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Welcome to Project 64!

The goal of Project 64 is to preserve Commodore 64 related documents
in electronic text format that might otherwise cease to exist with the
rapid advancement of computer technology and declining interest in 8-
bit computers on the part of the general population. If you would like
to help by converting C64 related hardcopy documents to electronic
texts please contact the manager of Project 64, Cris Berneburg, at
pcgeek@compuserve.com.

Extensive efforts were made to preserve the contents of the original
document.  However, certain portions, such as diagrams, program
listings, and indexes may have been either altered or sacrificed due
to the limitations of plain vanilla text.  Diagrams may have been
eliminated where ASCII-art was not feasible.  Program listings may be
missing display codes where substitutions were not possible.  Tables
of contents and indexes may have been changed from page number
references to section number references. Please accept our apologies
for these limitations, alterations, and possible omissions.

Document names are limited to the 8.3 file convention of DOS. The
first characters of the file name are an abbreviation of the original
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that a letter may appear to indicate the particular source of the
document. Finally, the document is given a .TXT extension.

The author(s) of the original document and members of Project 64 make
no representations about the accuracy or suitability of this material
for any purpose.  This etext is provided "as-is".  Please refer to the
warantee of the original document, if any, that may included in this
etext.  No other warantees, express or implied, are made to you as to
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members of Project 64 will assume liability for damages either from
the direct or indirect use of this etext or from the distribution of
or modification to this etext. Therefore if you read this document or
use the information herein you do so at your own risk.

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The Project 64 etext of the ~Gateway to the Savage Frontier Rule
Book~, obtained from the 1994 SSI compilation CD "Advanced Dungeons &
Dragons, 9 game collectors edition by Wizard-Works", converted to HTML
format by Alex Slater <ajs@wave.co.nz>, converted to plain etext by
Cris Berneburg, the Basic Bombardier, <pcgeek@compuserve.com>. The
original obtained from the CD appears to be specifically targeted for
an Intel PC-based platform but may still be applicable for the C64.
Also, no graphics were converted, neither to description nor ascii-art
format. Finally, page number references in table of contents were not
converted to section numbers.

GSFRB10.TXT, April 1997, etext #224#

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Table of Contents

Introduction                              1
   Your Game Should Contain               1
   Before You Play                        1
   Getting Stared Quickly                 1
   Using Menus                            1
Beginning to Play                         2
   Modifying Characters and Parties       3
     Party Creation/Training Hall Menu    3
   Non-Player Characters(NPCs)            4
   Viewing Characters                     4
     Character Status                     5
     View Menu                            5
       Items Menu                         5
Adventuring                               6
   Display Screens and Point of Views     6
   Adventuring Options                    6
     Adventure Menu                       6
   Encamping                              7
     Encamp Menu                          7
       Rest Menu                          7
       Alter Menu                         8
         Level Menu                       8
   Magic                                  8
     Magic Menu                           8
       Memorize Menu                      9
       Scribe Menu                        9
Civilization                              9
   Shop Menu                              9
   Temple Menu                            10
   Traveling on the Trackless Sea         10
Encounters                                10
     Sample Encounter Menu                10
   Combat                                 11
     Combat Menu                          11
       Aim Menu                           11
   After Combat                           12
     Treasure Menu                        12
       Take Menu                          12



Gateway to the Savage Frontier Rule Book

Introduction

Welcome to the official Advanced Dungeons & Dragons computer product,
Gateway to the Savage Frontier, a Forgotten Realms fantasy
role-playing epic.  This game is based on the rules and background
created by TSR, Inc. and a story line created especially for this
game.

Your party of adventurers has just finished a commission escorting a
heavily laden caravan from Citadel Adbar to the town of Yartar.  With
purses full of conspicuously clinking gold, your characters spend
their first night in town feasting, listening to golden-voiced band,
and reveling.  Unfortunately the characters in your party made one too
many new acquaintances that night....

In the morning the characters wake up in their room and look around in
dismay.  Everything is gone except spell books and a bag of coins that
had been hidden in the room under a pillow.  Armor, equipment,
everything stolen!

There is no time left for pointless anger or grumbling.  The party
must purchase new equipment, and find work.  Find a shop and buy each
character appropriate weapons and armor.  After your characters are
equipped, the party is ready to begin adventuring.

