Walkthrough forEye of the Beholder 2

Character Editor Guide

This information contained below will tell you how you can modify your characters through the use of binary manipulation. It will NOT tell you how to win the game, nor is it a hint file. If hints are desired, consult a hint guide.

Also, take note: The details within this document have been tested and found valid on IBM/MS-DOS compatible machines ONLY! I cannot vouch for the validity of these notes on any other type of machine. Those of you with other machines (Amiga, Mac, etc.) are welcome to try it, but don't come crying to me if it doesn't work.

Now, in Eye of the Beholder I, there was one save file and one only. Now I am pretty sure the info contained herein WILL work on Eye of the Beholder I save files, in fact it was another cheat file like this one that made me try it on Eye II, but I say again, no promises.

At any rate, in Eye of the Beholder II, there are several slots in which you can save your game, each with so many characters in which you can give it an individual name. At any rate, where in Eye I there was one save file, named EOBDATA.SAV, there are several in Eye II, one for each save slot, to be exact.

These files have the names EOBDATAx.SAV, where x is a number 0 through 6, I believe. At any rate, the number on the end corresponds to the distance from the top slot in the game. Therefore the highest up will be EOBDATA0.SAV, the next one EOBDATA1.SAV, and so on, until the last one.

Therefore, you must figure out which file contains the data you want to alter, and then make a backup copy of it. You don't have to, but if you mess up, and there is no data to restore, then you're stuck with it. I thought I would warn you in advance, so you don't do anything stupid.

Now, you can either edit the backup file or the save file, it doesn't really matter. I edit my save file directly, namely because it saves time. If you edit the backup file, then you have to rename the original save file to a backup, then copy the backup file to the save file original name (Eye II WON'T know to look for BOB.SAV), then run Eye II.

It's easier to just edit the save file directly, copying from the backup file in case you screw up. You might want to make several backup files, at different stages of the editing spree, in case you only want to back up one small step, rather than start over again.

But you should be able to figure out this stuff from common sense, so I will get to the point. Now, you will need a hex editor of some kind. I use Diskedit myself, because it's nice and easy to use, and it supports a mouse. Oh yes, DISKEDIT is a part of Norton Utilities, and the version I use is 6.01.

Very nice, but I am sure PC tools has something as well, and there are probably half a million editors out there in shareware land or by less known companies. Any recommendations should be sent to for newer versions of this text file. OK, let's start fiddling. Execute your editor and open the file in question.

With most hex editors, there will be a series of two-digit hex codes to the left, and the ASCII equivalent to the right. It should look vaguely like the following:

3D 3D 3E 45 61 74 20 6D  - 65 3C 3D 3D 00 00 00 00   ==}Eat me{==.... 00 00 00 00 00 01 49 72  - 6F 6E 41 73 73 00 00 00   ......IronAss... 00 13 13 64 64 12 12 12  - 12 11 11 13 13 10 10 7F   ...dd.......... 00 7F 00 FF 00 06 00 02  - 19 35 09 00 00 C4 EF 03   ........5...... 00 88 0D 01 00 88 0D 01  - 00 64 1E 87 79 00 00 00   .........d..y...
00 00 00 00 00 00 00 00  - 00 00 00 00 00 00 00 00   ................ 00 00 00 00 00 00 00 00  - 00 00 00 00 00 00 00 00   ................ 00 00 00 00 00 00 00 00  - 00 00 00 00 00 00 00 00   ................ 00 00 00 00 00 00 00 00  - 00 00 00 00 00 00 00 00   ................ 00 00 00 00 00 00 00 00  - 00 00 00 00 00 00 00 00   ................
00 00 00 00 00 00 00 00  - 00 00 00 00 00 00 00 00   ................

Now, notice that most of the characters that are represented by hex numbers other than 00 do not show up. No need to really worry about that. As long as they are there on the hex side, you're ok. First of all, notice the first line. This represents roughly the title that appears in the save slot.

This will most likely be in all capitals (I have already done some editing with this file, as you will see). Eye II automatically throws everything in caps, so the only way to get them otherwise is to do it yourself here. I will stress now that you want to do most of your editing on the hex side.

