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- Documentation by: The Anarchist
-
-
- Holas. Now that you've got a copy of Eye of the Beholder (from now on
- known as EOB) in your hot little hands, it's a plan if you know how to play
- the thing, and, of course, how to avoid the copy protection scheme.
-
-
- If you're wondering what EOB is about, it's a 3-D, real time Dungeons
- and Dragons "simulation" based on the new rules. Basically, it's a
- cheap rip off from "Dungeon Master" for the ST and Amiga. It also seems
- to me that it's somewhat unfinished, as if the designers were under a
- rush deadline, so they had to snip off all the loose threads and make it
- as-is. There are some things you'll notice in the game which lead me to
- that conclusion, such as:
-
- o Potions of poison that you can drink and die from, but will not
- shatter if you throw them at opponents (NOTHING will shatter if you
- throw it)
-
- o Some of the spells don't work altho they are documented in the
- rulebook.
-
- etc... etc... but, what do you expect from an SSI product? It IS the
- closest to Dungeon Master we're ever likely to see.
-
-
- EOB works with CGA, EGA, VGA and <barf> tandy 16 color mode. It will
- also play sound on the Sound Blaster, Ad-Lib, standard IBM speaker, or
- <barf> tandy speaker.
-
-
- The game is ARJed up kinda funny I know... that's because I ARJed
- every disk separately, then ARJed them all together into one bundle
- along with this doc. To reassemble it, create a directory (EOB, EYE,
- name is not important) and execute all the packed .EXE files... they're
- all pkzip self-extracting files.
-
-
- Now... down to business.
-
-
- Getting past the protection
- ---------------------------
-
- Protection is typically simplistic. Find a page, find a line, find a
- word, type in the word. The format is:
-
- "Find the page with this symbol: <symbol>"
- "Find line <line>"
- " word <word>" *note: <symbol> will be a picture of some weapon,
- armor, or dungeon knick-knack. I've done
- my best to identify the pictures and
- translate them so they're reasonably easy
- to identify.
-
-
- It seems to look for the first 7 words of the first seven lines, so
- I'm just going to enter the first seven lines of each page with a symbol
- on it. You'll probably want to print this out.
- ____________________________________________
- Symbol: Sword
-
- You must generate four characters to have
- a complete party. A good mix of races and
- classes is essential to completing the
- adventure. Warrior classes such as fight-
- ers, paladins, and rangers are needed to
- deal with the many horrors that block
- your path. Clerics and mages support the
- ____________________________________________
- Symbol: Boots
-
- FACES Returns to the portrait selection
- option.
-
- KEEP Accepts the character into the party.
-
- Name your character after selecting Keep
- and the new character will join the
- adventuring party.
- ____________________________________________
- Symbol: Shield
-
- FRONT RANK CHARACTERS These two char-
- acters are the only ones that can attack
- with melee weapons (swords, maces, etc.)
- or certain short range spells.
-
- REAR RANK CHARACTERS These characters
- are away from the front line risks and can
- only attack monsters with ranged weapons
- ____________________________________________
- Symbol: Bow
-
- CHARACTER PORTRAIT Select this to return to
- the Adventure Screen.
-
- HIT POINT BAR Displays the character's
- current condition.
-
- FOOD BAR Indicates if the character has
- enough food.
-
- NEXT/PREVIOUS CHARACTER BUTTONS Select
- ____________________________________________
- Symbol: Belt
-
- are the numbers of each type of spell the
- character will have when he finishes
- resting. Highlighted numbers are unmem-
- orized spells. Select the Clear Button to
- blank any unmemorized spell choices or a
- Level Button to choose spells of another
- level. Select the Exit Button to end choices
- for that character.
- ____________________________________________
- Symbol: Ankh (holy symbol)
-
- EXAMINE PART OF THE DUNGEON Move
- the cursor over an item, such as a daggar
- or body, or a dungeon feature, such as
- writings or drains on walls and Select it.
- Information about the selected item or
- feature is displayed in the Message Area
- below the 3-D window.
- ____________________________________________
- Symbol: Book
-
- around 600 years old. Where dwarves are
- taciturn and hard working, the gnomes are
- more carefree and lively. Never turn your
- back on a gnome, however - they are
- diabolical and enthusiastic practical jokers.
-
- Gnomes are fairly magic-resistant, and
- gain a +1 combat bonus against kobolds.
