Rating: [ 5.1 / 10.00 ]

Game Info

Title  Gateway to the Savage Frontier
Authors  Mark Buchignani, Don Daglow, Mark Manyen, Cathryn Mataga, Linwood Taylor
Book Type  Computer Game
Rank: [ 1 / 8 ]
Genre  Fantasy
Setting  Forgotten Realms
Series 
Edition Info  Beyond Software / SSI (1992 Box)
System  AD&D
Parent: [ D&D / OSR ]

Game Summary

Gateway to the Savage Frontier starts the second "gold box" computer game series set in the Forgotten Realms, and involves a quest across the Savage Frontier to foil a Zhentarim plot. There are both dungeon and wilderness adventures, the latter of which covers the area from the port of Luskan in the northwest, to the Desert of Anauroch in the east, and then as far south as Secomber (including both Silverymoon and Neverwinter, though the game bars access to Waterdeep).

The turn-based game uses the Advanced D&D 1st edition rules, and allows the player to create and run a party of up to 6 characters (which can expand to 8, with the addition of NPCs met during the game). The PCs start with 3,000 XP (most classes will be 2nd level), and will end the game with roughly 150,000 XP (enough for fighters to reach 7th level, but clerics and magic-users be 6th level because of a level cap).

Game Editions

Notes on This Edition
Available for the IBM-PC, Amiga, and C-64 platforms.

Game Editions

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# Title System Publisher Released Stock Status
1 Gateway to the Savage Frontier BoxAD&D 1Beyond Software
SSI
1992 ---

Comments & Reviews

Selected User Comments

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Rating User Comments
6 / 10SleeperBelow average but still solid entry in the gold box series. Has all the game play improvements from Curse of the Azure Bonds plus a (clumsy) vault, but unlike Curse, Gateway includes a huge wilderness map that can actually be explored.

Though aside from the quest-cities and a small variety of wandering monsters, there's not anything to find on the grand wilderness map. The plot is also quite linear, and the hints are often couched as poetic metaphors or vague assertions, instead of straightforward directions (i.e. it's not always clear where you're supposed to go next). The heavy use of one way doors is also annoying, since the player is forced to painstakingly map every square (and then check the map before going through a door in a new room), or will end up retracing their steps dozens of times.

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