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Advanced
Dungeons & Dragons
computer product
E Y E O F T H E B E H O L D E R
A LEGEND SERIES Fantasy Role-Playing Saga, Vol.1
CLUE BOOK
STRATEGIC SIMULATIONS, INC.
WESTWOOD ASSOCIATES CREDITS
Writers Marc Cram, Michael Legg
Eydie Laramore
Special Thanks to Glenn Sperry
STRATEGIC SIMULATIONS CREDITS
Writers George MacDonald,
Richard Wilson
Support By Glen Cureton, John Kirk
Art, Graphic Design &
Desktop Publishing Louis Saekow Design:
Peter Gascoyne
Pre-press Production Louis Saekow Design:
Kirk Nichols
Printing American Lithographers, Inc.
Strategic Simulations, Inc. reserves the right to make improvements in the
product described in this clue book at anytime and without notice.
Strategic Simulations, Inc. makes no warranties, express or implied, with
respect to this clue book, its quality, merchantability 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 under license 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
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appropriate civil or criminal action at the discretion of the copyright
holder(s).
TABLE OF CONTENTS
Introduction.............................................................
STORY BACKGROUND.........................................................
STRATEGY.................................................................
The Characters.......................................................
The Party............................................................
Combat Mechanics.....................................................
Attacking............................................................
Tactics..............................................................
Ability Scores and Other Characteristics.............................
Weapons and Armor....................................................
Spells...............................................................
Non-Player Characters................................................
Monsters.............................................................
Solving Puzzles......................................................
MAPS.....................................................................
Level 1 - Upper Sewer Level..........................................
Level 2 - Middle Sewer Level.........................................
Level 3 - Lower Sewer Level..........................................
Level 4 - Upper Level Dwarven Ruins..................................
Level 5 - Dwarven Ruins and Camp.....................................
Level 6 - Bottom Level of Dwarven Ruins..............................
Level 7 - Upper Reaches of the Drow..................................
Level 8 - Drow Outcasts..............................................
Level 9 - Lower Reaches of the Drow..................................
Level 10 - Xanathar's Outer Sanctum, Mantis Hive.....................
Level 11 - Xanathar's Outer Sanctum, Lower Reaches...................
Level 12 - Xanathar's Inner Sanctum..................................
HINTS....................................................................
Level 1 - Upper Sewer Level..........................................
Level 2 - Middle Sewer Level.........................................
Level 3 - Lower Sewer Level..........................................
Level 4 - Upper Level Dwarven Ruins..................................
Level 5 - Dwarven Ruins and Camp.....................................
Level 6 - Bottom Level of Dwarven Ruins..............................
Level 7 - Upper Reaches of the Drow..................................
Level 8 - Drow Outcasts..............................................
Level 9 - Lower Reaches of the Drow..................................
Level 10 - Xanathar's Outer Sanctum, Mantis Hive.....................
Level 11 - Xanathar's Outer Sanctum, Lower Reaches...................
Level 12 - Xanathar's Inner Sanctum..................................
Solutions................................................................
Level 1 - Upper Sewer Level..........................................
Level 2 - Middle Sewer Level.........................................
Level 3 - Lower Sewer Level..........................................
Level 4 - Upper Level Dwarven Ruins..................................
Level 5 - Dwarven Ruins and Camp.....................................
Level 6 - Bottom Level of Dwarven Ruins..............................
Level 7 - Upper Reaches of the Drow..................................
Level 8 - Drow Outcasts..............................................
Level 9 - Lower Reaches of the Drow..................................
Level 10 - Xanathar's Outer Sanctum, Mantis Hive.....................
Level 11 - Xanathar's Outer Sanctum, Lower Reaches...................
Level 12 - Xanathar's Inner Sanctum..................................
Portals..............................................................
TREASURE GUIDE...........................................................
Items By Level.......................................................
Special Quest Bonuses................................................
INTRODUCTION
EYE OF THE BEHOLDER is Strategic Simulaions, Inc.'s first ADVANCED DUNGEONS
& DRAGONS (R) Legend Series fantasy role playing saga. In this game, the
characters are hired by the Lords of Waterdeep to discover the source of an
evil presence in the sewers beneath the city. The party must explore the
sewers, avoid traps, and battle monsters to discover the source of the
evil.
EYE OF THE BEHOLDER (EOB) is different from previous AD&D (R) computer role
playing games. EOB is based on the AD&D 2nd Edition rules. It is a real
time game, where exploration, puzzle solving, and combat all happen
continuously in the 3D window. EOB also requires more exploration and
puzzle solving than previous AD&D computer role playing games.
Because EYE OF THE BEHOLDER is a new kind of AD&D computer role playing
game, this clue book is organized in a new way. The Strategy section
contains advice on playing EOB effectively, including how to select a
party, fight combat, best use spells, choose NPC companions, and defeat
specific monsters. The Maps section contains the maps to all of the various
levels in the game, but contains no hints or solutions to the puzzles. The
Hints sections contains dues to the solution of many of the puzzles in EOB,
but it does not contain the complete answers or the locations of the
monsters. The Solutions section contains step by step solutions to the
puzzles, locations of the monsters, and a road map of the magic portals in
the game. The Treasure section contains lists of the treasures in all of
the various levels of the game.
This clue book acts as a player's guide to EYE OF THE BEHOLDER. A player
can get as little or as much help as he likes. A player who wants to play
the game effectively, but who wants to explore the game for himself can
read the Strategy section and ignore the rest. A player who wants to play
the game but who doesn't want to draw maps can use the Maps section and
ignore the Hints and Solutions sections. A player who wants a push in the
right direction when confronted by a difficult puzzle can check out the
Hints section. And, the player who wants to see everything in the game can
use the Solutions and Treasure sections so that he won't miss a thing.
This clue book assumes that you have read the EYE OF THE BEHOLDER Rule Book
and Data Card that came with your game. If you have any questions about how
to do a specific action, check the Rule Book. If you have any questions
about the installation or interface, check your Data Card.
Armed with all of this knowledge you are sure to be successful in your
quest.
STORY BACKGROUND
Dear Adventurers,
It is my sincere hope that you receive this package before you begin your
quest into the sewers beneath Waterdeep. This package contains notes found
on a drow spy that could help you on your journey.
The spy was captured two nights ago by Oltec, Captain of the Guard. Under
interrogation, the drow revealed a disturbing plan. He claimed to be
working for a being named Xanathar. The spy claimed that Xanathar is an
evil crime lord that inhabits the deepest part of the sewer system.