Hopefully your editor allows you to edit in either hex or decimal areas. For names and such you can edit on the text side, but for the most part you want to play with the hex numbers. After the name, on the second line you will see the name of your first character (that is, the character in the upper left hand corner of your six.

The next character would be in the upper right hand corner, then the center ones, left to right, and finally the bottom ones, left to right). This always starts with the hex character 01, so leave the character to the left of the name alone. Now, the name can take up 11 spaces, although I have never tested that.

It might be wise to leave a byte free between the name and the abilities, which come next. You can type in the name any way you want, but make sure the characters not taken up by the name are left as 00. Next come the abilities of your character, in the order Strength, Percentage, Intelligence, Wisdom, Dexterity, Constitution, and Charisma.

These all take up two bytes apiece, and I assume the first byte is current score, and the second byte is maximum score. Whatever the case, make sure they are the same. The numbers are in hex, so an 18 would be represented by 12, 19 by 13, and so on. Don't edit in the text side here, because you are dealing with byte values, not actual numbers.

You won't see an 18 in the text, just the character with the value 18d or 12h (a control character in ASCII. 19d, or 13h, is the Carriage Return). Oh, by the way, the percentage is also in hex, but since 2 hex digits will give you a number as large as 255, you can represent anything from 1 to 100. So, 64h is the equivalent of 100d.

Might as well jack them all of the way up if you're going to cheat. Now, this only works for fighters. If you do this to a mage, the game will ignore it. The abilities all take up 14 bytes right after the name. Next is the hit point value, also in hex, a null byte (00), and then the hit point value again, followed by another null byte (00).

Once again, I'm guessing, but I think you have current hit points followed by maximum hit points (for injuries and such). Note the null byte following each. I assume so this is in case you reach a hit point total of 256 or higher, which could be feasable in Eye of the Beholder III.

What will happen is the second byte, now null, will be used as the higher byte, much the way you add a 1 to the left end of a number, like when 99 goes to 100. More on this later, when we deal with the experience. Next, there are two bytes, one that might be high up, like FC or so, followed by one that should be null (00).

I don't know what function these perform, but they seem to be way up there for NPC's and low for your generated characters. Next is a series of four bytes that are useful only if you really want to completely change your character: The first byte is the Race and Sex, with even numbers being male, and odd being female.

Thus, 00 and 01 are human male and human female, respectively. Likewise, the elves take up 02 and 03, the half-elves have 04 and 05, the dwarves 06 and 07, the gnomes 08 and 09, and the halflings finish it off with 0A and 0B. The next byte following that is pretty important. It states the class of your character.

I don't know all of them, but I have deduced that 00 is fighter, 01 ranger, 02 paladin, 03 mage, 04 cleric, and 05 is thief. The multi-classed also have a single digit, with 06 going to fighter/cleric, 07 fighter/thief, and so on. I don't know all of them, but Amber, the mage/thief on the priets level, is 0A.

So you should be able to deduce the rest through experimenting, and I will most likely have more complete results in the next version of this file. The next byte is the alignment of the character, with 00 as lawful good, 01 neutral good, 02 chaotic good, and so on, ending up with 08 as chaotic evil.

The next byte you really shouldn't tangle with unless you want to change the character's appearance. This byte selects the portrait used on the screen. I don't know which is which, but each portrait probably has its own two-digit hex code. Try different numbers and see what you come up with (hell, you might come up with the head of a monster!).

I do know that the NPC's all have portrait numbers high up, around FE and FF or so. Most likely the character portraits are all down in the 00 to 30 range. The byte after that doesn't seem to do much, at least not that I can figure out, so I leave it alone. The next three bytes detail the character's level.

You probably don't want to toy with these, as they will only be temporary (once the experience points reach the turning point of a certain level, they will put the character in that level, even if the level byte says he's three levels higher). Each byte represents the level in hex.

Most characters will only have one of the three bytes used, unless they are multi-classed (yeah, one for each class, as three classes is the max you can have). Then after those three bytes is the experience for each class, which takes up four bytes apiece. Now, this is where it gets really tricky.

The best way to compute these guys is to have a really good knowledge of hex, or to use a calculator that can readily convert between hex and decimal. I use an HP 28S myself. Now, this is tough. Take the four bytes, let's use an example from one of my files. Calandra (not shown above in the sample text) has an experience value here of C4 1E 05 00.

