   =========================Alternate Reality===========================
   ----------------------------The Dungeon------------------------------

This is the only legible portion of a tattered diary found on a Dungeon
staircase, near the portal they call Death's Door 

--Day five:

  I wandered through a sparkling crystal corridor for a couple of days. As
I grew tired, I got careless and scratched my arm on the sharp edge of an
achway. I didn't think much of it, it was such a minor injury. But,
gradually, my weariness lessened and I could feel my strength growing and
growing. The further I walked, the heavier I felt, and the slower my steps
became. It was becoming difficult to breath. I knew I needed help, or the
crystal poisoning would be the end of me. Finally after frantic searching I
found a potion that ailed me. What a close call!

--Day Eleven:

  It's hard to believe but I found a maze even trickier than the one
leading to the Star Wizard's Guild in The City! After wandering around for
what seemed like an eternity, I made a discovery.  It's called Lucky's
Potion Brewery. Here, a traveller can select from all the varieties of
Potions and get the specific ones he needs. Naturally a transfer of funds
is required.

--Day Seventeen

  When I enetered The Dungeon I had many weapons, strong armor, and heaps
of experience; but my soul was an embaresment to my fellow humans. Staying
alive in The City had taken away my moral sensibility. Ironically, the
gloom in The Dungeon lit my awareness: I was evil and I was sorry for it.
Was it too late to save myself?

  As I reflected on my condition, I stumbled into a doorway. I looked
around to discover I was inside a small Chapel! Were those tears in my
eyes?

  I took a deep breath and listened to what the chaplin had to say. If I
gave up all my wordly possessions, I could have this black spot removed
from my soul! It wouldn't make me perfect, but would set me back on the
right track. But I was rich! What a choice: My soul or my wealth.

                     Alternate Reality: The Dungeon
                       ...the adventure continues

   =========================The Instructions============================
   -----------------------------Prologue--------------------------------

  Heavy eh? Well now that we're past lets get down to the basics. Welcome
to the Dungeon. And first I'de like to point out that information in this
manuel was tooken entirely from characters emerging from the Dungeon. Some
where sick,some where delierous, and some where simply tall-tale-tellers.So
some of this information may not be entirely true. There are two ways to
enter the Dungeon one is by using one of you're characters from the classic
City, the other way is to start off fresh with a brand new character in the
dungeon. This will be covered later but first a few rumors stated in the
instructions.

  The Dungeon is a War Zone:Goblins and Trolls have been battling each
other since time emmomorial. Learn to use this to you're advantage.

  Some folks in the dungeon provide hints, tips, and bits of information.
Some of their rummors are helpful, but many are useless. The Oracle,
however, never lies. This all seeing eye knows your life's history...and
youre future. It only discloses important facts.By the way The Oracle of
Wisdom is located directley beneath the Floating Gate.

Commands

  Here are some important commands that aren't on any menue.An "En" means
you can use this command during an encounter, an "Ex" means you can do it
while exploring (Walking around)

 C  Cast a Spell (En/Ex)
 D  Drop an item (En/Ex)
 E  Examine Spells or Items,invintory, time stops when you do this (Ex)
 U  Use any item (En/Ex)
 P       
 G  Get an item you've dropped or discovered (Ex)
 S  Save Game (Ex)
 Q  Quit a game without saving it.

Death

  Death occures when you're hit points reach 0,not under 0 like in the
City. It is possible to bring back a dead character in this game.Simply
start over to the opining menue and Continue the character (It should say
(LOST) next to his/her name), only downfall is you'll loose one point from
a randomly chosen stat.

Note to City Veterens

  The city was developed mainly to create a truly awesome character.The
Dungeon is FAR more complex and difficult. You will inbark on quests that
may help answer some of the City's mysterious questions.

ONCE YOU ENTER THE DUNGEON YOU CAN'T RETURN TO THE CITY!

  So before leaving into the Dungeon gather all you'r&wealth from all the
Banks and go to one of the Dungeon entrances.When you get there save the
character when he is right in-front of the doorway(Note:If you're sick or
diseased you cant enter) then boot the dungeon and go to transfer City
Character and follow the prompts.

Newcomers to A.R.

  After booting the Dungeon go to Begine new Character.Follow the prompts
and eventually you'll be standing infront of the entrance to the Dungeon.
Above you stats will be rolling by, hit the space bar when you wish to
recieve the stats that are in view.

