Gateway to the Savage Frontier чит-файл №1

WALK THROUGH: By Ken Hart

Walk Through Structure:
I have written this walk through with the speed of game completion in mind.
Each section will lead you to the key items (Statuettes, magical items, and non-
player characters). However, after you get the key items in each section, save
the game and wander around. Look for trouble, get into fights to develop your
characters. For those of us who have played AD&D for a while, we know that weak
characters get beat up easily. Even some mediocre monster can wander by, eat
your lunch, and then have your entire party for after dinner mints.

Bug Reports:
Any bugs found in the game will be reported when and where they are found.
There very few.

Map Coordinates:
Through out this walk through, you will find coordinate markers shown as (10,2).
These markers are for ease of navigation through difficult parts of the game.
Your current position is shown on the right center of the movement screen.

Object of the Game:
Recover the 4 Statuettes from various persons and cities around the world of the
Savage Frontier. Then face Vaalgamon and his minions in a combat arena that
seems to have no end or exit.

Starting the Game:
You can use the pre-generated characters that come with the game or create your
own. I always create my own characters and I have had great success with a Human
Fighter, Human Paladin, Human Cleric, Dwarven Fighter, and 2 Human Mages. Why
these characters? The Human Fighter, Human Paladin, and the Dwarven Fighter
constitute the front line of the party. The humans and dwarves can use any
weapon and armor in the game, but the Dwarf get a +2 hit factor if they are
equipped with an axe of any kind. The Paladin is an excellent fighter and 1
time per day medic. By HEALing an injured character, even during battle, the
injured character recovers some hit points. The Cleric is the party's medic as
he can cast healing spells during battle and is the (encamp) healer. The magi
use magic to hit attacking characters from a distance. One of the magi could be
a Mixed Class Mage/Thief, but I found that level advancement for mixed class
characters is slow and a thief is not really necessary in this game unless you
wish to use his back stab ability which can be deadly.

TIP: Don't depend on the roll (of the dice) to get high attributes for your
characters. After generating your own characters with first roll attributes,
manually change the attributes to their highest level (usually 18). Bring the
hit points to their highest level as well. It gives your characters
survivability. After your characters have entered the game and gained
experience, you can't change the attributes. If you wish to be challenged,
either leave the characters as you roll them or increase the game play level.
You start as Veteran in the game play level which is the middle of the range.
The higher levels seem to increase the number of missed hits. I once increased
the level to Champion Level and put all my characters on quick (automatic
operation). One combat took 5 long, boring minutes, listening to the swish of a
miss instead of the clank of a hit.

TIP: When generating your own characters, the following tip can get gold,
weapons and armor without spending any money of your own in the weapons shop.
Generate 3 characters and bring them into the game then bring in 3 of the pre-
generated characters. Have the pre-generated characters trade their weapons and
gold to your characters, then DROP the pre-generated characters. Load the last
3 pre-generated characters and do it again. Equip your characters with the new
items and sell what can't be used and use the gold to train characters later in
the game.

BUG REPORT: This is a happy bug. When you drop characters, they generally
disappear forever from the character load screen. In the version that I am
playing (from the Collectors Edition CD), when the last pre-generated character
has been dropped, he doesn't disappear. He reappears back on the character load
screen, fully loaded with equipment and gold. Reload him, trade items and gold,
drop him, and when he reappears, do it again until you think you have sufficient
gold and items to sell and use.

Fighting Strategies (General):
Keep an eye on your front line characters during combat. If you see a character
getting low on hit points, use the Paladin to HEAL a wounded character if he is
close enough to lay his hands on him, or the Cleric to cast a healing spell on
the injured person during combat. Fatigue, loss of blood, shock, etc. are not
factors in this game. ALL characters (friendly and enemy) hit just as hard with
1 hit point as with 100 hit points. Many times I have walked away from a
battle with just 1 hit point.

If you are facing magic users of any kind, hit them with spells (Magic Missile
is best early in the game because they are immediate use and guaranteed to hit)
and arrows (if available). Later in the game, include spreading your characters
out. A single area spell like a fireball can kill or severely injure all of
your characters at once if they are bunched up. If you have locked into close
combat at the start of a battle, don't turn your back on the enemy to move.
Hits from behind drops your hit points faster than if you stand toe-to-toe with
the enemy.

In an outdoor encounter, you are generally facing the enemy but they can come
from behind. Use Aim to determine who, what, and where the enemy is, then
arrange your characters accordingly. Wait for the enemy to come to you (unless
the enemy has spell casters. Then, have your maji cast spells to hit and keep
the enemy spell casters quiet). While you are waiting for the enemy to charge,
have front rank characters select GUARD during his turn. When the enemy
arrives, the enemy is automatically attacked by your party members before the
enemy can attack.

Search Mode seems to attract enemy encounters faster when it is turned on. When
walking outdoors, if you want to gain experience, turn on the search mode and
wander around but stay near a town where you can go to and heal.

Clerics and Paladins have the ability to "TURN" attacking undead characters.
TURN forces some undead characters to disintegrate. The higher the characters
level, the more effective it is.

Don't give a non-player character (NPC) anything you want back. An NPC cannot
trade items. The only way to get something back is to let him get killed (or
kill him), strip him of items, then kick him to the curb (DROP).

Before you take a character to the Training Hall, make sure that he is fully
healed. You will not get a full measure of new hit points if you don't.

Save the game frequently. If your party is wiped out in an encounter, you can
reload the game and learn from your mistakes. Have the cleric cast Bless and
Prayer prior to a battle to raise the party's attacking ability and have the
enemy miss more often.