Now, the right most byte is the highest byte. To figure out the decimal value, feed in the hex value byte by byte, starting with the right. So, you would punch 00 05 1E C4 into your hex calculator (in hex mode, silly) and convert to decimal.

This will result in Calandra having an experience point value of 335,556 experience points, putting her at level 9. Now, if you want to have Calandra go up a level, the best thing to do is not to give her enough points to make her level 10.

Rather, you want to put her at just ONE point below the next level, that way when she kills a monster next (or anyone in the party does), she will gain enough to go up automatically. That way her hit points are updated, as well as the levels, in the save file.

Otherwise, you will confuse the program, and while you may have enough experience, you will probably not get a level increase, because the actual point boundary was never CROSSED, but avoided entirely. I really hope I am making sense.

Now, to make Calandra 10th level, let's bump her up to one point below 10th level boundaries, which are 500,000 for a fighter. So, punch in 499,999 in decimal to your calculator, and convert to hex, which should give you the value of 00 07 A1 1F.

You would then go to the hex codes (on the left side, of course) and punch them in backwards: 1F A1 07 00. Note that you are not punching in the ENTIRE number in reverse, just the bytes. So if you punched in F1 1A 70 00, you would completly screw your character up.

In fact, you might find the experience point value drastically different than what you intended. Just thought you should know. That is what makes it so tricky. Note that the fourth digit will probably be unused, unless you have a very high experience level.

This will most likely be used in Eye of the Beholder III, when you will probably be level 15 or higher. Or, because the numbers are exponential, you might not see it until Eye IV or so (assuming they make an Eye III and IV. They

BETTER).

For those of you who do not have hex calculators, there is a way to figure out what you want, but it's pretty tricky. Each hex digit in a number, like a decimal number, is nothing more than a digit from 0 to 10 (including A through F in hex) multiplied by a power. For example, using decimal, 1 is actually 1 times 10 to the power of 0 (which is 1).

10 is actually 1 times 10 to the power of 1 (10) added to 0 times 10 to the power of 0 (1), resulting in 10. Therefore, 15 would be 1 times 10 to the power of 1, plus 5 times 10 to the power of 0, resulting in 10 + 5, or 15. Simple, right?

One hopes so (not only will I tell you how to cheat at your game, I will have given an introductory course in hex math. Wild). Now the principle is the same with hex, only you use sixteen as the base, rather than 10.

So, 01 is 1 times sixteen (or 10 in hex) to the power of 0 (still 1), 10 is 1 times sixteen to the power of 1 (sixteen) plus 0 times sixteen to the power of 0, resulting in sixteen (which is hex 10).

Likewise, 01 00 is two- hundred fifty-six, 10 00 is four thousand, ninety-six, 01 00 00 is sixty-five thousand, five hundred thirty-six (I am spelling them out so you won't get the humber systems confused), and so on. You will notice that these numbers tend to resemble computer values in disk or memory size. That should make sense.

At any rate, to figure out the value of Calandra's experience, we would take the number shown in the file, C4 1E 05 00, write it backwards (sort of), 00 05 1E C4, and then convert it. 00 can be discarded, as can the first 0 in the next byte.

That leaves us with 5 times 16 to the power of 4 (65536d), plus 1 times 16 to the power of 3 (4096d), plus E (14d) times 16 to the power of 2 (256d), plus C (12d) times 16 to the power of 1 (16d), plus 4, which should result in what we had up above, 335,556.

It is a hell of a lot more tedious, and converting back is an even bigger pain, but if ya have to.... That covers the experience part. The rest iis shaky, but I do know that there is a great deal of space between the abilities, and the physical posessions on a character.

I can only assume that each item has it's own two-digit hex code, and the location in the file pertains to the location on the character's person. Now obviously there are some places that will not accept certain items (putting boots on as armor, and the like), so if you mess with those, you could cause certain items to disappear.

At any rate, I plan to experiment with that next, and see what happens. What I will need to to is compile a list of items and their respective hex codes, and then list the places in order on the file. Most likely they progress logically in the file, much the same as the characters do.

It's easier on the programmers to promote order, especially when it comes to debugging.