Your Game Box Should Contain
Disks, Adventurer's Journal, Rule Book, Data Card

The Rule Book is designed to explain all your options and guide you
through playing the game.  If you are not familiar with the Advanced
Dungeons & Dragon game system, you will find helpful information about
how things work in the Adventurer's Journal.

The Adventurer's Journal contains a variety of information including
details about character classes, magic, combat and an introduction to
the adventure story.  The Journal also includes the maps, information,
rumors, and stories that you will need to play the game.  As you play
you will discover for yourself which of the tales you hear are fact
and which are fiction.

The Data Card explains how to start the game and how to select items
and menu options with your specific computer.  It also shows how to
get right into the game without having to read through the rules.


Before You Play

There is no copy protection on your Gateway to the Savage Frontier
disks, so please make backup copies and put the originals away for
safekeeping.  When you start the game, you will be asked to answer a
verification question from this rule book or the Adventurer's Journal
before you can play.  Turn to the page as indicate for either this
rule book or the Adventurer's Journal, find the indicated word, type
it in and press the Return or Enter key.  Remember to count headings
when looking up the word.


Getting started quickly

Gateway to the Savage Frontier comes with a ready-made party that
allows you to begin adventuring immediately.  Use the instructions on
the Data Card to load the saved games that has been provided and begin
playing.  Use these rules to answer any questions during play.


Using Menus

All commands are menu based, and the concept of the active character
is central to the game.  Outside of combat the active character's name
is highlighted on the display.  During combat the active character is
surrounded with a cursor at the start of his combat segment.

Generally you make a character active by selecting him from a vertical
party list.  During combat the computer selects the active character
(or foe).

If a command affects the whole party, just select the command.  If the
command affects a single character, make that character active and
then choose the command.

Example: To look at a character's items: select the character, and
select the VIEW then ITEMS commands.  To have the entire party camp,
simply select the ENCAMP command.

Menus are displayed either vertically or horizontally.

Vertical menus select a character, item, or spell to be acted upon.
If there are more choices than will fit on the screen at one time, use
the NEXT and PREV commands to view the additional selections.

Example: When purchasing items, selections are made from a vertical
menu list of equipment.

Horizontal menus list available actions.  In the rules, menus are
shown with all of their options, although in some cases, options will
not be available every time a menu appears.

Example:
Treasure Menu

VIEW TAKE POOL SHARE DETECT EXIT

The options TAKE and SHARE will only appear if there is treasure to
take.  The option DETECT will only appear if there is treasure and the
active character has a Detect Magic spell available.

The rule book only shows the general menus.  With many encounters
special menus will appear that indicate available options.


Beginning to Play

To begin playing the game you must load a saved game or generate
characters and band them together into a party.  This first menu gives
you the options:

CREATE NEW CHARACTER
ADD CHARACTER TO PARTY
LOAD SAVED GAME
INITIALIZE MOUSE/JOYSTICK (Some computer systems)
EXIT TO DOS (Some computer systems)

CREATE NEW CHARACTER is used to build a character.  Detailed
information about characters, races, classes and so on is available in
the Journal.  This command displays the following menus to define the
character.

PICK RACE lists six races a player-character can be in the Forgotten
Realms.

PICK GENDER lists the sex the character can be.  Gender affects the
character's maximum strength.

PICK CLASS lists the class or classes the character is qualified for
based on race.

PICK ALIGNMENT lists all the possible alignments for the character
based on character class.

After you select alignment, the computer randomly generates the
character's ability scores.  You can "reroll" the scores if you are
not happy with them.  Remember that you can use the MODIFY CHARACTER
command on the Party/Creation/Training Hall Menu to change the
character's ability scores and hit points (HP) after the character has
been generated.

NAME CHARACTER provides a 15 letter space to type in the character's
name.  This name will be automatically saved to disk.

On some computer systems the character is named after the abilities
scores are generated.

SELECT COMBAT ICON allows you to design the shape that will represent
the character in combat.  Customize this icon to represent the
character's favorite weapon, armor, and colors.  Different computers
and graphic adapters have different capabilities; experiment to create
the best icon for each character.  The combat icon may be altered
during the game to reflect new armor or weapons using the ALTER
command from the Encamp Menu.  On some computer systems the character
will be saved after the combat icon is finished.

