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---
name: sangokushi-3
description: "삼국지 III (Koei 1993, Korean) on the shared DOS machine: boot with KOEI.COM, the copy-protection code, the numbered prompts from main menu to the first ruler's turn, going back and fixing a typed number, a 2-player hotseat, ending a month, going to war, placing officers (digits move, 0 places), battle commands, saving, the ending, and watching an all-AI game. Apply a fact only when the visible prompt matches it."
---
# 삼국지 III
Everything below is an observation from real runs on the DOS lane, not a rule
of the game. Apply a step only when the screen shows the prompt it names, and
read the screen (returned PNG image) after every decision. The general DOS lane
rules — controller, passing, saves — are in the `dos-play` Skill.
## Timed transitions and explicit input execution
A controlled battle replay on worker source `1632107405` returned
`settled: true` after one Space and 350,000 execution steps, with two empty keyboard
polls, while the command menu was absent. With no further key, running another
4,000,000 execution steps displayed “유비님, 명령을(1–9)?”. A control restored the
same checkpoint and ran 350,000 plus 4,000,000 execution steps without any key;
the menu appeared there too. This demonstrates that an ordinary timed transition
can outlast the settling observation. It does not establish that Space caused
the transition or that every transition needs that instruction count.
When a visible prompt calls for one key and the default call returns too early:
1. Send only that key with an explicit run, for example
`masc_dos_press {"keys":["space"],"until_ready":false,"steps":4000000}`.
Choose the key from the current prompt; this example does not authorize Space
on an unknown screen. `masc_dos_type` supports the same mode but sends only
its first character.
2. Read `masc_dos_screen` and inspect its PNG. This mode reports `settled: false`
regardless of which screen it reaches. It guarantees the requested run
allowance unless the program exits, not a final prompt.
3. If the transition remains visible, advance with `masc_dos_step` and
`until_ready: false`, then inspect again. Do not repeat an already delivered
key just because the picture was unchanged.
The default batch mode is unchanged and still uses the settling observation
between keys. `keys_pressed` identifies the delivered prefix; in explicit-run
mode every later key or character is unsent. A still “어느 부대입니까?” selection
screen after a digit or time advance can also mean that the selection needs a
different input. Screen identity or elapsed execution steps alone do not prove
that the game accepted a command.
## Boot
`masc_dos_load` with `program: samguk3`, `boot: KOEI.COM`. KOEI.COM runs the
opening (OPEN.EXE) and then the game (MAIN.EXE). The KOEI logo waits for a
key; `enter` skips the opening.
## Copy protection
A white box: `CODE:` / `INPUT CODE [孫李呂]`, three red hanja. The code for
`[孫李呂]` is `10183`: `masc_dos_type` `10183`, then `enter`.
Type the code only once the box is on the screen. After the key at the KOEI
logo the screen can report settled while black; run `masc_dos_step` with
`until_ready: false` and inspect the PNG until the box
shows. Digits typed into that black screen move the question: in one run the
box then asked `[馬李袁]`, the typed code was wrong, and the loader printed
`MAIN.EXE : fatal error occurred.` and exited. If the box shows other hanja,
the code is not known here — ask the operator rather than guessing, since a
wrong code ends the program.
## Keys depend on the visible prompt
Use the screen-specific steps below. A `(range)?` label alone does not tell
whether a digit needs `enter` or what an empty `enter` will do.
- Number then `enter` was observed for ending a ruler's month, the war
destination, officer and unit-type choices, gold and food amounts, the
officer carrying food, and the save-slot number. Follow their named steps.
- Empty `enter` closed the 군사 submenu and gold prompt in the observed run.
In the war officer list it returned to the command prompt while nobody was
sent yet; once an officer has a `*`, it ends the list, and the next prompt
is the commander selection (`누구를 총대장으로`) when the run asks for one
or the gold amount — do not type a resource amount into the commander
prompt.