Character Advancement:
Generally speaking, most of the characters advance to level 6. The exception
are the fighters who can advance to level 8.

START THE GAME WALK THROUGH:

YARTAR:
Mission: Find and help Krevish who has been attacked by barbarians so you can
leave town.
The party starts in this town. There are no magical items or Statuettes here.
Encampment to memorize spells or heal is allowed only at the inn. Go to the inn
after the game has just started and advance your characters attributes as
mentioned earlier. Have your cleric and magi memorize spells. At this stage
you won't have much of a selection. Magi memorize Magic Missile, Clerics
memorize Cure Light Wounds, Bless, and/or Hold Person. Alter (arrange) your
characters so the one with the most hit points, usually a fighter, is on top of
the list and arrange the rest so that the maji (weakest character) is at the
bottom of the list. Doing this allows automatic and satisfactory arrangement of
the characters in future fights. When you are done, save the game and go to the
armory. Sell any unusable items, you will need the gold later for training
(1000 Gold Pieces or 200 Platinum each). You will not be able to leave town
until you meet Krevish being attacked by bandits in the South East corner of the
city. This is the only necessary fight in this town at this time. Help him,
and when the fight is done, accept him into the party. He is a fighter and
archer and will arrange himself at the back of the party. Leave him there. Go
back to the armory and buy more arrows for Krevish. Krevish has a short sword.
Get him a long sword. If he gets runs out of arrows or gets cornered, he will
need a weapon. Go to the inn and heal, memorize spells, especially detect magic
to prepare for the next stage.

NESME:
Mission: Find a banite cleric and his party, defeat them, and gain experience.
There are no statuettes here. There are magical items to be found. Encamp to
memorize spells or heal is allowed indoors almost everywhere. The fastest way
to get here is by boat. Find the boat rental dock in Yartar, rent a boat, and
go North along the river. In Nesme, the boat dock is in the South East corner
of the city. Find the bridge that crosses the river and go straight until you
see a sign that says "We banish Pests". Turn on search mode, enter the shop
and bash down the wall in front of you. Go through every door you see until you
get to a small room with a door on the right. Encamp and save. If you have a
bless spell, now is the time to cast it. Inside the door on the right is a
tough fight. Remember the combat strategies and go through the door. There are
enemy clerics, lizard men and orcs. When the battle is over, cast detect magic
to locate magic items (Chain Mail +1, Ring of Protection +2, Mace +1). Take
some swords and armor with you to sell. It is safe to encamp, rest, heal, and
memorize spells on the battle site. By this time, some of your characters
should be ready to advance to the next level (their names have turned purple).
Go back to Yartar, first to the inn to heal, then to the armory to sell unneeded
armor and swords, then on to the Training Hall. After training, go to the inn
and memorize any new spells you have then save the game. You should go back to
Nesme just look for trouble. In the North East and South East corner of the
city are Trolls. The Trolls are tough fighters. The secret to defeating a
Troll is to cut the first one down, then have a character stand on the 2 square
spot where the troll was standing. This prevents the troll from regenerating
and getting up to fight again, fully healed. After the Trolls are defeated,
encamp, heal, memorize spells, and go to Silverymoon.

SILVERYMOON:
Mission: Seek out broadhand for information and rescue Erek, Amanitas'
assistant. There are no Statuettes here. There is a magic shop located in the
South West corner of the city. Items are too expensive for the party at this
stage of the game, so return later when gold is available. Encamp to memorize
spells and heal is allowed indoors almost everywhere. The fastest way to get
here is by boat. Find the boat dock in Nesme and go East along the river.
After arrival, go North to the Mieljkki Glade and the festival area. If banners
proclaim that the festival is one or two days away, go to any indoor location
and rest for that time. Turn search mode off and return to the glade. In the
glade, locate Broadhands Forge and Tack shop. Select Discuss Festival, then
Sent From Nesme. Broadhand will take you to a secret room and tells a long
story about the Zentarim and about Amanitas the Mage who has come to
Silverymoon. Amanitas hopes to get information about the Zentarim after his
messenger was killed here. Broadhand want you to help Amanitas in his cause.
Amantias is a good source of information along the way. Leave Broadhands shop
and go West then North across the bridge then North West to the corner of the
city. Enter search mode to find a secret door facing East near the city gates.
Bash it down and go East to an encounter with 4 Orcs. Heal and memorize spells
then go East to an encounter with 2 Trolls. After the fight, there is a small
secret room. Here is Erek who is a level 3 fighter and Amanitas' assistant.
Let him join the party. If you have a spare bow and arrows, you may consider
giving them to Erek for a future fight in Everlund. He will stay with you until
you rescue Amanitas or leave the Silverymoon/Everlund area. There are other
encounters in the city and for the parties experience, wander around in search
mode, look everywhere for secret doors. If the party needs training, there is a
Training Hall located in the North West part of the city.