EXIT from any of the character creation menus will display the Party
Creation/Training Hall Menu.

ADD CHARACTER TO PARTY allows you to add characters to the party from
the saved game disk.  A party is a group of characters composed of up
to six player characters (called PCs) and up to two non-player
characters (called NPCs).  A party should have a balanced mix of
characters with different classes.  For nor information about building
parties see the Characters and Parties section in the Journal.

LOAD SAVED GAME permits you to resume a game that has been previously
save.  The saved game provided with Gateway to the Savage Frontier can
also be loaded.

INITIALIZE MOUSE/JOYSTICK sets up the joystick or mouse.  This option
is only available on some computer systems.

EXIT TO DOS ends play.  This option is only available on some computer
systems.


Modifying Characters and Parties

The Party Creation/Training Hall Menu shows the characters currently
in your party and lists the commands for creating and modifying the
party.  Not all of the options are available at all times.


Party Creation/Training Hall Menu

CREATE NEW CHARACTER
DROP CHARACTER
MODIFY CHARACTER
TRAIN CHARACTER (Training Hall only)
HUMAN CHANGE CLASS (Training Hall only)
VIEW CHARACTER
ADD CHARACTER TO PARTY
REMOVE CHARACTER FROM PARTY
LOAD SAVED GAME
SAVE CURRENT GAME
BEGIN ADVENTURING
EXIT TO DOS (Some computer systems)

DROP CHARACTER eliminated a character from the part and erases him
from the saved game disk.  A dropped character may not be recovered.

MODIFY CHARACTER can change the character's ability scores and HP.
Use MODIFY CHARACTER to change a character generated in GATEWAY TO THE
SAVAGE FRONTIER to match a familiar AD&D game character.  A character
cannot be modified once he has begun adventuring.

TRAIN CHARACTER (from Training Hall Menu only) increases a character's
level when he has gained enough experience points (XP).  Choose the
character to train and if he has sufficient XP he will be able to
advance one level.  If a character has gained enough XP to advance
more than one level, he will advance one level and then lose all XP in
excess of one point below that required for advancement to the next
level.  See the section on Experience Points in the Journal for an
example.

Advancing in levels takes no game time.  When magic-users advance,
they may add a spell to their spell book.  See the Maximum Level
Limits by Race, Class, and Prime Requisite chart in the Journal for
level limits.

HUMAN CHANGE CLASS allows a human character to become a dual class
character.  Dual class characters lose the advantages of their first
class until they exceed that level in the new class.  For more
information about dual class characters, look under Character Classes
in the Journal.

<IMG SRC="GSF_IM04.GIF">
CHARACTER SUMMARY SCREEN

VIEW CHARACTER displays a character.  For more information about dual
class characters, look under Character Classes in the Journal.

REMOVE CHARACTER FROM PARTY transfers a character from the party to
the saved game disk.

SAVE CURRENT GAME stores the current game to the save game disk or
directory.

BEGIN ADVENTURING starts the game.


Non-Player Characters (NPCs)

During the game the party will encounter non-player characters (NPCs).
They may talk to the party, attack or even offer to join the party.
There are two kinds of NPCs: those who volunteer to join the party and
those who will only give information or fight the party.  NPCs that
join the party are treated like player characters with a few
differences.  The computer commands NPCs in battle.  The have morale.
If things are going badly for the party, NPCs may run.  Items can be
traded to some NPCs but they cannot be traded from conscious NPCs to
other characters.  If an NPC dies, however, you can use the TRADE
command on the Items Menu to take his items.  Only two NPCs at a time
may join the party and they may take a share of all treasures found.


Viewing Characters

The VIEW COMMAND displays the character summary screen.

Characters have little money after being robbed at the start of the
adventure.  They accumulate wealth, in the form of gems, jewelry and
coins as they go.  The value of gems and jewelry varies, and can only
be determined by having the items appraised.  Coins always have the
same values.  Platinum coins are the most valuable while gold and
copper are more common.  The relative value of each kind of coin is as
follows:

1 platinum piece (pp) = 5 gold pieces (gp) = 10 electrum pieces (ep) =
100 silver pieces (sp) = 1,000 copper pieces (cp)

Encumbrance is the total weight (in gold pieces) the character is
carrying.