At `어떻게 하겠습니까(1-3)` in the save menu, it returns to the command
prompt.
- Battle-menu digits act immediately; a following `enter` backs out of the
menu just opened. During officer placement, `enter` does nothing and `0`
places the officer. Read those sections before sending another key.
- `backspace` deletes the last typed digit where that was observed (`55`
became `5` at a resource prompt). At the commander prompt it had not
visibly cleared the field: read the field before `enter` there.
- `esc` does nothing. At eight prompts — command, submenu, officer list, gold,
battle menu, move direction, attack type, attack target — the screen stayed
the same.
- At the command prompt `space` hides and shows the information panel. While
the panel is hidden, the next key only brings it back and is not typed; read
the screen before typing the command.
## From the title to the first turn
In the isolated native-worker run, the initial numeric menus required the
number **then `enter`**, including new game, scenario, player count, ruler,
level, other wars and mode. The table names choices, not complete key sequences.
Read the resulting prompt before the next choice; battle-menu digits below
behave differently.
| Prompt | Observed choice |
| --- | --- |
| 마우스를 사용할 경우에는 클릭해 주세요 / 키보드… 키를 눌러 주세요 | any key (`space`) |
| 어느 것을 하겠습니까(1-3)? — 1 새로운 게임, 2 데이터 로드, 3 장수 등록 | `1` |
| 몇번의 시나리오입니까(1-6)? | `1` (189년, 동탁 폭정) |
| 몇 명으로 게임하겠습니까(0-8)? | the number of human players; `0` lets every ruler be AI (spectating) |
| 게임자 N은 누구를 선택하겠습니까(0-19)? | one per human player; in scenario 1: 1 공손찬, 2 원소, 3 유비, 4 한복, 5 조조, 6 도겸 … |
| 게임레벨은 어느 것으로 하겠습니까(1-2)? | 1 초급, 2 상급 |
| 타국의 전쟁을 보겠습니까(1-2)? | `2` keeps AI wars off the screen and the calls short |
| 게임모드는 어느 쪽으로 하겠습니까(1-2)? | 1 사실모드, 2 가상모드 |
| 모두 좋겠습니까(Y/N)? | `y` |
| 그러면 게임을 시작합니다 | `enter` |
## A ruler's turn
`<군주>님, <번호>.<도시>에 명령을(0-9)?` — the top bar lists 0 휴양, 1 군사,
2 인사, 3 외교, 4 정보, 5 개발, 6 계략, 7 상인, 8 특별, 9 기능. The name at the
start of the prompt is whose turn it is.
`0`, `enter` asks 이달의 명령을 끝내겠습니까(Y/N)?; `y` ends that ruler's month.
The `sangokushi-3-end-month` composition does the three keys in one call.
Every city the ruler commands takes its own turn in the same month, so the
prompt comes back with the next city's number.
## Recruit additional troops, then assign final officer totals
At Cao Cao's December 189 city-10 Chenliu command, military `1`, Enter,
recruit `6`, Enter opened a list of officers and their charm. Selecting
Cao Cao at the displayed index `1`, Enter marked the selection; an empty
Enter advanced to `몇백 명 모집하겠습니까(1-54)?`.
The quantity is in hundreds: `54`, Enter produced `남은 병사수:5400`.
Use the range displayed for the current city; 54 was this turn's maximum.
The next list asks `누구를 변경하겠습니까?`. It allocates the new troops
among officers, rather than asking for another recruitment order. Xiahou
Yuan had 668 troops at allocation index `4`. Selecting `4`, Enter opened
`하후연의 병사를 몇 명으로 하겠습니까(0-6068)?`: this number is his
**final troop total**, including the 668 he already held. Entering `6068`,
Enter raised his allocation to 6068 and reduced remaining troops to zero.
An empty Enter then opened `좋겠습니까(Y/N)?`; `y` completed the order.
