Short: The Multi-Dimensional Thief (AGT) Author: Joel Finch Uploader: Bill Hoggett (mas supplies easynet co uk) Type: game/text Requires: an AGT interpreter (e.g. AGiliTy) Architecture: generic Multi-Dimensional Thief © Joel Finch 1991 Text adventure written with AGT by David Malmberg and Mark Welch ------------------------------------------------- How To Play The Multi-Dimensional Thief Adventure ------------------------------------------------- COMMANDS AND VOCABULARY: The M-D THIEF Adventure Game 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: PLACE A RED ROCK IN THE SMALL BOWL PUT THE GREEN ROCK AND THE SMALL PEBBLE BEHIND THE OAK TREE READ MY POETRY BOOK SWIM IN THE SWIMMING POOL EXAMINE THE GOLD RING, THE DWARF AND THE SILVER NECKLACE EAT THE CELERY, THE TUNA, THE APPLE AND THE ONION THROW THE BATTLE AXE AND THE LARGE ROCK AT THE WEREWOLF SHOOT THE BURGLAR WITH THE REVOLVER ATTACK HIM ("HIM" will refer to last noun mentioned, e.g., the burglar) FIRE THE LASER PISTOL AT THE ALIEN MUTANT GET THE BOOK (also: TAKE THE BOOK) READ IT ("IT" will refer to last noun mentioned, 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) GET THE KEYS, BOTTLE, FOOD AND THE CLOAK EXAMINE THE KEYS, BOTTLE, FOOD AND CLOAK PUSH THE RED BUTTON AND THE GREEN BUTTON UNLOCK THE FILE CABINET WITH THE STEEL KEY JUMP THROUGH THE OPENING JUMP OVER THE LOG NORTH SOUTHWEST PLACE AN AXE AND THE SHIELD NEXT TO THE BIG TREE PUT THE FOOD ON THE KITCHEN TABLE TURN ON THE FLASHLIGHT LIGHT THE TORCH WITH THE WOODEN MATCHES SCREAM AT THE UGLY TROLL CLIMB UP THE LADDER EXTINGUISH THE FIRE (or PUT OUT THE FIRE) DRINK THE WHITE WINE THROW THE FIRE WOOD IN THE STOVE PULL THE BELL CORD WEAR THE STUPID HAT (also: PUT ON THE STUPID HAT) TAKE OFF THE HAT (also: REMOVE THE HAT) NE (for NORTHEAST) DROP THE KEY AND THE BOTTLE ENTER THE CAVE XYZZY (i.e., a "magic" word) TURN THE DOORKNOB PLAY WITH THE DOG TALK TO (or TALK WITH) THE OLD MAN (ABOUT THE WEATHER) TELL JEFF ABOUT THE SWORD ASK JODIE ABOUT THE CRIME 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 CAVE CLIMB DOWN THE LADDER THEN SOUTH, WEST AND NORTHWEST GET THE CLOAK AND THEN EXAMINE IT; READ THE LABEL 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 GAME Will save the current game status on disk. RESTORE GAME Will restore a previously saved game from disk. SCRIPT Causes output to go to both the screen and a printer (using the LP1 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 the M-D 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 special "beta-test" version of the AGT (Adventure Game Toolkit) that 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. 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 though 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 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