Supposedly, Xanathar magically teleported this drow into the city to spy
into the city to spy on the Lords of Waterdeep. Xanathar did not have the
capability to teleport the spy back into his underworld and so gave the spy
this package of information to make the trip back underground safer.
This package includes a map of some of the tunnels and caverns beneath
Waterdeep. It also includes several sets of notes that point out traps and
monsters to be avoided and items that might be useful on the trek.
Use the information in this package wisely. It may be the advantage you
need to defeat this wretched villain, Xanathar.
Your trusted friend,
KHELBEN
STRATEGY
Many elements make up the strategies the party will use in EYE OF THE
BEHOLDER. These elements include: the characters that make up the party,
the mechanics and tactics of combat, the equipment and spells used by the
party, the NPCs that support the party, the monsters the party fights, and
the techniques used to solve puzzles.
The Characters
There are many strategies for putting together an effective party of
characters. Certain combinations of character classess and race are more
effective than others.
Single-Class vs. Multi-Class
Non-human characters can be multi-classed characters, but that does not
mean that they must be multi-class characters. Single-class characters have
a number of advantages over multi-classed characters with the same amount
of EXP.
Single-class fighters have several advantages. With the same amount of EXP,
they will average many more HP and have a better chance to hit than
multi-class fighter combinations.
Single-class clerics and mages will gain higher level spells much sooner
than multi-class cleric or mage combinations. Spell casters become much
more useful when they reach 5th level and can cast the 3rd level spells
Fireball and Create Food.
Characters can more effectively specialize in EOB than in other AD&D
computer role playing games. With careful play, rear rank characters will
seldom get into melee combat. This makes a single-class mage a viable
character by reducing the effect of his limited abilities im melee. Also,
the real time nature of EOB means that a character can only do one thing at
a time, a character's ability to do many different things is often not as
important as the ability to do one thing very well.
The advantages of multi-class characters are obvious, they combine the
abilities of several different classes of character in one. Thus, a
fighter/mage can both melee effectively and castr spells, though he can do
neither as well as a single-class fighter or mage with the same amount of
EXP. Multi-classed characters are often useful to add an additional
capability to a party, such as thieving skills or additional clerical
healing spells.
Racial Advantages
Because of the monsters and situations in EOB, certain race/class
combinations are very effective. The following are some specific types of
characters and their advantages.
Dwarven Fighter: A dwarven fighter with a high constitution has a high
resistance to poison, which makes it much easier to fight giant spiders. A
dwarf fighter can also have a Constitution of 19, which can further
increase his HP. A dwarf also allows the party to read the writing on the
wall in the dwarvish levels of the game.
Human Paladin: Only humans can be paladins. Paladins can fight as well as
any fighter, plus they have the ability to heal by laying on hands and,
they have the ability to cast some low level clerical healing spells when
they reach ninth level.
Elven Mage: A single-class mage gains levels swiftly and will quickly gain
the ability to cast useful spells like Fireball. An elven mage with a high
dexterity has a high AC, which makes it easier to survive stray thrown
weapons. As a mage, an elf's maximum constitution of 17 does not limit his
HP and his maximum dexterity of 19 can increase his AC, a high dexterity is
essential to a mage. An elf also allows the party to read the writings on
the wall in the drow levels of the game.
Human, Half Elven, or Elven Cleric: A single-class cleric swiftly gains
levels and the ability to cast useful spells like Create Food. Humans, Half
Elves and Elves can all have a maximum wisdom of 18 (thus gaining the
maximum bonus spells) and have no level restrictions in this game.
Half Elven Fighter/Mage/Cleric: This is the character with the most diverse
talents in the game. This character can use almost every item in the game
(excluding lockpicks), and has a limited ability to fight, can cast
offensive spells, and heal. Unfortunately, a half elven fighter/mage/cleric
will go up levels extremely slowly, and will have very few HP for most of
the game.
Elven Fighter/Mage/Thief: The thiefly counterpart to the half elven jack of
all trades listed before. This character can use literally every item in
the game and can pick locks as well. Unfortunately, an elven
fighter/mage/thief will also go up levels extremely slowly, and will have
very few HP for most of the game.
Gnome Cleric/Thief: A gnomish cleric/thief makes a good character to fill
out a party that already has a single-class cleric. The cleric/thief gives
the party additional clerical healing spells plus the thieving ability of
picking locks.
The Party
A party should include a good mix of classes and races to deal with the
many horrors in EOB. The player will need to decide upon his overall party
strategy before making the characters in his party.
In general, a party should have at least two characters who can fight well
for the front rank, a character who can cast mage spells, and at least one
character who can cast clerical healing spells.
Fighters
The party has many choices for the two front rank characters who can fight
well. Most races make reasonable fighters, and fighter, paladin, and ranger
class characters can all fight well. Even single-class cleric and dual
class fighter/cleric characters can be effective front rank characters in
the beginning levels of the game. Also, most of the NPC characters the
party meets later in the game can fight well and could be used in the front
rank.
Spell Casters
The choice of the various spell casters is also important to the strategy
of the party. One character who can cast mage spells is normally sufficient
for most parties. Mages must find their higher level spells on scrolls, the
supply of scrolls is limited, so it not efficient to divide those spells
among several mages in a party.
It is often useful to have two characters who can cast clerical healing
spells. It is important not to get caught after a battle without a
conscious cleric. A conscious cleric with a few Cure Light Wounds spells
can heal as many HP in hours, as a party without a conscious cleric could
heal in many days of rest.
Party Makeup
One strategy is to create a party of specialists who go up in levels with
the fewest number of EXP. This party works well so long as the warriors in
the front rank never let the spell casters in the rear rank get into melee.
Specialist Party: Dwarven Fighter, Human Paladin, Elven Mage, and Half
Elven Cleric
Another strategy is to create a party of generalists who are multi-classed
characters. This party should always have some character with the
appropriate skill for a situation. But, such a diverse party will take a
lot of EXP to get to higher levels.
Generalist Party: Dwarven Fighter/Thief, Half Elven Fighter/Cleric, Elven
Fighter/Mage, Half Elven Cleric/Mage
A further strategy is to have a mixed party with specialist warriors in the
front rank and generalist spell casters in the rear rank. This strategy
makes sure that the fighters gain levels (and HP) as quickly as possible,
but that the spell casters will have a wide variety of spells available.
