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Submitted by System on 09/03/2006, 09:50. Print file.
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The Gateway to the Savage Frontier

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INTRODUCTION

This walkthru of GATEWAY TO THE SAVAGE FRONTIER is divided into 3 parts.
Beginner's Information is for people who are unfamiliar with AD&D and the
SSI implementation. Game Hints is just that, hints. Outright Answers are
explicit answers to puzzles and locations. They are numbered and the
numbers match the reference numbers in Game Hints. Finally only information
needed to complete the game is given. There are side missions that are not
necessary but useful for the loot and experience points. These have been
left for the player to discover. Some of the more valuable loot are listed
in the walkthru. Locations are usually for the door that leads to where you
want to go.

BEGINNER'S INFORMATION

Party composition is very important to compete the game. The player can
chose to create a party for this game or a party that can be transferred to
the sequels. The main difference between the two parties is the racial
composition of the parties. Due to race limitations, any party that will be
transferred to the sequels have to be human except for any thieves.

A balanced party has two fighter types (Fighter, Ranger or Paladin), two
clerics, two mages and one thief. Since this is one more character than you
can have, one non-human multi-class character is needed.

A Ranger is a very good character to have as they score extra hits on
giants and giant size characters. At very high levels Rangers can cast some
mage spells but this ability is too limited to be of much use. A Paladin
has a Protection From Evil 10 Feet spell in effect at all times and at high
levels can Heal and cast cleric spells as well. (A Paladin will not rise
high enough in this game to do this. This ability will have to wait for the
sequel.) If you include a Paladin in your party, you cannot have any
characters with an Evil alignment. A Fighter's main advantage is fighters
require less experience points to rise to the next level.

You need at least two clerics for their Heal Wounds spells. Your clerics
should be of Good alignment so they can Turn Undead. This will make some of
the battles much easier.

You need at least two mages. You can get by with one but the battles become
significantly harder as a result. Since you also need a thief, a good
combina- tion is a human mage and an elf mage/thief. Eventually the elf
will reach the racial limit for a mage but will continue to advance as a
thief. By the time the elf reaches that limit, your human mage will be
powerful enough that the elf is only needed as a backup mage. This limit
will not be reached in this game so do not worry too much about it. If you
want to optimize the party for just this game, then a fighter/mage and a
mage/thief would be a very good combination. You can even replace a fighter
with another fighter/mage giving you three mages! By the end of the game
your party will be very powerful as a result.

The rule book and journal give a good explanation of the game mechanics and
should be carefully read.

All the mazes in this game are 16 by 16 mazes with each coordinate numbered
from 0 to 15. The upper left corner is (0,0) and the lower right corner is
(15,15). The first number of any coordinate is the horizontal direction and
the second number is the vertical direction. Use the Area command to map
out the maze as you progress through it. The Area command is useful for
locating hidden rooms. If you see an outline of a room but cannot find a
door into it, that is a good indication there is a hidden door that you
have to find. Just beware that some "rooms" shown in the Area command are
solid areas and are not rooms. Also note the doorways you see in combat.
Hidden doors show up in combat.

Finding a place to Rest is very important. There are very few mazes in the
game that have no rest areas. In most cases you can rest in a room where
you fought a battle. If you cannot rest, move to another place. Some common
sense helps. Resting in a public street is usually forbidden. Resting in a
hidden room usually works. The Fix command will heal and re-memorize
spells; however, the Fix command will not memorize additional spells. When
your clerics and mages gain a new level, they also gain additional spells.
To get these spells you have to do an explicit Memorize command. Once they
learn the new spells, the Fix command will re-memorize them. If you decide
to change your spell selection you must use the Memorize command instead of
the Fix command.

GAME HINTS

YARTAR

You start out in Yartar. The first order of business is memorize spells and
visit the weapons shop across the street from the inn where you woke up.
The game gets underway once you meet Krevish. You can encounter Krevish at
a variety of locations so wander around. Until you rescue Krevish nothing
will happen. Once you save him, accept his offer and his patron's offer.
You do not have to accept Krevish as a partner. If you do, make sure and
keep him alive. He is important to the end game. While Krevish is not a
very good fighter, having him in the party makes for some amusing moments.
You also get a slightly different ending. Once you have your commission you
can head for Nesme.

NESME

The main mission here is find and kill the Bane priest. A side mission is
locating the secret Kraken base and foiling the assassination of the
Waukeen priestess; however, all the side events in Nesme exist only to gain
experience points and loot. You accomplish nothing substantial by doing
them. The first step towards locating the Bane priest lies behind a door
with a sign that is a play on Bane. Everything else follows if you try to
bashing on some walls. (1)

Once you kill the Bane priest, you know your real mission and it is time to
go to Silverymoon.

SILVERYMOON

There are two things to do here. One is to get information and one is
necessary. Visit the blacksmith in the SE corner of the city at the right
time to figure out what you are supposed to be doing. The clue that a
rescue mission exists is found in the Vault of Sages. You must look for the
hidden door to perform the rescue. (2) The rescue is a two part mission and
the next part will take you to Everlund. You should definitely accept Erek;
however, before rushing off, you should check out the city. There are some
useful encounters and a very useful magic shop in the city.

