Advanced
                             Dungeons & Dragons
                              computer product




                     E Y E  O F  T H E  B E H O L D E R
              A LEGEND SERIES Fantasy Role-Playing Saga, Vol.1
                                 CLUE BOOK




                        STRATEGIC SIMULATIONS, INC.

-----------------------------------------------------------
WESTWOOD ASSOCIATES CREDITS

                    Writers    Marc Cram, Michael Legg
                               Eydie Laramore

          Special Thanks to    Glenn Sperry

STRATEGIC SIMULATIONS CREDITS

                    Writers    George MacDonald,
                               Richard Wilson

                 Support By    Glen Cureton, John Kirk

      Art, Graphic Design &
         Desktop Publishing    Louis Saekow Design:
                               Peter Gascoyne

       Pre-press Production    Louis Saekow Design:
                               Kirk Nichols

                   Printing    American Lithographers, Inc.
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product described in this clue book at anytime and without notice.

Strategic Simulations, Inc.  makes no warranties,  express or implied,  with
respect to this clue book,  its quality, merchantability or fitness  for any
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ADVANCED DUNGEONS & DRAGONS, AD&D, and FORGOTTEN REALMS are trademarks owned
by and used under license from TSR, Inc., Lake Geneva, WI USA.

Copyright  1991  Strategic  Simulations,  Inc.  Copyright 1991 TSR, Inc. All
Rights Reserved.

This  clue  book  is   copyrighted  and  includes  proprietary   information
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Inc. No one may copy, photocopy, reproduce, translate, or reduce to  machine
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holder(s).


                             TABLE OF CONTENTS

Introduction.............................................................
STORY BACKGROUND.........................................................
STRATEGY.................................................................
    The Characters.......................................................
    The Party............................................................
    Combat Mechanics.....................................................
    Attacking............................................................
    Tactics..............................................................
    Ability Scores and Other Characteristics.............................
    Weapons and Armor....................................................
    Spells...............................................................
    Non-Player Characters................................................
    Monsters.............................................................
    Solving Puzzles......................................................
MAPS.....................................................................
    Level 1 - Upper Sewer Level..........................................
    Level 2 - Middle Sewer Level.........................................
    Level 3 - Lower Sewer Level..........................................
    Level 4 - Upper Level Dwarven Ruins..................................
    Level 5 - Dwarven Ruins and Camp.....................................
    Level 6 - Bottom Level of Dwarven Ruins..............................
    Level 7 - Upper Reaches of the Drow..................................
    Level 8 - Drow Outcasts..............................................
    Level 9 - Lower Reaches of the Drow..................................
    Level 10 - Xanathar's Outer Sanctum, Mantis Hive.....................
    Level 11 - Xanathar's Outer Sanctum, Lower Reaches...................
    Level 12 - Xanathar's Inner Sanctum..................................
HINTS....................................................................
    Level 1 - Upper Sewer Level..........................................
    Level 2 - Middle Sewer Level.........................................
    Level 3 - Lower Sewer Level..........................................
    Level 4 - Upper Level Dwarven Ruins..................................
    Level 5 - Dwarven Ruins and Camp.....................................
    Level 6 - Bottom Level of Dwarven Ruins..............................
    Level 7 - Upper Reaches of the Drow..................................
    Level 8 - Drow Outcasts..............................................
    Level 9 - Lower Reaches of the Drow..................................
    Level 10 - Xanathar's Outer Sanctum, Mantis Hive.....................
    Level 11 - Xanathar's Outer Sanctum, Lower Reaches...................
    Level 12 - Xanathar's Inner Sanctum..................................
Solutions................................................................
    Level 1 - Upper Sewer Level..........................................
    Level 2 - Middle Sewer Level.........................................
    Level 3 - Lower Sewer Level..........................................
    Level 4 - Upper Level Dwarven Ruins..................................
    Level 5 - Dwarven Ruins and Camp.....................................
    Level 6 - Bottom Level of Dwarven Ruins..............................
    Level 7 - Upper Reaches of the Drow..................................
    Level 8 - Drow Outcasts..............................................
    Level 9 - Lower Reaches of the Drow..................................
    Level 10 - Xanathar's Outer Sanctum, Mantis Hive.....................
    Level 11 - Xanathar's Outer Sanctum, Lower Reaches...................
    Level 12 - Xanathar's Inner Sanctum..................................
    Portals..............................................................
TREASURE GUIDE...........................................................
    Items By Level.......................................................
    Special Quest Bonuses................................................


                            INTRODUCTION

EYE OF THE BEHOLDER is Strategic Simulaions, Inc.'s first ADVANCED  DUNGEONS
& DRAGONS (R)  Legend Series fantasy  role playing saga.  In this game,  the
characters are hired by the Lords of Waterdeep to discover the source of  an
evil presence in  the sewers beneath  the city. The  party must explore  the
sewers,  avoid  traps,  and  battle  monsters  to discover the source of the
evil.

EYE OF THE BEHOLDER (EOB) is different from previous AD&D (R) computer  role
playing games.  EOB is  based on  the AD&D  2nd Edition  rules. It is a real
time  game,  where  exploration,  puzzle  solving,  and  combat  all  happen
continuously  in  the  3D  window.  EOB  also  requires more exploration and
puzzle solving than previous AD&D computer role playing games.

Because EYE  OF THE  BEHOLDER is  a new  kind of  AD&D computer role playing
game,  this  clue  book  is  organized  in  a  new way. The Strategy section
contains  advice  on  playing  EOB  effectively,  including  how to select a
party, fight  combat, best  use spells,  choose NPC  companions, and  defeat
specific monsters. The Maps section contains the maps to all of the  various
levels in the game, but contains  no hints or solutions to the  puzzles. The
Hints sections contains dues to the solution of many of the puzzles in  EOB,
but  it  does  not  contain  the  complete  answers  or the locations of the
monsters.  The  Solutions  section  contains  step  by step solutions to the
puzzles, locations of the monsters, and  a road map of the magic  portals in
the game. The  Treasure section contains  lists of the  treasures in all  of
the various levels of the game.

This clue book  acts as a  player's guide to  EYE OF THE  BEHOLDER. A player
can get as little or  as much help as he  likes. A player who wants  to play
the game  effectively, but  who wants  to explore  the game  for himself can
read the Strategy section  and ignore the rest.  A player who wants  to play
the game  but who  doesn't want  to draw  maps can  use the Maps section and
ignore the Hints and  Solutions sections. A player  who wants a push  in the
right direction  when confronted  by a  difficult puzzle  can check  out the
Hints section. And, the player who  wants to see everything in the  game can
use the Solutions and Treasure sections so that he won't miss a thing.

This clue book assumes that you have read the EYE OF THE BEHOLDER Rule  Book
and Data Card that came with your game. If you have any questions about  how
to do  a specific  action, check  the Rule  Book. If  you have any questions
about the installation or interface, check your Data Card.

Armed with  all of  this knowledge  you are  sure to  be successful  in your
quest.

                             STORY BACKGROUND

Dear Adventurers,

It is my sincere  hope that you receive  this package before you  begin your
quest into the sewers beneath  Waterdeep. This package contains notes  found
on a drow spy that could help you on your journey.

The spy was captured  two nights ago by  Oltec, Captain of the  Guard. Under
interrogation,  the  drow  revealed  a  disturbing  plan.  He  claimed to be
working for  a being  named Xanathar.  The spy  claimed that  Xanathar is an
evil crime lord that inhabits the deepest part of the sewer system.

