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Eye of the Beholder



                                 STRATEGY



Many elements make up the strategies the party will use in EYE OF THE 

BEHOLDER These elements include: the characters that make up the party, 

the mechanics and tactics of combat, the equipment and spells used by the 

party the NPCs that support the party the monsters the party fights, and 

the techniques used to solve puzzles.



The Characters



There are many strategies for putting together an effective party of 

characters. Certain combinations of character classes and race are 

more effective than others.



Single-Class vs. Multi-Class



Non-human characters can be multi-classed characters, but that does not 

mean that they must be multi-class characters. Single-class characters 

have a number of advantages over multi-classed characters with the same 

amount of EXP.



Single-class fighters have several advantages. With the same amount of 

EXP, they will average many more HP and have a better chance to hit than 

multi-class fighter combinations.



Single-class clerics and mages will gain higher level spells much sooner 

than multi-class cleric or mage combinations. Spell casters become much 

more useful when they reach 5th level and can cast the 3rd level spells 

Fireball and Create Food.



Characters can more effectively specialize in EOB than in other AD&D 

computer role playing games. With careful play, rear rank characters 

will seldom get into melee combat. This makes a single-class mage a 

viable character by reducing the effect of his limited abilities in

melee. Also, the real time nature of EOB means that a character can only 

do one thing at a time; a character's ability to do many different 

things is often not as important as the ability to do one thing very 

well.



The advantages of multi-classed characters are obvious, they combine 

the abilities of several different classes of character in one. Thus,

fighter/mage can both melee effectively and cast spells, though he can 

do neither as well as a single-class fighter or mage with the same

amount of EXP. Multi-classed characters are often useful to add an 

additional capability to a party, such as thieving skills or additional

clerical healing spells.



Racial Advantages



Because of the monsters and situations in EOB, certain race/class 

combinations are very effective. The following are some specific types

of characters and their advantages.



Dwarven Fighter: A dwarven fighter with a high constitution has a high 

resistance to poison, which makes it much easier to fight giant spiders. 

A dwarf fighter can also have a Constitution of 19, which can further 

increase his HP. A dwarf also allows the party to read the writing on the 

wall in the dwarvish levels of the game.



Human Paladin: Only humans can he paladins. Paladins can fight as well 

as any fighter, plus they have the ability to heal by laying on hands 

and, they have the ability to cast some low level clerical healing 

spells when they reach ninth level.



Elven Mage: A single-class mage gains levels swiftly and will quickly 

gain the ability to cast useful spells like Fireball. An elven mage 

with a high dexterity has a high AC, which makes it easier to survive 

stray thrown weapons. As a mage, an elf's maximum constitution of 17

does not limit his HP and his maximum dexterity of 19 can increase his 

AC. As mages cannot wear armor to increase their AC, a high dexterity 

is essential to a mage. An elf also allows the party to read the writing 

on the wall in the drow levels of the game.



Human, Half Elven, or Elven Cleric: A single-class cleric swiftly gains 

levels and the ability to cast useful spells like Create Food. Humans, 

Half Elves and Elves can all have a maximum wisdom of 18 (thus gaining 

the maximum bonus spells) and have no level restrictions in this game.



Half Elven Fighter/Mage/Cleric: This is the character with the most 

diverse talents in the game. This character can use almost every item in 

the game (excluding lockpicks), and has a limited ability to fight, can 

cast offensive spells, and heal. Unfortunately, a half elven fighter/mage/

cleric will go up levels extremely slowly, and will have very few HP for 

most of the game.



Elven Fighter/Mage/Thief: The thiefly counterpart to the half elven jack 

of all trades listed before. This character can use literally every

item in the game and can pick locks as well. Unfortunately, an elven 

fighter/mage/thief will also go up levels extremely slowly, and will 

have very few HP for most of the game.



Gnome Cleric/Thief: A gnomish cleric/thief makes a good character to 

fill out a party that already has a single-class cleric. The cleric/

thief gives the party additional clerical healing spells plus the 

thieving ability of picking locks.



The Party



A party should include a good mix of classes and races to deal with the 

many honors in EOB. The player will need to decide upon his overall party 

strategy before making the characters in his party.



In general, a party should have at least two characters who can fight 

well for the front rank, a character who can cast mage spells, and at 

least one character who can cast clerical healing spells.



Fighters



The party has many choices for the two front rank characters who can 

fight well. Most races make reasonable fighters, and fighter, paladin, 

and ranger class characters can all fight well. Even single-class cleric 

and dual class fighter/cleric characters can be effective front rank 

characters in the beginning levels of the game. Also, most of the NPC 

characters the party meets later in the game can fight well and could be 

used in the front rank.



Spell Casters



The choice of the various spell casters is also important to the 

strategy of the party. One character who can cast mage spells is 

normally sufficient for most parties. Mages must find their higher 

level spells on scrolls; the supply of scrolls is limited, so it is not 

efficient to divide those spells among several mages in a party.



It is often useful to have two characters who can cast clerical healing 

spells. It is important not to get caught after a battle without a

conscious cleric. A conscious cleric with a few Cure Light Wounds spells 

can heal as many HP in hours, as a party without a conscious cleric 

could heal in many days of rest.



Party Makeup



One strategy is to create a party of specialists who go up in levels 

with the fewest number of EXP This party works well so long as the

warriors in the front rank never let the spell casters in the rear rank 

get into melee.



Specialist Party: Dwarven Fighter, Human Paladin, Elven Mage, and Half 

Elven Cleric.



Another strategy is to create a party of generalists who are multi-

classed characters. This party should always have some character

with the appropriate skill for a situation. But, such a diverse party 

will take a lot of EXP to get to higher levels.



Generalist Party: Dwarven Fighter/Thief, Half Elven Fighter/Cleric, 

Elven Fighter/Mage, Half Elven Cleric/Mage



A further strategy is to have a mixed party with specialist warriors in 

the front rank and generalist spell casters in the rear rank. This

strategy makes sure that the fighters gain levels (and HP) as quickly as 

possible, but that the spell casters will have a wide variety of spells

available.



Mixed Party: Dwarven Fighter, Human Paladin, Half Elven Cleric/Mage, 

Gnome Cleric/Thief.



Combat Mechanics



Understanding the combat mechanics used in EYE OF THE BEHOLDER allows 

the party to use the most effective weapons and tactics in different 

situations. Each character's ability in combat is defined by his AC, 

THAC0, and damage.



AC



A character or monster's difficulty to be hit is represented by his 

Armor Class or AC. The lower the target's AC, the harder it is to hit

the target. AC is based on armor and a dexterity bonus. Some magic 

items also help a character's AC.



THAC0



A character's THAC0 represents his ability to hit enemies. THAC0 stands 

for To Hit Armor Class 0. This is the number a character must `roll' 

equal to or greater than to do damage on a target with an AC of 0.

The lower the attacker's THAC0, the better his chance to hit the target. 

A character's THAC0 is based on his class and level.



Note: the generation of a random number is often referred to as a 

  `roll'. In determining if an attack hit, the number generated is from 

  1 through 20. The base roll is modified by the character's ability

  scores and any magic weapons.



An attack is successful if the roll is greater than or equal to the 

attacker's THAC0 minus the target's AC.



Example: A fighter with a THAC0 of 15 attacking a monster with an 

  AC of 3 would need to roll: (THAC0 15) - (AC 3) = 12+. But to hit a 

  monster with an AC of -2 he would need to roll: (THAC0 15) - (AC -2) = 

  17+



Damage



When a hit is scored, the attacker does damage. Damage is the range of 

HP loss the attacker inflicts when he hits an opponent in combat, and it 

depends on the attacker's strength and weapon type. The damage each

weapon can do is summarized in the Weapons List.



Some monsters take only partial or no damage from certain weapon types. 

Skeletons, for example, take only half damage from sharp or edged 

weapons.



Attacking



Characters generally engage in melee combat, which is face-to-face 

fighting with weapons such as swords and maces. Characters also

have other options, such as casting spells and ranged combat, with bows 

and slings.



