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:j: .f###G. tLLf iEKL t##K, FAQ/Walkthrough by:
f##Wj ;ji,:,ittjjti;,: :K#E: fL; Eric "Sapharos" Lance
,i ;K#Wf ,jDW#############WEGj,.. :E##f.
j##Kj. , .jE####KGji;,itti;itLD####Df: ;LL: ,Gf Email:
;D##f ;G###KLi: ,GW#####D; .;fK###KL, :L##K# Sapharos187@hotmail.com
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tK####L. t##########G :f####Ki Copyright - 2004.
tK####Ej, f########G: .tK###Kj. All Rights Reserved.
;D#####WDfi:. .ijLLfi. .,tLE####Gi
:tGK#######KEEDGLLLGGGDEW#####WGt.
:ijGEW##############WKDLt,
_____ ############# __ _ _
| ____|_ _ ___ ___ / _| | |_ | |__ ___
| _| | | | | / _ \ / _ \ | |_ | __|| '_ \ / _ \
| |___| |_| || __/ | (_) || _| | |_ | | | || __/
|_____|\__, | \___| \___/ |_| _\__||_| |_| \___|
| __ )___/__ | |__ ___ | | __| | ___ _ __
| _ \ / _ \| '_ \ / _ \ | | / _` | / _ \| '__|
| |_) || __/| | | || (_) || || (_| || __/| |
|____/ \___||_| |_| \___/ |_| \__,_| \___||_|
**READ ME**
This guide may not be used for any purpose other than personal use without
the written consent of the author, and the only e-mail address which may give
this consent is Sapharos187@hotmail.com. Those who violate this should know
that they are breaking US copyright law. If you see this guide being hosted
on a site besides http://sapharos.tripod.com/ or http://www.gamefaqs.com/ it
is being done so illegally. Please contact me if this is the case.
**READ ME**
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
TABLE OF CONTENTS
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
I. YE OLDE INTRODUCTION
II. IDIOTS' GUIDE TO DUNGEON-CRAWLING
iia. Races
iib. Classes
iic. Getting Started
iid. Basics
III. CRAWL-THROUGH
IV. APPENDIXES
iva. Spells
ivb. Armor
ivc. Potion Types
V. PLOT ANALYSIS
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
I. YE OLDE INTRODUCTION
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Eye of the Beholder's story isn't terribly deep. You're a couple of guys, and
you've been commisioned by a king to explore underneath the city of Waterdeep
in order to rid the lands of some evil. When you enter the passage underneath
the city, a mysterious voice sounds out and a landslide occurs. Thus, you and
your companions are trapped with no way out(a convenient premise) and must
explore the dungeons for a way out.
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
II. IDIOTS' GUIDE TO DUNGEON-CRAWLING
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
iia. RACES
Human (Fighter, Ranger, Mage, Cleric, Thief, Paladin)
Elf (Fighter, Ranger, Mage, Cleric, Thief)
Half-Elf (Fighter, Ranger, Mage, Cleric, Thief)
Dwarf (Fighter, Cleric, Thief)
Gnome (Fighter, Cleric, Thief)
Halfling (Fighter, Cleric, Thief)
iib. CLASSES
(Fighter) - The basic combat class. Gets no special skills but swings a good
axe. Benefits most from constitution and strength.
(Ranger) - A fighter who can use weapons in both hands if wearing light armor.
Not really worth it because they advance a little slower than fighters.
(Mage) - More of an offense-oriented spell-caster than the Cleric. Can't heal,
but can cast some nasty damage spells. Also has a few protective spells, but
is much weaker defensively than the Cleric. Can't wear better armor than a
Robe.
(Cleric) - Warrior of the church. Primarily effective in his healing
techniques, but also not too bad with a mace or some light damage spells.
Benefits most from Wisdom and Intelligence.
(Thief) - Support guy. Capable of picking locks, using a sling or dagger and
can survive up front, but is hurt by only being able to wear light armor.