Reopening his own officer information confirmed 6068 troops, training 59
and morale 57, compared with 668 troops, training 100 and morale 66 before
recruitment. Read each live list: the officer index in allocation differed
from his index `5` in own information.
A subsequent military training order selected Xiahou Yuan at its displayed
index `4`, Enter, empty Enter, `y`. His information showed
`훈련에 종사(1개월)` while training remained 59. After ending both Chenliu
and city-20 Cho commands, January 190's Chenliu report showed
`훈련: 훈련도 상승`. His information then confirmed 6068 troops, training
68 and morale 61, with no pending training line. These are this recruit and
training sequence's measured values, not fixed recruitment penalties or
training gains. Resource costs and a full campaign win are not established
by this sequence.
## Training orders complete at month progression
At Cao Cao's May 189 city-9 Puyang command, military `1`, Enter,
training `7`, Enter opened a list with Xiahou Dun, Xiahou Yuan and Cao Hong
all at training 60. Selecting Xiahou Dun `1`, Enter retained the list.
An empty Enter then opened `훈련시키겠습니까(Y/N)?`; `y` returned to
commands. The military training option was subsequently red that month.
Own information `4`, Enter → `2`, Enter → `1`, Enter opened the officer
list. Choosing the current Xiahou Dun index `1`, Enter showed
`훈련에 종사(1개월)`, training 60, morale 48 and soldiers 2181. The order
had been assigned; the training increase had not happened yet.
After ending Puyang's May commands and Chenliu's June commands with
`0`, Enter, `y` at each named command prompt, a Puyang report displayed
`훈련: 훈련도 상승`. Space continued to Puyang's June command.
Reopening the same officer information showed training 79, morale 57 and
soldiers 2181, with no pending training assignment line. This proves that
specific one-month order and observed 60 → 79 result, not a universal gain,
a rule for every officer, or a winning campaign.
## Going to war
Observed 2026-09-29 in scenario 6 as 조예, from 17 하비 against 33 건업.
1. `1` (군사), `enter`. In the list `4.전쟁` is red when no enemy city borders
this one; pick a border city instead.
2. `4`, `enter` asks `어느 곳으로 쳐들어가겠습니까(1-68)?`; arrows on the map
mark the neighbours. Type the city number, `enter`.
3. `누구를 보내겠습니까(1-N)?`: one officer per answer — the number, `enter`,
then the unit type `1.보병 2.기마 3.노궁 4.강노`, number, `enter`. A type
the city cannot field answers `그 부대는 안됩니다`. A sent officer gets a
`*`. Several officers can go; an empty `enter` ends the list.
4. If `누구를 총대장으로 하겠습니까(1-N)?` appears after ending the list,
choose a commander from the displayed expedition officers, then `enter`.
Inspect the following commander confirmation and answer `y` if correct;
the observed Xiahou Dun selection required this before the gold prompt.
In the February 189 Chenliu-to-city-9 preparation with Xiahou Yuan and
Xiahou Dun, this prompt appeared before any resource amount. Do not type
gold into it. An observed out-of-range `5` followed by Enter abandoned
that preparation and returned to the campaign menu; it did not launch a
battle. Backspace had not visibly cleared that field.
5. Only when the resource prompts are visible, enter gold and then food,
each amount followed by `enter`. Then answer the visible
`처들어가겠습니까(Y/N)?` confirmation with `y`.
## Placing officers for a battle
Observed at 193년 7월 6 평원 (유비 defending against 원소) and at 235년 1월
33 건업 (조예 attacking), both on 2026-09-29.
- `<장수>를 배치해 주세요` places one officer at a time on the battle map.
The map is made of hexes, and a blinking cursor starts on a free one.
- Move the cursor one hex per press with the digit keys: `8` up, `2` down,
`7` up-left, `9` up-right, `1` down-left, `3` down-right. Arrow keys, `4` and
`6` do nothing here.
