This hint sheet was written in house by one of our game 
counselors for the other game counselors. Please excuse any 
obnoxious comments or poor attempts at levity. These are things 
that naturally occur aafter spending eight hours a day telling 
people th e same thing over and over. The numbers in the hints 
refer to locations as described in the Eye of the Beholder Vol. 1 
Hint Booklet from SSI, which can still be found in some software 
stores, or ordered directly from Capcom by sending a check rder 
for .95 US funds to Capcom Customer Service, 475 Oakmead 
Parkway, Sunnyvale, CA 94086, along with a note including your 
return address and which game book you want. 

FAQ's For Eye Of the Beholder 

1. "I'm on the Second Level, and I don't know what to do?" 
Don't panic. What you have to do is go through all three 
doors with the silver locks in this area. If you don't have a 
key, your thief can pick these locks (these are pretty much t ve 
to explore each of the three areas beyond the doors, looking for 
the set of rations in each area. Once all three sets of rations 
have been picked up, the player needs to go through the nor ss," 
and turn and look west. If they actually have all three sets, a 
hallway should have magically appeared there, allowing access out 
to the rest of level 2. The rations are actually triggers eady 
fed the rations to his characters, he just needs to have picked 
them up. 

2. "I'm stuck in a room on Level 2, and I'm going around in 
circles." 

This is probably the room that has the messages, "Not all 
is as it may appear," and, "Orcish runes of passage." What 
happens is, as the player walks into this area past the locked 
door facing south, two steps into the hallway, a magical trap 
(24 2) spins the player around 90 degrees. Have the player watch 
their compass when this happens, and simply tell them to turn 
around to face the correct direction they need to travel in. The 
next problem is the room facing east. Ask the player if the re 
i n a room that is shaped like a figure-eight laying on its side. 
Tell them the reason the room looks like an eight is because 
there are two sets of walls that are seemingly blocking the 
middle of the room. The reason the player is walking in circles 
i because of the teleport traps that are along the outer 
perimeter of the room (30-33, L2). Tell the player that they 
need to walk through the walls marked with the Orc rune of 
passage that are in the middle of the room. Two sections of the 
walls are i usio nary. On the Western wall, the southern, or 
lower, step of the wall is false, and on the Eastern wall, the 
northern, or upper, step is false. They need to walk east into 
this room, go through the two false walls, walk east down the 
hal false wall to the east at the end, then through the false 
wall to the north to find the area with the rations (36, L2). 
Tell them they then need to turn around and head out the same way 
they came in, through the false walls. People will tell you th 
they walk forward and keep ending up looking at a sewer pipe. 
Remind them that they need to walk through the walls in the 
middle of the room, and not to go along the outside, because they 
will get caught in a teleport loop. If they keep arguing with 
yo nsist in a louder voice that you are correct, and if they are 
so smart, why are they calling a game counselor in the first 
place, huh? 

3. "I'm stuck on Level 2; I can't get across the pits and I keep 
falling down to the smaller room on Level 3." 

Tell the player that they need to turn off the first pit 
(15, L2) by pressing the handle in the alcove (14, L2). The next 
pit (E, L2) can be turned off by looking north across the pit and 
tossing a rock or dagger, and it will fly across and land ressure 
plate, turning off that pit. The same thing will work for all 
the other pits in that room. The player needs to pick up the 
rations in the corner (17, L2), and go to the other rooms. 

4. "I'm on Level 2, in front of a message that says, 'What on 
odd place for a carving,' and I can't get that door open. What's 
that carving for?" 

The way to get the door open is to throw a rock or dagger 
through the gate. It'll go through and land on a pressure plate 
on the other side, opening that door. 

5. "How do I open the door on Level 2 where it says, 'Only the 
strong shall pass?'" 

You need to point the symbol on the bottom of the door 
and keep clicking the button until the door raises up. It will 
take a bunch of tries, so don't give up too soon. 

6. "How do I open the door on Level 1 to get down to Level 2?" 

Put a dagger on the pressure plate on the floor, then hit 
the button (19, L1) to the right, and the door will open up. 

7. "I'm on Level 2, and there's a door that won't open with any 
of my keys. How do I open it?" 

That door will only open with the Gold Key. Tell the 
player to go back through the shimmering field (the R.A.T.S.) to 
the south (68, L2). The teleporter will dump them out in the 
southwest. They need to go north from that first RATS (40, L2) 
t oom that says "Entry Level" (41, L2). That room is actually an 
elevator that will take the player to two sub-levels of Level 2, 
the "Correction Level" and the "Fear Level." Walk into the room, 
close the door behind you, hit the secret button on the w l tw 
ice, and you will go down. On the "Fear," search around to find 
the key, then go back to the RATS and open the door. 

8. "Where do I find the dwarven king?" or "What do I do once 
I've found the dwarven prince?" or "How do I find the Wand of 
Silvias" 

Kiergar can be found on Level 10 (15, L10) west of 
Shindia (48, L10). Once he is found, the player needs to hike 
himself back up to the dwarves on Level 5 (27, L5). Once Kiergar 
is found, tell the player to go down to Level 11, and look for 
the of Dwarven Healing (39, L11), and bring it back to the 
dwarves. Once you do that, they will give you the Wand of 
Silvias, which you need to fight the Beholder down on Level 12. 

9. "I have this wand that says, 'No apparent magical effect,' 
when I use it. What is it?" 

Tell the player that they will have to use the Oracle of 
Knowledge to see if that wand is the Wand of Silvias, which is 
necessary to defeat the Beholder. 

10. "What is the Wand of Silvias?" or "How do I use it?" 

The Wand is really only useful for fighting the Beholder. 
When you use it, it will push the Beholder back about four 
spaces. The player needs to push the Beholder back down the 
hallway, into the room, then maneuver so that he is able to push 
th der into the spike trap in the corner (49, L12) which will 
kill the Beholder instantly. 

11. "Where is the Stone Jewel? I've found the portal it uses, 
but I can't find it." 

There is no Stone Jewel in the game. That portal leads 
nowhere. It is only there to mess with your head. 

12. "I have these stone items. How do I use them?" 

Those are portal keys. They activate the various portals 
in the game. Tell the player to look at the portal, and notice 
that one of the spaces is blank. If the player has the stone 
item that would fit into the one blank space, they need to tak t 
of their inventory, hold it over the blank space, and hit the 
button. If this is the right item, it will activate the portal. 

13. "I used the portal key (stone medallion) that the dwarves 
gave me. Now I'm in a room that's locked, and I can't get out of 
it. What do I do?" 

Tell the player that it is too early to start using the 
portal keys to pop around. The portals will only be useful much 
later in the game. Tell the player to teleport back up to the 
dwarf level (Level 5), and start looking for the stairs down t 6. 
The doors on 7 will only open with the jeweled key and the ruby 
key, which will be found when the player comes down to 7 from 6, 
and explores for awhile.