Supposedly, Xanathar  magically teleported  this drow  into the  city to spy
into the city to  spy on the Lords  of Waterdeep. Xanathar did  not have the
capability to teleport the spy back into his underworld and so gave the  spy
this package of information to make the trip back underground safer.

This package  includes a  map of  some of  the tunnels  and caverns  beneath
Waterdeep. It also includes several sets  of notes that point out traps  and
monsters to be avoided and items that might be useful  on the trek.

Use the information in this package wisely. It may be the advantage you
need to defeat this wretched villain, Xanathar.

Your trusted friend,

KHELBEN

                             STRATEGY

Many  elements  make  up  the  strategies  the  party will use in EYE OF THE
BEHOLDER. These  elements include:  the characters  that make  up the party,
the mechanics and tactics  of combat, the equipment  and spells used by  the
party, the NPCs that support the  party, the monsters the party fights,  and
the techniques used to solve puzzles.

The Characters

There  are  many  strategies  for  putting  together  an  effective party of
characters. Certain  combinations of  character classess  and race  are more
effective than others.

Single-Class vs. Multi-Class

Non-human  characters  can  be  multi-classed  characters, but that does not
mean that they must be multi-class characters. Single-class characters  have
a number of  advantages over multi-classed  characters with the  same amount
of EXP.

Single-class fighters have several advantages. With the same amount of  EXP,
they  will  average  many  more  HP  and  have  a  better chance to hit than
multi-class fighter combinations.

Single-class clerics  and mages  will gain  higher level  spells much sooner
than  multi-class  cleric  or  mage  combinations. Spell casters become much
more useful  when they  reach 5th  level and  can cast  the 3rd level spells
Fireball and Create Food.

Characters  can  more  effectively  specialize  in  EOB  than  in other AD&D
computer role playing  games. With careful  play, rear rank  characters will
seldom  get  into  melee  combat.  This  makes  a single-class mage a viable
character by reducing  the effect of  his limited abilities  im melee. Also,
the real time nature of EOB means that a character can only do one thing  at
a time, a character's  ability to do many  different things is often  not as
important as the ability to do one thing very well.

The  advantages  of  multi-class  characters  are  obvious, they combine the
abilities  of  several  different  classes  of  character  in  one.  Thus, a
fighter/mage can both melee effectively  and castr spells, though he  can do
neither as well as  a single-class fighter or  mage with the same  amount of
EXP.  Multi-classed  characters  are  often  useful  to  add  an  additional
capability  to  a  party,  such  as  thieving  skills or additional clerical
healing spells.

Racial Advantages

Because  of  the  monsters  and   situations  in  EOB,  certain   race/class
combinations are very  effective. The following  are some specific  types of
characters and their advantages.

Dwarven Fighter:  A  dwarven  fighter  with  a high constitution has a  high
resistance to poison, which makes it  much easier to fight giant spiders.  A
dwarf  fighter  can  also  have  a  Constitution  of  19,  which can further
increase his HP. A  dwarf also allows the  party to read the  writing on the
wall in the dwarvish levels of the game.

Human Paladin: Only humans  can be paladins. Paladins  can fight as well  as
any fighter,  plus they  have the  ability to  heal by  laying on hands and,
they have the ability  to cast some low  level clerical healing spells  when
they reach ninth level.

Elven Mage: A single-class mage  gains levels swiftly and will  quickly gain
the ability to cast  useful spells like Fireball. An elven mage with a  high
dexterity has  a high  AC, which  makes it  easier to  survive stray  thrown
weapons. As a mage, an elf's maximum constitution of 17 does  not limit  his
HP and his maximum dexterity of 19 can increase his AC, a high dexterity  is
essential to a mage.  An elf also allows  the party to read  the writings on
the wall in the drow levels of the game.

Human, Half  Elven, or  Elven Cleric:  A single-class  cleric swiftly  gains
levels and the ability to cast useful spells like Create Food. Humans,  Half
Elves  and  Elves  can  all  have  a  maximum wisdom of 18 (thus gaining the
maximum bonus spells) and have no level restrictions in this game.

Half Elven Fighter/Mage/Cleric: This is the character with the most  diverse
talents in the game.  This character can use  almost every item in  the game
(excluding  lockpicks),  and  has  a  limited  ability  to  fight,  can cast
offensive spells, and heal. Unfortunately, a half elven  fighter/mage/cleric
will go up levels  extremely slowly, and will  have very few HP  for most of
the game.

Elven Fighter/Mage/Thief: The thiefly counterpart to the half elven jack  of
all trades  listed before.  This character  can use  literally every item in
the  game   and  can   pick  locks   as  well.   Unfortunately,  an    elven
fighter/mage/thief will also  go up levels  extremely slowly, and  will have
very few HP for most of the game.

Gnome Cleric/Thief: A  gnomish cleric/thief makes  a good character  to fill
out a party that already  has a single-class cleric. The  cleric/thief gives
the party additional  clerical healing spells  plus the thieving  ability of
picking locks.

The Party

A party  should include  a good  mix of  classes and  races to deal with the
many horrors in EOB. The player  will need to decide upon his  overall party
strategy before making the characters in his party.

In general, a party should have  at least two characters who can  fight well
for the front rank, a character who  can cast mage spells, and at least  one
character who can cast clerical healing spells.

Fighters
The party has many choices for  the two front rank characters who  can fight
well. Most races make reasonable fighters, and fighter, paladin, and  ranger
class  characters  can  all  fight  well.  Even single-class cleric and dual
class fighter/cleric characters  can be effective  front rank characters  in
the beginning  levels of  the game.  Also, most  of the  NPC characters  the
party meets later in the game can fight well and could be used in the  front
rank.

Spell Casters
The choice of the  various spell casters is  also important to the  strategy
of the party. One character who can cast mage spells is normally  sufficient
for most parties. Mages must find their higher level spells on scrolls,  the
supply of scrolls  is limited, so  it not efficient  to divide those  spells
among several mages in a party.

It is  often useful  to have  two characters  who can  cast clerical healing
spells.  It  is  important  not  to  get  caught  after  a  battle without a
conscious cleric.  A conscious  cleric with  a few  Cure Light Wounds spells
can heal as many  HP in hours, as  a party without a  conscious cleric could
heal in many days of rest.

Party Makeup
One strategy is to  create a party of  specialists who go up  in levels with
the fewest number of EXP. This party  works well so long as the warriors  in
the front rank never let the spell casters in the rear rank get into melee.

Specialist Party: Dwarven  Fighter,  Human  Paladin,  Elven Mage, and   Half
Elven Cleric

Another strategy is to create  a party of generalists who  are multi-classed
characters.  This  party  should  always   have  some  character  with   the
appropriate skill for  a situation. But,  such a diverse  party will take  a
lot of EXP to get to higher levels.

Generalist Party: Dwarven Fighter/Thief,  Half Elven  Fighter/Cleric,  Elven
Fighter/Mage, Half Elven Cleric/Mage

A further strategy is to have a mixed party with specialist warriors in  the
front rank  and generalist  spell casters  in the  rear rank.  This strategy
makes sure that the  fighters gain levels (and  HP) as quickly as  possible,
but that the spell casters will have a wide variety of spells available.

Mixed Party: Dwarven Fighter,  Human Paladin, Half Elven  Cleric/Mage, Gnome
Cleric/Thief.