Combat Movement is how many squares a character can move during a
combat segment.  This is based on his readied armor, strength, and
total encumbrance.


Character Status

OKAY status means that the character has positive HP and can move and
fight normally.

UNCONSCIOUS status means that the character has exactly 0 HP.  He
cannot move or fight, but is in no danger of dying.

DEAD status means that the character has died.  Non-elf characters
have a chance of being resurrected with a Raise Dead spell.  The
character's chance of being resurrected is influenced by his
constitution.  See the Constitution Chart in the Journal.

FLED status means that the character fled from the previous battle.
After the battle he will rejoin the party.

STONE status means that the character has been turned to stone.  The
character can be returned to normal with a Stone to Flesh spell, which
is available in temples.

GONE status means that the character has been totally destroyed.
Nothing can bring the character back to life.

From the View Menu several options are available to inspect the active
character.  Not all of these commands are available at all times.


View Menu

ITEMS SPELLS TRADE DROP HEAL CURE EXIT

ITEMS will show all the equipment the character is carrying.  Items
preceded by a YES are ready for use.  Not all commands in the Items
Menu are always available.


Items Menu

READY USE TRADE DROP HALVE JOIN SELL ID EXIT

READY is used to change the status of a weapon, armor, or other item.
Only readied item can be used in combat.  A character cannot ready
more than two hand-held items at once.  Arrows and crossbow quarrels
are assumed to be in a quiver and can be readied at all times.  Some
items will take both hands when readied (bows, quarter staffs, etc.),
some take only one (long swords, wands, etc.), and others take no
hands (rings, armor, etc.) On some systems there are items that can
only be readied or unreadied while in either camp or combat.

USE activates an item.  If you are using an item in combat, the Aim
Menu will appear if the item can be targeted.  See the Combat section
for details about the Aim Menu.

TRADE is used to transfer an item from one character to another.
Choose the character to trade to and then choose the item or items to
trade.  Remember that a conscious NPC will not give up an item once he
has it.

DROP permanently removes items from one character to another.  Dropped
items may not be recovered.

HALVE will divide a bundle of some item into two bundles.  For
example, halve would turn one bundle of 42 arrows into two groups of
21 arrows each.  This is handy for dividing items to distribute among
party members.

JOIN combines all similar items into one line.  No more than 255
similar items can be joined on one line.  Some items, such as potions,
cannot be joined.

SELL is described under the Shop Menu.

ID is described under the Shop Menu.

SPELLS is a listing of all the spells a character has memorized and
can cast.

TRADE is used to transfer money, gems, and jewelry from one character
to another.  Indicate which character is to receive, and then indicate
what and how much is traded to the other character.

DROP permanently removes money from a character.  Dropped may not be
recovered.

HEAL is an ability of paladins.  Paladins may heal two HP (per level)
of damage a day.  Select the HEAL command and then select the
character to be healed.  This command is only displayed when a paladin
has a heal available.

CURE is another ability of paladins.  A paladin may perform one Cure
per week at levels 1-5 and two cures per week at levels 6-8.  This
option is only displayed if the paladin has a cure available.


ADVENTURING

After setting up your party and reading the background information in
the Adventurer's Journey, it is time to head for adventure, fame, and
glory.  During your adventuring the party will engage in fierce
battles, find treasures, and sometimes have to stop, recuperate, and
memorize spells for future use.


Display Screens and Points of View

Gateway to the Savage Frontier uses four different points of view:
3-D, Area, Wilderness, and Combat.

3-D appears in town, underground and so on.  This view appears at the
top left of your screen and shows the surrounding area from the
party's perspective.  Rotate the party's facing and move using the
directional controls.  The direction controls for your computer are
described on the Data Card.

Area provides an overhead view of the party's surroundings, replacing
the 3-D view.  Choose the AREA command from the Adventure Menu.  This
view is not available in all regions.

In the area display a cursor shows the party's position.  On some
computer systems, the cursor is an arrow that indicates current party
facing.  On some computer systems you may move around while in the
area view, on others this view is only to help you get your bearings.

