Alternate Reality: The City



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MAPS

Notes:

1. These maps were made from the ST version of the game but should be OK with the Amiga version.
2. The dungeon is unavailable without the add-on dungeon disk.

Map Legend
Map Legend


City Map NW
Map: NW


City Map NE
Map: NE


City Map SW
Map: SW


City Map SE
Map: SE

TIPS

Save your character often to a separate backup disk!

Use a fast copy utility, DO NOT use the backup utility that comes with the game.

Copy your character to several disks when:

Avoid Brown Mould, Black Slime, and Giant Rats as often as possible until you are either rich and can afford trips to the healers, or can defeat these monsters. Tricking them is a successful means of defeating these disease giving creatures IF you have high enough intelligence.

Do not carry more food, water, gold and gems then you really need to. Excess weight will cause your character to become weary sooner and reduce your adventuring time between stops at the inns.

Do not bother to examine or taste potions, just sip. Avoid too many protection potions as this will cause your character to crash.

While still a lower level character, avoid being out at night or in the rain.

When you find a weapon, always equip it as a secondary weapon in case it is cursed.

Alternate Reality begins with the first of six scenarios in The City. Your character, after escaping from the spaceship in which he was abducted from his home, will find himself facing the Floating Gate in the City Square. Your character will have 3 packets of food, 3 flasks of water and some money. Although food and water will always be of concern in this game, you need not worry about them at this time but you do need a weapon.

To the north and south of this position are shops. To the west is a smithy; and to the east, one of the three banks. Near the bank there is a tavern, and near the smithy there is an inn. Turn to the west and enter the smithy. Make an offer on a dagger of slightly under whatever your character was given at the start of the game. If the smithy will not accept this offer, try making an offer on a stiletto.

Once armed, you are prepared as a beginning character to take on The City. The City is primarily a game of mapping and building your character for the scenarios that are supposed to follow.

Although the city square is reputed to be one of the safest parts of town, it is not the cheapest; and you will need to find cheaper inns and taverns in order to survive the initial development of your character.

In The City there are:

7 inns
14 taverns
3 banks
15 shops
4 smithies
2 healers
12 guilds

Inns provide a safe place for your character to rest and regain hit points. Inns will also allow you to check the time.

Taverns supply food and water. Food packets and water flasks are never offered for sale at the same time.

Banks will allow you to deposit your money in three types of accounts with increasing risk. They will also purchase gems and jewels.

Shops sell a wide variety of clothing which is of little importance in this first scenario. Shops also sell compasses for 5 silver pieces.

Smithies sell armour and weapons. As with the shops, prices vary and few items are cheap.

There are two healers. Healers can serve a variety of purposes, but are most useful for curing disease.

LOCATIONS

There are 12 guilds in The City. In this first scenario your character may not join the guilds, but they still have their usefulness. Your first visit to a guild will improve one of your stats or your chances of surviving. Guilds can also remove curses from weapons and armour. Prices for these services vary from guild to guild.

The map for The City is 64 squares by 64 squares. Square 1,1 is in the southwestern corner. When I give locations, I will be giving first the number of squares north on the map, the second number will be the number of squares east on the map. When I give the location of a place, the coordinates listed will be those of the actual place. If you must enter from a specific direction, and it is not an obvious door, these directions will be listed after the coordinates.

INNS



LocationRemarks
26, 32Prices high*
25, 33Prices high*
24, 33Reasonable
20, 10Reasonable
04, 32Very expensive
07, 61Cheap
53, 34Reasonable
55, 29Cheap
(*these are both the same inn)

More hit restoring benefits seems to be gained by renting a room with a bath, but this is not a universal rule. Let your purse and needs decide.

TAVERNS



LocationRemarks
30, 40Expensive
20, 33Reasonable, hours limited
25, 08Reasonable, hours limited, enter from south
13, 14Reasonable, special song at midnight
10, 45Reasonable
03, 61Cheap
31, 61Reasonable, enter from east 32, 59 to 32, 60 south to 31, 60
34, 58Dues to join, expensive, enter from North
36, 06Reasonable
36, 07Reasonable
55, 02Dues to join, limited hours
63, 21Cheapest, enter by going north at 63, 02, then go east to 64, 21, then South
54, 34Dues to join, limited hours
57, 53Reasonable, can be entered from south or west

Food packets and/or Pemmican will never be offered at the same time as water flasks. Menus change hourly. It is easiest to find food on even hours, and water on odd. This is not universally true, but a good guide. Almost all taverns sell food at midnight.