In general, a character attacks the enemy in the front rank on his side 

of the screen. When there is only one enemy left in a battle, it

moves to the center of the square and characters from both sides can 

attack it.



Combat Strategies



To succeed in combat, a skilled player deploys his party well, casts 

effective spells before and during combat, maneuvers his characters 

into advantageous positions, and attacks using his most powerful 

characters and weapons.



Deploying the Party



Keep the heavily-armored fighters in the front rank and the vulnerable 

mages and thieves in the rear ranks.



Equipping the Party



Equip characters in the front rank with the most powerful melee weapons 

you can find. See the Weapons Table to see how much damage each type of 

melee weapon can do. As soon as you find enough weapons, warriors should 

carry a one handed weapon in their primary hand and a short sword in 

their secondary hand.



Equip characters in the rear ranks with the most powerful ranged 

weapons you can find. See the Weapons Table to see how much damage each 

type of ranged weapon can do. Spell casters should have their holy 

symbols and spell books in-hand, ready to cast spells.



Characters who use thrown weapons should carry weapons both in-hand and 

in their belt pouch for quick reloading. Front rank characters who use 

thrown weapons may wish to carry a shield or short sword at the top

of their belt pouch. This shield or short sword will be readied 

automatically after they attack with the last of their thrown weapons.



Be sure to recover your ranged weapons after each battle and to collect 

all of the ranged weapons you can find. Ranged weapons get used up 

quickly in battle, and they may have special uses later in the game.



Wounded Characters



Characters who are seriously wounded should be moved out of the front 

rank if possible. It is much easier to heal a wounded character than

it is to bring a dead character back to life.



Moving and Fighting



If you are exploring an area, move with the compass on the screen to 

facilitate mapping. If you are moving through an explored area,

move with a spell menu on the screen and an attack spell showing. 

Always move with the Adventure Screen up, you can't fight from the

Equipment or Character Screens.



With both the adventure screen and spell menu up you are prepared for 

battle. Prepare for battle before you open any door, climb or descend 

stairs, or push a button that could open a door or secret wall. Monsters 

often lurk behind closed doors or secret walls, and monsters are always 

ready for combat.



Remember that you can move and fight at the same time. You can move 

backwards to dodge an enemy melee attack. You can move sideways to dodge 

an enemy ranged attack. You can even run away and close a door behind

you to get away from a particularly nasty fight.



Fighting from the Keyboard



Fighting from the keyboard takes a little more planning than fighting 

with a mouse. To fight effectively, quickly choose the item you want

to attack with and press the U key to Use it.



There are two ways to move the item high-light and choose the item you

want to attack with: the A, S, W and Z item cursor keys, and the F1 - F6 

character selection keys. The party's equipment should be set up to take

maximum advantage of the way you move the item highlight.



If you use the A, S, Wand Z, item cursor keys to move the item highlight, 

place the six weapons the party uses most in the primary and secondary 

hands of the front rank characters and in the primary hands of the 

first two rear rank characters. Before a battle, start the item 

highlight on the primary hand of the character in the upper right hand 

comer. Practice quickly moving the item highlight in a circle through 

these six items, Using each item in turn. By the time the cursor gets 

back to the first item, that item should be ready to Use again.



If you use the F1- F6 character selection keys to move the item 

highlight, place the four to six weapons the party uses most in the 

primary hands of each of the characters. Before a battle, start the item 

highlight on the primary hand of the character in the upper right hand 

corner. Practice using the F1 - F6 keys to quickly moving the item 

highlight in a circle through these four to six items, Using each item in 

turn. By the time the cursor gets back to the first item, that item should 

be ready to Use again.



Once you can move the item highlight and use weapons quickly, add moving 

and casting mage spells to the combat rhythm. In general, if the combat 

situation requires that the party move, then interrupt your combat 

rhythm and move! To cast spells effectively in combat, take the first 

spare instant to Use a mage's spell book and open the spell menu. Resume

attacking with weapons until you have another spare instant, then choose 

the spell level, the spell within that level, and then cast the spell. 

You can eliminate choosing the spell within a level if you memorize only 

the attack spells Magic Missile, Melf's Acid Arrow, Fireball, Ice Storm, 

and Cone of Cold.



With a little planning and practice, you can fight as effectively with 

the keyboard as you can with the mouse. While the party's attacks may 

sacrifice some flexibility, they will gain in consistency and rhythm.



Tactics



The monsters on the first several levels are each designed to require a 

different combat strategy for maximum effectiveness. The player should 

try to learn different combat strategies to fight each type of monster 

most effectively.



Level 1



The monsters on level 1 do not have special abilities or weaknesses. It 

only requires that the party learn to melee effectively to survive.



Level 2



The monsters on level 2 are undead. The party should learn that these 

monsters can be turned by a cleric who has his holy symbol ready and

in-hand.



Level 3



The kuo-toa have ranged attacks. The party should learn to dodge the 

ranged attacks before closing with the monster to melee.



Level 4 & 5



The giant spiders have a poisonous bite. The party should learn `shoot 

and scoot' tactics to keep out of melee. These tactics consist of

learning to move backwards while attacking with ranged weapons and spells.



Level 6



The kenku have multiple ranged attacks, travels in groups, and can 

surround a slow moving party. The party should learn to keep dodging 

until the flock has expended all of its ranged attacks. The party also 

needs to learn to use area effect damage spells, like Fireball, to

clear out the flocks quickly and to move swiftly so as not to get 

trapped in a corridor with foes both in front and behind.



There is a wizard on level 6 that has many area effect spells. Here the 

party needs to learn `hit and run' tactics. These tactics are to dodge

back around a corner, strike at their foe as he presents his flank, and 

then dodge back again as he turns to face the party. The object of this

tactic is to always avoid the enemy's devastating fire power.



Level 7



The drow have weapons coated with a paralyzing poison and have a 

significant resistance to magic. The party should learn to rely on 

missile fire and maneuver instead of magic and melee, to defeat their 

foes. Once the party has learned all of these tactics, they have a 

chance against any of the monsters in the game. All the party has to

do then is decide which tactic is most effective in each situation.



Ability Scores and Other Characteristics



Strength



The Strength Chart lists the modifiers to melee hit probability and the 

damage adjustment based on the character's Strength.



Strength Chart



Ability      Melee Hit     Damage

Score        Probability   Adjustment

3             -3            -1

4-5           -2            -1

6-7           -1            none

8-15          normal        none

16            normal        +1

17            +1            +1

18            +1            +2

18/01-50*     +1            +3

18/51-75*     +2            +3

18/76-90*     +2            +4

18/91-99*     +2            +5

18/00*        +3            +6

19#           +3            +7

20#           +3            +8

21#           +4            +9

22#           +4            +10



* These bonuses are available only to fighters, paladins, and rangers.

# These scores are only possible in this game through magic.



Dexterity



The Dexterity Chart lists the modifiers to missile hit probability and 

the AC adjustment based on the character's Dexterity.



Dexterity Chart



Ability      Missile Hit  AC

Score        Probability  Adjustment

3            -3           +4

4            -2           +3

5            -1           +2

6             0           +1

7-14          0            0

15            0           -1

16           +1           -2

17           +2           -3

18           +2           -4

19           +3           -4



Constitution



The Constitution Chart lists the Hit Point Adjustment that a character 

gets every level.



Constitution Chart



Ability           Hit Point

Score             Adjustment

3                 -2

4-6               -1

7-14               0

15                +1

16                +2

17           +2 (+3)*

18           +2 (+4)*

19           +2 (+5)*



*  These bonuses are available only to fighters, paladins, and rangers; 

for all other classes the maximum hit point adjustment for constitution 

is +2



THAC0 (Also known as THWAAKO! HAHA! Mict*!)



THAC0 is not an ability score, but it is an important characteristic. The 

THAC0 Chart lists a character's base THAC0 for his class and level.