EVERLUND:
Mission: Rescue Amanitas, the mage.
Amanitas has the only magical item here. There are no Statuettes. Encamp to
memorize spells or heal is allowed indoors almost everywhere. The fastest way
to get here is by boat. Find the boat rental dock in Silverymoon, rent a boat,
and go South along the river to Everlund. To save Amanitas, go North to a small
stone fountain. Turn West and zigzag North and West to a wall with 2 doors.
Enter the left door and stop. There are the sounds of a large animal feeding.
Encamp and cast Bless, rest, save the game, and turn South where you will meet 3
Owlbears. Have the front rank stand fast with guard, have the magi cast magic
missiles until the Owlbears charge. After the Owlbears have engaged the front
rank, have the maji cast a stinking cloud over the Owlbears to attempt to have
them become nauseous. Then one arrow or one hit will take them out. After the
fight, rest, heal, save the game and go South to the first door on the left.
You may want to encamp and cast bless before you enter the door to engage 2
Owlbears and 1 Zentarim fighter. After the fight, rest, heal, save the game and
go East through 2 doors to engage 2 Owlbears and 2 Zentarim fighters. After the
fight, Amanitas approaches you and gives you a magic Ring of Reversal. The ring
magically links all 3 of the gold and storage vaults where you can store and
recover items and money. It's sort of like an ATM machine. Amanitas also give
4 clues to the location of the 4 Statuettes: One is in a great tower that is
filled with evil, One lies in a chest carved from pearl in an island out to sea,
One is hidden somewhere that no-one likes to go, One lies where birds don't want
to fly. After Amanitas gives his speech, Erik leaves the party to go with
Amanitas to protect him. Rest, heal, save the game and return to Yartar.

THE RETURN TO YARTAR (KRAKEN COMPLEX IN SUB-YARTAR):
Mission: Try to complete this section without getting wiped out.
There are magic items here. There are no Statuettes. You can't rest in this
section because you are attacked if you try. This is a tough section to
complete and the last fight at the end can be easily lost if you fail to ration
spells and engage the enemy unnecessarily. You can get back here by boat, or
overland if you leave Nesme by the South gates (go South West). Go to the inn,
rest, and heal. Go to the armory to sell unneeded items, replenish darts and
arrows. At the training hall, train any characters that need it. Go back to
the inn to rest, and have any magic users recently trained memorize spells. It
is important that maji memorize more magic missiles and stinking clouds, Clerics
memorize more Cure Light Wounds for the coming battle. When the party tries to
leave Yartar, they are captured and imprisoned in the Kraken Complex in Sub-
Yartar. The party start in the South East corner of the complex. Turn off
search mode. Go through the door and cross the hall. Turn on Search mode and
search for a magic user scroll. When found, turn off search mode. Go back to
the hall and turn left to three doors. The door to the North has lizard men
guarding it. Turn West through the door and follow the corridor to another
door.

TIP: Try to run from encounters on the way to the last fight. If you can't
run, fight using weapons only, no magic spells. It is recommended that you take
a step or two then stop and save the game. If you have not encountered the
enemy, then go again.
                               
Go North through the door and ignore any doors on the left as they contain
encounters with lizard men or poison frogs. Follow the corridor to a North
facing door, go through the door, turn East, take 1 step then stop and save the
game. The next step East enters combat with 5 lizard men. Remember, no spells,
weapons only. After the fight, encamp, cast heal light wounds, bless and
prayer, save the game, then go through the door. You will face 6 Kraken spies
and 1 Kraken captain. Use what spells you need to defeat this encounter. After
the encounter, you are given a long sword +2. Encamp, rest, heal, save the game
then go up the stairway to the final battle in this section. After you fall in
the water, you will face 4 Kraken Squids. Arrows and Darts are useless in the
water. Krevish will automatically ready his sword and charge. After you have
engaged the squids, have the maji move up close behind the fighters and cast
stinking cloud and magic missiles on the squids. The squids have a high number
of hit points, so use up all the magic you have to win this battle. At the end,
you go up stairs and through a secret door into Yartar, where the door forever
locks behind you. Go to the inn, rest and heal. Go to the Training hall and
train characters that need it. Go to the Armory to sell un-needed items and
replenish darts and arrows. By now, that party should have enough money and
gems to spend at the magic shop in Silverymoon.

NEVERWINTER:
To get here from Yartar, exit by the West gates and go West. Mission: None.
This is a Way Station in the game. You will have to return to this town
frequently to train, heal, and sell items. There are magic items in a magic
shop here and you should have sufficient money and gems to buy items. There are
no Statuettes. Encamp to memorize spells or heal is allowed indoors almost
everywhere, except at the 3 indoor gardens until they are cleared. The best
place to rest safely is at the Neverwinter inn. The indoor gardens have been
beset by monsters. Clear out the gardens for party experience. You will be
attacked 3 times in each of the 3 gardens by Manticores, Displacer Beasts, and
Zentil fighters. The best way to clear the gardens is to enter a garden, encamp
and try to FIX. You will be immediately attacked. If you are getting low on
hit points or magic, go to the inn, heal, rest and save the game. Then go back
to a garden and finish it. Do this 3 times then you can encamp, FIX, and move
on to the next garden.

PORT LLAST AND THE GALLANT PRINCE:
To get here from Neverwinter, exit by the North gates and go North. Mission:
None. There are no Statuettes or magic items here. This place gains experience
for the party. In search mode, enter the Gallant Prince and be prepared to
fight several encounters with the undead. Use the Cleric and Paladin to TURN
undead characters. Sometimes all will not turn and you may have to hack away
at what remains. Take the first door on the right and look for a clue you need
to enter the captains quarters (KAS). When you enter the captains quarters you
will be faced by 4 Owlbears. If your Maji have a fireball spell, use it before
the Owlbears can charge. After that, it is easy to finish the fight. In the
North East corner is a hidden door. Before you enter, encamp and cast bless and
prayer, if you have them, and save the game. When you enter, you will face many
undead and 2 very dangerous Host Tower Maji. Hit them quick with magic
missiles, use TURN on the undead, and continue the assault on the Host Tower
Maji. There is another secret door in the North West corner, but it is empty.
Return to Neverwinter to train characters if needed.

