Eye of the Beholder - Cluebook - PC

40
ilil 1 V 11i1i DV 11 VlVl BIS DARK MqqinN IN ;rF,vc~ What evil lurks in the dank sewers below the city of Waterdeep? Shed some light on the subject and purge the city of this loathsome menace! The EYE of THE BEHOLDER CLUE Boon is a valuable player's guide that provides as little or as much help as you want, in five distinct sections : 1 . Strategy- Hints on : selecting, equipping and deploying characters ; using spells and defeating monsters . 2 . Maps-Complete, detailed maps without hints-for easy reference . 3 . Hints-Just a push in the right direction for those tricky puzzles in the game . 4. Solutions-Complete solutions for the hardest puzzles in the game - so that any player can complete the entire quest! 5 . Treasure Guide- Lists the special items in the game so you won't miss a thing! ADVANCED DUNGEONS & DRAGONS, AD&D, FORGOTTEN REALMS and the TSR logo are trademarks owned by and used under license from TSR. Inc. 01991 TSR, Inc. ©1991 Strategic Simulations, Inc. All rights reserved . MADE IN U .S.A . The sewers beneath Waterdeep hold many secrets. Detailed maps let you know what lies ahead . A, Ad tn_ct COMPUTER PRODUCT STRATEGIC SIMULATIONS, INC

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Transcript of Eye of the Beholder - Cluebook - PC

Page 1: Eye of the Beholder - Cluebook - PC

ilil 1V 11i1i DV11VlVlBIS DARK MqqinN IN

;rF,vc~What evil lurks in the dank sewers

below the city of Waterdeep? Shedsome light on the subject andpurge the city of this loathsomemenace! The EYE of THEBEHOLDER CLUE Boon is a valuableplayer's guide that provides aslittle or as much help as youwant, in five distinct sections :

1 . Strategy- Hints on : selecting,equipping and deployingcharacters ; using spellsand defeating monsters .

2 . Maps-Complete,detailed maps withouthints-for easy reference .

3. Hints-Just a push inthe right direction for thosetricky puzzles in the game .

4. Solutions-Completesolutions for the hardestpuzzles in the game - so thatany player can complete theentire quest!

5. Treasure Guide- Lists thespecial items in the game so youwon't miss a thing!

ADVANCED DUNGEONS & DRAGONS, AD&D, FORGOTTEN REALMS and the TSR logoare trademarks owned by and used under license from TSR. Inc. 01991 TSR, Inc.©1991 Strategic Simulations, Inc. All rights reserved.

MADE IN U.S.A .

The sewers beneathWaterdeep hold many secrets.

Detailed maps let youknowwhat lies ahead.

A,

Adtn_ct

COMPUTER PRODUCT

STRATEGIC SIMULATIONS, INC

Clarence Simpson
Page 2: Eye of the Beholder - Cluebook - PC

WESTWOOD ASSOCIATES CREDITSWriters

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STRATEGIC SIMULATIONS CREDITSWriters

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Strategic Simulations, Inc. reserves the right to make improvements in the product described in this due book at arry-time and without notice.

Strategic Simulations, Inc. makes no warranties, express or implied, with respect to this due book, its quality, mer-chantability or fitness for any particular purpose. This clue book is provided "as is."

ADVANCED DUNGEONS & DRAGONS, AD&D, and FORGOTTEN REALMS are trademarks owned by and used underlicense from TSR, Inc., Lake Geneva, WI USA .

Copyright 1991 Strategic Simulations, Inc . Copyright 1991 TSR, Inc . All Rights Reserved .

This clue book is copyrighted and includes proprietary information belonging to TSR, Inc . and Strategic Simulations,Inc . No one is permitted to sell copies of this clue book to any person or institution except as provided for by written

agreement with Strategic Simulations, Inc. and TSR, Inc. No one may copy, photocopy, reproduce, translate, or reduce

to machine readable form this clue book without the prior written consent of TSR, Inc .

Any persons reproducing any portion of this clue book for any reason, in any media, shall be guilty of copyright viola-

tion and subject to the appropriate civil or criminal action at the discretion of the copyright holder(s) .

TABLE OF COIfElYI'SINTRODVCTION . . .. . . . . . . . . .. . . . . ..... . . . . . . . . . . . . . . .. .. . . . . . . . . . . . . . . ..... . . . . . . . . . . . . . . .. . . . . . . . . . . .. . ..... . . . . . . . . . . . . . . .... . . . . . . . . . . . . . . ..... . .. . . . . . . . . . .1STORY BACKC,ROVND . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .... . . . . . . . . . . . . . . .... . . . . . . . . . . . . .. .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. .. . .. . . . . . . . . . .2STRATEGY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . .. .. . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . .. .. . .. .. . . . . . . . .3

The Characters . . .... . . . . . . . . . . . . . . .. ... . . . . . . . . . . . . . . .... . . . . . . . . . . . . . . ..... . . . . . . . . . . . .. .. . . . . . . . . . . . . . . .. . .. . . . . . . . . . . . . . . .... . . . . . . . . . . . . . . ........ . . . . . . .3The Party . . . . . . . . . . .... . . . . . . . . . . . . . . ... .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ... .. . .. ... . . . . . . . . . . . . . . . . . . . . . . . ..... . .. . . . . . . . . . . . .. .. ... . . . . . . . . . . . ... . .. ..... . . . .4Combat Mechanics . . . . . . . . . . . . .. . .. . . . . . . . . . . . . . . . . . .... ... . . . . . . . . . . . ... ..... . . . . . . . . .... ... . . . . . . . . .. . .. . .. . . . . . . . . . . . . . .. .. . ... . . . . . . . . . . . . . . ..... . . . .5Attacking . . . . . . . . . . . . . . .. . . . . . . . . . . . . .. . ..... . . . . . . . . . . . . . . ... . . . . . . . . . . . . . . . ... ..... . . . . . . . . .... ... . . . . . . . . . . . .. . .. . . . . . . . . . . . . . . . . . .... . . . . . . . . . . . . . . ..... . . . .6Tactics . . . . . . . . . . . . . . . . . . .... . . . . . . . . . . . . . . ..... . . . . . . . . . . . . . . . . . .. . .. . . . . . . . . . . ..... . .. . .. . . . . . . . . . . . . . . . . . . . . . . . .. . .. . .. . .. . . . . . . . . .. . ... . . . . . . . . . . . . . . . ... ..... .7Ability Scores and Other Characteristics . . . . . . . . . .... . . . . . . . . . . . . . . .. ... . . . . . . . . . . . .. . . . . . . . . . . .. . ..... . .. . . . . . . . . . . . . . . .... . . . . . . . . . . . . . . . .. .. .8Weapons and Armor . . . .. . . . . . . . . . . . .. ...... . . . . . . . . . . . . . . .. .. . . . . . . . . . . . . . . ... .. . . . . . . . . . . . .... . . . . . . . . . . . . . ...... . .. . . . . . . . . . . . .... . . . . . . . . . . . . . . .. . .. .9Spells ..... . . . . . . . . . . . . . . . . . .... . . . . . . . . . . . . . . .. . .. . . .... . . . . . . . . . . . .. . . . . . . . . . . . . . .. . . . . .. . . . . . . . . .... . .. . . . . . . . . . . . ... ........ . . . . . . . . .. . . . . . ... . . . . . . . . . . . . . . .10Non-Player Characters . . . .. . . . . . . . . . . . .. ...... . . . . . . . . . . . . . . .... . . . . . . . . . . . . . . ..... . . . . . . . . . . . . . . . . . . . . . . . ... ... .. ... . . . . . . . . . . . . . . .... . . . . . . . . . . . . . . .11Monsters .. . . . . . . . . . . . . . . . . . .... . . . . . . . . . . . . . . .... . . .. .. . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . ..... . . . . . . . . . . . .... . . . . . . . . . . . . . . . . . ... . . . . . . . . . . . . . . . . .... . . . . . . . . . . . .13Solving Puzzles .. . . . . . . . . .. . . . . .... . . . . . . . . . . . . . . ... .. . . . . . . . . . . . . . . .... . . . . . . . . . . . . . . ... .. . . . . . . . . .. . . . . . . . . . . . . . . . . . . . ..... . . . . . . . . . . . . . . ... . . . . . . . . . . . . .15

MAPS. . . . . . . . . . . . . ... .. ... . .. . . . . . . . . . . . ... .. .. . . . . . . . . . . . . . . . . . ..... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..... . . . . . . . . . . . .... . . . . . . . . .. . . . . . . . .. ... . . . . . . . . . . . . . . .... . . . . . . . . .16Level 1-Upper Sewer Level .. . . . . . . . . . . . . . . .. . .. . . . . . . . . . . . . . . . ... . . . . . . . . . . . . .. .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . ..... . . . . . . . . . . . . . . .... . . . ... . . .16Level 2-Middle Sewer Level . . . . . . . . . . . . . . . . . .. ... . . . . . . . . . . . ... . . . . . .. . . . . . . . . .. . . . . . . . . . . . . . . . ... . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . .. . .... . . .17Level 3-Lower Sewer Level . . .. . . . . . . . . . . . . . . . .. . .. . . . . . . . . . . . . . . ... . . .. . . . . . . . . ..... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . .... . . . . . . . . . . . .. . . . .....18Level 4-Upper Level Dwarven Ruins . . . . . . . ... . . . . . . . . . . . . . .... . .. . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .... . . ... . . . . . . . . . . . . . . . . .. . .19Level 5-Dwarven Ruins and Camp . . . . . . . . . . . . .. . ... . . . . . . . . . . . . . . .. .. . . . . . . . . .. .. . . . . . . . . . . . . ... . . .. .. . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . .20Level 6-Bottom Level ofDwarven Ruins . . . . . . .. .. . . . . . . . . . . . .. . .. . . . . . . . . . . ....... . . . . . . . . . . . . . . . . .... . . . . . . . . . . . . . . . . ..... . . . . . . . . . . . . . . .21Level 7-Upper Reaches of the Drow . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . .. . . . . . . . . . . . .. . ....... . . . . . . . . . . . . . . ... .. . . . . . . . . . . . . . . .22Level 8-Drow Outcasts .. . . . . . . . . . . . ... . . . . . . . . . . . . . . . .. . .. ... . . . . . . . . . . . . . . .... . . . . . . . . .. . .. ... . . . . . . . . . . . .. . .. . . . . . . . . . . . . . . . . . . . ..... . . . . . . . . . . . .23Level 9-Lower Reaches of the Drow . . .. . . . . . . . . . . . . . . .. . .. . . . . . . . . . . . . . . . . . . . . . . . . . . .. . .. . . . . . . . . . . . . . . . . . .... . . . . . . . . . . . . . . .. . .. . . . ... . . . . . .24Level 10-Xanathar's Outer Sanctum, Mantis Hive . . . . . . . . . . . . . . . ... . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . .. . . . . . .25Level 11-Xanathar's Outer Sanctum, Lower Reaches . . . . . . . . . . . .... . . . . . . . . . . . ..... . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . ..... . .. ... . . .26Level 12-Xanathar's Inner Sanctum . . . . . . . . . . . . . . . . . . . . . ..... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . .. ... . . .27

HINTS . . . . . . . . . . . . . . . . . . . . . .... . . . . . . . . . . . . . . ... .. . . . . . . . . . . . . . . . . . . ... . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . .. . . . . . . . . . . . . . ... .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..... . .. ...28Level 1-Upper Sewer Level .. . . . . . . . . . . . . . . . . . ... . . . . . . . . . . . . . . . ..... . .. . . . . . . . . ... . . . . . . . . . . . . ..... . . . . . . . . . . . . . . . . . . . .. ... . . . . . . . . . . . .. . . . . ... ..28Level 2-Middle Sewer Level ... . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . ..... . .. . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . .... . . . . .. . . . . . . . . . . . . . . ... ..28Level 3-Lower Sewer Level . . ... . . . . . . . . . . . . . . . . . .... . . . . . . . . . . . . . . .. . .. . . . . . . . . . . . . . . . . . . . . . . . . . . ..... . .. . . . . . . . . . . . . . .. . . .... . . . . . . . . . . . . . . . . . ..29Level 4-Upper Level Dwarven Ruins . . . . . . . . . .. ... . . . . . . . . . . . ... ... .. . . . . . . . . . ... . .. . . . . . . . . ..... . .. . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . ..30Level 5--Dwarven Ruins and Camp . . . . . . . . . . . . . . . . . . . . . . . . . . . . ... . ..... . . . . . . . .... ... . . . . . . . . . . . .. . .. .... .. . . . . . . . . . . . . . . .... . . . . . . . . . . . . . . . .30Level 6-Bottom Level ofDwarven Ruins . . . . . . . . .. .. . . . . . . . . ... . . . ..... . . . . . . . .. . .. . . . . . . . . . . . ... .. ...... . . . . . . . . . . . . . . .... .. . . . . . . . . . . . . . .31Level 7-Upper Reaches of the Drow. . . . . . . . . . . . . . . .... . . . . . . . . . . . . . . ..... . . . . . . . . . . . . . .. . . . . . . . . ... ... ..... . . . . . . . . . . . . . . . . . .... . . . . . . . . . . . . .31Level 8-Drow Outcasts . . . . . . . . . . . . ..... . .. .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .... . . . . . . . . .. . .... . . . . . . . . . . . . . . .. . ..... . . . . . . . . . . . . . . .... . . . . . . . . . . . . .32Level 9-Lower Reaches of the Drow.... . . . . . . . . . . . . . . .... . . . . . . . . . . . . . . .. . . . . . . . . . . . ... . . . . . . . . . . . . . . . .. . ..... . . . . . . . . . . . . . . . . .. . .. . .. . . . . . . .33Level 10-Xanathar's Outer Sanctum, Mantis Hive . . . . . . . . . . . . . ..... . . . . . . . . . . . .... . . . . . . . . . . . . . . .. . .. . . . . . . . . . . . . . . . . . .... . .. . .. . . . .33Level 11-Xanathar's Outer Sanctum, Lower Reaches . . . . . . . . . . ..... . . . . . . . . . . . .... . . . . . . . . . . . . . . . . . ..... . . . . . . . . . . . . . . .... . . .... . . . .34Level 12-Xanathar's Inner Sanctum . . ..... . . . . . . . . . . . . . . . ... . . . . . . . . . . . ..... . . . . . . . . . . . ... . .. . . . . . . . . . . . . . . . ..... . . . . . . . . . . . . . . . . . .. . .... ... .34

SOLVTIONS . . . . ..... . .. . . . . . . . . . . . . . . . . . ... . . . . . . . . . . . . . . . ... .. . .. . . . . . . . . . . . .... . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . .... . . . . . . . . . . . . . . .. ... . . . . .. . . . . . . . . . . . .... . . .... .36Level 1-Upper Sewer Level . . . . . . . . . . . . . . . . . . ..... . . . . . . . . . . . .... . . . . . . . . . . . . . . ..... . . . . . . . . . . . .... . . . . . . . . . . . . . . . . . ..... ... . . . . . . . . . . . .. . . . . ... . .36Level 2-Middle Sewer Level .. . . . . . . . . . . . . . . ..... . . . . . . . . . . . . . . .... . . . . . . . . . . . ..... . . . . . . . . . . . ... . . . . . . . . . . . . . . . . . . ..... ... .. . . . . . . . . . . . . . . . .. . ..37Level 3-Lower Sewer Level .... . . . . . . . . . . . . . . . . . .... . . . . . . . . . . . . .... . . . . . . . . . . . . .... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. .. . ..... . . . . . . . . . . . . . . . . . ..40Level 4-Upper Level Dwarven Ruins . . . . . . ..... ... . . . . . . . . . . .. . . ... . . . . . . . . . .. . . . . . . . . . . . . . . .... . . . . . . . . . . . . . . . . . .. . ... .. . .. . . . . . . . . . . . . . . ..43Level 5-Dwarven Ruins and Camp . . . . . . . . . .. . .. . .. . . . . . . . . . . . . ... ... . . . . . . . . ..... ... . . . . . . . . .... . . . . .. . . . . . . . . . . . .. . . . . ..... . . . . . . . . . . . . . . . .46Level 6-Bottom Level ofDwarven Ruins . . . . .. . .. . . . . . . . . . . . ... .... . . . . . . . . ..... ... . . . . . . . . . . . . .. . . .. ... . . . . . . . . .. . . . . ..... . . . . . . . . . . . . . . . .49Level 7-Upper Reaches of the Drow . . . . . . . . . . . .. . ... .. . . . . . . . . ... . .. . . .. . . . . . . . . .. . .. . . . . . . . . . . . ... ....... . . . . . . . . . . . . . . ... .. ... . . . . . . . . . . . . .51Level 8-Drow Outcasts . . . . . . . . . . . . .. . . . .. . . . . . . . . . . . ... ..... . . . . . . . . . . . . . . .... . . . . . . . . ... .. . . . . . . . . . . . ... ...... . . . . . . . . . . . . . . . . . . ..... . . . . . . . . . . . . .55Level 9-Lower Reaches of the Drow. . . . . . . . . . . . . . . . ... . . . . . . . . . . . . . . .... . . . . . . . . .. . ..... . . . . . . . . . . . . . . ... .... . . . . . . . . . . . . . . ... .. . .. . .. . . . . . . .58Level 10-Xanathar's Outer Sanctum, Mantis Hive . . . . . . . . . . . . . . . . . . . . . . . . . ..... .. . . . . . . . . . . . . .. . .... . . . . . . . . . . . . . . . . . ..... . .. . .. . . . .62Level 11-Xanathar's Outer Sanctum, Lower Reaches . . . . . . . . . . .... . . . . . . . . ........ . . . . . . . . . . . . . . .. . . ... . . . . . . . . . . . . . . ..... . ..... . . . .64Level 12-Xanathar's Inner Sanctum . . . . . . . . . . . . . . . . . ..... . . . . . . . . . . . . . . .... . . . . . . . . . . . ..... . . . . . . . . . . . . . . . . . .... . . . . . . . . . . . . . . .. . ... ..... . .. .66Portals . . . . .. . . . . . . . . . . . . . . . . . . . .. . .. . .. . . . . . . . . . . . . . . . . . ... . . . . . . . . . . . . . . . ..... . . . . . . . . . . . .. . . . . . . . . . . . . . .. . .. . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . ... .. . ... .. .69

TREASURE GVIDE . . . . . . . . . . . . . . . . . .. .. . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . ..... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..... . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . .. . .. . ... ...70Items By Level . ... . . . . . . . . . . . . . . .. ... . . . . . . . . . . . . . . . . . ... . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . .... . . . . . . . . . . . ... .. . . . . . . . . . . . . . . . . . .... . . . . .. . . . . . . . . . . . ... . . . ...70Special Quest Bonuses . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . ..... . . . . . . . . . . . ... . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . .. .. . . . . . . . . . . . . . . . . . . . .75

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EYE OF THE BEHOLDER is StrategicSimulations, Inc.'s first ADVANCEDDVNGEONS & DRAGONS" Legend Seriesfantasy role playing saga . In this game,the characters are hired by the Lords ofWaterdeep to discover the source of anevil presence in the sewers beneath thecity. The party must explore the sewers,avoid traps, and battle monsters todiscover the source of the evil .

