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. ====================================================================================