text: [Themes: Historical, second world war, mystery]
  
  > 6
  I -- Instructions (recommended for new players)
  
  Please type N, S, I, R, or Q
  
  > look at what you're carrying with you
  1. How to Play Interactive Fiction
  2. About Shelter from the Storm
  3. Extra Navigation Commands - GO TO and CONTINUE
  4. If you get stuck - THINK and THINK HARDER
  5. Credits
  
  Select a topic number, or press 'p' for the previous menu or 'q' to quit:
  
  > 2
  Works of Interactive Fiction are typically narrated in the second person and present tense (e.g. "You see a gold ring here"). From time to time there have been discussions whether this convention represents the best way of conveying an interactive narrative. Shelter from the Storm allows you, the player, to experiment with this by choosing the person (and the tense) in which the game is narrated. The opening screen of the game asks you to choose the person and tense of the game before you start, but you can also change your choice during the course of play. In particular during play you can change between first, second and third person with the commands:
  
  THIRD PERSON
  
  You can also change between present and past tense with the commands:
  
  [The End]
  Help Menu
  
  1. How to Play Interactive Fiction
  2. About Shelter from the Storm
  3. Extra Navigation Commands - GO TO and CONTINUE
  4. If you get stuck - THINK and THINK HARDER
  5. Credits
  
  Select a topic number, or press 'p' for the previous menu or 'q' to quit:
  
  > 5
  First and foremost, all credit to Michael J. Roberts for creating TADS 3, and Michel Nizette for his work on devising a neat tense-switching mechanism, which was subsequently incorporated into the adv3 library; without their work this project would have been impossible.
  
  But just as important, many thanks to my sterling team of beta-testers: Jim Aikin, Radical Al, Parham Doustdar, Keaton Graves, Jonathan Li, Reiko, Michael Neal Tenuis, and Jack Welch. Without them a huge number of tense/person switching typos would have gone uncorrected, as well as a number of more serious bugs (including various cunning ways of getting the game into an unwinnable state). As a result of all their efforts this game is a far more polished offering than it otherwise would have been. The blunders that remain are, of course, no one's fault but my own.
  
  [The End]
  
  > 3
  As with virtually all works of Interactive Fiction, you can move round the world of Shelter from the Storm using standard compass-movement commands like NORTH, EAST, UP and DOWN. In addition you can use the commands GO TO and CONTINUE to move around.
  
  The command GO TO X or FIND X (the two mean the same thing) sends you in the direction of X. X can either be a previously-visited room, or a previously-seen object (in which case GO TO X will send you to the last location where you saw X).
  
  The GO TO command takes you only on the first step of your journey. To continue your journey you can use the command CONTINUE (which can be abbreviated to C). Note that a CONTINUE command does not have to come immediately after a GO TO or CONTINUE command. You could, for example, enter the command GO TO KITCHEN and then enter a whole series of commands for examining and interacting with your next location before issuing a CONTINUE or C command to carry on towards the kitchen.
  
  [The End]
  Help Menu
  
  1. How to Play Interactive Fiction
  2. About Shelter from the Storm
  3. Extra Navigation Commands - GO TO and CONTINUE
  4. If you get stuck - THINK and THINK HARDER
  5. Credits
  
  Select a topic number, or press 'p' for the previous menu or 'q' to quit:
  
  NOTE: Most IF games are narrated in the second person and the present tense (e.g. "You are empty-handed"). Shelter from the Storm lets you choose which person (first, second or third), and tense (present or past) you would like the game to be narrated in. Please select your option by selecting S from the menu below before starting a new game.
  
  I -- Instructions (recommended for new players)
  
  Please type S, I, R, or Q
  
  > 6
  Please select one of the following to set the person and tense in which Shelter from the Storm will be narrated:
  
  1. First person, present tense (e.g. "I am empty-handed")
  
  2. Second person, present tense (e.g. "You are empty-handed")
  
  3. Third person, present tense (e.g. "Jack is empty-handed")
  
  4. First person, past tense (e.g. "I was empty-handed")
  
  5. Second person, past tense (e.g. "You were empty-handed")
  
  6. Third person, past tense (e.g. "Jack was empty-handed")
  
  NOTE If you later change your mind you can change your choice at any time during play using the commands FIRST PERSON, SECOND PERSON and THIRD PERSON to change person, and the commands PRESENT TENSE and PAST TENSE to change tense.
  