EYE OF THE BEHOLDER (EOB) is differentfrom previous AND" computer role play-ing games . EOB is based on the AND2nd Edition rules . It is a real time game,where exploration, puzzle solving, andcombat all happen continuously in the 31)window. EOB also requires more explo-ration and puzzle solving than previousAND computer role playing games .

Because EYE OF THE BEHOLDER is a newkind of AND computer role playinggame, this clue book is organized in a newway. The Strategy section contains adviceon playing EOB effectively, including howto select a party, fight combat, best usespells, choose NPC companions, anddefeat specific monsters . The Maps sec-tion contains the maps to all of the variouslevels in the game, but contains no hintsor solutions to the puzzles. The Hintssections contains dues to the solution ofmany of the puzzles in EOB, but it doesnot contain the complete answers or the

--:1MRODUCTIOY~-:

locations of the monsters . The Solutionssection contains step by step solutions tothe puzzles, locations of the monsters, anda road map of the magic portals in thegame. The Treasure section contains listsof the treasures in all of the various levelsof the game.

This clue book acts as a players guide toEYE OF THE BEHOLDER .A player can getas little or as much help as he likes .A player who wants to play the gameeffectively, but who wants to explore thegame for himself can read the Strategysection and ignore the rest . A player whowants to play the game but who doesn'twant to draw maps can use the Maps sec-tion and ignore the Hints and Solutionssections . A player who wants a push inthe right direction when confronted by adifficult puzzle can check out the Hintssection . And, the player who wants to seeeverything in the game can use theSolutions and Treasure sections so thathe wont miss a thing .

This clue book assumes that you have readthe EYE OF THE BEHOLDER Rule Book andData Card that came with your game. Ifyou have any questions about how to do aspecific action, check the Rule Book . If youhave any questions about the installationor interface, check your Data Card .Armed with all of this knowledge you aresure to be successful in your quest .

Dear Adventurers,

Your trusted friend,

Khe) bevi

Of is my sincere hope that you receive this package beforeyou begin your quest into the sewers beneath Waterdeep .This package contains notes found on a drove spy thatCould help you on your journey .

The spy was captured two nights ago by dltec,Captain of the Guard . hinder interrogation, the droverevealed a disturbing plan . +--le claimed to be workingfor a being named )Canathar . The spy claimed thatXonathar is an evil crime lord that inhabits the deepestpart of the sewer system .

Supposedly, Xanathar magically teleported this drove intothe city to spy on the Lords of Waterdeep . Nanathar didnot have the capability to teleport the spy back into hisunderworld and so gave the spy this package ofinformation to make the trip back underground safer.

This package includes a map of some of the tunnels andcaverns beneath Waterdeep . Of also includes several setsof notes that point out traps and monsters to be avoidedand items that might be useful on the trek .

hlse the information in this package wisely . Of may bethe advantage you need to defeat this wretched villain,Xonathae .

-X STORY BACKGROUND~-:

Page 4: Eye of the Beholder - Cluebook - PC

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Many elements make up the strategies theparty will use in EYE OF THE BEHOLDER Theseelements include : the characters that make upthe party, the mechanics and tactics of combat,the equipment and spells used by the party, theNPCs that support the party, the monsters theparty fights, and the techniques used to solvepuzzles .

The CharactersThere are many strategies for putting togetheran effective party of characters . Certain combi-nations of character classes and race are moreeffective than others .

Single-Class vs. Multi-LassNon-human characters can be multi-classedcharacters, but that does not mean that theymust be multi-class characters. Single-classcharacters have a number of advantages overmulti-classed characters with the same amountof EXP

Single-class fighters have several advantages .With the same amount of EXP, they will aver-age many more HP and have a better chanceto hit than multi-class fighter combinations.

Single-class clerics and mages will gain higherlevel spells much sooner than multi-class clericor mage combinations . Spell casters becomemuch more useful when they reach 5th leveland can cast the 3rd level spells Fireball andCreate Food.

Characters can more effectively specialize inEOB than in other AD&D computer rote play-ing games. With careful play, rear rank charac-ters will seldom get into melee combat. Thismakes a single-class mage a viable characterby reducing the effect of his limited abilities inmelee. Also, the real time nature of EOB

STRATEGY

means that a character can only do one thingat a time, a character's ability to do manydifferent things is often not as important as theability to do one thing very well .

The advantages of multi-classed characters areobvious, they combine the abilities of severaldifferent classes of character in one. Thus, afighter/mage can both melee effectively andcast spells, though he can do neither as well asa single-class fighter or mage with the sameamount of EXP. Multi-classed characters areoften useful to add an additional capability to aparty, such as thieving skills or additionalclerical healing spells .

Racial AdvantagesBecause of the monsters and situations inEOB, certain race/class combinations are veryeffective . The following are some specific typesof characters and their advantages.

Dwarven Fighter : A dwarven fighter with ahigh constitution has a high resistance topoison, which makes it much easier to fightgiant spiders . A dwarf fighter can also have aConstitution of 19, which can further increasehis HP Adwarfalso allows the party to readthe writing on the wall in the dwarvish levelsof the game.

HumanPaladin: Only humans can bepaladins. Paladins can fight as well as anyfighter, plus they have the ability to heal bylaying on hands and, they have the ability tocast some low level clerical healing spellswhen they reach ninth level.

Even Mage : A single-class mage gains levelsswiftly and will quickly gain the ability to castuseful spells like Fireball. An elven mage witha high dexterity has a high AC, which makesit easier to survive stray thrown weapons. Asa mage, an elf's maximum constitution of 17

does not limit his HP and his maximum dex-terity of 19 can increase his AC . As magescannot wear armor to increase theirAC, ahigh dexterity is essential to a mage . An elfalso allows the party to read the writing on thewall in the drow levels of the game .

Human, Half Even, or Even Cleric: A sin-gle-class cleric swiftly gains levels and the abil-ity to cast useful spells like Create Food .Humans, Half Elves and Elves can all have amaximum wisdom of18 (thus gaining themaximum bonus spells) and have no levelrestrictions in this game .

Half Even Fighter/Mage/Cleric: This is thecharacter with the most diverse talents in thegame . This character can use almost everyitem in the game (excluding lockpicks), andhas a limited ability to fight, can cast offensivespells, and heal . Unfortunately, a half elvenfighter/mage/cleric will go up levels extremelyslowly, and will have very fewHP for most ofthe game .

Elven Fighter/Mage/Thief. The thiefly coun-terpart to the half elven jack of all trades listedbefore . This character can use literally everyitem in the game and can pick locks as well.Unfortunately, an elven fighter/mage/thiefwill also go up levels extremely slowly, andwill have very fewHP for most of the game .

Gnome Cleric/Thief: Agnomish cleric/thiefmakes a good character to fill out a party thatalready has a single-class cleric. The cleric/thief gives the party additional clerical healingspells plus the thieving ability of picking locks.

The Party

A party should include a good mix of classesand races to deal with the many horrors inEOB. The player will need to decide uponhis overall party strategy before making thecharacters in his party.

In general, a party should have at least twocharacters who can fight well for the frontrank, a character whocan cast mage spells,and at least one character who can cast clericalhealing spells .

l1ghtemThe party has many choices for the two frontrank characters who can fight well . Mostraces make reasonable fighters, and fighter,paladin, and ranger class characters can allfight well. Even single-class cleric and dualclass fighter/cleric characters can be effectivefront rank characters in the beginning levels ofthe game . Also, most of the NPC charactersthe party meets later in the game can fightwell and could be used in the front rank .

Spell CastersThe choice of the various spell casters is alsoimportant to the strategy of the party. Onecharacter who can cast mage spells is normallysufficient for most parties . Mages must findtheir higher level spells on scrolls ; the supplyof scrolls is limited, so it is not efficient todivide those spells among several mages in aparty.

It is often useful to have two characters whocan cast clerical healing spells . It is importantnot to get caught after a battle without aconscious cleric . Aconscious cleric with a fewCure Light Wounds spells can heal as manyHP in hours, as a party without a consciouscleric could heal in many days of rest .

Party MakeupOne strategy is to create a party of specialistswho go up in levels with the fewest numberof EXP. This party works well so long as thewarriors in the front rank never let the spellcasters in the rear rank get into melee.

Page 5: Eye of the Beholder - Cluebook - PC

r

Specialist Party: Dwarven Fighter HumanPaladin, Elven Mage, and Half Elven Cleric

Another strategy is to create a party ofgeneralists who are multi-classed characters .This party should always have some characterwith the appropriate skill for a situation. But,such a diverse party will take a lot of EXP toget to higher levels .

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

Afurther strategy is to have a mixed partywith specialist warriors in the front rank andgeneralist spell casters in the rear rank . Thisstrategy makes sure that the fighters gain levels(and HP) as quickly as possible, but that thespell casters will have a wide variety of spellsavailable.

Mixed Party: Dwarven Fighter, HumanPaladin, Half Elven Cleric/Mage, GnomeCleric/Thief.

Combat MechanicsVnderstanding the combat mechanics used inEYE OF THE BEHOLDER allows the party to usethe most effective weapons and tactics in dif-ferent situations . Each character's ability incombat is defined by his AC, THACO, anddamage .

ACAcharacter or monster's difficulty to be hit isrepresented by his Armor Class or AC. Thelower the target's AC, the harder it is to hitthe target. AC is based on armor and adexterity bonus. Some magic items also helpa character's AC.

THACOA character's THACO represents his abilityto hit enemies. THACOstands for To HitArmor Class 0. This is the number acharacter must 'roll' equal to or greater thanto do damage on a target with an AC of0.The lower the attacker's THACO, the betterhis chance to hit the target . Acharacter'sTHACO is based on his class and level.

Note: the generation of a random num-ber is often referred to as a 'roll' . In deter-mining if an attack hit, the numbergenerated is from 1 through 20 . The baseroll is modified by the character's abilityscores and any magic weapons .

An attack is successful if the roll is greater thanor equal to the attacker's THACO minus thetarget's AC.

Example: A fighter with aTHACO of15 attacking a monster with an AC of 3would need to roll: (THACO 15) - (AC3) =12+ . But to hit a monster with anAC of -2 he would need to roll :(THACO 15) -(AC -2) =17+

DamageWhen a hit is scored, the attacker doesdamage. Damage is the range of HP loss theattacker inflicts when he hits an opponent incombat, and it depends on the attacker'sstrength and weapon type. The damage eachweapon can do is summarized in the WeaponsList .

Some monsters take only partial or no damagefrom certain weapon types. Skeletons, forexample, take only half damage from sharp oredged weapons.

AttackingCharacters generally engage in melee combat,which is face-to-face fighting with weaponssuch as swords and maces. Characters alsohave other options, such as casting spells andranged combat, with bows and slings.

In general, a character attacks the enemy inthe front rank on his side of the screen . Whenthere is only one enemy left in a battle, itmoves to the center of the square andcharacters from both sides can attack it .

Combat StrategiesTo succeed in combat, a skilled player deployshis party well, casts effective spells before andduring combat, maneuvers his characters intoadvantageous positions, and attacks using hismost powerful characters and weapons.

Deploying the PartyKeep the heavily-armored fighters in the frontrank and the vulnerable mages and thieves inthe rear ranks .

Equipping the PartyEquip characters in the front rank with themost powerful melee weapons you can find .See the Weapons Table to see howmuchdamage each type of melee weapon can do .As soon as you find enough weapons, war-riors should carry a one handed weapon intheir primary hand and a short sword in theirsecondary hand .

Equip characters in the rear ranks with themost powerful ranged weapons you can find.See the Weapons Table to see howmuchdamage each type of ranged weapon can do .Spell casters should have their holy symbolsand spell books in-hand, ready to cast spells .

Characters who use thrown weapons shouldcarry weapons both in-hand and in their beltpouch for quick reloading. Front rank

characters who use thrown weapons maywish to carry a shield or short sword at the topof their belt pouch. This shield or short swordwill be readied automatically after they attackwith the last of their thrown weapons.

Be sure to recover your ranged weapons aftereach battle and to collect all ofthe rangedweapons you can find . Ranged weapons getused up quickly in battle, and they may havespecial uses later in the game.

Wounded CharactersCharacters who are seriously wounded shouldbe moved out of the front rank if possible. It ismuch easier to heal a wounded character thanit is to bring a dead character back to life .

Moving and F9ghtingIf you are exploring an area, move with thecompass on the screen to facilitate mapping.Ifyou are moving through an explored area,move with a spell menu on the screen and anattack spell showing. Always move with theAdventure Screen up, you can't fight from theEquipment or Character Screens.

With both the adventure screen and spellmenu up you are prepared for battle. Preparefor battle before you open any door, climb ordescend stairs, or push a button that couldopen a door or secret wall . Monsters often lurkbehind closed doors or secret walls, and mon-sters are always ready for combat .

Remember that you can move and fight at thesame time . You can move backwards to dodgean enemy melee attack . You can move side-ways to dodge an enemy ranged attack. Youcan even run away and close a door behindyou to get away from a particularly nasty fight.

Page 6: Eye of the Beholder - Cluebook - PC

f1ghLingfrom theKeyboardFighting from the keyboard takes a little moreplanning than fighting with a mouse. To fighteffectively, quickly choose the item you wantto attack with and press theV key to Use it.

There are two ways to move the item high-light and choose the item you want to attackwith: the A, S, W, andZ item cursor keys,and the F1-F6 character selection keys . Theparty's equipment should be set up to takemaximum advantage of the wayyou movethe item highlight.

If you use the A, S, W, and Z, item cursorkeys to move the item highlight, place the sixweapons the party uses most in the primaryand secondary hands of the front rankcharacters and in the primary hands of the firsttwo rear rank characters . Before a battle, startthe item highlight on the primary hand of thecharacter in the upper right hand corner.Practice quickly moving the item highlight ina circle through these six items, Using eachitem in turn . By the time the cursor gets backto the first item, that item should be ready toUse again .

If you use the F1-F6 character selection keys tomove the item highlight, place the four to sixweapons the party uses most in the primaryhands of each ofthe characters. Before a battle,start the item highlight on the primary hand ofthe character in the upper right hand corner.Practice using the F1-F6 keys to quickly mov-ing the item highlight in a circle through thesefour to six items, Using each item in turn .By the time the cursor gets back to the firstitem, that item should be ready to Use again.

Once you can move the item highlight anduse weapons quickly, add moving and castingmage spells to the combat rhythm . In general,if the combat situation requires that the partymove, then interrupt your combat rhythm andmove! To cast spells effectively in combat, takethe first spare instant to Use a mage's spellbook and open the spell menu . Resumeattacking with weapons until you haveanother spare instant, then choose the spelllevel, the spell within that level, and then castthe spell . You can eliminate choosing the spellwithin a level if you memorize only the attackspells Magic Missile, Melf's Acid Arrow,Fireball, Ice Storm, and Cone of Cold.

With a little planning and practice, you canfight as effectively with the keyboard as youcan with the mouse. While the party's attacksmay sacrifice some flexibility, they will gain inconsistency and rhythm.

TacticsThe monsters on the first several levels areeach designed to require a different combatstrategy for maximum effectiveness. Theplayer should try to learn different combatstrategies to fight each type of monster mosteffectively.

Levd 1The monsters on level 1 do not have specialabilities or weaknesses . It only requires thatthe party learn to melee effectively to survive .

Levd 2The monsters on level 2 are undead. The partyshould learn that these monsters can be turnedby a cleric who has his holy symbol ready andin-hand.

Levd 3The kuo-toa have ranged attacks. The partyshould learn to dodge the ranged attacksbefore closing with the monster to melee.

Levels 4&5The giant spiders have a poisonous bite.The party should learn 'shoot and scoot' tacticsto keep out of melee. These tactics consist ofteaming to move backwards while attackingwith ranged weapons and spells .

Level 6The kenku have multiple ranged attacks,travels in groups, and can surround a slowmoving party. The party should learn to keepdodging until the flock has expended all of itsranged attacks . The party also needs to learn touse area effect damage spells, like Fireball, toclear out the flocks quickly and to moveswiftly so as not to get trapped in a corridorwith foes both in front and behind .

There is a wizard on level 6 that has manyarea effect spells . Here the party needs to learn'hit and run' tactics. These tactics are to dodgeback around a corner, strike at their foe as hepresents his flank, and then dodge back againas he turns to face the party. The object of thistactic is to always avoid the enemy'sdevastating fire power.

Level 7The drow have weapons coated with aparalyzing poison and have a significantresistance to magic. The party should learn torely on missile fire and maneuver, instead ofmagic and melee, to defeat their foes .

Once the party has learned all of thesetactics, they have a chance against any of themonsters in the game . All the party has todo then is decide which tactic is most effectivein each situation.

Ability Scores and OtherGlfaracterisflcs

StrengthThe Strength Chart lists the modifiers to meleehit probability and the damage adjustmentbased on the character's Strength .

Strength Chart

These bonuses are available only to fighters, paladins,and rangers.# These scores are only possible in this game throughmagic .

DexterityThe Dexterity Chart lists the modifiers to mis-sile hit probability and the AC adjustmentbased on the character's Dexterity.

Dexterity Chart

18/01-50" +1 +318/51-75` +2 +318/76-90' +2 +418/91-99' +2 +5-18/00- +3 +619# +3 +720# +3 +821# +4 +922# +4 +10

Aslury

SCORE

MWLE HrrPRORALRITT

AC

A0.R6rME31T

3 -3 +44 -2 +35 -1 +26 0 +17-14 0 015 0 -116 +1 -217 +2 -318 +2 -419 +3 -4

Asiury

SCORE

MELEE HryPROOALRITT

DAMAGE

AOJOsiMELLT

3 -3 -14-5 -2 -16-7 -1 none8-15 normal none16 normal +117 +1 +118 +1 +2

Page 7: Eye of the Beholder - Cluebook - PC

ConsdtudonThe Constitution Chart lists the Hit PointAdjustment that a character gets every level.

Constitution Chart

"Them bonuses are available only to fighters, paladins,and rangers ; for all other classes the maximum hit pointadjustment for constitution is +2

MACOTHACO is not an ability score, but it is animportant characteristic . The THACO Chartlists a characters base THACO for his classand level .

THACO Chart

Weapons and Armor

WeaponsWeapons are divided into 3 classes : melee,thrown, and fired . Melee weapons are usedonly in close combat, while thrown and firedweapons are used at range. Characters in thefront rank can use melee and ranged weapons.Characters in the rear ranks can only use

ranged weapons . Note the Classes sectionsstarting on page 23 in the rules that limit somecharacter classes to certain weapons .

The Weapons Chart lists the weapons withtheir range of hit point damage versus small,medium, and large-sized creatures. Thedamage done by a melee weapon is adjustedby the attacking character's strength and anymagical bonus the weapon may have .

Weapons Chart

' These two-handed weapons must be used from the prima-ry hand .

ArmorArmor provides a character a base AC. Thelower the character's AC, the harder it is foran attack to hit. AC is based on the character'sarmor and his dexterity bonus . Some magicitems also help a character's AC .

