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Eye Of The Beholder

Special quests:
These are the twelve special quests -- one for each level.
Information in this section was contributed by Jesse Smith.

Level 1
Go to the area behind the group of three leeches (the one where you do not find an arrow) and the two goblins. Once you take the two scrolls out of the rectangular holes in the wall, put a dagger into the same hole. There should be pink writing in the dialogue box that says, "Special Quest for this Level!" Take the dagger back out. It will be a +4 dagger called "Guinsoo."
Level 2
Throughout this level, you should find carvings in walls that look like straight lines. If you press them, the dialogue box will say "What an odd carving to place here." Put one dagger in each of the five carvings. After this is done, the pink writing should appear again, and you will get one ration (food).
Level 3
To the "left" of the green portals (you will see R.A.T.S. on the walls next to them) should be a very long hall. When you get to the end of the hall (do not take the first right), you should be able to turn right and find a blue gem. Now go into that right turn, find all three of the other blue gems (the last one is tricky), and take them back out. Once you have put them all into the "cat's eyes", you will see the pink writing and be able to go down to level 4.
Level 4
After reaching level 4 by climbing down the ladder from the place where you found the blue gems you should find that you can go through the walls to the right. After you have done that and rescued Taghor the dwarven warrior, there should be a chain that is two lefts from the gargoyle that is mounted on the wall. Pull the chain. Note: this does not always work on the first try.
Level 5
Near the place where you found Armun, Dohrum, and the other dwarves, is a place called "Pantry." Put five rations in the rectangular hole in the wall after you take the poison out. They will come out as iron rations.
Level 6
In the place where you found a lot of Kenkus (bird creatures) is a place called "Nest." After killing both Kenkus, put all ten Kenku eggs on the floor. The wall will disappear, and you will find the +5 Chieftain Halberd.
Level 7
In the room with five portals are three rectangular holes in the wall. Put any stone item in the holes. You will find three scrolls (informational, not magical) which help explain the game. The stone items will also remain in the holes.
Level 8
In the room to the right of the stairs in level 9 (and the second right of the place where "Turn Around" is written on the wall), you will find a room with twelve spider markings on the wall. Put a dart in each of the twelve holes and step on the pressure plate by the door. The darts will fly out, but they will be +5 Adamantite Darts.
Level 9
In the room with the "The Key Lies on the Other Side" message on the wall, throw any object at that writing. The wall will disappear, and you will find the three Orbs of Power which activate the Oracle of Knowledge on level 4.
Level 10
Find the room with the three rectangular holes in the wall (and four Mantis Warriors). Place one Kenku egg in each hole after killing the Mantis Warriors, starting with the hole farthest from the door. Four more mantis warriors will surround you. Kill them, and take each of their rings. Return to the Oracle Of Knowledge to identify these rings.
Level 11
In the "Room of the Levers" (which Shindia mentioned if you heard her out) is the Dwraven Healing potion that you can take to the dwarves. Take it out and put it somewhere. After that, put any scroll in the hole in the wall. Put each lever in the down position except the second and the seventh (going either way, there are eight). You will not get the scroll back, but you will get a scroll that gives you a hint as to how to defeat Xanathar.
Level 12
This is the final level of the game, which is the final battle against Xanathar. Save the game before reaching him. After you kill Xanathar, complete the Special Quest for level 12, and find that throne room the dwarven spokesman Armun had mentioned.

Use the following glitches to your advantage.
Information in this section was contributed by Agni.

Enemies can never open a door or go up or down stairs.
You can see items behind a door when you enter the camp screen.
A spell, arrow, or dart flying at you will be blocked if you close a door between yourself and the projectile.
Cursed items can be removed without a remove curse.
Sometimes you will know what an item is without casting Identify.
A Mind Flayer's (Illithid's) paralyze spell can be removed instantly by entering camp screen and choosing "Rest Party". The message "Monsters Near" will appear, but everyone's Paralyzation status will be gone. Note: This only works if you are already fully rested (everyone has all spells and you are full HP), and you have to turn so that the Illithid is not in view.
The Beholder at the end can be killed with weapons with the following trick. As soon as it is encountered, tell it you want to fight then run backwards (do not turn around), until you see a door close in front of you. He will be in a 3x3 shaped room, with the following configuration.
You should be standing at position 39 facing east, with a door in front of you. The Beholder will always move from tile 7 to 4 to 5 to 4 to 7 and back in that repeating L-shaped pattern. When the beholder appears in tile 4, rush forward until you are standing on tile 8. Hit him with your weapons (the beholder will be on tile 2 by this time). After using your fighter's turns (do not use spells or missile weapons), run backwards and the door will close in front of you, blocking the Beholder's spells. Rest if needed, and repeat until the Beholder is dead. Note: If you use spells or missile weapons, they will ricochet and hit you instead. The Beholder has about 150 HP.

Strategy: NPCs: by MJ
Strategy: Advanced Dungeons And Dragons rules: by Dan Simpson
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