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- Fate:Gates of Dawn (Reline) - Part 2
-
- Sent in by Piotr Tyminski
-
- Larvin City - Walkthrough
-
- As already mentioned in earlier issues, Larvin is the capital
- city. This is where your quest really starts (unless it ends
- before you even manage to get to the city gates - this may happen,
- too). And, yes, before I proceed any further let me explain
- something. My original intention was to transfer my existing maps
- to disks so they could be included in SynTax PD library. I tried
- Mapper (disk no. 158) but while still being good enough for simple
- mapping it proved really inflexible when it came to all those huge
- towns of "Fate". I only struggled through mapping one small
- village or two but frankly, it was too much hassle and the effect
- was far from what I intended to achieve. The best idea would be
- to code a small utility myself and I will probably do it one day
- or another (... eer, when I learn how to code, I mean). So far I
- will just try to describe the whole thing in plain English.
-
- Basically, all locations (cities, dungeons, etc.) in "Fate" are
- huge. The smallest dwelling is bigger than Middlegate Town in
- "Might & Magic II" (this gives some kind of idea, eh?). Larvin
- itself is based on 56 x 56 square grid with 64 locations in the
- city - each location serving a purpose. There are pools, canals,
- etc, too, since the city is located on the north shore of a big
- lake. It all means there are areas which cannot be accessed by
- foot (how surprising!). To make things worse there are no damn
- boats around, no drunken ferrymen or whatever. But who says life
- should be easy? Anyway, below is a full list of buildings. I
- don't give any co-ordinates for exact locations just not to strip
- you of the pleasure of finding them on your own.
-
- 1. Southern Gate
- 2. Chapel of Souls
- 3. Chapel of Abraxas Monastery
- 4. Warrior's Outfitter
- 5. Traveller's Bank
- 6. Blue Stone Hotel
- 7. Gresnik's Equipment Emporium
- 8. The Station
- 9. Guild of Temptress (increases anti-infect)
- 10. Red Lion Tavern
- 11. Hidden Forest Inn
- 12. Barkoid Cash Wizard's Bank
- 13. Sharp Weapon Smith
- 14. Traveller's Pub
- 15. Tagoon Smithy
- 16. Bank of Chaos
- 17. Fortune Traveller's Inn
- 18. Guild of Thieves (dammit, what was it they increased?)
- 19. Treasure Store
- 20. Glorious Trader Shop
- 21. Chapel of The Renegade Dome
- 22. Iron Tower Bank
- 23. Guild of Noblemen (increases charisma)
- 24. Smarty's Store
- 25. Tavern of Last Hope
- 26. Hitchhiker's Inn
- 27. Black Garden Smith
- 28. Warlock Club Inn
- 29. Braggar's Pub
- 30. The Station
- 31. Chapel of The Opal Fire Church
- 32. Guild of Dark Wizards (increases intelligence)
- 33. Thieves Pub
- 34. Golden Arrow Hotel
- 35. Chapel of The Edgers Blast House
- 36. Chapel of Brain Soothers
- 37. Honesty Shop Armour
- 38. Chapel of The Broken Bone Palace
- 39. Guild of Dying Shadows (increases magic power)
- 40. Damien Guild (increases anti-magic)
- 41. Guild of Dead Souls (increases wisdom)
- 42. Emergency Stairs
- 43. Lich's Inn
- 44. Warrior's Tavern
- 45. Tavern of The broken Souls
- 46. Honesty Inn
- 47. Central Palace Bank
- 48. Mangar's Guild (increases anti-crit)
- 49. Red Lantern Pub
- 50. Lanth's Marvel Bank
- 51. Dead Man's Smith *
- 52. Chapel of The Dawn Embassy
- 53. Cantor's Smithy
- 54. [Chapel of Light]
- 55. [Dark Shadow Smithy]
- 56. [Guild of Black Physicians (increases hitpoints)
- 57. Coward's Guild (increases dexterity) *
- 58. Lulu's Inn *
- 59. Soulhealers *
- 60. Hawkeye's Drunkard Tavern *
- 61. Royal Guild (oh dear, can't remember what they increase.)* *
- 62. Chapel of Royal Healers * *
- 63. Royal Pub * *
- 64. Royal Palace Inn
-
-
- * Chapels are places where wounds can be healed, illnesses
- cured and, generally, any kind of treatment (including
- resurrection - in some of them) can be ordered. Range of
- services usually vary a lot, as well as the prices.