Note the Classes sections starting on page 23in the rules that limit some character classes tocertain types of armor. The Armor Chart liststhe types of armor in EOB and the base ACthey provide a character.

Armor ChartARMOR TYPE

BASE AC

Robe

10Shield'

9Leather Armor

8Scale Mail

7Chain Mail

5Banded Armor

4Plate Mail

3* A shield subtracts 1 AC from any armor it is used with .Boots, helmets, and non-magical bracers may look likearmor, but they do not modify a character's AC. They cansafely be left as weights on pressure plates . Magicalbracers, however, can modify a character's AC .

SpecsSpells are an important part of a party'scapabilities . The spells that the party's spellcasters memorize will have an important effecton the party's tactics.

In the following section, the spells have beendivided into types: Offensive Spells, DefensiveSpells, and Other Spells. There are specifichints on when each type of spell is mosteffective . Spells that are available only toclerics are marked with an *.

Offensive SpeilsBurning Hands, *Cause Light Wounds,Shocking Qrasp, *Flame Blade, VampiricTouch, *Cause Serious Wounds and*Cause Critical Wounds: These are hand tohand magical attacks . The spell caster must bein the front rank to attack with them . Becauseof the time it takes to cast these spells and thevulnerability of many spell casters, they arenormally the offensive spells of last resort .

Magic Missile, Melf's Acid Arrow andFlame Arrow : These are ranged magicalattacks that affect only one monster at a time.They allow the spell caster to attack from thesafety of the rear ranks. They are the favoriteoffensive spells of lower level mages .

Hold Person, Fireball, Lightning Bolt, Fear,Ice Storm, Cone of Cold, *Flame Strike andHold Monster. These are ranged magicalattacks that can affect several monsters in anarea. Because of the damage they can do, theyare often the preferred offensive spells of high-er level spell casters .

These area effect spells are especially effectivewhen fighting many monsters . Look closely atthe area of effect of the various spells. Thespells that affect several squares are moreeffective against monsters that cannot attack ingroups . The spells that effect a single squareare most effective against monsters that attackin groups.Two of these spells take special care when theyare used . If the target of an Ice Storm spell iswithin melee range of the party, the party willalso take damage from the spell . The HoldPerson spell only affects kobolds, dwarves, anddrow.

Defensive SpellsArmor, *Protection from Evil, Shield,*Magical Vestment, *Protection from Evil10' Radius and Stoneskin : These spellsmainly provide protection against physicalattacks. Cast these spells on your front rankcharacters just before dangerous battles.Stoneskin is often the preferred physical defen-sive spell of higher level spell casters.

*Bless and *Prayer: These spells mainlyprovide protection against magical attacks .Cast these spells on your front rank charactersjust before dangerous battles .

Healing Spells*Cure Light Wounds, *Aid, *Cure SeriousWounds, and *Cure Critical Wounds : Thesespells replace a character's lost HP The Aid spellcan increase a charactees HP over his normalmaximum value, but only increases HP tem-

10

MELEE WEAPOIIC

DAMAGE VS .SMALL $ MEDIUM

DAMAGE VS.URGE

Staff' 1-6 1-6Mace 2-7 1-6Short Sword 1-6 1-8Flail 2-7 2-8Axe 1-8 1-8Long Sword 1-8 1-12Halberd' 1-10 2-12URGING Wumns:Rock 1-2 1-2Dart 1-3 1-2Dagger 1-4 1-3Spear 1-6 1-8RANGED WEAPONS:

Sling & Rocks* 1-4 1-4Bow & Arrows' 1-6 1-6

CussCRARACra LEVEE1 2 3 4 5 6 7 8 9 10 11

Cleric 20 20 20 18 18 18 16 16 16 14 14Fighter 20 1918 17 1615 141312 11 10Mage 20 20 20 19 19 19 18 18 18 17 17Paladin 20 19 18 17 16 15 14 13 12 11 10Ranger 20 19 18 17 16 15 14 13 12 11 10

ABILITYSCORE

HIT POINTADJUSIMENT

3 -24-6 -17-14 015 +116 +217 +2 (+3)`18 +2 (+4)'19 +2 (+5)"

Page 8: Eye of the Beholder - Cluebook - PC

Dorhum

Baia

Beohram

Class :

Level 3 Fighter

Alignment : Lawful-Good

Race/Gender :

Dwarf Male

Ability Scores:

Str : 18/291nt :13Wis:11 Dex: 16Con: 17 Cha: 14

Hit Points:

28

Location:

Level 5, location 27

Status: Okay

Equipment :

Dwarf Helmet, ChainMail, Axe, 2 Rations,Potion of Healing

Class :

Level 6 Cleric

Alignment : Lawful-Good

Race/Gender :

Half Elf Female

Ability Scores:

Str:101nt:12Wis :9Dex:15 Con: 17Cha:17

Hit Points:

52

Location:

Level 7, location 19A

Status:

Dead (bones)

Equipment :

Holy Symbol

Class :

Level 7 Fighter

Alignment : Lawful-Good

Race/Gender:

Human Male

Ability Scores :

Str: 171nt : 9 Wis:15Dex:13 Con: 18Cha:17

Hit Points:

55

Location :

Level 9, location 57

Status :

Dead (bones)

Equipment:

Helmet, HolySymbol, Plate Mail,+5 Long Swordcalled "Severious,'Shield, Dagger

Keirgar

Kirafh

Class :

Level 5 Fighter

Alignment: Neutral-Good

Race/Gender:

Dwarf Male

AbiIilyScores : Str:18/921nt:15Wis:15 Dex: 12Con: 19 Cha:17

Hit Points :

45

Location:

Level 10, location 15

Status:

Injured (captive)

Equipment : None

Class :

Level 6 Ranger

Alignment : Chaotic-Good

Race/Gender :

Elf Male

Ability Scores :

Str:161nt: 14Wis: 16 Dex: 18Con: 17 Cha: 7

Hit Points:

45

Location:

Level 10, location 36

Status:

Dead (bones)

Equipment:

Skull Key

Class :

Level 7 Mage

Race/Gender:

Half-Elf Male

Alignment : Neutral

AbiIityScores : Str:11lint : 17Wis: 13 Dex: 18Con: 8 Cha: 12

Hit Points:

21

Location :

Level 11, location 60

Status :

Dead (bones)

Equipment :

+2 Bracers ofDefense, +5 Dagger,+2 Ring ofProtection, Robe +5,Spell Book

12

L

porarily. Cleric class characters should alwayshave a few Cure Light Wounds spells memo-rized to quickly heal the party while resting .

*Slow Poison, *Remove Paralysis,*Neutralize Poison: These spells slow orremove the effects of poison or paralysis. Keepa number of these spells memorized wheneverthe party is anywhere near a monster whocanpoison or paralyze the party.

*Raise Dead: This spell will bring a characterback from the dead . Keep one of these spellsmemorized once your cleric gets to a highenough level.

Other speUsDetect Magic: This spell is very useful inevaluating the items the party picks up duringthe game . The spell causes all magical itemscarried by the party to glow blue .

Invisibility and Invisibility 10' Radius :Invisibility is a useful defense for a character inthe rear ranks who avoids attacking . Invisibility10' Radius is useful to hide the entire partyfrom mystic sensors and prying eyes.

Even when the party is invisible, mostmonsters will sense the party's generallocation, though the monsters get big penaltieson attacks against invisible targets.

*Create Food&Water : This spell is very usefulin the lower levels of the dungeon where foodis scarce. Be sure to memorize this spell beforethe party begins starving not after!

Haste: This spell is especially useful whenfighting monsters who are very fast. TheHaste spell allows a party to make meleeattacks much faster. Cast this spell on yourparty just before dangerous battles,

hlon-Player CharactersThere are nine non-player characters that canjoin the party throughout the adventure. Someare found as bones that can be resurrected .

The NPC list shows the character's class,alignment, race/gender, ability scores, andmaximum hit points . The list also shows thelocation where you find the NPC, his initialstatus, and any equipment the NPC hason-hand or nearby.

Tod Uphill

Anya

Ta_qhor

Class:

Level 5 Thief

Alignment: Chaotic-Neutral

Race/Gender :

Halfling Male

AbiIityScores : Str:171nt:11Wis: 14 Dex: 19Con: 18 Cha:16

Hit Points :

32

Location:

Level 1, location 2

Status:

Dead (bones)

Equipment: Lockpicks

Class :

Level 4 Fighter

Alignment : Chaotic-Good

Race/Gender:

Human Female

AllIityScores: Str:18/591nt:5Wis: 11 Dex : 14Con: 16 Cha: 9

Hit Points:

45

Location :

Level 3, location 40

Status :

Dead (bones)

Equipment: Leather Armor, LongSword, Spear

Class:

Level 5 Fighter

Alignment: Chaotic-Good

Race/Gender:

Dwarf Male

Ability Scores :

Str:171nt: 11Wis: 15 Dex: 15Con: 19 Cha : 9

Hit Points :

45

Location:

Level 4, location 39

Status : Injured

Equipment :

Dwarf Helmet,Chain Mail, Axe

Page 9: Eye of the Beholder - Cluebook - PC

"Wme L

Levd 7Drow Elf: Most drow, outside of the areacovered in EYEOF THE BEHOLDER, kill strangerson sight . The drow elfcommunity in EOB hasa pact with Xanathar and are used to dealingwith non-drow. They may even be willing tobargain with wandering adventurers.

The drow can pack together to attack as agroup and have a high resistance to spells .In melee, they attack with long swords coatedwith a short-term paralyzing poison . Use theparty's maneuverability to stay out of meleewith the drow and use ranged weapon attacksagainst them as long as you can.

Skeletal Lord : These creatures are an elite forceof evil warriors created from the bones of fallenheroes. They can attack quickly, are very tough,and can pack together to attack as a group. Thebest defense against a group of skeletons is toturn them by readying the holy symbol of theparty's highest level cleric. Skeletal lords takehalf damage from piercing and slashingweapons like swords and daggers.

Levd 8Drider: These creatures have powerful meleeattacks, a high resistance to spells, and arearmed with two spears that they used asranged attacks . When you spot a drider,sidestep until he has expended his spears andthen engage with ranged and melee weapons.All types of weapons are effective againstthese creatures, but most spells are ineffective .

Hell Hound: These creatures attack with apowerful bite and by breathing fire . They areresistant to some spells. They often attack inpacks, but keep sufficiently spread out to avoidarea effect spells . Maneuver to keep frombeing surrounded All types of weapons areeffective against these creatures.

Levd BDisplacer Beast: These creatures havepowerful melee attacks and have the power to'displace' their image up to three feet fromtheir actual location . Because of this ability,displacer beasts are difficult to hit with meleeand ranged weapons, so it is best to engagethem with spells.

Rust Monster. These creatures have aninsatiable appetite for all metal. When youencounter a rust monster, immediately movecharacters without metal armor to the frontrank and keep retreating to protect the party'smetal equipment. While retreating, engage therust monsters with ranged weapons and spells .

Level 10Mantis Warrior: These creatures areextremely fast and carry two weapons, athrown dagger and a halberd for meleeattacks . The halberd is coated with the mantiswarrior's paralyzing saliva. When you spot amantis warrior, sidestep until he has expendedhis dagger, retreat to keep out ofmelee, andengage with ranged spells.

Levd 11Mind Flayer These creatures are almostcompletely resistant to magic and theirinvisible psionic attack can paralyze the entireparty. When a mind flayer turns to face theparty, sidestep quickly to avoid its psionicattack . Retreat around comers and engage themind flayer on its flank with ranged andmelee weapons. All types of weapons areeffective against these creatures.

Xorn: These creatures are slow and tough, doa lot of damage when they hit, and are resis-tant to some spells . Engage the xomby closingto melee, attacking, and then retreating beforethe xomcan execute its own powerful attack.

14

MonstersLevel 1Kobold : These creatures are weak alone, butthey can be dangerous when they attack inpacks. All types of weapons are effectiveagainst these creatures. The clerical spell HoldPerson is especially effective against Kobolds.

Leech, Cziant: These creatures are slow andcan only attack one at a time, but they aremuch tougher than kobolds and can do a lotmore damage when they hit. All types ofweapons are effective against these creatures,but a novice party might want to keep theirdistance and attack leeches with rangedweapons and spells .

Level 2Skeleton: These creatures attack quickly andcan pack together to attack as a mob. The bestdefense against a group of skeletons is to turnthem by readying the holy symbol of theparty's highest level cleric . Skeletons take halfdamage from piercing and slashing weaponslike swords and daggers .

Zombie : These creatures attack more slowlythan skeletons but they too can pack togetherto attack as a mob. All types of weapons areeffective against zombies, but the best defenseagainst a group of zombies is to turn them byreadying the holy symbol of the party's highestlevel cleric .

Levd 3Kuo-Toa: These creatures are slow and canonly attack one at a time, but they can throwlightning bolts at range. When you spot akuo4oa, sidestep its initial lightning bolt, thenrush in and kill it in melee before the creaturecan get another lightning bolt off. All types ofweapons are effective against these creatures.

Flind: These creatures can only attack one at atime, but are fast and can do a lot of damage .

13

They have a fondness for ambushes, so beready for battle as you open doors, turn cor-ners, and move through areas they inhabit .All types of weapons are effective againstthese creatures.

Levels 4 8' 5Spider, Qiani: These creatures are extremelydangerous due to the lethal poison in theirbite . These creatures can only attack one at atime, but are quick and takes several hits tokill.

The best strategy when fighting a spider is toretreat and engage the spider with rangedweapons and spells . Dwarves with high con-stitution scores are resistant to poison andshould be in the front rank in case the spidercatches the retreating party. After each battle,be sure to quickly pick up your ranged weaponammo and keep an eye out for other spiders .

Your cleric plays an important role in theparty's survival after a character is poisoned .If a character is poisoned, its is best to cast aSlow Poison spell on them and look for aPotion of Cure Poison, or a friendly NPCcleric with a Neutralize Poison spell.

Levd 6Kenku: These creatures can pack together toattack as a group and can throw two MagicMissile spells at range before they close tomelee. When you spot a flock of kenku,sidestep until they have expended their MagicMissile spells. All types of weapons areeffective against these creatures, but area effectspells like Fireball are the most effective way tobreak up their groups.

There is an entire community of kenku on level6. Groups of them will continue to attack theparty as long as they are on level 6. Be carefulnot to get surrounded, and move swiftlythrough the level to complete your objectivesbefore too many of the kenku are alerted .

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Level 12Qolern, Stone: Xanathar's stone golems areless powerful than classical golems ~ecausethey are built using short cuts and non-tradi-tional materials . Still, these monsters areextremely tough, do a lot of damage whenthey hit, and are resistant to most spells in thegame . Engage a golem by closing to melee,attacking, and then retreating before it canexecute its powerful melee attack.

Beholder: Xanatbar the beholder has beenwatching Your party since you accepted theLord's commission and knows what you arecapable of doing. Defeating him will not be aneasy task!

Beholders are almost completely resistant tomagic because of the anti-magic effects of theircentral eye. Abeholder has ranged attacks,that can devastate the entire party To defeatthe beholder, use the tactics that have workedagainst other monsters, and remember theclues that you have received throughout thegame.

Solving Puzzles

Solving puzzles is an important part ofcompleting EYE OF THE BEHoLDEP- Thefollowing are some ideas to use while trying tosolve puzzles. If you are having trouble with aspecific puzzle, you can get additional help inthe Hints section. If you are still stumped, youcan check out the answer to the puzzle in theSolutions section.

Keep nack ofButtons & LevenSome puzzles are activated in one part of thedungeon and executed in another part . Recordthe position of any button or [ever that has noobvious function . If you can't seem to getthrough an area, go back and change thesebuttons or levers one at a time to see if theymake it any easier to get through.

15

LookFor WdUng On 7he WallIf 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 tospot . Some writing may only be read if thepartyhas a character of a specific race .

Look ForIfidden Buttons On The WallsAlways check the walls for secret and hiddenbuttons and bricks . Moving sideways downa wall will often make bidden buttons easierto spot .

Keep YourEye On 7he CompassWatch the compass as the party moves. Thereare a number of traps that change the party'sfacing. Teleporters often reveal themselveswhen the party's facing changes.

Leave a Tisil of Wead Crumbs'If you suspect the party is being teleportedwhen moving through an area, throw an itempast the suspected teleporter Watch the itemas you move through the area. The item will'disappear' when the party teleports .

Save the GameSave the game anytime you think that some-thing 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 gameand then try different solutions. If the monstersare attacking the party thick and fast, save thegame and try different strategies . If things aregetting really tough, save before opening doors .

Go onWhen all else fails, go on with the game .The party does not have to open every door,fight every monsteT, and obtain every item towin the game . Mark down any areas that theparty bypasses. If the party gets stumped in alater area, or needs an item to go on, comeback and try the puzzle again.

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Page 12: Eye of the Beholder - Cluebook - PC

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Page 13: Eye of the Beholder - Cluebook - PC

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Page 14: Eye of the Beholder - Cluebook - PC

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Page 15: Eye of the Beholder - Cluebook - PC

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Page 16: Eye of the Beholder - Cluebook - PC

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The following is a book of notes entitled"The World Beneath Waterdeep ." Itcontains selected notes from the self-pro-claimed "famous archaeologist" WentlyKelso . The notes refer to the maps in theMaps section . They describe his expedi-tion to the deepest depths of the sewers ofWaterdeep .

Level 1-Upper Sewer Level (p. 16)Our guide is a mangy humanoid of inde-terminate species . I can't pronounce hisreal name, so I call him Bennet, in honorof my mangy half-brother on my mothersside of the family. As we followed Bennetinto the tunnels and catacombs of thesewer system, we can hear the soft footsteps of large dog-like creatures known askobolds .

3 . This area was used to control the waterflow through the first level of the sewersystem . If the water flowed from thenorth, certain passageways would close toprevent the water from flooding the level .The same would happen if the waterflowed from the east .

12 . According to the city sewer layout,some of the doors require a constant flowof water over their pressure plate toremain open . Once the water stoppedflowing over the pressure plate, the doorwould close, to prevent backwash .

16 . This is a silly place for a dead end . Iwonder if we are missing something here?

18 . Our guide, Bennet, pointed out asecret door here . He tried (with our help)

L . .- . . . . . ' -

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to bash the door in with his head butwas unsuccessful . There must be a secretbutton or lever around here somewhere .

19 . Here we found an emergency floodcontrol door. It is designed so that if thearea flooded any trapped workers couldopen the door by pushing the button .The water would rush down into thesecond level saving the workers .

21 . There is a depression in the northwall with rolled up papers inside. I amsurprised that the papers survived.I would have thought that unprotectedpaper would rot in the sewer.

Level 2- Middle Sewer Level (p. 17)We looked down the long dark hole thatled to the second level of the sewersystem . The smell of rotting flesh filledour nostrils and we decided that theBennet, our guide, should go down first .Looking down into the dark, he becamefrightened and stopped about five feetdown, . We encouraged him to continueon by dropping rocks down the hole .

5 . There is a secret passage here, but weare unable to find a lever or button thatopens the wall .