- `0` places the officer on the cursor's hex, and the prompt names the next
officer. A hex that is taken, walled, or outside the side's area refuses
`0` and the prompt stays; move one hex and press `0` again.
- `enter` does nothing at this prompt. A screen that still asks after `enter`
is waiting for `0`, not frozen.
- The attacker then answers `누가 군량을 가져 갑니까(1-N)?`: number, `enter`.
## Battle commands
`1.이동 2.공격 3.대기 4.계략 5.정보 6.퇴각 7.출진 8.위임 9.기능` and
`<군주>님, <장수>에게 명령을(1-9)?`. Red items cannot be chosen.
- A battle menu takes its digit alone, with no `enter`. An `enter` after it
backs out of the menu the digit opened.
- `1` (이동) asks `어느 방향입니까?` with `남은 기동력`. Each digit moves one
hex in the directions above and spends mobility; at 0 the next officer's
menu comes up. Read the remaining value after each move: in the
February 189 Puyang battle, two northward moves changed Xiahou Dun
from 4 to 2 to 1; another was refused with `기동력이 부족합니다`.
Acknowledge that notice with `space`. With no movement spent, an empty
`enter` closed the direction prompt and returned to the same officer
command menu. A refusal alone does not identify the terrain or its cost.
After a successful partial move, `enter` can instead end that officer's
turn: in January 190 Puyang, Cao Ang moved north with mobility 4 remaining,
then `enter` opened Li Dian's command. `0` retained the direction prompt
in this battle; do not reuse the deployment placement key as a movement
commit key. Identify the active officer from the bottom command text.
The upper-right commander name remained Xiahou Yuan across both turns.
- `2` (공격) opens `1.통상 2.일제 3.기습 4.화살 5.불화살 6.돌격 7.일기토`;
after the type, `어느 곳입니까?` takes a direction digit. An empty hex
answers `적은 없었습니다`.
- `3` (대기) ends the officer's move; `<장수>의 기동력이 N가 되었습니다` waits
for any key. Waiting can build mobility for a later turn: in the same
Puyang battle, successive waits displayed Xiahou Yuan mobility 5, 6,
and 7, and a later direction prompt retained the higher value. Use the
displayed value instead of assuming that every turn resets it to 4.
This observation does not establish a universal cost for crossing walls.
- Movement into enemy contact can open `공격하시겠습니까(Y/N)?`.
At January 190 Puyang, Li Dian answered `n` after approaching Guo Si;
the next officer command opened with both army totals unchanged. This
allows approaching support without accepting the immediate attack.
- For a verified enemy hex, attack `2` → joint `2` → direction executes
an 일제 attack when the menu allows it. From the same January 190
day-6 noon checkpoint, Xiahou Yuan's north `8` joint attack inflicted
429 enemy losses at 521 friendly losses; normal `1` north `8` inflicted
149 at 303. These are one paired observation, not a universal damage
formula or proof of which support officers participate.
- Read attack losses after the combat animation finishes and the next
officer's command opens. A step-limited input response can capture an
intermediate frame: on January 190 day 8 at noon, northward charge
(`2` → `6` → `8`) first showed friendly/enemy totals 9,366/13,285,
then finished at 8,920/13,168. From the same restored starting totals
10,436/13,506, joint attack finished at 9,985/13,133. This comparison
favors joint attack in that state only; it establishes neither a general
combat formula nor victory. Observe again without sending another
officer command when combat is still drawing.
- `8` (위임) asks `전군위임합니다 해제할 수 없습니다만 좋겠습니까(Y/N)?`; `y`
hands every officer to the computer until the battle ends. Each
`<장수>의 전술` line still waits for a key (`space`). One delegated siege ran
from day 1 to day 10 and returned to the attacker city's command prompt.
## A manual siege, an ongoing battle and reinforcements
A native-worker replay on source
`daece6c0facc64524ad49a1c1bc2f60c173a25d4` completed the March–April 189
Chenliu → Puyang siege with explicit key inputs. These are observations from that
campaign, not universal gate costs or reusable coordinates.