Combat Mechanics

Understanding the combat  mechanics used in  EYE OF THE  BEHOLDER allows the
party  to  use  the  most   effective  weapons  and  tactics  in   different
situations. Each character's ability in combat is defined by his AC,  THAC0,
and damage.

AC
A character or monster's  difficulty to be hit  is represented by his  Armor
Class or AC. The lower the target's AC, the harder it is to hit the  target.
AC is based  on armor and  a dexterity bonus.  Some magic items  also help a
character's AC.

THAC0
A character's  THAC0 represents  his ability  to hit  enemies. THAC0  stands
for To Hit Armor  Class 0. This   is the number a  character must 'roll'
equal to or greater than to do damage on  a target with an AC of 0.  The
lower  the  attacker's  THAC0,   the  better   his  chance   to hit  the
target. A character's THAC0 is based on his class and level.

Note: the generation of  a random number is  often referred to as  a 'roll'.
In determining if an attack hit, the number generated is from 1 through  20.
The base roll is  modified by the character's  ability scores and any  magic
weapons.

An  attack  is  successful  if  the  roll  is  greater  than or equal to the
attacker's THAC0 minus the target's AC.

Example: A fighter with a  THAC0 of 15 attacking a  monster with an AC of  3
would need to roll:  (THAC0=15)-(AC=3) = 12+. But  to hit a monster  with an
AC of -2 he would need to roll: (THAC0=15)-(AC=-2)=17+.

Damage
When a hit is  scored, the attacker does  damage. Damage is the  range of HP
loss  the  attacker  inflicts  when  he  hits  an opponent in combat, and it
depends on the attacker's strength  and weapon type. The damage  each weapon
can do is summarized in the Weapons List.

Some monsters  take only  partial or  no damage  from certain  weapon types.
Skeleton, for example, take only half damage from sharp or edged weapons.

Attacking
Characters generally engage in melee combat, which is face-to-face  fighting
with weapons such as swords  and maces. Characters also have  other options,
such as casting spells and ranged combat, with bows and slings.

In general, a character attacks the enemy  in the front rank on his side  of
the  screen.  when  there  only  one  enemy  left in battle, it moves to the
center of the square and characters from both sides can attack it.

Combat Strategies

To  succeed  in  combat,  a  skilled  player  deploys  his party well, casts
effective spells  before and  during combat,  maneuvers his  characters into
advantageous positions, and attacks  using his most powerful  characters and
weapons.

Deploying the Party

Keep  the  heavily-armored  fighters  in  the  front rank and the vulnerable
mages and thieves in the rear ranks.

Equipping the Party

Equip characters in the front rank with the most powerful melee weapons  you
can find. See the  Weapons Table to see  how much damage each  type of melee
weapon can do. As soon as  you find enough weapons, warriors should  carry a
one  handed  weapon  in  their  primary  hand  and  a  short  sword in their
secondary hand.

Equip characters  in the  rear ranks  with the  most powerful ranged weapons
you can  find. See  the Weapons  Table to  see how  much damage each type of
ranged  weapon  can  do.  Spell  casters  should have their holy symbols and
spell books in-hand, ready to cast spells.

Characters who use thrown weapons  should carry weapons both in-hand  and in
their belt pouch for quick  reloading. Front rank characters who  use thrown
weapons may wish to carry a shield  or short sword at the top of  their belt
pouch. This shield or short  sword will be readied automatically  after they
attack with the last of their thrown weapons.

Be sure to recover your ranged weapons after each battle and to collect  all
of the ranged weapons  you can find. Ranged  weapons get used up  quickly in
battle, and they may have special uses later in the game.

Wounded Characters

Characters who are seriously wounded should  be moved out of the front  rank
if possible. It  is much easier  to heal a  wounded character than  it is to
bring a dead character back to life.

Moving and Fighting

If  you  are  exploring  an  area,  move  with  the compass on the screen to
facilitate mapping. If you are moving through an explored area, move with  a
spell menu on the screen and  an attack spell showing. Always move  with the
Adventure  Screen  up,  you  can't  fight  from  the  Equipment or Character
Screens.

With  both  the  adventure  screen  and  spell  menu up you are prepared for
battle.  Prepare  for  battle  before  you  open  any door, climb or descend
stairs, or push  a button that  could open a  door or secret  wall. Monsters
often lurk  behind closed  doors or  secret walls,  and monsters  are always
ready for combat.

Remember  that  you  can  move  and  fight  at  the  same time. You can move
backwards to dodge an  enemy melee attack. You  can move side-ways to  dodge
an enemy ranged attack.  You can even run  away and close a  door behind you
to get away from a particularly nasty fight.

Fighting from the Keyboard

Fighting from the keyboard takes  a little more planning than  fighting with
a mouse. To fight  effectively, quickly choose the  item you want to  attack
with and press the U key to Use it.

There are two ways to move the  item highlight and choose the item you  want
to  attack  with:  the  A,  S,  W  and  Z,  item  cursor keys, and the F1-F6
character selection  keys. The  party's equipment  should be  set up to take
maximum advantage of the way you move the item highlite.

If you use the A, S, W and  Z, item cursor keys to move the item  highlight,
place the  six weapons  the party  uses most  in the  primary and  secondary
hands of the  front rank characters  and in the  primary hands of  the first
two rear rank characters. Before a  battle, start the item highlight on  the
primary  hand  of  the  character  in  the upper right hand corner. Practice
quickly  moving  the  item  highlight  in  a circle through these six items,
Using each  item in  turn. By  the time  the cursor  gets back  to the first
item, that item should be ready to Use again.

If you use the  F1-F6 character selection keys  to move the item  highlight,
place the four to  six weapons the party  uses most in the  primary hands of
each of the  characters. Before a  battle, start the  item highlight on  the
primary  hand  of  the  character  in  the upper right hand corner. Practice
using  the  F1-F6  keys  to  quickly  moving  the item highlight in a circle
through these four to  six items, Using each  item in turn. By  the time the
cursor gets back to the first item, that item should be ready to Use again.

Once you can  move the item  highlight and use  weapons quickly, add  moving
and casting  mage spells  to the  combat rhythm.  In general,  if the combat
situation requires that   the party move,   then interrupt your   combat
rhythm and  move!  To  cast  spells  effectively  in  combat,  take  the
first spare instant  to   Use  a  mage's   spell  book  and   open   the
spell menu. Resume attacking with  weapons until you have another  spare
instant, the choose  the spell level, the spell  within that level,  and
the cast  the spell.   You can  eliminate choosing  the spell  within  a
level if you  memorize only the   attack spells Magic  Missile,   Melf's
Acid Arrow,  Fireball, Ice Storm,  and Cone of Cold.

With a little planning and practice,  you can fight as effectively with  the
keyboard as you can with the mouse. While the party's attacks may  sacrifice
some flexibility, they will gain in consistency and rhythm.

Tactics

The monsters  on the  first several  levels are  each designed  to require a
different combat strategy for  maximum effectiveness. The player  should try
to learn  different combat  strategies to  fight each  type of  monster most
effectively.

Level 1

The monsters  on level  1 do  not have  special abilities  or weaknesses. It
only requires that the party learn to melee effectively to survive.

Level 2

The  monsters  on  level  2  are  undead.  The party should learn that these
monsters  can  be  turned  by  a  cleric  who  has his holy symbol ready and
in-hand.