6 . This door was stuck partially open .Bennet gripped the bottom of the doorand pulled up as hard as he could . By hiswhining I assume that he has somehowhurt himself.

9 . Bennet has informed us that there is asecret passageway to the north . Nowwhere did that button go to?

98

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I L

15 . If we could just hit the pressure platebeyond the pit, I know the pit wouldclose . I wonder how heavy our guide is?

24 . Our guide was overcome by sewergas . He spun around a couple of timesand ended up facing the wrong direction .

30 - 33. This area is an emergency exit.If the water level became too high for theworkers to get out, they would step intothis area and it would teleport them to thesurface . Vnfortunately, the teleporter hasbroken down and it will only teleport youto another area within the sewer system .I don't know how we will we ever findour passage out of here .

40 . When our guide read "R.A.TS ." heran in terror. We had to track him downand drag him back . The city sewer mapclaims that R.A.TS. stands for RapidAccess Teleport System . I wonder whereit will teleport you to .

41 . This area appears to be a shuttle ofsome kind . We pushed the button and thedoor closed . Then, we pushed the buttonagain and there was a strange sound .What does the inscription on the sidewall mean?

51 . We were warned by our guide not topush the button on this wall . What doesour guide know? I pushed it anyway.I wonder what will happen .

67 . This keyhole is different than theothers we have run into thus far. Does itrequire a special key?

Level 3-Lower Sewer Level (p. 18)The stench of sewer gas makes our headsspin . Our guide, Bennet, has informed usthat this is the perfect environment forthe kuo-toa . We will have to keep ourguard up.

2 . We are having a horrible time breath-ing here . The sewer gas steals our breatheand clouds our vision . We have beenwandering this hallway for hours . Wecan't seem to get our bearings straight.

4. The same stench overcomes us again .If we could just get our bearings, wecould make it down the hallway.

12 -14 . There are three tarnished silverlocks here . Our guide is sniffing at thecenter lock, but it is an important part ofthe scientific method to try each lock, oneat a time .

25 - 31 . There is a forest of pits and pres-sure plates in this room . Perhaps if wetrigger the pressure plates one at a time,we can explore the whole room .However, I do wonder what is down thepits . Perhaps we could throw Bennetdown there and have him take a look .

40 . Here we found the remains of a fight-er. I wish we had the facilities or the timeto have her resurrected .

46 . The sewer gas is so strong here thatwe passed out . When we came to, wefound ourselves in the southeast cornerand facing the opposite direction .

48 . Bennet translated the rune on thewall here. It reads, "Museum" . Imagine, amuseum down here . How nice. I justlove museums .

56 . We had to use up all four of the gemswe found to open the passageway. Whata waste .

57 - 58 . These are broken downteleporters . If you step in these areas theywill teleport you to another part of thesewer system .

S - Z. What curious statues . They arevery lifelike .

Level 4- Upper Level Dwarven Ruins(P " 19)Just as we thought our adventure wascoming to an end, we found a stairwayleading down to another level . The stonework on this level looks nothing like thesewers above . Could these stairs lead tothe fabled dwarven ruins? Our hopes arehigh .

3 . The pressure plate through the opendoor to the south makes Bennet nervous .I think that he is still rattled by the effectsof the poison he was hit by in the battlewith the giant spider.

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

34 . There is an interesting dwarven statueon the far wall . It is in the shape of a gar-goyle with one arm raised . Our guidepulled the gargoyle's arm and nothingseemed to happen . Those dwarves aresuch jokers .

40 . There is another gargoyle statue .Bennet, our guide, pulled its arm and a pitclosed . I wonder if a pit closed when wepulled the last gargoyle's arm .

59 . We have found a strange stoneconstruction with a number of symbolson either side. One symbol seems to bemissing .

66 . Another gargoyle statue. After a thor-ough examination, I pulled the arm, butnothing happened . Our guide began get-ting nervous again, even though there areno spiders in sight. I fear that the multiplespider bites are beginning to effect him .

70 . We had a hard time opening thisdoor. Maybe, it requires a special key.

82 . As I pulled the chain, our guide'ssensitive ears picked up the faint sound ofa wall moving .

85 . There is a dwarven rune that reads,"Emergency Exit ." I have no idea whatthis means .

89 . We continue going south . Some ofthe landmarks are starting to look familiar.I take this as a good sign . However, Idon't know how many more spider bitesour guide can take .

Level 5 - Dwarven Ruins and Camp(p. 20)It is amazing! After years of research andhard work. I, Wently Kelso, have discov-ered the fabled dwarven ruins beneathWaterdeep . We are now prepared to enterthe second level . I wonder what treasurewe will find.

2 - 3. Our guide has informed us that therune on the wall reads, "Safe passage .We decided to see how safe it was bypushing our guide into the wall .Amazingly, he passed right through .

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14 . I am convinced that the door in thewest wall of this room will not open fromthis side . Bennet keeps sniffing around thewalls as if he were looking for something.

24 . We have found another of thosestrange stone constructions. This onemissing a different symbol than the oneon the level above.

27 . There are dwarves down here! Onedwarf named Armun, claimed that thisarea was his lost kingdom. He asked us tohelp them find Keirgar, a prince, that hadbeen captured by the dwarves' enemies.I told them that we would do what wecould to help them with their little quest.

30 . We found a very nice dwarf here thattended to a cut I received on my finger.Our guide, Bennet, asked the dwarf tolook at a large gash on his head . It is justso 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 tobe careful of this area . It was used cen-turies ago to teleporl materials to the sur-face . Now, the teleporters seem to beinterconnected .

Level 6- Bottom Level of DwarvenRuins (p. 21)This level is infested with nasty creaturescalled the kenku. We have been collect-ing their eggs for their scientific value.Our guide wanted to crack one open andfry it for breakfast . Somehow, the thoughtof eating a kenku egg turned my stomach.

3. This area was used for diplomaticmeetings . The Dwarves would stand onone side and of the pressure plate and theirenemywould stand on the other side .Both parties would lay down theirweapons, and the talks would begin.

10 . We met a dark-robed person . He wasvery unfriendly and would not give us somuch as his name. He just stood thereglaring at us . I would have challengedhim, if we were not in such a hurry.

19 . I think that we found an example ofthe classic dwarven "dart trap". In such atrap, you step on a pressure plate anddarts fly out of the holes. To test mytheory I had our brave guide, Bennet,stand in front of the holes, while I stepon the plate.

22. Bennet's sensitive nose lead us to thisdark pit. Before we could stop him,Bennet scrambled over the edge and intothe darkness . We had no choice but tofollow him.

33. There is some kind of message on theeast wall . Before I can translate the mes-sage, Bennet emits his 'I'm hungry'whine. I toss him a packet of rations tokeep him quiet. Bennet uses a dart like amake-shift fork and stabs his rations.I turn away in disgust and resume mytranslation .

Level 7 - Upper Reaches of the Drow(p" 22)We have found the drow here . These evildark elves can only be up to no good, butwhat are they doing down here? It is upto us to unravel this mystery.

L1 II

1 . We were stopped by Brow and notallowed to pass . Bennet reluctantly gavehis next breakfast to the drow and thenwe were allowed to go on.

4. When we stepped on this pressureplate we hearda whooshing sound.Luckily, we all ducked behind our guide,Bennet, just before the explosion.

15. As we moved forward we heard thewhooshing sound again. Again, everyoneducked but Bennet . He doesn't look muchthe worse for wear, however.

20. When I stepped on this pressureplate, skeletal lords came out of their dens.I raised my hand and ordered the foulbeasts to return to their master. This didnot seem to have any effect on them .

37.1 removed a dart from our guide'schest and placed it on the shelf, but noth-ing happened. Our guide, Bennet,skulked away and is now sniffing atsomething over on the north wall .

38 . Another pit. I hate pits, but Bennetseems to show no fear at this location .

44 -57 . After a scholarly examination, Ibelieve that these ten 'cells' are crosslinked somehow.

63 . This looks like the same kind of stoneconstruction we have been running intofrom time to time . They resemble portalsof some kind. All we have to do is deter-mine which item around the portal ismissing.

73 -81 . I have found three inscriptionsand three levers . I believe that first I willpull the lever which represents the item Iwant the most.

Level 8- Drow Outcasts (p. 23)We have survived the drow encampment .There is no way for us to return to thesurface, our only option is to continuegoing down. The drow seem to be afraidof us . They will not follow us down tothe next level.

4. This keyhole seems to require a specialkey.

17. There is an inscription on the northwall . After some examination, I come tobelieve that it resembles a gem of somekind .

19 . I carefully examine a shelf on the eastwall . While I ponder its uses, Bennet issniffing around one of the south walls.I wish he would stay with the group.

25 . I think that Bennet has been under-ground for too long, he is urging us to goback the way we came .

29. Bennet is causing trouble again, hestill wants us to turn around and go backwhere we came .

46 & 48. Bennet is looking around as ifhe is confused. This does not surprise me,for I believe that his brain is only slightlylarger than that of a grub fish . We go ondespite Bennet's confusion.

51 . I am continuously fascinated by theintricate pattern of the stones that makeup these halls . We stop here so that I canexamine them more closely.

54 . Our guide read the message on thewall, andbecame confused again.I believe that the value of an education iswasted on Bennet .

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57. I told our guide, Bennet, not to touchthe spider button on the west wall, but heaccidently slipped and hit it with hishead . There was a strange sound and sud-denly, we were attacked by many hellhounds . The party ran up the hall to see ifthe path was clear, while Bennet stayedbehind to keep the hell hounds in check.The last utterance I heard from our guidewas, "Sit boy! Sit!"

67 - 71 . These buttons, pressure plates,and pits seem to be interconnected in apattern. I will have Bennet trigger eachone in turn and record the reactions .

75 & 76. We continued north for quite aways when passing the first of thesepoints, but after passing the second point,we ran into a dead end.

Level 9-Lower Reaches of the Drow(p" 24)

We have lost our faithful guide, Bennet.No doubt, he is back on the surface, prob-ably, at the Yawning Portal Inn, enjoyinga nice mutton pie and a pint of ale . We,on the other hand are forced to continueonward and downward .

5 - 7 . After a thorough scientific study, Ibelieve that the words on the wall, theshelf, and the button all seem to be con-nected .

8 . I translate the writing on the wall tothe east. The wall itself seems solid so Iassume that 'the other side' means theother side of this room .

13 . The wall to the west is directly oppo-site another of those strange stone portals .I am going to examine the wall to test a

33

theory that says proximity to such a portalmay lead to changes in the compositionof the stones in the wall .

28 . I found a dagger in a niche on thewall . I am pleased it is an exact copy ofthe dagger I was carrying . But, when I putthe new dagger in my belt pouch, I seemto have misplaced my old dagger. Perhapsit was with Bennet when he disappeared .

30 . This gem inscription on the wall doesnot react to any of the gems that we arecarrying . Perhaps it will respond to anoth-er small solid object .

39 - 42. Athough, we were runningextremely low on armor and weapons,we found that it was worth the sacrificeto place the required items on the pressureplates.

54 . We stepped into this area and dartsstarted flying at us . We no longer had aguide to absorb the attack, so we ran asfast as we could down the hall .

75 . I believe I am getting the hang ofexploring these halls . We are cut off bypits, but I see a pressure plate . I toss a rocktoward the pressure plate to activate it .Before it can activate the plate, the rockturns around in flight. We duck to theside at the last moment to avoid the turn-coat missile.

89 . A dead end!

Level 10-Xanathars OuterSanctum, Mantis Hive (p. 25)

This level is swarming with mantis war-riors . We are low on supplies and ourguide is missing. I do not know how weare going to survive . We must continue togo on and, hopefully, find a way out .

4 & 5 . To the west is a forest of teleportersand levers . Another problem with a bina-ry solution, we either make it through theteleporters, or we do not .

15 . We found our guide, Bennet, chainedto the wall with a dwarf. Too bad, weonly had time to rescue our guide, but Iam sure some other adventurers will comealong and rescue the dwarf.

16, 19, & 20 . We must be more carefulthe next time, our guide took massivedamage from pushing some of thesebuttons .

29 - 31 . We had to abandon three of ourweapons here to open the door. Such awaste seems grossly unfair.

37 - 39 . I am exploring the relationshipbetween these levers and the sliding wall .By moving these levers in the propersequence, I think we can get past thesliding wall .

41 . We have searched the whole leveland this seems to be the only way downto the lower levels . We looked down thepit and could not see the bottom, so Ipushed our guide into it . There was analmost immediate thump . It cannot bethat deep .

Level 11-Xanathars OuterSanctum, Lower Reaches (p. 26)

When will this ever end? When will wefind our way out? I am afraid that we willnever return to the surface and that noone will ever read this marvelous work.

1 -11 . The buttons here seem to rotatethe stars on the walls and the openings inthe hallways . One of the statements onthe walls says that the 'alignment must be

true.' Perhaps if we align the stars we canmake some progress on this level .

23 - 37 . Our guide, Bennet, is continu-ously confused as we move around thesehalls . We seem to be circling endlessly,but we also seem to be finding newthings as we pass . I am not sure how wemissed these things the first times around.

39 . Here we found a hallway of levers ."Never leave a lever down!", my motheralways told me .

40 . Our guide found a dwarven Potion ofHealing . He was just about to drink it,when I snatched the vial away from him .Who knows who's lips have touched thatpotion?

46 & 47 . While I translate the writing onthe south wall, Bennet is sniffing aroundthe wall over to the west. I am glad tohave Bennet back, but his distractions areannoying .

55 . We are all exhausted after dodgingaround the mind flayer. While we catchour breath, Bennet scratches at the wall tothe south . I wish he would stop makingso much noise, I don't want the mindflayer to return .

Level 12-Xanathars Inner Sanctum(p" 27)

We have met the evil crime lordXanathar 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 aredoomed to stay here forever, at least wecan do so in civilized surroundings .

34

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9 . What a curious sensation . After press-ing the button on the east wall, we seemto be inside the wall . I wonder if weshould go back to the room we were in,or continue through to the next room?

10 & 11 . After pushing the buttons onthe walls to the east, Bennet became con-fused again . I believe that he is uncom-fortable in these posh surroundings .

13 . There is a beautiful ring and a potionhere . I thought that the ring would makea nice gift for my sweet heart Miltinda .After I retrieved the ring, my burdens feltsomehow lighter.

15 . There is a stunning necklace andpotion here. Another gift for my puddincakes, Miltinda . Again, after I retrievedthe necklace, it was as if a great weightwere taken from me .

20 . We were astonished to find an enor-mous eye floating above a pedestal in thisroom . What an amazing piece of art .There are two empty pedestals to the rightand left of the eye. I wonder what wouldhappen if you placed spherical items onthose pedestals?

25 & 27 . After pushing the buttons onthe walls to the east, Bennet became con-fused yet again . All this travel has notbeen good for poor Bennet .

35

28A. In this location, we find the itemsthat had disappeared from the pedestal .I am glad that they were not lost forever.

42 . While we examined everything inthis room, our guide, Bennet, sulked in thenorth west corner and scratched at thenorth wall . As I looked over at his mangyform, I realized that Bennet actually has arather noble profile . Perhaps I have justbeen underground too long.

45 . This is my last entry. We have metXanatbar and that is all that I can say.

46 . Our guide, Bennet, crossed a lightbeam in this area and was hit in the headby a giant fireball . For a brief moment, helooked just like a dwarven torch .

49 . Our guide, Bennet, tripped over myextended foot and crossed another lightbeam . Huge spikes came crashing downon him. Luckily, he was able to turn side-ways and the spikes only took off an inchof skin from his chest and back .

55 & 56. After pushing the buttons onthe walls to the east, Bennet became con-fused yet a third time .

58 . When we stepped into this room,three stone golems came out to greet us .Our guide somehow offended them andthey attacked us. Of course, we ran away.

Level 1-Upper Sewer Level (p . 16)

Walls: Red brick walls covered with slime .

Monsters: Kobolds and Leeches inhabitthis level .

Locations and Events:

1 . This is the cave-in area where youbegin the game. Encamp here, and havecharacters memorize and pray for spells .Do this now, because there may not betime later. Also pick up the two rocks here- they will come in handy. Rocks can bethrown at monsters or fired from slings .

2 . The lever on the north wall of thisroom opens the door. Always, whenopening doors, be ready to step in front ofthe door and fight . Pick up the halflingbones here- these are the remains of thethiefTod Uphill . There is an opportunityto resurrect him later. Also, don't forget totake Tod's lockpicks .

3 . There is a kobold wandering in thisarea . If you go through the door north ofhere, walls appear in areas 23 and 24 . Ifyougo east, walls appear at areas 25 and 26 .

4. There is a kobold rune on the eastwall . A gnome in the party will translateit to read : "Entrance .

5 . There are four kobolds patrolling thisarea . There are also rations on the ground,for when characters get hungry.

6 . There are four kobolds are in this area .A pressure plate on the floor opens andcloses the door to the north . There is abutton on the north side of the door onthe south wall that also opens and closesthe door.

-:1 SOLUTIONS ~-7 . There are five kobolds, one with amage scroll of Detect Magic in this area .There are also two rations in the south-west corner of the room .

8 . There is a pressure plate in front of thedoor. Weight on the plate opens andcloses the door.

9 . There is a button on the west wall thatopens and doses the door.

1 OA & 10B . This door is opened by abutton that moves depending on fromwhich direction you approach . If you goeast at location 3, the button is on thewest wall at location 10A. If you go northat location 3, the button is on the southwall at location 10B .

11 . There is one rock in the southeastcorner of this room .

12 . There is a pressure plate here . Placingweight on it causes the south door toopen . Place an item on the plate to keepthe door open .

13 . A lever on the north wall opens andcloses the door.

14 . In the north alcove is a +2 dart . Thisis a good weapon for any non-clericcharacter in the back ranks .

15 . There is a hole in the ceiling here .

16 . There is a secret brick on the westwall that opens a hidden passage to thenorth .

17 . There is a rock here .

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18 . There is a secret brick on the east wallthat opens a hidden passage to the north .

19 . There is an arrow in the southeastcorner of this room . Place any item on thepressure plate in front of the door, thenpush the button on the east wall . Thiscauses the door to stay open . Behind thedoor is the ladder leading down to level2, location 1 .

20 . Three leeches inhabit this area . Thereis a shield in the southeast corner of theroom .

21 . In this alcove there is a shelf carvedinto the north wall . On the shelf are twoscrolls : a mage's Armor spell and a cleric'sBless spell . Make sure to scribe theArmor spell the next time the party rests .There are two kobolds guarding this area .

22 . There are three leeches in this area .

23 . If you went north through the door atlocation 3, a wall is here .

24 . If you went north through the door atlocation 3, a wall is here .

25 . If you went east at location 3, a wallis here.

26 . If you went east at location 3, a wallis here .

Level 2- Middle Sewer Level (p. 17)

Walls: Red brick walls covered withslime .

Monsters: Skeletons and zombies inhabitthis level .

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Locations and Events:

1 . There is a ladder on the west wallleading up to level 1, location 19, as wellas a silver key lying on the ground.

2 . Insert a silver key in the west keyholeto open the door. Once a key is inserted inany lock, it is gone forever-but you willfind others .