EVERLUND

The rescue is the only thing of consequence at Everlund. Again the key to
success is to look for hidden doors. (3) Everything else in Everlund is
there just for experience points and loot. You also get the first clue
which points you back to Yartar. At this point, the game opens up. You can
get the 4 statues in any order BUT the increasing difficulty of each statue
imposes a natural order. This walkthru will use the natural order for
finding the statues.

BACK IN YARTAR

Check out the taverns. One of them will be very different but the way to
find the secret base is to try to leave the city after clearing out the
tavern. You will be captured and imprisoned in the secret base. The way out
is obvious if you look. (4) It is worthwhile to explore a bit before
leaving the base. (5) The big battle (6) gives a clue to the next place to
go, Luskan. The way out is very wet.

NEVERWINTER

There is nothing here of any significance. It is worthwhile to explore only
for the experience points and loot. There is a magic shop and one place
where you can get a +3 long sword made for you if you get some meteorite
ore from Tuern.

PORT LLAST

There's nothing of significance here except some nice loot. Check for
hidden doors.

LUSKAN

Luskan is important for 3 reasons. First it is the biggest source of magic
loot until the end of the game. Second, the clue you found when you return
to Yartar hinted you should take a trip on the Brazen Pennant line. Luskan
is the shipping line's home port. Finally Luskan is where one of the
statues is located.

The magic loot can be found by checking out the various buildings. The
build- ing where the statue is located is obvious. Once you get in the
tower, look for a hidden door in the rooms where you find Owlbears. (7)
(Some amusing dialogue happens if you try to clear all the rooms with
owlbears.) It does not matter whether you allow Brinshaar to join the party
or not but if you do let him join, do not equip him all that well as he
leaves the party as soon as you recover the statue. The statute is in NE
corner room (8) but you have to traverse the entire floor to get there. (9)
Beware of one way hidden doors. They can force you to retrace your steps.

TUERN

Taking a Brazen Pennant ship to Tuern is the next step; however, at this
point a trip back to Neverwinter to stock up supplies might be in order.
There is not much in the way of magic shops and training halls in the
islands.

Tuern is just a way stop but it is worthwhile stopping here because there
is a very good suit of magic armor (10) and meteorite ore (11) for making a
+3 magic sword. You also have a chance to rescue some pretty maidens. (12)

GUNBARG

This is another way stop. If you rescue Princess Jagaerda (13), King Redaxe
will tell you how to get to the Purple Isles where the next statue is
located. You also get a +1 shield as a reward. There is nothing else except
some encounters if you stay afterwards. It does not matter much whether you
include the princess in your party after you rescue her but she is fun to
have around. At this point, the game will not allow you go back. You will
end up at the Purple Isles when you try to leave Gunbarg.

THE PURPLE ISLES: UTHREAAL

This is where you arrive. There are three things to do before heading for
the other island. First is disable the lighthouse. The second and third
deeds are to clear the two forts on the island. That will give you the two
halves of the messages that tell you where to go on Trisk to find the
statue (14). There is one safe place to rest on Utheraal (15); however, you
can usually rest without too much problem else where. You will find a boat
to Trisk in one of the forts.

THE PURPLE ISLES: TRISK

Unless you want the experience points, the best plan is head due south
until you find the oyturghs (16). There you will find a map that indicates
where the statue can be found. (17). This avoids the battles that will wear
down your party. Many places on this isle are no rest zones. You will
automatically return to Neverwinter but beware that you will face one
battle as soon as you return. Don't forget to get your +3 sword made.

LOUDWATER

This is a way stop on the way to Llorkh. It is mainly a source of
experience points. It does not matter whether you accept Rishpal. There is
a nice side story if you do accept him. The big battle can be whittled down
in size if you take the long way around Loudwater through the tavern. That
results in a series of small battles rather than one big battle against
huge odds.

LLORKH

This is the where the third statue is located. As soon as you enter any
business in town, you will be captured. This is unavoidable. There will be
a three part battle in the arena so be prepared.

Afterwards, rest and try to bash through the door. This will start the
escape sequence. You want to escape and find the statues. Hint: It's
another hidden door and Muthtur can give you directions. (18)

There is a side mission in Llorkh. It involves the missing dwarves. You can
find them if you look for a hidden door where dwarves might hide (19). Some
silver mirrors would nice if you go after the medusa; however, you cannot
do anything except kill the medusa.

STAR MOUNTAINS

The last statue is located here and it is the toughest one to get. Take the
river north from Secomber and rescue the "bird". To find the statue, search
for hidden doors. (20) You can rest in most places after a battle. Beware
of medusas.

SUNDABAR

This is just a way stop on the road to Ascore. There are some encounters if
you want to explore. Beware of the medusa. Stop by fountain in the center
of the square for some experience. (21) It is the place in the game for
that +3 sword you had made for you. Some encounters will occur only when
you have all 4 statues.

ASCORE

This is the site of the final battle. Be sure to stop by Silverymoon and
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