LUSKAN:
To get here from Neverwinter, exit by the North gates and go North to a river.
Mission: None. There are no Statuettes in this section. There are several
magic items. At map location (9,9) you are near 3 high captains homes where
magical treasures are located. In these 3 high captains homes are 4 Pirates and
2 Margoyles.

TIP: Margoyles can be damaged only by magic spells and magical weapons. If you
have the chance, cast fireballs on the enemy before they have the chance to move
so you damage the margoyles and pirates while they are bunched up, then use
magic missiles to continue to hit the margoyles and let the other characters hit
the pirates after they have charged. You can rest safely in each of the
captains homes after each fight.

To the North East is a captains lodge with high stone walls. Fight the
margoyles and pirates and collect the Mace +1. To the West is a captains
fortress with high stone turrets. Fight the margoyles and pirates and collect
the 20 Arrows +1. To the South is a captains lodge made with hand cut timbers.
Fight the margoyles and pirates and collect the Wand of Ice Storm (works like
the ice storm magic spell but can be used immediately and only 3 times). Go
South West to a captains mansion with hand crafted stone walls. Fight the
margoyles and pirates and collect the Fine Composite Longbow +1. Go West then
South to a captains tower built on the promontory in the harbor. Before
entering, encamp and cast prayer and bless. This is the final and tougher fight
than before with more margoyles and pirates. Fight the margoyles and pirates
and collect the Sword of Icewind Dale +1 that does double damage on fire based
monsters. There are more encounters in this town, including the Host Tower of
the Arcane which is the next section. Wander around and find the encounters to
the North East and North West sides of town. When you are done, return to
Neverwinter for training if needed. If no training is needed, go to the Host
Tower of the Arcane located in the South West corner of the town.

HOST TOWER OF THE ARCANE:
Mission: Recover the Statuette of the East. There are magic items here.
Encamp to memorize spells and heal is allowed almost everywhere. This section
will be broken down into 2 sub sections. First will be the "scenic route" with
more combat than you will ever want to see, but is useful for character
development. The next with be the direct route to the Statuette of the East.
First, the scenic route. In Luskan, go West from the Inn, cross a bridge, and
continue to the Host Tower. Continue through 2 doors where you will come to a
door on the right. This door contains a library where magi study. When you
enter the library for the first time you will face 1 Host Tower mage and 1
guard. When you are done, you will automatically leave the library and be
outside the door again. Easy enough. To clear the library takes 5 battles.
Each time you enter the library, the number of Host Tower Mages grows by 1 and
so do the guards. By the 5th battle you are facing 5 Host Tower Mages and 5
Guards. Fireball works well here. After each battle, encamp, fix, save the
game. Sometimes while you are camping, you will be attacked by wandering undead
characters. Use the Cleric to TURN them and then clean up what's left. If you
have characters that are in need of training, return to Neverwinter. After the
library, go West and follow the corridor around to a staircase. Go up the
stairs to a battle with 5 Owlbears. After the fight, encamp, fix, save, and go
on to the next staircase to another battle with 5 Owlbears. After the fight,
encamp, fix, save, and go on to the next staircase to another battle with 6
Owlbears and a Host Tower mage. After the fight, encamp, fix, save, and go on to
the next staircase to another battle with 6 Owlbears and a 2 Host Tower Mages.
Had enough yet? There's more. After the fight, encamp, fix, save, and go on to
the next staircase to another battle with 6 Owlbears and a 2 Host Tower Mages.
After the fight, encamp, fix, save, and go on to the next staircase to another
battle with 6 Owlbears and a 3 Host Tower Mages. After the fight, encamp, fix,
save, and congratulate yourself if you are still alive. By this time, someone
should be able to train. If not, now would be a good time to go back to
Neverwinter anyway to replenish arrows for Krevish and darts for your Mages.
Besides, you need to go to the bottom of the Host Tower anyway to get to the
direct route to the Statuette of the East.

TIP: As you travel the direct route to the Statuette of the East, go through
clearly seen doors only, unless otherwise indicated. There are several secret
doors that are unmarked and Search mode will not warn you about them. If you
blunder through one of these secret doors, you will get lost.