3 . Insert a silver key in the north keyholeto open the east door.

4 . Insert a silver key in the east keyhole toopen the south door.

5 . When you have taken the items atlocations 12,17, and 34, come back to thispoint and the passage to the west willhave opened completely. There is amessage on the wall : "Only the strongshall pass ."

6 . Push the button to get the door to openpart way. The door must then be forcedfully open . To force the door, Manipulatethe door from the keyboard, or place themouse pointer near the bottom of the doorand press the left mouse button .

7 . The only way this door can be openedis by forcing it . Be careful, behind thedoor waits a skeleton . There is a Potion ofVitality here that will refresh a hungrycharacter.

8 . There is a dagger inscribed on thenorth wall . Throw a dagger, dart, or rockthrough the gate to hit the button on theeast wall and the wall disappears,revealing location 9 .

9 . Push the button on the north wall toopen the secret passageway to the north .

10 . This door must be forced open .

11 . The south door must be forced open .There is a zombie in this room .

12 . The carved shelf in the wall containsrations, a silver key, and a Potion of GiantStrength . If you picked the lock at location2, the key here will have disappeared.Take the items and one of the blocks westof location 5 disappears .

13 . The ladder on the north wall leadsdown to a room at location 60 beneaththe pits to the east .

14 . Pull the lever to close and open pit Dto the east.

15 . This area is safe to step on . A pit liesto the north - Do NOT step into it .You will drop below into location 60 onthe Correction Facility sub-level and takedamage. Throw any item north, over thepit, onto the pressure plate just beyond it .This closes the pit so you can safely cross it .

16 . This pressure plate closes pit E to thesouth when there is weight on it. As soonas there is no weight on the plate, the pitopens .

17 . There is a shelf in the wall . The shelfcontains rations and a silver key. If youpicked the lock at location 3, the key herewill have disappeared. Take the itemsand one of the blocks west of location 5disappears .

18 . This pressure plate opens and closespit C.

19 . This button opens pit B and closespit A and vice versa.

20 . There are rations here .

21 . It is safe to step here .

22 . It is safe to step here.

23 . It is safe to step here.

24 . When you step here, the squaremagically rotates the party 90 degrees tothe right- Check your compass whenentering this area .

25 . The wall to the east indicated by theorcish rune of passage is an illusion . Thesemarkers always indicate illusionary walls.

26 . There is a mage scroll of Shield on thefloor. The walls to the east and south areillusions indicated by runes of passages .

27 . There are two zombies in this room.There is a dagger inscribed on the westwall .

28 . The wall to the west is an illusioncreated when you step on this pressureplate . There is an inscription of a daggeron the south wall and one rock here.

29 . There is a sling here .

30 . If you step into this area, your party isteleported to location 33 and rotated 180degrees - Watch your compass . The beststrategy is to go through the illusionarywalls that are indicated by runes ofpassage .

31 . If you step into this area, your party isteleported to location 32 and rotated 180degrees - Watch your compass . Seelocation 30 for best strategy. There is anillusionary wall to the north .

32 . Your party is teleported here fromlocation 31 . There is an illusionary wallto the south .

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33. Your party is teleported here fromlocation 30 .

34. There is a shelf in the south wall thatcontains rations and a silver key. Ifyoupicked the lock at location 4, the key herewill have disappeared. The wall to theeast is an illusion . Take the items and oneof the blocks west of location 5 disappears .

35 . The walls to the north and west areillusions . This can be indicated by therunes of passage on the walls.There aretwo arrows here.

36 . There are rations in the southwestcorner of this room .

37 . There is a stone dagger in the south-west corner of this room . Take the stonedagger- it is used as a portal key in thelower levels .

38 . Throw a dagger, dart, or rock throughthe gate to the east . The item will land onthe pressure plate at location 39 and openthe gate .

39 . There are rations and a Potion ofExtra Healing in this alcove .

40 . This area is the R.A.TS . - RapidAccess Teleport System teleporter. By step-ping into this area, your party is teleportedjust east of location 66 .

41 . This room is a shuttle between themain part of level 2 and the two sub-levels . To operate the shuttle, step into theroom, close the door, and press the westbutton. If you look at the south wall, youcan find out which sub-level you are on .There are three sub-levels : Main Level(which you are on), Correction Facility,and Death Section .

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42. Place the silver key in the keyhole onthe east wall to open the door to thenorth .

43 . There are a pair of leather boots andrations in this room .

44 . There are zombies patrolling in thisgeneral area . Be careful and have yourcleric ready.

45 . Zombies patrol in this area .

46 . There are rations here .

47 . Zombies patrol in this area .

48 . Zombies patrol in this area .

49 . This door must be forced open .

50 . Place an item on the pressure plate toopen the door.

51 . There is a button on the north wall -Do not push it. It will change many of thealtered walls in the northern half of level2 . It will open some walls and closeothers. The lever in this room opens thedoor in location 52. There are four skele-tons in this room. The door must be forcedopen, but you can fire ranged attacks atmonster through the opening .

52 . There are two zombies in this roomand a Potion of Healing .

Correction Facility 53 - 61

53. There are two skeletons in this cell .

54. There are two skeletons and a bow inthis cell .

55. There are two skeletons in this cell .

56 . There are two skeletons and a magescroll of Invisibility.

57 . There are two skeletons here .

58 . This room is a shuttle between themain part of level 2 and the two sub-levels . To operate the shuttle, step into theroom, close the door, and press the westbutton . If you look at the south wall, youcan find out which sub-level you are on .There are three sub-levels : Main Level(which you are on), Correction Facility(which you are on), and Death Section .

59 . When you press the secret brick onthe west wall, it removes the southernwall . There are two skeletons here .

60 . The ladder on the south wall leads upto location 13 .

61 . There is a Potion of Healing here.

Death Section 62 - 65

62 . There is a gold key in this area .

63 . This door must be forced open . Thereare also three zombies in this area .

64 . There is a rock here .

65 . This room is a shuttle between themain part of level 2 and the two sub-levels . To operate the shuttle, step into theroom, close the door, and press the westbutton . If you look at the south wall, youcan find out which sub-level you are on .There are three sub-levels: Main Level,Correction Facility, and Death Section(which you are on) .

66 . This area is the R.A.TS . RapidAccess Teleport System teleporter. Bystepping into this area, your party isteleported just east of area 40 .

67 . Put the gold key into the northkeyhole to open the door.

68 . On the west wall is the ladder downto level 3, location 1 .

A - G. Pits

Level 3 - Lower Sewer Level (p . 18)Walls: Red brick walls with slime .

Monsters : Flinds and kuo-toa inhabit thislevel .

Locations and Events :

1 . There is a ladder to the east thatascends to level 2, location 68 .

2 . When your party enters this area, itrotates them 180 degrees - Watch yourcompass . Turn around and continue onyour way.

3 . There is a silver key in the northwestcorner of this room.

4. This is a spin-trap like location 2, butfrom east to west .

5 . There is one Rind in this area . Whenyou kill the Rind he will drop a silver key.

6 . There is one kuo-toa in this area-Watch out for his Lightning Bolt . Youalso find an arrow here .

7 . This area is the R.A.TS . - RapidAccess Teleport System teleporter. By step-ping into this area, your party is teleportedto just south of location 8 . The party isteleported to location 73 the first time itwalks west past location 7.

8 . This area is the R.A.I:S . - RapidAccess Teleport System teleporter.By stepping into this area, your party isteleported to just north of location 7.

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9 . There is a secret button in the westwall that reveals an alcove.

10. There is a cleric scroll of Cause LightWounds here .

11 . There is one kuo-toa in this area .

12 . This is one of three keyholes on thesouth wall . If you put a silver key in thiskeyhole, a red button appears. If you pressthe red button, a kuo-toa will attack frombehind. When you kill it, the creaturedrops a silver key, which you can use thekey in one of the two remaining keyholeson this level .

13 . If you put the silver key in this key-hole, a blue button appears. If you pressthe blue button a secret passage opens.You will also find an arrow here .

14. If you put the silver key in this key-hole, the same thing will happen as inlocation 12 .

15 . Step here to open a pit to the west.There is mage scroll of Detect Magic justnorth of here .

16 . There is a red gem and a +3 daggernamed "Backstabber' here .

17 . There is one kuo-toa in this area .

18 . Use a silver key in this keyhole toopen the door to the east . Two kuo-toawill appear to the west and south.

19 . Use a silver key in this keyhole toopen the door at location 18 .

20 . There is a kuo-toa, a Potion of ExtraHealing, and a Potion of Healing here.

21 . There are kuo-toa in this area .

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22. If you step here, a pit opens to thewest .

23 . Put the red gem in the hole to openthe door.

24. There is one kuo-toa in this area .

25 . There are four arrows, a red gem, anda Potion of Speed here.

26 . This pressure plate closes pit L.

27 . This pressure plate closes pit 0.

28 . This pressure plate permanently closespit A. Close the pit to get the items atlocation 25 .

29 . This pressure plate opens pit F. Thereis also one kuo-toa anda rock in thisroom .

30 . This pressure plate also opens pit F.

31 . This pressure plate opens pit P.

32 . Place the red gem in the hole to openthe south door.

33 . There are two flinds patrolling thischamber.

34. Push this button to open and close thedoor to the north.

35 . There is a mage scroll of Fireball here .

36 . This lever opens and closes the doorto the south.

37 . There are two Hind patrolling thisarea .

38 . There is one Hind in this area .

39 . There are two kuo-toa in these halls .

40 . There is a spear, leather armor, a longsword, andhuman bones here . Be sure topick up the bones, for these are the

remains of the fighter Anya. You canresurrect her later.

41 . There are two Hind patrolling in thisarea .

42 . There is a secret button on the northwall that opens a passage to the north.There is also a rock here.

43. There is one Hind in this area .

44 . You can't open the door from thisside -you must enter this room fromthe door at location 48 .

45 . There are rations here .

46 . There is trap here that will spin yourparty 180 degrees and teleport them to thesoutheast corner of the room .

47. There are kuo-toa in this area .

48 . There is an inscription on the westwall : "Museum." There is also a lever thatopens the door to the south.

49 . There is a shield here .

50 . The lever on the north wall opens thedoor to the north .

51 . There is a trap here that teleports yourparty to location 52 . This trap only goesoff once .

52 . Your party is teleported here fromlocation 51 .

53 . There is a blue gem on the shelf.

54 . Place a blue gem in the left eye on thewall . When you have placed all four bluegems at locations 54, 56, 62, and 63 thepassages open up at locations 56 and 63 .

55. There is a blue gem here.

56 . Place a blue gem in the left eye onthe wall . When you have placed all fourblue gems at locations 54, 56, 62, and 63passages open up here and at location 63 .

57 . If you step here, your party isteleported to location 68 and rotated 90degrees counterclockwise.

58. If you step here, your party isteleported to location 69 and rotated 90degrees counterclockwise .

59 . There are two flinds patrolling thesehalls .

60 . There is a blue gem here .

61 . There is a blue gem here .

62 . Place a blue gems in the left eye onthe wall . When you have placed all fourblue gems at locations 54, 56, 62, and 63passages open up at locations 56 and 63 .

63 . Place a blue gems in the left eye on thewall . When you have placed all four bluegems at locations 54, 56, 62, and 63 passagesopen up at here andat location 56 .

64 . There is a shield, chain mail, andarrow here .

65 . There are three iron rations here .

66 . This ladder leads down to level 4,location 1.

67 . This ladder leads down to level 4,location 2.

68 . Your party is teleported here fromlocation 57 .

69. Your party is teleported here fromlocation 58 .

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70. This is a teleporter that will teleportyour part to just west of location 23 .

71 . There is a Wand of Magic Missileshere .

72 . The party is teleported to location 73every time it walks east through thislocation .

73 . The party is teleported here the firsttime it walks west past location 7andevery time it walks east past location 72 .

A - R are pits .

S . It is safe to step here .

T. This is a statue of a flind.

U . This is a statue ofa kuo-toa .

V. This is a statue of a flind . There arealso rations here .

W. This is a statue of a kuo-toa . Thereis also a Potion of Healing here .

X. This is a statue of a kuo-toa.

Y. There is a statue of a Hind and a clericscroll of Flame Blade here.

Z . There is a kua-toa statue and a rockhere .

Level 4- Upper Level Dwarven Ruins(p. 19)Walls: Fitted stone walls .

Monsters: Giant spiders inhabit thislevel .

Note: Because the spiders roam the hallsof this level, it is impossible to tell theexact location of each spider. Listed beloware spider hot spots where the spiders aremost likely to be . These are labeled"Spider area ."

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Locations and Events :

1 . These stairs lead up to location 66 onlevel 3 .

2 . These stairs lead up to location 67 onlevel 3 .

3 . Push the button on the west wall toopen the door to the south . A hiddenpassage will also open to the east. Watchout though - a giant spider will attackfrom the secret passage.

4 . There is one giant spider in this room .

5 . There are 3 iron rations here .

6 . This pressure plate closes the door tothe north .

7 . This pressure plate closes the door tothe north .

8 . There are two giant spiders in thisroom.

9 . There is one giant spider in this room.

10 . Spider area .

11 . There is a rock here .

12 . There is dwarven key here .

13 . Spider area .

14 . Spider area .

15 . There is an arrow here .

16 . There is a rock here.

17 . This pressure plate closes the door tothe west.

18 . There is a rock here .

19 . Spider area .

20 . There is a blue-gem ring here - ithas no magic powers .

21 . There is an arrow here .

22 . Spider area .

23 . There is a stone scepter and fourspiders here . The scepter is a portal key.

24 . There is an arrow here .

25 . There is a green-gem +3 Ring ofProtection here.

26 . When you step in location 89, thiswall disappears .

27 . When you step in location 90, thiswall disappears .

28 . Place the dwarven key in the keyholeon the south wall to open the west door.

29 . The shaded blocks are magical andwill recede as your party approaches. Theblocks will only move counterclockwise- so you must move up the easterncorridor.

30 . Spider area .

31 . Spider area .

32 . There is a mace here.

33 . This is an empty room.

34 . Pull on the gargoyle's arm to close thepit at location 91 . There is a dwarvishinscription on the south wall : "Accesscontrol lever."

35 . There is a mace here .

36 . There is a chain on the south wall .Pulling it locks and unlocks the movingblocks at location 29 .

37. There is a gargoyle decoration on thenorth wall . The passage to the north canbe opened from location 87.

38 . There is a dwarven key here .

39 . There is an injured dwarf namedTaghor here . He will ask to join yourparty, and makes an excellent companion .He is armed with a an axe, chain mail,and a dwarven helmet .

40 . There is a gargoyle here with its armup . If you pull the arm down, the pit atlocation 41 closes .

41 . There is a pit here that can be closedfrom location 40 .

42 . There is a dwarvish inscription herethat reads : "Kruen - King under themountain ."

43 . There is a gargoyle keyhole here .Insert a dwarven key and the middlesouthern door opens - The two doors tothe west and east must be closed forlocation 82 to open .

44 . There is a gargoyle decoration on thesouth wall .

45 . Pull this lever down and a pit atlocation 51 will disappear.

46 . There is a gargoyle decoration on thesouth wall .

47 . There is a gargoyle decoration on thesouth wall, and non-magical robe andmedallion here .

48 . There is a dwarven inscription onthe west wall that reads: "Kruen- Thefearless one ."

49 . There is a dwarven key here .

50 . There is a dwarven inscription onthe west wall that reads: "Kruen - theholder of wisdom".

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51 . There is a pit here . It can be closed atlocation 45 .

52 . There is a pressure plate here .Stepping on it opens and closes the threepits to the east.

53 . Spider area .

54 . This jeweled lever opens and closesthe west door.

55 . There is a gargoyle decoration on thewest wall .

56 . There is a gargoyle decoration on thesouth wall . The passage to the south canbe opened from location 87.

57. There is a gargoyle decoration on theeast wall .

58 . There is a message on the wall thatreads : 'There is evil which lies beyondthis room" .

59 . The portal on the north wall requiresthe stone medallion as a key. Using thekey will teleport the party to level 7,location 63 .

60. There are two Cure Poison Potionshere.

61 . There are two Cure Poison Potionshere .

62 . Push the button on the door to open it .

63 . There is a message on the south wallthat reads: "Oracle of Knowledge.

64 . The shelf on the south wall is empty.If you place an Orb of Power on the shelf,all magic items carried in your party willbe identified.

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65 . There is a gargoyle decoration on thewest wall .

66 . On the west wall, pull the gargoyle'sarm and spiders appear at locations 92and 93 .

67. These stairs go down to level 5,location 1 .

68 . There is a gargoyle decoration on thenorth wall .

69 . This button opens and closes thesouth door.

70 . Use a dwarven key in the gargoylekeyhole in the north wall to open thenorthern door. There is another keyholeon the wall to the north-east of the door.

71 . The button on the north wail opensthe southern door to location 72.

72. The first time you enter this magicroom, it contains : one spider, a Potion ofHealing, and a dwarven key. Enter theroom from one direction, get the items,and exit closing the door behind you . CGoto the next door and repeat the process -You can do this once for each door andget three more potions .

73 . The button on the east wall opens thewestern door to location 72 .

74. Use a dwarven key in the gargoylekeyhole to open the door to the north .

75 . The button on the south wall opensthe northern door to location 72 .

76. The button on the west wall opensthe eastern door to location 72 .

77. Use a dwarven key in the gargoylekeyhole to open the door to the south .

78 . These stairs lead down location 17 onlevel 5 .

79 . There is a Potion of Healing here.

80 . There is a gargoyle keyhole on theeast wall. Insert a dwarven key to openthe door.

81 . There are two Cure Poison Potionshere .

82 . There is a +3 axe called "browCleaver" behind the secret wall . Pull thechain on the south wall to open the secretpassage at 50 . If this location is not opensee the note at location 43 .

83 . There is a cleric scroll of Slow Poison,a mage scroll of Flame Arrow, and aPotion of Healing here .

84 . This is a hidden pressure plate thatopens and closes the pit in the center ofthe room .

85 . There is a message on the east wallthat reads : "Emergency Exit" . There is alsoa dwaTven shield and a dwarven helmethere.

86. The south wall is an illusion .

87. On the north wall is a gargoyle lever.Pull it to open and close the passagebetween locations 37 and 56 .

88 . There is a secret button on the westwall that opens and closes the secretpassage to the west of location 84 .

89 . Step here to open the passage at 26 .

90 . Step here to open the passage at 27 .

91 . This is a pit opened and closed by thelever at location 34 .

92. A spider appears here after pullingthe lever at location 66 .

93. A spider appears here also afterpulling the lever at location 66 .

Level 5- Dwarven Ruins and Camp(p" 20)Walls : Fitted stone walls .

Monsters : Dwarves, possibly friendly,and giant spiders inhabit this level .

Locations and Events :

1 . The east steps lead up to location 67 onlevel 4 .

2 . There is a dwaTvish rune of safepassage on the illusionary north wall .These runes mark the ancient dwarvesmaze of illusionary walls .

3 . There is a dwaTvish rune of safepassage on the illusionary west wall .

