Credit goes to many people who helped me figure these things out, and this is not the only place to find the information online. Floor 1 - When you find a dagger inside a shelf in the wall, put it back. You'll get a much nicer dagger named "Guinsoo" when you take it out of the shelf; it's a +4 and will help you make short work of creatures earlier on. Just be careful where you throw it. Floor 2 - There are dagger symbols carved into the wall, and you can put daggers inside them. Find them all, and insert daggers (NORMAL daggers, not Guinsoo, though you can use it too) to spawn a ration at the foot of each carving. Floor 3 - Once you reach the end of the floor, you have to put four blue gemstones into carvings to open the way down. Remove all four gems to trigger the Special Quest, and two healing potions will appear in the shelves inside the puzzle. Floor 4 - Taking one of the stairs down, you will find a loop where the walls seem to move around you, as a revolving door. A chain hangs outside the loop, and when you pull it the walls no longer move. Lock the walls when they form an "L" shape, and you'll trigger a Special Quest. [I am not 100% sure what this does, but later on a second chain on the wall appears by the axe "Drow Cleaver". This MAY activate access to that weapon] Floor 5 - When you see the word "Pantry" carved into the wall, put five normal Rations into the shelf to get five Iron Rations back. Very helpful if you have a problem with food. Floor 6 - When you discover the "Nest", return all the eggs on the floor to the room to receive a "+5 Chieftain's Halberd" for your effort. This weapon is like a small god in disguise, and will make fights a heckuva lot easier; expect to land double-digit damage quite often. The tradeoff is losing your shield hand's effect. Floor 7 - When you reach the portal hub (you'll know it when you see it) put three stone items in the shelves across the way. You will get back three scrolls which are very cryptic hints about the other stone items. Methinks someone mistook "gem" for "orb" though, regarding one of the hint scrolls. Floor 8 - A very obscure special quest, there is a room you will come across with 12 dart trap holes which are empty. Fill it with 12 darts and hit the pressure pad, moving out of the way of course. You'll get back 10 "+5 Adamantine Darts" which will now make your back line a whole lot more dangerous for most battles.. Floor 9 - There is a room you will come to where there is a messages reading "The Key is on the other side" facing a shelf. Walk to the shelf and throw something towards the writing when it is out of your sight to trigger the quest. Your reward is a trio of Orbs of Power; VERY useful for you to have on you. Floor 10 - In a chamber near the twin portals, you will find three shelves in between four niches. Insert three Kenku Eggs (did you think you were done with these already? HAH) and spawn some Mantis Warriors. They hold rings of protection for you once you kill them. Floor 11 - I triggered this one on accident. In the "Room of Levers" where the Dwarven Healing Potion is hidden, place an item inside the niche after removing the potion and mess with the levers. When you get them all pointing up a sound of magic will occur. You should get a Wand of Frost back. Similarly, if you leave a scroll in there (make it one you don't need later!) you will get a scrap of parchment back which will give you a hint about how to defeat Xanathar. Floor 12 - Use the Wand of Slivias to force Xanathar into his own spike trap. This can be made difficult by his eye beams and the fact he moves rather fast. =========================================================================================================================================== Eye Of The Beholder Special quests: These are the twelve special quests -- one for each level. 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. =========================================================================================================================================== 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 (bek@post3.tele.dk) 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 (taki@mars.arts.u-szeged.hu), 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 (h430964@stud.u-szeged.hu)