To the right of the point of view window, in either 3-D or Area, are
the map coordinates, current time, facing direction (N, S, W, E) and
what their party is doing (searching, camping, etc.).

Wilderness view displays a map in the view window with a cursor
indicating the party's current location.  You get to this view when
you leave a town or other developed area.  There is a map of the
adventure region in the Journal on pages 21 and 22.  Use the cursor
keys to move around on the map and go from location to location.

Combat view occurs automatically whenever the party engages in battle.
The combat screen is a detailed view of the area the party was in when
the encounter began.


Adventuring Options
The following menus control most adventuring options:

Adventure Menu
MOVE AREA CAST VIEW ENCAMP SEARCH LOOK

MOVE is used to change the party's facing or move forward.  The party
can turn right or left, turn around, or move forward.  The party can
turn right or left, turn around, or move forward.  Normally in 3-D or
Area, each move forward takes one minute of the game.  If the party
has Search on, each move takes ten minutes.  Refer to the Data Card
for computer-specific movement information.  Select EXIT to return to
the Adventure Menu.

AREA toggles between the area and 3-D view.  In some regions this
command may not be available.

CAST displays the Cast Menu if the active character is a spell-caster.
See the Magic section for more information.  Some spells only have an
effect in combat.

"The foreboding aura of the ruined ship had kept the curious away.
But to save the town, we had no choice but to go aboard..."

VIEW displays the character screen and the View Menu.

ENCAMP displays the Encamp Menu.  See the Encamp section for a
description of the available commands.

SEARCH toggles searching on and off.  A party moving with Search off
is moving at a normal rate of one minute per move.  With Search on the
party takes 10 minutes per move because they are checking for secret
doors, traps, etc.  When a party has Search on, SEARCH will be
displayed on the screen to the right of the point of view window.
Because the party is moving very slowly with Search on, the chance for
random encounters is greatly increased.

LOOK is used to search an individual square.  A LOOK command acts as
if the party moved into the current square with SEARCH on.

Encamping
The Encamp Menu includes options such as saving the game, resting to
heal and memorize spells, and changing items such as game speed or
party order.


Encamp Menu
SAVE VIEW MAGIC REST ALTER FIX EXIT

SAVE stores the characters and current game to the saved game disk or
directory.  Save often - especially after surviving really tough
encounters.  See your Data Card for computer-specific saving
instructions.

VIEW displays the View Menu and the character screen of the active
character.

MAGIC is a very important part of GATEWAY TO THE SAVAGE FRONTIER and
is described under its own heading.

REST allows characters to memorize spells and to heal naturally.  When
spells are being memorized, the initial rest time is established by
the time necessary to memorize any spells selected from the MEMORIZE
command in the Magic Menu.  For every 24 uninterrupted hours of rest
in camp, each wounded character regains on HP.  Rest can be
interrupted by encounters.  If possible find safe places to take long
rests, such as an inn or places that you are told are safe during the
game.

Characters automatically rememorize the spells they have used by
simply selecting this command.  This saves having to make selections
from the Memorize Menu.


Rest Menu
REST DAYS HOURS MINUTES ADD SUBTRACT EXIT

REST begins the resting process.  Unless interrupted, the party will
rest for the indicated time.

DAYS/HOURS/MINUTES selects the unit of time to be changed by the ADD
and SUBTRACT options.  This option is not available on all computer
systems.

ADD/SUBTRACT increases or decreases the time that the party will
attempt to rest.  Decreasing the time may not allow spell-casters to
memorize all of their spells.

ALTER is used to change the characters in the party and the parameters
of the game.  The Alter Menu includes:


Alter Menu
ORDER DROP SPEED ICON LEVEL EXIT

ORDER changes how the characters are listed on the screen and how they
are deployed in combat.  Characters at the top of the list tend to be
at the front line in combat.

DROP eliminates a character from the party and erased him from the
saved game disk.  A dropped character is gone forever and may not be
recovered.

SPEED controls the rate at which messages are printed on the screen.
If the game is running too slowly, use the FASTER command to speed up
the displays.

ICON is used to change a character's combat icon.

LEVEL permits you to adjust combat difficulty.