4 . There is a cleric scroll of Prayer here .

5 . There is scale mail and a dwaTven keyhere .

6 . There is a dwarvish rune of safepassage on the illusionary west wall .

7 . Spider area .

8 . There is an illusionary wall to the north .

9 . There is no way to open the door onthis side - it must be opened from thenorth side .

10 . There is a gargoyle keyhole in thenorth wall . Use a dwarven key to openthe door.

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11 . There are iron rations here .

12 . There are iron rations here .

13 . This door is part way open- it mustbe forced open .

14 . There is a secret button on the westwall that opens the western door.

15 . There is a dwarvish rune of safepassage on the illusionary west wall .

16 . Spider area .

17 . The stairs lead up to level 4,location 78.

18 . Push the button to open this door -It can only be opened from this side

19 . Spider area .

20 . Spider area .

21 . There is a cleric scroll of Hold Person .

22 . There are iron rations here .

23 . There is a gargoyle decoration on theillusionary north wall .

24 . There is a portal on the north wall .The door requires the stone necklace as akey to teleport to level 7, location 67.

25 . There is a mage scroll of Haste .

26 . A stone necklace portal key can befound on a shelf in the east wail .

27 . You meet Armun, the leader of thedwarven camp. If you agree to help thedwarves, they will give you six rationsand a stone medallion portal key. Dorhum,a dwarven fighter, will also ask to join .He wants to help find prince Keirgar.

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28 . There is a dwarvish rune of safepassage on the illusionary west wall .

29 . There are three pits on the ceilinghere from level 4 .

30 . A dwarven cleric here will healwounded characters or resurrect any deadNPCs. This is an opportunity to bringany of the bones you found back to life.

31 . There is an inscription reading :"Pantry" on the east wall . There is also apoison potion here-Do NOT drink it .

32 . These doors cannot be opened fromthe north side .

33 . There is a gargoyle keyhole on thenorth wall- Use a dwarven key to openthe northern door.

34 . There is a gargoyle keyhole on thenorth wall- Use a dwarven key to openthe northern door.

35 . These stairs lead down to level 6,location 1 .

36 . There is a message here: "Please resetdrain holes when finished ."

37 . There is a gargoyle lever with his armin the up position . Pull it down to resetsdrain holes which doses most of the pitson this level .

38 . There are more dwarves here .

39 . There is a jeweled lever in the upposition on the west wall . Pull it down toopen the south door. As you move intothe maze to the south, pits will openbehind your characters . Be careful as theparty moves through the area not todouble back or get trapped in a dead end .

40 . There is a message on the south wallthat reads : "Greed will be your downfall ."

41 . There is a -3 cursed sling here and a-3 cursed axe to the north-east .

42 . This is a teleporeer to just south oflocation 37 .

43 . There is a key here.

44 . There is a pair of leather boots here .

45 . There is a blue-gem ring of FeatherFall here .

46 . There is a key here.

47 . There is an ornate keyhole here .Insert a key to open the east door.

48 . There is a keyhole on south wall .Insert a key to open the eastern wall .There is plate mail and a mage scroll ofInvisibility 10' here .

49 . The teleporeer here will take the youto location 50 .

50. Your party is teleported here fromlocation 49 .

51 . Spider area .

52 . Spider area .

53 . Spider area .

54 . Push the button on the north wall tomake the western wall disappear.

55 . There is dwarven rune of safe passageon the illusionary east wall .

56 . There is a rock here. The walls to theeast are an illusion .57 . This area will teleport your party tolocation 58A and rotate them 180 degrees- Watch your compass .

58A. Your party teleports here fromlocation 57.

58B. The walls to the north and west areillusions and there is a Wand of Frosthere .

59 . The pressure plate here opens a pit tothe north .

60 . There is a dwarvish rune of safepassage on the illusionary north wall .

61 . There is a dwarvish rune of safe pas-sage on the illusionary west wall .

62 . There is a rock here .

63 . There is a dwarvish rune of safe pas-sage on the illusionary north wall . On thewest wall is an inscription that reads:'You've made it this far. Caood luck."

64 . There is a spear and iron rations here .

65 . There is a dwarvish rune of safepassage on the illusionary east wall.

66 . These stairs lead down to level 6,location 2 .

67 . There is a cleric scroll of Aid here .

68 . There are iron rations here .

69 . Push the secret button on the eastwall to make it disappear.

70 . Spider area . There is a mage scroll ofDispel Magic here.

71 . The secret button on the south wallopens the passage to the south .

72 . Destination of teleporreds A, 8, C .

73 . Destination of teleporter D . The leverhere opens the door at 81 .

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74 . Destination of teleporters E, F.

75 . Destination of teleporter G. This dooris opened by the lever at 82 .

76. Destination of teleporter K.

77. Destination of teleporter L. On theeast wall is inscribed: 'Things are notalways as they appear."

78 . Destination of teleporter M.

79. This lever opens the door at 80 .

80. This door is opened by the lever at 79 .

81 . This door is opened by the lever at 73 .

82 . This lever opens the door at 75 .

83 . There is an inaccessible non-magicallong sword here.

Teleporters:

A. Teleporter to 72 .

B. Teleporter to 72 .

C . Teleporter to 72 .

D. Teleporter to 73.

E. Teleporter to 74 .

F. Teleporter to 74 .

G. Teleporter to 75 .

H. Teleporter to 72 .

I . Teleporter to Teleporter A.

J. To Teleporter K. There is also an inac-cessible cleric scroll of Detect Magic here .

K. Teleporter to 76 .

L . Teleporter to 77.

M. Teleporter to 78 .

N. Teleporter to teleporter G.

0. Teleporter to Teleporter F

Level 6- Bottom Level of DwarvenRuins (p. 21)Walls: Fitted stone walls.

Monsters: Kenku and an evil wizardinhabit this level .

Locations and Events :

1 . These are stairs lead up to level 5,Location 35 -This door can only beopened from the other side .

2. These are stairs lead up to level 5,location 66 .

3. There is an inscription on the southwall that reads: "Store weapons beforeproceeding ." You must put a weapon ortwo on each of the two pressure plates tothe south and north for the eastern door toopen. You can then take your weapons,and the door will remain open .

4. There is one kenku in this room .

5. There is one kenku in the area .

6. There are kenku in the area .

7. There is a kenku egg here.

8. There are kenku in this area .

9. There is a kenku egg here .

10. There is a dark-robed mage here .If slain, the mage maydrop a mage HoldPerson scroll, one or two Potions of ExtraHealing, andaWand of Frost.

11 . Step here and four darts will fly fromthe dart holes on the east and west walls.

12 . There is a key here.

13 . Push the button on the west door toopen it .

14. Insert akey into the keyhole to openthe west door.

15 . There are two kenku here.

16 . There are four kenku here guardingone kenku egg.

17 . There are three kenku here guardingfive kenku eggs .

18 . There are three kenkuand two kenkueggs here .

19. Four darts are triggered by steppingon the pressure plate in the center of thisarea .

20 . These stairs lead down to location 21 .

21 . These stairs lead up to location 20 .

22A. Drop through the pit to 22B to find adwarven key.

22B. You land here from 22A and take thedwarven key.

23A. Drop through the pit to 23B to find adwaTven key.

23B. You land here from 23A and take thedwarven key.

24 . There are kenku patrolling this area .

25 . There are kenku patrolling this area .

26 . Locations 26, 27, and 28 are keyholesaround a large t-shaped block that must berotated out of the way. Use a dwarvenkey in the south keyhole and the blockwill rotate clockwise to the first position .

27 . After using the key at location 26, thekeyhole rotates to here. Usethe dwarvenkey and the block will rotate clockwise tothe second position . South-east of thislocation is an inscription that reads:"Round and Round. . ."

28 . After using the key at locations 26and 27, the keyhole rotates to here. Use adwarven key and the block will rotateclockwise to the third position and allowyou to reach the stairs at location 46 .Akenku will attack after the block shiftsto its last position .

29. There is a rock here .

30A, 30B, 30C. There are pressure plateson the floor here that activate dart trapsthe first two times they are stepped on .After that, the darts are expended. Thetrap at location 30A will fire one additionalparting shot when you try to leave thelevel.

31 . There is a pressure plate on the floorhere that activates a dart trap.

32 . There is a Wand of Magic Missileson the shelf in the east wall.

33 . There is an inscription on the eastwall that reads: "Silverware rack, be neat ."Put a dart or a dagger in the shelf at 32and the passage opens with another shelf.Keep opening the passageway in thismanner-make sure you have collected15-20 darts or daggers to fill all theshelves.

34 . There is a dwarven key here -Takethe key before placing an item on theshelf or it will be lost .

35 . There is a +1 dwarven shield here .

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38. There is one kenku here .

43 . There is one kenku in this area .

36 . Here you find cleric scrolls of DispelMagic andCure Serious Wounds .

37. Push the secret button on the southwall, and the wall to the east willdisappear. There is also +3 mace here .

39 . There is a non-magical red-gem ringhere.

40. These are pits in the ceiling from level5 and a rock here .

41 . There is a secret button on the eastwall . Pushing it makes the passage to theeast disappear.

42. There is a cleric scroll of Flame Bladehere.

44 . These doors can only be opened fromthis side.

45 . There is portal on the east wallactivated by the stone ring. This teleportsto and from level 10, location 9.

46 . These stairs lead down to level 7,location 1 .

47 . There is a stone ring here . This is aportal key-Be sure to keep it.

48 . There are stairs here that lead downto level 7, location 9.

49 . There are non-magical bracers here .You can only get to this room by fallingthrough pits in the vicinity of location 46on level 5.

51

50 . There is one kenku here . You can onlyget to this room by falling through pits inthe vicinity of location 46 on level 5.

51 . There is a shelf on the west wall withadagger anda dart .

52 . The writing on the south wall read"Nest."

53 . There are two kenku here .

54 There is a secret button on the westwall . Pushing it makes the passage to thewest disappear.

Level 7- Upper Reaches of the Drow(p. 22)

Walls: Thewalls of this level are carvedout of dark, purple bloodstone mixed withblack onyx .

Monsters : Skeletal lords and drow inhab-it this level .

Locations and Events:

1 . These stairs lead to up level 6, location46 . When you reach level 7, there will beseveral drow guarding the entrance to thelevel -Do not attack them . Bribe themwith kenku eggs, and no drow patrolswill attack you unless you attack first .

2. Drow patrol this area .

3. Amessage is inscribed on the northwall reads: "Don't delay."

4. Stepping on pressure plates 4A, 413, 4C,or 41) sets off a Fireball that flies east from4A, and turns north at 413 and then flies upthe corridor and into the wall -Beware!

5. There is a cleric scroll of Slow Poisonhere .

6. There is a cleric scroll of Create Food

here.

7. There is a mage scroll of Fireball here.

8 . On the east wail is a spider keyhole.Insert a gold key to open the door.

9 . Beyond this door to the east are stairsleading up to level 6, location 48 .

10 . This door can only be opened fromthis side .

11 . Onedrow guards this room . There isa cleric scroll of Bless, a necklace, andrations in the south west comer of theroom .

12 . There is an arrow here .

13 . There is an ornate, non-magicalshield here .

14 . There are two pits to the north of thislocation . Push the button on the westwall to close the pit directly to the north.When you push the button, a Fireballflies south from location 17, turns east atlocation 16, and hits the wall east oflocation 16 .

15 . Stepping on this pressure plate sets offa Fireball trap from location 17 towards theparty-Don't move, the Fireball will turneast at location 16 before it hits the party.

16 . This is where the Fireball veers off tothe east.

17 . There are scorched holes in the northwall from the Fireball trap at location 15 .

18 . This door can be opened from eitherside .

19A. Askeletal lord is released from thisalcove when you step on the pressureplate at location 20 . There are also thehuman bones of the cleric Ileria and acleric holy symbol here.

1913 . Askeletal lord is released from thisalcove when you step on the pressureplate at location 20 .

19C . A skeletal lord is released from thisalcove when you step on the pressureplate at location 20 .

20 . Step on this pressure plate to open thethree doors at location 19, releasing threeskeletal lords at locations 19 A, B, andC.

21 . There is a key, a cleric scroll ofRemove Paralysis, and a cleric scroll ofProtection from Evil 10' here .

22 . Two drow patrol this area .

23 . Insert akey in this keyhole to openthe south door.

24 . There are arrows here .

25 . There is a Luckstone Medallion here,

26. These stairs lead down to level 8,location 1.

27 . A drow patrols this area .

28 . There is an arrow here .

29 . There are three drow patrolling thisarea .

30. There are scorch holes on the east andwest walls here .

31 . There are scorched holes on the eastand west walls. There is also a Potion ofHealing and a key here .

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32 . The stairs to the west lead down tolevel 8, location 2 . On the south wall is aspider keyhole that requires a drow key.This opens the door to the east, revealingstairs that lead down to level 8, location 9 .

33. These stairs lead down to level 8,location 16 .

34. There is an inscription on the southwall read: "One battle for glory."

35 . One skeletal lord guards this room .

36 . On the north wall is a message thatreads: "One sacrifice made."

37 . There is a spider button on the northwall, and an empty shelf on the west.Place an item on the shelf then push thespider button to open the south passage

38. This pit leads to level 8, location 81 .You can jump through without beingharmed.

39 . On the northern wail is a messagethat reads: "One leap of faith ." There is a+9 ring of protection here.

40 . These stairs lead down level 8,location 14 . The writing on the west wallreads : "No turning back."

41 . A message is written on the east wallreads : "One way."

42 . Written on the east wall is a messagethat reads : "Fight for your freedom ."43 . The button on the south wall revealsfour passages - one to the west, one tothe east, and two to the south .

44 . There is a skeletal lord in this alcove .Step in here to open the door at location53 and find a suit of banded armor.

45 . Stepping in here opens the door atlocation 51B. There is also a jeweled keyin this area.

46A . There are spider buttons on the northand south walls . The north button opensthe door to location 44, while the southbutton opens the door to location 45 .

46B. There are spider buttons on the northand south walls . The north button opensthe door to location 47, while the southbutton opens the door to location 48 .

47. There is a skeletal lord in this alcove .Stepping in here opens the door at location54 . There are also three arrows here .

48 . There are two skeletal lords in thisalcove. Stepping in here opens the door atlocation 56 . There is also a ruby key here.

49 . The spider button on the south wallopens the door to location 50 .

50. There are skeletal lords in this alcove .Stepping in here opens the door atlocation 57 . There is also a mage scrollof Lightning Bolt here .

51 A . This location is blocked by a walluntil the button at location 43 is pushed .There are spider buttons on the north andsouth walls . The north button opens thedoor to location 51 B, while the southbutton opens the door to location 53 .

51 B . Step in here to open the door at loca-tion 45 . There is also a jeweled key here .

52 . There are spider buttons on the northand south walls . The north button opensthe door to location 56, while the southbutton opens the door to location 54 .

53 . There is a skeletal lord in this alcove .Step in here to open the door at location44 and find a cleric scroll of Cure LightWounds .

54 . There is a skeletal lord in this alcove .Step in here to open the door at location44 and find a drow key.

55 . The spider button on the north wallopens the door to location 57 .

56 . There is a skeletal lord in this alcove .Step in here to open the door at location48 and find a mage scroll of Fear.

57 . There is a skeletal lord in this alcove.Step in here to open the door at location50 and find a drow key.

58 . On the south wall is a silver spiderkeyhole . Insert a jeweled key to open thedoor to the west.

59 . On the south wall is a silver spiderkeyhole . Insert a drow key in it to openthe door to the west .

60 . On the south wall is a silver spiderkeyhole . Insert a drow key in it to openthe door to the west .

61 . On the south wall is a silver spiderkeyhole . Insert a jeweled key in it to openthe door to the west .

62 . There is an empty shelf carved in thesouth wail .

63 . On the north wall is a portal whichrequires the stone medallion as a key.Place the key on the blank brick to activatethe portal and teleport your party to level4, location 59 . On the east wall is aninactive portal .

64 . There is a useless wand and a rockhere.

65 . On the north wall is a portal whichrequires the stone dagger as a key. Placethe key on the blank brick to activate theportal and teleport your party to level 9,location 11 .

66 . There is a glowing rock here .

67 . On the west wall is a portal whichrequires the stone holy symbol as a key.Place the key on the blank brick to activatethe portal and teleport your party to level11, location 3. On the north wall is aportal which requires the stone necklace asa key. Place the key on the blank brick toactivate the portal and telepod your partyto level 5, location 24.

68 . There is a silver spider keyhole on thenorth wall . Insert a ruby key in it to openthe door.

69 . These stairs lead down to level 8,location 24 .

70 . This is the destination of the teleporterat location 83 .

71 . The are two skeletal lords in thisalcove .

72 . This teleporter transports the party tolocation 82 .

73 . There is a message inscribed on thenorth wall that reads : "Weapon."

74 . In this area is a +3 short swordnamed "Slicer."

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75 . There is a gold lever on the southwall . Pull it to open the door to location74 . Once this is done, location 80 and 77can no longer be reached.

76 . There is a message inscribed on thenorth wall that reads: "Armor."

77 . In this room are +3 elven Bracers ofDefense.

78 . There is a gold lever on the southwall . Pull it to open the door to location77. Once this is done, location 80 and 74can no longer be reached.

79 . There is a message inscribed on thenorth wall : "Magic."

80 . There is a Ring of Wizardry here .

81 . There is a gold lever on the southwall . Pull it to open the door to location80 . Once this is done, location 77 andlocation 74 can no longer be reached.

82 . This is the destination of theteleporter at location 72 .

83 . This teleporter transports the party tolocation 70 .

Level 8-Drow Outcasts (p . 23)

Walls: The walls of this level are carvedout of dark, purple bloodstone mixed withblack onyx .

Monsters: Driders and hell houndsinhabit this level .

Locations and Events:

1 . These stairs lead up to level 7,location 26 .

2. These stairs lead up to the westernstairs at level 7, location 32.

3. There is a spider carving on theillusionary northern wall .

4. There is a spider keyhole on thewestern wall . Insert a ruby key in it toopen the door to the north.

5. There is a ruby key here .

6. There is a drow bowanda mage scrollof Vampiric Touch here.

7. These stairs lead down to level 9,location 1 .

8. There is a drow key and a red gemhere .

9. These stairs lead up to the eastern stairsat level 7, location 32 .

10 . These stairs lead down to level 9,location 86 .

11 . There is a jeweled key and a magescroll of Shield here .

12. There is a drow key here .

13 . These stairs lead down to level 9,location 3.

14 . These stairs lead up to level 7,location 40 .

15 . There is a ruby key here .

16 . These stairs lead up to level 7,location 33 .

17 . There is an inscription of a gem onthe north wall . Insert a red gem to openthe north door.

18 . This is the destination of the teleporterat location 84 .

19 . On the east wall is a shelf and a spiderbutton. Insert a key in the shelf, push thebutton, and a red gem is appears. You canmake as many gems as you have keys .

20 . Written on the south wall is a mes-sage that reads: "One gem for one key."

21 . These stairs lead down to level 9,location 10 . On the southern wall there isa secret button that opens a passage to thesouth.

