History VideoGame / EyeOfTheBeholder

7th Mar '17 9:27:27 AM StFan
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* HelpImStuck: In ''[=EotB2=]'', there is a round hole in the ceiling allowing to rise up to the next level thanks to a "whirlwind" button. When found, a beholder happens to be stuck inside, with just its mouth, central eye and a few eyestalks peeking through. It asks the adventurers for their help to be unstuck -- one of the rare time a beholder deign speaking to the party rather than attacking on sight.
9th Dec '16 8:56:50 AM StFan
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* FanRemake: Using the modding toolset from ''VideoGame/NeverwinterNights'', the first two installments are available [[http://neverwintervault.org/project/nwn1/module/eye-beholder-i-mk2-eobhakver57z here]] and [[http://neverwintervault.org/project/nwn1/module/eye-beholder-ii here]] .



* InterchangeableAntimatterKeys: The "antimatter" part is handled by the keys being jammed in the locks. The 3rd game actually averts this in several spots.

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* InterchangeableAntimatterKeys: The "antimatter" part is handled by the keys being jammed in the locks. The 3rd third game actually averts this in several spots.



** In ''[=EotB2=]'', there is a puzzle for which the clue is given of "faith is the key." In the puzzle, a sequence of 4 doors in a corridor must be opened by pulling four levers such that each lever opens a pit in front of the previous one, meaning that the fourth door-opener lever is inaccessible across a pit (albeit not a [[BottomlessPit bottomless one]], since the game doesn't have those). The trick, in this case, was to open the first 3 doors, walk down the partially opened corridor, and push a [[PixelHunt misaligned brick]] on the wall, at which point it becomes possible for the player to make a LeapOfFaith and walk on top of the pit in order to pull the 4th lever and open the last door.
* LevelGrinding: Some actions or locations will spawn monsters regularly and previsibly. This can be used to grind XP pretty quickly with a party properly prepared for the specific enemy, if you're patient enough.

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** In ''[=EotB2=]'', there is a puzzle for which the clue is given of "faith is the key." In the puzzle, a sequence of 4 four doors in a corridor must be opened by pulling four levers such that each lever opens a pit in front of the previous one, meaning that the fourth door-opener lever is inaccessible across a pit (albeit not a [[BottomlessPit bottomless one]], since the game doesn't have those). The trick, in this case, was is to open the first 3 three doors, walk down the partially opened corridor, and push a [[PixelHunt misaligned brick]] on the wall, at which point it becomes possible for the player to make a LeapOfFaith and walk on top of the pit in order to pull the 4th fourth lever and open the last door.
* LevelGrinding: Some actions or locations will spawn monsters regularly and previsibly.predictably. This can be used to grind XP pretty quickly with a party properly prepared for the specific enemy, if you're patient enough.



* TurnRed: [[spoiler:Literally for Dran Draggore, who happens to a red dragon.]]

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* TurnRed: [[spoiler:Literally for Dran Draggore, who happens to be a red dragon.]]
3rd Nov '16 8:01:13 AM timotaka
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* DiscOneNuke: The magic dagger Guinsoo, obtainable in the very first level of the original game. However, [[GuideDangIt you may never figure out how to get it...]] Although it sounds impressive to have a +4 weapon at low-level, it really only deals 5 to 8 points of damage on a hit. Also, you don't ''know'' it is a +4 weapon, this might be more of a GuideDangIt territory, at least until you reach the Identify Alcove, which you don't ''know'' is an Identify Alcove.

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* DiscOneNuke: DiscOneNuke:
**
The magic dagger Guinsoo, obtainable in the very first level of the original game. However, [[GuideDangIt you may never figure out how to get it...]] Although it sounds impressive to have a +4 weapon at low-level, it really only deals 5 to 8 points of damage on a hit. Also, you don't ''know'' it is a +4 weapon, this might be more of a GuideDangIt territory, at least until you reach the Identify Alcove, which you don't ''know'' is an Identify Alcove.Alcove.
** For the entire series, the first game contains several +5 magical weapons which you can import along with your party. Presumably even the developers thought that was overkill in hindsight, as the sequels have nothing higher than +4.
3rd Nov '16 7:34:03 AM timotaka
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* BossArenaIdiocy: In the first game there is a very obvious trap in the same area where you encounter Xanathar: a wall niche full of treasure with an enormous blood stain in front of it. At least you can only get him there with the Wand of Slivias, but would ''you'' live in an apartment that just happens to have a death trap in one corner?
9th Jun '16 7:26:36 AM StFan
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* EndlessCorridor: ''[=EotB2=]'' features a seemingly endless corridor in an already frustrating level, thanks to one of the "sneaky teleporters" of the game, who sends the party back a few squares with no visual clue. Leaving an item on the floor allow one to realize what's going on. There's no way to ever reach the other end of the corridor.
6th Jun '16 6:24:11 AM StFan
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* TrueSight: The ''True Seeing'' spell allows you to see through the many secret illusory walls dispersed through the mazes in the games.
23rd May '16 3:44:39 PM StFan
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!!Tropes:

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!!Tropes:
!!''Eye of the Beholder'' provides examples of:
23rd May '16 3:34:25 PM StFan
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* DeadEndRoom: ''[=EotB2=]'' has two No Exit examples.

