Treasures of the Savage Frontier - SSI A walkthrough by Brian Burke This game continues the story from Gateway to the Savage Frontier and allows Party Members from that game to be transferred. This is a distinct advantage as characters can achieve early promotions with the consequent benefits of Hit Points and Magic/Clerical Spells. All maps will fit on a 16 x 16 grid system. THE DWARVEN STRONGHOLD is the first stop on the Party's itinerary. The start point is at 10/7. Going north or west will gain a Map. There's a Secret door at 10/5. Places of interest are the Training Hall at 2/3, a Shop at 2/5, a Temple at 15/2, Boat Rental at 2/15 and an Inn at 3/10. Going through Tunnels is just the same as going through a door. In the northern area fight the dreaded Driders and meet Wounded Men at 4/3. In the Stone Tower in the northwest fight Griffons and guards. Harpies (whatever next?) are encountered at 0/6. Help the Dwarves in one of the rooms in the central western area to get a Journal Entry. The Dwarves declare victory in the South Western room. This may be a little premature as there's more to do yet! Enter Lord Geildarr's Keep at 7/10. Ensure the Party RESTS after the ensuing fight and go south to meet Lord G at 8/13. Efreeti reside in the northern room. Move east to enter the .... DUNGEON AREA. This can be mapped on a smaller grid 6 x 15. Loads of monsters to be found in this area. To the north find a Blacked Robed man and a secret passage in the north east of this room. Again north the Party comes across two women Sjulajia and Cortarra. Use the opportunity to Fix. Get Journal Entry and just keep casting until the Dark Haired women reverts and you get another Journal Entry. Use the northeast door and then go south till the Party encounters the Giant Skeleton and rescues Jarbarkas (?) or Milzorr, a warrior and the Leading Dwarf. Receive congratulations and head back the way you entered. Complete the southeast corner of the Stronghold before marching on towards SECOMBER via ..... LOUDWATER. There are all the necessary buildings here. Training Hall 8/14, Temple 1/14, Inn 1/3 and a couple of Shops. Fight Krakens at 0/10 to find a Map. Fight at 2/1 to learn of a secret door. Journal Entry at 0/4 and 11/0. Pirates at 7/3. The singing you hear at 12/1 is coming from Harpies who you'll find at 15/2. Lots of Undead after the Party go south through the archway at 14/7. Through another archway to discover a secret door north at 9/8 and get another Journal Entry after fighting Krakens at 10/5. Helping the Woman at 4/9 leads the Party into a Trap and you'll meet the charming Greenhags in the room to the south. Lindy St Clair they ain't, although they'll give you a good whooping if you let 'em! SECOMBER. Again a small area. Map on a 15 x 7 grid. Entering from the east look south at the first turn left and head straight down to discover a secret door east. Entering this room results in a tough battle for Crystals. The colour of the Crystal you gather after the battle depends on which Monster type is first slain or hit. You'll note that all other race types then Smash their crystals. Three colours are needed - Green = Host Tower Mages Red = Zentil Lords Blue = Kraken Masters The Party is then able to read the Lucky Papers. After fighting a few Undead and Ogres along the street head back to the main drag and go west to enter the house of Amanitas half way along. Inside meet Erek and ultimately get The Crown of Amanitas which comes in useful later in the game. There's also a shop, Boat Rentals and an Inn available in Secomber. On now to ....... DAGGERFORD. Help free Men from Duke Daggerford's Castle at 12/4. You'll need to return here later to pick up some good +2 arrows. Going north the Party meets Guards. Discover a secret passage north at 0/1 beyond which are Giants. Go east to enter a passage south at 3/0. In the South a secret passage at 10/14 leads east or west. East brings you among Magic-Users. More fighting in the central area and another secret door north at 7/7 to get a Journal Entry. The battle to free men and gain another Crystal occurs at 6/9. Return now to the Shop at 2/4 to pick up your reward. Leaving Daggerford meet Rabgar and receive the Quest of Three Dungeons. Forward once more to ..... LEILON. Enter the first door north as you enter to get a Journal Entry. The second door conceals Griffons. Going south at the junction leads to battles with Hell Hounds amongst others. A secret passage east