Mixed Party: Dwarven Fighter, Human Paladin, Half Elven Cleric/Mage, Gnome
Cleric/Thief.
Combat Mechanics
Understanding the combat mechanics used in EYE OF THE BEHOLDER allows the
party to use the most effective weapons and tactics in different
situations. Each character's ability in combat is defined by his AC, THAC0,
and damage.
AC
A character or monster's difficulty to be hit is represented by his Armor
Class or AC. The lower the target's AC, the harder it is to hit the target.
AC is based on armor and a dexterity bonus. Some magic items also help a
character's AC.
THAC0
A character's THAC0 represents his ability to hit enemies. THAC0 stands
for To Hit Armor Class 0. This is the number a character must 'roll'
equal to or greater than to do damage on a target with an AC of 0. The
lower the attacker's THAC0, the better his chance to hit the
target. A character's THAC0 is based on his class and level.
Note: the generation of a random number is often referred to as a 'roll'.
In determining if an attack hit, the number generated is from 1 through 20.
The base roll is modified by the character's ability scores and any magic
weapons.
An attack is successful if the roll is greater than or equal to the
attacker's THAC0 minus the target's AC.
Example: A fighter with a THAC0 of 15 attacking a monster with an AC of 3
would need to roll: (THAC0=15)-(AC=3) = 12+. But to hit a monster with an
AC of -2 he would need to roll: (THAC0=15)-(AC=-2)=17+.
Damage
When a hit is scored, the attacker does damage. Damage is the range of HP
loss the attacker inflicts when he hits an opponent in combat, and it
depends on the attacker's strength and weapon type. The damage each weapon
can do is summarized in the Weapons List.
Some monsters take only partial or no damage from certain weapon types.
Skeleton, for example, take only half damage from sharp or edged weapons.
Attacking
Characters generally engage in melee combat, which is face-to-face fighting
with weapons such as swords and maces. Characters also have other options,
such as casting spells and ranged combat, with bows and slings.
In general, a character attacks the enemy in the front rank on his side of
the screen. when there only one enemy left in battle, it moves to the
center of the square and characters from both sides can attack it.
Combat Strategies
To succeed in combat, a skilled player deploys his party well, casts
effective spells before and during combat, maneuvers his characters into
advantageous positions, and attacks using his most powerful characters and
weapons.
Deploying the Party
Keep the heavily-armored fighters in the front rank and the vulnerable
mages and thieves in the rear ranks.
Equipping the Party
Equip characters in the front rank with the most powerful melee weapons you
can find. See the Weapons Table to see how much damage each type of melee
weapon can do. As soon as you find enough weapons, warriors should carry a
one handed weapon in their primary hand and a short sword in their
secondary hand.
Equip characters in the rear ranks with the most powerful ranged weapons
you can find. See the Weapons Table to see how much damage each type of
ranged weapon can do. Spell casters should have their holy symbols and
spell books in-hand, ready to cast spells.
Characters who use thrown weapons should carry weapons both in-hand and in
their belt pouch for quick reloading. Front rank characters who use thrown
weapons may wish to carry a shield or short sword at the top of their belt
pouch. This shield or short sword will be readied automatically after they
attack with the last of their thrown weapons.
Be sure to recover your ranged weapons after each battle and to collect all
of the ranged weapons you can find. Ranged weapons get used up quickly in
battle, and they may have special uses later in the game.
Wounded Characters
Characters who are seriously wounded should be moved out of the front rank
if possible. It is much easier to heal a wounded character than it is to
bring a dead character back to life.
Moving and Fighting
If you are exploring an area, move with the compass on the screen to
facilitate mapping. If you are moving through an explored area, move with a
spell menu on the screen and an attack spell showing. Always move with the
Adventure Screen up, you can't fight from the Equipment or Character
Screens.
With both the adventure screen and spell menu up you are prepared for
battle. Prepare for battle before you open any door, climb or descend
stairs, or push a button that could open a door or secret wall. Monsters
often lurk behind closed doors or secret walls, and monsters are always
ready for combat.
Remember that you can move and fight at the same time. You can move
backwards to dodge an enemy melee attack. You can move side-ways to dodge
an enemy ranged attack. You can even run away and close a door behind you
to get away from a particularly nasty fight.
Fighting from the Keyboard
Fighting from the keyboard takes a little more planning than fighting with
a mouse. To fight effectively, quickly choose the item you want to attack
with and press the U key to Use it.
There are two ways to move the item highlight and choose the item you want
to attack with: the A, S, W and Z, item cursor keys, and the F1-F6
character selection keys. The party's equipment should be set up to take
maximum advantage of the way you move the item highlite.
If you use the A, S, W and Z, item cursor keys to move the item highlight,
place the six weapons the party uses most in the primary and secondary
hands of the front rank characters and in the primary hands of the first
two rear rank characters. Before a battle, start the item highlight on the
primary hand of the character in the upper right hand corner. Practice
quickly moving the item highlight in a circle through these six items,
Using each item in turn. By the time the cursor gets back to the first
item, that item should be ready to Use again.
If you use the F1-F6 character selection keys to move the item highlight,
place the four to six weapons the party uses most in the primary hands of
each of the characters. Before a battle, start the item highlight on the
primary hand of the character in the upper right hand corner. Practice
using the F1-F6 keys to quickly moving the item highlight in a circle
through these four to six items, Using each item in turn. By the time the
cursor gets back to the first item, that item should be ready to Use again.
Once you can move the item highlight and use weapons quickly, add moving
and casting mage spells to the combat rhythm. In general, if the combat
situation requires that the party move, then interrupt your combat
rhythm and move! To cast spells effectively in combat, take the
first spare instant to Use a mage's spell book and open the
spell menu. Resume attacking with weapons until you have another spare
instant, the choose the spell level, the spell within that level, and
the cast the spell. You can eliminate choosing the spell within a
level if you memorize only the attack spells Magic Missile, Melf's
Acid Arrow, Fireball, Ice Storm, and Cone of Cold.
With a little planning and practice, you can fight as effectively with the
keyboard as you can with the mouse. While the party's attacks may sacrifice
some flexibility, they will gain in consistency and rhythm.
Tactics
The monsters on the first several levels are each designed to require a
different combat strategy for maximum effectiveness. The player should try
to learn different combat strategies to fight each type of monster most
effectively.
