or by a comma. Some examples:
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>TAKE THE PISTOL AND THE BAG
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>DROP THE SWORD, THE COMPASS, AND THE TOWEL
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You can include several sentences on one line if you seperate
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them by the word THEN or by a period. Each sentence will be handled
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in order, as though you had typed them individually at seperate
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prompts. For example, you could type all of the following at once,
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before pressing the RETURN key.
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>TAKE THE ROPE. GO UP THEN TURN THE WHEEL TO PORT
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If Shogun doesn't understand one of the sentences on your input
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line, or if an unusual event occurs, it will ignore the rest of you
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input line.
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The words IT and ALL can be very useful. For example:
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>EXAMINE THE APPLE. TAKE IT. EAT IT
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>CLOSE THE HEAVY METAL DOOR. LOCK IT
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>TAKE THE KIMONO. PUT IT ON
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>TAKE ALL
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>GIVE ALL BUT THE PISTOL TO THE PRIEST
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The word ALL refers to every visible except object those
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inside something else. If there were an apple on the cabinet and an
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orange inside the cabinet, TAKE ALL would take the apple but not the
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orange.
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There are various kinds of questions that Shogun understands.
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Examples include: WHO IS {someone}, WHERE IS {something or someone},
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and WHAT IS {something}. For example:
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>WHO IS TORANAGA?
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>WHAT IS A SAMURAI?
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>WHERE IS OSAKA?
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When you meet other people in Shogun, you can talk to them by
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typing their name, then a comma, then whatever you want to say to
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them.
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>PRIEST, HELLO
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>YABU, TELL ME ABOUT THE PLAN
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>MARIKO, GIVE ME THE DAGGER
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Sometimes Shogun "knows" you mean to answer a question posed by
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another character. In these situations you can omit the name and
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comma. For example if Mariko asked, "What's you favorite color?"
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you could answer.
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>YELLOW
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You can also ask questions of characters by using the form ASK
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{someone} ABOUT {something}. For example:
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>ASK OCHIBA ABOUT THE SAMURAI
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>ASK OMI ABOUT ISHIDO
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>ASK YABU ABOUT THE PLAN
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Keep in mind, however, that most people don't care for idle
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chatter, you should listen to others and answer their questions.
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Often your actions will speak louder than your words.
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Shogun tries to guess your intention when you give incomplete
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information. When it makes a guess, it will tell you. For example:
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>UNLOCK THE DOOR
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{with the key}
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The door is now unlocked.
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If you command is ambigiuous. Shogun will ask you to clarify.
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You can answer these questions simply by supplying the missing
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information at the very next prompt. For example:
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>GIVE THE PROCLAMATION
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Who do you want to give the proclamation to?
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>THE QUEEN
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The queen smiles as she accepts your gift.
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================
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Tips for Novices
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================
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1. Draw a map. It should include each location, the connections
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to adjoining locations, and any interesting objects there. Remeber,
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there are 10 possible directions (NORTH, SOUTH, EAST, WEST,
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NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST, UP AND DOWN) plus IN and
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OUT, PORT, STARBOARD, FORE and AFT.
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2. EXAMINE all objects you come across in the story.
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3. TAKE as many things as you can carry. Most objects that you
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find are important for solving the puzzles that you'll run into.
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4. SAVE your place often, so that if you mess up or get "killed",
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you won't have to start over from the beginning.
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5. Read the story carefully! There are often clues in the
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description of locations and objects.
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6. Try everything you can think of. Even strange or dangerous
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actions are fun and may provide clues: you can always save your
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position first. Here's a silly example:
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>GIVE THE BROKEN COMPASS TO TORANAGA
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Toranaga scornfully refuses your offer. He continues to look in the bushes for
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his dagger.
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Thus, you discover that maybe giving something else to Toranaga
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(perhaps your dagger?) might be better.
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7. There are many possible routes to the end of Shogun. If you
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get stuck on one puzzle, move on to another. Some puzzles have more
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than one solution; other puzzles don't need to be solved at all.
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Sometimes you will have to solve one puzzle in order to obtain the
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item(s) or information you need to solve another puzzle.