leads to another fight in the area beyond. There's an Inn in the southern central area if required. Go north to enter the western area where the Party gain a potion after a battle with Undead in a room located in the southwest. The room in the centre of Leilon gives a Journal Entry and an offer. If accept offer then use the Sick Trick after another Journal Entry. Excuse a rusty memory here but I believe that the Party wakes in a Chamber under a Farmhouse. Use the Sick Trick and go through a couple of doors to a larger room where the Party is ambushed. Back in the Tavern in Leilon use The Crown and head for WATERDEEP. There are two ways to enter WATERDEEP VILLAGE. Either from the sea which I believe is the preferred approach, or subsequently from land. Approaching by sea the Party is shipwrecked OR thrown off the jetty. Can't recall which. Just as you think it's game over time you are rescued by an undersea Maiden and taken to the ...... CAVERNS UNDER WATERDEEP. Entry is at 1/15. Past the Stone Guardians to go north through various secret doors. Fight Spiders at 2/3 and find an Old Man at 1/0. Use KNOCK at 8/0 and again at 9/3. There are further fights with Hell Hounds amongst others, after the fight at 12/0 receive a Journal Entry. The intersection at 8/9 removes the Compass feature and is also a spinner so be prepared! There's a pit at 14/15 but the way out is in the North East at 0/15. Back in WATERDEEP VILLAGE entering the room to the southwest brings a confrontation with Greenhags. There's an Inn south of here. Give Alms to the Beggar. Entering the door south answer "MASK" to the question to access the hidden Temple. Carry on West to find a Training Hall to the North. Round the corner to fight Fire Giants in the northern room. Directly south from here enter the door and go west to fight Giants and get a Journal Entry. Return to the L-Shaped room and take a secret door south. Use knock on the door east to battle with a Red Dragon and gain good Treasure afterwards, a Mace and Armour. Continue past the Shops and turn left to fight Mages and see the Jetties. The northern one goes to MINTARN and the other to ORLUMBOR. Both boats leave at six o'clock. BUT before setting off on the high seas exit Waterford Village and USE your Crown to get a message about visiting the WAY INN via Daggerford. On exiting Daggerford the Party meets a Dwarf. If you go to the Fallen Kingdom the Puzzling Hall is indeed a puzzle. I was glad to find my way out again. I didn't find much inside but then again I was very confused! THE WAY INN - enter at 0/3 and almost immediately fight. The Barracks at 11/4 is another punch-up. There are stairs at 6/5 and 9/5. Monsters are hiding in the connecting room and there's another battle at 2/7. Beat the Baddies in the Shop at 12/3 and rescue the Shopkeeper. Up the stairs to the next level. After battling your way through to the central area you'll fight to free Daurauyn Redbeard getting a Journal Entry and some excellent AC2 Bracers. Through a secret passage or two to battle for another CRYSTAL. Use the Crown again and discover that the Water Baron of Yartar has been kidnapped and someone in TRIBOAR is suspected. Off to Triboar we go. Enter from the south and go up and northeast to join Guards at 12/3. Through a secret door west at 5/0 and fight Krakens and Otyughs before finding another door at 0/2. After slaughtering the Harpies there's a tough battle at 1/7 when the Party find the Water Baron. Return then to 12/2 bashing Ogre Mages at 4/4 en-route. Pausing only to take up an Axe Challenge at 9/3 consult the Crown again and it's time to go to ....... LONGSADDLE. The Market opens at six then attack at 7/12 to get a Journal Entry. On then to 14/10 for another fight then go to the Trapdoor at 15/12 to rescue Jasper. You've got to search for Legson north of Harpell's Mansion. Meet Magicians at 9/5 and fight to rescue Legson at 12/0. In the corner of this room is a cellar where you'll told to go west to the Big Star ranch. This is at 2/3 and you fight again at 3/1. South now to enter the house at 2/8 and battle. Go north to the Pit at 3/8 and fight Ettins. South again to 4/13 and battle for the Wand and Ring. Journal Entry ensues. Finally go 10/4 to meet Malchor at Tower of Twilight, you should "Investigate" for yet another fight and a Journal Entry. MIRABAR. There's a vault here and a Magic Shop where you can both de-stock and stock up. There are elements in Mirabar that you won't be able