Eye Of The Beholder 2: Legend Of Darkmoon

4-Wind Tower Level 4

After climbing the stairs labelled D, following the short hallway to stairs E. At (1) is a plaque that tells you about gathering 4 keys for the upcoming door. Continue to the east you will find teleport T. This teleport connects with 5 other teleports, 4 that lead to a Dark Moon key each, and 1 that leads to a door with 4 keyholes. Each time you step into any one of these 6 teleports, you will be randomly teleported to any one of the 6 destinations. You must use the teleports until you have gathered all 4 Dark Moon keys from Locations (2), (3), (4) and (5).

After you have gathered 4 Dark Moon keys, enter the teleports until you wind up in the room with the 4 keyholes. You are now on the main level of level 4. Use all 4 keys in the keyholes at (6), (7), (8) and (9). This opens the door to the east. You should save the game at this point.

A word of warning is in order here. This level contains the toughest enemies you have yet to meet in the game. The Will O' Wisps have lots of hit points, are very hard to hit and their blows pack a wallop when they connect. The beholders are even tougher. Their Death and Disintegrate spells can wipe out your entire party in just a couple of rounds. Fortunately, they do not regenerate. Be sure to save your game each time you win a battle.

Never go toe to toe with the beholders. Even when you don't have room to sidestep, back up after swinging your weapon(s). Keep some distance from the beholder so that you have time to out run its spells. Continue to back up until you reach a corner, then turn and wait in ambush. Repeat this tactic as often as possible. I did not find any spells especially useful on the beholders. The old standbys such as Fireball, Magic Missile, Cone of Cold, etc did not faze them at all. Neither did the cleric spell of Slay Living. You are probably better off casting the mage spell of Haste and then just hacking and slashing your way through.

At (10) the north door can be opened by pushing the button on it. You will find the first beholder just behind the door at (11). Use the tactic I outlined above, but lure it towards the west. If you get stuck, you can step into the teleport and get some temporary relief. Just be prepared when you return. The beholder will be waiting for you. Defeating this beholder will yield a femur, but you don't need any more of that. Leave it there if your inventory is getting full. At (12) is another femur.

When you step on (13), the door to the south will open automatically, and you will have to fight another beholder. Again, lure it towards the west. After defeating this beholder, check out the south wall panel at (14). The middle brick can be moved. Doing so will open up the southern passage. There are 3 potions of healing at (15). Go through the illusion wall and find a regular dagger and a femur at (16).

There is one more beholder hiding at (17). You don't _have to_ fight this one, but that's the reason why you didn't want to lure the first two in this direction. You would wind up having 2 beholders to contend with at the same time.

A plaque at (18) indicates that this is a safe place to rest to recover hit points and spells. Beware of locations (19) and (20). There are pressure plates at these locations that trigger fireballs. You will find a Will O' Wisp near this area which will try to lure you to step on the plates. Just avoid it.

Check out the west wall at (21). There is a button at the bottom corner of the right edge of the wall panel. Push it to reveal the western passage. At (22) is another plaque indicating that this is another safe alcove. Use the map to navigate through all the illusion walls until you arrive at location (23). Here you encounter a beholder stuck in a hole in the ceiling. It does not matter what option you choose here. The result is the same. Save the game here first.

Push the button on the south wall to get lifted to the beholder sublevel. You will find the previously stuck beholder waiting for you at (25). Fight-and-sidestep should easily take care of it. (Don't worry about stepping over the pit. This is one pit you won't fall into.) At (26) there are a +2 halberd, a +3 shield and a +2 green crystal hammer. At (27) you will find a potion of healing, leather boots, 2 daggers and a staff. At (28) there are a -2 cursed bracer of protection and 2 femurs.

The green crystal hammer is the only item you must get on this sublevel. You may descend to the main level at this point. But if you wish to explore the rest of the level for more battles and more experience points, push the button on the east door at (29) to open it. You'll find 2 more beholders wandering around behind the door. At (30) there are 1 iron ration, 1 rotten food and 1 femur; at (31) a mace and a mage scroll of Fireball; a +4 dragon armor and a +2 short sword at (32). When you step on (33), you will be turned to the north where there is one last beholder waiting for you. Sidestep to the left quickly and then deal with it using the familiar tactic of retreat and ambush. There are a skull, a femur and a wand of Dispel Magic at (34).

Return to the beholder main level by pushing the button at (35). This will take you back to location (24). Retrace your steps through the illusion walls. At (36) you will received another vision of Khelben. At (37) there is a plaque informing you about the Test of Vision.

A word about the rest of this level that you are about the explore: There are 4 pressure plates in this region. Stepping on these plates causes the dungeon layout to shift and change. As far as I can determine, stepping on these plates do not open up new areas or allow new items to be discovered. They merely serve to slightly alter the geography, enough to cause great confusion during navigation. The map 4WIND4.IFF is correct provided that you do not step on any of these plates, which are marked on the map to alert you.

Also pay special attention to the three hidden teleports T1 through T3 and the spinner. The teleports will move you to the new locations without you noticing, while the spinner will quietly turn you in the opposite direction. As it turns out, the area west of location (37) does not contain anything of interest, although there are a few Will O' Wisps that would add to the experience points.

At location (38) you should find a chain mail, a ring of sustenance and a ration. Look for a button at the lower right corner of the east wall panel at (39). Push it to open the passage east. Someone discovers that you are not of the temple at (40) and you will see two beholders in the room just to the east. Save your game here.

Here you have no choice but to face 2 beholders at the same time. As soon as you take one step east from (40), the 2 beholders will come after you. At the same time, the secret passage that you opened moments ago will be closed _permanently_. If you plan to fight them both, you should at least cast the Cleric spells of Bless and Prayer as well as the mage spell of Haste ahead of time. The key is to kill the first beholder very quickly. If you succeed in doing that without taking a lot of damage to your party, be sure to save the game. You should have little problem finishing off the second beholder using the retreat and ambush tactics.

On the other hand, it is possible to run away from both beholders without a fight. Take a step east from (40) and then immediately retreat. Lure the beholders down either the north or south hallway west of location (40). Do not move too far ahead of the beholders. (If you do, the second beholder will take the other hallway and try to sneak up on you from behind!) Once you lead them to the middle of one of the hallways, turn around and move as quickly as you can through the other hallway, go east past (40) and wind up at (41). Here you will find a pedestal with a hand carving on it. Choose the option of putting your hand on the carving.

What luck! Not only did you escape from the 4-wind Tower Level 4, (you are now back on the Temple of Darkmoon Ground Level GROUND0.IFF, just east of location (3)), but you have also obtained a Mark of the Moon on your hand.

Back to the table of contents

Copyright © 1990 Anonymous; HTML conversion ©1999 GWC, Inc. All Rights Reserved. Reproduction by any means is strictly forbidden.