OFFICIAL
COMPUTER PRODUCT
S4MGE FRONTIER RULE BOOK
STRATEGIC SIMULATIONS, INCf LIMITED WARRANTY TABLE OF CONTENTS Strategic Simulations, Inc. ("SSI") warrants that the diskette(s) on which the enclosed program is recorded will be free from defects in materials and workmanship for a period of 30 days from the date of purchase. If Introduction 1 within 30 days of purchase the diskette(s) prove defective in any way, you may return the diskette(s) to Your C/ame Box Should Contain 1 Strategic Simulations, Inc., 675 Almanor Avenue, Suite 201, Sunnyvale, CA 94086-2901 and SSI will replace Before You Play 1 the diskette(s) free of charge. In addition, if the diskette(s) prove defective at any time after the first 30 days, Qetting Started Quickly 1 return the diskette(s) to SSI and SSI will replace the diskette(s) for a charge of $10.00 (each disk) plus Using Menus 1 $4.00 for shipping and handling. California residents, add applicable sales tax. Beginning to Play 2 Modifying Characters and Parties 3 SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT TO THE SOFTWARE PRO- Party Creation/Training Hall Menu 3 GRAM RECORDED ON THE DISKETTE OR THE GAME DESCRIBED IN THIS RULE BOOK AND ADVENTUR- Non-Player Characters (NPCs) 4 ER'S JOURNAL, THEIR QUALITY, PERFORMANCE, MERCHANTABILITY OR FITNESS FOR ANY PARTICU- Viewing Characters 4 LAR PURPOSE. THE PROGRAM AND GAME ARE SOLD "AS IS." THE ENTIRE RISK AS TO THEIR QUALITY Character Status 5 AND PERFORMANCE IS WITH THE BUYER. IN NO EVENT WILL SSI BE LIABLE FOR DIRECT, INDIRECT, View Menu 5 INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING FROM ANY DEFECT IN THE PROGRAM OR GAME EVEN IF SSI HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. (SOME STATES DO Items Menu 5 NOT ALLOW THE EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR INCIDENTAL Adventuring 6 OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU.) Display Screens and Points of View 6 Adventuring Options 6 The enclosed software program, this Rule Book and the Adventurer's Journal are copyrighted. All rights are Adventure Menu 6 reserved. This Rule Book and Adventurer's Journal may not be copied, photographed, reproduced, or trans- Encamping 7 lated or reduced to any electrical medium or machine readable form, in whole or in part, without prior writ- Encamp Menu 7 ten consent from SSI. The program accompanying this Rule Book and Adventurer's Journal may be copied, Rest Menu 7 by the original purchaser only, as necessary for use on the computer for which it was purchased. Alter Menu 8 Level Menu 8 ADVANCED DUNGEONS & DRAGONS, AD&D, FORGOTTEN REALMS and the TSR logo are trademarks owned by and used under license from TSR, Inc., Lake Geneva, Wl, USA. Magic 8 Magic Menu 8 ©1991 Strategic Simulations, Inc. All rights reserved. ©1991 TSR, Inc. All rights reserved. Memorize Menu.. , 9 Scribe Menu 9 WHAT TO DO IF YOU HAVE A DEFECTIVE DISK Civilization 9 Shop Menu 9 Each of our games undergoes extensive playtesting prior to its release. Through this process we hope to Temple Menu 10 uncover and correct any errors in programming. However, due to the complex nature of our simulations, Traveling on the Trackless Sea 10 some program errors may go undetected until after publication. In addition to errors in the program, there' Encounters 10 are occasionally problems with the disk itself. We experience the industry standard of approximately a 3 to Sample Encounter Menu 10 5% failure rate of duplicated disks. Before assuming that a disk is defective, make sure to check your disk drive. Up to 95% of the disks returned to us as defective will run fine on our computer systems. Often the Combat 11 problem is with a disk drive that needs servicing for alignment, speed, or cleaning. Combat Menu , 11 Aim Menu 11 Should you have a defective disk, please return the disk only (keep all other parts of the game) to our After Combat 12 Customer Support Department, along with a note describing the problem you have encountered. A replace- Treasure Menu .....12 ment disk will be provided upon our receipt of the defective disk. Take Menu , 12
Should you uncover an error in the program, return both your game disk and any "save game" disks to our Customer Support Department. Please enclose a description of what was taking place in the game when the QUESTIONS OR PROBLEMS? error occurred. Upon correction of the program error, we will return an updated disk to you. Our main business number is (408) 737-6800. If you encounter disk or system related problems you can call our Technical Support Staff at (408) 737-6850 between 11 a.m. and 5 p.m., Pacific Time, Monday through Friday, Always make sure to include your name, address, and daytime telephone number with any correspondence. holidays excluded. NO QAME PLAYINQ HINTS WILL BE QIVEN THROUGH THIS NUMBER. If you need hints, call our Hint Line at 1-900-737-HINT. Recorded hints arc available 24 hours a day, 7 days We will do our best to see that any problems are corrected as soon as possible. a week. If you don't hear the information you need, please write to us at Hints, Strategic Simulations, Inc., 675 Almanor Avenue, Suite 201, Sunnyvale, CA 94086 (include a stamped self-addressed envelope for reply). mttmimsm
