

Guidebook to Alternate Reality - The City

Written by Kathi B. Tremblay


ALTERNATE REALITY IS A REGISTERED TRADEMARK OF PARADISE PROGRAMING, INC.
(c) 1985, 1986 INTELLICREATIONS, INC. ALL RIGHTS RESERVED
PRINTED IN USA


Welcome to The City of Xebec's Demise. Read this Guidebook before
entering. It gives you important information for survival. The separate
Reference Card gives specifiv instructions for using your computer to
enter Alternate Reality.

A map of The City is included in your package. The Floating Gate, in the
centre of the map, is surrounded by Granite Bank, Best Bargain Store,
Best Armorers, and Tail of the Dog Tavern. Use this base to explore the
rest of The City.

There are many establishments in The City. This list will help you in
your travels. Inns: 7; Taverns: 14; Banks 3; Shops 15; Smithies: 4;
Healers: 2; Guilds: 12 (you can't join Guilds, but they're useful in
other ways).

In addition to the game, you need a blank, formatted disk to use as a
Character Disk. Without a Character Disk, you can't save a game. Refer to
your computer user's guide for instructions on formatting a disk. Be sure
to format the Character Disk on the drive you'll be using in the game.

Note: Never play with a different Disk 2 (Side 2, on the Apple) than the
one you use to create a character. If you create a character using your
backup of Disk 2, always use the backup disk when playing with that
character. If you use the original game Disk 2 when creating the
character, always use the original game Disk 2 to play with that
character.

Please fill out and return the enclosed Datasoft Product Registration
Card. This automatically enrolls you in our Alternate Reality Players'
Club.

If your disks are accidentally damaged or destroyed, you can get backup
copies for $15. Send the damaged disk, proof of purchase (box or
receipt), and a check or money order to:


DATASOFT CUSTOMER SERVICE
Dept. B
19809 Nordhoff Place
Chatsworth, CA 91211-9969


You're kidnapped by an alien spaceship and find yourself in a room with
only one exit. Through this dorrway you see The City of Xebec's Demise.
An energy field moves across the opening. Overhead is a panel with
constantly changing numbers. As you go through the door, the numbers
freeze. This sets you levels of Stamina, Charm, Strength, Intelligence,
Wisdom, Skill, Wealth, and Hit Points. The higher these Stats, the better
your chances are in The City. You decide whether you're Good or Evil.

During the first few days, you're extremely vulnerable to foul play. The
safest area of The City is near the Floating Gate. Of course, safety
isn't your only consideration; there are benefits to discover in the more
dangerous locales. But keep a low profile until you're familiar with The
City. And avoid Encounters with life forms that are obviously superior
(don't tease a Wizard for example!).

Have enough sense to come in out of the rain! Bad characters like bad
weather. It's also dangerous to be out at night. Find an Inn and check
in before sundown. A good night's sleep does wonders for your Stamina
and restores Hit Points.

Keep an eye on your Stats. You can become hungry, thirsty, or tired. Find
a Tavern for food and drink, an Inn for rest. You have a little money;
use it wisely. A compass, availible in most Shops, is a wise investment.
It's helpful to remember that the inventories in Shops and Smithies
change daily.

The values at the top of the screen help you decide what action to take.
Increasin these levels is important to achieving your goals. Good Stamina
is useful in surviving hardships. Charming an opponent, naturally,
requires Charm (charisma). Strength gives you an advantage in a fight;
Skill helps you avoid blows from an adversary. Intelligence is crucial
for tricking your enemies, Wisdom for making decisions. Hit Points are
very important: the more you have, the harder you are to kill!

You are closely monitored! Don't think the Stats at the top of the screen
make up the whole. Many things, including your personality, are
constantly taken into account by the computer. To achieve your goals, be
yourself!


Secret Passages: There are many Secret Doors and One-Way Walls in The
City. A Secret Door looks like a wall, but you can walk right through it
(accompanied by a whooshing noise and an odd melody). One-Way Walls are
invisible on one side. You can pass through the invisible side, but not
the visible one.


Inns: offer lodging for a price. They're also Time and Date information
centres.


Taverns: sell food and drink and offer entertainment. The menus change
hourly. Often, the songs sung in a Tavern give you important clues.


