----------------------------- The Multi-Dimensional Thief ----------------------------- COMMANDS AND VOCABULARY: The Multi-Dimensional Thief understands a wide variety of commands. However, it has only a limited vocabulary, totaling approximately six hundred words, so it can get confused. If you give it a word that it doesn't understand, it will tell you what word it doesn't know. Try entering your command again using a different word in place of the one the game objected to. Your commands should generally be in the format: <(multiple) noun phrase(s)> Some (hypothetical) examples of valid commands: READ POETRY BOOK SWIM IN THE SWIMMING POOL SHOOT THE BURGLAR WITH THE REVOLVER ATTACK HIM ->"HIM" will refer to last noun, e.g. the burglar GET THE BOOK (also: TAKE THE BOOK) READ IT -> "IT" will refer to last noun, e.g. the book GET ALL -> will get everything movable at the current location GET ALL FROM BOX -> will get everything movable inside the box UNLOCK THE FILE CABINET WITH THE STEEL KEY JUMP THROUGH THE OPENING TURN ON THE FLASHLIGHT CLIMB UP THE LADDER DRINK THE WHITE WINE PULL THE BELL CORD WEAR THE STUPID HAT -> also PUT ON THE STUPID HAT TURN THE DOORKNOB PLAY WITH THE DOG TALK TO THE OLD MAN ABOUT THE WEATHER Compound commands can be created by connecting single commands (like those above) with "AND", "THEN" or the punctuation symbols "," or ";" to connect two or more separate commands. However, "end-of-sentence" punctuation symbols like ".", "!" and "?" should not be used. Below are a few examples of valid compound commands: TURN THE DOORKNOB THEN ENTER THE ROOM CLIMB DOWN THE LADDER THEN SOUTH, WEST AND NORTHWEST DROP THE FOOD AND THE BOTTLE THEN UNLOCK THE DOOR AND THEN LEAVE GET THE TORCH, LIGHT IT WITH THE WOODEN MATCHES, THEN EXAMINE IT If the game understands all of the words in your command, but still seems confused by the command -- then try to say the same thing using fewer words and a simpler sentence. When in doubt, simplify your commands as much as possible. This also saves typing effort. SPECIAL COMMANDS: The game uses a number of special commands for various "housekeeping" chores. These are all pretty standard for most adventure games, specifically: HELP May (or may not) give you a hint. RANK Will summarize your progress, so far. INVENTORY Will display a list of the items you are carrying, and those items you are wearing. BRIEF Will cause location descriptions to be brief. VERBOSE Will cause location descriptions to be verbose. LOOK Will give you a full (verbose) description of your current location. LIST EXITS Will list the obvious (visible) exits from your current location. There may be other ways to exit the location, but they may not be obvious. OOPS Will allow you to edit (using the cursor keys, and the delete, insert and backspace keys) your previous command. For example, if you enter THORW ROPE by mistake, OOPS will enable you to edit this command and correct it to THROW ROPE. SAVE Will save the current game status on disk. RESTORE Will restore a previously saved game from disk. SCRIPT Causes output to go to both the screen and a printer (using the LPT1 port). UNSCRIPT Causes output to go to the screen only. QUIT Quits the current game session. Always exit using QUIT, so the game can erase some temporary data files and save disk space! FUNCTION AND ALT-CURSOR KEYS: The combination of the ALT key and the cursor keys have all been programmed to create an input command corresponding to their respective movement or compass directions, i.e., the ALT key and the up-arrow key causes a NORTH command to be generated, the ALT key and the home key causes a NORTHWEST command to be generated, etc. Similarly, the function keys have been predefined to stand for several of the most frequently used commands. Further, by giving the command DEFINE, you may re-define any of the function keys to give any input command you wish. For example, in this game you might find it useful to re-define one of the function keys to give the command KILL ORC WITH AXE or GIVE CANDY TO BABY. Hitting the '?' key (during the game) will display a diagram of keys and their current definitions. The function keys have been pre-defined to be words that are especially useful in Thief: F1 - get F2 - drop F3 - examine F4 - read F5 - hole F6 - look F7 - inventory F8 - rank F9 - score F10 - help They can still be re-DEFINE-d to whatever you want, though. LOOK AND FEEL OPTIONS: This particular game is using a beta-test version of the Adventure Game Toolkit which allows the user to customize the manner in which the game's general interface is defined and to specify the game's overall look and feel. The user may define color schemes, status line options, command input method, size and "layout" of the screen, etc. Once the player has a set of look and feel options he or she likes, these options may be saved as the standard defaults for this game and any other AGT game the user plays. One of the options available is a unique "menu-driven" parser that allows the player to enter game commands by selecting words from a menu. This option is particularly helpful for players who are often frustrated by their inability to figure out an adventure game's vocabulary, since the menu always displays a list of "feasible" (though not always smart or even appropriate) commands from which the player may make a selection. The look and feel options are accessed by hitting the ESC key during the game (i.e., not now). "POP-UP" HINTS: This game also has a "pop-up" hint system. Type THINT before running Thief to install the hints, and use OUT to remove them from memory after playing. Any time you are stuck and need a hint, hit the key and the key together and a menu-driven system of hints for the game will pop-up for you to use. Hitting the ESC key will return you to the game when you are done with the hints. A word of warning: not all of the things mentioned in the hint file exist in the game. This is normal. However, unlike other (kinder) game writers, I have NOT mentioned which ones are the fake ones, not even in the last clue. So I suggest you use only those sections of the hint file which relate to the problem you are having. If you read something that doesn't actually exist, your train of thought might be fatally derailed. The exceptions to this rule are the sections marked: "Miscellaneous", "General Questions", and "About This Game", which are safe for general reading. FINALLY: Registration for the game involves sending a picture postcard of your local area to the address below. If you manage to finish the game in less than 196 moves (my record), send me a postcard and a printout on disk to prove it, and I'll send you a cash prize (something around $US25). First person only, and no cheating, because I wrote it and I can tell. Good Luck! Joel Finch 21a Sandy Creek Road Gympie QLD 4570 Australia