This is the direct route to the Statuette. From the entrance of the Host Tower
follow the corridor to the first stairwell and go up. After you get off the
stairs, turn right, take 1 step, turn right again. There is a secret door.
Bash it down. Through the next door are 5 undead characters. After the fight,
encamp, fix, save, and go on to the South corner where there is another secret
door. Bash it down and go into the dungeon. Go North to a wall, turn right
through a door to a door on the right. Go through the door to a battle with 5
Owlbears. After the fight, encamp, fix, save, and allow Brinshaar to join the
party. He is a high level magic user and will help in the coming fights, but he
is a traitor who will turn against the party later on. Go through the only 3
doors available. After you turn East and zigzag North and East, go through the
only door seen. If you are proceeding correctly, you will face 6 undead
characters, one step into the room. After the fight, encamp, fix, save, and go
on through 4 more doors where you will face 7 undead characters. After the
fight, encamp, fix, save, and go on through 3 doors where in front of the door
there is a battle with Displacer beasts. After the fight, encamp, fix, save,
and go on through 4 more doors where you will face Manticores. After the fight,
encamp, fix, save, and go on through 4 more doors where you will face Zentarim
fighters and a Displacer beast. After the fight, encamp, fix, save, and go on
through 2 more doors where you will face Zentarim fighters and a Manticore in
the corridor on the way to the next door. After the fight, encamp, fix, save,
and go on through 4 more doors where you will face the final fight in this
section and the location of the Statuette of the East. Here are several
Zentarim fighters, 3 Manticores, and 1 Host Tower Mage. Use your Mages to keep
the Host Tower mage from spell casting. A carefully placed fireball (away from
the party) is effective here and can damage several enemy characters. After the
fight, the Statuette of the East (Fire) is picked up by the party. After the
fight, Brinshaar will leave the party. If Brinshaar happens to be dead, strip
him of his gold and items and kick him to the curb and he will disappear, never
to be seen again. Encamp, fix, save, and go back through 4 doors where you will
be facing a wall with a wall to your right and a way around to the left. There
is a secret door on the right. Push through 3 secret doors, all facing West.
The 3d secret door brings you to the entrance of the tower and another fight.
If Brinshaar was alive and left the party on his own or you did not accept him
into the party, he appears here and wants the Statuette. There is a fight with
Brinshaar and 3 Displacer Beasts. He will cast spells quickly so use magic
missiles on him as soon as possible to keep him quiet. After the fight, encamp,
fix, save, and go out the door to the streets of Luskan. You may want to go
back to Neverwinter to train and re-supply. When you reach the gates of Luskan,
4 pirates and 2 Margoyles attack. Use fireball and magic missile on the
margoyles. After the battle, leave Luskan and head for Neverwinter.

TUERN:
Mission: None. There are no Stauettes or magical items here. Encamp to
memorize spells and heal is at your own risk North of the city. In the city
resting is allowed almost everywhere indoors. You can bypass this section and
go to Gundarlun. But, if you find the Meteorite Ore, you can take it back to
Neverwinter and have it crafted into a magical sword. If you choose to complete
this section, go to the North West corner of Luscan and take a boat to Turen
(they depart only a 0800am for 100 gold pieces). After arrival, go North to a
gate where you are warned that if you go, you go to your doom. Through the
gate, go North to a wall, then turn East, North, then West. Go generally West
along a twisty trail that briefly doubles back until you see a door facing
North. Go through all doors until you get to the North East corner where the
meteorite ore is located, guarded by 2 fire giants. Fire giants are strong but
they can be defeated by magic missiles and close combat by your fighters. After
the fight, the meteorite ore if offered after the combat. Rest, heal, and save
the game after the battle. Return to Neverwinter to Allis Lhyssich Fine Hand
Crafted Weapons shop located next to the South gate and have the ore crafted
(after 3 days) into a Sword of Stonecutting +3 that is effective against all
evil creatures and does double damage against stone creatures (Margoyles and
Gargoyles). If the party has sufficient gold and platinum, you might consider
returning to Silverymoon and buying Gauntlets of Dexterity. Even if your
characters have a dexterity of 18, they will increase to 19 with the Gauntlets.
They are expensive at 10,000 gold pieces each, but this is an opportunity to
appraise the gems and jewelry for gold and to spend your excess, heavy money
(which slows down character movement, just like carrying too many items).

GUNDARLUN:
Mission: None. There are no Stauettes here. There is one magical item. Encamp
to memorize spells, heal and rest is allowed almost everywhere indoors. To get
here, go to the North West corner of Luscan and take a boat to Turen (they
depart at 0800am for 100 gold pieces). From there, take a boat to Gundarlin
(they depart at 0800am for 100 gold pieces). This is the only island where
training is available and there is an armory to resupply. After arrival, go
North to a 4 way intersection (13,2) then turn West. Walk into the wall in
front of you and bash down the wall to the North. You will stumble and fall
over each other and meet Jaderda who is a young, wise cracking, high level,
female fighter. She will automatically join your party. You will then be
presented before her father, King Olger Redaxe who will present you with a
Shield +1. As usual, wander around and find encounters in the West and South
parts of the island. Before departure, train all characters that need it. Go
to the inn, rest, memorize spells and save the game then find the boat dock 2
doors North (the boat departs at 9:00am). No matter what destination you
choose, there is a non-combat encounter with a Kraken (squid) just after you get
on the boat which destroys it, and you wash up on the shores of the Purple
Rocks.

PURPLE ROCKS:
Mission: None. There are no Stauettes here. There are no magical items. Go
North and follow the corridor to an encounter with 3 Scrags. Defeat them and go
North and follow the corridor bearing East until you get to the door of a
lighthouse. Through the door are four pirates. Defeat them and douse the
light. This is important because it gives you more time on the next island to
get Statuette of the West. Leave the lighthouse and go South, East, North, then
East to a door. Through the door are Kraken guards and an Otyugh. Defeat them,
encamp, rest, save the game and go West to a boat dock where there is a small
boat. Take it and go to Trisk, where the Kraken headquarters are located.