-------------------------------Stats---------------------------------

  Stats are increased by magic or by going up a level(and some times other
factores).Heres a list of the "Visible Stats"

  Strength-Pretty self explanitory. Determines how much damage you do on
attacks and how much of a chance of breaking down bared doors.

  Stamina-is important if you're to survive.It determines your health,
resistance to magic, and endurance.

  Charm-determines how life forms react to you.The better this is the
better chance you have of making friends in encounters.Also there is no
battle tactic "CHARM" in the Dungeon.

  Intelligence-Is crucial for casting Spells and Tricking (Tricking is EVIL
by the way)

  Skill-helps avoid being hit.It also helps in weilding weapons

  Wizdom-Determines how many Spells you can learn and how easily you
identify potions.

  Experience-Is gained through encounters.This determines when you go up a
Level.Usually this amount doubles for each new level.

  Hit Points-are VERY important.The more you have the harder you are to
kill.When they reach 0...

  There are invisible Stats too among them Physical Speed,Luck and Moral
Allignment.You are closely monitored and the way you react can have effects
on you're over all character.

  Moral Allignment-When you enter the Dungeon as a new character you are
Nuetral,neither good nor bad.If playing from the city,the way you acted up
their determines you're allignment down here.

 -------------------Getting around in the Dungeon---------------------

  When you first enter the Dungeon you are in a "well lighted area" but for
the most part the Dungeon is dark. You need a torch or some sort of magic
in order to see. Magic is better for this because careing a torch means
only one hand free...but you can use a Torch as a flamming club but you
risk loosing it in battle(Things can get whirled from you're hand in
battle)

  Cold and Heat effects you without warning.How badly is determined by how
you're dressed. Being cold makes you hungry and slow, hot makes you thirsty
and fatigued.

  Time-An A.R. year has 12 months of 24 hour days each (1 A.R. hour=about 4
earth minutes),there are 30 days to a month.The months are:Rebirth,
Awakening, Winds, Rains, Sowings, First Fruits, Harvest, Final Reaping, The
Fall, Darkness, Cold Winds, Lights.

  Doors-AS you travel you will find many doors,many you can simply walk
through but some are special.If you walk up to a door but instead of
walking through you get a menue then examine the door (Choise #1) if you
cant figure out why it is locked try again. Eventually you may get one of 3
messages heres what to do for each. If it is bolted then try breaking it
down, it may or may not open but you can try more than once (that is true
for all of these) yet you may loose a few Hit Points. If it requires a key
you need a magic key (from encounters) to open it. Once you use a key it is
gone for ever. If it is Enchanted you may try to break the Enchantment,
wether you break it or not depends on you're Int. and Wiz. Other doors
include: Secret doors; doors that look like walls but you can walk through
them. One way doors, doors that have a wall on the other side.

--------------------------Items reasure---------------------------

  Certan items are crucial for survival others you will just happen to come
by. First here's a list of some of the more important things that you will
need.

  Torches-You'll need these to see in the darkness if you can't use
magic.Also can be used as an ok weapon.

  Compasses-You may not of needed them in the city but they are important
down here.If you own one it will be constantly displayed to the left of the
screen.

  Food Packets ater Flasks-Need these for nurishment.If you get hungry or
thirsty hit U for use and press the appropriate number.Dont over do it!

  Time Pieces-Not really as usefull as helpfull give you an accurate
reading of the present time,but not the date.

  Clothing, Armour, Weapons, Money,etc. are self explanitory (I hope)

  Treasure-Here's where the nifty stuf come into view. Gather diamonds and
Gems-precious ores take them to the Damoneylieus shop and they will give
you a good price for 'em.

  Money-There are 3 types of curency, coper, silver, and Gold! 1 Gold=10
Silver.1 silver=10 Copper.

  Crystals-These bueatiful objects are used for powering Magic Wands.

Wands.

   Cold Wand-Does cold damage to all monsters
   Fire Wand-Does heat damage to all monsters
   Parylisis Wand-Paralysis all monsters
   Fear Wand-Makes most monsters retreat in terror. However there are some
             monsters that are so vicuous that the fear only provokes them
             more so.
   Light Wand-Gives about 6 hours of light
   Healing Wand-Restores up to 50 lost Hit Points

Eyes

   These can be used a limited amount of times then they disappear. So use
them wisely.