(Paladin) - Basically a warrior with cleric abilities. They also have an aura
of Protect Evil. Can't be used if any evil characters in party.
iic. GETTING STARTED
You'll need to create a party before you begin. While I feel it's best to
strike a good balance, you're advised to do whatever seems fun to you. For the
purposes of this walkthrough, though, I will be choosing a standard Advanced
Dungeons & Dragons party: Human Cleric(male), Elf Mage(female), Dwarf Warrior
(male) and Halfling Thief(male). Their alignments don't really matter, so just
pick whatever. Make sure to reroll for good stats because it will play a vital
roll in how well your characters perform.
iid. BASICS
____________________________[Party Formation]_________________________________
| The two characters on the top of the screen are the people in your front |
| row. They take the brunt of the damage but are also the only ones able to |
| attack with melee weapons. This makes fighting characters ideal for the |
| front and casters ideal for the back. For the purposes of this walkthrough,|
| our thief and fighter are in the front and cleric and mage in the back. |
| This is so that the mage can cast safely and launch daggers from the rear |
| while the cleric keeps the party in good health and casts beneficial spells|
| on them. Characters can be swapped by clicking on their names. |
------------------------------------------------------------------------------
_________________________________[Camp]_______________________________________
| By clicking on the icon, one can access the camp menu. Here, characters can|
| memorize spells(mage version), petition for spells(cleric version), rest, |
| scribe scrolls and change in-game options. Everything in here is true to |
| AD&D rules(except maybe the game options :) and as such players are given |
| a number of spells they can memorize or petition for at once, based on what|
| level the spells are. Resting will restore health/learn spells and during |
| this period the clerics can assist with healing. Scribing scrolls is simply|
| how one learns new spells |
------------------------------------------------------------------------------
______________________________[Ranged Attacks]________________________________
| There are three types of ranged attacks: bow, sling and thrown. A bow is |
| wielded in the hand, and its ammunition, arrows, are loaded into the quiver|
| pictured on the inventory screen(in the upper right with the numbers in it)|
| The sling utilizes stones only, and these stones can be held in both the |
| opposite hand and the belt-pouch, which is the three spaces aligned |
| vertically on the right of the inventory screen. Thrown weapons operate the|
| same way except you don't need to equip a weapon to launch them. Just put |
| them in the hand and belt-pouch. They also don't need to be a certain type.|
------------------------------------------------------------------------------
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
III. CRAWL-THROUGH
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
(directions are either based on the in-game compass or assumed perspective if
you've been following the directions)
_____________________________________
-=LEVEL ONE /\ Monsters: Kobolds, Worms=-
-------------------------------------
You begin the game facing the rockslide that crashed down behind you. I guess
the party walked back all that way just to make sure that it was, in fact, a
rockslide, and it turns out that, yes, it is a genuine rockslide. Those are
genuine stones on the ground, too, so go ahead and pick them up. Turn around
and go straight into the next room. There will be a body on the floor in front
of the door on the north-side of the room. Take the lockpicks from this body
and give them to your thief if you have one.
Also, take the actual bones if you want. They can be resurrected later into a
replacement character. Use the lever just to the west to open the door, but
beware: a Kobold is on the other side. Dispose of him and continue down the
hall, taking the first door on the left(push the blue button). The hallway
ahead is linear until you come to a junction. Then it opens out into two
pathways. The left leads to a pack of Kobolds and the right leads to a door.
Go ahead and fight the Kobolds to the left. You won't be able to kill them as
quickly as the lone Kobold, so you'll need to use more techniques(i.e. throw
daggers/cast spells with mage and attack with thief and fighter's hands and
weapons) But they be easily beatable, and you'll be rewarded with rations,
daggers and more rations in the corner of the empty room if you beat them. Now
we can return to the door on the right path.
This door is a little bit trickier to get into, so look for a hidden switch on
the wall to the left of it. Push this switch and enter. Don't worry about the
patch on the ground because it's just an alternate switch for the door and not
a concealed hole or anything. We'll find more kobolds on this side, so prepare
for combat as you progress.
After taking them out, we find that we're at a three-way junction. One way
leads back, and the others lead right and forwards. Straight ahead is where
that rock from earlier will come in handy as you set it on top of the second
switch in this hallway, thereby holding the door open for your party. If by
chance you didn't pick up a rock earlier, you'll be able to find one in the
right passageway.
Whatever the case, proceed through the door once it's open. As you progress
past this door, you'll pass through a 2x2 room and then arrive at a cross in
the path. In front of you will be a door, and there will be two side-passages
to the right and left. If you go left, you'll bump into a dead-end, or so it
seems. There's actually a secret panel on the wall here. Push it and two
Kobolds will greet you.