TRISK:
Mission: Recover the Statuette of the West. There is one magical item, if you
want to recover it. To find the Statuette, don't go West. If you do you will
trigger an alarm that causes more battles and more chances of being defeated
because you can't rest in very many places. Go South through the first door
then go generally West. There are a few encounters with guards and Otyughs but
the party is fairly strong by now and you can defeat them easily. Save your
magic spells for the battle for the Statuette. If for any reason you get
delayed, the Statuette will be moved deeper into the complex until it is finally
located in the South West corner where you have to retrieve it by fighting
increasing numbers of guards through every door. If you doused the lighthouse
lamp at the purple rocks, the statuette is located at map coordinates (2,9).
When you arrive at map coordinates (4,9), encamp, save, DO NOT attempt to rest
or fix, have the Cleric cast Bless and Prayer, then resume your trek West. The
fight is with 6 Otyughs and 10 Kraken fighters. If you get the jump on the
battle, have the Maji cast fireballs before the enemy can charge and have your
fighters line up and Guard. If you do this, the fight is fairly easy. After
the battle, encamp, rest, fix, save the game.
Back track East, the way you came, and return to the dock at map coordinates
(12,7). If you wish to leave, you can do so. If you want the only magic item
here, go North to a door, then generally West going through all doors you see
until encounter 2 Scrags though one door. A short distance away is another
door (map coordinates (3,3)) where there are 3 Scrags. Here is a Shield +1. You
may want to rest, heal, and save the game, because you have a fight coming.
Back track East, the way you came, and return to the dock at map coordinates
(12,7). When you leave the island, Jagaderda leaves the party. The boat will
return you to Neverwinter. A short way into Neverwinter, you are attacked by 3
Fighters and 3 Manticores. Fireball the Manticores and attack every thing else.

SECOMBER:
Mission: None. There are no Stauettes here. There are no magical items. To
get here leave Neverwinter by the South gates. Go East to Yartar, go thorough
the town and exit by the East gates. Go South then East to Secomber. This town
is where Amanitas lives. There is an inn and an armory. You may want to stop
and see Amanitas for information before you go East out of town to Loudwater.

LOUDWATER:
Mission: None. There are no Stauettes here. There are no magical items. In
fact, there is nothing here except a very big fight and a bunch of little ones.
As you enter the town, go to the inn located to the North. Encamp, fix, and
save the game. Leave the inn and go West. You will run straight into the
fight, 20 Zhentarim fighters and 6 Manticores. Fireball the enemy as many times
a you can. After the fight, you will be approached by Rishpal, a high level
fighter formally in Vaalgamons army and is surrendering after the fight. You
can accept or reject him and he will fight well for the party, but he is a spy
for Vaalgamon and will turn against the party in Llorkh. After the fight,
return to the inn, fix and save the game. Go East to Eanlin's Shop of
Adventuring Supplies. Pick up a mirror for each of the party members. Exit by
the East gates and proceed to Llorkh

LLORKH:
Mission: Get the Statuette of the North. There are magical items in the arena.
This section will be broken down into 2 sub-sections, Llorkh itself and the
arena located below Llorkh. First, the Arena. After entering the town, go to
the inn. You will be trapped and dropped into the arena below Llorkh where you
meet Vaalgamon again. The Statuettes are removed from you but not your weapons.
You will fight in the arena in 3 separate combats with no rest between each one.
First combat is against 4 Ogres. Second is against 4 Hellhounds. Third is
against 4 Griffons. After the combat, you are tossed into a cell where you can
rest, fix and save the game. Proceed to the door where you will be fed. Across
the corridor another prisoner attacks the guard and you get the keys. Release
and allow Murthur to join the party. He may be as ugly as a stump, but he is a
high level fighter and will fight for the party. Go East and unlock the door as
requested. The ogres inside will go another direction and join the party later
on. Follow the corridor East, North, then West. Don't open the door with the
loud rustling sound unless you want to fight the Griffon inside. Through the
first door to the West are 4 Zhentil fighters. Have the fighters take care of
business and save your spells for the next door to the West. When you step
through the door, you will be in a closet facing a secret door. Through the
secret door are 8 Griffons and 4 Zhentil fighters. The ogres you released
earlier join the party here. Carefully cast and place Fireballs on the Griffons
avoiding damage to your own party. Try to save at least one fireball for the
Statuette fight later. After the battle with the Griffons, go West through a
secret door, through 2 more doors where you fight 4 Griffons. Follow the
corridor around where you will eventually get to the Statuette fight against 2
Griffons, 4 Zhentil fighters and 1 Zhentil Commander. The Zhentil Commander is
tough and hard to bring down. Use a fireball on the Griffons and fighters.
Have your fighters concentrate on the Commander, have your cleric cast Hold
Person on the fighters and have the maji cast Magic Missiles and Stinking Cloud
on the remaining Griffons and fighters. After the battle, go get the last
statuette, all the other statuettes that you brought in with you, and Chain Mail
+1, Broad Sword +1, Light Crossbow +1, 3 Quarrels taken from the Commander. Go
West thought a one way door, out of the arena, to Llorkh. Instead of leaving,
you could backtrack and wander around looking for a fight. However, by this
time, most of your characters should have developed to their maximum levels.
You still have a long way to go and a lot more opportunities to fight and
develop your characters. Now we are back in Llorkh at map coordinates (4,5)
inside a temple to Bane. Go back to the inn traveling East, South, then West.
Encamp, fix, and save the game. If you wish to fight the Medusa in the castle,
leave the inn and travel East, generally North through an arch, then turn East
until you see a sign for the Valhalla Here Inn. Turn South through a door, East
through a door then South to a secret door. Bash it down and go through the
West facing door, turn South through 3 doors and go through all doors seen.
When you see statues after you pass through the 4th door, stop. View all of
your characters and ready your mirrors, you will have to un-ready the shields to
get the hand needed to hold the mirror. When all mirrors are ready, turn South
and step forward. You will be attacked by 3 Hellhounds and the Medusa. Have
the fighters hack at the Hellhounds and have the maji cast Magic Missiles or
Fireballs to take out the Medusa. After she goes down, when a character has his
turn, view that character and ready the shield. After the battle, keep your
mirrors, you will need them again. Back track to the inn, encamp, fix, and save
the game. If you need to restock supplies go to Secomber (the next town West of
Loudwater) and the armory there to restock supplies.