   Ruby Eye-Does FIRE DAMAGE to all monsters.
   Emerald Eye-Does WATER DAMAGE to all monsters.
   Sapphire Eye-Does AIR DAMAGE to all monsters.
   Wizard's Eye-Lets you see Secret Doors and gives you light.For a very
                limited amount of time.
   Hypnotic Eye-Bewilders all monsters which gives you the first
                oppurtunity of attack if you wish.

Horns

   Blow these magic horns to get special benefites.When their music is
exausted they *POOF*

   Bronze-This Cornucopia adds 5 Food Packets and 5 Water Flasks to your
Invetory.

   Silver-This instrument does melodic mayhem(??) to all monsters(never
found this one so...)

   Gold-This heals you to full Hit Points(heh heh,from my experience I will
say only this, be ready for a surprise and remember what I said at the
begining of all this.)

Weapons and Armour

   There are many types of Weapons and Armour. Some may have better results
in fighting certain creatures than others. For example if you where
fighting an Ice Demon,a Flaming Club (or any flamming object ie:Torch) will
do more dammage then say a Water Attack.

   Some Armour weapons can wear out and brake, you should be warned ahead
of time before it breaks so that you may have the item repaired. If the
object breaks it simply goes *POOF*.

   Also another interesting fact that I have neglected to add is that all
objects (Unlike the City) have a set weight. How much weight you can carry
is determined by your Strength. So lets say you are carrying, 3 great
swords, a battle axe, a Flail, and 3000 copper, with a Strength of 10
you'll be moving quite slow. When you are carrying too much you will see
the word Imobilised! magicly appear at the bottom right of you're screen.
Drop some stuff till that word disappears and you can be on you're way.

Weapons.

   There is no ideal weapon that will work great aginst all creatures. For
example trying to cut slime with a dagger might be a bit difficult.
Although some of the larger, more massive weapons will probably do some
dammage to any monster. Some weapons are best handled with two hands such
as Staves, Great Swords, etc.So having no Secondary weapon ready may be
more wise.

Armour

   Armour comes in pieces in the dungeon. The areas of the body include
Head, Torso, Arms, and legs, what part of your body a piece of armour
covers is usually pretty obvious. Yet about the only things that cover
you're arms are Gauntlets(No not the Arcade game). Armour comes in many
materials. About the least helpful of which is Leather and about the best
Armour is Crystal Plate.

Note: Banded ______ armour is better than just _______ armour (For example
Banded Leather is better than just Leather).

   Cursed Weapons and Armour

   Some items may be cursed (but only ones found in encounters). There are
many forms of Curses, ranging from Slow Death to Nigol's Revenge. You will
not know if a weapon is cursed untill you pick it up,no you cant examine it
like in the City. You can drop a cursed item but the curse will remaine.
Curses may be removed from guilds that you've joined but for a fee of
course.

    Enchanted W 
    Several spells can enchant W  for several hours, you can even enchant a
      Magical Weapon to give it even more ZZZZIIINNNGGG.
    Alignment
    Some weapons even have alignments. You have to have the same alignment
      as the weapon to benifit from this. Also the weapon may react to
      certain actions you try to take.Example:Stabbing a harmless Pauper
      for no reason with a good sword is not a good idea.The object will
      react with any number of interesting ways.Some are even more
      inteligent than this, they may react in a certain way with no
      reasons, such as scream and drain you Hit Points, or by bursting into
      flames.

Ammunition

   Some weapons require ammunition, such as cross bows. The ammount of
ammunition you have will be placed in brackets next to the item when you
examine your inventory.

Unusual Weapons

   Heres a list from the instruction of some unusual Weapons, I've found
ones more unusual than these.

   Baselard- Short Sword/Dagger
   Cinquedea-Wide bladed dagger
   Claymore- Heavy Broadsword (2 hands)
   Daito-    Curved Samuri Sword (2 " )
   Falchion- Curved Sword,wider at the tip
   Gladius-  Roman style Short Sword.
   Glaive-   Hooked Was Scythe
   Katana-   Curved Samuri Sword
   Katar-    Triangular punching dagger
   Kris-     Wavy Bladed Knife
   Kukri-    Curved-bladed Longknife  with the edge on the inner ark
   Kusarikam-Hand Scythe with a long  chain attach to the blade
   Nunchaku- Flail formed with 2 clubs connected by a chain
   Skean-    Short Dagger
   Tripple Iron-Nunchaku with an extra rod requires much skill

Scrolls

   One time use magic items.