Level 1
The monsters on level 1 do not have special abilities or weaknesses. It
only requires that the party learn to melee effectively to survive.
Level 2
The monsters on level 2 are undead. The party should learn that these
monsters can be turned by a cleric who has his holy symbol ready and
in-hand.
Level 3
The kuo-toa have ranged attacks. The party should learn to dodge the ranged
attacks before closing with the monster to melee.
Levels 4 & 5
The giant spiders have a poisonous bite. The party should learn 'shoot and
scoot' tactics to keep out of melee. These tactics consist of learning to
move backwards while attacking with ranged weapons and spells.
Level 6
The kenku have multiple ranged attacks, travels in groups, and can surround
a slow moving party. The party should learn to keep dodging until the flock
has expended all of its ranged attacks. The party also needs to learn to
use area effect damage spells, like Fireball, to clear out the flocks
quickly and to move swiftly so as not to get trapped in a corridor with
foes both in front and behind.
There is a wizard on level 6 that has many area effect spells. Here the
party needs to learn 'hit and run' tactics. These tactics are to dodge back
around a corner, strike at their foe as he presents his flank, and then
dodge back againg as he turns to face the party. The object of this tactic
is to always avoid the enemy's devastating fire power.
Level 7
The drow have weapons coated with a paralyzing poison and have a significant
resistance to magic. The party should learn to rely on missile fire and
maneuver, instead of magic and melee, to defeat their foes.
Once the party has learned all of this tactics, they have a chance against
any of the monsters in the game. All the party has to do then is decide
which tactic is most effective in each situation.
ABILITY SCORES AND OTHER CHARACTERISTICS
Strength
The Strength Chart lists the modifiers to melee his probability and the
damage adjustment based on the character's Strength.
Strength Chart
Ability Score Melee Hit Probability Damage Adjustment
3 -3 -1
4-5 -2 -1
6-7 -1 none
8-15 normal none
16 normal +1
17 +1 +1
18 +1 +2
18/01-50* +1 +3
18/51-75* +2 +3
18/76-90* +2 +4
18/91-99* +2 +5
18/00* +3 +6
19# +3 +7
20# +3 +8
21# +4 +9
22# +4 +10
* These bonuses are available only to fighters, paladins, and rangers.
# These scores are only possible in this game through magic.
Dexterity
The Dexterity Chart lists the modifiers to missile hit probability and the
AC adjustment based on the character's Dexterity.
Dexterity Chart
Ability Score Melee Hit Probability AC Adjustment
3 -3 +4
4 -2 +3
5 -1 +2
6 0 +1
7-14 0 0
15 0 -1
16 +1 -2
17 +2 -3
18 +2 -4
19 +3 -4
Constitution
The Constitution Chart lists the Hit Point Adjustment that a character gets
every level.
Constitution Chart
Ability Score Hit Point Adjustment
3 -2
4-6 -1
7-14 0
15 +1
16 +2
17 +2(+3)*
18 +2(+4)*
19 +2(+5)*
* These bonuses are available only to fighters, paladins, and rangers; for
all other classes the maximum hit point adjustment for constitution is +2.
THAC0
THAC0 is not an ability score, but it is an important characteristic. The
THAC0 Chart lists a character's base THAC0 for his class and level.
THAC0 Chart
Character Level
Class 1 2 3 4 5 6 7 8 9 10 11
Cleric 20 20 20 18 18 18 16 16 16 14 14
Fighter 20 19 18 17 16 15 14 13 12 11 10
Mage 20 20 20 19 19 19 18 18 18 17 17
Paladin 20 19 18 17 16 15 14 13 12 11 10
Ranger 20 19 18 17 16 15 14 13 12 11 10
WEAPONS AND ARMOR
Weapons
Weapons are divided into 3 classes: melee, thrown, and fired. Melee weapons
are used only in close combat, while thrown and fired weapons are used at
range. Characters in the front rank can use melee and ranged weapons.
Characters in the rear ranks can only use ranged weapons. Note the Classes
sections starting on page 23 in the rules that limit some character classes
to certain weapons.
The Weapons Chart lists the weapons with their range of hit point damage
versus small, medium, and large-sized creatures. The damage done by a melee
weapons is adjusted by the attacking character's strength and any magical
bonus the weapon may have.
Weapons Chart
Damage vs. Small & Medium Damage vs. Large
Melee Weapons:
Staff* 1-6 1-6
Mace 2-7 1-6
Short Sword 1-6 1-8
Flail 2-7 2-8
Axe 1-8 1-8
Long Sword 1-8 1-12
Halberd* 1-10 2-12
Thrown Weapons:
Rock 1-2 1-2
Dart 1-3 1-2
Dagger 1-4 1-3
Spear 1-6 1-8
Ranged Weapons:
Sling & Rocks* 1-4 1-4
Bow & Arrows* 1-6 1-6
* These two-handed weapons must be used from the primary hand
Armor
Armor provides a character a base AC. The lower the character's AC, the
harder it is for an attack to hit. AC is based on the character's armor and
his dexterity bonus. Some magic items also help a character's AC.
Note the Classes sections starting on page 23 in the rules that limit some
character classes to certain types of armor. The Armor Chart lists the
types of armor in EOB and the base AC they provide a character.
Armor Chart
Armor Type Base AC
Robe 10
Shield* 9
Leather Armor 8
Scale Mail 7
Chain Mail 6
Banded Armor 4
Plate Mail 3
* A shield subtracts 1 AC from any armor it is used with.
Boots, helmets, and non-magical bracers may look like armor, but they do
not modify a character's AC. They can safely be left as weights on pressure
plates. Magical bracers, however, can modify a character's AC.
Spells
Spells are an important part of a party's capabilities. The spells that the
party's spell casters memorize will have an important effect on the party's
tactics.
In the following section, the spells have been divided into types:
Offensive Spells, Defensive Spells, and Other Spells. There are specific
hints on when each type of spell is most effective. Spells that are
available only to clerics are marked with an *.
Offensive Spells
Burning Hands, *Cause Light Wounds, Shocking Grasp, *Flame Blade, Vampiric
Touch, *Cause Serious Wounds and *Cause Critical Wounds: These are hand to
hand magical attacks. The spell caster must be in the front rank to attack
with them. Because of the time it takes to cast these spells and the
vulnerability of many spell casters, they are normally the offensive spells
of last resort.