Waste no time dispatching them and continue forward where you will be informed
that it "Smells terrible here". No surprise considering that two Kobolds have
been trapped in there for who knows how long. Pick up the Dart, an improved
throwing weapon over the dagger, in this area and return back to the cross.
Open the door this time via the blue button. Proceed down the hall to
encounter some Kobolds. Once they're through, continue until you see a branch
off to the right.
In a cubby-hole in this branch, you will find two scrolls for spells you
likely already have(hooray!) But at least they're free uses even if you can't
learn anything new from them. Back on the main path are some unfriendly Worms
which are slightly tougher than Kobolds but in less overwhelming numbers. Go
ahead and cast some spells here to get the hang of navigating the cursor
around and before you know it the Worms will be dead.
Moving along you'll eventually come to a 3x3 room, in which there is another
Worm. Once he's dead, walk along the only other path from this room to reach
another cross, only this time the door is to your right instead of straight
ahead. In fact, the path straight ahead is an area you've already been in,
believe it or not. That leaves the left and right paths for exploration.
Follow the left one and do battle with the Kobolds you see. Enter the room
afterwards and look on the south-side for two rations side-by-side. Return to
the cross and now enter the door via the hidden switch on the wall left of it.
There are three rooms here between you and the exit to this dungeon level.
There's also a shield in the corner of the room, which you should equip on
your fighter.
There's one last goofy puzzle which you must pass before you can descend. It's
pretty much the same as the one earlier except they provide you with an arrow
to drop instead of a stone. It doesn't really matter what you drop, though,
because you can pick it up afterwards. Just drop something on the ground
switch and press the button on the right wall; now go down the ladder.
iGW#j .W##D ,###j ;i.
:j: .f###G. tLLf iEKL t##K, FAQ/Walkthrough by:
f##Wj ;ji,:,ittjjti;,: :K#E: fL; Eric "Sapharos" Lance
,i ;K#Wf ,jDW#############WEGj,.. :E##f.
j##Kj. , .jE####KGji;,itti;itLD####Df: ;LL: ,Gf Email:
;D##f ;G###KLi: ,GW#####D; .;fK###KL, :L##K# Sapharos187@hotmail.com
:. tW###Ei ,##########j ,L####Kj ;f,
tK####L. t##########G :f####Ki Copyright - 2004.
tK####Ej, f########G: .tK###Kj. All Rights Reserved.
;D#####WDfi:. .ijLLfi. .,tLE####Gi
:tGK#######KEEDGLLLGGGDEW#####WGt.
:ijGEW##############WKDLt,
_____ ############# __ _ _
| ____|_ _ ___ ___ / _| | |_ | |__ ___
| _| | | | | / _ \ / _ \ | |_ | __|| '_ \ / _ \
| |___| |_| || __/ | (_) || _| | |_ | | | || __/
|_____|\__, | \___| \___/ |_| _\__||_| |_| \___|
| __ )___/__ | |__ ___ | | __| | ___ _ __
| _ \ / _ \| '_ \ / _ \ | | / _` | / _ \| '__|
| |_) || __/| | | || (_) || || (_| || __/| |
|____/ \___||_| |_| \___/ |_| \__,_| \___||_|
**READ ME**
This guide may not be used for any purpose other than personal use without
the written consent of the author, and the only e-mail address which may give
this consent is Sapharos187@hotmail.com. Those who violate this should know
that they are breaking US copyright law. If you see this guide being hosted
on a site besides http://sapharos.tripod.com/ or http://www.gamefaqs.com/ it
is being done so illegally. Please contact me if this is the case.
**READ ME**
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
TABLE OF CONTENTS
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
I. YE OLDE INTRODUCTION
II. IDIOTS' GUIDE TO DUNGEON-CRAWLING
iia. Races
iib. Classes
iic. Getting Started
iid. Basics
III. CRAWL-THROUGH
IV. APPENDIXES
iva. Spells
ivb. Armor
ivc. Potion Types
V. PLOT ANALYSIS
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
I. YE OLDE INTRODUCTION
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Eye of the Beholder's story isn't terribly deep. You're a couple of guys, and
you've been commisioned by a king to explore underneath the city of Waterdeep
in order to rid the lands of some evil. When you enter the passage underneath
the city, a mysterious voice sounds out and a landslide occurs. Thus, you and
your companions are trapped with no way out(a convenient premise) and must
explore the dungeons for a way out.
