History VideoGame / EyeOfTheBeholder

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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Added DiffLines:

** 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.
17th Feb '16 5:12:37 PM Nevermore2002
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** Insal the halfling thief. After freeing him from his cell, [[SoLongAndThanksForAllTheGear he robs you the next time you rest]].
17th Feb '16 5:07:43 PM Nevermore2002
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* ViolenceIsTheOnlyOption: In the Temple of Darkmoon, if you try to enter the closed doors, the two priests will warn you to stop. Since you can't progress in the game if you obey, you have no other choice but attacking the priests.
19th Jan '16 4:40:13 AM jormis29
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*** There are spots where a will-o-wisp 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 will-o-wisp 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.
25th Dec '15 2:15:45 AM StFan
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* MissionControlIsOffItsMeds: In ''The Temple of Darkmoon'', the last time Khelben Blackstaff contacts you, [[spoiler:it's actually the bad guy in disguise. He tells you to go to the next room and drop dead, almost literally. Considering your last conversation was [[LostInTransmission abruptly cut off]] by a magic barrier, it should be fairly obvious that something's fishy -- in the Amiga version, it also plays [[MusicalSpoiler distinctly different background music]] for the cutscene.]]



* VoiceWithAnInternetConnection: Khelben Blackstaff, in the second game. Subverted once, [[spoiler:when it's actually the bad guy in disguise. He tells you to go to the next room and drop dead, almost literally. Considering your last conversation was [[LostInTransmission abruptly cut off]] by a magic barrier, it should be fairly obvious that something's fishy -- in the Amiga version, it also plays [[MusicalSpoiler distinctly different background music]] for the cutscene.]]

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* VoiceWithAnInternetConnection: Khelben Blackstaff, in the second game. Subverted once, [[spoiler:when it's actually the bad guy in disguise. He tells you to go to the next room and drop dead, almost literally. Considering your last conversation was [[LostInTransmission abruptly cut off]] by a magic barrier, it should be fairly obvious that something's fishy -- in the Amiga version, it also plays [[MusicalSpoiler distinctly different background music]] for the cutscene.]]
17th Nov '15 10:04:28 AM StFan
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** In a room on Silver Tower Level 2, if you kill a dying Darkmoon cleric, the door out of the room closes and traps the party inside permanently. Reload your last saved game. [[spoiler:It's possible to prevent the door from closing by luring a monster there and either paralyzing it or turning it to stone, but it obviously wasn't anticipated by the programmers, because then the whole level becomes buggy.]]

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** In a room on Silver Tower Level 2, if you kill a dying Darkmoon cleric, the door out of the room closes and traps the party inside permanently. Reload your last saved game. [[spoiler:It's possible to prevent the door from closing by luring a monster there and either paralyzing it or turning it to stone, but it obviously wasn't anticipated by the programmers, because then the whole level becomes buggy.]]



* UnwinnableByMistake: From ''[=EotB2=]'', in the level with flying cobras and gas spores, you can encounter a priest of Darkmoon lost in the maze and standing on a pressure plate. If you kill him , the door to the room closes with no way to open it, forcing you to reload the last saved game. There is a way to keep the door open, however (to get the treasures next to the priest), by luring beforehand a monster into the frame and paralyzing it or turning it to stone; the door then can't close even if the pressure plate is released. This clearly wasn't anticipated by the makers, though, since the whole level gets wonky afterward. Notably, the monsters now all look like priests (but still makes flying cobras sound and can poison you). Not quite a GameBreakingBug as you can still continue playing, but if you've done so before solving the riddle for exiting this level -- which is done by feeding various items to a series of magic mouths in the walls -- then you are stuck because the magic mouths are no longer there.

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* UnwinnableByMistake: From ''[=EotB2=]'', in the level with flying cobras and gas spores, you can encounter a priest of Darkmoon lost in the maze and standing on a pressure plate. If you kill him , him, [[DeadEndRoom the door to the room closes with no way to open it, it]], forcing you to reload the last saved game. There is a way to keep the door open, however (to get the treasures next to the priest), by luring beforehand a monster into the frame and paralyzing it or turning it to stone; the door then can't close even if the pressure plate is released. This clearly wasn't anticipated by the makers, though, since the whole level gets wonky afterward. Notably, the monsters now all look like priests (but still makes flying cobras sound and can poison you). Not quite a GameBreakingBug as you can still continue playing, but if you've done so before solving the riddle for exiting this level -- which is done by feeding various items to a series of magic mouths in the walls -- then you are stuck because the magic mouths are no longer there.
17th Nov '15 9:55:10 AM StFan
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* OurDwarvesAreAllTheSame: Most of the [=NPCs=] that can join you in the first game are dwarves. All are fighters with AnAxeToGrind and preferring heavy armor, practically identical except in stats. The dwarves that can be seen in large amounts in their camp are, other than a single exception, ''literally'' all the same: your basic bearded, heavily-armoured, axe-wielding type.

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* OurDwarvesAreAllTheSame: Most of the [=NPCs=] that can join you in the first game are dwarves. All are fighters with AnAxeToGrind and preferring heavy armor, practically identical except in stats. The dwarves that can be seen in large amounts in their camp are, other than a single exception, ''literally'' all the same: your basic bearded, heavily-armoured, heavily-armored, axe-wielding type.



* PoisonMushroom: In ''[=EotB1=]'', some apparently useful potion flasks contain poison. And in this game, it's not easy to identify them early on.

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* PoisonMushroom: In ''[=EotB1=]'', some apparently useful potion flasks contain poison. And in this game, it's not easy to identify them early on.on (although SaveScumming helps).



* StatusBuff: Both Mages and Clerics have spells like this. They are quite useful, though for the most part with very short durations (except for the aforementionned ''Stoneskin'').

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* StatusBuff: Both Mages and Clerics have spells like this. They are quite useful, though for the most part with very short durations duration (except for the aforementionned aforementioned ''Stoneskin'').


Added DiffLines:

* UnwinnableByMistake: From ''[=EotB2=]'', in the level with flying cobras and gas spores, you can encounter a priest of Darkmoon lost in the maze and standing on a pressure plate. If you kill him , the door to the room closes with no way to open it, forcing you to reload the last saved game. There is a way to keep the door open, however (to get the treasures next to the priest), by luring beforehand a monster into the frame and paralyzing it or turning it to stone; the door then can't close even if the pressure plate is released. This clearly wasn't anticipated by the makers, though, since the whole level gets wonky afterward. Notably, the monsters now all look like priests (but still makes flying cobras sound and can poison you). Not quite a GameBreakingBug as you can still continue playing, but if you've done so before solving the riddle for exiting this level -- which is done by feeding various items to a series of magic mouths in the walls -- then you are stuck because the magic mouths are no longer there.
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