- ____________________________________________
- Symbol: Egg (sorta an oval shape)
-
- warriors and clerics may charge to the fore
- of a battle, mages tend to hang back and
- pummel foes with mystic attacks. Mages
- tend to be reclusive and spend most of
- their time researching new spells and
- ancient magical lore.
-
- Mages cannot wear any type of armor.
- ____________________________________________
- Symbol: Flail
-
- as bows or slings. Dexterity of 16 or high-
- er counters some of the minuses fighters
- suffer when using weapons in both hands.
-
- CONSTITUTION measures fitness, health,
- and physical toughness. High constitution
- increases the number of hit points a char-
- acter gets. Hit points measure how diffi-
- cult a character is to incapacitate or kill.
- ____________________________________________
- Symbol: Axe
-
- SHIELD
- o Range: 0
- o Duration: Short to Medium
- o Area of Effect: Spell-caster
- This spell produces an invisible barrier in
- front of the mage that totally blocks
- Magic Missle attacks. It also offers AC 2
- against hurled weapons (darts, spears) and
- ____________________________________________
- Symbol: Scroll(?) (Looks sorta like someone's intestines)
-
- FOURTH LEVEL MAGE SPELLS
- FEAR
- o Range: 0
- o Duration: Medium
- o Area of Effect: Two Squares
- When this spell is cast the mage projects
- an invisible cone of terror. Any creature
- affected by the spell will turn tail and run
- from the party. The amount of time the
- ____________________________________________
- Symbol: Robe
-
- affected become rigid and unable to move
- or speak. Spell duration increases with the
- level of the caster.
-
- SLOW POISON
- o Range: 0
- o Duration: Long
- o Area of Effect: One character
- This spell slow the effects of any type of
- poison for a limited amount of time.
- ____________________________________________
- Symbol: Mace
-
- wealth and force-of-arms to wage a war of
- conquest. Ahghairon defied the Warlord
- in public, before a large gathering of
- citizens and officials. When Raurlor
- ordered the wizard bound and imprisioned,
- Ahghairon rose into the air, out of reach of
- the guards and the angered Warlord.
- ____________________________________________
- Symbol: Skeleton (Pile of bones)
-
- BEHOLDER:
- Also known as
- EYE TYRANT or
- SPHERE OF MANY
- EYES, this solitary
- horror is most
- often found under-
- ground. Beholders
- ____________________________________________
- Symbol: Plate armor (pile of metal armor)
-
- tongue are soot-black. The baying of a hell
- hound has been described as "eerie," "hol-
- low," and "disturbing." The beast attacks
- with flaming breath and piercing teeth.
-
- KENKU:
- These beings resemble
- humanoid hawks, with
- both arms and wings.
- ____________________________________________
-
- * Note: All words in boldface were typed in capitals. The "Symbol: ..."
- is NOT part of the 7 lines of text. You get three tries at entering in
- a correct answer on the copy protection screen, so you're pretty much
- guaranteed to get at least one of 'em right. Just in case tho, it's a
- good idea to save the game before you go down any level (especially 1
- and 6) or go thru any stone portal.
-
-
- HOW TO PLAY:
- ------------
-
- If you don't have a mouse, you might as well not even bother. The
- controls are cludgey with the mouse, near impossible without one. For
- those of you with a mouse:
-
- To attack: Click the left button on the weapon you wish to use.
-
- To use spells: Click the right button on the mage's book (or cleric's
- holy symbol), then move to the spellbook window under the main window
- and page thru the available spells. *NOTE: You must have preyed for/
- memorized the spells before you can use them!!!
-
- To move: While you can use the mouse to move you, the keypad is far
- superior. 8, 4, 6, and 2 move you forward, step left, step right, and
- back respectively. Home and PgUp will rotate you left and right. For
- those of you who don't have the extended keyboard, experiment.
-
- Klicking the little upturned page in the bottom right of the character
- screen will put you into the statistics page (EXP, Level, etc. are
- displayed here.) Klick again will return you to the main character
- sheet.
-
- Here's a list of the spells. I'm not going to type in what they all do.
- If you have any questions, ask an ADnD player. The spells follow the
- books' definitions very closely.
