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   Eye of the Beholder II - The Legend of Darkmoon

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
                                                        29/12/91

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