THAC0 Chart



          Character Level

Class     1  2  3  4  5  6  7  8  9  10  11

Cleric    20 20 20 18 18 18 16 16 16 14  14

Fighter   20 19 18 17 16 15 14 13 12 11  10

Mage      20 20 20 19 19 19 18 18 18 17  17

Paladin   20 19 18 17 16 15 14 13 12 11  10

Ranger    20 19 18 17 16 15 14 13 12 11  10



Weapons and Armor



Weapons



Weapons are divided into 3 classes: melee, thrown, and fired. Melee 

weapons are used only in close combat, while thrown and fired weapons 

are used at range. Characters in the front rank can use melee and 

ranged weapons. Characters in the rear ranks can only use ranged 

weapons. Note the Classes sections starting on page 23 in the rules 

that limit some character classes to certain weapons.



The Weapons Chart lists the weapons with their range of hit point 

damage versus small, medium, and large-sized creatures. The damage done 

by a melee weapon is adjusted by the attacking character's strength and 

any magical bonus the weapon may have.



Weapons Chart



           Damage vs.      Damage vs.

           Small & Medium  Large



Melee Weapons:

Staff*         1-6          1-6

Mace           2-7          1-6

Short Sword    1-6          1-8

Flail          2-7          2-8

Axe            1-8          1-8

Long Sword     1-8          1-12

Halberd*       1-10         2-12

Thrown Weapons:

Rock           1-2          1-2

Dart           1-3          1-2

Dagger         1-4          1-3

Spear          1-6          1-8

Ranged Weapons:

Sling&Rocks*   14           1-4

Bow&Arrows*    1-6          1-6



* These two-handed weapons must be used from the primaryhand.



Armor



Armor provides a character a base AC. The lower the character's AC, the 

harder it is for an attack to hit. AC is based on the character's

armor and his dexterity bonus. Some magic items also help a character's AC.



Note the Classes sections starting on page 23 in the rules that limit some 

character classes to certain types of armor. The Armor Chart lists the 

types of armor in E0B and the base AC they provide a character.



Armor Chart

Armor Type      Base AC

Robe            10

Shield*          9

Leather Armor    B

Scale Mail       7

Chain Mail       5

Banded Armor     4

Plate Mail       3



* A shield subtracts 1 AC from any armor it is used with. Boots, helmets, 

and non-magical bracers may look like armor, but they do not modify a 

characters AC. They can safely be left as weights on pressure plates. 

Magical bracers, however, can modify a characters AC.



Spells



Spells are an important part of a party's capabilities. The spells that 

the party's spell casters memorize will have an important effect on the 

party's tactics.



In the following section, the spells have been divided into types: 

Offensive Spells, Defensive Spells, and Other Spells. There are specific

hints on when each type of spell is most effective. Spells that are 

available only to clerics are marked with an *.



Offensive  Spells



Burning Hands, *Cause Light Wounds, Shocking Grasp, *Flame Blade, 

Vampiric Touch, *Cause Serious Wounds and *Cause Critical Wounds: These 

are hand to hand magical attacks. The spell caster must be in the front 

rank to attack with them. Because of the time it takes to cast these 

spells and the vulnerability of many spell casters, they are normally 

the offensive spells of last resort.



Magic Missile, Melf's Acid Arrow and Flame Arrow: These are ranged 

magical attacks that affect only one monster at a time. They allow the 

spell caster to attack from the safety of the rear ranks. They are the 

favorite offensive spells of lower level mages.



Hold Person, Fireball, Lightning Bolt, Fear, Ice Storm, Cone of Cold, 

*Flame Strike and Hold Monster: These are ranged magical attacks that 

can affect several monsters in an area. Because of the damage they can 

do, they are often the preferred offensive spells of higher level spell 

casters.



These area effect spells are especially effective when fighting many 

monsters. Look closely at the area of effect of the various spells. The

spells that affect several squares are more effective against monsters 

that cannot attack in groups. The spells that effect a single square

are most effective against monsters that attack in groups.



Two of these spells take special care when they are used. If the target 

of an Ice Storm spell is within melee range of the party, the party will

also take damage from the spell. The Hold Person spell only affects 

kobolds, dwarves, and drow.



Defensive Spells



Armor, *Protection from Evil, Shield, *Magical Vestment, *Protection 

from Evil 10' Radius and Stoneskin: These spells mainly provide 

protection against physical attacks. Cast these spells on your front 

rank characters just before dangerous battles. Stoneskin is often the 

preferred physical defensive spell of higher level spell casters.



*Bless and *Prayer: These spells mainly provide protection against 

magical attacks. Cast these spells on your front rank characters

just before dangerous battles.



Healing Spells



*Cure Light Wounds, *Aid, *Cure Serious Wounds, and *Cure Critical 

Wounds: These spells replace a character's lost HP. The Aid spell

can increase a character's HP over his normal maximum value, but only 

increases HP temporarily. Cleric class characters should always have a 

few Cure Light Wounds spells memorized to quickly heal the party while 

resting.



*Slow Poison, *Remove Paralysis, *Neutralize Poison: These spells slow 

or remove the effects of poison or paralysis. Keep a number of these 

spells memorized whenever the party is anywhere near a monster who can

poison or paralyze the party.



*Raise Dead: This spell will bring a character back from the dead. Keep 

one of these spells memorized once your cleric gets to a high enough 

level.



Other Spells



Detect Magic: This spell is very useful in evaluating the items the 

party picks up during the game. The spell causes all magical items

carried by the party to glow blue.



Invisibility and Invisibility 10' Radius: Invisibility is a useful 

defense for a character in the rear ranks who avoids attacking. 

Invisibility 10' Radius is useful to hide the entire party from mystic 

sensors and prying eyes.



Even when the party is invisible, most monsters will sense the party's 

general location, though the monsters get big penalties on attacks 

against invisible targets.



*Create Food & Water: This spell is very useful in the lower levels of the 

dungeon where food is scarce. Be sure to memorize this spell before

the party begins starving not after!



Haste: This spell is especially useful when fighting monsters who are 

very fast. The Haste spell allows a party to make melee attacks much 

faster. Cast this spell on your party just before dangerous battles.



Non-Player Characters



There are nine non-player characters that can join the party throughout 

the adventure. Some are found as bones that can be resurrected.



The NPC list shows the character's class, alignment, race/gender, ability 

scores, and maximum hit points. The list also shows the location where 

you find the NPC, his initial status, and any equipment the NPC has

on-hand or nearby.



Tod Uphill



Class:            Level 5 Thief

Alignment         Chaotic-Neutral

Race/Gender:      Halfling Male

Ability Scores:   Str: 17 Int: 11

                  Wis: 14 Dex: 19

                  Con: 18 Cha: 16

Hit Points:       32

Location          Level 1, location 2

Status            Dead (bones)

Equipment         Lockpicks



Anya



Class:            Level 4 Fighter

Alignment:        Chaotic-Good

Race/Gender:      Human Female

Ability Scores:   Str: 18/59 Int: 5

                  Wis: 11    Dex:14

                  Con: 16    Cha: 9

Hit Points:       45

Location:         Level 3, location 40

Status:           Dead (bones)

Equipment:        Leather Armor, Long Sword, Spear



Taghor



Class:            Level 5 Fighter

Alignment:        Chaotic-Good

Race/Gender:      Dwarf Male

Ability Scores:   Str: 17  Int: 11

                  Con: 19  Cha: 9

Hit Points        45

Location          Level 4, location 39

Status:           Injured

Equipment:        Dwarf Helmet, Chain Mail, Axe



Dorhum



Class:            Level 3 Fighter

Alignment:        Lawful-Good

Race/Gender:      Dwarf Male

Ability Scores:   Str: 18/29  Int: 13

                  Wis: 11     Dex: 16

                  Con: 17     Cha: 14

Hit Points:       28

Location:         Level 5, location 27

Status:           Okay

Equipment:        Dwarf Helmet, Chain Mail, Axe, 2 Rations, Potion of 

                  Healing



Ileria



Class:            Level 6 Cleric

Alignment         Lawful-Good

Race/Gender:      Half Elf Female

Ability Scores:   Str: 10 Int: 12 Wis: 9

                  Dex: 15 Con: 17

Hit Points:       52

Location:         Level 7, location 19A

Status:           Dead (bones)