And finally, there must be a location section, that states where the characters are in the dungeon, what level, what square, what doors are open, what monsters have been killed, do they have the mark of darkmoon, do they have the pieces of talon, have they trapped the medusas, what doors are open, etc etc etc.

Because this stuff is all incomplete, I plan to do more research at a later date. For now, I will be content with what I have here, and hopefully you all will too.

Any questions, comments, money (just kidding), are appreciated.

That's it! I hope this helps you all out! I enjoyed delving into the guts of this game, and will probably do so for other games in the future, now that I know how...

-Mike

P.S. I always enjoy feedback, so email me, even if you didn't find this useful! I'm always fond of correspondence or conversation, or just plain hint-swapping. Like I said before, I DO have a ton of hints, and am considering writing a hint file for EOB II. If I get enough requests for it, I will most likely do so. Take care, and stay cool.

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Puzzle Solutions

Warning

This is not a walk through. It's simply a set of spoilers for the various puzzles for this game.

Some basic techniques

1. Pressure plate. Each of them will have different behaviour. To activate them, either step on it or leave something on them. Sometime you need to throw some items there when you can physically reach them.

2. Hidden button. Check the walls carefully. Sometimes you will find a protuding brick or buttons. Clicking in them will often open a secret passage.

3. Most door have a button to open them. Sometime a key is needed. There are some which can be force opened. Others requires you to do something they can be opened.

4. Cast 'True Seeing' whenever possible. It let you see through secret door.

5. Always carries some additional items. You won't know when you need them to activate pressure plate or other mechanism.

Forest

There is a stairway somewhere in the forest. Some items can be found here.

Darkmoon temple (0)

Once you enter the temple, there is no way to get out.

From here, there is a staircase down to the dungeon below and another which leads to the priest chamber.

Dungeon level

You must look for 4 horns : north, south, east, west wind.

Skeleton level

North Wind : in the guard room

NPC : A thief - He will leave you when you rest.

Skeleton level

East Wind : found in a certain room when you open 2 doors with 2 darkmoon keys.

NPC : Calandra - A fighter

Weapon : Axe "The Bait"

Short Sword "Sting"

Slime level

This is no way you can rest here. If you need to rest, find the stone gem fast and get in and out of this level with it.

South Wind : behind 3 doors, need 2 darkmoon keys, 1 spider key. There is a staircase which let you get out of this level here.

In a certain room. You will find 9 pressure plates. To open the door, you need to place 5 items on the pressure such that a 'X' is formed.

x . x . x . x . x

Beyond the door. Through a few secret door. You'll find a stone gem, 2 glass sphere (don't lose them), a cloak "Moonshade"

Portal : Behind a door with a spider lock. Using stone gem on the portal will teleport you to a portal in the priest chamber. This is one of the way to get out of here.

Weapon : Sword "Hath Kull" -2 cursed

Items : Get 3 or more femur/skull. 5 or more rock.

Ant level

West Wind : found at the SW corner of the ants level.

Weapon : Dagger "Sa Shull"

Priest Chamber

Things to try out : Attack statue. Sometimes a button is hidden behind.

There is a place where you will find a mouth. You can go ahead only when you have the mark of darkmoon.

Portal : There is a room with a portal. Drop your extra items here so that you'll be able to get them easily. Try to group the same kind of items together so that it's easier for you to get them later.

The crimson lock needs a crimson key. You can only find it later in the game.

If you happen to end up in a place where you can find 3 gems and a copper key. You'll need to place the 3 gems in the slot where the copper key is found. Get the tropelet seed and plant it in the soft ground to grow a portal. Step into it to get of this place.

Temple (Entrance)

Search for the picture of a wind blowing. Blow the 4 horns here. This will break the seal and reveal a staircase up.

Mantis level

This is the starting level of the test of faith.

Weapon : Long Sword "Hunger".

To get the sword, you need to go across those electric beam.

x | . x x x in ---} . . . x x x x x . x . . --} out x | . . . x

x : permanent beam . : moving beam

Once you get across. There will be a tough fight. If you win the fight. Press a button on the wall to switch off the moving beam.

There is a triangular hole here. Place a rock inside and it will turn into a wand.

NPC : Tanglor - Fighter / Cleric

Dying mantis : If you heal it, it will attack.

Talking mouth : Give 3 bones to it (femur or skull). You'll get a bone key in return.