Alcohol Taverns: serve alcoholic beverages. Alcohol is also an ingredient
in many Potions. Drink in moderation. If you're drunk, movement is
hampered, manipulating screens is difficult, and you may even experience
blackouts. Find an Inn and sleep it off.


Smithies: As you approach a Smithy, you may hear the Smith hammering away
on his anvil. New Weapons purchased at a Smithy are never Cursed. But
prices (and quality) vary greatly; bartering is essential. When buying a
Weapon, remember that each has unique characteristics. For example, a
Longsword is a better offensice Weapon than a regular Sword; but the
regular Sword is a better defensive Weapon.


Banks: offer investment plans for your money. The higher the interest
rates, the greater the risk. They sometimes offer money for gems and
jewelry. Banks have regular hours; you can't do business in the middle of
the night!


Shops: offer a variety of wares, usually ornamental. If you become
wealthy, you may want to deck yourself out according to your station.


Healers: There are Places of Healing in The City. Like vlinivs
everywhere, a fee is charged for services. There are some effects of
Disease or Poison that don't show up right away, so don't wait! If you're
wounded, ill, or poisoned, see a Healer as soon as possible.


Guilds: Guilds are very particular about accepting new pledges, so don't
expect to be welcomed as a member on your first visit. However, even a
first visit is rewarded with Character-enhancing knowledge. And, for a
fee, any Guild will help you get rid of a Cursed Weapon.


Treasure takes many forms: Jewelry, Weapons, Armor, Potions, Money, and
other special items. All treasure, except gold, silver, and copper, is
potentially Magical or Cursed. Pick something up to discover its unique
properties. Magical items are valuable; Cursed items can be a source of
great dispair.


Gems and Jewelry are obtained after Encounters or found in Treasure. Take
them to a Bank for appraisal and sell them. Appraisals vary from Bank to
Bank.


Weapons are necessary for survival. Even if you abhor violence, you need
a Weapon for self-defence. Some creatures in The City will attack you, no
matter how nice you are, and bare hands are rarely useful.
There are three ways to acquire Weapons:

1. Finding them after an Encounter
2. Finding them after uncovering a Treasure
3. Buying them from a Smithy

Always Examine a Weapon carefully before picking it up. The more
Intelligent you are, the easier it is for you to tell if it's Magical or
Mundane (normal). Magical means it has special properties: it's very
valuable or it's Cursed. Onve you Pick up a Cursed Weapon, you can't Drop
it; you need help to get rid of it. Pick up any Weapon you find as a
Secondary Weapon. This way, if it's Cursed, you aren't stuck with it as a
Primary Weapon while you travel to a Guild for help. Note: A Shield
should always be used as a Secondary Weapon.

If you find a Weapon you want while carrying the maximum load, Drop one
of the Weapons you already have to Pick it up. A Weapon must be Ready as
either Primary or Secondary Weapon in order to be dropped. Follow the
prompts.


Potions: Some Potions are beneficial in advancing you Character. When you
find a Potion, decide wether to Keep it, Leave it, or Use it. Once you
Open a Potion, Examine or Use it right away. The Potion deteriorates once
the seal on the container is broken. Examine a Potion for colour. To find
out more, Sip or Taste it. Each Sip or Taste tells you a little more
about the Potion. Many Potions are unstable and disappear during
examination. To save a Potion for later, don't Open until you're ready to
Use it.

There are four major categories of Potions:

Benign: Water, Fruit Juice, Milk, Mineral Water
Advantegous: Invulnerability, Cure, Potions to aid Stats
Disadvantageous: Strong Alcohol, Potions to Diminish Stats, Weak Poisons
Dangerous: Strong Poisons, Acids


Poison in your system usually causes death. When poisoned, you sustain
initial Hit Point and neurogical damage in line with the strength of the
Poison. If you're lucky enough to find a Potion that cures Poison, drink
it. Otherwise, find a Healer right away.

There are four ways you can be Poisoned:

1. Swallowing poisonous Potions
2. Being clawed by a poisonous creature during an Encounter
3. Being bitten by a poisonous creature during an Encounter
4. Being hit by a poisonous tail during an Encounter


Disease, untreated, causes death. Contracting a Disease results in Hit
Point and neurogical damage in line with the severity of the infection.
If you get a Disease, drink a Potion that Cleases or seek out a Healer.
If you're clawed or bitten in an Encounter, find a Healerto prevent
possible infection.