  I -- Instructions (recommended for new players)
  
  Please type N, S, I, R, or Q
  
  > go north
  Few things can be worse than breaking down on a dark night in a strange place, and even more when it looks like it's just starting to rain, and you're in danger of being late for your first posting. Unfortunately, that was precisely what had just happened to Jack that night.
  
  Jack was on his way to the camp he had been ordered to, but he suspected that he must have taken a wrong turn somewhere -- easy enough to do with so many signposts taken down in case of a German invasion. Then just to cap it all, his car had just broken down, leaving him stuck out in in the middle of nowhere (or somewhere on the outskirts of Salisbury Plain, which amounted to much the same thing), still miles away from where he was meant to be.
  
  Jack was standing in the middle of a long road running roughly east-west between thick hedgerows. His car lay abandoned about a few hundred yards up the road to the east. Further to the east the road ran across miles of open countryside (as Jack knew because he'd just driven across it).
  
  > About yourself
  Jack was a man of about twenty, dressed in khaki battledress.
  
  It was just starting to rain.
  
  > examine the battledress
  It was khaki, of course, and still a little rough in that Jack hadn't got round to getting his tailor to work on it, as some officers did; he was still rather conscious of the single pip of a second lieutenant on each shoulder.
  
  There was a temporary lull in the rain, but it didn't last long.
  
  > examine Jack
  Jack was a man of about twenty, dressed in khaki battledress.
  
  It continued to drizzle.
  
  > Inventory
  Jack was carrying nothing, and was wearing a beret and khaki battledress.
  
  The rain looked like it could soon become quite unpleasant.
  
  > look at the beret
  It was a khaki beret with a Royal Engineers cap badge.
  
  > examine the badge
  Jack knew what it looked like without having to look: a bursting bomb with the motto Ubique.
  
  > go to the car
  He'd just come from there, and he knew there was no point trying further east, since he had just driven through miles of open countryside. Jack's only chance of finding something seemed to lie in the other direction.
  
  > Go west
  Jack walked about half a mile down the road until he arrived at a gap in the hedgerow.
  
  The road continued more or less straight east and west from here, with thick hedge on both sides, except just to the north where there was a gap that looked like the end of someone's drive. Unfortunately, the small wooden sign by the side of the gap looked far from welcoming.
  
  Obvious exits: North, East, West
  
  The rain started to get heavier.
  
  > Dance
  The word "dance" is not necessary in this story.
  
  (If this was an accidental misspelling, you can correct it by typing OOPS followed by the corrected word now. Any time the story points out an unknown word, you can correct a misspelling using OOPS as your next command.)
  
  > examine the sign
  The wooden sign was firmly planted in the ground next to the hedge. On it was inscribed "Wendle Manor" in relatively ancient lettering, with "Private - Keep Out!" added subsequently in angry red print.
  
  It was definitely starting to rain more heavily.
  
  > examine the hedge
  There were thick hedgerows on both sides of the road; too thick to penetrate and too high to climb, apart from the wide gap just to the north.
  
  A gust of wind blew some rain into Jack's face.
  
  > Shit
  (sit)
  (You can use the TYPO command to disable the typo-correction feature.)
  
  (on the ground)
  Jack sat on the ground.
  
  The rain was getting worse.
  
  > enter the porch
  The brick-built porch is a small, semi-enclosed area that at least affords some shelter from the rain, though little from the cold. It's almost completely bare, apart from the front door immediately to the north; to the south lies the way out back into the drive.
  
  Obvious exits: North, South
  
  As Jack steps into the porch, the rainfall intensifies by twofold or threefold, and a moment later there's a simultaneous searing flash of lightning and tumultuous crack of thunder.
  
  > examine the door
  The front door is made of solid wood, with no sign of a window. Next to the door is an old-fashioned bell pull and an off-putting notice.
  
  The rain continues to pelt down furiously just outside the porch.
  
  > Firstperson
  (first person)
  
  Okay, the game is now in the first person.
  
  > read the notice
  It reads: NO HAWKERS, NO CIRCULARS, NO UNNECESSARY CALLERS.
  
  The rain seems to be trying to outdo the days of Noah.