Level 3

The kuo-toa have ranged attacks. The party should learn to dodge the  ranged
attacks before closing with the monster to melee.

Levels 4 & 5

The giant spiders have a poisonous  bite. The party should learn 'shoot  and
scoot' tactics to keep  out of melee. These  tactics consist of learning  to
move backwards while attacking with ranged weapons and spells.

Level 6

The kenku have multiple ranged attacks, travels in groups, and can  surround
a slow moving party. The party should learn to keep dodging until the  flock
has expended all  of its ranged  attacks. The party  also needs to  learn to
use  area  effect  damage  spells,  like  Fireball,  to clear out the flocks
quickly and  to move  swiftly so  as not  to get  trapped in a corridor with
foes both in front and behind.

There is  a wizard  on level  6 that  has many  area effect spells. Here the
party needs to learn 'hit and run' tactics. These tactics are to dodge  back
around a  corner, strike  at their  foe as  he presents  his flank, and then
dodge back againg as he turns to  face the party. The object of this  tactic
is to always avoid the enemy's devastating fire power.

Level 7

The drow have weapons coated with a paralyzing poison and have a significant
resistance to  magic. The  party should  learn to  rely on  missile fire and
maneuver, instead of magic and melee, to defeat their foes.

Once the party has learned all  of this tactics, they have a  chance against
any of the  monsters in the  game. All the  party has to  do then is  decide
which tactic is most effective in each situation.

ABILITY SCORES AND OTHER CHARACTERISTICS

Strength

The Strength  Chart lists  the modifiers  to melee  his probability  and the
damage adjustment based on the character's Strength.

Strength Chart

Ability Score             Melee Hit Probability            Damage Adjustment
----------------------------------------------------------------------------
3                                 -3                             -1
4-5                               -2                             -1
6-7                               -1                             none
8-15                              normal                         none
16                                normal                         +1
17                                +1                             +1
18                                +1                             +2
18/01-50*                         +1                             +3
18/51-75*                         +2                             +3
18/76-90*                         +2                             +4
18/91-99*                         +2                             +5
18/00*                            +3                             +6
19#                               +3                             +7
20#                               +3                             +8
21#                               +4                             +9
22#                               +4                             +10

* These bonuses are available only to fighters, paladins, and rangers.
# These scores are only possible in this game through magic.

Dexterity

The Dexterity Chart lists the  modifiers to missile hit probability  and the
AC adjustment based on the character's Dexterity.

Dexterity Chart

Ability Score             Melee Hit Probability                AC Adjustment
----------------------------------------------------------------------------
3                                -3                                 +4
4                                -2                                 +3
5                                -1                                 +2
6                                 0                                 +1
7-14                              0                                  0
15                                0                                 -1
16                               +1                                 -2
17                               +2                                 -3
18                               +2                                 -4
19                               +3                                 -4

Constitution

The Constitution Chart lists the Hit Point Adjustment that a character  gets
every level.

Constitution Chart

Ability Score             Hit Point Adjustment
----------------------------------------------------------------------------
3                                -2
4-6                              -1
7-14                              0
15                               +1
16                               +2
17                          +2(+3)*
18                          +2(+4)*
19                          +2(+5)*

* These bonuses are available  only to fighters, paladins, and  rangers; for
all other classes the maximum hit point adjustment for constitution is +2.

THAC0

THAC0 is not an  ability score, but it  is an important characteristic.  The
THAC0 Chart lists a character's base THAC0 for his class and level.

THAC0 Chart

                                  Character Level
Class             1    2    3    4    5    6    7    8    9    10    11
----------------------------------------------------------------------------
Cleric            20   20   20   18   18   18   16   16   16   14    14
Fighter           20   19   18   17   16   15   14   13   12   11    10
Mage              20   20   20   19   19   19   18   18   18   17    17
Paladin           20   19   18   17   16   15   14   13   12   11    10
Ranger            20   19   18   17   16   15   14   13   12   11    10


WEAPONS AND ARMOR

Weapons

Weapons are divided into 3 classes: melee, thrown, and fired. Melee  weapons
are used only in  close combat, while thrown  and fired weapons are  used at
range.  Characters  in  the  front  rank  can  use melee and ranged weapons.
Characters in the rear ranks can  only use ranged weapons. Note the  Classes
sections starting on page 23 in the rules that limit some character  classes
to certain weapons.

The Weapons Chart  lists the weapons  with their range  of hit point  damage
versus small, medium, and large-sized creatures. The damage done by a  melee
weapons is adjusted  by the attacking  character's strength and  any magical
bonus the weapon may have.

Weapons Chart

                          Damage vs. Small & Medium         Damage vs. Large
----------------------------------------------------------------------------
Melee Weapons:

Staff*                            1-6                             1-6
Mace                              2-7                             1-6
Short Sword                       1-6                             1-8
Flail                             2-7                             2-8
Axe                               1-8                             1-8
Long Sword                        1-8                             1-12
Halberd*                          1-10                            2-12

Thrown Weapons:

Rock                              1-2                             1-2
Dart                              1-3                             1-2
Dagger                            1-4                             1-3
Spear                             1-6                             1-8

Ranged Weapons:

Sling & Rocks*                    1-4                             1-4
Bow & Arrows*                     1-6                             1-6

* These two-handed weapons must be used from the primary hand

Armor

Armor provides  a character  a base  AC. The  lower the  character's AC, the
harder it is for an attack to hit. AC is based on the character's armor  and
his dexterity bonus. Some magic items also help a character's AC.

Note the Classes sections starting on  page 23 in the rules that  limit some
character  classes  to  certain  types  of  armor. The Armor Chart lists the
types of armor in EOB and the base AC they provide a character.

Armor Chart

Armor Type              Base AC
----------------------------------------------------------------------------
Robe                      10
Shield*                    9
Leather Armor              8
Scale Mail                 7
Chain Mail                 6
Banded Armor               4
Plate Mail                 3

* A shield subtracts 1 AC from any armor it is used with.

Boots, helmets,  and non-magical  bracers may  look like  armor, but they do
not modify a character's AC. They can safely be left as weights on  pressure
plates. Magical bracers, however, can modify a character's AC.

Spells

Spells are an important part of a party's capabilities. The spells that  the
party's spell casters memorize will have an important effect on the  party's
tactics.

In  the  following  section,  the  spells  have  been  divided  into  types:
Offensive Spells,  Defensive Spells,  and Other  Spells. There  are specific
hints  on  when  each  type  of  spell  is  most  effective. Spells that are
available only to clerics are marked with an *.

Offensive Spells

Burning Hands, *Cause Light  Wounds, Shocking Grasp, *Flame  Blade, Vampiric
Touch, *Cause Serious Wounds and  *Cause Critical Wounds: These are  hand to
hand magical attacks. The spell caster  must be in the front rank  to attack
with  them.  Because  of  the  time  it  takes  to cast these spells and the
vulnerability of many spell casters, they are normally the offensive  spells
of last resort.

Magic Missile, Melf's Acid Arrow  and Flame Arrow: These are  ranged magical
attacks that affect only one monster at a time. They allow the spell  caster
to attack from the safety of the rear ranks. They are the favorite offensive
spells of lower level mages.

Hold  Person,  Fireball,  Lightning  Bolt,  Fear,  Ice  Storm, Cone of Cold,
*Flame Strike and  Hold Monster: These  are ranged magical  attacks that can
affect several monsters in an area. Because of the damage they can do,  they
are often the preferred offensive spells of higher level spell casters.

