                        -----------------------------
                         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:
     <verb> <(multiple) noun phrase(s)> <preposition> <noun phrase/object>

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 <Alt> key and the <H> 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
