viperfdl: Just found
this patch on the internet and some rather
[url=http://www.weekendwastemonster.net/crpgs/eye/eye.html]infos. Is anyone here who has experience with the patch and could give some more infos?
stryx: I've tried this patch.
It changes the first level a bit. Nothing drastical, just replaces a wall with an unopenable door and things like that. But then it fucks you hard in the beginnig of the second level, as it turns an item that should be a grey key into a stone, effectively ending the game for every party that did not bring a thief along.
I would not consider this a patch as in 'it makes the game better', but a mod at best as in 'it makes the game different, possibly worse'.
It seems that you could have missed the key at level 1.
I started a party in ver 1.9 without a thief... To renew my memories :)
The key is just placed differently. Please see below.
No mistake was made. Just for the lovers of old games at GOG, ^^
( mini FAQ v. 1.02)
Eye of the Beholder Unofficial ver. 1.9 'Stone Gem' edition
Q1. I have no thief in the party, level 2 has no grey key on the floor. Am I stuck?
A1. The grey (silver) key needed for level 2 locks can be found on level 1. A party
without a thief must kill a kobold holding it. Return to level 1 if you missed this
soon sorry kobold.
From the 'Fallen Rocks' starting location take the path marked with the 'Entrance'
rune on the east wall to get to him. He is within the big group of 5 kobolds behind
the next door. If you took another route through the northern door (not 'Entrance')
you may get to their room from the other side, from the south and western passages.
Bottom line: without a thief you will have to take keys from their dead bodies...
The game is perfectly playable without a thief. NO significant item will be missed.
Q2. I love that +5 'Severious' sword found on Beohram body but it's nowhere around.
A2. The monsters felt the might of 'Severious' and hid it in a secret compartment
in a room filled with monsters. Maybe you arrived to late to find it on the corpse.
You will have to bash some heads to get it, no free +5 swords on the ground, sorry.
They did not carry away the remains or the plate armor of Beohram, though.
As he was a bulky guy.
Q3. Where's Tyrra the Elf ranger girl? The CB says her remains are on Mantis level.
A3. It's hard to be a dead Elf on a Mantis level. Mantis warriors have a well-known
taste for elves as the 'Monster Manual' says it. Picked clean by the Thri-Kreen her
bones were given burial since Thri-Kreen are a sentient race with a strong warrior
culture. And they are not into gnawing on bones, either. So Tyrra as a warrior and
a worthy opponent got a burial within the Skeletal Lords reaches of the Drow, lev.7
- making her posthumous salvation slightly difficult.
To make things even more complicated whoever did that also dumped some cursed 'elf'
drow bones there. So please don't confuse the bone sets. But she's worth it, in the
demo version 1.0 and in 1.9 she has 600,000 experience points, level 10 Ranger with
98 HP, not those crappy numbers from the final game release.
Q4. Did you make ANY fun new items at all?
A4. Not really. I just preserved a few things that are present in the demo ver. 1.0
Item.dat file and that function OK. So I removed that 'Stinking Cloud' scroll which
crashes the game but I have kept the Wand of Curing, 2 of these, on the Kenku level
(it looks like a wooden Kenku staff). It functions like а Cure Serious Wounds spell
but is intended to be used by mages. Both have a fair amount of charges - nothing
game breaking in any way. Transferable to the EotB-II The Legend of Darkmoon, could
come real handy on the Nightmare level and they don't take many slots like potions!
Detect magic does not work on them but these sticks are short: they occupy only the
primary hand slot. This is a dead giveaway that this is not a standard Kenku staff.
Another example is the 'Scepter of Kingly Might'. I assume it was intended as a part
of curing the Dwarven King quest somehow not finished in the game. But I reassessed
the melee "+" value of the Scepter. It thansfers as a simple, non-magical mace into
EotB-III. But its name is very similar to the Rod of Lordly Might found in AD&D 2nd
Ed. DMG book. According to it the Rod of Lordly Might can be used as a +2 enchanted
mace. I did the same for the Sceprte of Kingly Might also fixing its magic aura. It
is now good as a front line weapon (alongside with Mace +3) to bash Skeletal Lords.
IIRC I've left a nice +1 or +2 staff near that nasty mage found on the Kenku level.
So if your single class mage, say, tries to stop Kenku magic missiles with a shield
spell (and his own body) he might also try to fend them off with the staff, huh.
If he or she has the robe of defense +5 and some "+" bracers this can even work OK.
Though that is better left to multiclass mages really and they have better weapons.
Something new might be made in version 2.0 that would have a working way out to the
surface and also include that animated Amiga endgame sequence presenting the eye of
Xanathar to the Lords of Waterdeep.
Q5. If I am starting the Trilogy playing ver 1.9 will it transfer OK to EotB II?
A5. Yes. All items and heroes transfer OK. You'll not be carrying many new items to
Temple Darkmoon but you'll carry along the joy of finding & using the Stone Gem ^_^
(c) Sleeper Grey ex-FIDOnet 2:5030/418.10
keeper of the Stone Gem and author of this version
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"poison potions are odorless and can be of any color." (c)DMG