These  area  effect  spells  are  especially  effective  when  fighting many
monsters. Look  closely at  the area  of effect  of the  various spells. The
spells that affect several squares are more effective against monsters  that
cannot attack in  groups. The spells  that effect a  single square are  most
effective against monsters that attack in groups.

Two of these spells take special care  when they are used. If the target  of
an Ice Storm spell is within melee  range of the party, the party will  also
take damage  from the  spell. The  Hold Person  spell only  affects kobolds,
dwarves, and drow.

Defensive Spells

Armor, *Protection  from Evil,  Shield, *Magical  Vestment, *Protection from
Evil  10'  Radius,  and  Stoneskin:  These  spells mainly provide protection
against physical attacks.  Cast these spells  on your front  rank characters
just  before  dangerous  battle.  Stoneskin  is often the preferred physical
defensive spell of higher level spell casters.

*Bless and *Prayer: These  spells mainly provide protection  against magical
attacks.  Cast  these  spells  on  your  front  rank  characters just before
dangerous battles.

Healing Spells

*Cure Light Wounds, *Aid, *Cure  Serious Wounds, and *Cure Critical  Wounds:
These spells replace  a character's lost  HP. The Aid  spell can increase  a
character's HP  over  his  normal  maximum  value,  but  only   increases HP
temporally. Cleric  class characters  should always  have a  few Cure  Light
Wounds spells memorized to quickly heal the party while resting.

*Slow Poison, *Remove  Paralysis, *Neutralize Poison:  These spells slow  or
remove the effects  of poison or  paralysis. Keep a  number of these  spells
memorized whenever the party  is anywhere near a  monster who can poison  or
paralyze the party.

*Raise Dead: This spell will bring a character back from the dead. Keep  one
of these spells memorized once your cleric gets to a high enough level.

Other Spells

Detect Magic: This spell  is very useful in  evaluating the items the  party
picks up during the game. The spell causes all magical items carried by  the
party to glow blue.

Invisibility and Invisibility 10'  Radius: Invisibility is a  useful defense
for a  character in  the rear  ranks who  avoid attacking.  Invisibility 10'
Radius is useful  to hide the  entire party from  mystic sensors and  prying
eyes.

Even  when  the  party  is  invisible,  most monsters will sense the party's
general location, though the monsters  get big penalties on attacks  against
invisible targets.

*Create Food & Water: This spell is  very useful in the lower levels of  the
dungeon where  food is  scarce. Be  sure to  memorize this  spell before the
party begins starving not after!

Haste: This spell is especially  useful when fighting monsters who  are very
fast. The  Haste spell  allows a  party to  make melee  attacks much faster.
Cast this spell on your party just before dangerous battles.

NON-PLAYER CHARACTERS

There are nine non-player characters that can join the party throughout  the
adventure. Some are found as bones that can be resurrected.

The NPC  list show  the character's  class, alignment,  race/gender, ability
scores, and maximum hit points. The  list also shows the location where  you
find the NPC, his initial status,  and any equipment the NPC has  on-hand or
nearby.

Tod Uphill
----------
          Class:            Level 5 Thief
          Alignment:        Chaotic-Neutral
          Race/Gender:      Halfling Male
          Ability Scores:   Str.: 17 Int.: 11
                            Wis.: 14 Dex.: 19
                            Con.: 18 Cha.: 16
          Hit Points:       32
          Location:         Level 1, location 2
          Status:           Dead (bones)
          Equipment:        Lockpicks

Anya
----------
          Class:            Level 4 Fighter
          Alignment:        Chaotic-Good
          Race/Gender:      Human Female
          Ability Scores:   Str.: 18/59 Int.: 5
                            Wis.: 11 Dex.: 14
                            Con.: 16 Cha.: 9
          Hit Points:       45
          Location:         Level 3, location 40
          Status:           Dead (bones)
          Equipment:        Leather Armor, Long Sword, Spear

Taghor
----------
          Class:            Level 5 Fighter
          Alignment:        Chaotic-Good
          Race/Gender:      Dwarf Male
          Ability Scores:   Str.: 17 Int.: 11
                            Wis.: 15 Dex.: 15
                            Con.: 19 Cha.: 9
          Hit Points:       45
          Location:         Level 4, location 39
          Status:           Injured
          Equipment:        Dwarf Helmet, Chain Mail, Axe

Dorhum
----------
          Class:            Level 3 Fighter
          Alignment:        Lawful-Good
          Race/Gender:      Dwarf Male
          Ability Scores:   Str.: 18/29 Int.: 13
                            Wis.: 11 Dex.: 16
                            Con.: 17 Cha.: 14
          Hit Points:       28
          Location:         Level 5, location 27
          Status:           Okay
          Equipment:        Dwarf Helmet, Chain Mail, Axe, 2 Rations,
                            Potion of Healing

Ileria
----------
          Class:            Level 6 Cleric
          Alignment:        Lawful-Good
          Race/Gender:      Half Elf Female
          Ability Scores:   Str.: 10 Int.: 12
                            Wis.: 9  Dex.: 15
                            Con.: 17 Cha.: 17
          Hit Points:       52
          Location:         Level 7, location 19A
          Status:           Dead (bones)
          Equipment:        Holy Symbol

Beohram
----------
          Class:            Level 7 Fighter
          Alignment:        Lawful-Good
          Race/Gender:      Human Male
          Ability Scores:   Str.: 17 Int.: 9
                            Wis.: 15 Dex.: 13
                            Con.: 18 Cha.: 17
          Hit Points:       55
          Location:         Level 9, location 57
          Status:           Dead (bones)
          Equipment:        Helmet, Holy Symbol, Plate Mail, +5 Long Sword
                            called "Severious", Shield, Dagger

Keirgar
----------
          Class:            Level 5 Fighter
          Alignment:        Newtral-Good
          Race/Gender:      Dwarf Male
          Ability Scores:   Str.: 18/92 Int.: 15
                            Wis.: 15 Dex.: 12
                            Con.: 19 Cha.: 17
          Hit Points:       45
          Location:         Level 10, location 15
          Status:           Injured (captive)
          Equipment:        None

Tyrra
----------
          Class:            Level 6 Ranger
          Alignment:        Chaotic-Good
          Race/Gender:      Elf Male
          Ability Scores:   Str.: 16 Int.: 14
                            Wis.: 16 Dex.: 18
                            Con.: 17 Cha.: 7
          Hit Points:       45
          Location:         Level 10, location 36
          Status:           Dead (bones)
          Equipment:        Skull Key

Kirath
----------
          Class:            Level 7 Mage
          Alignment:        Neutral
          Race/Gender:      Half-Elf Male
          Ability Scores:   Str.: 11 Int.: 17
                            Wis.: 13 Dex.: 18
                            Con.: 8  Cha.: 12
          Hit Points:       21
          Location:         Level 11, location 60
          Status:           Dead (bones)
          Equipment:        +2 Bracers of Defense, +5 Dagger, +2 Ring of
                            Protection, Robe +5, Spell Book

MONSTERS

Level 1
-------
Kobold: These creatures are weak alone, but they can be dangerous when  they
attack  in  packs.  All  types  of  weapons  are  effective  against   these
creatures. The clerical  spell Hold Person  is especially effective  against
Kobolds.

