To make... a box.
There is a certain set of video tutorials that explain multires by having the viewers create a box. Although a box might be a silly example, it serves the purpose, and it introduces some useful editing techniques.
So I'm going to use the box example, but with a few variations that I think make it easier. So go back into blender. Delete your old sculpt, and if you'd like, save the file as something new. Now create a new sculpt mesh. Make it a cylinder with multires subdivision, just like the previous one. In the Edit Buttons, click "Set Solid" (marked in green) to give the mesh sharp edges instead of smooth ones.
Now switch to the top view (NUM7), go into edit mode (TAB), then deselect everything (A). Then with the Box Select tool (B) select the bottom part of the circle, like the first image below. Then, making sure proportional falloff
is OFF, press S to scale, Y to scale along the Y axis, then press 0, then ENTER. You should end up with a straight line of vertices, like the second image below.


Now select some vertices on one side and press S, X, 0 to make on of the sides of our box. Keep doing this until you have a square or rectangle that looks something like this:
Now lets also cap off the top and bottom. To do this, go to the front view (NUM1) and select the top and bottom edge loops. Then press S, SHIFT-Z, 0. This scales everything except the Z axis down to a point.
Then make sure the top a bottom are flat. Use the Box Select tool to select the top point you just made and the next edge loop and scale Z to 0. (S, Z, 0) Do the same for the bottom.

Note: To anyone with OCD, I apologize for my terrible box. As you can see, it isn't very even. I did this on purpose, though.. Lets bake this sculpt and upload it to the grid.

Tada! Up close, this cube looks pretty good, right? But as we zoom further away, the corners start doing weird things. You've probably seen similar behavior in a lot of sculpties in Second Life.
So what do we do about it?