Magic Missile, Melf's Acid Arrow and Flame Arrow: These are ranged magical
attacks that affect only one monster at a time. They allow the spell caster
to attack from the safety of the rear ranks. They are the favorite offensive
spells of lower level mages.
Hold Person, Fireball, Lightning Bolt, Fear, Ice Storm, Cone of Cold,
*Flame Strike and Hold Monster: These are ranged magical attacks that can
affect several monsters in an area. Because of the damage they can do, they
are often the preferred offensive spells of higher level spell casters.
These area effect spells are especially effective when fighting many
monsters. Look closely at the area of effect of the various spells. The
spells that affect several squares are more effective against monsters that
cannot attack in groups. The spells that effect a single square are most
effective against monsters that attack in groups.
Two of these spells take special care when they are used. If the target of
an Ice Storm spell is within melee range of the party, the party will also
take damage from the spell. The Hold Person spell only affects kobolds,
dwarves, and drow.
Defensive Spells
Armor, *Protection from Evil, Shield, *Magical Vestment, *Protection from
Evil 10' Radius, and Stoneskin: These spells mainly provide protection
against physical attacks. Cast these spells on your front rank characters
just before dangerous battle. Stoneskin is often the preferred physical
defensive spell of higher level spell casters.
*Bless and *Prayer: These spells mainly provide protection against magical
attacks. Cast these spells on your front rank characters just before
dangerous battles.
Healing Spells
*Cure Light Wounds, *Aid, *Cure Serious Wounds, and *Cure Critical Wounds:
These spells replace a character's lost HP. The Aid spell can increase a
character's HP over his normal maximum value, but only increases HP
temporally. Cleric class characters should always have a few Cure Light
Wounds spells memorized to quickly heal the party while resting.
*Slow Poison, *Remove Paralysis, *Neutralize Poison: These spells slow or
remove the effects of poison or paralysis. Keep a number of these spells
memorized whenever the party is anywhere near a monster who can poison or
paralyze the party.
*Raise Dead: This spell will bring a character back from the dead. Keep one
of these spells memorized once your cleric gets to a high enough level.
Other Spells
Detect Magic: This spell is very useful in evaluating the items the party
picks up during the game. The spell causes all magical items carried by the
party to glow blue.
Invisibility and Invisibility 10' Radius: Invisibility is a useful defense
for a character in the rear ranks who avoid attacking. Invisibility 10'
Radius is useful to hide the entire party from mystic sensors and prying
eyes.
Even when the party is invisible, most monsters will sense the party's
general location, though the monsters get big penalties on attacks against
invisible targets.
*Create Food & Water: This spell is very useful in the lower levels of the
dungeon where food is scarce. Be sure to memorize this spell before the
party begins starving not after!
Haste: This spell is especially useful when fighting monsters who are very
fast. The Haste spell allows a party to make melee attacks much faster.
Cast this spell on your party just before dangerous battles.
NON-PLAYER CHARACTERS
There are nine non-player characters that can join the party throughout the
adventure. Some are found as bones that can be resurrected.
The NPC list show the character's class, alignment, race/gender, ability
scores, and maximum hit points. The list also shows the location where you
find the NPC, his initial status, and any equipment the NPC has on-hand or
nearby.
Tod Uphill
Class: Level 5 Thief
Alignment: Chaotic-Neutral
Race/Gender: Halfling Male
Ability Scores: Str.: 17 Int.: 11
Wis.: 14 Dex.: 19
Con.: 18 Cha.: 16
Hit Points: 32
Location: Level 1, location 2
Status: Dead (bones)
Equipment: Lockpicks
Anya
Class: Level 4 Fighter
Alignment: Chaotic-Good
Race/Gender: Human Female
Ability Scores: Str.: 18/59 Int.: 5
Wis.: 11 Dex.: 14
Con.: 16 Cha.: 9
Hit Points: 45
Location: Level 3, location 40
Status: Dead (bones)
Equipment: Leather Armor, Long Sword, Spear
Taghor
Class: Level 5 Fighter
Alignment: Chaotic-Good
Race/Gender: Dwarf Male
Ability Scores: Str.: 17 Int.: 11
Wis.: 15 Dex.: 15
Con.: 19 Cha.: 9
Hit Points: 45
Location: Level 4, location 39
Status: Injured
Equipment: Dwarf Helmet, Chain Mail, Axe
Dorhum
Class: Level 3 Fighter
Alignment: Lawful-Good
Race/Gender: Dwarf Male
Ability Scores: Str.: 18/29 Int.: 13
Wis.: 11 Dex.: 16
Con.: 17 Cha.: 14
Hit Points: 28
Location: Level 5, location 27
Status: Okay
Equipment: Dwarf Helmet, Chain Mail, Axe, 2 Rations,
Potion of Healing
Ileria
Class: Level 6 Cleric
Alignment: Lawful-Good
Race/Gender: Half Elf Female
Ability Scores: Str.: 10 Int.: 12
Wis.: 9 Dex.: 15
Con.: 17 Cha.: 17
Hit Points: 52
Location: Level 7, location 19A
Status: Dead (bones)
Equipment: Holy Symbol
Beohram
Class: Level 7 Fighter
Alignment: Lawful-Good
Race/Gender: Human Male
Ability Scores: Str.: 17 Int.: 9
Wis.: 15 Dex.: 13
Con.: 18 Cha.: 17
Hit Points: 55
Location: Level 9, location 57
Status: Dead (bones)
Equipment: Helmet, Holy Symbol, Plate Mail, +5 Long Sword
called "Severious", Shield, Dagger
Keirgar
Class: Level 5 Fighter
Alignment: Newtral-Good
Race/Gender: Dwarf Male
Ability Scores: Str.: 18/92 Int.: 15
Wis.: 15 Dex.: 12
Con.: 19 Cha.: 17
Hit Points: 45
Location: Level 10, location 15
Status: Injured (captive)
Equipment: None
Tyrra
Class: Level 6 Ranger
Alignment: Chaotic-Good
Race/Gender: Elf Male
Ability Scores: Str.: 16 Int.: 14
Wis.: 16 Dex.: 18
Con.: 17 Cha.: 7
Hit Points: 45
Location: Level 10, location 36
Status: Dead (bones)
Equipment: Skull Key
Kirath
Class: Level 7 Mage
Alignment: Neutral
Race/Gender: Half-Elf Male
Ability Scores: Str.: 11 Int.: 17
Wis.: 13 Dex.: 18
Con.: 8 Cha.: 12
Hit Points: 21
Location: Level 11, location 60
Status: Dead (bones)
Equipment: +2 Bracers of Defense, +5 Dagger, +2 Ring of
Protection, Robe +5, Spell Book
MONSTERS
Level 1
Kobold: These creatures are weak alone, but they can be dangerous when they
attack in packs. All types of weapons are effective against these
creatures. The clerical spell Hold Person is especially effective against
Kobolds.