- Xiahou Dun approached the southwest gate with infantry. At his command
menu, `2` → `1` → `8` attacked the gate to the north. Subsequent gate
displays reached 31, 14 and 0. After zero, movement `1` → `8` crossed
the gate, then `9` moved into the city. A displayed zero alone is weaker
evidence than the observed unit crossing; inspect both.
- Later movement into contact asked `공격하시겠습니까(Y/N)?`. `y`
executed the attack: defenders changed 7,500 → 7,175 and attackers
12,300 → 12,010. Read the current target and confirmation. Enemy movement
changed the valid attack direction later; do not repeat a fixed direction
across turns without checking the map.
- The March battle ended with `승부는 다음달로 넘어갔습니다`. This is
an ongoing battle, not victory. Finish the remaining city commands and
resolve actual month-end events to reach the next month's commands.
- In April, Chenliu military `1`, Enter → war `4`, Enter → destination
`9`, Enter offered `응원부대를 보내겠습니까(Y/N)?`. `y` opened the
officer list. Select an available officer and unit type with Enter at
each prompt; an empty Enter ends the selected officer list. The gold,
food and final expedition confirmation follow their visible prompts.
Sending Cao Hong's 2,000 infantry, gold 300 and food 12,000 decreased
Chenliu soldiers 11,200 → 9,200 and food 25,000 → 13,000.
- Ending Chenliu's April commands resumed the battle. The reinforcement
needed placement on a permitted hex before `0` would accept it. Its cursor
initially stood outside that area, so pressing `0` there did not place it.
The next command screen then included the reinforcement's soldiers.
- The April battle displayed enemy strength 0, an enemy-annihilation notice
and then `조조군의 승리입니다`. The captured ruler's disposition was
another interactive prompt; releasing him required choice `1`, Enter
and the visible `y` confirmation. After Chenliu's May commands ended,
Puyang's own command screen named ruler Cao Cao and governor Xiahou Dun.
This proves that battle and city capture, not unification or the ending.
Preserve a checkpoint before month rollover and another after capture.
Check the victory message and the captured city's ruler/command prompt;
returning to a map alone also happens when a battle is deferred.
## A field victory followed by city capture
The same native-worker replay later sent Puyang's army toward city 20, 초,
in October 189. Kong Zhou counterattacked on field 53, 정도. This opened a
field battle instead of the destination city's siege.
- The expedition selected Xiahou Dun and Xiahou Yuan, then requested a joint
expedition from Chenliu. Cao Ren's 2,100 infantry arrived on day 2: the
friendly total changed 7,281 → 9,381 and a Cao Ren command followed.
Sending a joint expedition is not proof of arrival; inspect the battle.
- By day 7, attacks toward the earlier enemy position left the displayed
totals unchanged. On day 8 the enemy appeared farther northeast, and
Xiahou Yuan's northwest normal attack changed enemy strength
1,796 → 1,693. Directions belong to current positions, not officers.
- Cao Ren's subsequent movement offered `공격하시겠습니까(Y/N)?`.
Confirming `y` was followed by `공주군은 전군 퇴각했습니다` and then
`조조군의 승리입니다`. The remaining friendly total was 4,813.
An enemy total of zero after retreat does not prove every enemy was killed.
- After the captured Kong Zhou was released, November commands still
placed Xiahou Dun in Puyang. His information showed 2,580 soldiers,
training 79 and morale 55. A field victory did not establish city 20
ownership; verify the destination's command screen separately.
- A second expedition from Puyang to city 20 selected Xiahou Dun's 2,580
and Cao Hong's 2,000 infantry, gold 500 and food 20,000. Xiahou Yuan's
668 remained in Puyang. Declining another city's joint expedition opened
city 20's deployment with defender strength 0. Place the officers and
answer the food-carrier prompt even when the defending army is empty.
