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.