-
- Mage Spells Cleric Spells
-
- Level 1 Level 1
-
- o Armor o Bless
- o Burning Hands o Cause Light Wounds
- o Detect Magic o Cure Light Wounds
- o Magic Missile o Detect Magic
- o Shield o Protection from Evil
- o Shocking Grasp
- Level 2
- Level 2
- o Aid
- o Invisibility o Flame Blade
- o Melf's Acid Arrow o Hold Person
- o Stinking Cloud ** NOT IN IBM VER ** o Slow Poison
-
- Level 3 Level 3
-
- o Dispel Magic o Create Food & Water
- o Fireball o Dispel Magic
- o Flame Arrow o Magical Vestment
- o Haste o Prayer
- o Hold Person o Remove Paralysis
- o Invisibility 10' radius
- o Lightning bolt Level 4
- o Vampiric Touch
- o Cause Serious Wounds
- Level 4 o Cure Serious Wounds
- o Neutralize Poison
- o Fear o Protection from Evil 10'radius
- o Ice Storm o Protection from Lightning
- o Stoneskin ** NOT IN IBM VER **
-
- Level 5 Level 5
-
- o Cloudkill ** NOT IN IBM VER ** o Cause Critical Wounds
- o Cone of Cold o Cure Critical Wounds
- o Hold Monster o Flame Strike
- o Raise Dead
-
- * NOTE: When choosing character class, be careful when you choose
- Elves... they cannot be ressurected.
-
- Beastiary
- ---------
-
- Here's a short list of all the monsters and what they look like:
-
- Beholder: Beholders have a globular body with ten eye-stalks, and in the
- center is a single large eye and a gaping maw adorned with several rows
- of razor sharp teeth. * Spell casting ability
-
- Displacer Beasts: Resembles a blue-black puma with two powerful
- tenticles, tipped with sharp horns that can punch thru steel armor.
-
- Drider: Has the head and torso of a Drow (see below) and the lower body
- of a giant spider. * Spell casting ability
-
- Drow: Look like dark elves with white hair. * Spell casting ability
- * Note: Usually carry adamantite swords, which are WICKED weapons.
- * Also note: Somewhere on the 10th level you will meet the head drow
- wench. Don't ask for what she has to say, 'cuz she's full of shit. Slay
- her where she stands. You'll be glad you did. <evil grin>
-
- Dwarf: Stocky demi-humans about 4' tall. Lots of 'em on level 5.
- * Note: attack one of these guys, intentionally or accidentally, and
- you'll have the full herd on you. Very bad idea, since the dwarf cleric
- can raise that dead halfling thief you pick up.
-
- Flind: Vaguely resembles a heavily muscled human with a canine head.
-
- Golem: Artificial creature created by a powerful mage who animates a
- constructed body with an elemental spirit. Looks like a professional
- wrestler made of stone. Nasty fighters, damn near impossible to kill
- unless heavy majik is used.
-
- Hell Hounds: More like pound puppies. One or two majik Missiles will
- usually toast one of these. Look like German Sheppards that leap at you
- with fire belching from their mouths.
-
- Kenku: Half-human, half-hawks. Nasty tendancy to travel in flocks.
- * Spell casting ability. * Note - Do NOT let a flock of these get you
- trapped in a corner, they'll pin you down, pummel you with majik
- missiles and thier sticks, and you will die. I've had a group of level
- 9 players BARELY manage to fight thier way out of a flock of these
- bastards only by grace of recently being rested and having an abundance
- of invisibility spells and healing potions.
-
- Kobold: Little green dudes. Die almost before you notice they're there.
-
- Kuo-Toa: Fish-men. Attack in packs of two or three, usually sneaking up
- behind you when you least expect it. * Spell casting ability
-
- Leech, Giant: Large worms. Very slow, very dumb. Easy targets.
-
- Mantis Warrior: AKA ThriKreen. Large preying mantis-like humanoids,
- weilding visciously bladed halberds which have a tendancy to paralyze
- your front end men. Like to hang out in sandy places and lower levels.
- * Note: The polearms aren't very good weapons for your party.
-
- Mind Flayer: AKA Illithid. Look like big green walking octopi. VERY
- Deadly. Attack only at a distance and usually with heady majik (IE:
- Fireballs, lightning bolts, cone of cold) as these guys can lay your
- entire party flat with one mind blast. No defense, no warning, just
- -blip- and yer dogmeat. Generally only found on level 11. Best attack
- strategy: Get the illithid to follow you to a door. Fireball it. Close
- the door. Rest until all your characters have regained thier strength.
- Open the door. Fireball the Illithid. Repeat as necessary.
-
- Rust Monster: Looks like a walking rock with a dolophin tail and two
- tenticles. Loves all sorts of metals, like armor, swords, daggers,
- tooth fillings... Kill them at a distance with arrows or majik and keep
- your trusty adamantite swords handy for your next ThriKreen encounter.