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
II. IDIOTS' GUIDE TO DUNGEON-CRAWLING
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
iia. RACES
Human (Fighter, Ranger, Mage, Cleric, Thief, Paladin)
Elf (Fighter, Ranger, Mage, Cleric, Thief)
Half-Elf (Fighter, Ranger, Mage, Cleric, Thief)
Dwarf (Fighter, Cleric, Thief)
Gnome (Fighter, Cleric, Thief)
Halfling (Fighter, Cleric, Thief)
iib. CLASSES
(Fighter) - The basic combat class. Gets no special skills but swings a good
axe. Benefits most from constitution and strength.
(Ranger) - A fighter who can use weapons in both hands if wearing light armor.
Not really worth it because they advance a little slower than fighters.
(Mage) - More of an offense-oriented spell-caster than the Cleric. Can't heal,
but can cast some nasty damage spells. Also has a few protective spells, but
is much weaker defensively than the Cleric. Can't wear better armor than a
Robe.
(Cleric) - Warrior of the church. Primarily effective in his healing
techniques, but also not too bad with a mace or some light damage spells.
Benefits most from Wisdom and Intelligence.
(Thief) - Support guy. Capable of picking locks, using a sling or dagger and
can survive up front, but is hurt by only being able to wear light armor.
(Paladin) - Basically a warrior with cleric abilities. They also have an aura
of Protect Evil. Can't be used if any evil characters in party.
iic. GETTING STARTED
You'll need to create a party before you begin. While I feel it's best to
strike a good balance, you're advised to do whatever seems fun to you. For the
purposes of this walkthrough, though, I will be choosing a standard Advanced
Dungeons & Dragons party: Human Cleric(male), Elf Mage(female), Dwarf Warrior
(male) and Halfling Thief(male). Their alignments don't really matter, so just
pick whatever. Make sure to reroll for good stats because it will play a vital
roll in how well your characters perform.
iid. BASICS
____________________________[Party Formation]_________________________________
| The two characters on the top of the screen are the people in your front |
| row. They take the brunt of the damage but are also the only ones able to |
| attack with melee weapons. This makes fighting characters ideal for the |
| front and casters ideal for the back. For the purposes of this walkthrough,|
| our thief and fighter are in the front and cleric and mage in the back. |
| This is so that the mage can cast safely and launch daggers from the rear |
| while the cleric keeps the party in good health and casts beneficial spells|
| on them. Characters can be swapped by clicking on their names. |
------------------------------------------------------------------------------
_________________________________[Camp]_______________________________________
| By clicking on the icon, one can access the camp menu. Here, characters can|
| memorize spells(mage version), petition for spells(cleric version), rest, |
| scribe scrolls and change in-game options. Everything in here is true to |
| AD&D rules(except maybe the game options :) and as such players are given |
| a number of spells they can memorize or petition for at once, based on what|
| level the spells are. Resting will restore health/learn spells and during |
| this period the clerics can assist with healing. Scribing scrolls is simply|
| how one learns new spells |
------------------------------------------------------------------------------
______________________________[Ranged Attacks]________________________________
| There are three types of ranged attacks: bow, sling and thrown. A bow is |
| wielded in the hand, and its ammunition, arrows, are loaded into the quiver|
| pictured on the inventory screen(in the upper right with the numbers in it)|
| The sling utilizes stones only, and these stones can be held in both the |
| opposite hand and the belt-pouch, which is the three spaces aligned |
| vertically on the right of the inventory screen. Thrown weapons operate the|
| same way except you don't need to equip a weapon to launch them. Just put |
| them in the hand and belt-pouch. They also don't need to be a certain type.|
------------------------------------------------------------------------------
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
III. CRAWL-THROUGH
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
(directions are either based on the in-game compass or assumed perspective if
you've been following the directions)
_____________________________________
-=LEVEL ONE /\ Monsters: Kobolds, Worms=-
-------------------------------------
You begin the game facing the rockslide that crashed down behind you. I guess
the party walked back all that way just to make sure that it was, in fact, a
rockslide, and it turns out that, yes, it is a genuine rockslide. Those are
genuine stones on the ground, too, so go ahead and pick them up. Turn around
and go straight into the next room. There will be a body on the floor in front
of the door on the north-side of the room. Take the lockpicks from this body
and give them to your thief if you have one.
