Special Quests in Eye of the Beholder
by Otto von Chaos Ultra

As Shanil Misra stated, there is a special quest at the first level: Guinshoo is a +4 (not +3, as I wrote earlier) dagger. Dear Shanil, I have good news: here are five additional special quests, and modifications are made in SQ's of level 4 and level 11 -- and I ask you everyone to write me if you know any sq's not stated here. Also, thanx go to Morten Bek ([email protected]) for sq of level 10, and to an anonymous figure (sorry, but your address has been wiped out in a system crash) who sent me all the sq's. They are under test, the results will be readable soon.

Since I have played through the game once again in the near past, incorrect things are corrected by now.

Level 2: Daggers In, Rations Out

There are some dagger-shaped carvings on the walls at this level. The proper number is somewhere between 5 and 10 (5, if I counted exactly now), but it's unimportant. The heart of the matter is what to do with them. Clear: put one dagger in each. You'll know that you've done it, from the green Special Quest for this level message and a ration appearing in front of ALL these carvings. Put the rations away carefully, you might need 'em at level 5.

Level 3: Blind the Cats Again

Those nice almond-shaped eyes are the key for the fourth level, as Shanil stated. But if you get back all the four blue gems from the eyes, there will be the SQ.

The fact is that I tried it only once, and did not look around heavily for bonus treasure or anything, although there has to be something. The information is from Sandor Takacs ([email protected]), so special thanks to him.

Level 4: Chains of Freedom

This SQ I managed to trigger twice again, so it seems to be proper by now. There are two chains hanging from the wall: one near the entrance to this level, which enables or disables the secret walls near, and one at the room that opens from the chamber which has heroic dwarf sayings carved on the walls. This room contains Drow Cleaver, but you'll find it iff (math's argo: if and only if. sorry) you shut both doors near the one with the key. The SQ is to pull the first chain, just when the walls are at proper position: the simplest is to run a whole circle through the moving walls (taking the dwarven key), and then pull the chain.

Level 5: Witch's Brew

There's a hole in a wall called the pantry, not far from the dwarves. DO NOT drink the potion (of poison) you have found there. Instead, place in five (normal) rations to get five iron ones -- and the nice SQ-signal. You should have more than enough rations till then, either from level 2 or from Dohrum whom you can allow to join (even if you drop him immediately:)

Level 6: Hatch The Stone From The Egg

Yeah, another neat SQ that might be found out. The marking `nest' is a fairly telltale one: get all ten kenku eggs, and put 'em in the small room. You'll see that this room isn't so small at all. The reward is the Chieftain Halberd +5, though I wonder who would use it two-handed (damage 2d6+5), unless against a demilich. But, since there are no demiliches in EOB1 (not even in EOB2), it would be much more appreciatable to use `Slasher' +4 and a short sword (or a shield +2/+3), due to multiple attacks or AC improvement.

Another thing: if you leave the eggs here, you can come back here anytime with the stone ring, or to the 5th level, with the medallion. It is convenient to travel between these levels and level 10 through the room of the portals on level 7. See Level 10: Stolen eggs? for details.

Level 7: Experiment Might Be Useful

If you try anything blessed with faint chances of success, you already know this SQ, just like the ones on the two levels above. What to do is simple: put a stone portal key in each of the three niches in the room of portals. If somebody gets to know anything not obvious about the cryptic messages that can be thus gained, send me a few words. (What obvious means is certainly subjective; for example, no need to say, what `great evil lies beyond the orb'...)

Level 8: Another Rack of +5 Weapons

At level 11, you can gain Flicka +5 for your mage in the back row, but the second best missile weapons for a mage are only the adamantine dart +4 (gained on level 6) and Guinshoo +4, gained on level 1. However, the damage caused with this dagger is 7-10/7-9 points (S-M/L, assumed 18 Strength), and darts also do one point lesser maximum damage. If you could gain a dart +5, it would do 8-10/8-9 points of damage if hurled by the same character, which has a half point higher average and a much longer range. No need to say that this is only the monty-haul train of thought, but what if this is possible?

Yes it is. Also said by John Lennon; just find the room with the 10 (or 12) dart racks at the northeastern part of the level, and put a single dart in each. Be aware when stepping on the plate at the entrance, since even without strength bonus, the darts shoot out doing 6-8 points of damage each...