STAR MOUNTS:
Mission: Get the Statuette of the South. There are magical items here. Encamp
to memorize spells and heal is allowed at the entrance of the star mounts and in
any room (including after battles) but not in any corridor. This section will
be broken into 2 sub sections. First sub section will be the base of the Star
Mounts. To get here, exit Secomber through the East gates or exit Loudwater
through the West gates and turn North to the Star Mounts. Stay East of the
river and follow it closely North to its source at the base of the mountains.
Here you will meet the Arrakocra, (giant birds) being attacked by 2 Shambling
Mounds and 3 Giant Snakes. Battle strategy is to let the enemy attack. Have
fighters guard, have other characters use bow and arrows to attack, have maji
cast magic missile and fireballs. After the battle, you get 2 Composite Long
Bows +2, 2 Shield +1, 2 Cloak of Displacement, 2 Plate Mail +3. The Arrakocra
will offer to fly you to the Star mounts. If you refuse they will still be
there for you when you return later. Second sub section is Star Mounts. Fly
with the Arrakocra to the entrance cave of the Star Mounts where they will wait
for you as long as they can. There you can rest, fix and save the game. This
will be the direct route to the Statuette. Follow the exact number of steps and
direction because there are many one way secret doors that you can stumble
through. If you do, you will get lost. From the entrance follow the corridor
to a door. Through the door go West where you are greeted by a projection of the
beautiful, but evil Ceptienne who is a high level magi. Follow the corridor to
map coordinates (4,3) and turn East to a wall where there is a secret door.
Bash through and go East (Ceptienne will greet you on the way). Go through 2
South facing doors to an East facing door. Through the door are 3 Ogres and 3
Hellhounds. After the fight, encamp, fix and save the game. Turn North to an
East facing door (the door to the North is a one way door). Go through the East
door (the door inside, to the North, is also a one way door) and follow the
corridor East and South through a door to a wall (the door to the East is a one
way door). Turn and go West (Ceptienne will greet you on the way, she is
getting bored with you). After Ceptienne greets you, stop and ready your
mirrors, then continue West to a 4 way intersection. You will be attacked by 2
Hellhounds and 2 Medusa. A couple of Fireballs works well here. After the
fight, turn South to a South facing door (the door to the East is a one way
door). Stop and ready your shields and step through the door where you will
face 2 Ogres and 2 Harpies. A fireball works well here. After the fight,
encamp, fix and save the game. Turn West one step, then North through 2 doors
(Ceptienne will greet you on the way, she is getting very angry and screams at
you). After Ceptienne screams at you, stop and ready your mirrors, then continue
North. Turn West and bash through the door, then turn South (the North door is
a one way door). Turn West and bash through the door, then turn North (the
South and West doors are one way doors). Here you will be facing a North door
and a West door. The North door is a one way door and the West door leads to
Ceptiennes' chamber. When you bash through the West door you will face
Ceptienne, 2 medusa and 2 harpies. Have one of your maji cast Magic Missile at
Ceptienne and if you have another maji, cast fireball. Watch Ceptienne closely
as she will cast spells if she gets a chance. Use magic Missiles on her to keep
her from casting spells. After the fight, among the items are 1 Bracers of
Defense +6, a Dagger +1, a Necklace of (Magic) Missiles, and a Wand of
Defoliation, good against Shambling Mounds. The Statuette of the South is taken
by the party. You now have all 4 Statuettes. Encamp, fix, and save the game.
Leave through the West facing one way door, turn North and follow the corridor
to a door facing East. Go through the door and follow the corridor to the exit
where the Arrakocra are waiting to fly you down the mountain. At the bottom of
the mountain, go South to the path, then West to Secomber to the inn to rest and
save the game.

SUNDABAR:
Mission: Get to Ascore. There are no magical items here. You have to fight
your way through this town and out the North East gates to get to Ascore.
Encamp to memorize spells and heal is allowed at the Inn and any inside
location. Have a mage prepare a knock spell. It will be needed in Ascore. To
get here from Secomber, go out the West gates then go North to Yartar. Get a
boat at the docks and go North then East to Silverymoon. There is the magic
shop in this town in the South West corner, cross over the bridge to get there.
Leave Silverymoon on foot by the East gates to Sundabar. In Sundabar, the Inn
is just inside the gates. Go there to rest, fix, and save the game. Go East
over the river and you will see a massive army waiting for you. It is an
illusion. Go North then East to a fountain. The fountain offers gold for the
statuettes. If you give the statuettes to the fountain, you get the gold and
lose the game because it is another illusion working for Vaalgamon. Keep the
Statuettes and you fight a Stone Golem. Go North to a wide chasm (in the
town?). It is another illusion. When you pass this illusion you are attacked
by 3 Ogres and 3 Zhentil fighters. A fireball works well here. After the
fight, you hear singing. If you want to fight 5 Harpies, go North through 2
doors then turn West. Otherwise, continue East to the last battle at the gates.
You face 2 Hellhounds, 1 Harpy, and 2 Zhentil fighters. When you have finished
dusting off these annoyances, you can go out the gates and encamp, fix and save
the game in the open, or you can return to the inn and do the same. There are
no more battles if you follow the path noted above.