- * Inns, Pubs and Taverns are obviously what they should be.
- Here you can eat (tremendous choice of dishes!) and drink
- (even better choice) and listen to gossip, tales, etc. If
- you are lucky you can talk someone into joining your crew.
- * Hotels (sometimes called inns) are ...eer ... hotels. It's a
- good thing to treat yourself to a comfortable bed instead of
- camping in the rain. There's a wide range of rooms for
- rental; starting with a simple bed and ending with a royal
- suite. Prices vary from place to place. And there's a hotel
- which offers much, much more than just a bed. It's probably
- the most important place in the whole city but discover for
- yourself...
- * Stores are just stores, dozens of useful items can be bought
- there; usually magical ones, i.e. wands, jewels, potions,
- etc.
-
- * Armories & Smithies are, again, what they're expected to be
- with impressive range of weapons, headgears, boots, etc.
- It's wise to visit lots of them since some items are
- exclusive to certain shops.
- * Guilds are for increasing your abilities and learning new
- spells. Since your characters have more abilities than any
- other RPG bunch of heroes there are dozens of guilds scattered
- around the land. Each guild can only develop one special
- ability but spells' range is unlimited - it's just a matter
- of finding the cheaper service.
- * Banks. Sure they're just boring banks with different
- interest rates and several kinds of accounts to be arranged
- for.
- * Soulhealers - there are not many of them but these are useful
- places where nice (and greedy) guys can zap your sins in case
- you become an outlaw.
- * Places marked with an asterisk (*) are located on the
- Southern Isle and/or in the parts of the city which can only
- be reached through Catacombs of Larvin. Trust me, it's a
- damn long way.
- * Places marked with two asterisks (* *) are located in the
- Royal Castle (the one on the island in the middle of Larvin).
- This is even a longer way.
- * Those in square brackets [something] are only accessible if
- you have an ability to detect magic doors, i.e. normally
- they appear as walls. They are either immediately accessible
- after REVEAL spell is cast (Enchanter range of spells) or are
- simply located in those parts of the city which can only be
- accessed once one or two magic doors are found and opened.
-
- Other locations include strange hole in the wall for which I've
- never found any real use, as well as teleportation fields. These
- are permanently inactive unless you know how to operate them.
- Although I know what should be done (theoretically) I've never
- managed to put them into action. I did well without them in the
- end but still this is something that puzzles me enormously.
-
- There are also three places (in the city itself, i.e. not in the
- Castle and on the Island - more are located there) which could be
- described as "dungeon entrances". These are not necessarily the
- ones which give access to the main system of catacombs. They're
- all part of the system in one way or another, but there's only one
- place from which you can enter the WHOLE system. Where is it? I
- won't tell you. Find it yourself, it's not that difficult. In
- case you are really desperate drop me a line to SynTax address and
- I'll reveal the secret. Anyway, I'm sure you can find it on your
- own.
-
- Catacombs of Larvin are definitely the biggest underground system
- to be found in ANY computer game. It may take months to explore
- them. It's a real pain with those maps for me. I would really
- like to put them all on disk but it's just impossible to do so
- without a powerful mapping system. Any ideas, please?
-
- Mind you, it's just one city here and one dungeon (which I just
- briefly mention). There are other cities behind the mountains.
- There are villages and dwellings. There are islands with deserted
- towns. There's a land behind The Great Sea. And more cities. And
- more dungeons. And more. Oh, dear.
- - o -
- ə