INTRODUCTION the adventure story. The Journal also includes If a command affects the whole party, just BEGINNING TO PLAY select the command. If the command affects a the maps, information, rumors, and stories that To begin playing the game you must load a Welcome to the official ADVANCED single character, make that character active and you will need to play the game. As you play saved game or generate characters and band DUNQEONS & DRAQONS® computer product, then choose the command. QATEWAYTO THE SAVAQE FRONTIER, a you will discover for yourself which of the them together into a party. This first menu tales you hear are fact and which are fiction. FORQOTTEN REALMS™ fantasy role-playing epic. gives you the initial options: Example: This game is based on the rules and back- The Data Card explains how to start the game CREATE NEW CHARACTER ground created by TSR, Inc. and a story line and how to select items and menu options To look at a character's items: select the ADD CHARACTER TO PARTY created especially for this game. with your specific computer. It also shows how character, and select the VIEW then ITEMS LOAD SAVED GAME to get right into the game without having to commands. To have the entire party camp, Your party of adventurers has just finished a INITIALIZE MOUSE/JOYSTICK (Some computer systems) read through the rules. simply select the ENCAMP command. commission escorting a heavily laden caravan EXIT TO DOS (Some computer systems) from Citadel Adbar to the town of Yartar. Menus are displayed either vertically or CREATE NEW CHARACTER is used to build With purses full of conspicuously clinking Before You Play There is no copy protection on your C/ATEWAY horizontally. a character. Detailed information about charac- gold, your characters spend their first night in ters, races, classes and so on is available in the town feasting, listening to golden-voiced TO THE SAVAQE FRONTIER disks, so please Vertical menus select a character, item, or spell make backup copies and put the originals journal. This command displays the following bards, and revelling. Unfortunately the charac- to be acted upon. If there are more choices menus to define the character. ters in your party made one too many new away for safekeeping. When you start the than will fit on the screen at one time, use the acquaintances that night... game, you will be asked to answer a verifica- NEXT and PREV commands to view the addi- • PICK RACE lists six races a player-character tion question from this rule book or the tional selections. can be in the Forgotten Realms. In the morning the characters wake up in their Adventurer's Journal before you can play. Turn room and look around in dismay. Everything is to the page as indicated for either this rule • PICK GENDER lists the sex the character can gone except spell books and a bag of coins that book or the Adventurer's Journal, find the Example: be. Qender affects the character's maximum had been hidden in the room under a pillow, indicated word, type it in and press the Return When purchasing items, selections are strength. Armor, equipment, everything, stolen! or Enter key. Remember to count headings made from a vertical menu list of • PICK CLASS lists the class or classes the There is no time left for pointless anger or when looking up the word. equipment. character is qualified for based on race, grumbling. The party must purchase new • PICK ALIGNMENT lists all the possible equipment, and find work. Find a shop and Getting Started Quickly Horizontal menus list available actions. In the rules, menus are shown with all of their alignments for the character based on buy each character appropriate weapons and C/ATEWAY TO THE SAVAQE FRONTIER comes character class. armor. After your characters are equipped, the with a ready-made party that allows you to options, although in some cases, options will party is ready to begin adventuring. begin adventuring immediately. Use the not be available every time a menu appears. After you select alignment, the computer ran- instructions on the Data Card to load the domly generates the character's ability scores. Your Game Box Should Contain saved game that has been provided and begin Example: You can "reroll" the scores if you are not happy • Disks • Rule Book playing. Use these rules to answer any ques- with them. Remember that you can use the tions during play. Treasure Menu •Adventurer's Journal • Data Card MODIFY CHARACTER command on the Party VIEW TAKE POOL SHARE DETECT EXIT Creation/Training Hall Menu to change the The Rule Book is designed to explain all your Using Menus The options TAKE and SHARE will only character's ability scores and hit