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Hints to Eye of the Beholder I



These are the hints, which may help you through Eye of the Beholder I - in case you do not want to see the solves at once. Area numbering refers to the original maps, provided with EOBI manual. These are unavailable here, so you'll have to guess the approximate lications of those areas for yourself, but don't despare - it's rather easy to do. This document is originally found at this FTP site.

Back to Eye of the Beholder I page.


                                  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.

Level 8 - Drow Outcasts (p. 23)

We have survived the  drow encampment. There is  no way for us  to return to
the surface, our only option is to continue going down. The drow seem to  be
afraid of us. They will not follow us down to the next level.

4. This keyhole seems to require a special key.

17. There is  an inscription on  the north wall.  After some examination,  I
come to believe that it resembles a gem of some kind.

19. I carefully examine a shelf on  the east wall. While I ponder its  uses,
Bennet is sniffing around one of the  south wall. I wish he would stay  with
the group.

25. I think that Bennet has been  underground for too long, he is urging  us
to go back the way we came.

29. Bennet is causing  trouble again, he still  wants us to turn  around and
go back where we came.

46 & 48. Bennet  is looking  around as  if he  is confused.  This does   not
surprise me, for I believe that his brain is only slightly larger than  that
of a grub fish. We go on despite Bennet's confusion.

51. I  am continuously  fascinated by  the intricate  pattern of  the stones
that make  up these  halls. We  stop here  so that  I can  examine them more
closely.

54. Our guide  read the message  on the wall,  and became confused  again. I
believe that the value of an education is wasted on Bennet.


57. I told  our guide, Bennet,  not to touch  the spider button  on the west
wall,  but  he  accidently  slipped  and  hit  it with his head. There was a
strange sound and suddenly, we were attacked by many hell hounds. The  party
ran up the hall to see if the path was clear, while Bennet stayed behind  to
keep the hell  hounds in check.  The last utterance  I heard from  our guide
was, "Sit boy! Sit!"

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

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

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

We  have  lost  our  faithful  guide,  Bennet.  No  doubt, he is back on the
surface, probably,  at the  Yawning Portal  Inn, enjoying  a nice mutton pie
and a pint of ale. We, on the other hand, are forced to continue onward  and
downward.

5 - 7. After  a thorough scientific study,  I believe that the  words on the
wall, the shelf, and the button all seem to be connected.

8. I translate the  writing on the wall  to the east. The  wall itself seems
solid, so I assume that 'the other side' means the other side of this room.

13. The  wall to  the west  is directly  opposite another  of those  strange
stone portals. I  am going to  examine the wall  to test a  theory that says
proximity to such  a portal may  lead to changes  in the composition  of the
stones in the wall.

28. I found a dagger  in a niche on the  wall. I am pleased, it  is an exact
copy of the  dagger I was  carrying. But, when  I put the  new dagger in  my
belt pouch,  I seem  to have  misplaced my  old dagger.  Perhaps it was with
Bennet when he disappeared.

30. This gem inscription on the wall does not react to any of the gems  that
we are carrying. Perhaps it will respond to another small solid object.

39 - 42. Although,  we were running extremely  low on armor and  weapons, we
found that it  was worth the  sacrifice to place  the required items  on the
pressure plates.

54. We stepped into this area and  darts started flying at us. We no  longer
had a guide to  absorb the attack, so  we ran as fast  as we could down  the
hall.

75. I believe  I am getting  the hang of  exploring these halls.  We are cut
off by pits, but I see a  pressure plate. I toss a rock toward  the pressure
plate to  activate it.  Before it  can activate  the plate,  the rock  turns
around in  flight. We  duck to  the side  at the  last moment  to avoid  the
turncoat missile.

89. A dead end?

Level 10 - Xanathar's Outer Sanctum, Mantis Hive (p. 25)

This level is swarming with mantis warriors. We are low on supplies and  our
guide  is  missing.  I  do  not  know  how  we are going to survive. We must
continue to go on and, hopefully, find a way out.


4 & 5. To  the west is a  forest of teleporters and  levers. Another problem
with a binary solution, we either make it through the teleporters, or we  do
not.