- The game reported the capture of the retreating Li Gui and then victory.
His disposition offered recruitment, release or execution; selecting
recruitment with `1`, Enter returned to city commands. The resulting
city 20 command named ruler Cao Cao and governor Xiahou Dun. That screen
proves occupation; the recruitment choice alone does not prove Li Gui
accepted service.
Keep checkpoints at the field victory, the returned origin-city commands
and the destination-city commands. These observations establish those local
play transitions, not a completed winning campaign.
## Hotseat
With two human players (유비 and 조조 in scenario 1) the game asked 조조 first
in 189년 봄 1월, and after 조조 ended the month the next settled screen asked
유비 — the AI rulers' turns ran inside that one call. When the prompt names a
ruler played by another Keeper, pass the controller to them (`dos-play`).
## Saving and loading inside the game
The game has ten save slots of its own, shared by every human player. They
are the game's files, so they outlive an eject and a server restart. In
the answer of the call that pressed `enter`, an empty `unsaved` list means
every file the game wrote in that call reached disk. The machine checkpoint
in `dos-play` is separate and also keeps a turn that is half done.
Save, at a ruler's command prompt (`<군주>님, <번호>.<도시>에 명령을(0-9)?`):
1. `9`, `enter` (기능), then `1`, `enter` (중단). The 끝/저장/로드 menu opens.
2. `2`, `enter` (저장). The slot list shows `1.`–`10.`; a filled slot names the month,
ruler and city, for example `3.189년 2월:조조 :진류`.
3. Type the slot number, then `enter`.
4. Open the list again (steps 1–2) and read the slot's line. That is how you
know the write happened. Leave with an empty `enter` at
`어떻게 하겠습니까(1-3)`, which returns to the command prompt.
In that menu `esc` does nothing, and `1.끝` may leave the game, so do not
press it. Read the list before you write: use an empty slot or one that names
your own ruler, never the other player's. When all ten are full, agree with
the other Keeper on which slots each of you overwrites.
Load, at the title menu `어느 것을 하겠습니까(1-3)?`: `2`, `enter` (데이터 로드), then the
slot number, `enter`. The screen goes black while the game reads; call
`masc_dos_step` until it settles, then `space`. After a server restart with
no `autosave` to restore, this is the way back: boot, pass the copy
protection, then `2`.
## The ending
Keep the ending assets with your game: `END.EXE`, `ENDSTIL.DAT`, `KOEI.DAT`
and `FMDRV.COM`. A missing `ENDSTIL.DAT` produced `END.EXE : file access failure.`
in an earlier installation. Confirm the inventory instead of assuming every
copy of the game includes the ending data.
A separate native-worker probe on source
`1632107405d574726b90f0ac918ceeaf98ddbbcb` used ordinary DOS `EXEC` calls to load
the sound driver and unchanged ending executable. It displayed character
scenes, Korean narrative and the copyright screen, then exited with code 0
after Space on that screen. This verifies the renderer and assets, not a
winning campaign or the normal `MAIN.EXE` transition into the ending. Continue
normal play through `KOEI.COM`; directly loading `END.EXE` does not reproduce
the parent process and resident-driver setup.
In the observed game where every ruler's clan died out, the KOEI copyright
screen appeared and a key exited.
## Watching an all-AI game
`0` players starts a game with no human ruler: 표시군주 `n`, and the months run
on `space`. Every AI war is shown on the battle map, and each `<장수>의 전술`
line waits for a key.
## Defending a captured city with reinforcements
In November 189, after capturing city 20, ending its commands was followed by
Dong Zhuo's attack from city 7 against Puyang, city 9. The notice showed enemy
strength 14,804. Requesting help with `y`, then city `10`, Enter advanced to a
second-city selector. City 20 did not advance that selector; empty Enter ended
it. A message then reported the request messenger at Chenliu.