points (HP) options and guide you through playing the All commands are menu based, and the con- appear if there is treasure to take. The after the character has been generated. game. If you are not familiar with the cept of the active character is central to the option DETECT will only appear if there is ADVANCED DUNQEONS 4 DRAQONS® game sys- treasure and the active character has a ; CHARACTER provides a 15 letter game. Outside of combat the active character's space to type in the character's name. This tem, you will find helpful information about name is highlighted on the display. During Detect Magic spell available. how things work in the Adventurer's Journal. name will be automatically saved to disk. combat the active character is surrounded with On some computer systems the character is a cursor at the start of his combat segment. The rule book only shows the general menus, The Adventurer's Journal contains a variety of With many encounters special menus will named after the abilities scores are generated. information including details about character Qenerally you make a character active by appear that indicate available options. classes, magic, combat and an introduction to selecting him from a vertical party list. During combat the computer selects the active character (or foe). m • SELECT COMBAT ICON allows you to Patty Creation/Training Hall Menu design the shape that will represent the charac- CREATE NEW CHARACTER CHARACTER SUMMARY SCREEN^ ter in combat. Customize this icon to represent DROP CHARACTER Current Hit Points I the character's favorite weapon, armor, and MODIFY CHARACTER colors. Different computers and graphic •OS" the Savage Frontier are built the character's spell book or clerical spell list, the party. This includes spells like Bless or charges 100 gold pieces for the service. where rivers cross important overland trade and how many spells of each level the spell- Invisibility plus effects like diseases, This is an routes. These towns all have Boat Rental caster may memorize. Once all characters important command because diseased charac- TAKE is used to pick up coins from the party's Shops where you can rent a boat that will take have selected the spells they want to memo- ters will not regain HP until they have a Cure money pool. Indicate the type and amount of you to another town. Upon arrival in a new rize, choose the REST command to actually Disease spell cast on them. Also, if the party is coins, gems, or jewelry to take. town you will land in another rental shop memorize the spells. carrying certain magical items they will be dis- POOL places all of the party members' coins, where they will refund your deposit. played here — these items are needed to com- gems, and jewelry into a pool which any Remember that a spell-caster can have the plete the game. When traveling through the wilderness on a same spell memorized multiple times, and member may use to make purchases. Use the boat, you must stay on the river. The computer TAKE or SHARE commands to pick up coins, automatically rememorizes used spells simply REST displays the Rest Menu referred to in will ask if you want to abandon your boat if gems, and jewelry from the money pool, by selecting the REST or FIX command. the Encamp section. you try to move off the river. Unattended SHARE picks up all the coins, gems, and jew- boats are quickly stolen and lost forever. Memorize Menu Remember: A character's spells are not memo- rized until he has rested the necessary time. elry from the pool and distributes shares MEMORIZE NEXT PREV EXIT among the party. Traveling on the Trackless Sea • MEMORIZE selects a spell to be memorized. The company of the Brazen Pennant offers pas- A spell is not actually memorized until it has CIVILIZATION APPRAISE is available at a shop or temple, to find the monetary value of any gems or jewel- senger service between Luskan and islands in been chosen from the Memorize Menu and Towns provide many valuable services and ry the character has. Choose a gem or item of the Trackless Sea, including Qunderlun and the character has rested long enough to supplies for the adventurer. In these places you jewelry and an appraisal and purchase offer Tuern. Their dock is located in the northwest imprint the spell on his mind. After selecting will find inns, shops, training halls, temples, will be made. Accept the offer and the item is area of Luskan and they charge for their services. the spells to memorize, the computer will veri- and taverns. Qo to town not only to adven- sold. Reject the offer and the gem or piece of ly your choices. ture, but also to purchase new equipment and On some of the islands, you may also be able jewelry becomes an item on the characters magic items, hire healing services, and rest to to find other boats that will take the party to • NEXT/PREV cycles through the available item list. different destinations in the Trackless Sea. spells if they do not fit