Leech, Giant: These creatures are slow  and can only attack one a  time, but
they are much tougher  than kobolds and can  do a lot more  damage when they
hit.  All  types  of  weapons  are  effective against these creatures, but a
novice  party  might  want  to  keep  their distance and attack leeches with
ranged weapons and spells.

Level 2
-------
Skeleton: These creatures attack quickly and can pack together to attack  as
a mob.  The best  defense against  a group  of skeletons  is to turn them by
readying the  holy symbol  of the  party's highest  level cleric.  Skeletons
take  half  damage  from  piercing  and  slashing  weapons  like  swords and
daggers.

Zombie: These creatures attack more  slowly than skeletons but they  too can
pack  together  to  attack  as  a  mob.  All  types of weapons are effective
against zombies, but the best defense against a group of zombies is to  turn
them by readying the holy symbol of the party's highest level cleric.

Level 3
-------
Kuo-Toa: These creatures are slow and  can only attack one a time,  but they
can throw lightning bolts  at range. When you  spot a kuo-toa, sidestep  its
initial  lightning  bolt,  then  rush  in  and  kill  it in melee before the
creature  can  get  another  lightning  bolt  off.  All types of weapons are
effective against these creatures.

Flind: These creatures can only attack one  at a time, but are fast and  can
do a  lot of  damage. They  have a  fondness for  ambushes, so  be ready for
battle  as  you  open  doors,  turn  corners,  and  move  through areas they
inhabit. All types of weapons are effective against these creatures.

Levels 4 & 5
------------
Spider, Giant:  These creatures  are extremely  dangerous due  to the lethal
poison in their  bite. These creatures  can only attack  one at a  time, but
are quick and takes several hits to kill.

The  best  strategy  when  fighting  a  spider  is to retreat and engage the
spider  with  ranged  weapons  and  spells.  Dwarves  with high constitution
scores are resistant to poison and should  be in the front rank in case  the
spider catches the retreating party.  After each battle, be sure  to quickly
pick up your ranged weapon ammo and keep an eye out for other spiders.

Your  cleric  plays  an  important  role  in  the  party's  survival after a
character is poisoned.  If a character  is poisoned, its  is best to  cast a
Slow  Poison  spell  on  them  and  look  for  a Potion of Cure Poison, or a
friendly NPC cleric with a Neutralize Poison Spell.

Level 6
-------
Kenku: These creatures can pack together to attack as a group and can  throw
two Magic Missile  spells at a  range before they  close to melee.  When you
spot  a  flock  of  kenku,  sidestep  until  they  have expended their Magic
Missile spells. All types of weapons are effective against these  creatures,
but area effect spell like Fireball  are the most effective way to  break up
their groups.

There  is  an  entire  community  of  kenku  on level 6. Groups of them will
continue to attack the party as long as they are on level 6. Be careful  not
to  get  surrounded,  and  move  swiftly  through the level to complete your
objectives before too many of the kenku are alerted.

Level 7
-------
Drow Elf: Most  drow, outside of  the area covered  in EYE OF  THE BEHOLDER,
kill strangers  on sight.  The drow  elf community  in EOB  has a  pact with
Xanathar and are used to dealing with non-drow. They may even be willing  to
bargain with wandering adventurers.

The drow can pack together to attack  as a group and have a high  resistance
to spells. In melee, they attack  with long swords coated with a  short-term
paralyzing poison.  Use the  party's maneuverability  to stay  out of  melee
with the  drow and  use ranged  weapon attacks  against them  as long as you
can.

Skeletal Lord: These creatures are  an elite force of evil  warriors created
from the bones of  fallen heroes. They can  attack quickly, are very  tough,
and can  pack together  to attack  as a  group. The  best defense  against a
group  of  skeletons  is  to  turn  them  by readying the holy symbol of the
party's highest level cleric. Skeletal lords take half damage from  piercing
and slashing weapons like swords and daggers.

Level 8
-------
Drider: These creatures  have powerful melee  attacks, a high  resistance to
spells, and  are armed  with two  spears that  they used  as ranged attacks.
When you spot a drider, sidestep  until he has expended his spears  and then
engage with  ranged and  melee weapons.  All types  of weapons are effective
against these creatures, but most spells are ineffective.

Hell Hound:  These creatures  attack with  a powerful  bite and by breathing
fire. They are  resistant to some  spells. They often  attack in packs,  but
keep sufficiently spread out to  avoid area effect spells. Maneuver  to keep
from being  surrounded. All  types of  weapons are  effective against  these
creatures.

Level 9
-------
Displacer Beast: These  creatures have powerful  melee attacks and  have the
power  to  'displace'  their  image  up  to  three  feet  from  their actual
location. Because  of this  ability, displacer  beasts are  difficult to hit
with melee and ranged weapons, so it is best to engage them with spells.

Rust Monster:  These creatures  have an  insatiable appetite  for all metal.
When  you  encounter  a  rust  monster,  immediately move characters without
metal armor to  the front rank  and keep retreating  to protect the  party's
metal  equipment.  While  retreating,  engage  the  rust monster with ranged
weapons and spells.

Level 10
--------
Mantis Warrior: These creatures are extremely fast and carry two weapons,  a
thrown dagger and a  halberd for melee attacks.  The halberd is coated  with
the mantis  warrior's paralyzing  saliva. When  you spot  a mantis  warrior,
sidestep until he  has expended his  dagger, retreat to  keep out of  melee,
and engage with ranged spells.

Level 11
--------
Mind Flayer: These  creatures are almost  completely resistant to  magic and
their invisible psionic  attack can paralyze  the entire party.  When a mind
flayer  turns  to  face  the  party,  sidestep  quickly to avoid its psionic
attack. Retreat around corners and engage the mind flayer on its flank  with
ranged and melee weapons. All  types of weapons are effective  against these
creatures.

Xorn: These creatures are slow and tough, do a lot of damage when they  hit,
and are  resistant to  some spells.  Engage the  xorn by  closing to  melee,
attacking, and then retreating before the xorn can execute its own  powerful
attack.

Level 12
--------
Golem,  Stone:  Xanathar's  stone  golems  are  less powerful than classical
golems  because  they  are  built  using  short  cuts  and   non-traditional
materials. Still,  these monsters  are extremely  tough, do  a lot of damage
when they hit, and are resistant to most spells in the game. Engage a  golem
by closing to  melee, attacking, and  then retreating before  it can execute
its powerful melee attack.

Beholder:  Xanathar  the  beholder  has  been  watching your party since you
accepted the  Lord's commission  and knows  what you  are capable  of doing.
Defeating him will not be an easy task!

Beholders  are  almost  completely  resistant   to  magic  because  of   the
anti-magic effects  of their  central eye.  A beholder  has ranged  attacks,
that  can  devastate  the  entire  party.  To  defeat  the beholder, use the
tactics that  have worked  against other  monsters, and  remember the  clues
that you have received throughout the game.

SOLVING PUZZLES

Solving puzzles is an important part of completing EYE OF THE BEHOLDER.  The
following are some ideas  to use while trying  to solve puzzles. If  you are
having trouble with a  specific puzzle, you can  get additional help in  the
Hints section. If  you are still  stumped, you can  check out the  answer to
the puzzle in the Solutions section.

