Detailed instructions for use are in the User's Guide.
[. . . ] We advise that parents should monitor the use of video games by their children. If you or your child experience any of the following symptoms: dizziness, blurred vision, eye or muscle twitches, loss of consciousness, disorientation, any involuntary movement or convulsion, while playing a video game, IMMEDIATELY discontinue use and consult your doctor. PRECAUTIONS TO TAKE DURING USE · · · · · Do not stand too close to the screen. Sit a good distance away from the television screen, as far away as the length of the cable allows. [. . . ] The key icon will zip the centre of the screen, indicating that it can be used on other objects. Using the door while your key is centered will use the key on the door. While one of these tool objects is currently selected, you will be unable to use most fixed-in-the-world objects. For example, if a key is your currently selected object, you will be unable to press buttons or pull levers.
Picking pockets
The great thing about being a thief is that you can pick up things that someone else foolishly thinks they're hanging on to. Of course, the pocket hasn't actually been invented yet, but many people will have a key or a purse of coins hanging at their hip. If they don't know you're there, you can take their possessions right off their belts!This works just as if the object were sitting out anywhere else in the world, the only problem being getting close enough to remain undetected by the object's onetime owner!
15
STEALTH
The most important asset you have as a thief is secrecy; success will come only to those who can avoid being noticed. There are three ways to fail at this important task: · you can be seen · you can be heard · you can leave behind signs that a thief has been at work
Don t Be Seen
As a master thief, you have the ability to become practically invisible while in shadows. If an enemy is otherwise ignorant of your presence, he can pass quite close to you without seeing you, as long as you are concealed in darkness. If you hear someone approaching, the best course of action is often to hide in a deep shadow until the threat has passed. You can make your own areas of darkness by using your water arrows to shoot out torches and gas-lights. You can also "listen at doors" (eavesdrop) by leaning into the door. (Press "Q" to lean left, "E" to lean right and "ALT-W" to lean forward. ) You are also a great pickpocket, and can steal keys, pouches, potions, and even arrows from passers-by. They must be unaware of you for pickpocketing to succeed, so for best results, hide in a shadow and wait for a victim to pass close by.
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COMBAT
Sometimes, thieving can be made easier by a measured application of force. Usually, this means a stealthy sword-blow from behind, or a well-placed arrow shot from a place of concealment. In a desperate situation, a frontal one-on-one melee may be the best option. If there are two or more guards bearing down on you, running away is almost always a better option than fighting. (The default is the left mouse button. )
The Sword
To draw your sword, press the "1" key. You'll see a spinning sword in the lower left corner of the screen, showing you the currently selected weapon. While your sword is drawn, you will move slightly slower than your normal speed and you will be more visible to enemies. Also, remember that people in the world who might otherwise ignore you could become alarmed if you have your sword drawn and raised to strike. To attack with the sword, press and hold the attack button to draw back the blade, and release the button to swing. [. . . ] After a few seconds, the handle will turn completely, you'll hear a satisfying click, and the door will open. If you try using one lockpick, and hear only a single short click, try the other pick. Sometimes you'll use a pick for a few seconds, and the handle of the door will only move part of the way. Some locks are so well constructed that you may need to change lockpicks more than once, as each use of a pick only gets you part way through the lock. [. . . ]