on one screen. regain spells and hit points. The Temple offers healing spells and performs Inns are safe resting places where party SCRIBE displays the Scribe Menu and a list other clerical services. The commands on the ENCOUNTERS of all of the spells on magic-user scrolls. Before members can recuperate and regain spells and Temple Menu are the same as those on the When a party comes across monsters or spells can be scribed, they must either be iden- hit points. Shop Menu with the addition of the HEAL tified at a shop or temple, or the magic-user NPCs, an encounter occurs. If the party Shops are places to buy and sell equipment command. attacks immediately it may receive a bonus to must have cast Read Magic on them. Indicate using the Shop Menu. any spells to be scribed into the character's Temple Menu its initiative in combat. If the monsters surprise the party, the monsters can attack immediately spell book. Once all characters have indicated Shop Menu HEAL VIEW TAKE POOL SHARE APPRAISE EXIT and get a bonus to their initiative in combat. If the spells they want to scribe, choose the REST BUY ITEM VIEW TAKE POOL SHARE APPRAISE EXIT HEAL displays a list of the temple's healing command to actually scribe the spells. Scribing the monsters do not attack immediately, the BUY displays the items available in the shop. spells. Select the character on whom to cast party can react by choosing from an Encounter a spell takes the same amount of time as mem- Select the items that the active character the spell, and then the spell to be cast. There orizing the same spell. Menu. Encounter menus vary and they list will buy. are costs for the temple services. options for new situations. Scribe Menu ITEM is a shortcut that is identical to selecting The Tavern is a rowdy place full of gossip, sto- Sample Encounter Menu SCRIBE NEXT PREV EXIT VIEW and then ITEM. ries, and information. Buy a round of drinks and listen to the stories. COMBAT WAIT FLEE ADVANCE • SCRIBE selects a spell to scribe from a VIEW displays the character screen with magic-user scroll into a spell book. In this sample menu you have opportunities to the SELL and ID commands available in the Vaults store money and equipment for you. fight immediately, wait and see, run away, or • NEXT/PREV cycles through the available Items Menu. There are vaults in Yartar, Silverymoon, and move forward. spells if they do not fit on one screen. Neverwinter, although only the one in Yartar • SELL causes the shopkeeper to make an offer is open at the start of the game. See your Data on the highlighted item. Sold items may not Card for details. be recovered. Combat and working back toward the character. This a distance. If the character has no readied mis- TAKE permits the active character to pick up In combat the computer chooses the active command is most often used to select a target sile weapon, he will ready a melee weapon treasure from defeated monsters. This will only character. Characters with higher dexterity will for a missile or magic attack. and charge toward the enemy. Single class appear if the monsters had treasure or the party magic-users will fire missile weapons and cast has pooled its funds, A character carrying a tend to go before characters with lower dexteri- • MANUAL permits the player to aim any- spells if magic is turned on (see your Data large number of coins and heavy equipment ty. A character may hold his action until later where on the map. Only targets in the charac- Card for details). They will never rush into can be slowed in combat. with the DELAY command. There is a more ter's line of sight can actually be fired at. detailed description of combat in the Journal. close combat, even if all of their missile attacks • TARGET is used to fire a missile or spell at are expended, The active character will be centered on the the enemy where the cursor is currently locat- Characters will remain under computer control screen at the start of his combat segment. The ed. This command can also be used to attack for all subsequent combats until manual control As we active character's name, HP, Armor Class, an adjacent enemy with a melee weapon is again selected. When a spell-caster character slowly approached, and current weapon are displayed. The (sword, mace, etc). If this option is not dis- Combat Menu lists the character's options. is on quick, you may toggle his spell casting on the noble beast played the target is out of range, not in line of and off— consult your Data Card for instruc- surveyed us with sight, or invisible. eyes that bespoke tions on how to do this on your computer. Combat Menu of great • CENTER will center the screen around the MOVE AIM USE CAST TURN GUARD QUICK DELAY causes the character to hold his turn intelligence. cursor. This is helpful when targeting manual- DELAY BANDAGE VIEW SPEED END until after the other characters and monsters ly. This option is not available on all computer MOVE