   Fireblade-Adds fire damage to Weapon in use (1 hour)
   Frostblade-Oppisite of Fireblade
   Clout-Adds enchanment to a blunt weapon (1 hour)
   Renew-Repaires all Armour and Weapons
   Remove Curse-Just that
   Wizards Eye-Same as the Wizard's Eye itself.

Trump Cards

   Magical cards, most aren't time limited.

   The Star - Adds 20 Crystals to your inventory
   The Fool - Temporarily increases Luck
   Death - Kills practically any monster!
   Ace of Cups - Re-starts you're guild status
   The Chariot - Increases Skill by 1
   Strength - Increases Strength by 1
   Ace of Wands - Relieves Fatigue
   Tempurance - Cures Drunkniss 
   King of Wands - Gives Invulnrability Fire for 3 hrs.
   Page of Kups - Cures Hunger and Thirst
   Ace of Pentacles - Gives you 100 Gold pieces
   High Priestess - Gives you limited prot. from attacks

Tomes

   Ancient books of Wizdome use only once but their affects are perminent

   Tome of Knowledge - Adds 1 point to Inteligence
   Tome of Understanding - Adds 1 point to Wisdome
   Tome of Leadership - Adds 1 to Charm

Potions

   There are many potions. You can't examine them like in the city and they
don't dissapear on you.Either you know what it is when you find it or you
don't. Some have good effects some have bad effects.

-------------------------------Places--------------------------------

There are many places in the Dungeon. Most of the minor non-special places
are in the well lighted area (3 of them).Heres a list of some of the places
you may visit

Damon iethiest Shop

 A kind of general store for everything from Provisions (Torches,Food
Packets, etc.), Clothing, Battle Gear (Weapons and Armour), currency
exchange (sell gems,jewels and a few extras) and... and I believe thats
it...

The Retreat

 A good place to spend the night (infact it is the only place that you can
spend the night at without special doing).When you hit the sack time will
be sped up...1 A.R. hour will then be equal to bout 4 seconds. You make
wake up early by hitting the space bar or sleep till somebody wakes you
up(usually 8-20 hours depending on how tired you are). Sleeping is also the
easiest way to gain back Hit Points.

Der Rathskeller Bar rill

 Basikly a tavern. Interesting place filled with cheery music and not maybe
not so cheery people. You can have Encounters in a bar just follow the
prompts. At the tavern you can order food and drink. Careful dont over do
things, And have fun...

Bank Vaults

  Located beneath the banks of the city. You can enter and snarf all you
whant just be sure to follow the prompts.THIS IS EVIL BY THE WAY. And the
security will beaf up every time you go in and grab what you can.

Weapon Enchantress

  She can repair, or do just about anything to help you with any of your
weapons. But she will be expecting some money(of course).

River Station

  For a fee a ferryman will take you across the River Stonz (The realm of
the un-dead), also the River may be crossed at Midnight.

Chapel

  Here you may find you're allignment. Listen to a Sermon, or Pray. Praying
may lead to anything (never worked for me).This may or may not be good.
Having a good allignment may mean a helping hand from the church.Well here
I'll tell you what they do see if you're real good in allignment they
wilsrgaery eqryrth 415hjhasd,.

-------------------------------Guilds--------------------------------

There are only 6 guilds with corresponding city locations. Three of which
are good (Light,Order,and Law guilds) and three that are mean (Chaos,
Thieve's and Dark). When you join your first guild this is your primary
one. They will give a real swell ring that stores energy that you can use
while casting spells. If the ring runs out of spark the energy will be
tapped by you. You can have the ring re-charged at a guild that you have
joined, but guess what...you have to pay. There are a few more advatages
that you will learn about when you join. One of which is...

-------------------------------Spells--------------------------------

If you join a guild there are a number of spells you can cast depending on
which guild(s) you join. Most spell's affects can be figured out by there
contraring name. Certain guilds may be able to cast different spells than
others. Also there are two new guilds not found in the city. Paladine's
Guild (good) and Mercenary's Guild (bad). Here are some of the more mind
bogling spells.