Leech, Giant: These creatures are slow and can only attack one a time, but
they are much tougher than kobolds and can do a lot more damage when they
hit. All types of weapons are effective against these creatures, but a
novice party might want to keep their distance and attack leeches with
ranged weapons and spells.
Level 2
Skeleton: These creatures attack quickly and can pack together to attack as
a mob. The best defense against a group of skeletons is to turn them by
readying the holy symbol of the party's highest level cleric. Skeletons
take half damage from piercing and slashing weapons like swords and
daggers.
Zombie: These creatures attack more slowly than skeletons but they too can
pack together to attack as a mob. All types of weapons are effective
against zombies, but the best defense against a group of zombies is to turn
them by readying the holy symbol of the party's highest level cleric.
Level 3
Kuo-Toa: These creatures are slow and can only attack one a time, but they
can throw lightning bolts at range. When you spot a kuo-toa, sidestep its
initial lightning bolt, then rush in and kill it in melee before the
creature can get another lightning bolt off. All types of weapons are
effective against these creatures.
Flind: These creatures can only attack one at a time, but are fast and can
do a lot of damage. They have a fondness for ambushes, so be ready for
battle as you open doors, turn corners, and move through areas they
inhabit. All types of weapons are effective against these creatures.
Levels 4 & 5
Spider, Giant: These creatures are extremely dangerous due to the lethal
poison in their bite. These creatures can only attack one at a time, but
are quick and takes several hits to kill.
The best strategy when fighting a spider is to retreat and engage the
spider with ranged weapons and spells. Dwarves with high constitution
scores are resistant to poison and should be in the front rank in case the
spider catches the retreating party. After each battle, be sure to quickly
pick up your ranged weapon ammo and keep an eye out for other spiders.
Your cleric plays an important role in the party's survival after a
character is poisoned. If a character is poisoned, its is best to cast a
Slow Poison spell on them and look for a Potion of Cure Poison, or a
friendly NPC cleric with a Neutralize Poison Spell.
Level 6
Kenku: These creatures can pack together to attack as a group and can throw
two Magic Missile spells at a range before they close to melee. When you
spot a flock of kenku, sidestep until they have expended their Magic
Missile spells. All types of weapons are effective against these creatures,
but area effect spell like Fireball are the most effective way to break up
their groups.
There is an entire community of kenku on level 6. Groups of them will
continue to attack the party as long as they are on level 6. Be careful not
to get surrounded, and move swiftly through the level to complete your
objectives before too many of the kenku are alerted.
Level 7
Drow Elf: Most drow, outside of the area covered in EYE OF THE BEHOLDER,
kill strangers on sight. The drow elf community in EOB has a pact with
Xanathar and are used to dealing with non-drow. They may even be willing to
bargain with wandering adventurers.
The drow can pack together to attack as a group and have a high resistance
to spells. In melee, they attack with long swords coated with a short-term
paralyzing poison. Use the party's maneuverability to stay out of melee
with the drow and use ranged weapon attacks against them as long as you
can.
Skeletal Lord: These creatures are an elite force of evil warriors created
from the bones of fallen heroes. They can attack quickly, are very tough,
and can pack together to attack as a group. The best defense against a
group of skeletons is to turn them by readying the holy symbol of the
party's highest level cleric. Skeletal lords take half damage from piercing
and slashing weapons like swords and daggers.
Level 8
Drider: These creatures have powerful melee attacks, a high resistance to
spells, and are armed with two spears that they used as ranged attacks.
When you spot a drider, sidestep until he has expended his spears and then
engage with ranged and melee weapons. All types of weapons are effective
against these creatures, but most spells are ineffective.
Hell Hound: These creatures attack with a powerful bite and by breathing
fire. They are resistant to some spells. They often attack in packs, but
keep sufficiently spread out to avoid area effect spells. Maneuver to keep
from being surrounded. All types of weapons are effective against these
creatures.
Level 9
Displacer Beast: These creatures have powerful melee attacks and have the
power to 'displace' their image up to three feet from their actual
location. Because of this ability, displacer beasts are difficult to hit
with melee and ranged weapons, so it is best to engage them with spells.
Rust Monster: These creatures have an insatiable appetite for all metal.
When you encounter a rust monster, immediately move characters without
metal armor to the front rank and keep retreating to protect the party's
metal equipment. While retreating, engage the rust monster with ranged
weapons and spells.
Level 10
Mantis Warrior: These creatures are extremely fast and carry two weapons, a
thrown dagger and a halberd for melee attacks. The halberd is coated with
the mantis warrior's paralyzing saliva. When you spot a mantis warrior,
sidestep until he has expended his dagger, retreat to keep out of melee,
and engage with ranged spells.
Level 11
Mind Flayer: These creatures are almost completely resistant to magic and
their invisible psionic attack can paralyze the entire party. When a mind
flayer turns to face the party, sidestep quickly to avoid its psionic
attack. Retreat around corners and engage the mind flayer on its flank with
ranged and melee weapons. All types of weapons are effective against these
creatures.
Xorn: These creatures are slow and tough, do a lot of damage when they hit,
and are resistant to some spells. Engage the xorn by closing to melee,
attacking, and then retreating before the xorn can execute its own powerful
attack.
Level 12
Golem, Stone: Xanathar's stone golems are less powerful than classical
golems because they are built using short cuts and non-traditional
materials. Still, these monsters are extremely tough, do a lot of damage
when they hit, and are resistant to most spells in the game. Engage a golem
by closing to melee, attacking, and then retreating before it can execute
its powerful melee attack.
Beholder: Xanathar the beholder has been watching your party since you
accepted the Lord's commission and knows what you are capable of doing.
Defeating him will not be an easy task!
Beholders are almost completely resistant to magic because of the
anti-magic effects of their central eye. A beholder has ranged attacks,
that can devastate the entire party. To defeat the beholder, use the
tactics that have worked against other monsters, and remember the clues
that you have received throughout the game.