allows a character to move. Attack by have acted. moving the character into an enemy's square. systems. BANDAGE only appears if a party member is If the character moves away from an adjacent USE allows a character to activate an item enemy, the enemy gets a free attack at the bleeding to death. The BANDAGE command Take Menu without having to go through the View will stop the bleeding and keep the character character's back. Menu. Items such as scrolls and wands may ITEMS MONEY EXIT from dying. AIM allows weapons or spells to be targeted. then be targeted with the Aim Menu. • ITEMS lists the equipment in the treasure. VIEW displays the character screen and View When aiming a ranged weapon, the range to CAST is only available to spell-casters when Frequently, the weapons and armor used by the target will be displayed above the menu Menu. The USE command appears on the monsters are not listed because they are poor they have spells available. The spell-caster Items Menu to permit items such as wands to bar on some systems. If a character moves selects from the list of available spells and then quality and not worth taking. be used in combat. adjacent to an enemy, and has no more move- targets with the Aim Menu. If the character • MONEY displays the number and type of ment remaining, the AIM command can be has been hit recently his concentration may SPEED changes the game speed and is coins, gems, and jewelry in the treasure. used to attack with a melee weapon (sword, have been broken and the CAST option will described under the ALTER command in the Indicate the type then number of items the mace, etc). The AIM command can also be used not appear. Encamp Menu. active character takes. to survey the condition of your party and ene- mies. As you move the aim cursor over a char- TURN is a clerical power that attempts to END quits a character's turn. POOL drops all of the party members' coins acter or monster, information about him will destroy undead monsters or drive them away into the treasure. Use the TAKE or SHARE com- be displayed on the right of your screen. from the party. This will not affect the more After Combat mands to pick up coins from the treasure. powerful undead types, and has no effect on When combat is over you will see how much SHARE picks up the money treasure, divides it Aim Menu any other kind of monster. XP each character receives and then the into shares, and distributes it among the party. NEXT PREV MANUAL TARGET CENTER EXIT GUARD sets a character to stand and attack Treasure Menu is displayed. Most of the • NEXT is used to look at all possible targets, the first enemy that moves adjacent. GUARD is Treasure Menu commands work like the com- DETECT casts a Detect Magic spell from the starting with the closest target and then going only an option if a character is armed with a mands in the Temple and Shop Menus. current active character. Magic items in the to the next farthest and so on. NEXT and PREV melee weapon. treasure will be marked with a '+' or an '*'. only indicate targets in the character's line of Treasure Menu This option will only appear if the active char- sight. QUICK turns control of the character over to VIEW TAKE POOL SHARE DETECT EXIT acter has a Detect Magic spell available. the computer. See the Data Card for instruc- VIEW displays the character screen and • PREV (Previous) is the opposite of the NEXT tions on how to regain manual control of a View Menu. command. Use this command to look at the character. Under computer control, a fighting possible targets starting with the farthest target character with a readied missile weapon and ammo will tend to hang back and attack from Get a clue. "Vfour first time in the Savage I Frontier and you're expected to free the whole place from a murderous conspiracy of dark invaders! How do you plan to accomplish this amazing feat? You'd better get a clue fast! Better yet, get a clue book. The GATEWAY w im SAVAGE FKOMIER CLUE BOOK will help you deal with evil from a position of strength! This valuable player's guide provides: * Detailed maps for the entire game, including loca- tions of all major events in the adventure, * Combat tips that allow you to defeat even the toughest opponents. *+* Locations and descriptions of all major magical treasures. •*• Checklists of encoun- , ters and treasures — you won't miss any part of the adventure or loot!
To ORDER! VISA/MC-call 1-800-2454525 (in USA & Canada). By mail - send check or money order for $ 12.95 plus $3.50 shipping 8: t ADVANCED DUNGEONS flf DRAGOMS, roRGorrEN handling to: Electronic Arts, P.O. Box 7530, San Mateo, CA 94403. [ REALMS and the TXR logo are To receive SSI's complete product catalog, send $1.00 to: ; trademarks owned by and used f under license from TSR, inc. Strategic Simulations, Inc., S19911SR, Inc. 91991 Strategic 675 Almanor Ave., Suite 201, Simulations, Inc. All rights reserved. Sunnyvale, CA 94086
STRATEGIC SIMULATIONS, INC.6