Level Menu
NOVICE SQUIRE VETERAN ADEPT CHAMPION EXIT

The game is preset at the Veteran level.  This is the level at which
we consider the game to be "balanced." To make the combat encounters
easier, choose either the Novice (easiest) or Squire level.  To make
the combat more difficult, choose either the Adept or Champion
(hardest) level.

When you choose to make the game more difficult, you are rewarded by
receiving more experience points from your combat encounter.  When you
choose to make the game easier, you are penalized by receiving fewer
experience points from your combat encounter.

Receiving less experience points will slow the rate at which your
characters advance levels.  Advancing at a slower rate will give you
less powerful characters which, in the long run, may more than offset
the benefits of playing at an "easy" level.

FIX is used to heal many wounded characters with a single command.
All characters with first level clerical spells will memorize as many
Cure Light Wounds as they can, cast them on the party, and then
rememorize their previous spells automatically.  FIX takes game time
and may be interrupted by an encounter.  FIX will not return HP to
diseased characters, a Cure Disease spell must first be cast upon
them.


MAGIC

To get the Magic Menu options, the active character must be able to
cast spells.  Spell-casters can get a list of their memorized spells
from the CAST option of the Magic Menu or from the SPELLS option of
the VIEW MENU.  They can get a list of their spells on scrolls from
the SCRIBE option of the Magic Menu.

Spells are defined by who can cast them (cleric or magic-user), when
they can be cast, and their range, duration, area of effect, and, of
course, their actual effect.  The Spell Parameters List in the Journal
summarizes all of the available spells.  When using spells from the
Encamp Menu or the Adventure Menu (such as Find Traps), remember that
one round equals one minute of game time (one normal move) and one
turn equals ten minutes of game time (ten normal moves).  For more
information about magic and the effects of spells look in the Journal.


Magic Menu

CAST MEMORIZE SCRIBE DISPLAY REST EXIT

CAST displays the Cast Menu and the character's list of memorized
spells.  Select the spell to cast and then indicate the target of the
spell.  Once a spell is cast it is gone from memory until it is
memorized again.  Some spells only have an effect when cast during
combat and others may only be cast while encamped.

MEMORIZE displays the Memorize Menu, the character's spell book or
clerical spell list, and how many spells of each lever the spellcaster
may memorize.  Once all characters have selected the spells they want
to memorize, choose the REST command to actually memorize the spells.

Remember that a spell-caster can have the same spell memorized
multiple times, and automatically rememorizes use spells simply by
selecting the REST or FIX command.

Memorize Menu
MEMORIZE NEST PREV EXIT

MEMORIZE selects a spell to be memorized.  A spell is not actually
memorized until it has been chosen from the Memorize Menu and the
character has rested long enough to imprint the spell on his mind.
After selecting the spells to memorize, the computer will verify your
choices.

NEXT/PREV cycles through the available spells if they do not fit in
one screen.

SCRIBE displays the Scribe Menu and a list of all of the spells on the
magic-user scrolls.  Before spells can be scribed, they must either
be identified at a shop or temple, or the magic-user must have cast
Read Magic on them.  Indicate any spells to be scribed into the
character's spell book. Once all characters have indicated the spells
they want to scribe, choose the REST command to actually scribe the
spells.  Scribing a spell takes the same amount of time as memorizing
the same spell.

Scribe Menu
SCRIBE  NEXT  PREV  EXIT

SCRIBE selects a spell to scribe from a magic-user scroll into a spell
book.

NEXT/PREV cycles through the available spells if they do not fit on
one screen.

DISPLAY lists the magic that currently affects the party.  This
includes spells like Bless or Invisibility plus effects like diseases.
This is an important command because diseased characters will not
regain HP until they have a Cure Disease spell cast on them.  Also, if
the party is carrying certain magical items they will be displayed
here -- these items are needed to complete the game.

REST displays the Rest Menu referred to in the Encamp section.

Remember: A character's spells are not memorized until he has rested
the necessary time.

CIVILIZATION
Towns provide many valuable services and supplies for the adventurer.
In these places you will find inns, shops, training halls, temples,
and taverns.  Go to town not only to adventure, but also to purchase
new equipment and magic items, hire healing services, and rest to
regain spells and hit points.