15. We found our guide, Bennet, chained  to the wall with a dwarf. Too  bad,
we only had time to rescue our  guide, but I am sure some other  adventurers
will come along and rescue the dwarf.

16, 19, & 20. We must be more careful the next time, our guide took  massive
damage from pushing some of these buttons.

29 - 31. We had to abandon three of our weapons here to open the door.  Such
a waste seems grossly unfair.

37 - 39. I   am  exploring  the   relationship between these levers and  the
sliding wall. By  moving  these  levers in the  proper sequence, I  think we
can get past the sliding wall.

41. We have searched the whole level and this seems to be the only way  down
to the lower levels.  We looked down the  pit and could not  see the bottom,
so I  pushed our  guide into  it. There  was an  almost immediate  thump. It
cannot be that deep.

Level 11 - Xanathar's Outer Sanctum, Lower Reaches (p. 26)

When will this ever end? When will we find our way out? I am afraid that  we
will  never  return  to  the  surface  and  that  no one will ever read this
marvelous work.

1 - 11. The  buttons here  seem to  rotate the  stars on  the walls and  the
openings in the hallways. One of  the statements on the walls says  that the
'alignment must be  true.' Perhaps if  we align the  stars we can  make some
progress on this level.

23 - 37. Our  guide, Bennet,  is continuously  confused as  we move   around
these  halls.  We  seem  to  be  circling  endlessly, but we also seem to be
finding new things as we pass. I am not sure how we missed these things  the
first times around.

39. Here  we found  a hallway  of levers.  "Never leave  a letter down!", my
mother always told me.

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

46 & 47. While  I   translate  the  writing   on  the south wall, Bennet  is
sniffing around the wall  over to the west.  I am glad to  have Bennet back,
but his distractions are annoying.

55. We  are all  exhausted after  dodging around  the mind  flayer. While we
catch our  breath, Bennet  scratches at  the wall  to the  south. I  wish he
would stop making so much noise, I don't want the mind flayer to return.

Level 12 - Xanathar's Inner Sanctum (p. 27)

We have met the evil  crime lord Xanathar and he  will not let us leave.  We
are doomed to stay here forever.

3. The walls in this area are beautiful. The ornamentation is exquisite.  If
we are  doomed to  stay here  forever, at  least we  can do  so in civilized
surroundings.


9. What a curious sensation. After pressing the button on the east wall,  we
seem to be inside  the wall. I wonder  if we should go  back to the room  we
were in, or continue through to the next room?

10 & 11. After pushing the buttons  on the walls to the east, Bennet  became
confused  again.  I  believe  that   he  is  uncomfortable  in  these   posh
surroundings.

13. There is  a beautiful ring  and a potion  here. I thought  that the ring
would make a nice  gift for my sweet  heart Miltinda. After I  retrieved the
ring, my burdens felt somehow lighter.

15. There  is  a  stunning  necklace  and  potion here. Another gift for  my
puddin cakes, Miltinda. Again, after I retrieved the necklace, it was as  if
a great weight were taken from me.

20. We were astonished to find an enormous eye floating above a pedestal  in
this room. What an  amazing piece of art.  There are two empty  pedestals to
the right  and left  of the  eye. I  wonder what  would happen if you placed
spherical items on those pedestals?

25 & 27. After pushing the buttons  on the walls to the east, Bennet  became
confused yet again. All this travel has not been good for poor Bennet.

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

42. While we examined everything in this room, our guide, Bennet, sulked  in
the north west corner and scratched at  the north wall. As I looked over  at
his mangy form, I realized that Bennet actually has a rather noble  profile.
Perhaps I have just been underground too long.

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

46. Our guide, Bennet, crossed a light beam in this area and was hit in  the
head by a giant fireball. For a brief moment, he looked just like a  dwarven
torch.

49. Our  guide, Bennet,  tripped over  my extended  foot and crossed another
light beam. Huge spikes came crashing  down on him. Luckily, he was  able to
turn sideways and the  spikes only took off  an inch of skin  from his chest
and back.

55 & 56. After pushing the buttons  on the walls to the east, Bennet  became
confused yet a third time.

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


############################################################################
############################################################################

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.


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