to complete on this visit. Folks will be out-to-lunch or washing their hair until you've been to MINTARN. But first a quick wander round. Neither the secret passage at 12/15 or 14/12 produced anything of interest but you should Attack at 12/8. Meet Elastul Raurymat at 2/5. A passage west at 1/1 leads to another at 0/2 and thence to a fight with Spies at 0/3. Find a Map and a reference to Mirabar and Hellgate Keep. At the top of the area fight at 1/0 and again at 13/0. This latter against Purple Worms and receive a Journal Entry. Jump in the Pit if you wish but you'd be better off going to...... MINTARN. Useful Training Hall here. A Journal Entry on arrival then off to pay your respects at 12/5. Another Journal Entry at 11/3 before zapping some Giants at 8/8. South to meet Princess Jagaerda at 8/11 and Attack through the door east of here. South and east to more Giants and battle at 13/13 for a good Bow and Arrows. Yes, more Giants at 7/7 and, for a change, Efreeti and Mages at 4/8. Find a message at 3/9 AFTER the battle at 2/11. Finally at 0/8 fight for a Map that describes where the Monsters are and how your enemies are dressing this year! Take this to the Tyrant and receive in return a useful Trident. Back to the Boat Rental and set sail to meet Tulgar Wighttson in .... ORLUMBOR. After meeting a prisoner with books off the Jetty head south and go through the secret passage at 11/15 to find Pirate proof after the Temple battle. West again to fight the baddies. Ogres at 6/13 and 5/11. Meet Kampfults at 2/11 and get a Journal Entry at 3/3. There's a Magic Shop to the south of here. Before you go the the Castle go to the top northwest corner of the area to leave Orlumber at 0/1. You'll arrive at..... FARR WINDWARD. Fighting monsters at 13/1 and Lizards at 12/7 enter the Tunnel to receive a Journal Entry when you exit. South and round the houses to find Monsters at 5/8 (use secret passage at 4/8) where you'll find proof of Spies. Another Journal Entry at 1/6 where your efforts to end it all are thankfully thwarted. Off to 9/4 to rescue a Gray Haired man. Ougo tells you to go south and after getting another Journal Entry there head back to Orlumber. After you return from Farr Windward forward to the Castle entrance at 10/4 and give message in the room to the north for a Journal Entry. Then it's off to the docks again for a trip to..... NEVERWINTER. Full of Shops for Arms and Magic Neverwinter also has an Inn, Temples and a Training Hall. Go east when you arrive to 15/15 and rescue Wimeg from Mirabar after battling Manticores plus get a Journal Entry. North from here fight Giants. Way up north now to 8/1 and Talk to the Fat Man. Through the door to 10/1, battle and go north to find Froel from Neverwinter. At 5/7 receive a Rod. Off then to 4/13 to book a passage to .... LUSKAN. This is another place that has to visited twice. Events happen the second time around in areas that are peaceful initially. The Captains' Court is at 12/14 but you'll meet Captain Suljack at 8/12. There's a joyful reunion with Princess Jagaerda at 6/6 and after a Journal Entry you'll both sally forth to rescue Captain Redleg. Off then to ....... RUATHYM. After an Ambush on arrival "Sneak in " at 4/9, "Announce" leads to a fight and a Journal Entry. Through to 0/8, on to 0/5 and fight Guards at 1/5. South to find Redleg's Cell at 3/7. Up to 8/2 and more Guards. Punch the Pirates at 7/0 and find a Book at 4/0. Spies find Papers at 10/4 and the Party gains a Red Shield and Blood Axe. There are Undead at 4/3. On the northern Jetty Redleg finds a Boat. After the battle go south to 10/13 and Hail a Boat. Surprise, surprise another fight then hightail it back to 15/4 and return to ..... LUSKAN with Redleg. You'll enter at 9/2. Guards spot you when the Party moves south. MORE BATTLES AT 11/3 AND 10/2. Rescue Jagaerda after a fight at 7/3. Move north to rescue Siulajia at 11/1. Ougo leaves at this point. There are Pirates in the top northeastern room and another fight if you re-enter the southern room at 2/14. In fact most of this southern area is a battle ground. The Party is unable to enter the door at 2/10. Off then to Mirabar to present the evidence that you have found. Go via PORT LLAST. Entering the first door on the left you come to at 10/5 wend your way to fight Zombies at 5/0. Move south to find a secret passage south at 4/4 and bash a few rats - easy peasy eh? Find the Cleric and a Journal Entry at 7/6. The rooms in the south