Equipment:        Holy Symbol



Beohram



Class:            Level 7 Fighter

Alignment:        Lawful-Good

Race/Gender:      Human Male

Ability Scores:   Str: 17  Int: 9  Wis: 15

                  Dex: 13 Con: 18

                  Cha:17

Hit Points:       55

Location:         Level 9, location 57

Status:           Dead (bones)

Equipment:        Helmet, Holy Symbol, Plate Mail, +5 Long Sword called 

                  `Severious," Shield, Dagger



Keirgar



Class             Level 5 Fighter

Alignment:        Neutral-Good

Race/Gender:      Dwarf Male

Ability Scores:   Str: 18/92 Int: 15

                  Wis:15  Dex:12

                  Con: 19  Cha: 17

Hit Points:       45

Location:         Level 10, location 15

Status:           Injured (captive)

Equipment:        None



Tyrra



Class:            Level6Ranger

Alignment:        Chaotic-Good

Race/Gender       Elf Male

Ability Scores:   Str: 16 Int: 14

                  Wis: 16 Dex: 18

                  Con: 17 Cha: 7

Hit Points:       45

Location:         level 10, location 36

Status:           Dead (bones)

Equipment:        Skull Key



Kirath



Class             Level 7 Mage

Race/Gender:      Half-Elf Male

Alignment:        Neutral

Ability Scores:   Str: 11 Int: 17

                  Wis: 13 Dex: 18

                  Con: 8 Cha: 12

Hit Points:       21

Location:         Level 11, location 60

Status:           Dead (bones)

Equipment:        +2 Bracers of Defense, +5 Dagger, +2 Ring of Protection, 

                  Robe +5, Spell Book



There were pictures of each of the NPC's here but I didn't include 

them! BLOW ME!]



Monsters



Level 1



Kobold: These creatures are weak alone, but they can be dangerous when 

they attack in packs. All types of weapons are effective against these 

creatures. The clerical spell Hold Person is especially effective against 

Kobolds.



Leech, Giant: These creatures are slow and can only attack one at a time, 

but they are much tougher than kobolds and can do a lot more damage when 

they hit. All types of weapons are effective against these creatures,

but a novice party might want to keep their distance and attack leeches 

with ranged weapons and spells.



Level 2



Skeleton: These creatures attack quickly and can pack together to 

attack as a mob. The best defense against a group of skeletons is to 

turn them by readying the holy symbol of the party's highest level 

cleric. Skeletons take half damage from piercing and slashing weapons

like swords and daggers.



Zombie: These creatures attack more slowly than skeletons but they too 

can pack together to attack as a mob. All types of weapons are

effective against zombies, but the best defense against a group of 

zombies is to turn them by readying the holy symbol of the party's 

highest level cleric.



Level 3



Kuo-Toa: These creatures are slow and can only attack one at a time, but 

they can throw lightning bolts at range. When you spot a kuo-toa, 

sidestep its initial lightning bolt, then rush in and kill it in melee 

before the creature can get another lightning bolt off. All types of

weapons are effective against these creatures.



Flind: These creatures can only attack one at a time, but are fast and 

can do a lot of damage. They have a fondness for ambushes, so be ready 

for battle as you open doors, turn corners, and move through areas they 

inhabit. All types of weapons are effective against these creatures.



Levels 4 & 5



Spider, Giant: These creatures are extremely dangerous due to the lethal 

poison in their bite. These creatures can only attack one at a time, but 

are quick and takes several hits to kill.



The best strategy when fighting a spider is to retreat and engage the 

spider with ranged weapons and spells. Dwarves with high constitution 

scores are resistant to poison and should be in the front rank in case 

the spider catches the retreating party. After each battle, be sure to 

quickly pick up your ranged weapon ammo and keep an eye out for other 

spiders.



Your cleric plays an important role in the party's survival after a 

character is poisoned. If a character is poisoned, its is best to cast 

a Slow Poison spell on them and look for a Potion of Cure Poison, or a 

friendly NPC cleric with a Neutralize Poison spell.



Level 6



Kenku: These creatures can pack together to attack as a group and can 

throw two Magic Missile spells at range before they close to melee. 

When you spot a flock of kenku, sidestep until they have expended their 

Magic Missile spells. All types of weapons are effective against these 

creatures, but area effect spells like Fireball are the most effective 

way to break up their groups.



There is an entire community of kenku on level 6. Groups of them will 

continue to attack the party as long as they are on level 6. Be careful

not to get surrounded, and move swiftly through the level to complete 

your objectives before too many of the kenku are alerted.



Level 7



Drow Elf: Most drow, outside of the area covered in EYE OF THE BEHOLDER, 

kill strangers on sight. The drow elf community in EOB has a pact with 

Xanathar and are used to dealing with non-drow They may even be willing 

to bargain with wandering adventurers.



The drow can pack together to attack as a group and have a high 

resistance to spells. In melee, they attack with long swords coated

with a short-term paralyzing poison. Use the party's maneuverability to 

stay out of melee with the drow and use ranged weapon attacks against 

them as long as you can.



Skeletal Lord: These creatures are an elite force of evil warriors 

created from the bones of fallen heroes. They can attack quickly, are 

very tough, and can pack together to attack as a group. The best 

defense against a group of skeletons is to turn them by readying the 

holy symbol of the party's highest level cleric. Skeletal lords take

half damage from piercing and slashing weapons like swords and daggers.



Level 8



Drider: These creatures have powerful melee attacks, a high resistance 

to spells, and are armed with two spears that they used as ranged 

attacks. When you spot a drider, sidestep until he has expended his 

spears and then engage with ranged and melee weapons. All types of 

weapons are effective against these creatures, but most spells are 

ineffective.



Hell Hound: These creatures attack with a powerful bite and by breathing 

fire. They are resistant to some spells. They often attack in packs, but 

keep sufficiently spread out to avoid area effect spells. Maneuver to 

keep from being surrounded All types of weapons are effective against 

these creatures.



Level 9



Displacer Beast: These creatures have powerful melee attacks and have 

the power to `displace' their image up to three feet from their actual 

location. Because of this ability, displacer beasts are difficult to hit 

with melee and ranged weapons, so it is best to engage them with spells.



Rust Monster: These creatures have an insatiable appetite for all metal. 

When you encounter a rust monster, immediately move characters without 

metal armor to the front rank and keep retreating to protect the party's

metal equipment. While retreating, engage the rust monsters with ranged 

weapons and spells.



Level 10



Mantis Warrior: These creatures are extremely fast and carry two weapons, 

a thrown dagger and a halberd for melee attacks. The halberd is coated 

with the mantis warrior's paralyzing saliva. When you spot a mantis 

warrior, sidestep until he has expended his dagger retreat to keep out of 

melee, and engage with ranged spells.



Level 11



Mind Flayer: These creatures are almost completely resistant to magic 

and their invisible psionic attack can paralyze the entire party. When 

a mind flayer turns to face the party, sidestep quickly to avoid its 

psionic attack. Retreat around corners and engage the mind flayer on its 

flank with ranged and melee weapons. All types of weapons are effective 

against these creatures.



Xorn: These creatures are slow and tough, do a lot of damage when they 

hit, and are resistant to some spells. Engage the xorn by closing

to melee, attacking, and then retreating before the xorn can execute 

its own powerful attack.



Level 12



Golem, Stone: Xanathar's stone golems are less powerful than classical 

golems because they are built using short cuts and non-traditional 

materials. Still, these monsters are extremely tough, do a lot of 

damage when they hit, and are resistant to most spells in the

game. Engage a golem by closing to melee, attacking, and then 

retreating before it can execute its powerful melee attack.



Beholder: Xanathar the beholder has been watching your party since 

you accepted the Lord's commission and knows what you are capable of 

doing. Defeating him will not be an easy task!



Beholders are almost completely resistant to magic because of the anti-

magic effects of their central eye. A beholder has ranged attacks,

that can devastate the entire party. To defeat the beholder, use the 

tactics that have worked against other monsters, and remember the

clues that you have received throughout the game.