SOLVING PUZZLES
Solving puzzles is an important part of completing EYE OF THE BEHOLDER. The
following are some ideas to use while trying to solve puzzles. If you are
having trouble with a specific puzzle, you can get additional help in the
Hints section. If you are still stumped, you can check out the answer to
the puzzle in the Solutions section.
Keep Track of Buttons & Levers
Some puzzles are activated in one part of the dungeon and executed in
another part. Record the position of any button or lever that has no
obvious function. If you can't seem to get through an area, go back and
change these buttons or levers one at a time to see if they make it any
easier to get through.
Look For Writing On The Wall
If you can't seem to get through an area, look for writing on the walls in
this area. Often, writing on a side wall is difficult to spot. Some writing
may only be read if the party has a character of a specific race.
Look For Hidden Buttons On The Walls
Always check the walls for secret and hidden buttons and bricks. Moving
sideways down a wall will often make hidden buttons easier to spot.
Keep Your Eye On The Compass
Watch the compass as the party moves. There are a number of traps that
change the party's facing. Teleporters often reveal themselves when the
party's facing changes.
Leave a Trail of 'Bread Crumbs'
If you suspect the party is being teleported when moving through an area,
throw an item past the suspected teleporter. Watch the item as you move
through the area. The item will 'disappear' when the party teleports.
Save the Game
Save the game anytime you think that something could happen that would hurt
the party. Save the game at the beginning of each level. If a puzzle is
difficult to solve, save the game and then try different solutions. If the
monsters are attacking the party thick and fast, save the game and try
different strategies. If things are getting really tough, save before
opening doors.
Go on
When all else fails, go on with the game. The party does not have to open
every door, fight every monster, and obtain every item to win the game.
Mark down any areas that the party bypasses. If the party gets stumped in a
later area, or needs an item to go on, come back and try the puzzle again.
M A P S
-------
Level 1 -- Upper Sewer Level
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Level 5 - Dwarven Ruins and Camp
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Level 6 - Bottom Level of Dwarven Ruins
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== Door ВВ Illusionary or Moveable Wall
Level 9 - Lower Reaches of the Drow
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== Door ВВ Illusionary or Moveable Wall
Level 10 - Xanathar's Outer Sanctum, Mantis Hive
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== Door ВВ Illusionary or Moveable Wall
Level 11 - Xanathar's Outer Sanctum, Lower Reaches
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== Door ВВ Illusionary or Moveable Wall
Level 12 - Xanathar's Inner Sanctum
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+-+ Stairs Down
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== Door ВВ Illusionary or Moveable Wall
H I N T S
---------
The following is a book of notes entitled "The World Beneath Waterdeep". It
contains selected notes from the self-proclaimed "famous archaeologist"
Wently Kelso. The notes refer to the maps int the Maps section. They
describe his expedition to the deepest depths of the sewers of Waterdeep.
Level 1 - Upper Sewer Level (p. 16)
Our guide is a mangy humanoid of indeterminate species. I can't pronounce
his real name, so I call him Bennet, in honor of my mangy half-brother on
my mothers side of the family. As we followed Bennet into the tunnels and
catacombs of the sewer system, we can hear the soft foot steps of large
dog-like creatures known as kobolds.
3. This area was used to control the water flow through the first level of
the sewer system. If the water flowed from the north, certain passageways
would close to prevent the water from flooding the level. The same would
happen if the water flowed from the east.
12. According to the city sewer layout, some of the doors require a
constant flow of water over their pressure plate to remain open. Once the
water stopped flowing over the pressure plate, the door would close, to
prevent backwash.
16. This is a silly place for a dead end. I wonder if we are missing
something here?
18. Our guide, Bennet, pointed out a secret door here. He tried (with our
help) to bash the door in with his head, but was unsuccessful. There must
be a secret button or lever around here somewhere.
19. Here we found an emergency flood control door. It is designed so that
if the area flooded, any trapped workers could open the door by pushing the
button. The water would rush down into the second level saving the workers.
21. There is a depression in the north wall with rolled up papers inside. I
am surprised that the papers survived. I would have thought that unprotected
paper would rot in the sewer.
Level 2 - Middle Sewer Level (p. 17)
We looked down the long dark hole that led to the second level of the sewer
system. The smell of rotting flesh filled our nostrils and we decided that
the Bennet, our guide, should go down first. Looking down into the dark, he
became frightened and stopped about five feet down. We encourage him to
continue on by dropping rocks down the hole.
5. There is a secret passage here, but we are unable to find a lever or
button that opens the wall.
6. This door was stuck partially open. Bennet gripped the bottom of the
door and pulled up as hard as he could. By his whining I assume that he has
somehow hurt himself.
9. Bennet has informed us that there is a secret passageway to the north.
Now where did that button go to?
15. If we could just hit the pressure plate beyond the pit, I know the pit
would close. I wonder how heavy our guide is?
24. Our guide was overcome by sewer gas. He spun around a couple of times
and ended up facing the wrong direction.
30 - 33. This area is an emergency exit. If the water level became too high
for the workers to get out, they would step into this area and it would
teleport them to the surface. Unfortunately, the teleporter has broken down
and it will only teleport you to another area within the sewer system. I
don't know how we will we ever find our passage out of here.
40. When our guide read "R.A.T.S." he ran in terror. We had to track him
down and drag him back. The city sewer map claims that R.A.T.S. stands for
Rapid Access Teleport System. I wonder where it will teleport you to.
41. This area appears to be a shuttle of some kind. We pushed the button
and the door closed. Then, we pushed the button again and there was a
strange sound. What does the inscription on the side wall mean?
51. We were warned by our guide not to push the button on this wall. What
does our guide know? I pushed it anyway. I wonder what will happen.
67. This keyhole is different that the others we have run into thus far.
Does it require a special key?
Level 3 - Lower Sewer Level (p. 18)
The stench of sewer gas makes our heads spin. Our guide, Bennet, has
informed us that this is perfect environment for the kuo-toa. We will have
to keep our guard up.
2. We are having a horrible time breathing here. The sewer gas steals our
breathe and clouds our vision. We have been wandering this hallway for
hours. We can't seem to get our bearings straight.
4. The same stench overcomes us again. If we could just get our bearings,
we could make it down the hallway.