22 . On the northern wall is a spiderinscription . This wall is an illusion .

23 . There is a drow key here .

24. These stairs lead up to level 7,location 69.

25 . This is a spin trap that rotates the party180 degrees -Watch your compass.

26 . There are driders patrolling this area .

27 . Your party is teleported here fromlocation 29 .

28 . There is a Scepter of Kingly Mightand a non-magic robe here.

29. Stepping in this square will teleportyour party to location 27 and rotate them180 degrees.

30 . There is a non-magic flail here .

31 . There is a suit of magical plate mailhere called "Plate Mail of Great Beauty."Beware -the armor is -3 plate mail .

32 . There are two driders anda hellhound in this room .

33 . There are two driders here .

34 . On the north wall is a portal thatrequires the stone scepter as a key. Placethe key on the blank brick to activate theportal and teleport your party to level 10,location 7.

35 . There is a pair of drow boots here.

36. There is a cleric scroll of Protectionfrom Evil here.

37 . There is a Flame Gauntlet on thesouth wall . The spider button on the westwall opens the door to the north.

38 . A Fireball flies down the hall fromthe north when you step here - Sidestepto the west .

39 . A Fireball flies down the hall fromthe north when you step here.

40 . There is a pit here -Be careful whensidestepping a Fireball .

41 . A Fireball flies down the hall fromthe north when you step here -Quicklystep forward and sidestep to the west .

42 . AFireball flies down the hall fromthe south when you step here .

43 . There is a pit here -Be careful whensidestepping a Fireball .

44 . There is a Flame Gauntlet on thenorth wall .

45 . There are two hell hounds in thishall .

46 . Stepping here teleports your party tolocation 48 .

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47. In the east shelf is a green-gem Ringof Sustenance .

48 . Stepping here teleports your party tolocation 46 .

49 . Many hell hounds roam this area -Beware!

50 . There is a merge scroll of Invisibility10' here.

51 . A secret button on the south wallopens the passage to the east.

52. On the north wall is a spider button .Push it to open the passage to the north.

53 . There is a cleric scroll of Hold Personhere .

54 . There is a message on the east wallthat reads: 'Turn around." Reading themessage teleports your party to location56, facing west.

55. The wall to the east is an illusion .

56 . There is a message on the west wallthat reads: 'Turn around." Reading themessage teleports your party to location54, facing east .

57 . On the west wall is a spider button .Pushing it opens the four doors to thesouth and release four hell hounds frombehind the southern doors.

58 . There is a non-magical ring andmedallion here .

59 . These stairs lead down to level 9,location 38 .

60 . There is a pressure plate here . Insidethis room are twelve Flame Gauntlets.

61 . There are cleric scrolls of Cure CriticalWounds, Neutralize Poison, and Prayerhere.

62. There are two driders in this area .

63 . This door cannot be opened from thisside .

64 . This door cannot be opened on thisside . The only way to access the roombeyond is by dropping through a pit onlevel 7 east of location 16 .

65 . There is one hell hound in this roomand two pits on the ceiling from level 7,location 16 . The teleporter in the northeastcorner transports you to location 1 on thislevel .

66 . There are two hell hounds in theroom.

67 . There are four pressure plates in a rownext to the pits . Each pressure plate opensand closes the adjacent pit. There is also aglowing rock here.

68 . The spider button on the east wallopens and closes the pit at location C.

69 . The spider button on the east wallopens and closes the pit at location D.

70 . The spider button on the east wallopens and closes the pit at location A.

71 . The spider button on the east wallopens and closes the pit at location B.

72 . On the north wall is a portal . Thisis the destination of the portal at level10, location 7. It cannot be activatedfrom here.

73. There is a Wand of Lightning Bolt inthe shelf on the wall here .

74. One hell houndroams this area .

75 . Stepping on this pressure plateremoves the wall to the west, but alsomakes the lockpicks in the room at loca-tion 78 to the south inaccessible.

76 . Stepping on this pressure plate willremove the wall to the southwest, butwill make the parallel hall to the north 75permanently impassible . The merge scrollof Ice Storm at location 77 will then beinaccessible .

77 . There is a merge scroll of Ice Stormhere .

78 . There is a set of lockpicks here .

79 . This teleporter transports you tolocation 85 .

80 . There is an inscription on the easternwall that reads: "One's faith repaid ."

81 . This location is accessed by fallingthrough a pit on level 7, location 38 .

82 . There is a cleric scroll of Raise Deadand a Potion of Extra Healing.

83 . This door can only be opened by thebutton on this side .

84. This teleporter transports you tolocation 18 .

85 . This is the destination of the teleporterat location 79 .

86 . In this alcove is a +3 long swordnamed "Nightstalker."

87 . There are driders wandering in thisarea .

Levell 9-Lowr Reaches of the Drow(P.24)

Walls: Thewalls of this level are carvedout of dark, purple bloodstone mixed withblack onyx.

Monsters: Rust monsters and displacerbeasts inhabit this level .

Locations and Events :

1 . These stairs lead up to level 8,location 7.

2. There is a spider keyhole on the westwall . Insert a jeweled key to open thedoor to the north .

3. These stairs lead up to level 8,location 13 .

4. There is a keyhole on the east wall .Insert a drow key to open the door to thesouth.

5. On the west wall is written a messagethat reads: "One key for one gem."

6. There is a shelf carved in the westwall . Place a gem inside, push the spiderbutton in location 7, and a jeweled key iscreated. You can do this as many times asyou have gems .

7. On the west wall is a spider button .

8. On the east wail is a message thatreads: "It is written, the key lies on theother side ."

9 . There is a spider keyhole on the eastwall . Insert a jeweled key to open thedoor to the south.

10. These stairs lead up to level 8,location 21 .

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11 . On the east wall is a portal thatrequires the stone dagger as a key. Placethe key on the blank brick to activate theportal and teleport your party to level 7,location 65 .

12 . There is a pair of drow boots here .

13 . The wall to the west is an illusion .

14 . There is a +3 drow shield here.

15. There is one displaces beast in thisroom .

16. There is one displaces beast in thisroom .

17 . There is a shelf carved into the westwall . If you place an Orb of Power (fromlevels 11 or 12) on the shelf, all magicitems carried in your party will be identi-fied but the Orb will disappear.

18 . There is a message that reads: "Oracleof Devouring."

19 . The wall to the east is an illusion.

20 . There is a suit of chain mail here.

21 . There is a mage scroll of Invisibilityhere.

22. The wall to the south is an illusion .

23 . This door can only be opened fromthis side.

24. Stepping on this pressure plate dosesand opens the door. Inside this room aretwo displaces beasts .

25 . There are three arrows here.

26 . Stepping on this plate deactivates theHall of Thieves, location 28 .

27 . Written on the south wall is one ofthe following messages : "Thank you" or"You forgot something."

28 . Down this hall, on the west walls,are carved shelves. As the characters stepnext to these shelves, some of their itemswill be placed there. The only way todeactivate this trap is to step on the pres-sure plate at location 26 .

29 . On the west wall is written: "Hall ofThieves."

30 . On the east wall is an inscription of agem. Insert a glowing rock to open theeastern door.

31 . There are two displaces beasts in thisroom .

32 . There is a drow key here .

33 . On the east wall is an inscription of agem. Insert a glowing rock to open theeastern door.

34 . There is a mage scroll of Stoneskinhere.

35. On the east wall is written a messagethat reads: "Watch your head ." There arepits in the ceiling .

36 . When you step here, a glowing rockflies from the east and lands here . Step onlocation 37 to get a second glowing rock .

37. When you step here, a glowing rockflies from the east, landing in location 36 .

38 . These stairs lead up to level 8,location 59 .

39 . On the west wall, above a pressureplate is the message that reads: "Donatesword." If anysword is placed here and

the correct items are placed at locations 40,

41, and 42, the door to the south 43 opens.

40 . On the east wall, above a pressure

plate is the message: "Donate armor." If

any armor is placed here, and the correctitems are placed at locations 39, 41, and42, the door to the south 43 opens.

41 . On the west wall, abovea pressureplate is the message: "Donate food ." If anyrations are placed here, and the correctitems are placed at locations 39, 40, and42, the door to the south 43 opens.

42 . On the east wall, abovea pressureplate is the message: "Donate missile."If any missile (rock or arrow) is placedhere, and the correct items are placed atlocations 39, 40, and 41, the door to thesouth 43 opens.

43 . This door opens when the four itemsare placed at locations 39, 40, 41, and 42 .There are 2 displaces beasts in this room .

44 . There is a poison potion here-Do NOTdrink it.

45 . There is one displacer beast guardingeach of these rooms.

46 . There is one displaces beast guardingthis room .

47 . There is one displacer beast guardingthis room .

48 . There is one displacer beast guardingthis room .

49 . There is a cleric scroll of DetectMagic here .

50 . There are displaces beasts that guardthis area .

51 . There are two rust monsters thatwander in this area .

52A. There is a spider keyhole on thesouth wall . Insert a drow key to open thewestern door.

52B. There is a spider keyhole on thesouth wall . Insert adrow key to open thewestern door.

53 . There is one rust monster that wan-ders in this area .

54 . There is a message written on thewall that reads: "The cunning and agileshall survive." The party should run downthe hall to the east to avoid being hit bythe dart traps in the illusionary walls tothe north and south .

55 . Stepping on this pressure plate will setoff dart traps from the illusionary walls.

56 . Stepping on this pressure plate will setoff dart traps from the illusionary walls.

57 . There are bones here . These are theremains of the fighter Beorham and hisgear. There is a dagger, a shield platemail, helmet, holy symbol and an ancient+5 long swordnamed "Severious".

58 . Stepping on this pressure plate will setoff dart traps from the illusionary walls.

59 . The wall to the south is an illusion .

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60 . There is an uncharged Magic MissileGauntlet in the south wall .

61 . There is a message written on thewest wall that reads : "brow word forbutton ."

62 . Stepping on this pressure plate sets offa Magic Missile from the area to the west .

63 . There is a spider button on the eastwall. Pushing it will activate a MagicMissile Gauntlet at A .

64 . There is a spider button on the eastwail - Pushing it will activate a MagicMissile Gauntlet at B .

65 . There is a spider button on the southwall - Pushing it will activate a MagicMissile Gauntlet at C .

66 . There is a spider button on the northwall- Pushing it will activate a MagicMissile Gauntlet at D. There is also adrow key here .

67 . On the west wall is a spider button- Pushing it will activate a MagicMissile Gauntlet at F.

68 . Stepping on this pressure plate sets offa Magic Missile Gauntlet at E . To thesouth is a spider button- pushing it alsosets off a Magic Missile Gauntlet . On theeast wall is a spider keyhole . Insert adrow key to open the door to the west .69 . The wall to the west will disappearafter the appropriate actions at location 75 .70 . This room can only be accessed byfalling through the pit on level 8 atlocation 40 . There is a Potion of ExtraHealing here .

61

71 . The wall to the north is an illusion .72 . There is nothing here .

73 . There is a cleric scroll of Protectionfrom Evil Where.

74 . There are five darts and a cleric scrollof Dispel Magic here.

75 . Throw an item through the northernwall and the wall to the west disappears .Next, throw an item at the newlyrevealed pressure plate to the west tocause the illusionary wall at location 69 todisappear. There are also pits to the westand south of this location.

76 . These stairs lead down to level 10,location 47 .

77 . These stairs lead down to level 10,location 53 .

78 . Push the secret button on the southwall to open the passage to the north .79 . There is a cleric scroll of Raise Deadhere .

80 . There is one rust monster wanderingin this area .

81 . There is a Wand of Fireballs here .82 . On the west wall is a spider button .If this button is pushed after placing anitem into the shelf at location 83, theitem is devoured and the passage to thenorth opens .

83 . There is an empty shelf on the westwall .

84 . These stairs lead down to level 10,location 1 .

85 . There is a cleric scroll of Raise Deadhere.

86 . These stairs lead up to level 8,location 10.

87 . There is a message on the south wallthat reads : "Storage ."

88 . There is a spear here.

89 . The wall to the north is an illusion .and there is a mage scroll of Armor here.

90 . There is a cleric scroll of Flame Bladehere .

91 . There is one displacer beast in thisalcove .

92 . This door is opened by a button onthe other side .

93 . This is the pressure plate that openslocation 69 .

A - F. Magic Missile Gauntlets .

Level 10 - Xanathar s OuterSanctum, Mantis hive (p. 25)

Walls : The walls of this level consist offitted stone, covered by moss and slime .

Monsters : Mantis warriors inhabit thislevel .

Locations and Events:1 . These stairs lead up to level 9,location 84.2 . There is a suit of plate mail here.3 . The hall between locations 3 and 4 isfilled with teleporters that bounce yourParty randomly around this corridor. This

pressure plate deactivates all teleportersdown the east wall . To get here easily, fol-low the procedure described at location 4 .

4. Written on the south wall is the mes-sage that reads : "Proper sequence." Thecorrect procedure to bypass this hail is :

A . Step into the first teleporter to thewest of location 4 - your party will beteleported down the hall .

B . Turn 180 degrees from your newlocation, and step into the next tele-porter - the party will then be tele-ported to location 3 .

5 . Written on the south wail is a messagethat reads : "Thirteen."

6 . There are cleric scrolls of RemoveParalysis and Flame Blade here .

7 . On the west wall is a portal thatrequires the stone scepter as a key. Placingthe key on the blank brick activates theportal and teleports your party to level 8,location 72. This portal only teleports theparty one way.

8 . There is nothing here.

9 . On the east wall is a portal thatrequires the stone ring as a key. Place thekey on the blank brick to activate theportal and teleport your party to and fromlevel 6, location 45 .

10 . In the four eastern alcoves are fourmantis warrior guardians .

11 . There is a poison potion here.

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12 . There is a Wand of Frost here .

13 . There are cleric scrolls of Cure CriticalWounds and Flame Blade here .

14 . If you press the button on the westwall, a mantis warrior will appear to theeast behind you. There is a useless wandhere .

15 . Prince Keirgar is here. He should bereturned to the dwarven camp on level 5 .

16 . The message on the east wall reads:'Welcome." A Magic Missile trap fireswhen you step here .

17 . On the south wall is a keyhole.Inserting a skull key opens the south door.

18 . Written on the north wall is "In caseof fire . . ."

19 . Opening this door reveals a button onthe north wall . Pushing this button setsoff a Magic Missile trap .

20 . Opening this door reveals a button onthe north wall . Pushing this button causesthe party to be hit by a Fireball spell .

21 . There is a message on the north wallthat reads: "In case of flood. . ."

22 . There are two mantis warriors here .

23 . Written on both the north and southwalls is the message that reads: "Hive."

24 . Two mantis warriors guard this area .

25 . There is a mantis warrior in this area .

26 . There is aarrow here.

63

27. There is a mantis warrior in this room .

28. The pit in the ceiling here is fromlevel 9, location 75.

29. If you enter this level at location 33,stow weapons on the pressure plates atlocations 29, 30, and 31 to open the doorto the north.

30 . This pressure plate should be leftalone unless the party entered atlocation 33 .

31 . This pressure plate should be leftalone unless the party entered atlocation 33 .

32 . Thewriting on the wall to the northof this area reads: "Stow yer weapons."A mantis warrior guards this area .

33 . These stairs lead up to level 9,location 77 .

34 . Three mantis warriors are in this area .

35. Mantis warriors patrol this area .

36 . Here are the remains of the rangerTyrra. He can be resurrected by the dwar-ven cleric . There is also a skull key here .

37 . There is a sliding block in thecorridor to the north that is moved withthe levers at locations 37, 38, and 39 .Push the lever on the south wall twice tomove the block to the north and exposelocations 38 and 39 .

38. Push the lever on the west wall twiceto make the block move to the south andexpose the room with locations 40, 41,and 42 .

39 . Push the lever on the east wall twice

to move the block north and expose thesouthern corridor again.

40 . Written on the north wall is amessage that reads: "Jump." There is apotion of Giant Strength here .

41 . This pit will drop the party down tolevel 11, location 1 . This is the only waydown to level 11 .

42 . Written on the north wall is amessage that reads: "Jump." There is aRing of Feather Fall here .

43 . There is a Cleric scroll of NeutralizePoison here .

44 . There is a secret button on the westwall . Pushing it opens the passage to thesouth.

45 . There is a mage scroll of Cone ofCold here .

46 . There is an arrow here .

47 . These stairs lead up to level 9,location 76 .

48 . Here you meet Shindia, Xanatharsfemale drow elf spy. You will learnadditional information if the party choosesto "Hear her out."

Level 11-Xanathars OuterSanctum, Lower Reaches (p. 26)Walls: The walls of this level consist offitted stone, covered by moss and slime.

Monsters: Mind flayers and xorn inhabitthis level .

Locations and Events :1 . This area is accessed only by fallingthrough a pit at level 10, location 41 .

2 . Written on the west wall is the messagethat reads: "Your fate lies in the stars."

3. On the west wall is a portal whichrequires the stone holy symbol as a key.Place the key on the blank brick toactivate the portal and teleport your partyto level 7, location 67.

This is also part of the "Celestial Stars ofNavigation ." -adevice that aligns thethree concentric squares (containinglocations 1-11), and allows you to explorethe different sections of this level .

To align the rings, press the buttonslocated around the perimeter to rotate theopening 90 degrees clockwise. Aign therings from the inner ring outward andrepeat the process as you completedifferent section of the level .

4. "Celestial Star of Navigation"button/opening .

5. There is a message here that reads:"Leave no stone unturned ."

6. "Celestial Star of Navigation"button/opening .

7. "Celestial Star of Navigation"button/opening .

8. "Celestial Star of Navigation"button/opening .

9. "Celestial Star of Navigation"button/opening .

10 . There is a mossy rock here .

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11 . Written on the south wall is a mes-sage that reads : "Alignment must be true."

12 . This is a normal door- no keys arerequired .

13 . On the south wall is a keyhole . Inserta drow key to open the west door.

14 . There is +3 banded armor and a +4long sword named "Slasher here.

15 . There is a non-magical ring here .

16 . This is a normal door- no keys arerequired .

17 . A secret button on the south wallopens a passage to the south .

18 . On the south wall is a keyhole . Inserta a drow key to open the southern door.There are also two xom here .

19 . There is a mind flayer here . Also, onthe south wall is a portal which requiresthe stone orb as a key. Place the key onthe blank brick to activate the portal andteleport your party to level 12, location 1 .20 . A secret button on the west wallopens the passage to the west.

21 . There is one mind flayer here.

22 . There is one mind flayer here.

23 . There is a Wand of Lightning Bolthere .

24 . From here your party is teleported tolocation 31 .

25 . Your party is teleported here fromlocation 28 .

65

26 . Your party is teleported here fromlocation 35 .

27 . There is a mage scroll of HoldMonster here .

28 . From here your party is teleported tolocation 25 .

29. Your party is teleported here fromlocation 33 .

30. From here your party is teleported tolocation 34 .

31 . Your party is teleported here fromlocation 24 .

32 . From here your party is teleported tolocation 36 .

33. From here your party is teleported tolocation 29 .

34. Your party is teleported here fromlocation 30 .

35. From here your party is teleported tolocation 26 .

36 . Your party is teleported here fromlocation 32 .