-
- Skeleton: Look like... well, skeletons. That walk and try to kill you.
- You'll notice two types. Type A are slow and easily turned. They
- generally die with one or two shots and weild axes. Type B are the
- remains of what appear to be Samurai. They dress in full oriental battle
- gear and are nasty fighters which require a hard pummeling before they
- give up their second life. Type A will drop helmets and axes when they
- die. Type B will drop adamantite swords.
-
- Spider, Giant: Look like big version of the shiny little black spiders
- we all love to crush on a hot summer day. Be VERY careful with these
- puppies... they can poison you with one shot, and if your cleric doesn't
- have the talent to cure poison, you're a goner unless you can make it to
- the dwarf cleric. When poisoned people sleep, they die. There are some
- few cure poison potions around, so if you find them, don't use them
- right away... wait until you're sure you won't encounter more spiders.
- In the meantime, cast Slow Poison spells on your front end men.
-
- Xorn: Big rock-like thing with 3 legs, 3 arms and an attitude. Eats
- metal for brekkie. Kill it with majik or get eaten for your metal.
- Think of a Xorn as a rust monster on steroids.
-
- Zombie: Crumbling undead mounds of ex-human flesh. Easy to kill. Weak,
- slow, stupid. Chop chop chop will send them back to rest.
-
-
- EXPERIENCE TABLES
- -----------------
-
- Clerics Fighters
-
- Level Exp to Reach HP Level Exp to reach HP
- 1 0 1-8 1 0 1-10
- 2 1500 +1-8 2 2000 +1-10
- 3 3000 +1-8 3 4000 +1-10
- 4 6000 +1-8 4 8000 +1-10
- 5 13000 +1-8 5 16000 +1-10
- 6 27500 +1-8 6 32000 +1-10
- 7 55000 +1-8 7 64000 +1-10
- 8 110000 +1-8 8 125000 +1-10
- 9 225000 +1-8 9 250000 +1-10
- 10 450000 +2 10 500000 +3
- 11 750000 +3
- Mages 12 1000000 +3
-
- 1 0 1-4 Paladins
- 2 2500 +1-4
- 3 5000 +1-4 1 0 1-10
- 4 10000 +1-4 2 2250 +1-10
- 5 20000 +1-4 3 4500 +1-10
- 6 40000 +1-4 4 9000 +1-10
- 7 60000 +1-4 5 18000 +1-10
- 8 90000 +1-4 6 36000 +1-10
- 9 135000 +1-4 7 75000 +1-10
- 10 250000 +1-4 8 150000 +1-10
- 11 500000 +1 9 300000 +1-10
- 10 600000 +3
- Thieves 11 900000 +3
-
- 1 0 1-6 Rangers
- 2 1250 +1-6
- 3 2500 +1-6 1 0 1-10
- 4 5000 +1-6 2 2250 +1-10
- 5 10000 +1-6 3 4500 +1-10
- 6 20000 +1-6 4 9000 +1-10
- 7 40000 +1-6 5 18000 +1-10
- 8 70000 +1-6 6 36000 +1-10
- 9 110000 +1-6 7 75000 +1-10
- 10 160000 +1-6 8 150000 +1-10
- 11 220000 +2 9 300000 +1-10
- 12 440000 +2 10 600000 +3
- 11 900000 +3
- 12 1200000 +3
-
-
- SPELL PROGRESSION TABLES
-
- Cleric Cleric Wisdom Spell Bonus
-
- Level 1 2 3 4 5 Wisdom 1 2 3 4
- 1 1 - - - - 13 1 - - -
- 2 2 - - - - 14 2 - - -
- 3 2 1 - - - 15 2 1 - -
- 4 3 2 - - - 16 2 2 - -
- 5 3 3 1 - - 17 2 2 1 -
- 6 3 3 2 - - 18 2 2 1 1
- 7 3 3 2 1 - 19 2 2 1 2
- 8 3 3 3 2 -
- 9 4 4 3 2 1
- 10 4 4 3 3 2
-
- Mage Paladin
-
- 1 1 - - - - Level 1 2
- 2 2 - - - - 9 1 -
- 3 2 1 - - - 10 2 -
- 4 3 2 - - - 11 2 1
- 5 4 2 1 - -
- 6 4 2 2 - -
- 7 4 3 2 1 -
- 8 4 3 3 2 -
- 9 4 3 3 2 1
- 10 4 4 3 2 2
- 11 4 4 4 3 3
-
-