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8. Play Shogun with a friend! Different people may find different
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puzzles easy and can often complement each other.
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9. If you really have difficulty, you can type HINT. The screen
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will then show you a list of questions to which you can get answers.
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(Simply follow the instructions at the top of you screen to see the
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hint of your choice.) You don't need to use the hints to enjoy the
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story, but it will make solving the puzzles easier.
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10. Read the sample transcript above to get a feel for how
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interactive fiction works.
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11. You can word a command in many different ways. For example,
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if you wanted to stop the ship, you could type in any of the
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following:
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>DROP THE ANCHOR IN THE WATER
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>THROW THE ANCHOR IN THE WATER
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>PUT ANCHOR IN WATER
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If you type a sentence that Shogun doesn't understand, try
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rephrasing it or using synonyms. If Shogun still doesn't
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understand, you're probaly trying something that isn't important
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for completing the story.
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=================
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Common Complaints
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=================
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Shogun will complain if your input confuses it completely.
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Shogun would then ignore any further sentences on your input
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line. (Certain events, such as attack, will also cause Shogun to
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ignore any additional sentences on your input line, since the
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event may have changed your situation drastically.) Here are
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some of Shogun's complaints:
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{I don't know the word _________.}
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That word is not in the story's vocabulary. It may help to use
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a synonym or rephrashing the command; more likely, you're just
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barking up the wrong tree. Shogun uses many words in the
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descriptions that it will not recognize in your inputs. So, you
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might read, "The moon casts violet shadows across the crater,"
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but discover that Shogun doesn't know the words MOON or SHADOW or
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CRATER in your input. When this happens, you can assume that you
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don't need to refer to those things to complete the story; they
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are there only to create a more vivid image of your location.
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{I think there's a verb missing in that sentence!}
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Unless you are answering a question, each sentence must have a
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verb (or one of the special commands). Among the most important
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verbs that Shogun understands are TAKE, DROP, PUT, GIVE, LOOK,
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READ, EXAMINE, OPEN, CLOSE, ENTER, EXIT, EAT and WEAR. There are
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many more. Remeber, you can use a variety of prepositions with
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your verbs. (For example, LOOK can become LOOK AT, LOOK INSIDE,
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LOOK BEHIND, LOOK UNDER, LOOK THROUGH, and so on.)
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{I can't understand that many nouns with ________.}
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Shogun recognized your verb, but it can't understand so many
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noun "phrases" with it. For example, Shogun may recognize SKIP
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but not SKIP THIS PART.
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{You can't see any _________ right here!}
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The object you refered to is not visible. It may be somewhere
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else, or it may be present but in a closed container.
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{You can't use more than one object at a time with _________.}
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You can use multiple objects (that is, nouns or noun phrases
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seperated by AND or a comma) or the word ALL only with certain
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verbs, such as TAKE, DROP, and PUT. For example, EXAMINE will not
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work with multiple objects; you couldn't say EXAMINE ALL or
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EXAMINE THE BOWL AND THE SWORD.
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{There isn't anything to __________!}
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You used the word ALL, but there aren't any appropriate
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objects visible.
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{Sorry, but I don't understand. Please that another way, or try something
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else.}
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The syntax (sentence structure) you used is not among the
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hundreds of syntaxes that Shogun recognizes. For example, SIT
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UNDER THE TREE and SKIP AROUND THE MAYPOLE are syntaxes that
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Shogun wouldn't recognize. There's a limited amount of space in
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the program, so syntaxes that are less common or not useful
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aren't included. Try rephrasing the sentence.
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{I beg your pardon?}
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You pressed the RETURN key with typing anything.
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============================================================
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If you are interested in supplying new //e or //gs wares
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to Soft-Sect, please leave mail to The Crasher or El Cid on:
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Ethereal Exclusive (Soft-Sect's homebase) 301-529-6418
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A private system running at 9600 w/104 megs. of storage
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============================================================
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Also be sure to call:
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Magnetic Field - (312) 966-0708
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Midwest Exchange - (312) 447-3857
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