The Chenliu list selected Cao Cao 1,800, Cao Ang 1,900, Li Dian 1,900 and Cao
Ren 1,565. Each officer selection was followed by infantry `1`, Enter. Empty
Enter ended selection; `y` confirmed dispatch. This was a request and dispatch,
not arrival. Puyang's own defender Xiahou Yuan had only 668 soldiers.
The city defense opened placement. At its observed cursor, three separate north
`8` presses followed by `0` placed Xiahou Yuan inside the city; an earlier `0`
on a different cell did not complete placement. Use permitted cells and inspect
the resulting command prompt rather than applying this sequence to every map.
On day 2 morning, `조조군이 도착했습니다` appeared; after Space, own strength
was 7,833, an increase of exactly 7,165. Subsequent named commands and movement
for all four reinforcements proved controllable arrival.
A preserved failed branch displayed `조조군이 전멸했습니다` while aggregate
friendly strength still showed 6,914. An alternate checkpoint replay preserved
7,833 through day 5 morning before retreat destinations were requested. The
reason for the retreat transition was not established; neither waiting nor
moving inside the city was proved to guarantee successful defense.
Each of Xiahou Yuan, Cao Ang, Cao Cao, Li Dian and Cao Ren then selected the
listed city 10 with separate `1`, `0`, Enter inputs. The defeat message appeared.
December Chenliu's own roster confirmed all five arrivals. Xiahou Yuan's
individual panel showed soldiers 668, training 100, morale 66 and loyalty 100.
Officer arrival does not preserve Puyang, and other individual troop totals
were not separately inspected. Keep failed and restored branches distinguishable.
## Battle information and input device
At the visible human battle command menu, `5` opens information and offers
`1.아군장수 2.적장수`. In keyboard mode, choose friendly `1`; with the cursor
on the acting unit, `0` opened Liu Bei's information panel in an observed
battle. The panel showed troops 1614, morale 94 and training 50. Space closed
it to unit selection; Enter returned to the friendly/enemy choice and another
Enter returned to the command menu. This is a positive control for one friendly
unit, not evidence that an arbitrary selected cell contains an enemy.
In the later Puyang defense, enemy information identified Dong Zhuo's Guo Si:
soldiers 14,804, training 62 and morale 75. The lookup was followed by own gold
2,760 → 2,750. Leaving that information flow required the visible
`끝내도 좋겠습니까(Y/N)?` confirmation; `y` advanced from Xiahou Yuan to Cao
Ang's command. Inspect the actual exit prompt: enemy inspection in this case
was not a free lookup that returned to the same acting officer. No general
cost or exit rule for all information commands is inferred.
The enemy selector's cursor moved with numeric directions in that replay:
`1` moved down-left, `3` down-right and `2` down. Inspect the marker after each
input. Selecting the examined blue structure cells with `0` did not reveal
an enemy officer. Do not identify buildings, blinking markers or changes in
total army strength as individual enemies or manual damage.
Battle command `9` offers `1.표시시간 2.입력장치`. Input-device option `2` then
offers mouse `1` or keyboard `2`. To enable the mouse in the observed keyboard
mode, send `1`, Enter, and answer `y` only when the mouse-change confirmation
is visible. These settings prompts need Enter even though ordinary battle
commands open with a digit alone.
After switching, `masc_dos_click` with `buttons: 1` selected information, the
friendly side and the acting unit, opening the same Liu Bei panel. Select
coordinates from the current PNG; the replay's coordinates are not a layout
contract. The panel asked for a mouse click; a left click dismissed it.
A right click (`buttons: 2`) backed out of unit selection, and a second right
click backed out of the side menu. The resulting checkpoint remains in mouse
mode. A click that does nothing in keyboard mode is not evidence of a broken
mouse emulator. This replay used worker source
`b19d338c19f5db83705e4999f6111f6e10f60ac5`; it does not prove battle victory or
a completed campaign.