BANKS



LocationRemarks
28, 39Interest rates are lower but investment is safe
07, 31Higher interest rates, more likely to lose money
62, 03Higher interest, most risky, enter from south at 61, 02

Banks that offer higher interest for your deposits are more likely to have bank failures.

SHOPS



LocationRemarks
25, 36 
31, 36 
14, 01Enter going west from square 15, 06
13, 04Enter going west from square 15, 06
06, 20 
16, 26 
09, 52 
10, 53 
19, 56 
37, 47 
56, 34 
57, 38Enter from North
62, 61 
60, 27 
44, 21-22 
38, 10 

Shops carry a wide variety of clothing which has no importance in THE CITY, but will become important in THE DUNGEON. Shops have different hours. All shops sell compasses for 5 silver.

SMITHIES



LocationRemarks
28, 33 
10, 55 
35, 51 
33, 20Enter from north

Smithies have different hours. Goods and prices may change but almost everything is expensive.

HEALERS



LocationRemarks
20, 05 
30, 30 

Healers tend to be open for business on Odd hours. Repeated visits in one day will cause prices to increase.

GUILDS



LocationGuildRemarks
44, 35Thieves Guildincrease skill, enter from West
03, 56Assassins Guildincrease stealth, north from 02, 57 to south from 04, 56
15, 48Red Wizards Guildincrease strength, north from 13, 47 east to 14, 48 North
22, 34Dark Wizards Guildincrease charm
48, 19Blue Wizards Guildincrease speed, enter from West
12, 28Star Wizards Guildincrease hit points and strength
15, 06Physicians Guildincrease hit points, enter from West
05, 03Light Wizards Guildincrease wisdom, enter from West
60, 51Wizards of Chaos Guildincrease charm, enter from East
50, 58Guild of the Orderincrease intelligence
50, 62Wizards of Law Guildincrease wisdom
43, 12Green Wizards Academyincrease stamina, enter from north

Guilds will raise your stats on your first visit to them. Guilds can remove curses from armour and weapons. Costs vary from guild to guild, prices can be as low as 2,000 or as high as 11,000 coppers.

POTIONS




COLOURTASTESIPEFFECT
AmberPlainCautionCure Poison
AmberPlainDangerousPoison
AmberSourSafeSpirits
AmberSourSafeBeer
BlackAcidicCautionInvulnerability Fire
BlackAlkalineCautionInvulnerability Water
BlackBitterCautionInvulnerability Mental
BlackBitterUnsureDelusion
BlackDryCautionInvulnerability Power
BlackPlainCautionInvulnerability Sharp
BlackPlainCautionInvulnerability Blunt
BlackPlainCautionFleetness
BlackSaltyCautionInvulnerability Air
BlackSourSafeBeer
BlackSourDangerousStrong Poison
BlackSourCautionInvulnerability Earth
BlackSweetCautionInvulnerability Cleric
ClearAcidicSafeCure
ClearAcidicCautionAcidic Water
ClearAcidicDangerousAcid
ClearAcidicCautionCleanse
ClearBitterCautionUnnoticeability
ClearDryCautionMineral Water
ClearDryCautionInvisibility
ClearPlainCautionWater
ClearPlainCautionInvisibility
ClearSaltySafeSalt Water
GreenSourCautionHeal Minor Wounds
GreenSweetDangerousUgliness -1 Charisma point
OrangeBitterSafeInebriation
OrangeSourCautionProtection +2
OrangeSweetCautionProtection +1
OrangeSweetDangerousDumbness -1 Intelligence point
RedAcidicSafeVinegar
RedBitterCautionStrength
RedDrySafeWine
RedSweetCautionTreasure Finding
RedSweetDangerousDeadly Poison
RedSweetCautionFruit Juice
SilverBitterDangerWeak Poison
SilverBitterCautionIntelligence
SilverPlainCautionCure Major Wounds
SilverSweetCautionCharisma
WhiteAlkalineCautionMilk
WhiteAlkalineCautionHealing
WhiteAlkalineDangerousPoison
WhiteBitterDangerousSlowness
WhiteSaltyCautionHeal All
YellowBitterCautionNoticeability
YellowDryDangerousWeakness -1 Strength point
YellowPlainCautionCure Wounds

Potions can be helpful or harmful. The higher your wisdom and intelligence the more easily you will be able to identify the potions. Some potions such as Fleetness, Protection +1, and Protection +2 have a greater frequency of occurrence than do the others. Which potion you receive is randomly decided by the program when you un-seal the potion.

You can increase your control over potions by saving them, saving your character, making backup copies, re-entering the game and trying them. If you are not satisfied with the potions you can then restore and try again. Treasure Finding will greatly increase your ability to find money, potions and weapons!