Keep Track of Buttons & Levers

Some  puzzles  are  activated  in  one  part  of the dungeon and executed in
another  part.  Record  the  position  of  any  button  or lever that has no
obvious function.  If you  can't seem  to get  through an  area, go back and
change these buttons  or levers one  at a time  to see if  they make it  any
easier to get through.

Look For Writing On The Wall

If you can't seem to get through  an area, look for writing on the  walls in
this area. Often, writing on a side wall is difficult to spot. Some  writing
may only be read if the party has a character of a specific race.

Look For Hidden Buttons On The Walls

Always check  the walls  for secret  and hidden  buttons and  bricks. Moving
sideways down a wall will often make hidden buttons easier to spot.

Keep Your Eye On The Compass

Watch the  compass as  the party  moves. There  are a  number of  traps that
change  the  party's  facing.  Teleporters  often reveal themselves when the
party's facing changes.

Leave a Trail of 'Bread Crumbs'

If you suspect the  party is being teleported  when moving through an  area,
throw an  item past  the suspected  teleporter. Watch  the item  as you move
through the area. The item will 'disappear' when the party teleports.

Save the Game

Save the game anytime you think that something could happen that would  hurt
the party.  Save the  game at  the beginning  of each  level. If a puzzle is
difficult to solve, save the game  and then try different solutions. If  the
monsters are  attacking the  party thick  and fast,  save the  game and  try
different  strategies.  If  things  are  getting  really  tough, save before
opening doors.

Go on

When all else fails, go  on with the game. The  party does not have to  open
every door,  fight every  monster, and  obtain every  item to  win the game.
Mark down any areas that the party bypasses. If the party gets stumped in  a
later area, or needs an item to go on, come back and try the puzzle again.

                              M A P S
                              -------

Level 1 -- Upper Sewer Level

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 +-+         Stairs Down
 +-+ Hall

 ==  Door   ВВ Illusionary or Moveable Wall

Level 2 - Middle Sewer Level

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Main Level

ииииииииииииииииииииииииииииииииии
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  ии Wall    Stairs Up

 +-+         Stairs Down
 +-+ Hall

 ==  Door   ВВ Illusionary or Moveable Wall

Level 3 - Lower Sewer Level

ииииииииииииииииииииииииииииииииииииииииииииииииииииииииииииииии
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Main Level

Sublevel:
ииииииииииииииииии
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  ии Wall    Stairs Up

 +-+         Stairs Down
 +-+ Hall

 ==  Door   ВВ Illusionary or Moveable Wall

Level 4 - Upper Level Dwarven Ruins

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  ии Wall    Stairs Up

 +-+         Stairs Down
 +-+ Hall

 ==  Door   ВВ Illusionary or Moveable Wall




Level 5 - Dwarven Ruins and Camp

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 ии Wall    Stairs Up

+-+         Stairs Down
+-+ Hall

==  Door   ВВ Illusionary or Moveable Wall


Level 6 - Bottom Level of Dwarven Ruins

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Main Level

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ииииииииииииииии
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ииииии      ииииии
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Sublevel

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==  Door   ВВ Illusionary or Moveable Wall

Level 9 - Lower Reaches of the Drow

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==  Door   ВВ Illusionary or Moveable Wall

Level 10 - Xanathar's Outer Sanctum, Mantis Hive

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 ии Wall    Stairs Up

+-+         Stairs Down
+-+ Hall

==  Door   ВВ Illusionary or Moveable Wall

Level 11 - Xanathar's Outer Sanctum, Lower Reaches

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 ии Wall    Stairs Up

+-+         Stairs Down
+-+ Hall

==  Door   ВВ Illusionary or Moveable Wall

Level 12 - Xanathar's Inner Sanctum

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 ии Wall    Stairs Up

+-+         Stairs Down
+-+ Hall

==  Door   ВВ Illusionary or Moveable Wall

                                  H I N T S
                                  ---------

The following is a book of notes entitled "The World Beneath Waterdeep".  It
contains  selected  notes  from  the  self-proclaimed "famous archaeologist"
Wently  Kelso.  The  notes  refer  to  the  maps  int the Maps section. They
describe his expedition to the deepest depths of the sewers of Waterdeep.

Level 1 - Upper Sewer Level (p. 16)

Our guide is  a mangy humanoid  of indeterminate species.  I can't pronounce
his real name, so  I call him Bennet,  in honor of my  mangy half-brother on
my mothers side of  the family. As we  followed Bennet into the  tunnels and
catacombs of  the sewer  system, we  can hear  the soft  foot steps of large
dog-like creatures known as kobolds.

3. This area was used to control  the water flow through the first level  of
the sewer system.  If the water  flowed from the  north, certain passageways
would close to  prevent the water  from flooding the  level. The same  would
happen if the water flowed from the east.

12. According  to  the  city  sewer  layout,  some  of  the doors require  a
constant flow of water  over their pressure plate  to remain open. Once  the
water stopped  flowing over  the pressure  plate, the  door would  close, to
prevent backwash.

16. This  is  a  silly  place  for  a  dead end. I wonder if we are  missing
something here?

18. Our guide, Bennet,  pointed out a secret  door here. He tried  (with our
help) to bash the  door in with his  head, but was unsuccessful.  There must
be a secret button or lever around here somewhere.

19. Here we found  an emergency flood control  door. It is designed  so that
if the area flooded, any trapped workers could open the door by pushing  the
button. The water would rush down into the second level saving the workers.

21. There is a depression in the north wall with rolled up papers inside.  I
am surprised that the papers survived. I would have thought that unprotected
paper would rot in the sewer.

Level 2 - Middle Sewer Level (p. 17)

We looked down the long dark hole that led to the second level of the  sewer
system. The smell of rotting flesh  filled our nostrils and we decided  that
the Bennet, our guide, should go down first. Looking down into the dark,  he
became frightened  and stopped  about five  feet down.  We encourage  him to
continue on by dropping rocks down the hole.

5. There is  a secret passage  here, but we  are unable to  find a lever  or
button that opens the wall.

6. This  door was  stuck partially  open. Bennet  gripped the  bottom of the
door and pulled up as hard as he could. By his whining I assume that he  has
somehow hurt himself.

9. Bennet has informed  us that there is  a secret passageway to  the north.
Now where did that button go to?

15. If we could just hit the  pressure plate beyond the pit, I know  the pit
would close. I wonder how heavy our guide is?

24. Our guide was  overcome by sewer gas.  He spun around a  couple of times
and ended up facing the wrong direction.

30 - 33. This area is an emergency exit. If the water level became too  high
for the  workers to  get out,  they would  step into  this area and it would
teleport them to the surface. Unfortunately, the teleporter has broken  down
and it will  only teleport you  to another area  within the sewer  system. I
don't know how we will we ever find our passage out of here.

40. When our  guide read "R.A.T.S."  he ran in  terror. We had  to track him
down and drag him back. The  city sewer map claims that R.A.T.S.  stands for
Rapid Access Teleport System. I wonder where it will teleport you to.

41. This area  appears to be  a shuttle of  some kind. We  pushed the button
and  the  door  closed.  Then,  we  pushed  the button again and there was a
strange sound. What does the inscription on the side wall mean?

51. We were warned by  our guide not to push  the button on this wall.  What
does our guide know? I pushed it anyway. I wonder what will happen.

67. This keyhole  is different that  the others we  have run into  thus far.
Does it require a special key?


Level 3 - Lower Sewer Level (p. 18)

The  stench  of  sewer  gas  makes  our  heads  spin. Our guide, Bennet, has
informed us that this is perfect  environment for the kuo-toa. We will  have
to keep our guard up.