Level 9: What Are These Orbs For?

Yes, does anybody know? There is a writing in front of the niche converting gems to keys, telling us to throw a dart through the wall. Well, not exactly this is what the writing says, but this is what we want to do. For a jeweled key and three orbs of power. One goes to the Oracle of Devouring, vapourizing permanently, but is there anything other effect?

Level 10: Stolen Eggs?

I wonder wether those kenku eggs are not mantis eggs, since they can be hatched really here. Near the room with the two portals, there is a room with four mantis and three niches. After defeating the monsters, try to put eggs in the niches in different orders. `Somebody' says that the central niche should be the first one, the niche at the far side of the room the next, and the niche near the door is the third. However, I simply keep putting one egg in each, again and again, and after 7 eggs, I managed to create other four mantis warriors, each wearing a magical ring. If my logic hasn't failed me, these rings are of feather fall, sustenance and two rings of protection +2

Level 11: Proper Sequence II.

After such a long time, I am not sure at all, that this is a special quest actually. (It seems not to be one) By now, however, I do can describe the proper sequence.

Till now, you should have met Shyndia the drow-elven. She explained that the antidote can be found in the room of the levers. However, the levers are not used (as I remember), but have a nice effect if you manage to turn them up ALL. It's a bit more difficult than it might sound since the levers also switch each other. If you succeed, the reward will be a wand of frost. The sequence is (I hope it's correct): counted from left to right, pull levers 1, 3, 2, 4, 5, 8, 7, 6. There might be other solutions, too. (In fact, any combination proves to be useful, if you pull each lever exactly once)

You might also want to know the solution to the Proper Sequence one level above which has 13 written on it and has seven teleports on a corridor. Here it is:

The levers represent a mechanical display of a binary number, with the `turned up means one' rule, as follows (levers are from west to east, the rightmost implementing 1 and the leftmost implementing 64, * stated for teleport):

	* 7 * 6 * 5 * 4 * 3 * 2 * 1 : id.number
	 64  32  16   8   4   2   1 : values
	 dn  dn  dn  up  up  dn  up
	  0 + 0 + 0 + 8 + 4 + 0 + 1 = 13
So the problem is to turn up the 1, 3 and 4 levers and turn down 2, 5, 6 and 7. The state of a lever defines where the teleport just west of it will lead to. It is not too difficult to find out the up/down effects since there are cracks on each other wall. So, after each teleport, head south to determine wether you are at an even or odd numbered lever (as I remember, crack means even, but it can be easily checked examining the first or second wall.) You can also see at most two teleports to the east and to the west. If you see none, the sequence is fulfilled -- congratulations! Otherwise refer to the table below to determine where you are. The number before the semicolon means 'with crack', after it means 'without crack'. Without a semicolon, don't mind the cracks.
teleports |            teleports to east
 to west  |      0      |      1      |        2
----------+-------------+-------------+------------------------
    0     | you're out! | impossible  | still should go back!   
----------+-------------+-------------+------------------------
    1     | impossible  | impossible  |        7
----------+-------------+-------------+------------------------
    2     |      1      |      2      | 4 or 6 : 3 or 5   
Remember, the (2,2) cell of the table might be a BIG MESS if the cracks are not so nicely placed. Also, if you know the state of levers 1, 2 and 7, you can find out wether 4 or 6, 3 or 5 is your position, peering through the teleports to see the nearest levers.

Level 12: Dismiss Xanathar

This is NOT a special quest for level 12, I simply wonder why Shanil could not use the wand of Silvias. Sure you didn't try to use it long enough, Shanil. Here we go:

When equipped by a mage (since only magi can use wands) you can use it to force Xanie retreat a square -- and do nothing that round! Be careful, for he (it?) is quick -- nearly quicker than a magic missile :)

So use the wand and step forward instantly. Repeat it, then round Xanie to the left (rather quickly!), and when he (let's agree by this -- although sexless, a beholder has really manful power:) steps forward you, chase him down the long corridor and after a small dance, push him in the niche between the two columns. The effect should be enthralling...


So much written, have a nice day,

Otto von CU ([email protected])

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