Inns are safe resting places where party members can recuperate and
regain spells and hit points.


Shops are places to buy and sell equipment using the Shop Menu.

Shop Menu
BUY ITEM VIEW TAKE POOL SHARE APPRAISE EXIT

BUY displays the items available in the shop.  Select the items that
the active character will buy.

ITEM is a shortcut that is identical to selecting VIEW and then ITEM.

VIEW displays the character screen with the SELL and ID commands
available in the Items Menu.

SELL causes the shopkeeper to make an offer on the highlighted item.
Sold items may not be recovered.

ID is used to identify an item.  The shop charges 100 gold pieces for
the service.

TAKE is used to pick up coins from the party's money pool.  Indicate
the type and amount of coins, gems, or jewelry to take.

POOL places all of the party member's coins, gems, and jewelry into a
pool which any member may use to make purchases.  Use the TAKE or
SHARE commands to pick up coins, gems, and jewelry from the money
pool.

SHARE picks up all the coins, gems, and jewelry from the pool and
distributes shares among the party.

APPRAISE is available at a shop or temple, to find the monetary value
of any gems or jewelry the character has.  Choose a gem or item of
jewelry and an appraisal and purchase offer will be made.  Accept the
offer and the item is sold.  Reject the offer and the gem or piece of
jewelry becomes an item on the character's item list.


The Temple offers healing spells and performs other clerical services.
The commands on the Temple Menu are the same as those on the Shop Menu
with the addition of the HEAL command.

Temple Menu
HEAL VIEW TAKE POOL SHARE APPRAISE EXIT

HEAL displays a list of the temple's healing spells.  Select the
character on whom to cast the spell, and then the spell to be cast.
There are costs for the temple services.

The Tavern is a rowdy place full of gossip, stories, and information.
Buy a round of drinks and listen to the stories.

Vaults store money and equipment for you.  There are vaults in Yartar,
Silverymoon, and Neverwinter, although only the one in Yartar is open
at the start of the game.  See you Data Card for details.

Many towns in the Savage Frontier are built where rivers cross
important overland trade routes.  These towns all have Boat Rental
Shops where you can rent a boat that will take you to another town.
Upon arrival in a new town you will land in another rental shop where
they will refund your deposit.

When traveling through the wilderness on a boat, you must stay on the
river.  The computer will ask of you want to abandon your boat if you
try to move off the river.  Unattended boats are quickly stolen and
list forever.


Traveling on the Trackless Sea

The company of the Brazen Pennant offers passenger service between
Luskan and islands in the Trackless Sea, including Gunderlun and
Tuern.  Their dock is located in the northwest area of Luskan and they
charge for their services.

On some of the islands, you may also be able to find other boats that
will take the party to different destinations in the Trackless Sea.


ENCOUNTERS

When a party comes across monsters or NPCs, an encounter occurs.  If
the party attacks immediately it may receive a bonus to its initiative
in combat.  If the monsters surprise the party, the monsters can
attack immediately and get a bonus to their initiative in combat.  If
the monsters do not attack immediately, the party can react by
choosing from an Encounter Menu.  Encounter menus vary and they list
options for new situations.

Sample Encounter Menu
COMBAT WAIT FLEE ADVANCE

In this sample menu you have opportunities to fight immediately, wait
and see, run away, or move forward.


Combat

In combat the computer chooses the active character.  Characters with
higher dexterity will tend to go before characters with lower
dexterity.  A character may hold his action until late with the DELAY
command.  There is a more detailed description of combat in the
Journal.

The active character will be centered on the screen at the start of
his combat segment.  The active character's name, HP, Armor Class, and
current weapon are displayed.  The Combat Menu lists the character's
options.


Combat Menu
MOVE AIM USE CAST TURN GUARD QUICK DELAY BANDAGE VIEW SPEED END

MOVE allows a character to move.  Attack by moving the character into
an enemy's square.  If the character moves away from an adjacent
enemy, the enemy gets a free attack at the character's back.

AIM allows weapons or spells to be targeted.  When aiming a ranged
weapon, the range to the target will be displayed above the menu bar
on some systems.  If a character moves adjacent to an enemy, and has
no more movement remaining. the AIM command can be used to attack with
a melee weapon (sword, mace, etc.).  The AIM command can also be used
to survey the condition of your party and enemies.  As you move the
aim cursor over a character or monster, information about him will be
displayed on the right of your screen.