Solving Puzzles



Solving puzzles is an important part of completing EYE OF THE BEHOLDER. 

The following are some ideas to use while trying to solve puzzles. If 

you are having trouble with a specific puzzle, you can get additional 

help in the Hints section. If you are still stumped, you can check out 

the answer to the puzzle in the Solutions section.



Keep Track of Levers and Buttons



Some puzzles are activated in one part of the dungeon and executed in 

another part. Record the position of any button or lever that has no

obvious function. If you can't seem to get through an area, go back and 

change these buttons or levers one at a time to see if they make it any 

easier to get through.



Look For Writing on the Wall



If you can't seem to to get through an area, look for writing on the 

walls in the area. Often, writing on a side wall is difficult to

spot. Some writing may only be read if the party has a character of a 

specific race.



Look for Hidden Buttons on the Walls



Always check the walls for secret and hidden buttons and bricks. Moving 

sideways down a wall will often make hidden buttons easier to spot.



Keep Your Eye on the Compass



Watch the compass as the party moves. There are a number of traps that 

change the party's facing. Teleporters often reveal themselves when the 

party's facing changes.



Leave a Trail of "Bread Crumbs"



If you suspect the party is being teleported when moving through an area, 

throw an item past the suspected teleporter. Watch the item as you move 

through the area. The item will `disappear' when the party teleports.



Save the Game



Save the game anytime you think that something could happen that would 

hurt the party. Save the game at the beginning of each level. If a 

puzzle is difficult to solve, save the game and then try different 

solutions. If the monsters are attacking the party thick and fast, 

save the game and try different strategies. If things are getting really 

tough, save before opening doors.



Go on



When all else fails, go on with the game. The party does not have to open 

every door, fight every monster and obtain every item to win the game. 

Mark down any areas that the party bypasses. If the party gets stumped 

in a later area, or needs an item to go on, come back and try the puzzle 

again.



===========================================================================                               

                        HINTS 

 

The following is a book of notes entitled "The World Beneath 

Waterdeep." It contains selected notes from the selfproclaimed 

"famous archaeologist" Wently Kelso. The notes refer to the maps 

in the Maps section. They describe his expedition to the deepest 

depths of the sewers of Waterdeep. 

 

Level 1 - Upper Sewer Level (map 1) 

 

Our guide is a mangy humanoid of indeterminate species. I can't 

pronounce his real name, so I call him Bennet, in honor of my 

mangy half-brother on my mothers side of the family. As we 

followed Bennet into the tunnels and catacombs of the 

sewer system, we can hear the soft foot steps of large dog-like 

creatures known as kobolds. 

 

3. This area was used to control the water flow through the first 

level of the sewer system. If the water flowed from the north, 

certain passageways would close to prevent the water from 

flooding the level. The same would happen if the water 

flowed from the east. 

 

12. According to the city sewer layout, some of the doors require 

a constant flow of water over their pressure plate to remain 

open. Once the water stopped flowing over the pressure plate, the 

door would close, to prevent backwash. 

 

16. This is a silly place for a dead end I  wonder if we are 

missing something here? 

 

18. Our guide, Bennet, pointed out a secret door here. He tried 

(with our help) to bash the door in with his head, but was 

unsuccessful. There must be a secret button or lever around here 

somewhere. 

 

19. Here we found an emergency flood control door. It is designed 

so that if the area flooded, any trapped workers could open the 

door by pushing the button. The water would rush down into the 

second level saving the workers. 

 

21. There is a depression in the north wall with rolled up papers 

inside. I am surprised that the papers survived. I would have 

thought that unprotected paper would rot in the sewer. 

 

Level 2 - Middle Sewer Level (map 2) 

 

We looked down the long dark hole that led to the second level of 

the sewer system. The smell of rotting flesh filled our nostrils 

and we decided that the Bennet, our guide, should go down first. 

Looking down into the dark, he became frightened and stopped 

about five feet down. We encouraged him to continue on by 

dropping rocks down the hole. 

 

5. There is a secret passage here, but we are unable to find a 

lever or button that opens the wall. 

 

6. This door was stuck partially open. Bennet gripped the bottom 

of the door and pulled up as hard as he could. By his whining I 

assume that he has somehow hurt himself. 

 

9. Bennet has informed us that there is a secret passageway to 

the north. Now where did that button go to?  

 

15. If we could just hit the pressure plate beyond the pit, I 

know the pit would close. I wonder how heavy our guide is? 

 

24. Our guide was overcome by sewer gas. He spun around a couple 

of times and ended up facing the wrong direction. 

 

30 - 33. This area is an emergency exit. If the water level 

became too high for the workers to get out, they would step into 

this area and it would teleport them to the surface. 

Unfortunately, the teleporter has broken down and it will only 

teleport you to another area within the sewer system. I don't 

know how we will we ever find our passage out of here. 

 

40. When our guide read "R.A.T.S." he ran in terror. We had to 

track him down and drag him back. The city sewer map claims that 

R.A.T.S. stands for Rapid Access Teleport System. I wonder where 

it will teleport you to. 

 

41. This area appears to be a shuttle of some kind. We pushed the 

button and the door closed. Then, we pushed the button again and 

there was a strange sound. What does the inscription on the side 

wall mean? 

 

51. We were warned by our guide not to push the button on this 

wall. What does our guide know? I pushed it anyway. I wonder what 

will happen. 

 

67. This keyhole is different than the others we have run into 

thus far. Does it require a special key? 

 

Level 3 - Lower Sewer Level (map 3) 

 

  The stench of sewer gas makes our heads spin. Our guide, 

Bennet, has informed us that this is the perfect environment for 

the kuo-toa. We will have to keep our guard up. 

 

2. We are having a horrible time breathing here. The sewer gas 

steals our breathe and clouds our vision. We have been wandering 

this hallway for hours. We can't seem to get our bearings 

straight. 

 

4. The same stench overcomes us again. If we could just get our 

bearings, we could make it down the hallway. 

 

12 - 14. There are three tarnished silver locks here. Our guide 

is sniffing at the center lock, but it is an important part of 

the scientific method to try each lock, one at a time. 

 

25 - 31. There is a forest of pits and pressure plates in this 

room. Perhaps if we trigger the pressure plates one at a time, we 

can explore the whole room. However, I do wonder what is down the 

pits. Perhaps we could throw Bennet down there and have him take 

a look. 

 

40. Here we found the remains of a fighter. I wish we had the 

facilities or the time to have her resurrected. 

 

46. The sewer gas is so strong here that we passed out. When we 

came to, we found ourselves in the southeast comer and facing the 

opposite direction. 

 

48. Bennet translated the rune on the wall here. It reads, 

"Museum". Imagine, a museum down here. How nice. I just love 

museums. 

 

56. We had to use up all four of the gems we found to open the 

passageway. What a waste. 

 

57 - 58. These are broken down teleporters. If you step in these 

areas they will teleport you to another part of the sewer system. 

 

S - Z. What curious statues. They are very lifelike. 

 

Level 4 - Upper Level Dwarven Ruins (map 4) 

 

  Just as we thought our adventure was coming to an end, we found 

a stairway leading down to another level. The stone work on this 

level looks nothing like the sewers above. Could these stairs 

lead to the fabled dwarven ruins? Our hopes are high. 

 

3. The pressure plate through the open door to the south makes 

Bennet nervous. I think that he is still rattled by the effects 

of the poison he was hit by in the battle with the giant spider. 

 

12. A new type of key! I think it is of dwarven manufacture. 

 

34. There is an interesting dwarven statue on the far wall. It is 

in the shape of a gargoyle with one arm raised. Our guide pulled 

the gargoyles arm and nothing seemed to happen. Those dwarves are 

such jokers. 

 

40. There is another gargoyle statue. Bennet, our guide, pulled 

its arm and a pit closed. I wonder if a pit closed when we pulled 

the last gargoyle's arm. 

 

59. We have found a strange stone construction with a number of 

symbols on either side. One symbol seems to be missing. 