There is a place where you will find 2 pits. Press a button on the wall to close the first once. Then throw something across the pit to close the second one. You can get a mantis key here.

Mantis Nest : Attack the egg one by one. Don't go near all the way or all the mantis will attack together. Get the green gem, then put it back to reveal a passage. Get the mantis idol and the glass sphere (don't lose it). (You should have 3 glass spheres by now).

Warp level

In the room with 4 levers.

1 2 North 3 4 ^

Pull levers in this order: 1, 3, 4

Walk inside the passage. Press a brick on the wall. (Your thief should alert you) Walk back again. Pull lever 2. The hole is not closed but you must have faith to walk on it.

There are 2 portals at the end of this level. Take the right portal.

Flying Snake level

Door I : Fireball trap

Door III : Fake beholder. It will explore when attacked. Door II : Force open a certain door to get the rotten food. When asked to choose the right door. Choose the RIGHT door.

Dying priest : Leave him alone. You'll be trapped inside if you kill him.

The never ending passage : Walk 3 step west. Press a button on the wall. You may now walk right in. When your party member complain about dizziness. You have step on a spinner trap. Check your compass.

The hungry mouths:

1. Your famine, my feast. Rotten food. 2. Items born of greed. 5 rocks. 3. Items with the hidden glow. Mantis Idol. 4. The blade that have eaten much. Long Sword "Hunger". 5. Tiny and red. Red Gem. 6. Give me liquid. Potion. 7. No matter how parched. Scroll.

Red Gem : One of the mouth will open a certain passage beyond door II, go there to get the red gem.

4 keys and 1 door. Just teleport around until you have 4 darkmoon key. Open the door to enter the beholder level.

Beholder level

This level is very tough. So, there are not much puzzle here. Survival is most important here.

Dying beholder : You can find it some where in the illustionary wall. Cast a true seeing spell before entering. Don't heal the beholder. Press the wind symbol to go up/down.

Weapon : Green crystal hammer (important) Armour : Dragon skin armour.

Get the mark of darkmoon at the end of this level.

Priest Chamber

With the mark of darkmoon, you'll may go further. The talking mouth will open a passage for you to enter.

Break the green shield with the green crystal hammer.

Search inside. Look for a slot on the wall. Place something inside to open passage. Press button on wall to reach the staircase.

One level up

Walk around until you are in a big room. Cast a true seeing spell to see through the illusionary wall. Enter the portal. You will find a polished shield (1).

6 polished shields are needed later on. So don't lose them.

Balisik level

Cast dispel magic on the statues to reveal passage.

Soul gem : Beyond the 2 moving holes. Heart gem : Beyond the portals. Body gem : Behind an illusionary wall near the portals.

Place the 3 gems in the strange curving to open the door.

The room with 6 pits and a button. Press button to release monster. Don't move, wait for the monster to step on pressure plate. Once it stepped on it. Go across immediately. Kill the monster and leave something on the pressure plate.

Beyond this room, you'll find a polished shield (2). Get the crimson key lying somewhere in this place. There is also a mouth which offer you a challenge. Take the challenge. Win it to get a polished shield (3).

The room with 3 levers. (order them from west to east)

Set the levers to up, up, down, then press button. Then up, down, up, press button. Followed by down, down, up, press button.

You may now get the amulet of life.

Room with 6 pressure plates and a moving wall. The wall will move toward the direction of the depressed pressure plate.

W

1 2 3 4 5 6

To get across, step on 4. The wall will move to 1. Back off 1 step. Step on 6. The wall will move to 2. Turn left and throw something at 4. The wall will move to 1. Move forward 2 step to get across.

Use the eye of talon to open door. Remember to take it back.

Next level

You'll need to find 2 keys to open the door to the next level.

There is a illusionary wall near the locked door. There are two door inside. The left door leads you to a shell key.

The right door leads you to a certain level where many things need to be found.

Right door : Once you have enter it, you'll find a passage which is block by a moving hole. It seem impossible to cross this passage. However, a true seeing spell will tell you that one of the hole is an illusion.

1 2 3 4 -} east

The hole moves from 1 to 2. 2 to 4. 4 to 1. Hole 2 is a fake. So you can just wait there until 1 and 2 is cleared before you cross.