  Fury---Greatly increases Luck (15 min)
  Location---If you're making a map this will tell you which "Square you
             are in"
  Prism---Same effect as paralys
  Shadowmeld---Makes you harder to hit
  Super Vision---Same effect as Wizard's Eye

-------------------------Poisons and Diseases------------------------

These can be contracted in different ways. Diseases usually come from bites
from foul creatures such as Rats etc.

Poisons usually come from drinking poisonus Potions. The effects will
differ depending on what you get. Seek out a wandering healer (Encounter)
and have him heal you.

    =============================Encounters==============================
    -------------------------------Menues--------------------------------

When you meet another Being it is an Encounter. When this occures you will
recieve a menue. There are 3 ways to run into somebody. He sees you first
"SUPRISE" he/she/it will get the first move.You SUPRISE he/she/it,when this
happens you will get a special menu. You can Waylay the being which means
bonking it on it's head and grabbing something from it. Steal something,try
to grab something and avoid getting into confrentation with it. Wait, puts
you to the standard menu but you will still get the first move. Or leave.
Another way to get encounter is both of you seeing each other at the same
time. This will give you the basic menu here you can 

 1) Attack-Strike it with weapon
 2) Charge-All out attack.Does good damage if you hit but leaves your
           defenses down if it still lives.
 3) Aimed Attack-Hitting at only the right time.Does aptimum damage but
                might mean waiting a round or two. Yet your gaurd will stay
                up.
 4) Transact here you can.
    1)Offer-Give it something. You can sometime get valuable information
            for this.
    2)Bluff-Talk you're way out of a fight
    3)Trick-If it works the creature dies immediatly...but this is an evil
            thing to do.
    4)Hail-Become friends with it and maybe get some important clues
    0)Leave-Just that
 5) Switch weapon-Switch from your Primary Weapon to your Seconday,when you
    switch the Secondary weapon will BECOME you're Primary, vica versa.
 0) Turn and Run-Just that you may move a bit of a distance from doing this
    so have a compass ready.

------------------------------Life Forms-----------------------------

Here are some of the more interesting inhabitance of A.R. the Dungeon. But
dont think these are the only things down here.

  Paupers-Poor people in need of help an offering will please them.

  Gaurds-Policemen of the Dungeon. You know you're evil when they attack
         for no reason. If they do be ready for a big fight cause they can
         call other Gaurds for help.
  Gladiators, Knights, etc.- Evil or nuetral beings that have come down
         here to practice a bit.
  Noblemen-Sometimes a bit Snobby but they are on the good side.
  Thieves,Cuthroates,etc.-Nasty people who have come to do nasty things to
         you.
  Assasins-People hired from your enemies to...you know.
  Healers-If you need a helping hand you have found it. Go to Transact and
         Hail them you then get a list of what they can do.
  Mages,Wizards,etc-Experts of the guilds.
  Valkyries-Beautiful and Good warier maidens, unfortunatly they dislike
         humans.Yes you.
  Dwarves-They feel at home in the dungeon. They make very nice weapons and
         armour. They have a natural dislike of humans.
  Trolls oblins-Interesting bunch. Have been at war for quit a while.
         Making friends with one means enemys with the other.
  Storm Devils,Ice Demons, Flame Demons, Horned Deviles, Imps, Gremlins,
         and Homunculi...UH OH!
  Pheonix-Gloruis flamming bird. This creature is good but dislike humans.
  Dragons and Salamanders-Mean magic using creatures. Try to avoid theis
         guys.
  Whirlwinds-Challenging elemental spirits.
  Wraithes, Ghosts, Specters, Zombies, Ghouls, Skeletons, Liches,
  Vampires- Mean un-dead.Some have really powerful abilitys that can un-
         join any un-lucky adventurer
  Night Stalker-Yes they're down here too. Even though they where easy to
         kill on the City Streets. They draw much power from the Darkness
         of the Dungeon.
  Devourer-Legendary creature. Not much known about it. 

    =============================Thats about it==========================
    ------------------------------Finall Notes---------------------------

Well thats about it,hope your adventures in the Dungeon are fortunate.
There are many Quests you will be sent on and there will eventually be a
climactic Quest. Havnt gotten to that yet. There is nothing stated in here
that wasn't put into the instructions. Except for a few clues. There will
be more alternate Reality Disks coming out in the future so keep an eye for
them and. Fare thee Well