 

66. Another gargoyle statue. After a thorough examination, I 

pulled the arm, but nothing happened. Our guide began getting 

nervous again, even though there are no spiders in sight. I fear 

that the multiple spider bites are beginning to effect him. 

 

70. We had a hard time opening this door. Maybe, it requires a 

special key. 

 

82. As I pulled the chain, our guide's sensitive ears picked up 

the faint sound of a wall moving. 

 

85. There is a dwarven rune that reads, "Emergency Exit." I have 

no idea what this means. 

 

89. We continue going south. Some of the landmarks are starting 

to look familiar. I take this as a good sign. However I don't 

know how many more spider bites our guide can take. 

 

 

Level 5 - Dwarven Ruins and Camp (map 5) 

 

  It is amazing! After years of research and hard work, I, Wently 

Kelso, have discovered the fabled dwarven ruins beneath 

Waterdeep. We are now prepared to enter the second level. I 

wonder what treasure we will find. 

 

2 - 3. Our guide has informed us that the rune on the wall reads, 

"Safe passage". We decided to see how safe it was by pushing our 

guide into the wall. Amazingly he passed right through. 

 

14. I am convinced that the door in the west wall of this room 

will not open from this side. Bennet keeps sniffing around the 

walls as if he were looking for something. 

 

24. We have found another of those strange stone constructions. 

This one is missing a different symbol than the one on the level 

above. 

 

27. There are dwarves down here! One dwarf named Armun, claimed 

that this area was his lost kingdom. He asked us to help them 

find Keirgar, a prince, that had been captured by the dwarves' 

enemies. I told them that we would do what we could to help them 

with their little quest. 

 

30. We found a very nice dwarf here that tended to a cut I 

received on my finger. Our guide, Bennet, asked the dwarf to look 

at a large gash on his head. It is just so hard to find good help 

these days. 

 

48. There is a strange keyhole here. Perhaps it requires a 

special key. 

 

72-83. We were told by the dwarves to be careful of this area. It 

was used centuries ago to teleport materials to the surface. Now, 

the teleporters seem to be interconnected. 

 

Level 6 - Bottom Level of Dwarven Ruins (map 6) 

 

This level is infested with nasty creatures called the kenku. We 

have been collecting their eggs for their scientific value. Our 

guide wanted to crack one open and fry it for breakfast. Somehow, 

the thought of eating a kenku egg turned my stomach. 

 

3. This area was used for diplomatic meetings. The Dwarves would 

stand on one side and of the pressure plate and their enemy would 

stand on the other side. Both parties would lay down their 

weapons, and the talks would begin. 

 

10. We met a dark robed person. He was very unfriendly and would 

not give us so much as his name. He just stood there glaring at 

us. I would have challenged him, if we were not in such a hurry. 

 

19. I think that we found an example of the classic dwarven "dart 

trap". In such a trap, you step on a pressure plate and darts fly 

out of the holes. To test my theory I had our brave guide, 

Bennet, stand in front of the holes, while I step on the plate. 

 

22. Bennet's sensitive nose lead us to this dark pit. Before we 

could stop him, Bennet scrambled over the edge and into the 

darkness. We had no choice but to follow him. 

 

33. There is some kind of message on the east wall. Before I can 

translate the message, Bennet emits his `I'm hungry' whine. I 

toss him a packet of rations to keep him quiet. Bennet uses a 

dart like a make-shift fork and stabs his rations. I turn away in 

disgust and resume my translation. 

 

Level 7 - Upper Reaches of the Drow (map 7)

 

We have found the drow here. These evil dark elves can only be up 

to no good, but what are they doing down here? It is up to us to 

unravel this mystery. 

 

1. We were stopped by a drow and not allowed to pass. Bennet 

reluctantly gave his next breakfast to the drow and then we were 

allowed to go on. 

 

4. When we stepped on this pressure plate, we heard a whooshing 

sound. Luckily, we all ducked behind our guide, Bennet, just 

before the explosion. 

 

15. As we moved forward we heard the whooshing sound again. 

Again, everyone ducked but Bennet. He doesn't look much the worse 

for wear, however. 

 

20. When I stepped on this pressure plate, skeletal lords came 

out of their dens. I raised my hand and ordered the foul beasts 

to return to their master. This did not seem to have any effect 

on them. 

 

37. I removed a dart from our guide's chest and placed it on the 

shelf, but nothing happened. Our guide, Bennet, skulked away and 

is now sniffing at something over on the north wall. 

 

38. Another pit. I hate pits, but Bennet seems to show no fear at 

this location. 

 

44 - 57. After a scholarly examination, I believe that these ten 

`cells' are cross linked somehow. 

 

63. This looks like the same kind of stone construction we have 

been running into from time to time. They resemble portals of 

some kind. All we have to do is determine which item around the 

portal is missing. 

 

73 - 81. I have found three inscriptions and three levers. I 

believe that first I will pull the lever which represents the 

item I want the most. 

 

Level 8 - Drow Outcasts (map 8) 

 

  We have survived the drow encampment. There is no way for us to 

return to the surface, our only option is to continue going down. 

The drow seem to be afraid of us. They will not follow us down to 

the next level. 

 

4. This keyhole seems to require a special key. 

 

17. There is an inscription on the north wall. After some 

examination, I come to believe that it resembles a gem of some 

kind. 

 

19. I carefully examine a shelf on the east wall. While I ponder 

its uses, Bennet is sniffing around one of the south walls. I 

wish he would stay with the group.  

 

25. I think that Bennet has been underground for too long, he is 

urging us to go back the way we came. 

 

29. Bennet is causing trouble again, he still wants us to turn 

around and go back where we came. 

 

46 & 48. Bennet is looking around as if he is confused. This does 

not surprise me, for I believe that his brain is only slightly 

larger than that of a grub fish. We go on despite Bennet's 

confusion. 

 

51. I am continuously fascinated by the intricate pattern of the 

stones that make up these halls. We stop here so that I can 

examine them more closely. 

 

54. Our guide read the message on the wall, and became confused 

again. I believe that the value of an education is wasted on 

Bennet. 

 

57. I told our guide, Bennet, not to touch the spider button on 

the west wall, but he accidently slipped and hit it with his 

head. There was a strange sound and suddenly, we were attacked by 

many hell hounds. The party ran up the hall to see if the path 

was clear, while Bennet stayed behind to keep the hell hounds in 

check. The last utterance I heard from our guide was, "Sit boy! 

Sit!" 

 

67 - 71. These buttons, pressure plates, and pits seem to be 

interconnected in a pattern. I will have Bennet trigger each one 

in turn and record the reactions. 

 

75 & 76. We continued north for quite a ways when passing the 

first of these points, but after passing the second point, we ran 

into a dead end. 

 

Level 9 - Lower Reaches of the Drow (map 9) 

 

We have lost our faithful guide, Bennet. No doubt, he is back on 

the surface, probably, at the Yawning Portal Inn, enjoying a nice 

mutton pie and a pint of ale. We, on the other hand, are forced 

to continue onward and downward. 

 

5 - 7. After a thorough scientific study, I believe that the 

words on the wall, the shelf, and the button all seem to be 

connected. 

 

8. I translate the writing on the wall to the east. The wall 

itself seems solid, so I assume that `the other side' means the 

other side of this room. 

 

13. The wall to the west is directly opposite another of those 

strange stone portals. I am going to examine the wall to test a 

theory that says proximity to such a portal may lead to changes 

in the composition of the stones in the wall. 

 

28. I found a dagger in a niche on the wall. I am pleased, it is 

an exact copy of the dagger I was carrying. But, when I put the 

new dagger in my belt pouch, I seem to have misplaced my old 

dagger. Perhaps it was with Bennet when he disappeared. 

 

30. This gem inscription on the wall does not react to any of the 

gems that we are carrying. Perhaps it will respond to another 

small solid object. 

 

39 - 42. Although, we were running extremely low on armor and 

weapons we found that it was worth the sacrifice to place the 

required items on the pressure a plates. 

 

54. We stepped into this area and darts started flying at us. We 

no longer had a guide to absorb the attack, so we ran as fast as 

we could down the hall. 