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* DeadEndRoom: ''[=EotB2=]'' has two No Exit examples. To make it all the more frustrating, both of them also give you very good magical equipment, which easily leads the player to think there must be ''some'' way to get out and keep the stuff.



** To make it all the more frustrating, both of the above also give you very good magical equipment, which easily leads the player to think there must be ''some'' way to get out and keep the stuff.
23rd May '16 2:49:14 PM timotaka
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** To make it all the more frustrating, both of the above also give you very good magical equipment, which easily leads the player to think there must be ''some'' way to get out and keep the stuff.
18th Feb '16 4:40:28 AM StFan
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* EightiesHair: The Drow named Shindia Darkeyes.



* ArbitraryHeadcountLimit: You start the game with four characters, even when importing to the sequels. You may get upto six. The second game also has an NPC that runs off, but he won't do it if you reduce your party size after recruiting him.

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* ArbitraryHeadcountLimit: You start the game with four characters, even when importing to the sequels. You may get upto up to six. The second game also has an NPC that runs off, but he won't do it if you reduce your party size after recruiting him.



* DoubleMeaning: Deep in the first game, at the start of the Mind Flayer level, a wall engraving reads "Alignment must be true". Since this is a ''D&D'' game, you'd expect it to be a cryptic mention about CharacterAlignment. [[spoiler:In truth, it's a hint about how to open the next secret passage, which is a the end of an ''alignment'' of hidden doors.]]

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* DoubleMeaning: Deep in the first game, at the start of the Mind Flayer level, a wall engraving reads "Alignment must be true". true." Since this is a ''D&D'' game, you'd expect it to be a cryptic mention about CharacterAlignment. [[spoiler:In truth, it's a hint about how to open the next secret passage, which is a the end of an ''alignment'' of hidden doors.]]



* EightiesHair: The Drow named Shindia Darkeyes.



* LevelGrinding: Some actions or locations will spawn monsters regularly and foreseeably. This can be used to grind [=XPs=] pretty quickly with a party properly prepared for the specific enemy, if you're patient enough.

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* LevelGrinding: Some actions or locations will spawn monsters regularly and foreseeably. previsibly. This can be used to grind [=XPs=] XP pretty quickly with a party properly prepared for the specific enemy, if you're patient enough.



*** The most useful place early on is the kenku (bird-men) level. They're worth a lot of [=XPs=] but are not terribly dangerous once you neutralize their main attack (''Magic Missiles'') with a pair of mages protected by a ''Shield'' spell in the front row.

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*** The most useful place early on is the kenku (bird-men) level. They're worth a lot of [=XPs=] XP but are not terribly dangerous once you neutralize their main attack (''Magic Missiles'') with a pair of mages protected by a ''Shield'' spell in the front row.



*** There are spots where a WillOWisp or a bulette will automatically appears as soon as you step in. Dangerous monsters in either case, but once again worth lots of [=XPs=], and easily handled by a well-prepared party.

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*** There are spots where a WillOWisp or a bulette will automatically appears as soon as you step in. Dangerous monsters in either case, but once again worth lots of [=XPs=], XP, and easily handled by a well-prepared party.



* PoisonedWeapons: The Drow Shindia Darkeyes fights with poisoned daggers.



* UngratefulBastard: At one point in ''[=EotB2=]'', you have the option to help out a beholder stuck into a circular hole in the ceiling. If you choose so, it thanks you... and then immediately attacks the party because it's hungry.

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* UngratefulBastard: At one point in ''[=EotB2=]'', you have the option to help out a beholder stuck into a circular hole in the ceiling. If you choose so, it thanks you... and then immediately attacks the party because it's hungry.In ''[=EotB2=]''...



** At one point, you have the option to help out a beholder stuck inside a circular hole on the ceiling. If you choose so, it thanks you... and then immediately attacks the party because it's hungry.



* WizardNeedsFoodBadly: Not so much of an issue though, as the game gives you more than enough rations to last until your cleric can learn a very useful ''Create Food'' spell, that instantly fills the entire party's hunger bars. The first game actually contains enough food to make it through ''without'' the ''Create Food'' spell -- although adventuring without a cleric is a bad idea for other reasons.

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* WizardNeedsFoodBadly: Not The characters need to eat or start losing hit points. This is not so much of an issue though, as the game gives you more than enough rations to last until your cleric can learn a very useful ''Create Food'' spell, that instantly fills the entire party's hunger bars. The first game actually contains enough food to make it through ''without'' the ''Create Food'' spell -- although adventuring without a cleric is a bad idea for other reasons.
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