ASCORE:
Mission: Get to the final battle against Vaalgamon and game end. There are
magical items here. You have to fight your way through this town and out the
East gates to get to the arena. Resting is allowed after defeating 8 encounters
with Ascore Skeleton Guards and Ascore Mummies. If the fighting gets too tough,
it is better to leave Ascore through the West gates to rest and heal in the open
or even go back to the inn at Sundabar. This section will be divided into 2
Sections.

First, the magic items. Enter Ascore, go east to a wall. Turn South 1 step.
To the East is a secret door. Bash it down. You will be pleasantly greeted at
the door. Follow the wall around left or right, but do not go through any
doors, until you get to one of 3 mirror/tapestries. You will be attacked by 8
Ascore Skeletons/Mummies combination each time. Have the Cleric use Turn to get
rid of most of the attackers at each location. After the 3d combat, one of the
party falls into a hole. In there is a Cleric Scroll containing 2 Cure Disease
spells and an Elvin Longsword +2 vs. Undead, useful against all undead
creatures. Leave this area through the Northern most of the West facing Secret
Doors. Turn North to coordinate (2,3) and turn West through a door, then north
through 2 doors where there combat with 1 Ettin. After the battle, you get a
Dwarven Battle Axe +2 (+4 if it is used by a Dwarf), a Potion of Healing, and
some gems. Return to coordinates (2,3) and turn South, keeping the wall on your
left until you get to coordinates (1,13). This door is locked. You must use a
Knock Spell to open the door. Inside is a Kraken Mage. Tell him a story which
gets him to attack. In here are Bracers of Defense AC4 and a Dagger +1. Leave
the room and follow the hallway East, then North to a secret door. Bash it
down, turn East through 2 doors, then go basically South and follow the hallway
until it turns north at a door. Inside are 2 Ascore Mummies. Have the Cleric
use Turn to get rid of them. There is a trapped chest as a prize. This is the
only place where a thief would be useful. I had to have each member of my party
go through attempting to open the chest party twice, getting hit each time
before the chest would open. Inside is a Cleric Scroll with 2 Cure Light
Wounds, 8 Arrows +2, and 1 Longbow +2. That's it for magic items. At this
point, it is recommended that you go back to the Silverymoon magic shop and get
everyone a Potion of Speed and 2 Potions of Extra Healing each. The Healing
Potions are useful if your party members get hurt in the Final Combat Arena, and
the Potion of Speed is good for the final battle with Vaalgamon.

This section will deal with the Final Combat Arena.

TIP: This is the secret to the Arena. Use AIM and move it around looking for
the exits that will be described below. Have your fastest character (usually a
mage) head for that exit while the other characters act as a rear guard. You
don't have to finish all the combats to win the game, especially the last
against Vaalgamon.

Enter Ascore and find a secret door at coordinates (2,9) or (2,6). Bash the
door and be pleasantly greeted (again) and go through a door to the South East.
Turn North, then East 1 step, stop and save the game. The next steps East will
reveal the gates that are guarded by 6 Giant Spiders. Spiders can kill with a
poisonous bite. When they are defeated, rest, fix and save the game. This is
the last opportunity you will get to do this. Go through the Gates, turn South
and go through 5 archways until you are taunted by Vaalgamon. When he has
finished boring you to tears, proceed forward into the Arena. There are 6
battles to fight, the first is against 12 Goblins. Save you magic and have the
fighters line up and guard, letting the enemy come to you. Look for the exit
East, North, then East again. The second battle is against 20 Goblins. Save
your magic. Since the Goblins go down easy and rarely hit your characters, you
can stand against them like the first battle. Look for the exit South East
around a wall, West, then North. The third battle is against 1 Goblin. If
Krevish is still with you he gets that Goblin on the first arrow shot. The exit
is North, East, North around a wall, South East around a wall, then North. The
forth battle is a bit tougher against 3 Shambling Mounds and 3 Ettins. Use the
Wand of Defoliation against the Shambling Mounds and if you still have the
Necklace of Missiles, us it against the Ettins when they are bunched up. Use
Magic Missiles against Shambling Mounds while the fighters hack away at anything
near by. After the battle, there are several magic items. 3 Cloaks of
Displacement, 3 Plate Armor +3, 3 Shields +1, 3 Ioun Stones of Pale Blue (I
don't have a clue as to what they do), and 3 Composite Long Bows +2. Look for
the exit to the North East. The fifth battle is against 1 Kraken Mage and 3
Zhentil Commanders. Fireball the group then charge, paying attention the mage
first. His magic spells can hurt the party.

TIP: Have you fastest runner stop before exiting this area. Use the Cleric to
heal who he can. Have everyone use the Potions of Extra Healing on themselves
as needed. Then have everyone use the Potions of Speed. When this is done have
the runner exit the area.

Look for the exit North East around a wall, South West around a wall, then West.
This is it, the final combat. You will be facing 4 Zhentil Commanders, 4 Kraken
Mages, 10 Shambling Mounds, and Vaalgamon (he has 150 Hit Points. He is a magic
user and is protected against magic attacks so fireball and Magic Missiles do
not work). The best strategy is to have the fighters step forward 3 steps and
line up to allow your fastest runner go north to the exit. If you feel bold,
you can have the runner stop one step from the exit and see how far the combat
goes before you are wiped out then step out the exit. I have never beaten
Vaalgamon. You need 1 live Character to finish the game. After you exit, the
finale starts.