contain Spiders and Giants and the "Darkest of Darks" at 9/13 conceals Undead. Moving northwest find a secret panel at 2 & 3/5. Iron Golems at 0/2 with another passage north close by leading to Krakens and Pirates. Tour boats leave the jetty at 9.00. Stay with the ship to fight a tough battle against the Pirates in the stern area. After you arrive back at Port Llast go to visit the Captain, who goes by the wonderful name of Haeromos Dothwintyl, at 15/13. Back in MIRABAR go to the Town Council and present your evidence. After the ensuing fracas you are able to visit Raury in the northwest of the city and King Steelfist in the northeast. You'll get Journal Entries at each. I went to Steelfist first and thus trekked off to the Ice Peak via the appropriate Jetty in Neverwinter (Tickets from 4/12) BUT before I went I had a look at the rest of the mainland towns. YARTAR. Another vault here at 9/5. Passage south at 11/13 leads to a fight but carry on to expose the Kraken base at 14/15. North then to 10/8 to receive a good +2 Shield and a Journal Entry. That's about here so off to Fireshear via the ....... TOWER at LAKE OF TWILIGHT. Cross over bridge to access the Tower. There are two trapdoors. If you walk round then battle with Driders and Mummies. Once inside follow a clockwise path fighting Spiders and Iron Golems en-route. The Party finds a passage south where you must pay 500 gold to climb some stairs where the Party is healed and your Magician receives a Crystal Ring. So now on to ... FIRESHEAR. A Gnomish mining town. Journal Entries at 5/15 and 4/10 with plenty of Shafts down to the Mine. Yeti and Ice Hounds at 4/15. Draw weapons at 15/6 for a Journal Entry and get a message from Ghogh at 11/15. Another message, and fight, at 12/15. Then it's off down ... FIRESHEAR MINE. Plenty of exits in here. There's a Dwarf and a Gnome to meet. Umber Hulk treasure to find and Yetis galore to fight. After completing all that exit to arrive at 2/5 in Fireshear. More Yeti fights at 1/4. The bad news is that there's a Beholder in the opposing ranks. Survive that lot and it's off to the Ice Peak. The next four areas can be linked if you have the patience to draw a 32 x 32 grid, otherwise they sit happily on their own normal 16 x 16 map. My references assume the latter. AURILSSBARG. From the jetty the Party is escorted to Tranjer Roirk 1/13 and then finds themselves thrown in a cell at 14/6. The cell at 12/8 yields a Journal Entry. Guards are waiting for you when you escape but there are friendly Dwarves at 9/9. No need to hang about though if you do there are more fights at 8/11 & 2/6. A shop and an Inn are also available. Go east to leave the city at 11/12. DO NOT attack the Northmen at 13/11 but "Tell Story". Keep east to enter BJORN'S HOLD. Journal Entries at 11/13, 10/5 & 11/5. You can zap a few Blackrobes at 7/10 and 11/7 with a Journal Entry at the latter. Your path is North to exit at 1/0 and enter .... ICEWOLF. Blackrobes to fight at 11/14 then you can "Spy" at 9/15. If you open the Chest at 8/14 Dwarves will come to the rescue. There's a Shop to the south of 13/8 and a Training Hall at 15/6. Friendly Ice Hunters at 10/7 leading to a meeting and a Journal Entry south of here. Gird your proverbial loins and head west to enter the final section. FREEZEFIRES' LAIR. Quite a few false walls in this bit and a few goodies too. Not surprisingly you have to sing for your supper. Fights are - 3-Headed Beasts at 5/2. Cloud Giants at 8/12, 7/14, 2/14 and 9/10. Mummies at 10/9. Umber Hulks at 14/6. Treasure at 9/8, this includes a Wand and Cleric spells. More Treasure at 12/7. Should you have trouble with the secret passages the route to one Treasure is - south at 6/3, north at 8/4, east at 10/2 and 12/2, south at 14/4, west at 15/6. The route to the final confrontation is best arrived at by leaving Icewolf at 0/14 and thus arriving in Freezefires' Lair at 15/14. Leave this area at 13/15 to enter Aurilssbarg. Entering here at 13/0 leave again at 10/0 to re-enter Freezefires' Lair. Go to the Tunnel at 9/10 and enter. Exiting the Tunnel at 7/8 now is the time to SAVE the game and make sure you're in good shape. Head North to fight a tough battle with troops at around 2/6. Just when you thought it was all over up pops the big bad Dragon before you can rest. All your wounds will be healed and the dead raised after you are victorious. Hurrah! All we need now is SSI to get their finger out and give us the next in the Saga.