Also, take the actual bones if you want. They can be resurrected later into a
replacement character. Use the lever just to the west to open the door, but
beware: a Kobold is on the other side. Dispose of him and continue down the
hall, taking the first door on the left(push the blue button). The hallway
ahead is linear until you come to a junction. Then it opens out into two
pathways. The left leads to a pack of Kobolds and the right leads to a door.
Go ahead and fight the Kobolds to the left. You won't be able to kill them as
quickly as the lone Kobold, so you'll need to use more techniques(i.e. throw
daggers/cast spells with mage and attack with thief and fighter's hands and
weapons) But they be easily beatable, and you'll be rewarded with rations,
daggers and more rations in the corner of the empty room if you beat them. Now
we can return to the door on the right path.
This door is a little bit trickier to get into, so look for a hidden switch on
the wall to the left of it. Push this switch and enter. Don't worry about the
patch on the ground because it's just an alternate switch for the door and not
a concealed hole or anything. We'll find more kobolds on this side, so prepare
for combat as you progress.
After taking them out, we find that we're at a three-way junction. One way
leads back, and the others lead right and forwards. Straight ahead is where
that rock from earlier will come in handy as you set it on top of the second
switch in this hallway, thereby holding the door open for your party. If by
chance you didn't pick up a rock earlier, you'll be able to find one in the
right passageway.
Whatever the case, proceed through the door once it's open. As you progress
past this door, you'll pass through a 2x2 room and then arrive at a cross in
the path. In front of you will be a door, and there will be two side-passages
to the right and left. If you go left, you'll bump into a dead-end, or so it
seems. There's actually a secret panel on the wall here. Push it and two
Kobolds will greet you.
Waste no time dispatching them and continue forward where you will be informed
that it "Smells terrible here". No surprise considering that two Kobolds have
been trapped in there for who knows how long. Pick up the Dart, an improved
throwing weapon over the dagger, in this area and return back to the cross.
Open the door this time via the blue button. Proceed down the hall to
encounter some Kobolds. Once they're through, continue until you see a branch
off to the right.
In a cubby-hole in this branch, you will find two scrolls for spells you
likely already have(hooray!) But at least they're free uses even if you can't
learn anything new from them. Back on the main path are some unfriendly Worms
which are slightly tougher than Kobolds but in less overwhelming numbers. Go
ahead and cast some spells here to get the hang of navigating the cursor
around and before you know it the Worms will be dead.
Moving along you'll eventually come to a 3x3 room, in which there is another
Worm. Once he's dead, walk along the only other path from this room to reach
another cross, only this time the door is to your right instead of straight
ahead. In fact, the path straight ahead is an area you've already been in,
believe it or not. That leaves the left and right paths for exploration.
Follow the left one and do battle with the Kobolds you see. Enter the room
afterwards and look on the south-side for two rations side-by-side. Return to
the cross and now enter the door via the hidden switch on the wall left of it.
There are three rooms here between you and the exit to this dungeon level.
There's also a shield in the corner of the room, which you should equip on
your fighter.
There's one last goofy puzzle which you must pass before you can descend. It's
pretty much the same as the one earlier except they provide you with an arrow
to drop instead of a stone. It doesn't really matter what you drop, though,
because you can pick it up afterwards. Just drop something on the ground
switch and press the button on the right wall; now go down the ladder.
Jump to page:
Sponsors:
Other files from this game:
- Eye of the Beholder document by System on 14/03/2006, 06:30
Table for GameWizard - Eye of the Beholder solution by System on 09/03/2006, 09:50
- Eye of the Beholder hints by System on 09/03/2006, 09:50
- Eye of the Beholder solution by System on 09/03/2006, 09:50
- Eye of the Beholder solution by System on 09/03/2006, 09:50
- Eye of the Beholder hints by System on 09/03/2006, 09:50