 

75. I believe I am getting the hang of exploring these halls. We 

are cut off by pits, but I see a pressure plate. I toss a rock 

toward the pressure plate to activate it. Before it can activate 

the plate, the rock turns around in flight. We duck to the 

side at the last moment to avoid the turncoat missile. 

 

89. dead end! 

 

Level 10 - Xanthar's Outer Sanctum, Mantis Hive (map 10)

 

This level is swarming with mantis warriors. We are low on 

supplies and our guide is missing. I do not know how we are going 

to survive. We must continue to go on and, hopefully, find a way 

out.  

 

4 & 5. To the west is a forest of teleporters and levers. Another 

problem with a binary solution, we either make it through the 

teleporters, or we do not. 

 

15. We found our guide, Bennet, chained to the wall with a dwarf. 

Too bad, we only had time to rescue our guide, but I am sure some 

other adventurers will come along and rescue the dwarf. 

 

16,l9, & 20. We must be more careful the next time, our guide 

took massive damage from pushing some of these buttons. 

 

29-31. We had to abandon three of our weapons here to open the 

door. Such a waste seems grossly unfair. 

 

37 - 39. I am exploring the relationship between these levers and 

the sliding wall. By moving these levers in the proper sequence, 

I think we can get past the sliding wall. 

 

41. We have searched the whole level and this seems to be the 

only way down to the lower levels. We looked down the pit and 

could not see the bottom, so pushed our guide into it. There was 

an almost immediate thump. It cannot be that deep. 

 

Level 11 - Xanthar's Outer Sanctum, Lower Reaches (map 11)

 

  When will this ever end! When will we find our way out! I am 

afraid that we will never return to the surface and that no one 

will ever read this marvelous work. 

 

1 - 11. The buttons here seem to rotate the stars on the walls 

and the openings in the hallways. One of the statements on the 

walls says that the `alignment must be true.' Perhaps if we align 

the stars we can make some progress on this level. 

 

23 - 37. Our guide, Bennet, is continuously confused as we move 

around these halls. We seem to be circling endlessly, but we also 

seem to be finding new things as we pass. I am not sure how we 

missed these things the first times around. 

 

39. Here we found a hallway of levers. "Never leave a lever 

down!", my mother always told me. 

 

40. Our guide found a dwarven Potion of Healing. He was just 

about to drink it, when I snatched the vial away from him. Who 

knows who's lips have touched that potion! 

 

46 & 47. While I translate the writing on the south wall, Bennet 

is sniffing around the wall over to the west. I am glad to have 

Bennet back, but his distractions are annoying. 

 

55. We are all exhausted after dodging around the mind flayer. 

While we catch our breath, Bennet scratches at the wall to the 

south. I wish he would stop making so much noise, I don't want 

the mind flayer to return. 

 

Level 12 - Xanthar's Inner Sanctum (map 12)

 

  We have met the evil crime lord Xanathar and he will not let us 

leave. We are doomed to stay here forever. 

 

3. The walls in this area are beautiful. The ornamentation is 

exquisite. If we are doomed to stay here forever, at least we can 

do so in civilized surroundings. 

 

9. What a curious sensation. After pressing the button on the 

east wall, we seem to be inside the wall. I wonder if we should 

go back to the room we were in, or continue through to the next 

room? 

 

10 & 11. After pushing the buttons on the walls to the east, 

Bennet became confused again. I believe that he is uncomfortable 

in these posh surroundings. 

 

13. There is a beautiful ring and a potion here. I thought that 

the ring would make a nice gift for my sweet heart Miltinda. 

After I retrieved the ring, my burdens felt somehow lighter. 

 

15. There is a stunning necklace and potion here. Another gift 

for my puddin cakes, Miltinda. Again, after I retrieved the 

necklace, it was as if a great weight were taken from me. 

 

20. We were astonished to find an enormous eye floating above a 

pedestal in this room. What an amazing piece of art. There are 

two empty pedestals to the right and left of the eye. I wonder 

what would happen if you placed spherical items on those 

pedestals? 

 

25 & 27. After pushing the buttons on the walls to the east, 

Bennet became confused yet again. All this travel has not 

been good for poor Bennet. 

 

28A. In this location, we find the items that had disappeared 

from the pedestal. I am glad that they were not lost forever. 

 

42. While we examined everything in this room, our guide, Bennet, 

sulked in the north west corner and scratched at the north wall. 

As I looked over at his mangy form, I realized that Bennet 

actually has a rather noble profile. Perhaps I have just been 

underground too long. 

 

45. This is my last entry. We have met Xanathar and that is all 

that I can say. 

 

46. Our guide, Bennet, crossed a light beam in this area and was 

hit in the head by a giant fireball. For a brief moment, he 

looked just like a dwarven torch. 

 

49. Our guide, Bennet, tripped over my extended foot and crossed 

another light beam. Huge spikes came crashing down on him. 

Luckily, he was able to turn sideways and the spikes only took 

off an inch of skin from his chest and back. 

 

55 & 56. After pushing the buttons on the walls to the east, 

Bennet became confused yet a third time. 

 

58. When we stepped into this room, three stone golems came out 

to greet us. Our guide somehow offended them and they attacked 

us. Of course, we ran away. 

==========================================================================

                              TREASURE GUIDE



  This section includes the treasure in EYE Of THE BEHOLDER. This includes

both the list of items by level and a list of hints to the "Beholder

Special Quest Bonuses" for players who want to get the most out of the

game.



Items by Level



  The following lists include all of the main items in EYE OF THE BEHOLDER.

If the party finds a lock that needs a specific key or a trap that requires

a specific item, use these list so find the nearest place to get what the

party needs.



Level 1

Location  Item

1.        2 rocks

2.        Lock picks, halfling bones

5.        Rations

7.        Two rations, mage scroll of Detect Magic

11.       Rock

14.       +2 dart

17.       Rock

19.       Arrow

20.       Shield

21.       Mage scroll of Armor, cleric scroll of Bless



Level 2

Location  Item

 1.       Silver key

 7.       Potion of Vitality

12.       Rations, Potion of Giant Strength, silver key

17.       Rations, Silver key

20.       Rations

26.       Mage scroll of Shield

28.       Rock

29.       Sling

34.       Rations, silver key

35.       2 arrows

36.       Rations

37.       Stone dagger (portal key)

39.       Rations, Potion of Extra Healing

43.       Leather boots, rations

46.       Rations

52.       Potion of Healing

54.       Bow

56.       Mage scroll of Invisibility

61.       Potion of Healing

62.       Gold key

64        Rock



Level 3

Location  Item

3.        Silver key

5.        Silver key

6.        Arrow

10.       Cleric scroll of Cause Light Wounds

12.       Silver key

13.       Arrow

15.       Mage scroll of Detect Magic

16.       Red gem, +3 dagger

20.       Potion of Extra Healing, Potion of Healing

25.       4 arrows, Potion of Speed. red gem

29.       Rock

35.       Mage scroll of fireball

40.       Spear, leather armor, human bones, long sword

42.       Rock

45.       Rations

49.       Shield

53.       Blue gem

55.       Blue gem

60.       Blue gem

61.       Blue gem

64.       Shield, chain mail, arrow

65.       3 iron rations

71.       Wand of Magic Missiles

V.        Rations

W.        Potion of Healing

Y.        Cleric scroll of Flame Blade

Z.        Rock



Level 4

Location  Item  

5.        3 Iron rations

11.       Rock

12.       Dwarven key

15.       Arrow

16.       Rock

18.       Rock

20.       Ring (non-magical)

21.       Arrow

23.       Stone Scepter (portal key)

24.       Arrow

25.       +3 Ring of Protection

32.       Mace

35.       Mace

38.       Dwarven key

47.       Robe. medallion (non-magical)

49.       Dwarven key

60.       2 Potions of Cure Poison

61.       2 Potions of Cure Poison

72.       Dwarven key, Potion of Healing

79.       Potion of Healing

81.       2 Potions of Cure Poison

82.       +3 Axe called "Drow Cleaver"