Aim Menu
NEXT PREV MANUAL TARGET CENTER EXIT

NEXT is used to look at all possible targets, starting with the
closest target and then going to the next farthest and so on.  NEXT
and PREV only indicate targets in the character's line of sight.

PREV (Previous) is the opposite of the NEXT command.  Use this command
to look at the possible targets starting with the farthest target and
working back toward the character.  This command is most often used to
select a target for a missile or magic attack.

MANUAL permits the player to aim anywhere on the map.  Only targets in
the character's line of sight can actually be fired at.

TARGET is used to fire a missile or spell at the enemy where the
cursor is currently located.  This command can also be used to attack
an adjacent enemy with a melee weapon (sword, mace, etc.).  If this
option is not displayed the target is out of range, not in line of
sight, or invisible.

CENTER will center the screen around the cursor.  This is helpful when
targeting manually.  This option is not available on all computer
systems.

USE allows a character to activate an item without having to go
through the View Menu.  Items such as scrolls and wands may then be
targeted with the Aim Menu.

CAST is only available to spell-casters when they have spells
available.  The spell-caster selects from the list of available spells
and then targets them with the Aim Menu.  If the character has been
hit recently his concentration may have been broken and the CAST
option will not appear.

TURN is a clerical power that attempts to destroy undead monsters or
drive them away from the party.  This will not affect the more
powerful undead types, and has no effect on any other kind of monster.

Guard sets a character to stand and attack the first enemy that moves
adjacent.  GUARD is only an option if a character is armed with a
melee weapon.

QUICK turns control of the character over to the computer.  See the
Data Card for instructions on how to regain manual control of a
character.  Under computer control. a fighting character with a
readied weapon and ammo will tend to hang back and attack from a
distance.  If the character has no readied missile weapon, he will
ready a melee weapon and charge toward the enemy.  Single class
magic-users will fire missile weapons and cast spells if magic is
turned on (see your Data Card for details).  They will never rush into
close combat, even if all of their missile attacks are expended.

Characters will remain under computer control for all subsequent
combats until manual control is again selected.  When a spell-caster
character is on quick, you may toggle his spell casting on and off -
consult you Data Card for instructions on how to do this on your
computer.

DELAY causes the character to hold his turn until after the other
characters and monster have acted.

BANDAGE only appears of a party member is bleeding to death.  The
BANDAGE command will stop the bleeding and keep the character from
dying.

VIEW displays the character screen and View Menu.  The USE command
appears on the Items Menu to permit item such as wands to be used in
combat.

SPEED changes the game speed and is described under the ALTER command
in the Encamp Menu.

END quits a character's turn.


After Combat

When combat is over you will see how much XP each character receives
and then the Treasure Menu is displayed.  Most of the Treasure Menu
commands work like the commands in the Temple and Shop Menus.

Treasure Menu
VIEW TAKE POOL SHARE DETECT EXIT

View displays the character screen and View Menu.

TAKE permits the active character to pick up treasure from defeated
monsters.  This will only appear if the monsters had treasure or the
party has pooled its funds.  A character carrying a large number of
coins and heavy equipment can be slowed in combat.

"As we slowly approached, the noble beast surveyed us with eyes that
bespoke of great intelligence."

Take Menu
ITEMS MONEY EXIT

ITEMS lists the equipment in the treasure.  Frequently, the weapons
and the armor used by monsters are not listed because they are poor
quality and not worth taking.

MONEY displays the number and type of coins, gems, and jewelry in the
treasure.  Indicate the type then number of items the active character
takes.

POOL drops all of the party members' coins into the treasure.  Use the
TAKE or SHARE commands to pick up coins from the treasure.

SHARE picks up the money treasure, divides it into shares, and
distributes it among the party.

DETECT casts a Detect Magic spell from the current active character.
Magic items in the treasure will be marked with a '+' or an '*'.  This
option will only appear if the active character has a Detect Magic
spell available.

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End of the Project 64 etext of the Gateway to the Savage Frontier Rule
Book.

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