37. There is a Luckstone Medallion and acleric scroll of Raise Dead here .

38 . This is a normal door- no keys arerequired.

39 . Down this entire hall are levers onthe east wall . Continually move up anddown the hall, setting all levers to the upposition . Keep doing this, even thoughsome of the levers flip back down, pushthem back up . Once they all remain up, aWand of Frost is delivered to the shelf atlocation 40 . There is also a dwarven

Healing Potion here, which must betaken to the dwarves on level 5 to awak-en their king .

40 . There is a dwarven Potion ofHeating in the south shelf. This needs tobe returned to the dwarves' camp on level5 . A Wand of Frost also appears hereafter location 19 is complete .

41 . There is a cleric scroll of Cure SeriousWounds here.

42 . There are three xorn in this room .

43 . There is a mossy rock and a clericscroll of Raise Dead here .

44 . In the maze between locations 44 and45 there are seven xorn patrolling .

45 . Xorn patrol this area .

46 . Written on the south wall is : "Roomof the Key."

47 . On the west wall is a secret buttonthat opens the passage to the west .

48 . There is a drow key and a stone orbportal key here.

49 . This is a normal door - no keys arerequired .

50 . There is one mind flayer in this room .

51 . Written on the east wall is "Chwat."52 . There is a secret button on the westwall that opens a passage to the south .There is also one xorn here .53. There is one mind flayer in this room .54. There is one mind flayer in this room .55 . On the south wall is a secret buttonthat opens a hidden passage to the south .

56 . There is an Orb of Power here .

57 . There is one mind flayer guardingthis room and a drow key.

58 . There is one mind flayer in this room .

59 . There is one mind flayer in this room .There is also a stone holy symbol here .

60 . The bones that are the remains of themage Kirath are here . There is also a spellbook +2 Bracers of Defense, +2 Ring ofProtection, +5 dagger called "Flicka°, anda Robe of Protection +5 here .

Level 12-Xanathar's Inner Sanctum(P. 27)

Walls : The walls of this level consist ofopulent decor.

Monsters: Stone golems and Xanatharhimself inhabit this level .

Locations and Events :

1 . On the west wall is a portal whichrequires the stone orb as a key. Place thekey on the blank brick to activate theportal and teleport your party to level 11,location 19 .

2 . On the west wall is a hole that reeksof smoke .

3 . Push the wall ornamentation and ahidden passage opens to the west .

4 . On the west wall is a sign whichreads : 'Turn back, no trespassing ."

5 . There is a normal door here .

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6 . Stepping on this pressure plate closesthe door to the east. There are four stonegolems in this area . One stone golemcarries a skull key.

7 . Abutton on the east wall opens thepassage to the north.

8 . This door can only be opened from theother side .

9 . Abutton on the east wall teleports theparty one square east, into the wall .Characters may step forward into the nextroom (with locations 12-15), or back intothe previous one.

10 . Push the button on the east wall toteleport your party to location 26 .

11 . Push the button on the east wall toteleport your party to location 57.

12 . The door can only be opened byinserting a skull key in the keyhole.

13 . A non-magical ring and a Potion ofHealing are placed on this pedestal . If yougo directly over and take the items, otheritems will be stolen from the party andlost permanently. To get the ring andpotion, characters must drop their ownsmall items before going to the pedestal .

14 . There is a skull key here .

15 . Anon-magical necklace anda Potionof Healing are placed on this pedestal .This works like the trap at location 13 .

16. This is where the stone golem iscreated from location 17 .

17. Along the north wall of this room arethree pedestals. To the south of each

67

pedestal are three signs that read: "Stonefor substance," "Potion for strength," and"Sphere for animation." Put a rock, potion,and orb on each of the appropriatepedestals, and push the button on thenorth wall to create a stone golem in loca-tion 16 . Making golems is not a good ideaunless you want more combats and EXP.

18. This door can only be opened fromthe east .

19 . This room can only be entered fromthe south. The doors to the east and westcan only be opened in this room .

20 - 22 . The pedestal at location 20 has alarge eye on it . Place an orb of power oneach pedestal to the east at location 21 andwest at location 22, and the eye and thosepedestals will disappear. Place an orb ofpower on the pedestal at 20 and it willdisappear.

23 . Written on the west wall is "Room ofthe spheres."

24 . Stepping on this pressure plate closesthe door to the east. Opening the doorreveals a button on the east wall . Pushingthis button creates a Wand of Fireballs ina shelf in the south alcove .

25 . There is a button on the east wall .Pushing it teleports the party to location 9.

26 . A button on the east wall teleportsthe part one square east, into the wall .Characters may step forward into the nextroom (with locations 55-57), or back intothe previous one.

27 . There is a button on the east wall .Pushing it teleports the party to location 57.

28A. There are three Orbs of Power here .

28B. This door can only be opened from

the other side.

29 . A secret button on the south wallopens the door to the south.

30 . The button on the south wall opens

the southern door.

31 . There is one stone golem here .

32 . On the south wall is a keyhole.Inserting a skull key opens the door to thesouth. This reveals a Wand of MagicMissiles .

33 . On the north wall is a keyhole. Inserta skull key to open the door to the northand reveal a Wand of Magic Missiles .

34 -37 . These four rotating shelves willdispense a total of four iron rations.

38 -41 . Step on one of these pressureplates to close all of the doors to this room.

42 . Asecret button on the west wallopens the alcove to the north.

43 . There are two Potions of Invisibilityhere .

44 . On the north wall is a hole that reeksfaintly of smoke-it launches Fireballs tothe south.

45 . Xanathar inhabits this area -BEWARE! The most effective way todestroy Xanathar is to use theWand ofSilvias . This is obtained from the dwarvesafter returning the potion to revive theirking . The wand should be used to repelhim into his spike trap at location 49 .

46. There are light beam projectors to theeast and west . Breaking the hidden beam

sets off a Fireball from the north (location44). The trap can be avoided if all yourcharacters are invisible .

47 & 48. There is one large eye on eachpedestal .

49 . There are light beam projectors to theeast and west. Breaking the hidden beamwhile visible causes spikes to fire at theparty. Enter this trap with all charactersinvisible . There are copies of portals keysin the south shelf: a stone orb, stone holysymbol, stone ring, stone necklace, stonemedallion, stone dagger, and a stonescepter.

50 . Step on this pressure plate to close thedoor to the east.

51 . Step on this pressure plate to close thedoor to the west .

52 . There is a button on the east wall .Push it to create a shelf with a Potion ofSpeed in the north wall .

53 . There is a button on the east wall .Pushing it triggers two Fireballs that flyeast from holes west of locations 52 and54 . The Fireballs fly one square and thenturn towards location 53 to hit the party.

54 . There is a button on the east wall .Push it to create a shelf with an Orb ofPower in the south wall .

55 . There is a button on the east wall .Push it to teleport your party to location 9.

56 . There is a button on the east wall .Push it to teleport your party to location 26 .

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57. There is a button on the east wall .Push it to teleport your party one square tothe east, into the wall . Characters may seeinto the next room (with locations 47-49),but must step back into the previous one.

58 . To each side is a pedestal with a largeeye on it. These eye triggers will release 3stone golem guards from the south if yourcharacters are not invisible .

59 . There is a Potion of Vitality and aPotion of Invisibility here .

60 . There is a Potion of Vitality and aPotion of Invisibility here .

YOTtals

The dwarves that built the halls beneaththe Waterdeep sewers used a series ofmagic portals to move quickly throughtheir underground empire . These portalsare now used by Xanathar and hisminions as a system of high-speed trans-portation . These portals and the stoneitems that trigger them make it mucheasier for the party to move and explore .

There are 16 different portals, each onerequiring a special enchanted stone itemas a key. There are 7 different stone items

69

in EYE OF THE BEHOLDER: holy symbol,necklace, orb, dagger, medallion, scepter,and ring .

Portal Table.ENTRANCE DESTINATION KEYKI LEVEL Arran

LEVEL ANu Pormu.

LEVEL ARu STONE ITEM

A . 4 59 7 63 G 5 27 MedallionB . 5 24 7 67 E 5 26 NecklaceC . 6 45 10 9 M 6 47 RingD .

7

67

11

3

0

11

59

Holy SymbolE . 7 67 5 24 B

5 26 NecklaceF 7 65 9 11 K

2 37 DaggerG . 7 63 4 59 A

5 27 MedallionH . 7 63 - - -

- - Gem'1 . 8 34 10 7 L

4 23 Scepter#J . 8 72 - - -

4 23 Scepter#K . 9 11 7 65 F

2 37 DaggerL. 10 7 8 72 J

4 23 Scepter#M. 10

9

6 45

C

6 47 RingN . 11 19 12 1 P 11 48 Orb0 . 11 3 7 67 D 11 59 HolySymbolP. 12 1 11 19 N 11 48 Orb`The stone gem that triggers the portal on level 7 isunavailable in EYE of THE BEHOLDER.

#Thethree stone scepter portals are connected in series.

EntranceID :

The unique letter representing this portalLevel :

The level that the portal is locatedArea :

The map area number where this portal islocated

DestinationLevel :

Which level the party is teleported toArea :

The map area number where the party isteleported

Portal :

The destination portal ID

KeyLevel :

The level on which the stone portal key islocated

Area :

The map area number where the stone key islocated

Stone Rem :

Which stone key will activate the portal

item By Level

Level 1LOCATION

-:4 TIKEASUSE GUIDE~-:

This section includes the treasure in EYE OF THE BEHOLDER. This includes both the list ofitems by level and a list of hints to the "Beholder Special Quest Bonuses" for players whowant to get the most out of the game .

The following lists include all of the main items in EYE OF THE BEHOLDER. If the partyfinds a lock that needs a specific key, or a trap that requires a specific item, use these liststo find the nearest place to get what the party needs .

ITEM

1 .

2 rocks

1 .2.

Lock picks, halfling bones

7 .5 . Rations

12.7 .

Two rations, mage scroll of Detect Magic11 . Rock14 .

+2 dart17 . Rock19 . Arrow20 . Shield21 .

Mage scroll of Armor, cleric scroll of Bless

Level 2LOCATION ITEM

Silver keyPotion of VitalityRations, Potion of Giant Strength,silver key

17 .

Rations, Silver key20 . Rations26 .

Mage scroll of Shield28 . Rock29 . Sling34 .

Rations, silver key35 .

2 arrows36 . Rations37 .

Stone dagger (portal key)39 .

Rations, Potion of Extra Healing43 .

Leather boots, rations46 . Rations52 .

Potion of Healing54 . Bow56.

Mage scroll of Invisibility61 .

Potion of Healing62 .

Gold key64 Rock

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Leve13 Leve14 Leve15 Level 6LOCATION ITEM LOCATION tTEI+

LOCATION ITEM LOCATON ITEM

3 . Silver key 5 . 3 Iron rations4 . Cleric scroll of Prayer 7 . Kenku egg

5 . Silver key 11 . Rock5 . Scale mail, Dwarven key 9 . Kenku egg

6. Arrow 12 . Dwarven key11 . Iron rations 10 . Mage scroll of Hold Person, 2 Potions of

10 . Cleric scroll of Cause Light Wounds 15. Arrow12. Iron rations Extra Healing, Wand of Frost

12 . Silver key 16. Rock21 . Cleric scroll of Hold Person 11 . 4 Darts

13 . Arrow 18 . Rock22 . Iron rations 12 . Key

15 . Mage scroll of Detect Magic 20 . Ring (non-magical) 25 . Mage scroll of Haste 16. Kenku egg

16. Red gem, +3 dagger 21 . Arrow 26 . Stone Necklace (portal key) 17. 5 Kenku eggs

20 . Potion of Extra Healing, Potion of Healing 23 . Stone Scepter (portal key) 27 . 6 Rations, stone Medallion (portal key) 18. 2 Kenku eggs

25 . 4 arrows, Potion of Speed, red gem 24 . Arrow 31 . Poison potion 19 . 4 darts

29 . Rock 25 . +3 Ring of Protection 41 . -3 Cursed sling 22 . Dwarven key

35. Mage scroll of fireball 32 . Mace 43 . Key 23 . Dwarven key

40. Spear, leather armor, human bones, 35 . Mace 44 . Leather boots 29 . Rock

long sword 38 . Dwarven key 45 . Ring of Feather Fall 30A. 4 Darts

42 . Rock 47 . Robe, medallion (non-magical) 48 . Plate mail, mage scroll of Invisibility 10' 308 . 4 Darts

45 . Rations 49 . Dwarven key 56 . Rock30C . 4 Darts

49 . Shield 60 . 2 Potions of Cure Poison 58B . Wand of Frost 31 . 4 Darts

53 . Blue gem 61 . 2 Potions of Cure Poison 62 . Rock 32 . Wand of Magic Missiles

55 . Blue gem 72 . Dwarven key, Potion of Healing 64 . Spear, iron rations 34 . Dwarven key

60 . Blue gem79 . Potion of Healing 67 . Cleric scroll of Aid 35 . +1 Dwarven shield

61 . Blue81 . 2 Potions of Cure Poison 68 . Iron rations 36 . Cleric scroll of Cure Serious Wounds, cleric

64 .

gem

Shield, chain mail, arrow82 . +3 Axe called "Drow Cleaver" 70 . Mage scroll of Dispel Magic

scroll of Dispel Magic

65 . 3 iron rations83 . Cleric scroll of Slow poison, mage scroll 83 . Long sword

37 . +3 Mace

of Flame Arrow, Potion of Healing 84 . -3 Cursed axe39 . Ring (non-magical)

71 . Wand of Magic Missiles85 . Dwarven shield, dwarven helmet J . Cleric scroll of Detect Magic

40 . RockV . Rations 42 . Cleric scroll of Flame Blade

W . Potion of Healing 47 . Stone Ring (portal key)

Y . Cleric scroll of Flame Blade 49 . Bracers (non-magical)

Z. Rock

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Levd 7LOCATION her

Levd 8LOCATION hat

5 . Cleric scroll of Slow Poison 5. Ruby key6. Cleric scroll of Create Food 6. Elven bow, mage scroll of Vampiric Touch7. Mage scroll of Fireball 8. Crow key, Red gem11 . Cleric scroll of Bless, necklace (non-magical), 11 . Mages scroll of Shield, jeweled key

iron rations 12 . Crow key12. Arrow 15 . Ruby key13. Ornate shield (non-magical)

23 . Crow key19A. Human bones, holy symbol

28. Scepter of Kingly Might, robe21 . Cleric scroll of Protection from Evil 10', Cleric 30 . Flail

scroll of Remove Paralysis, key31 . -3 Cursed Plate Mail of Great Beauty

24 . 3 Arrows35 . Drow boots

25 . Luckstone Medallion36 . Cleric scroll of Protection from Evil

28 . Arrow47 . Ring of Sustenance

31 . Potion of Healing, Key50 . Mage scroll of Invisibility 10'

39 . +2 Ring of Protection53 . Cleric scroll of Hold Person

44 . Banded armor58 . Ring (non-magical), Medallion (non-magical)

45 . Jeweled key61 . Cleric scroll of Cure Critical Wounds, cleric

47 . 3 Arrowsscroll of Neutralize Poison, cleric scroll of

48 . Ruby key Prayer

50. Mage scroll of Lightning Bolt 67A. Glowing +1 rock51 B . Jeweled key 73 . Wand of Lightning Bolt53. Cleric scroll of Cure Light Wounds 77 . Mage scroll of Ice Storm54 . Drow key 78 . Lockpicks

56. Mage scroll of Fear 82 . Cleric scroll of Raise Dead, Potion of Extra57. Drow key Healing

64 . Useless Wand (non-magical) 86 . +3 Long Sword called "Nightstalker"

66 . Glowing +1 rock

74 . +3 Short Sword called "Slicer"

77 . +3 Elven Bracers of Defense

80 . Ring of Wizardry

Levd 9LOCATION her

Levd IULOCATION her

12 . Crow boots 2. Plate mail

14 . +3 Crow shield 6 . Cleric scroll of Remove Paralysis, cleric scroll

20. Chain mail of Flame Blade

21 . Mage scroll of Invisibility 11 . Poison potion

25. 3 Arrows 12 . Wand of Frost

32 . Crow key 13 . Cleric scroll of Cure Critical Wounds, Cleric

34 . Mage scroll of Stoneskinscroll of Flame Blade

44 . Poison potion14 . Uselesswand (non-magical)

49 . Cleric scroll of Detect Magic26 . Arrow

57 . Human bones, +5 long sword called36 . Human bones, skull key

"Severious", shield, plate mail, helmet, holy 40 . Potion of Giant Strength

symbol, dagger 42 . Ring of Feather Fall

66 . Crow key 43 . Cleric scroll of Neutralize Poison

70 . Potion of Extra Healing 45 . Mage scroll of Cone of Cold

72 . 5 Darts (not always there) 46. Arrow

73 . Cleric scroll of Protection from Evil 10'

74 . Cleric scroll of Cure Serious Wounds, clericLevd Itscroll of Dispel Magic

75 . 5 DartsLocaloN her

79 . Cleric scroll of Raise Dead 10 . Mossy +2 rock

81 . Wand of Fireballs 14 . +3 Banded armor, +4 long sword called

85 . Cleric scroll of Raise Dead"Slasher"

88 . Spear15 . Ring (non-magical)

89 . Mage scroll of Armor23 . Wand of Lightning Bolt

90 . Cleric scroll of Flame Blade27 . Mage scroll of Hold Monster

37 . Luckstone Medallion, cleric scroll ofRaise Dead

40 . Dwarven Healing Potion

41 . Cleric scroll of Cure Serious Wounds

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

48 . Drow key, stone Orb (portal key)

56 . Orb of Power

57 . Crow 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

Page 40: Eye of the Beholder - Cluebook - PC

l eve112LKATim ITEM

13.

Ring (non-magical), Potion of Healing

14.

Skull Key

15.

Necklace (non-magical), Potion of Healing

24.

Wand of Fireballs

28A.

3Orbs 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 Invisibility60 .

Potion of Vitality, Potion of Invisibility

Special Quest BonusesScattered throughout the game areBeholder Special Quest Bonuses! It is notnecessary to complete any of the specialquests to win the game . But for eachspecial quest the party completes, theywill receive items, EXP, and clues tocompleting the game. These items arenot listed in the regular item lists .

There are 12 special quests, one on eachlevel of EYE OF THE BEHOLDER . When theparty completes a special quest, a chimewill sound, and there will be a message .

HintsTo give the party a head start, here areeleven clues to the first eleven BeholderSpecial Quest Bonuses! The clues to thetwelfth special bonus are part of the gameitself . Good luck!

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

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

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

Level 4 : The courteous adventurer leavesthings as they were, but also keeps thedungeon clean .

Level 5 : All adventurers can benefit froma full pantry!

Level b: Those that are scattered belongtogether.

Level 7: Find the three that hold the key.

Level 8: Ancient traps may be turned toyour advantage .

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

Level 10: Replace the treasure with thatwhich the drow treasure .

Level 11 : Those second from the endsmust differ from the rest.