83.       Cleric scroll of Slow poison. mage scroll of Flame Arrow, Potion

          of Healing

85.       Dwarven shield, dwarven helmet



Level 5

Location  Item

4.        Cleric scroll of Prayer

5.        Scale mail, dwarven key

11.       Iron rations

12.       Iron rations

21.       Cleric scroll of Hold Person

22.       Iron rations

25.       Mage scroll of Haste

26.       Stone Necklace (portal key)

27.       6 Rations, stone Medallion (portal key)

31.       Poison potion

41.       -3 Cursed sling

43.       Key

44.       Leather boots

45.       Ring of Feather Fall

48.       Plate mail, mage scroll of Invisibility 10'

56.       Rock

58B.      Wand of Frost

62.       Rock

64.       Spear, iron rations

67.       Cleric scroll of Aid

68.       Iron rations

70.       Mage scroll of Dispel Magic

83.       Long sword

84.       -3 Cursed axe

J.        Cleric scroll of Detect Magic



Level 6

Location  Item  

7.        Kenku egg

9.        Kenku egg

10.       Mage scroll of Hold Person, 2 Potions of Extra Healing, Wand of

          Frost

11.       4 Darts

12.       Key

16.       Kenku egg

17.       5 Kenku eggs

18.       2 Kenku eggs

19.       4 darts

22.       Dwarven key

23.       Dwarven key

29.       Rock

30A.      4 Darts

30B.      4 Darts

30C.      4 Darts

31.       4 Darts

32.       Wand of Magic Missiles

34.       Dwarven key

35.       +1 Dwarven shield

36.       Cleric scroll of Cure Serious Wounds, cleric scroll of Dispel

          Magic

37.       +3 Mace

39.       Ring (non-magical)

40.       Rock

42.       Cleric scroll of Flame Blade

47.       Stone Ring (portal key)

49.       Bracers (non-magical)





Level 7

Location  Item

5.        Cleric scroll of Slow Poison

6.        Cleric scroll of Create Food

7.        Mage scroll of Fireball

11.       Cleric scroll of Bless, necklace (non-magical),

          iron rations

12.       Arrow

13.       Ornate shield (non-magical)

19A.      Human bones, holy symbol

21.       Cleric scroll of Protection from Evil 10', Cleric

          scroll of Remove Paralysis, key

24.       3Arrows

25.       Luck stone Medallion

28.       Arrow

31.       Potion of Healing, Key

39.       +2 Ring of Protection

44.       Banded armor

45.       Jeweled key

47.       3Arrows

48.       Ruby key

50.       Mage scroll of Lightning Bolt

51B.      Jeweled key

53.       Cleric scroll of Cure Light Wounds

54.       brow key

56.       Mage scroll of Fear

57.       brow key

64.       Useless Wand (non-magical)

66.       Glowing +1 rock

74.       +3 Short Sword called "Slicer"

77.       +3 Elven Bracers of Defense

80.       Ring of Wizardry



Level 8

Location  Item

5.        Ruby key

6.        Elven bow, mage scroll of Vampiric Touch

8.        Drow key, Red gem

11.       Mages scroll of Shield, jeweled key

12.       Drow key

15.       Ruby key

23.       Drow key

28.       Scepter of Kingly Might, robe

30.       Flail

31.       -3 Cursed Plate Mail of Great Beauty

35.       Drow boots

36.       Cleric scroll of Protection from Evil

47.       Ring of Sustenance

50.       Mage scroll of Invisibility 10'

53.       Cleric scroll of Hold Person

58.       Ring (non-magical), Medallion (non-magical)

61.       Cleric scroll of Cure Critical Wounds, cleric scroll of Neutralize

          Poison, cleric scroll of Prayer

67A.      Glowing +1 rock

73.       Wand of Lightning Bolt

77.       Mage scroll of Ice Storm

78.       Lockpicks

82.       Cleric scroll of Raise bead, Potion of Extra Healing

86.       +3 Long Sword called "Nightstalker"





Level 9

Location   Item

12.       Drow boots

14.       +3 Drow shield

20.       Chain mail

21.       Mage scroll of Invisibility

25.       3 Arrows

32.       Drow key

34.       Mage scroll of Stoneskin

44.       Poison potion

49.       Cleric scroll of Detect Magic

57.       Human bones, +5 long sword called "Severious" shield, plate mail,

          helmet, holy symbol, dagger

66.       Drow key

70.       Potion of Extra Healing

72.       5 Darts (not always there)

73.       Cleric scroll of Protection from Evil 10'

74.       Cleric scroll of Cure Serious Wounds, cleric  scroll of Dispel Magic

75.       5 Darts

79.       Cleric scroll of Raise bead

81.       Wand of Fireball Is

85.       Cleric scroll of Raise bead

88.       Spear

89.       Mage scroll of Armor

90.       Cleric scroll of Flame Blade

   

Level 10

Location  Item

2.        Plate mail

6.        Cleric scroll of Remove Paralysis, cleric scroll of Flame Blade

11.       Poison potion

12.       Wand of Frost

13.       Cleric scroll of Cure Critical Wounds, Cleric scroll of Flame Blade

14.       Useless wand (non-magical)

26.       Arrow

36.       Human bones, skull key

40.       Potion of Giant Strength

42.       Ring of Feather Fall

43.       Cleric scroll of Neutralize Poison

45.       Mage scroll of Cone of Cold

46        Arrow

   

   

Level 11

Location  Item

10.       Mossy +2 rock

14.       +3 Banded armor, +4 long sword called "Slasher"

15.       Ring (non-magical)

23.       Wand of Lightning Bolt

27.       Mage scroll of Hold Monster

37.       Luckstone Medallion, cleric scroll of Raise Dead

40.       Dwarven Healing Potion

41.       Cleric scroll of Cure Serious Wounds

43.       Mossy +2 rock, Cleric scroll of Raise bead

48.       Drow key, stone Orb (portal key)

56.       Orb of Power

57.       Drow key

59.       Stone Holy Symbol (portal key)

60.       Spell Book, +2 Bracers of Defense, +2 Ring of Protection, human

          bones, +5 dagger called "Flicka", +5 Robe of Protection

   

Level 12

Location  Item

13.       Ring (non-magical), Potion of Healing

14.       Skull Key

15.       Necklace (non-magical), Potion of Healing

24.       Wand of Fireballs

28A.      3 Orbs of Power

33.       Wand of Magic Missiles

34.       Rations

35.       Rations

36.       Rations

37.       Rations

43.       2 Potions of Invisibility

49.       Portal keys: stone orb, stone holy symbol, stone ring, stone

          necklace, stone medallion, stone dagger, stone scepter

59.       Potion of Vitality, Potion of Invisibility

60.       Potion of Vitality, Potion of Invisibility





SPECIAL QUEST BONUSES



  Scattered throughout the game are Beholder Special Quest Bonuses! It is

not necessary to complete any of the special quests to win the game. But for

each special quest the party completes, they will receive items, EXP and

clues to completing the game. These items are not listed in the regular item

lists.



  There are 12 special quests, one on each level of EYE OF THE BEHOLDER.

When the party completes a special quest, a chime will sound, and there will

be a message.



HINTS



  To give the party a head start, here are eleven clues to the first eleven

Beholder Special Quest Bonuses! The clues to the twelfth special bonus are

part of the game itself. Good luck!



Level 1: The magic that appears to protect may also empower a weapon...



Level 2: Match four of what you have the most with their like.



Level 3:... Do idols really need to see!



Level 4: The courteous adventurer leaves things as they were, but also

keeps the dungeon clean.



Level 5: All adventurers can benefit from a full pantry!



Level 6: Those that are scattered belong together.



Level 7: Find the three that hold the key.



Level 8: Ancient traps may be turned to your advantage.



Level 9: Where it is written, items may pass where you may not.



Level 10: Replace the treasure with that which the drow treasure.



Level 11: Those second from the ends must differ from the rest.

====================================================================================

---
**Cheats:**
Stand in front of a locked door or wooden wall, click the Save icon, then press F10 to peek into the room behind it.

Source: Amiga Future GTT