2. We are having  a horrible time breathing  here. The sewer gas  steals our
breathe  and  clouds  our  vision.  We  have been wandering this hallway for
hours. We can't seem to get our bearings straight.

4. The same stench  overcomes us again. If  we could just get  our bearings,
we could make it down the hallway.

12 - 14. There are three tarnished silver locks here. Our guide is  sniffing
at the center lock, but it is an important part of the scientific method  to
try each lock, one at a time.

25 - 31. There  is   a  forest  of   pits and pressure plates in this  room.
Perhaps if we trigger the pressure plates one at a time, we can explore  the
whole room. However,  I do wonder  what is down  the pits. Perhaps  we could
throw Bennet down there and have him take a look.

40. Here we found the remains of a fighter. I wish we glad the facilities or
the time to have her resurrected.

46. The sewer gas is so strong here that we passed out. When we came to,  we
found ourselves in the southeast corner and facing the opposite direction.

48. Bennet  translated  the  rune  on  the  wall  here. It reads,  "Museum".
Imagine, a museum down here. How nice. I just love museums.


56. We had to use up all four  of the gems we found to open the  passageway.
What a waste.

57 - 58. These are broken down teleporters. If you step in these areas  they
will teleport you to another part of the sewer system.

S - Z. What curious statues. They are very lifelike.

Level 4 - Upper Level Dwarven Ruins (p. 19)

Just as we thought our adventure was  coming to an end, we found a  stairway
leading down to  another level. The  stone work on  this level look  nothing
like the sewers above. Could these stairs lead to the fabled dwarven  ruins?
Our hopes are high.

3. The  pressure  plate  through  the  open  door to the south makes  Bennet
nervous. I think that  he is still rattled  by the effects of  the poison he
was hit by in the battle with the giant spider.

12. A new type of key! I think it is of dwarven manufacture.

34. There is  an interesting dwarven  statue on the  far wall. It  is in the
shape of a  gargoyle with one  arm raised. Our  guide pulled the  gargoyle's
arm and nothing seemed to happen. Those dwarves are such jokers.

40. There is another gargoyle statue. Bennet, our guide, pulled its arm  and
a pit closed. I  wonder if a pit  closed when we pulled  the last gargoyle's
arm.

59. We have found a strange  stone construction with a number of  symbols on
either side. One symbol seems to be missing.

66. Another  gargoyle statue.  After a  thorough examination,  I pulled  the
arm,  but  nothing  happened.  Our  guide  began getting nervous again, even
though there are no spiders in sight. I fear that the multiple spider  bites
are beginning to effect him.

70. We had a hard time opening this door. Maybe, it requires a special key.

82. As I pulled  the chain, our guide's  sensitive ears picked up  the faint
sound of a wall moving.

85. There  is a  dwarven rune  that reads  "Emergency Exit".  I have no idea
what this means.

89. We  continue going  south. Some  of the  landmarks are  starting to look
familiar. I take this  as a good sign.  However, I don't know  how many more
spider bites our guide can take.

Level 5 - Dwarven Ruins and Camp (p. 20)

It is amazing! After years of research and hard work. I, Wently Kelso,  have
discovered the fabled dwarven ruins  beneath Waterdeep. We are now  prepared
to enter the second level. I wonder what treasure we will find.

2 - 3. Our guide has  informed us that  the rune on  the wall reads,   "Safe
passage". We decided to  see how safe it  was by pushing our  guide into the
wall. Amazingly, he passed right through.


14. I am  convinced that the  door in the  west wall of  this room will  not
open from this side.  Bennet keeps sniffing around  the walls as if  he were
looking for something.

24. We have found another of those strange stone constructions. This one  is
missing a different symbol than the one on the level above.

27. There are dwarves  down here! One dwarf  named Armun, claimed that  this
area was his lost kingdom. He asked us to help them find Keirgar, a  prince,
that had been captured  by the dwarves' enemies.  I told them that  we would
do what we could to help them with their little quest.

30. We found a very  nice dwarf here that tended  to a cut I received  on my
finger. Our guide, Bennet,  asked the dwarf to  look at a large  gash on his
head. It is just so hard to find good help these days.

48. There is a strange keyhole here. Perhaps it requires a special key.

72 - 83. We were told  by the dwarves  to be careful  of this area.  It  was
used  centuries  ago  to  teleport  materials  to  the  surface.  Now,   the
teleporters seem to be interconnected.

Level 6 - Bottom Level of Dwarven Ruins (p. 21)

This level is infested with nasty  creatures called the kenku. We have  been
collecting their eggs for their scientific value. Our guide wanted to  crack
one open and fry  it for breakfast. Somehow,  the thought of eating  a kenku
egg turned my stomach.

3. This area was  used for diplomatic meetings.  The dwarves would stand  on
one side  of the  pressure plate  and their  enemy would  stand on the other
side. Both parties would lay down their weapons, and the talks would begin.

10. We met a  dark-robed person. He was  very unfriendly and would  not give
us so much  as his name.  He just stood  there glaring at  us. I would  have
challenged him, if we were not in such a hurry.

19. I thing that we found an example of the classic dwarven "dart trap".  In
such a trap, you step  on a pressure plate and  darts fly out of the  holes.
To test  my theory  I had  our brave  guide, Bennet,  stand in  front of the
holes, while I step on the plate.

22. Bennet's sensitive nose lead us  to this dark pit. Before we  could stop
him, Bennet scrambled over the edge and into the darkness. We had no  choice
but to follow him.

33. There is some kind of message  on the east wall. Before I can  translate
the message, Bennet  emits his 'I'm  hungry' whine. I  toss him a  packet of
rations to keep  him quiet. Bennet  uses a dart  like a make-shift  fork and
stabs his rations. I turn away in disgust and resume my translation.

Level 7 - Upper Reaches of the Drow (p. 22)

We have found  the drow here.  These evil dark  elves can only  be up to  no
good, but what  are they doing  down here? It  is up to  us to unravel  this
mystery.


1. We were stopped by drow and not allowed to pass. Bennet reluctantly  gave
his next breakfast to the drow and then we were allowed to go on.

4. When  we  stepped  on  this  pressure  plate we heard a whooshing  sound.
Luckily, we all ducked begind our guide Bennet, just before the explosion.

15. As we moved forward we heard the whooshing sound again. Again,  everyone
ducked but Bennet. He doesn't look much the worse for wear, however.

20. When I stepped on this pressure plate, skeletal lords came out of  their
dens.  I  raised  my  hand  and  ordered  the foul beasts to return to their
master. This did not seem to have any effect on them.

37. I removed a dart from our guide's chest and placed it on the shelf,  but
nothing happened.  Our guide,  Bennet, skulked  away and  is now sniffing at
something over on the north wall.

38. Another  pit. I  hate pits,  but Bennet  seems to  show no  fear at this
location.

44 - 57. After a scholarly  examination, I believe  that these ten   'cells'
are cross linked somehow.

63. This  looks  like  the  same  kind  of  stone construction we have  been
running into from time to time.  They resemble portals of some kind.  All we
have to do is determine which item around the portal is missing.

73 - 81. I  have found three inscriptions  and three levers. I  believe that
first I will pull the lever which represents the item I want the most.



Last-modified: Sat, 03 May 1997 08:56:01 GMT