The portal there will bring you to a certain level with a strange creature.

Strange creature level

The room to the east of the portal contains a polished shield (4).

Boots : Brahma's boots. Found on the pressure plate in the middle of the room with lots of fireball flying around.

Another polished shield (5) can be found beyond the room you find the Brahma's boots.

There are 2 pieces of glass which you can break by attacking it with your weapon. Get the starfire in between.

Use the starfire to open the door. (Place it in slot and then remove it).

You'll will be given an amulet of resurrection and your party was told to commit suicide. Don't take that advise. It's Dran who is talking to you.

Just to the west of the place you get the advice is a hidden passage where you can find a polished shield (6) and Jhonas' cloak.

In the room with 11 pressure plates and 2 portals.

A

1 4 8 2 7 9 11 5 10 3 6

B

You need to place 6 items on pressure plate 1-6. 7 turn on portal B 11 turn on portal A 8-10 select the respective pressure plate.

So, here is what you must do: 8,7,B : step on 8, then 7, throw something at B 9,7,B 10,7,B 8,11,A 9,11,A 10,11,A

When pressure plate 1-6 are occupied, the door will opened.

Beyond the door, you'll find a staircase down.

You'll be required to cross 2 rooms with moving holes. If you fall, you'll need to clear them again.

out o . . o . o o . o in

out o o . o o . o . . in

You will reach a portal which bring you back. Open the door with the crystal key and take the staircase up.

Medusa Level

Place the 6 polished shields in the slots on the wall to open the door. Get the shields back to protect yourself against the medusa.

Stone dagger : Found inside maze. Tooth : Found inside maze.

In the room with 4 pressure plates. You'll need to trapped the medusa so that she is on top of the pressure plate. To do this, lure them inside the room with the pressure plate. Then cast hold monster on them. Close the quickly before they try to get away. When all 4 pressure plates are down, the door will opened.

Walk to the end and get the hilt of talon. Search the wall for a button to reveal a passage.

Use the tooth to open the door and step on the pressure plate.

You'll be brought to the frost giant level

Frost Giant Level

This level is quite small. Combat is tough.

Talon's tongue : You'll find it soon or later.

Portal : This is near the Talon's tongue. Use the stone dagger to get out of this level.

Pits : Watch carefully. If you fall, you'll be a few level down.

Priest Chamber

Use the crimson key to unlock the door.

Place the eye of Talon, hilt of Talon and Talon's tongue on the curving. This melt the wall and you'll get the Talon. Let your magician use it and it works best with him.

There are 2 staircases up and 1 down.

The one leading down let you get some items.

The right staircase let you get a crimson ring.

The left staircase bring you to a room with 6 portals. Get the piece of sticky paper. Try out the portal until one of them disappear and you found a curving of a ring. Use the crimson ring on the wall. Enter.

Notice that your crimson ring disappeared. This means that you can go back from here anymore.

The flying ring : There is a ring which seem to move whenever you approach it. Place the piece of sticky paper on the floor to catch the ring. Here you can find 2 crimson rings.

Use the crimson ring at the end of the passage.

You'll be in a circular passage way. Get the Mapaj. Cast true seeing. Get the shall rejoice and other items. Go upstairs.

Look for a giant. Touch him to get coin. Go upstairs.

Use the coin to open the door (either one will do). Go upstairs.

Here you'll find 3 barriers and 2 discs.

northern disc A ^ southern disc B ^

A } B } : turn off 1 barrier

A v B v : turn off 2 barrier

A { B { : turn off 3 barrier

Place a glass sphere in each holder. You'll need 3 of them. When this is done. A lever appear on the wall in the middle, pull it to go up.

Cast true seeing. A crystal ball is in the room to the west. It's well guarded by mind frayer and salamander. View it at your own risk.

The room to the south is protected by magic. Cast dispel magic to open the door. Get the stone cross from the dying cleric. Go upstairs.

Dran is in one of the room here. Run away from him to a larger area. From there, play hide and seek with him and attack him when you can. His magic is strong and it can wipe out your party.

Side step from left to right, right to left. When your weapon is ready, attack him. Repeat this until he is defeated.

You'll need to defeat him twice before you can kill him.

When he is dead, watch the ending sequence.

VOLUME

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