There are three ways to contract Disease:

1. Contact with bacterial spores from Mold and Slime
2. Being clawed by a diseased creature
3. Being bitten by a diseased creature


Encounters with being in the City are common. The five categories of
Encounters are listed below in the order most favourable to you.

1. You Suprise a life form
2. You Notice a life form (before it sees you)
3. You See a life form at the same time it sees you
4. A life form Notices you first
5. You are Suprised by a life form

In an Encounter, you are either Engaged or Disengaged. There are separate
menus for each of these options.


Engaged means you must battle the life form or try to become Disengaged:

Sneak attack is availible when you Suprise a life form. Since your
opponent is unaware  of your presence, you have the advantage.

Lunge is a two-handed blow that can land with great force. Beware: if
this blow fails, you have virtually no defence against retaliation.

Attack is the standard fighting maneuver. You move offensively while
maintaining a decent defense.

Parry is an offensive move offering the highest possible defensive
posture.


Disengaged lets you deal with your opponent in a less violent manner:

Trick an opponent if you're Intelligent. If a Trick fails, try it again.
Beware: You're not prepared for defense if the Trick fails.

Charm an opponent if youre Charm is high.


Some options are found in either menu:

Ready an item if you have something appropriate, like a Weapon.
Use item you have Ready.
Leave to get out of the Encounter.


Tailor your Encounter strategy to fit you condition and the kind of life
form confronting you. It's easier to Trick a Warrior than a Master Thief.
Don't expect to Charm or Trick mindless life forms; you'd look pretty
silly trying to Charm Mold!


Life Forms: There are many life forma in The City:

The Poor are humanoids who have no amition or have met with some
catastrophe that has put them in dire straits.

Commoner: These are individuals with no special skills or distinctions.

Merchant: You usually see these capitalist types on their way to or from
wheeling-and-dealing. They work hard to keep The City's economy healthy.

Couriers: There's no telephone or telegraph, so Couriers are necessary
for delivering messages as well as parcels.

Guard: Most Guards are employed by the nobility. They're The City's
policemen.

Gladiators are proven fighters from the Arena Games.

Noblemen are rich and powerful. They live in the Palace and are fond of
Games in the Arena. When out in public, they're attended by their private
Guards.

Dwarf: Short (4 feet tall) and stocky (150 pounds), Dwarves are
interesting characters. They're resistant to many Poisons and Magic
Spells, have excellent night vision, and are terrific close combat
fighters.

Mages, Wizards and other magical types dwell in The City. Most are
associated with Guilds or other learning institutions.

Thief: There are many Thieves in The City, each with his own criminal
specialty.

Assassin: Hired killers strike swiftly, without warning.

Imp: Short (2 feet), devilish fire-breathers, Imps have long,
dagger-like, poisonous tails. Avoid them!

Night Stalker: Legendary creature of the night. An extremely powerful
beast that no one can be certain doesn't exist.

Others: There are many other creatures, mostly evil, in The City. You
must be constantly vigilant.


Coming Soon in the Alternate Reality Series from Datasoft!

The Dungeon is a world shrouded in mystery. This subterranean realm feeds
off your terror and serves it back to you. Rich treasure and exciting
adventure await you beneath The City. Are you strong enough to take the
risk?

When The Dungeon is conquered, you're ready for the challenge of The
Arena. For the first time, you see and control yourself in actual combat.
If you survive your first contest, you have the privilege of mingling
with the martial arts scholars who live in The Arena.

The Palace brings you to the pinnacle of life in The City. The Castle and
other upperclass establishments are now open to you. You may buy property
in The City and have a home to return to at night. Your social standing
continues to grow, your knowledge and strength increase, until you are
ready to travel into the world beyond The City.

The Wilderness takes you beyond the gates of The City and leads to the
mountains that have tantalized you ever since your arrival. You travel
over hot deserts, through think forests, perhaps even over water, until
you reach the rocky goal. You cannot climb the mountains, but there is a
way in.

Revelation beings where The Wilderness ends. The answers to all your
questions about Alternate Reality are now revealed. You make startling
discoveries and prepare yourself for the final step.

Destiny is the last episode in the adventure. Here you must make the
ultimate moral decision: Return to Earth or seek revenge on your
kidnappers.

These Alternate Reality episodes will be availible for Atari, Appel II
series, Commodore 64/128, IBM PC/PCjr, Amiga, Atari ST, and Machintosh
computers.