12 - 14. There are three tarnished silver locks here. Our guide is sniffing
at the center lock, but it is an important part of the scientific method to
try each lock, one at a time.
25 - 31. There is a forest of pits and pressure plates in this room.
Perhaps if we trigger the pressure plates one at a time, we can explore the
whole room. However, I do wonder what is down the pits. Perhaps we could
throw Bennet down there and have him take a look.
40. Here we found the remains of a fighter. I wish we glad the facilities or
the time to have her resurrected.
46. The sewer gas is so strong here that we passed out. When we came to, we
found ourselves in the southeast corner and facing the opposite direction.
48. Bennet translated the rune on the wall here. It reads, "Museum".
Imagine, a museum down here. How nice. I just love museums.
56. We had to use up all four of the gems we found to open the passageway.
What a waste.
57 - 58. These are broken down teleporters. If you step in these areas they
will teleport you to another part of the sewer system.
S - Z. What curious statues. They are very lifelike.
Level 4 - Upper Level Dwarven Ruins (p. 19)
Just as we thought our adventure was coming to an end, we found a stairway
leading down to another level. The stone work on this level look nothing
like the sewers above. Could these stairs lead to the fabled dwarven ruins?
Our hopes are high.
3. The pressure plate through the open door to the south makes Bennet
nervous. I think that he is still rattled by the effects of the poison he
was hit by in the battle with the giant spider.
12. A new type of key! I think it is of dwarven manufacture.
34. There is an interesting dwarven statue on the far wall. It is in the
shape of a gargoyle with one arm raised. Our guide pulled the gargoyle's
arm and nothing seemed to happen. Those dwarves are such jokers.
40. There is another gargoyle statue. Bennet, our guide, pulled its arm and
a pit closed. I wonder if a pit closed when we pulled the last gargoyle's
arm.
59. We have found a strange stone construction with a number of symbols on
either side. One symbol seems to be missing.
66. Another gargoyle statue. After a thorough examination, I pulled the
arm, but nothing happened. Our guide began getting nervous again, even
though there are no spiders in sight. I fear that the multiple spider bites
are beginning to effect him.
70. We had a hard time opening this door. Maybe, it requires a special key.
82. As I pulled the chain, our guide's sensitive ears picked up the faint
sound of a wall moving.
85. There is a dwarven rune that reads "Emergency Exit". I have no idea
what this means.
89. We continue going south. Some of the landmarks are starting to look
familiar. I take this as a good sign. However, I don't know how many more
spider bites our guide can take.
Level 5 - Dwarven Ruins and Camp (p. 20)
It is amazing! After years of research and hard work. I, Wently Kelso, have
discovered the fabled dwarven ruins beneath Waterdeep. We are now prepared
to enter the second level. I wonder what treasure we will find.
2 - 3. Our guide has informed us that the rune on the wall reads, "Safe
passage". We decided to see how safe it was by pushing our guide into the
wall. Amazingly, he passed right through.
14. I am convinced that the door in the west wall of this room will not
open from this side. Bennet keeps sniffing around the walls as if he were
looking for something.
24. We have found another of those strange stone constructions. This one is
missing a different symbol than the one on the level above.
27. There are dwarves down here! One dwarf named Armun, claimed that this
area was his lost kingdom. He asked us to help them find Keirgar, a prince,
that had been captured by the dwarves' enemies. I told them that we would
do what we could to help them with their little quest.
30. We found a very nice dwarf here that tended to a cut I received on my
finger. Our guide, Bennet, asked the dwarf to look at a large gash on his
head. It is just so hard to find good help these days.
48. There is a strange keyhole here. Perhaps it requires a special key.
72 - 83. We were told by the dwarves to be careful of this area. It was
used centuries ago to teleport materials to the surface. Now, the
teleporters seem to be interconnected.
Level 6 - Bottom Level of Dwarven Ruins (p. 21)
This level is infested with nasty creatures called the kenku. We have been
collecting their eggs for their scientific value. Our guide wanted to crack
one open and fry it for breakfast. Somehow, the thought of eating a kenku
egg turned my stomach.
3. This area was used for diplomatic meetings. The dwarves would stand on
one side of the pressure plate and their enemy would stand on the other
side. Both parties would lay down their weapons, and the talks would begin.
10. We met a dark-robed person. He was very unfriendly and would not give
us so much as his name. He just stood there glaring at us. I would have
challenged him, if we were not in such a hurry.
19. I thing that we found an example of the classic dwarven "dart trap". In
such a trap, you step on a pressure plate and darts fly out of the holes.
To test my theory I had our brave guide, Bennet, stand in front of the
holes, while I step on the plate.
22. Bennet's sensitive nose lead us to this dark pit. Before we could stop
him, Bennet scrambled over the edge and into the darkness. We had no choice
but to follow him.
33. There is some kind of message on the east wall. Before I can translate
the message, Bennet emits his 'I'm hungry' whine. I toss him a packet of
rations to keep him quiet. Bennet uses a dart like a make-shift fork and
stabs his rations. I turn away in disgust and resume my translation.
Level 7 - Upper Reaches of the Drow (p. 22)
We have found the drow here. These evil dark elves can only be up to no
good, but what are they doing down here? It is up to us to unravel this
mystery.
1. We were stopped by drow and not allowed to pass. Bennet reluctantly gave
his next breakfast to the drow and then we were allowed to go on.
4. When we stepped on this pressure plate we heard a whooshing sound.
Luckily, we all ducked begind our guide Bennet, just before the explosion.
15. As we moved forward we heard the whooshing sound again. Again, everyone
ducked but Bennet. He doesn't look much the worse for wear, however.
20. When I stepped on this pressure plate, skeletal lords came out of their
dens. I raised my hand and ordered the foul beasts to return to their
master. This did not seem to have any effect on them.
37. I removed a dart from our guide's chest and placed it on the shelf, but
nothing happened. Our guide, Bennet, skulked away and is now sniffing at
something over on the north wall.
38. Another pit. I hate pits, but Bennet seems to show no fear at this
location.
44 - 57. After a scholarly examination, I believe that these ten 'cells'
are cross linked somehow.
63. This looks like the same kind of stone construction we have been
running into from time to time. They resemble portals of some kind. All we
have to do is determine which item around the portal is missing.
73 - 81. I have found three inscriptions and three levers. I believe that
first I will pull the lever which represents the item I want the most.
Last-modified: Sat, 03 May 1997 08:56:01 GMT
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